[ALPHA] NPC Item Rework and Old Guard Missions

I'll be without an internet connection for most of the day tomorrow and the next day but I should get a good bit of work done (I really hope).  Figured I'd get some ideas regarding these missions in the meantime.  These tend to highlight the limitations of current NPCs.
1 Bandits in Cabin
2 [Not in] Find Informant
3 Missing Person?
4 Bandits in Camp
I can add people to the center at the start/completion of missions so I want enough npcs to come and go that it isn't obvious that the new guy is the informant :)

Known Issues:
-Finding the sites seems to be remarkably unstable for whatever reason... even when the site exists it sometimes can't find it.  Added 3 for each building to be sure until it can be addressed.
-[DONE]  NPCs don't trigger traps... while monsters do...
-[DONE]  NPCs will continue to fire even when they can't see you, Light check for NPC sight doesn't work
-[POSTPONED] If an NPC has a <10% chance of hitting you they need to move closer before firing... will be addressed when the new aiming system is in.
-[DONE]  Hostile NPCs will kill all visible monsters before attacking you (unless you are REALLY strong)
-[NON-ISSUE?]For some reason, jars are considered better melee weapons than hatchets/butchering knives (the current default weapons)... check their corpse, you'll usually find a better weapon.  Double checked and this is actually pretty rare, usually occurs when the bandit starts with a throwing knife/axe and hurls it.
-[DONE]  I need to double check the melee attack code, it isn't working right at the moment.
-[DONE]  The existing custom items will still need to be ported over to the new system.
-[DONE]  The NPCs have their extra space filled with empty containers? This is a bug that empties any food thing I give them. Excepts jars, those stay full for whatever reason.

If I can work, I hope to start addressing NPC inventory.  Don't know why they are built to spawn the most random of equipment but, at least for the faction NPCs, a little standardization is needed so random mook in a tent doesn't auto plasma you in the back as you pass by.  The issues with NPC inventory seem to also be one of the major reasons players avoid turning them on.

Note:  'Refugee Center' is now 'refugee center' so don't capitalize it when you search!
Compiler warning on this one: C:\Documents and Settings\---\My Documents\GitHub\Cataclysm-DDA\src\mission_start.cpp|37|warning: passing NULL to non-pointer argument 1 of 'point::point(int, int)' [-Wconversion-null]|