Confirm self targeting with Dispel Undead
Don't let blood potions rot in shops
Give a message about Oka's suppression of demonic guardian.
Determine bordering cells during grid subdivision

Having a map of which cells neighbour which is useful
for connecting grids up later.
Lua util.random_weighted_keys for picking random hashmap elements

The existing util.random_weighted_from only worked on numerical arrays.
A grid-based maze layout

Produces complex and interesting mazes with non-narrow
corridors and sometimes big rooms.
Adjust some weights of cave layouts

These were showing up a little too often.
Spacing fix
Modified layout_dis to a max 1 door per room wall
Forbid layout_dis placing adjacent statues
[Transifex] Sync

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
Fix Finesse being applied multiple times for reaching attacks.
De-runify a door in lightli_orcish_oven.

There's nothing dangerous behind it...
Announce all Portals

Announce portal vaults to players. There was historical concern that this would turn crawl into 'portal sprint', but dpeg believes this is unfounded.

Tired of portal regret?
Low on energy?
Try dying in Ossuary!

Signed-off-by: Brendan Hickey <brendan@bhickey.net>
Factor out omnigrid connect-up

A separate function, omnigrid.connect, can now be used to link up omnigrid
cells in a parameterised and callback-supporting way.

Slightly varied parameters of layout_grid_maze.

Stopped layout_long_grid appearing on D:1.
Slightly improve callbacks for grid connecting
Upgrade layout_grid_maze

This adds a lot more variation. It can now get doors carved instead of just
open walls, and also can create multiple paths instead of a pure maze.
Update travel speed when changing level.
Show (unknown) in shopping list and stash tracker

This is for identified items in shops that are not yet identified by the
player. Was already shown in actual shop menu.
Remove splint mail and buff chain mail to 8 base AC.