Cold drinks!

This PR gives minifriges the ability to chill certain foods (primarily
beverages) and give them the (cold) flag which improves their morale
boost by 50% - or gives them a small morale boost if they have a
negative morale value.
The cold flag wears off with time (about an hour out of the fridge) and
is tied to a new comestible flag ("EATEN_COLD") with all the relevant
morale calculations taken care of in player.cpp.
DERP
Whitespace killa!
Merge branch 'cold-drinks' of https://github.com/Rivet-the-Zombie/Cataclysm-DDA into drinks
Fixes bugs in the PR.

Now to see about the extant bug - namely that comestibles in containers
hold their (hot) or (cold) status forever when left lying on the ground
and only properly lose it over time when carried.
Boarded up (reinforced) doors no longer turn into damaged doors once
un-boarded up. Also disabled the ability boarding up locked/alarmed
doors, since it unlocks and unalarms them (which obviously shouldn't
happen).
broken boarded up doors should smash into door frames
Debug HVAC

Includes rainproofing too.
eclipse y u no spaces
gave xp
Activate item.
Merge branch 'cold-drinks' of https://github.com/Rivet-the-Zombie/Cataclysm-DDA into drinks
Merge branch 'drinks'
Merge pull request #8675 from KA101/antitemp

Debug HVAC
Fix monster-shift during debug-teleport

Despawns the monsters instead of shifting them with the player character.
The are reloaded (if still inside the reality bubble) with m.load/m.spawn_monsters.
Add static spawn based on overmap terrain.

Specific overmap terrain (currently forest & field) have monster groups.
Upon mapgen monster from those groups are added to the generated map.
This removes the static wildlife groups from the overmap.

Removed the oter_t::operator= - the compiler generated one will do just
fine.
Move spawns of monsters from dynamic monster groups to map

Previously it was done in mapgen, but mapgen is only called once for any
submap, but monster groups can move on the overmap and thereby reach
submaps that have already been generated.
Those groups would not have spawned as mapgen for that submap is not
called again, not it'S called as part of the spawn from spawn points
that have been created during mapgen.

This is called on map-loading/map-shifting.
Fix calculation bug in overmap::add_mon_group

Avoid division by zero (total_area and population must be > 0) or even
worse a negative radius.

The result of the bug (a incorrect population of a monster group) is
detected when loading an overmap. The size is than reduced to a more
realistic value.

This prevents a crash when the game tries to put several millions of
monsters (the population of a single monster group) onto the map.

Made overmap::save const as it should be (does not modify the overmap!).
Move lab monster groups to overmap terrain spawn.

This avoids some problems with overmap monster groups (invalid radius, population far to big for 2x2 submaps).
Smashing the boarded up doors now give the proper amounts of materials

Also, the boarded up reinforced damaged door now breaks into a normal
damaged door.