Don't feel safe when stupid creatures are visible but far.

Use LOS_RADIUS as the minimum tracking range when deciding whether the
monster can get to us.  This puts us back to the status quo ante
0.16-a0-364-g6693b33 for I_PLANT monsters.  It's still possible for
rest/explore/travel to ignore a visible monster if it has only an
indirect path to you (and has no ranged attacks): see #6503 .
Add option tile_player_tile and show player weapon and shield

The option tile_player_tile can be set to use a monster's tile instead
of the conventional player tiles for the player doll. The value
playermons will duplicate the behavior of tile_show_player_species =
true, using the player species monster tile. Values with the prefixes
mons: and tile: can be used to set a base monster or a specific
monster tile to use for the tile (mostly useful for using tile
variants). For instance, use the following in an rc file to use the
deep elf demonologist tile:

    tile_player_tile = mons:deep elf demonologist

and use the following to get a hydra tile with all heads drawn:

    tile_player_tile = tile:mons_hydra_7

All forms of these options show the player's weapon and shield on the
tile, and in the correction location for those tiles that have mcache
entries or otherwise look fine with default offsets. Many tiles don't
have mcache entries with these offsets yet need them, and will show
the weapon and/or shield in strange (but sometimes amusing!)
locations on the tile. For these tiles, we can add the offsets as good
values for them are found.
Some weapon and shield tile offsets

For various monster tiles that are player species, and some other
monsters.
Fix a crash for monsters without mcache entries
Add a javascript semicolon, clean up whitespace, and unbrace
Add the fixed hp gain from Draw Out Power back in.

It was removed by accident. I'm surprised it even compiled.