First stage

Working.  Doesn't spawn nor is it at all balanced.
Balancing and spawn points

Made the fatigue 1:1 with morale, and added spawns to bedrooms,
dressers, lab dorms, behind the counter, the pawnshop of course, and
consumer-electronic stores.
Clarify language

Yeah, I copied a lot from the handheld game.  Still no need to leave
fodder for the pruriently-inclined.
Nerf and underwater-compatibility

This knocks the vibrator down to being made of aluminum rather than
steel (steel vibes make a surprisingly durable weapon!), but adds full
SCUBA support as well as the Gills support.

If you need to de-stress underwater, we've got you covered.
Relocate player_activity tag

Thanks for the check, Kevin.
I believe this fixes #7684. Flipped logic around in the makefile so one can still use SDL=1 but gets the same results as TILES=1. Built both on my system (Mac) and tested and everything seems fine.

Corrected the Mac docs as that seemed to be the only other documentation spot that still referenced SDL=1.

Also added an ignore for netbeans (an IDE) project folder that gets created.
Add note about ommitting TILES flag to use ncurses, which I snipped off.
No more straight river edges
Merge remote-tracking branches 'dda/pr/7683' and 'dda/pr/7703' into dda-master

* dda/pr/7683:
  Relocate player_activity tag
  Nerf and underwater-compatibility
  Clarify language
  Balancing and spawn points
  First stage

* dda/pr/7703:
  Add note about ommitting TILES flag to use ncurses, which I snipped off.
  I believe this fixes #7684. Flipped logic around in the makefile so one can still use SDL=1 but gets the same results as TILES=1. Built both on my system (Mac) and tested and everything seems fine.