Update bionics.cpp

updated failure mechanics.  discussion here: http://smf.cataclysmdda.com/index.php?topic=2687.0
new bionics_install chance of success & skill calculation

discussion here: http://smf.cataclysmdda.com/index.php?topic=2687.0
use adjusted_skill to calculate failure_level
Make wcwidth.c use uint32_t instead of wchar_t
debug weather: dump weather list
Adds salvaged power armor and recipes!

Rip out all the cool inside bits and you get power armor with reduced
stats and "power_armor" : false.
Fixed reversible tags.
Makes it a permanent disassembly thing.
Tweak.
Changes names for some medieval armor things and tweaks weights a bit.

Compromise on names that don't require SCA history lessons to decipher,
plus a bit of extra internet research shows that the armor was indeed a
little on the heavy side.
Ornamental armor weight is now 18 kg.
Moved vehicles.json and vehicle_parts.json over to data/json directory
Added "type" information to vehicles and vehicle_parts.json files.
Moved initialization logic from game::game() to game::init_data() so that g will be fully initialized prior to installing vehicle parts during vehicle finalization procedure. Added JsonObject loading systems for vehicle parts and vehicles. Vehicles are cached in a temporary object so they can be finalized after itypes are initialized.
Cleaned up unused functions
Altered vehicles.json to give it type information for loading again.
Altered veh_typedef vehicle_part loading system to use new layering mechanics
Moved monstergroups.json from data/raw to data/json
Alterations to make monstergroups load using new loading system
Grammar alteration to make the soldering/low-batteries message more clear.
More junk food

French fries, malted milk balls, peppermint patties, and Necco wafers.
Survivor gear accessories: helmet, boots, and gloves!