It is a good idea to find out why this is happening, and more than just "I guess it's a habit." Depending on the why, it might not be a problem in some cases.
If the player thinks they are the boss, then yes, that could be a problem if that breaks the contract of your game.
If the player does not think they are the boss at all, then it depends...
Keep the game moving
Take the following example, and read it with the assumption that I, as a player, have been getting annoyed at the very slow pace of the last couple sessions as people have been dragging their feet lately and games have been moving at a snail crawl:
DM: Your turn. Player1: I shoot the goblin. DM: Ok. Let's see how you
do. Player1: (picks up d20 and rolls) I got 23. DM: Good, you got
around his shield and hit him in the shoulder. Roll for damage.
Player1: (picks up d6 and rolls) I got 3. DM: You get him, but he's
still going strong.
Me: (rolls d20 and d8) DM: (looks at me, doesn't even have to say
anything; could if he wanted to, but doesn't need to) Me: I run up to
the goblin and try to stab it. I got 17 and 5. DM: That one knocked
him out.
DM: Your turn. Player2: I want to pick the lock before the other
guards get back. DM: Ok, make your check. Player2: Ok. (rolls) I got
8. DM: That doesn't quite do it.
DM: Your turn. Player3: You said the door was old, wood, and
everything around here is under-maintained, right? I'm going to try
and kick the door down. (Player3 takes no action, is obviously waiting
until the DM tells him to roll, as the others have been doing tonight)
Me: Make your strength check. Player3: Oh right. (rolls) 19. DM: The
door cracks in half from top to bottom, the left half falling to the
floor, the right half twisting in its now damaged hinges. There is
enough room for anyone to easily squeeze through.
Player3: I want to try to rip the rest of the door off its hinges in
case we need to retreat back here quickly. Player1: That's a good
idea. Player3: Yeah, I don't want us to get bottlenecked in the
hallway there if the guards get the drop on us. Player1: Maybe you can
even prop the door up defensively for us to take cover behind in case
that happens. Me: Make your strength check. Player3: (rolls) 8 DM: The
door twists on the broken hinges more but did not quite break off.
Player3: I'll keep at it until I get it, if I can. Me: (Sits tight and
listens. I'm not doing the DM's job, even though I know what I would
do as DM) DM: No need to roll again then. Eventually you get it. ...
When I DM, I tell my players to make their rolls for their actions just before their turn starts to keep things moving along.
Notice my turn above; it gets to my turn, I quickly say what I'm doing and what the roll is, DM tells me the response. One say one thing, he says one thing, turn accomplished, let's move on.
Notice the other turns and all the indecisiveness. Everyone waits for the DM to tell them to take their turn, waits again for DM to tell them to roll, and so on. It drags on into several back-and-forth comments and takes several times longer.
I have been in both kinds of situation, and I can tell you that we get through a lot more and have a lot more fun when people are not dragging their feet. We can go through several full turns (PCs and enemies) in a minute. On the other hand, I have been in games where I take my turn then have to wait more than a minute before it comes back around to me. That slows the game, gets through less of the quest, means I'm playing less, can ruin immersion when you feel like the goblin is only swinging its club at you once every minute or two, and all around is less fun.
So notice what I did above: I, the player, reminded the other player to make their check. It was not a DM-type command, but it was a reminder to help game play. The DM is free to do their job at any time, even if it contradicts something I've said or done. DM could have said "No strength check needed; the door is plenty weak and breaks right off" if he wanted to, contradicting me. But DM didn't immediately respond and the player wasn't immediately rolling, so I reminded the player to keep things moving.
So make sure you keep things moving along. That might help. You do not have to play at light speed, but make sure that people are efficiently getting through their turns.
Let the players have some fun during non-critical times
Another reason a player might call some shots is just for the fun of it, if it doesn't harm anything.
Your drunken example fits into this one.
Sometimes players do not want to role play every little detail, but they might want it to be more than just "We order up some drinks to get wasted in celebration." "Ok, you get wasted, sleep it off, next day; now what?" It could be fun to mess around for at least a few seconds, maybe even a minute at that point.
When the characters are just being jovial and messing around at the tavern or celebrating after their big boss fight, sometimes the game is a bit relaxed even if the rest of it was serious and immersive. A playful "Let's roll constitution checks to see how bad we can get hammered!" sounds silly and playful.
Also, no matter what your original social contract was in the group, no matter how everyone said they wanted to play: whether everyone wanted silly and lighthearted, or just the opposite and everyone wanted serious, realistic immersion, sometimes the temporary mood changes and you need to roll with it. I was part of a serious, long term game before in which we occasionally needed some light-hearted time.
It is a game, and it is supposed to be fun, but look at it like a vacation: even in the middle of an extended vacation sometimes you need to take a break even from the vacation fun. An extended camping trip gets interrupted because nobody wants to cook s'mores tonight so we go into town for pizza instead. A week-long visit with family requires a day away from them in the middle. Etc.. So too players sometimes want to step, with their characters sometimes, away from the usual game. As a DM, I recall a few sessions where I had to ask "Are we playing a more 'out-of-character' game today?" If I asked, the answer was often "No, let's get back to seriousness." But sometimes everyone agreed to meta-game for a day and play out of character. Those days were still fun.
Conclusion
In the end, you have to try to use your own best judgment as to what is really happening and if anything I say above applies to your situation. I just wanted to add some food for thought.
If you do decide that either of the above examples describes your situation, then the strict answer to your question of "How should I deal with...?" is simply "Have fun with them."
You should try to give the player the benefit of the doubt and not assume immediately that they are taking your DM responsibilities away from you. Sometimes, however, it does happen, and I agree it can get very annoying. That case has already been covered by other answers, but I'll summarize: either 1) Ask your players if they want to try a campaign where they have a lot more control than players usually have in D&D (some other systems are built on the idea that players help build the world, and that can work in D&D too), or 2) make sure each person's roles are clear cut and well known, some strategies for which are in other answers.