Cephalopod branching

Nothing hugely special, just gives Cephalopds some separate traits (the
eyes include Nicitating Membrane & Bulging, and the vision is pretty
much FNV with extra Glare penalties).
Rat love

Improves Rat branching (muzzle, broke out whiskers, new claws, condensed
metabolism) and provides some higher-end mutations for 'em (nastier
claws, bite, burrowing).

Capstone post-thresh payoff ATM is being able to eat through walls, no
pickaxe required.

Thanks to Rivet for helping sound out the wall-breacher.
Lizard limb-regen

Benefit to one of the first post-thresh categories: if you splint your
broken limb, its chance of recovery is 20x faster than normal.  If you
*don't* splint it, you still get some chance, just the typical two-week
period.
Fix typo.  Thanks, Lain.
Funnel recipe

My first contribution!
more recipes

I put the formatting back into the funnel recipe, added a way to make an
antenna out of scrap, and added a recipe for a gallon jug.
leather funnel

Added a leather funnel, with the same stats as a makeshift funnel. It
can be crafted at survival 1.
gallon jug fix

Fixed a crash upon loading a save, because I didn't know how multiple
copies of recipes worked.
leather funnel message

I added a message in iuse.cpp, which should fix the bug with the leather
funnel.
Fix placing monsters in defense mode:

Don't call monster::setpos on a not yet placed monster.
Check spawn point for emptiness via game::is_empty before placing the monster there.
Fix display of prices in defense mode:

Using the format %.2f for floating point display with (always) 2 digits behind the decimal-point.
Move enumeration special_game_id into enums.h

Add the same time erasing the need to include gamemode.h into game.h and thereby into *every* major source file.
Print defense mode cash parameters in dollars, not cents.

Also increase the maximal allowed values there because the default values are already above those limits.
Remove artifact.h from inventory.h

Move inventory::has_artifact_with into a lambda function inside of
player.cpp which already knows about the artifact item type.

This encapsulates the has-artifact logic inside the player class.
Move artifact-effect check into item class.

Use those functions to check for presence of evil artifact in handle_evil.
more leather funnel

Added tr_leather_funnel in a few more places. Traps are hard.
Fix random selection of point to spawn a wraith.
Merge branch 'funnel-recipe' of https://github.com/TheFlame52/Cataclysm-DDA into merge2
Merge branch 'defense-aaaaargh' of https://github.com/BevapDin/Cataclysm-DDA into merge2
Merge branch 'fix-artifact-effects' of https://github.com/BevapDin/Cataclysm-DDA into merge2