Added RPG-7. Need review & testing.
Added RPG-7 Ammo
despawn_monsters: correct inaccuracies at negative coordinates via
real_coordinates: refactored to return correct subdivisions for any coordinate, when provided absolute coordinate
map: provide absolute xy for map xy, via point getabs(mx, my).
map: Provide local xy for absolute with point getlocal(ax, ay)
map: Provide local and absolute inbound checks via bool inbounds(mx, my) and bool inboundsabs(ax, ay)
map: record submap x,y,z for grid[0] in 'abs_sub' and 'worldz' via set_abs_sub() on load/shift
overmap: show overmap and overmap point coordinates of cursor
Merge remote branch 'origin/master' into coordinate_sanity

Conflicts:
	game.cpp
actually add required header
Restyle vehmove and vehproceed.
Make impact damage fall off based on distance from the epicenter of the vehicle collision.
initial commit, works as intended as far as I know.
Random cars will be generated with bloodsplatters on the front.
Clean up and remove CTOR, as it is not needed!
Merge RPG-7 ammo.

Conflicts:
	data/raw/items/ammo.json
Merge RPG-7.

Conflicts:
	data/raw/items/ranged.json
Removed unused includes and removed the recursive structure of the algorithm. Now it uses a stack to push and pop directories during processing.
Added some documentation, not sure why the merge-build is failing so didn't try to fix it for now.
Altered CBP to include file_finder cpp/h, as well as a Tile support debug release target
editmap: json-specific string folder folds on ','
monster::save_info save inventory by default
activate game::unserialize_legacy for v7 (and put in code for load not save >.>)
game::(un)serialize version 9: everything json except killcount/weather/scentmap
inventory: purge unused methods, fix invcache load