[READY FOR MERGING!] Fungaloid expansion/rebalance (and some other monster tweaks)

Now that our games can handle huge amounts of numbers I'd figure I'd take a look at making fungaloids live up to their name as hordes of monsters. This PR:
1) Fungaloids slowly convert the terrain near them to fungal versions through their spores.
2) This growth rate is dependent on the amount of nearby fungal terrain. More fungal terrain = faster growth.
3) All of fungal terrain is flammable, if it gets to be too big of a problem burn it!
4) Fungaloids spawn more spores
5) Spores take much longer to attempt to plant themselves
6) Spores can only successfully grow into young fungaloids if they land on fungalized terrain
7) Adult Fungaloids are no longer hostile to the player
8) Both young fungaloids and adult fungaloids are much worse at combat
9) Young fungaloids now grow up into adult fungaloids
10) Spores now can cover each body part separately
11) Spores slow you more as you become more covered in spores
12) Only a tiny amount of spores proceed to the fungal infection stage, based on your health and the intensity of the spore disease
13) Spires now fling the player when they summon walls beneath them (potentially damaging them) instead of magically teleporting them away
14) Spires no longer instantly regrow fungal walls, though they still regrow fairly quickly
15) Fungal zombies/ants now produce less spores much less often
16) Added new item "fungicide" which can be crafted from a new triffid's parts or found rarely in military/science locations. This item will cure fungal infections and force spores out of the player's body. The recipe for fungicide requires survival 1 and cooking 2.

Non-Fungaloid changes:
1) Bleeding now decays intensity levels on it's own
2) Dermatiks injections work again and properly penetrate armor.
3) Shortened dermatik special attack cooldown a bit. 
4) Both dermatik egg implants and the formication diseases are now body-part specific
5) Formication now has intensity levels
6) Rebalanced formication to cause less damage/occur less often
7) Dermatik larva now can grow into adult dermatiks
8) Added new monster flag "CAN_DIG". Causes monster to function like "DIGS" while on diggable surfaces, but is able to leave said surfaces and walk on the surface as well.
9) Dermatik larva are now "CAN_DIG" instead of "DIGS"
10) Added new poison type, PARALYZEPOISON. Paralyze poison has a maximum intensity of 20 and decays, with a small stacking speed penalty as intensity increases (-5% per intensity level)
11) Adult triffids attacks now inject "PARALYZEPOISON"
12) Young triffids can now grow into adults.
13) Added a new triffid, the "Fungal Fighter". Fungal fighters are weaker, slower, and smaller than normal triffids and will run away when near death. However they have both PARALYZEPOISON and BADPOISON applied when they attack, and have a short range dart shooting attack that injects PARALYZEPOISON into the target. They have "CAN_DIG" and will utilize it when on diggable ground. On death they have an 80% chance of dropping a "Fighter sting", the main ingredient in making your own fungicide.

Code/Support changes:
1) Support for permanent diseases
2) Two new functions pause_disease() and unpause_disease() that will pause/unpause disease timers
3) Support for disease intensity decay
4) Message combination support for multiple body-part diseases in speed display
5) Allow infect() to utilize add_disease() arguments
6) Allow disease_intensity(), disease_duration(), and rem_disease() functions to react properly to multiple-part diseases
7) Move the coord_to_angle function into map to allow for easy access

Other bug fixes:
1) **Fixed bug that made all armor only 1/2 as effective as it should be**
2) Fix random body algorithms to properly pick from *all* body parts
3) Fix chain lightning from seg-faulting when used against huge groups of monsters
4) Remove a bit of old antibiotic description that had no effect.