Teach the ‘say’ instruction to show character names

If we are executing a ‘say’ instruction as the result of a Character
object then stick that character’s name before the dialog so that we
can show the user who is actually talking.
Add a string representation of LNVL.Instruction objects for debugging
Add the list of X11 colors to the source directory

We will use this file to dynamically generate a table of colors for
LNVL to use.  The documentation at

    http://www.xfree86.org/legal/licenses.html

describes the license for this file.
Create the LNVL.Color module

This module provides access to all of the colors defined in the
‘src/rgb.txt’ file as members of the LNVL.Color table.  The modules
dynamically loads them in such a way that we can use them as arguments
to functions like love.graphics.setColor().
Link to the XFree86 license in the README for their ‘src/rgb.txt’ file
Add a function for converting hex strings of colors into RGB values

In the example scripts we often define character colors using strings
like ‘#ffaaff’ instead of typing out the table of RGB values.  This
patch provides the LNVL.Color module with a utility to convert those
strings into those RGB tables so that we can use them.
Merge branch 'x11-colors' into character-names-and-colors

* x11-colors:
  Add a function for converting hex strings of colors into RGB values
  Link to the XFree86 license in the README for their ‘src/rgb.txt’ file
  Create the LNVL.Color module
  Add the list of X11 colors to the source directory
Properly convert hex color strings for characters

If we create a Character object with a string like ‘#ffa3ce’ for the
character’s color then we want to convert that into the proper table
of RGB color values.  This patch adds a check for those strings and
performs the conversion if necessary.
Rewrite Scene:drawText() to accept a table

This patch makes it possible to send the method a table of information
which can contain additional information besides text to render, such
as what color to use for drawing that text.  We need this type of
functionality in order to give the proper flavor to character dialog.
Render a character’s dialog using his color

With this patch, the ‘color’ property of a Character object actually
affects the look of dialog when that character speaks.
Document that the ‘say’ instruction makes use of character color
Treat calling Character’s as functions as a short-cut for says()

This can make it easier to write dialog scripts as it cuts down on
typing, and most of the time this is what we want a Character object
to do anyways.
Update the second example to show using Character’s as functions

This demonstrates how we do not need to explicitly call says().
Merge branch 'character-names-and-colors'

* character-names-and-colors:
  Update the second example to show using Character’s as functions
  Treat calling Character’s as functions as a short-cut for says()
  Document that the ‘say’ instruction makes use of character color
  Render a character’s dialog using his color
  Rewrite Scene:drawText() to accept a table
  Properly convert hex color strings for characters
  Add a function for converting hex strings of colors into RGB values
  Link to the XFree86 license in the README for their ‘src/rgb.txt’ file
  Create the LNVL.Color module
  Add the list of X11 colors to the source directory
  Add a string representation of LNVL.Instruction objects for debugging
  Teach the ‘say’ instruction to show character names