Move input check to start of weather animation to bypass it if there's immediate input.
Prevents infinite recursion with chain lightning
Incendiary grenade
Revert "Incendiary grenade"

This reverts commit 7e89187407dee68b288b7be936f739a35adfa899.
Merge remote-tracking branch 'upstream/master'
Make incendiary nades uncraftable
Merge branch 'smooth-weather' of https://github.com/kevingranade/Cataclysm-DDA into test
Really pedantic typo fixes - non-string.

Fixes a few typos in comments.
Merge branch 'bio_chain-fix' of https://github.com/Coolthulhu/Cataclysm-DDA into test
Merge branch 'incendiary-nade-noncraft' of https://github.com/John-Candlebury/Cataclysm-DDA into test
Restore lighting check logic removed by eeed5169b70f5473a5410134ff87f925653e7205
Artifact effects: check for worn status before using effects_worn.

game::process_artifact is called when processing items in the characters inventory, it will be called for items in either the main inventory, worn items or the wielded item,
one has to check whether the item is actually worn or just wielded / carried before applying the effects.

Only print the message when item is not worn.
Remove the wielded parameter from game::process_artifact

As the worn status is calculated inside the function, why not also calculate the wielded status there?
The code is equivalent.
Remove game::fire

It has become nothing more than a wrapper.
Implement generalized "attitude towards creature" function.

While npc and monster have their own check of attitude towards the player, there is no such function for the Creature class.

This is just a placeholder until proper faction support gets implemented. Creatures should refer to their faction than.

However this allows for easy sorting of creatures based on their attitude for example when targeting with a gun.
Sort by creatures attitude when targeting with a gun.

List hostile creatures before neutral before friendly creatures.
With same attitude, sort by distance as before.

Make the code in game::target a bit simpler, the check for u.sees is already done in game::pl_target_ui, so just target the first creature of the list.
Make re-targeting during burst firing consider friendly creatures.

Neutral creatures are still valid, but friendly are ignored, except sometimes for trigger happy characters.
Use player::get_visible_creatures in game::is_hostile_within

Also use Creature::attitude_to instead of monster/npc specific checks.
Use player::get_visible_creatures in game::mon_info

Instead of storing the (encrypted) index of the npc in unique_types, store a pointer to it.
Remove the calls to u_see, get_visible_creatures already checks that.
Combine some common (to npc & monsters) code in game::mon_info

The calculation where the creature is and where in the monster compass to put it.