Make coordinates stored for drop/pickup/move activities relative to the player, fixes #8901
Automated gas stations can now refund unused gasoline

This adds a new menu option, "Refund cash.", to the automated gas station which allows you to pump a vehicle full, and then refund the leftover back to a cash card.
Added ability to mark locations on the overmap as 'explored'. This turns the symbols to the dark gray color as long as overlays are enabled.
Apply monster blacklists and whitelists to all spawns.

Now, for example, if you use a mod with

{
    "type": "MONSTER_WHITELIST",
    "categories": ["WILDLIFE"]
}

you'll never see any creatures other than wildlife.
Make the coordinate adjustment to a sanity check I'd missed.
Convert the coordinates in place int he local parameter instead of making a new local.
Merge branch 'MarkExploredOnOvermap' of github.com:KrazyTheFox/Cataclysm-DDA
Merge branch 'strict-monster-blacklisting' of github.com:Kodiologist/Cataclysm-DDA
Merge branch 'make-drop-pickup-move-coordinates-relative' of github.com:kevingranade/Cataclysm-DDA
Merge branch 'autogas-refund' of github.com:tivec/Cataclysm-DDA
Implements the example wildlife-only whitelist.
Traslation template update
Merge pull request #9317 from VlasovVitaly/pot-update

Traslation template update
Fix inventory_ui: calculate weight after dropping.

The partial charges that would have been dropped were never removed from the temporary player object.
Fix pickup weight display (and potentially volume display)

Replaced usage of item::clone() with item assignment operator.

The code would previously work like this:
upon selecting an item to be picked, if that item was not already picked:
add its volume/weight to new_weight/new_volume.
If it was already picked, remove volume/weight from new_weight/new_volume.
But for charges this uses (in both cases!) the new number of charges to be picked.
Randomizes some foliage on the warehouse lot; also changes the trees to pines, partially to encourage its use and partially because that many oaks or elms around a warehouse would be ridiculous
Fix graveyard:

The code would change the current working directory to the savedir (chdir), but not change back to the original dir, only to "..", which works if the savedir is directly in the main folder.
Move to graveyard: allow it on windows, too.

Removes the whole windows specific part of it, opendir is already used on windows (see file_finder.cpp), so it's completely fine to use it here.
Combine the deletion of player saves with the movement to the graveyard directory.
Save player data before moving files to graveyard.
update

This wouldn't have required fixing if I hadn't had to create the file
for the author in the first place.