Ups mod and charges

This does not fix the actually problem that UPS charges are unpredictable and can not be used for crafting. But it changes some part of the current implementation to the better.

Added wrapping to `player::use_charges` and `player::charges_of` for "UPS":

The wrapping interprets a request for charges from
- "UPS" as request for "UPS_on" and "UPS_off" (meaning both item are considered),
- "UPS_on" as (additionally) request for "adv_UPS_on" (both "UPS_on" and "adv_UPS_on" are considered) and as request for active bionic "bio_ups".
- similar for "UPS_off" and "adv_UPS_off" and for bionic "bio_ups" (active or not).

If the character has the UPS bionic (10 power) and a normal UPS (off) (40) the available charges for "UPS_off" will be shown as 140 (1 bionic power = 10 UPS charges).

Than use charges of "UPS" (or "UPS_on") for items that require UPS charges. If the character has the UPS bionic installed (and activated in case of "UPS_on"), the bionic power will be used.

Active items (in the inventory/worn/wielded) that use the UPS mod, will draw power from any UPS (normal/advanced/, on/off, active/inactive bionic).

All items (in the inventory/worn/wielded) with the UPS mod will be charged up to their `charges_per_use` count. For example the soldering iron will be charged to 1 charge. That is enough to invoke it to do something. Flashlights (off) will charge to 1 charge, which allows them to be activated. The flashlight (on) takes its charges from the from the UPS.

Flashlights have the CHARGEDIM flag and with only 1 charge they would be very dim, so I added a special case that ignores the CHARGEDIM flag when the UPS mod is installed.

I extracted the code to remove mods from tools into separate functions. There are currently 4 mods that are incompatible and when applying one, all the other ones must be removed, that was a lot of duplicated code. The UPS mod can not be added to the UPS or the advanced UPS.