Made mutation categories actually matter.

The primary mutation category now has significant influence. Traits from
other categories have a high chance of being removed. It is now very
difficult to end up with every single trait in the entire game.
Added more severe consequences of radioactivity.

A very high amount of radioactivity can actually kill you.
Mutagens that cause mutation only in specific categories.

There are still a lot missing.
Added the remaining specific mutagens.

For now they use very general recipies.
Added option to allow/disallow mutation by radiation.

Also some rebalancing and formatting.
+signoff
Updated to attach resources to executable
Change wclear to call clearok instead of wrefresh

Fixes #1149
Made font paths work for both SDL and wincurse.cpp
Stop hiding the mouse cursor with SDL
Make SDL play nice with CPU usage while listening for events
Add support for elevators to game::nertical_move().
Call game::vertical_move() from iexamine::elevator() instead of trying to shift levels manually.
Actually return the ret value in item::acid_resist
Added max trait points to the options menu. Addresses issue #1410
Removed int& from set_traits
Multidrop screen now shows a summary of what is about to be dropped
Wielded items highlighted in lightblue, and worn items are highlighted in cyan.
Partial quantities are shown with { } braces.
Redraw not optimized; does not interfere with 80 column display on Windows.

Signed-off-by: D Lue Choy <dluechoy@>
Fixed loading of max trait points from options
Sort inventory by item charges, use low-charge items first

FINALLY got it so that low-charge items will consistently be used in favor of high-charge items.

Doesn't do anything for matches vs. lighter use, though (since it also sorts by item ID).
Catch a lingering reference to the old skill data structure

Should fix #1436.