Made windows window borders c_white like their linux equivalents.
Close overmap with 'm' key.
Merge branch 'master' of https://github.com/TheDarklingWolf/Cataclysm-DDA
Spawns abandoned/ruined vehicles on roads
Fixes for debug messages and vehicle alignment
Added in chance to dodge normal attacks, fixed player dodge rolls
Added dodge xp, removed broken dodge system.
Made physical specials use melee skill (bite/tentacles)
Fixed if/else's and dodge_roll.
Added XP gain for dodging special attacks.
This will never trigger.
melee_skill (DEX) should be used for grab chance.
Fixed else if.
Finalized version

New curves! % Data may be found at http://pastebin.com/qLhRyjGF.
Merge branch 'master' of https://github.com/TheDarklingWolf/Cataclysm-DDA
Added a new variable TARGETSYSTEM, which is set to WINDOWS or LINUX according to
the desired system.

Calling make without parameters automatically sets the target to Linux.

Added a section for global settings for Windows and Linux.
Linux only needs -ncurses.
Windows needs additional stuff.

Relaxed the cross-compile target. The cross-compiler prefix now only needs to
contain mingw32, as there are many different versions out there.
Allow light sources to be visible more than 12 squares away, due to unimpaired_range default of 12 in c1188bf. Changed to SEEX * MAPSIZE which is the limitation of lightmaps cache. Note that this exposes bugs that were hidden in the dark; walls (among other things) appear to have a light value of 2, targeting is still constrained to night time visibility (#251), and headlight beams are short and positively fugly.
Give headlights MORE POWER as they are absolutely pitiful and useless. Temporary fix; headlights are still incredibly fugly, due to how apply_light_arc is hard coded to use a 90 degree beam and constrained in a square region.
Experience gain buff

Some more playtesting shows that leveling up in the dodge skill is still
rather difficult. This generally buffs experience gain, the end result
should be slightly faster growth then the old code.
Temperature: Bio climate mod will only modify comfort levels if active.
Traditional air conditioning will modify comfort levels in addition
to bio climate mod. This wraps the has_bionic("bio_climate") check in
a new player::in_climate_control(game g*) function, which will return
positive on has_active_bionic("bio_climate"). If not, it will perform
additional checks that are cached every 20-60 turns to save cpu and
simulate temperature acclimation.
Currently, it will check to see if the player is inside a vehicle
with no open doors, and a working engine with fuel (total_power(true)).
Later a requirement for an Air Conditioning vehicle item can be added,
as well as building checks if / when building power is added.