Fix check for MIN_SHROOM
Merge pull request #233 from NickMcConnell/minshroom

Fix check for MIN_SHROOM that made Mushrooms of Second Sight look weird
Add tiles for new food items.  Thanks to PowerWyrm.  Closes #1741.
cave.c: fix vinfo knight's move crash

This crash was caused by me forgetting that dx/dy were the targeted spot minus
the player's position, not vice versa, and hence adding sx/sy when I should've
subtracted. While adding asserts to trap this error, I found a slew of other
out-of-bounds reads and writes in update_view(), so those are also now fixed.

Signed-off-by: Elly Fong-Jones <elly@leptoquark.net>
Merge pull request #234 from elly/cave-view-crash

cave.c: fix vinfo knight's move crash
(Hopefully) fix the segfault bug when placing feeling tiles in the town.
Fix searching not displaying found traps.
Move all uses of in_bounds(_fully)? over to using cave_in_bounds(_fully) instead.  The assert()s that were triggering in find_safety were because algorithm itself checked against DUNGEON_WID/DUNGEON_HGT (through in_bounds) but the cave code used cave->width and cave->height.
Fix monster fear
Fix a few more redraw glitches.
Fix a typo in the previous commit
Save HP warning and delay factor settings to options pref file.  Also fix the code the replaces an old options dump with a new one - it was leaving behind lots of junk 'end of dump' lines in the pref file.
Fix the birth menu starting race and class on the last entry instead of the first.
Make the priest/paladin spell recharging rise with level as the description says.  It'll be as good at the scroll at clev30.
Refactor ui-options.c so that different options sets always go in different pref file blocks (previously keymaps could be saved in both the options block and a keymap block).  Clean up output in prefs.c a bit.
Allow loading/saving of autoinscription preferences to pref file.
Add a note when you hit 'i' with no inventory, instead of doing nothing.
Refactor teleport_player_level() to ensure it never misbehaves.  I'm not sure if it could before but this version is a lot easier to follow.
Make sure down stairs from the town with force_descent never go beyond MAX_DEPTH-1.
Fix typo in force_descent option name