Scalemail doll tiles (Bloax)
Actually make pandemonium lord see invisible show up right.

48382f717c didn't actually help it, since it never set u.ghost.can_sinv
for non-pghost ghost_demons.

Also fixes chimerae.
Approximate player ghost monster_info MR (#7269)

A stopgap: it would be better to store either the HD or the MR in the
ghost struct.
Give the same MR to players and monsters from Trog's Hand.
De-anonymize zombies

Mainly in support of an ongoing refactoring effort, but this
also provides large UI benefits in terms of making it more
obvious that some zombies are stronger than others; that orc
warlord zombie is a lot nastier than the orc warrior zombie!
(This is something that was unclear to me when I started, and
probably to many other players.)

Many things are re-wrapped in monster_species() calls, possibly
out of paranoia.
Remove monster AC state

We can calculate it from scratch, so we should; there's no reason
to keep state around, and plenty of reason not to!

Known side effects: hell beast AC is now based on HD, rather than
randomized independently. This is a good thing, I think; unless
we want to get rid of hell beast randomization (which I'd also be
fine with), it's better to make it more nearly meaningful, and
fewer independent rolls helps with that.

Also, undead derived from player corpses no longer have AC based
on the player's. I'm sorry. (It was probably buggy anyway.)
Remove monster EV state
Add a hacky 0-ev mon bar display
Stop leaking AC/EV information in monster xv
Halve monster trog hand mr with ?vuln
Save compat for AC/EV monster info
Formatting.
Remove some debugging prints (wheals)
Don't shadow a method with a local var.
Fix signedness.
Remove an unused variable.
Rename a variable further (PleasingFungus)

PF pointed out that class monster no longer has a member named "ev".
Use correct monster info base_type for non-zombies

We shouldn't convert this to a species in the non-zombie case: we never
did that conversion here before.

This fixes nonzombie monsters all having size: giant (that value coming
from MONS_PROGRAM_BUG, the "species" of MONS_NO_MONSTER).
Don't override a provided base monster/number in define_monster.

This made '&mred draconian zealot' give a random-colour draconian
zealot, and '&mtwo-headed hydra' give a randomly-headed hydra.

The demonspawn change isn't strictly necessary now, but avoids the
possibility of using the wrong base for HP etc if something between the
beginning of the function and here changed monbase.
Set zombie base EV from jobs.