Toggled Metabolic Interchange bionic, active power sources
fix cr and whitespace
Merge pull request #1 from atomicdryad/fix_cr_and_whitespace

fix cr and whitespace
Passed morale_point through astyle
Extended morale_point structure.
Ran player::add_morale through astyle
Comments for player::add_morale.
Added logistic-scaled morale decay.
Separate furniture and territory
Made vehicle actually show up when constructing

The vehicle cache wasn't being updated. Fixes bug in issue #976.

Also, made a default vehicle name in case player leaves it blank.
Added *.cbTemp and gmon.out to .gitignore
Save/load alterations for the new morale structure.
Apply persistent morale effects more aggressively.

Optimist wasn't showing up immediately on game start, and Hoarder
wasn't updating when you examined your morale.
Extended add_morale to support the new decay model.
Extracted the logistic function cutoff, reduced it to 4.
Moodlets now last 60m and decay after 30m by default.

The previous intended behaviour was 30m with instant decay, but
it was actually set to 5h with instant decay.  Oops.
Moved item_type to the end of add_morale's prameters.

Also corrected the "new entry" case to include the full moodlet details.
Applied custom mood durations and decays.

They've all been looked at now, but a fair number were left at the
default.
Fixed focus gain display when negative.
changed add_item in veh_interact so it does not ignore weight/volume checks, overflow radius of 1 atm