Rc car overhaul

This ended up growing like crazy once I started digging into it.
It looks like hit weights were never applied properly before, the method to initialize them was never called.
I cleaned up the implementation of creature effects, it should work the same now, just make more sense.
I realized I really didn't want to add yet another explicit value to the player class for something that very rarely gets accessed, so I added a key/value store for creatures, adding values to it will automagically get persisted across saves, I like automagic.  Incidentally fixes a bug where RC cars would lose their driven status across saves.
The game object doesn't need more special functions, so I moved the rc item lookup stuff to player and map respectively.
Fixed an issue where rc cars would stay active and spam menu prompts when they ran out of batteries.  Might need to take a look at how item deactivation works.  It might be the right thing to do to deactivate items when they run out of charges always, but I didn't want to have to audit the items to see if that makes sense right now.