LACP laser pistol with fusion pack changes

Makes fusion packs easier to find and adds cheap LACP laser pistol.
Fixed a spawn
Translate skills in loadSkills. Readjust @ menu stats format.
Committed by mistake, now fixed.
Readjust player menu title center text logic.
Merge branch 'master' of github.com:CleverRaven/Cataclysm-DDA into moregettext

Conflicts:
	newcharacter.cpp
Hunting down misc translation problems.
Added ability to siphon water from water tanks

Conflicts:

	CataclysmWin.cbp
	veh_interact.cpp
	veh_interact.h
Update python script to support more json files.
Merge together siphon methods.
Correct shortcut key of refill command.
tear paper from books, smashable ovens, fixed items with charges not
decrementing

Conflicts:

	CataclysmWin.cbp
	map.cpp
MRE nutrition bumped up
Remove possible rad badge crash if irridation level is somehow negative.
Refactor the field system due to the incredible amounts of overhead and slowdown the previous refactor introduced in large fires.

+ process_fields_in_submap: Eliminate hundreds of thousands of field iterations via pointer variables
  in process_fields_in_submap (instead of if(ptr->findField(..) && ptr->findField(..)->something() ) {
  ptr->findField(same_freaking_field)->stuff.

+ field::* Completely eliminate the need for iteration by changing field storage from std::vector to
  std::map.

In a burning hospital test case, this reduced the runtime of process_fields_in_submap from ~1000 ms to
  ~300 ms; switching to variables instead of performing repeated lookups for the same thing took it to
  ~650ms, switching to std::map accounts for the rest.

Further optimization is possible; caching fire and smoke in a struct array made the
  same scenario process in 110ms. Lightmap is also incredibly wasteful as light sources cast rays into
  light sources in the next tile.
Hunt down remaining translation problems, more.
Fix a format strign mistake in defense.cpp.
More fix to defense.cpp.
Call init_profession to load professions in game constructor.
Names now can be translated.