Fixed setting current map for npc update function
Fixed and silenced compiler warning

Also removed a senseless line
Silenced some eclipse warnings
Added emote support.
Silenced to Wreorder warnings.
Merge pull request #11 from Bertram25/manaserv-emotes-support

Added emote support.

Reviewed-by: Ablu
Fixed codeblocks compile for linux with sigc++
Modifications to allow crosscompiling with mingw

Reviewed-by: bjorn.
Fixed configure with old cmake
Random cleanup of attribute code

Did this during trying to understand the code
Changed Sword to Vit bonus since it has a lot derived attributes

Only done for easier debugging
Moved attribute (re)calculation to the scripts

This introduces two callbacks:
 - on_update_derived_attribute   -> Called to recalculate other derived
                                    attributes.
 - on_recalculate_base_attribute -> Called to recalculate a base attribute
                                    (only called for characters. However the
                                    function passed as callback can be useful
                                    for recalculating the derived attributes
                                    as well)

Monsters no longer block recalculation of attributes except HP and Speed.
I saw no sense to keep this.

Fixed constant value in libmana-constants.lua

Dropped bool type of the recalculation functions. It would be difficult to
keep it while pushing all to the script engine and it was unused anyway.

All in all this adds a LOT more flexibillity to projects since they can now
adapt all attributes in the way they want.
Fixed last second reordering of function parameters in last commit

Accidently only reordered the order in the definition but not in the calls
Monsters no longer load their script files

Before monsters loaded their script file on *each* spawn.
This is rather wrong since the script state keeps growing for each monster.
However all of this was unnessecary since the main.lua can simply require
the script file.

If you do not want to spam the main.lua (or any other file) with all the
requires: I guess we can add script binds to iterate over all monsters and
add some custom properties to the monsters.xml (See Mana-Mantis #356)
Rephrased the README about the server data a bit
Introduced Script::Context

This should allow to finally call functions to lua without having to care
about working around situations where a lua call causes a c++ call which
needs to call to lua again.

Tested against the source of tales repository data.
Removed loading of script files using the statusmanager

They are now required via the main.lua.
Also made Harmony giving you the plague in order to allow testing.
Documented all lua binds directly in the source

This change adds a comment to each lua binding. In the future a script should
parse those and generate the docs from them.

This should prevent outdated docs and duplicate effort to keep code and docs
synced.

In C++ categories can be defined in this way:
/** LUA_CATEGORY long description of the category (shortname)
 * further text
 * goes into
 * the next lines
 */

The shortname is only used to bind other comments to the category.

In lua the category would look like this:
--- LUA_CATEGORY long description of the category (shortname)
-- further text
-- goes into
-- the next lines

A comment that describes a bind then can look like this:
/** LUA some_function (shortnameofcategory)
 * some_function(string name)
 * some_function(int id)
 **
 * Description
 */

Or in Lua:
--- LUA some_function (shortnameofcategory)
-- some_function(string name)
-- some_function(int id)
---
-- Description

Autoupdates script follows soon
Made the scripts being able to install

The game server will now look for the scripts in this order:
 - serverPath - config value
 - current working directory
 - the PKG_DATADIR #define
Added possibility to reserve maps

If you set net_gameServerName you can now reserve maps in the maps.xml.
There you have to add the servername - property to the <map> tag.
Then the map will only be activated by that server.

Also changed the activate sequence that the account server now tells the game
server what maps to activate (previously the server requested all maps and the
account server said yes or no).

TODO: Fix general inter server map switching.