check item types in recipes and item groups for existence

if item_groups or recipes contains references to undefined item types will show a debug message

also change "solder" to "solder_wire" in item_groups
move checks from game.cpp to main.cpp and connect to verifyjson option
add checks om item definitions
correct some materials, add ammotypes to ammo_name()
prevent null pointer on undefined material
add checks for monster-species and monster groups
Refactor and fix blocking with martial arts.
Fall back to -1 instead like no_style, and use that rather than 0.
added ondodge, onblock, ongethit, onattack martial arts buff triggers
implemented MA armor buffs and reworked toad style to use them
various martial arts bugfixes

* technique damage mults/bonuses and buff damage mults now work
* removed block, bash_resist, cut_resist from techniques as they are no longer
used
various martial arts bugfixes

* technique damage mults/bonuses and buff damage mults now work
* removed block, bash_resist, cut_resist from techniques as they are no longer
used
Fixed ./cataclysm-launcher to work in non-bash environments

fixes #4705
z-order armor by location, now that it has a location.
Update lang/extract_json_strings.py.
Update the .pot file.
Merge https://github.com/CleverRaven/Cataclysm-DDA into martial_arts

Conflicts:
	src/martialarts.cpp
Merge branch 'martial_arts' of https://github.com/swwu/Cataclysm-DDA into martial_arts
Added ear plugs and noise cancelling headgear
Stop absorbing scent from closed doors.  This creates a loop that will
increase smell infinitely on the opposite side of a door.  Ironically, a
player in the room resets their square to their own smell and prevents the
infinite loop.  But anyway.  This is bad.  We will now correctly ignore
closed doors and therefore calculate squares_used accurately.  Note: Smell
still lingers forever, it just doesn't increase.