Allow events to drop multiple pieces of "fixed" loot

As an example, here's a loot event that will drop 10 gold all the time,
and then either Health Potion (id 1) or a Mana Potion (id 2):

```
currency,5,5,10,fixed;1,5,7,1,100;2,7,5,2,100
```

Note, 0 can be used in place of `fixed`.
GameStateTitle: ease of logic.
Merge pull request #409 from stefanbeller/master

GameStateTitle: ease of logic.
Merge pull request #408 from dorkster/bugfixes

Allow events to drop multiple pieces of "fixed" loot
Use frames for power cooldowns
Merge pull request #412 from dorkster/bugfixes

Use frames for power cooldowns
Make NPCAction menu labels translatable.
Make NPC topics translatable.
Merge pull request #413 from hean01/master

Make topics and NPC actions translatable.
Optimize isometric rendering.

Closes #326.

The benchmark scenario was using flare-game with commit
51af6ab3f1feb897172398f232b2256f5cb70f58

The hero was standing at the default starting point
in the frontier outpost.

The code was compiled with
  cmake . && make
so no special care on compiler optimization (such as O3, lto)
(gcc version 4.7.2)

I run the benchmark using
  perf stat -p $(pidof flare) sleep 10

Using an Intel i7-2760 cpu:
without this patch: 0.389 CPUs utilized
with    this patch: 0.356 CPUs utilized
resulting in        0.033 CPUs less

Using an Intel Atom N270
without this patch: 0.582 CPUs utilized
with    this patch: 0.565 CPUs utilized
resulting in        0.017 CPUs less

On the Intel Atom N270 map_to_screen was using 17.14% of the time
before this patch, now it is only using 5.42% of the time.
(The time was only measured executing the flare binary itself,
libs excluded)
Merge pull request #417 from stefanbeller/map_to_screen

Optimize isometric rendering.
Merge remote-tracking branch 'upstream/master' into cutscene