Cocytus end balance edits, new end

 - new cocytus end, more in the style of coc_dpeg and geh_evilmike than coc_old.
 - for all other cocytus ends, throw down some blizzard demons.
   cocytus is pretty weak for a hell nowadays, more airstrike should help.
 - coc_old: rotate and mirror-double the center-island,
   randomize the layer connections, place a lot more resistance
   from other cocytus ends. vault is (still) very plain,
   but minimal randomization should help.
 - coc_mu: reduce permarock border, since shatter's no longer a real concern.
   also, lower rewards to get closer to other cocytus end loot amounts.
 - coc_grunt: rotate vault, move stairs into the center, put one shortcut
   that also becomes a big potential battleground, make one dead-end
   potentially have the rune, swap out imps for bog bodies.
   vault really needed to not be samey and non-dangerous with lots of
   isolated tiny monster groups over a really long stretch:
   as good as forcing hell effects is, space-filling paths make boring levels.
Further ziggurat set buffs, new pillar vaults

Highlights
 * re-organize the sets a little (again)
 * Slightly up the hd pool, not enough to really matter later on
   but prevent the first few floors from having next to nothing.
 * Shoals: lower weight of set, re-balance classed merfolk.
 * Crypt: use different monsters due to the branch change;
   focus on the potential nastiness of silence.
 * Dragons: add in wind drakes, weighted lower than any spawn
   due to their enemy-disruptive nature.
 * Air: add in raiju, remove always-lost vapours.
 * Ranged: add in rare fauns, thorn hunters, and satyrs.
 * Orc: put the extra orc knight weighting into orc high priests,
   for a little more variety and less set obsolescence/repetition.
 * Swamp: scale down swamp:$ spawns and scale up tentacled monstrosities
   with depth, lower death drakes, sneak in very rare golden dragons
 * Snake: heavily scale up greater naga with depth,
   sneak in very rare quicksilver dragons
 * Vaults: Lower ancient lich chance, but introduce scaling
   additions of titans and golden dragons, plus start using V:$ 9s.
 * Pan lords: due to overshadowing plain Pan, convert to Chaos theme:
   ugly things, shapeshifters, chaos spawn, apocalypse crabs, and klowns
   replace the place:Pan, but still same huge odds for pandemonium lords.
 * Pan: Add extra greater demons, to respect the change to Pan Lords.
 * Draconians: Scale up nonbase draconians versus base draconians with depth,
   allow for all depths instead of cutting them off before Zig:7.
 * Combine and otherwise clean-up varied pillar vaults.
 * Add a few more pillar vaults, including one with a teleport trap
   and one with treants or thorn hunters.
Small vault batch

Decorative vaults for Snake, Elf, and Dis,
plus a vault each for Swamp, Crypt, and Tar.

Also, sneak in a small dis_hangedman nerf.
Fix whitespace.
Add send timeouts to game<->webtiles server socket

If timeout is hit, the game is killed/stopped. But at least it shouldn't
deadlock the whole server.
Let fruiting_plant spawn in D.

This is necessary for the food vaults that use it as a subvault.
Fix glyph for detected monsters in unseen squares

It was a line break, which broke WebTiles messages causing a black
screen.
Remove a bogus character escape.
Fix "a" frost-covered floor.

That capitalization wasn't a typo.
Unsplit an URL.

I do need to scroll to copy it in chunks (or cat it first), but that's
hardly any more work when it's in one piece as compared to being chopped.
Those with a GUI editor, on the other hand, can now click it directly.

Also, write those accents in random directions inline -- I don't think
anyone these days can be expected to have problems with non-ASCII.
Re-add the seemingly unused copy of Zonguldrok's lich definition.

It's needed for gather_mons (db_lint, listing monsters) and for Gretell's
"monster"; hard-coding it in the former would be easy, in the latter not
so much.
Uncolour permaglass in the Cloud Mage wizlab.
Drop unused feature descriptions.
Initialize invis_fd and cloud_fd in the code rather than statically.

They're non-const and get amended already.
Remove more Lair runed doors

Neither of these need to be runed: they're right in the middle of the end
vault, so unlikely to be autoexplored into, and it's possible to just
close the door and walk away again if you don't feel like dealing with
an anaconda/dragon.
Fix Ziggurat default-depth
Fix a sporadic error in validating the frog pond.

There might not be a | glyph to check connectivity to, but there will
always be a d.
Handle invalid login cookie more gracefully
Annotate ranged and melee weapons for search

Instead of {weapon} it's now either {ranged weapon} or {melee weapon}.
Throwable weapons, magical staves etc. are not included.
An attempt to improve the Ctrl-F help screen.