Make g->z private; reduce mon_at() calls.
Make monster::posx/posy private.
Use a map to make mon_at() 144% faster.
Fix more g->z accesses so the z_at map is used.
Replace dirt in forests with grass_or_dirt for prittier forests.
Fix z_at indices when removing a zombie.
Make player::has_trait() faster.
Fix Rivtech guns that spawn in houses/behind counters being spawned with ERROR: Item Missing instead of their matching ammo
Clean up monster::plan().
Const strings for vehicle methods.
Use a bitset for mtype::has_flag.
string_input_popup: seperate the popup window generation from string
input functionality
add function string_input_window to output.h
uimenu: add generic callback functionality, quick filtering with '/', move into ui_container abstract base class, document functions.
* Filtering is case insensitive, find as you type. using the up/down pageup/pagedown keys while typing will scroll as expected
* uimenu_callback has triggers for highlighted items: select(entry_number, menu_ptr), keypresses: key(key, entry_number, menu_ptr), and refresh.
  Documentation and examples can be found in ui.h and wish.cpp
uistate: runtime states for wish selection, and advanced inventory filters
wish, monster_wish: Rewrite using uimenu which now provides a less
cumbersome means of searching
advanced_inv: quick-filtering, move to advanced_inv.cpp and into own class.
Further refactoring is pending, however the added functionality is finished.
Unused variables. Destroy them.
string_input_win: Correct left/right key usage in unlooped mode.
This is why I'm working on making it a class
advanced_inv.cpp: Big comment of unrequired includes: nuke