Make deactivating an outfit early cause a shorter cooldown.

Previously, deactivating an outfit early caused you to have to wait
for the full cooldown. This doesn't make sense. I changed it to make
the cooldown amount proportional to the time the outfit was running.
Fixed stats not being recalculated when outfits turned off.

This was driving me nuts: the "emergency" shield booster worked
while it was cooling down if you deactivated it early because of
this, and worse, it kept draining your shield when deactivated while
landing, making you stuck there if there wasn't an outfitter on the
planet! It's fixed, now; there were a couple places where stats
weren't being recalculated where they should have been.
Fixed most outfits being broken by a recent change.

More specifically, I didn't realize that o->stimer could be
"infinity" and that most outfits have it set to this. This was
causing a problem with the formula I was using, understandably
(in real math, the result would be infinity, though apparently the
result in this case was "-nan"; either way, it's a problem). This
has been fixed by only using the new formula if o->stimer is not
INFINITY, and otherwise using the old way of just using the full
cooldown every time.
Fixed bad grammar.
Fixed double-accept in The Runaway.
Allow the player to change the base speed while Autonav is on.

So, for example, if Autonav is speeding you up 11x, you can still
press the ` key so that when it slows down again it will go to 2x,
or if time is not being sped up at the time because of an enemy,
you can press the key to switch between 1x and 2x.
Changed a double-if to a compound if.
Removed a jump to Zied from the Qorel Expanse map.

Zied can't be reached through normal means and seems to be designed
as a sort of cheat hub. Having a jump to it being revealed is
confusing.
Added the capability for "black market" planets.

Quite simply, a "black market" planet ignores licenses: the player
can buy anything from a black market planet, regardless of what
licenses would normally be required. Black market planets are
indicated by the <blackmarket/> XML tag.
Made all of the Pirate worlds into "black market" planets.

This is the main reason I added the feature of "black market"
planets. It makes no sense whatsoever for a shop for criminals to
pay attention to weapon licenses. It should be a black market, and
that means any weapons available there should be available without
a license.
Made Sindbad into a black market planet.

While not as blatant as the pirate worlds, it doesn't make much
sense for Sindbad (the FLF base) to check your licenses when
selling you stuff. While the FLF is certainly more noble than
pirates, it is still an illegal organization, and you're only ever
let into the base at all if you're deemed to be trustworthy.

This doesn't have much if any real effect, because it sells ships
that require no licenses and the only weapon it sells is mace
rockets. This change is more for the principle of it than anything.
Added a Lua function to get whether a planet is a "black market".
Added a Lua function for setting whether a planet is a black market.
Changed "black market" to a flag, not a variable.

To conform with the rest of the code.
Fixed the wrong planet being a black market.

I was thinking of the system Qorel, and ended up making Qoral (an
unrelated planet) a black market instead of Qorellia. Fixed now.
Merge branch 'blackmarket' of https://github.com/onpon4/naev into tmp