Merge pull request #57 from OzoneH3/master

Added: List items on the ground around player
double the road-river-overmap bounds checking

because apparently bridges to nowhere can go west or north as well.
Bodytemp morale penalty and calculation adjusted

cherry-picked from shoes/foo

Conflicts:

	game.cpp
fixing order of vehicle types

so that motorcycle chassis stop spawning in parking lots.
vehicle partname for non-gas motors.

reported by kevin
Fork off place_item terrain flag from container flag so container can just be item visibility.
Hide items in containers from list items menu.
Block visibility of items in container type terrain.
Make a new glass-doored fridge so you can see its contents in convinience stores.
Don't highlight terrain with items in it if the terrain is a container.
Removing seatbelt from quadbike.

These things were way too safe :)
Made items visible in cloning vats
Update veh_type.h

Allow stashing items on a vehicle seat or bed.
Update game.cpp

Prevent player from boarding a seat that has items in it.
Fix spelling issue when eating Royal Jelly
Update mapdata.h

Fix definition of stairs broken in bc8a7077ff5d4fd7b2a6eb01b1e3aa71e244f196.
Merge pull request #60 from hovatterz/spelling

Fix spelling issue when eating Royal Jelly
Update mapdata.h

Allow item spawns in refrigerators.
disambiguate 2 pairs of overmap symbols

Pawn shop and Military surplus stores looked identical.
Banks and garages also look identical.

I don't know the best solution. What i do know is that orientation for
banks doesn't matter, and Oddzball probably had the right idea when he
used '$' for banks.

Because they have multiple entrances, orientation for garages probably
matters less than surplus stores, and you're likely looting garages if
you want a vehicle, so I am replacing <>V^ for garages
with 'O', which is what lots use.

pawn shops: <>^V grey
surplus: <>^V bold white
banks: $ grey
garages: O bold white
Adjust misfire chance based on weapon durability.