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
Random cars will be generated with bloodsplatters on the front.
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
player: carve off old save stringstream loader into load_legacy
player/npc/related classes; split off old loading into *::load_legacy,
pure old stringstream saves
monster/item: split off old loading into *::load_legacy
vehicle: split off legacy loader
move all load_legacy class functions to savegame_legacy.cpp
monster/item/inventory: move json_save/load functions to savegame_json.cpp to join the rest
Blood only disappears from vehicle parts that are a) outside, and b) in the rain.
Hallucinatory sludge crawlers don't leave trails.
Hallucinatory acid-trail leaving monsters don't leave trails.
overmap: move save (and load) to gamesave.cpp. For great justice (and easy diffs)
Merge remote branch 'origin/master' into save_sanity_3-return_of_the_json
Conflicts: npc.cpp, player.cpp: changes to load_legacy unimplemented (old saves made prior to ma_style changes)