item.item_vars["lets_you_save"] = "arbritrary stringified data";
This uses item tags: on load, any tag starting with ascii 001 (^A) is instead
used to populate std::map<std::string, std::string> item_vars, as so:
"^AvariableName=string" => item.item_vars["variableName"] = "string";
Spaces, line feeds, and tabs are escaped as ^A + hex: ^A0D, ^A20, etc.

e are saved and loaded as special item tags that begin with ascii 001 (^A)
Fix: teleporting turrets, and static respawn inaccuracies. Add: real_coords()
to perform the voodoo required to figure out what the shifting player
centric coordinates actually mean in terms of submap & tile in submap
(in or out of bounds)
Merge fix to longstanding turret and other monster migration bug.
Adjust real_coords struct to handle arbitrarally negative values.
Splints are now craftable and (slowly!) heal broken limbs.
Merge branch 'master' into physician-heal-thyself
Fix: teleporting turrets, and static respawn inaccuracies. Add: real_coords()
to perform the voodoo required to figure out what the shifting player
centric coordinates actually mean in terms of submap & tile in submap
(in or out of bounds)
Adjust real_coords struct to handle arbitrarally negative values.
move real_coords to map.h, verbosely comment
Recover CBMs from butchered player corpses
Add CBM shockwave generator, add knockback() to implement it
Added error-checking to load_options() ...

... and minimum values to VIEWPORT_X and VIEWPORT_Y
Implemented print_temperature for conversions
Merge long-term healing, teleporting monsters fix, CBM recovery, shockwave generator, and viewport option bounds checking.

Conflicts:
	bionics.cpp
Added missing check on STR12_DRAW to determine whether or not the player could actually use the bow
Fix merge error.
item_var comment cleanup
Persistent item state tags.
Added small game arrow and NOGIB tag that caps damage at mon.HP + 10
Append carved message to the end of item description if present.