avoid some undefined behavior
Webtiles: don't use resetTransform() (#9067).

Since nothing other than Chrome defines it yet, apparently.
Check an array's length properly
Prevent undeclared variable warnings.
Webtiles: show the monster list again.

Oops.
Paper over a layout_big_octagon issue (#9174).

Basically, this occurs when we get an entire row / column of solid rock
and replace_first tries to place a stair along that row/column and fails
because there's no open space there. If that happens, the layout is
almost certainly going to veto anyway (you'll only see solid
rows/columns when the map is too small to place properly), so don't
require that the check succeed.
allow gdb to run automatically on debug builds

not sure why this was disabled in the first place
Don't crash when foeless monsters conjure flames.
Don't crash when Xom enslaves.
Don't crash on redecorative wizmode rockswimmers.
fix a bad range-based-for conversion

the iteration needs to start at .begin() + offset here
update for changes in dumpfile format
also handle shaolin/robustness
Targeter for monster Fulminant Prism; some related bug fixes.

Monsters try to place prisms such that they cover the maximum number of
spaces the target could be at in 30 aut (the prism's detonation time).

Once again, ghosts will be our testing ground for this; one suggested
use for this is deep elf conjurers (who have too many bolt spells right
now).

This also fixes the bug of "hit from afar by [bennu | fulminant prism]"
(both have only occurred once at the time of this commit).
don't break compilation when we next bump save compat
Remove a pointless check (Grunt, clang)

It has been useless ever since it was added in 0.3: colour is an array
member of game_options, so its pointer will never be null.
Fix empty attack descriptions (doh)
Make Disaster Area work better at low invocations (various).

Bias towards targeting tiles with monsters; hit closer to the player if
the explosions won't be large enough to hit the player.
Add braces (wiz-dump.cc)
Move a global (apply_berserk_penalty) into the player class