map: load / save / generate will properly handle areas beyond game->cur_om,
load accepts optional *overmap argument to allow creation of additional
long distance map areas ( for nukes and such ).
map::loadn: don't iterate vehicles if update_vehicles==false. Skip spoilage check too
submap: store absolute submap coordinate (as in maps.txt) as x,y,z
map: store absolute submap coordinate of top-left submap as point abs_sub
map: getabs(x, y) converts local-to-map tile coordinates to absolute tile
coordinate (ie, if cur_om() = -1,0 and levx = 1,2, getabs(0,-500) will return
-4308,-476
map: getabs: [TEMPORARY/TESTING] perform sanity check that grid[0] and abs_sub agree.
map: inboundabs(x, y): works with absolute tile coordinates instead of local-top-map
coordinates
map: getspawns(x,y); returns std::vector& for the appropriate submap
map::add_item has optional argument to add to OOB coordinates, by calling
map::add_item_anywhere(x, y, z, item, maxitems) which adds to absolute coordinates.