debian build
default mode of fullscreen
added a default asset path for linux systems (although it'll incorrectly hit OSX and so forth as well), made the default campaign load through mount_campaign_package, which fixes an issue with the campaign not being mounted, made open_read_file search multiple places for the file
start with fullscreen right away, so that the screen is properly blacked out
more changes to debian rules
Added some more logging for saving and loading to try to track issue #6.  Fixed some comments.
Cleaned up some dead code.

Added explicit destruction of the renderer, which might affect issue #4.  Destroying the window, however, messed up the rest of my desktop windows under Win7.  Other than that, it's probably an SDL bug.

Added fix for issue #5 so new SaveData always starts with 5000 gold.
Added living order check in get_num_foes().  By not counting enemy weapons (like cleric sparkles), this should fix issue #7.
Made USE_TOUCH_INPUT define DISABLE_MULTIPLAYER in picker.cpp so the menus reflect no multiplayer.
Bumped version to 1.1.1.
Made DISABLE_MULTIPLAYER also affect loading a saved multiplayer game.  That should really never happen except in testing.
Fixed touch input problems with the switch special button not showing for the first special and the alternate special button firing the regular special when no alternate is available.
Added optimization to short circuit pathfinding if there are too many walkers (> 200) in the level.  Note: this uses obmap::size(), which counts dead things too.
Added touch controls for text block input.
Added boundary check for terrain editing so there's no more array wraparound.  Fixes issue #9.
Changed fullscreen mode to SDL_WINDOW_FULLSCREEN_DESKTOP.
Fixed warning about unused text block editing button variables when USE_TOUCH_INPUT is not defined.
Merge branch 'desktop_release'
Refactored text and screenp access so text drawing always refers to the single texts (text_normal and text_big) in video and global myscreen is used directly instead of all the screenp args.
Added rising damage numbers for each walker.  Moving the storage into the screen class might be better so the text doesn't go under other walkers.