First stage

Working.  Doesn't spawn nor is it at all balanced.
Enable c++11 compilation and use a few of the features.
Fix .cbp syntax.
Convert options table to an unordered map.
Fixes to make compilation work with c++11. (#7626)
ssize_t was more trouble than it was worth.
Include iterator to make VC happy.
Apply namespacing correctly for pow to handle more pedantic compilers, and shuffle around types used to take advantage of new type promotion rules.
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.
Fix compile errors under mingw-w64.

To be included in PR #7626.
Apply the main CXXFLAGS to `make json-check`.

In particular, do apply --std=c++11 to chkjson, but including the rest
of the flags shouldn't hurt.
Relocate player_activity tag

Thanks for the check, Kevin.
Fixes some tool prices.
Updated the contents and fixed the bug
Merge pull request #7698 from Rivet-the-Zombie/more-fixes

Fixes some tool prices.
Merge branch 'medieval' of https://github.com/John-Candlebury/Cataclysm-DDA into John-Candlebury-medieval
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.