order todo's a bit so they reflect a bit more the priority
Add terrain png
fixed calculation from picking the correct tile from tileset when
drawing tiles. Also remove duplicate code for drawIndexedTile, because
one of them is just an expansion of the other.
rename tileset to terrain.
use index 34 (which is rock on the terrain png).
determine tile (facing) for tiles by determining (for now) if the
terrain type is the same for neighbouring cells.
add requirements for this feature
extract method that determines the tile (facing) of terrain.
update readme to reflect latest changes
rock should not smooth when neighbouring cells are mountain or slab
add spice, and smoothing of it
move skirmish maps into a maps dir that is on root level. It becomes
increasingly more painful to test smoothing of terrain, so better be
loading some map file to make it easier.
on init all is sand
use inih as dependency to load INI files. Make a (4PL_Mountains.ini)
skirmish map a valid INI file and load it when the game starts. Print
out the results of loading. Next step: read character per line and set
terrain type based on that.
Load map from skirmish INI file.
support hills + fix smoothing for spicehills/spice
update readme to reflect recent changes
add minimum dimensions for map, and let map loader fail when not
dimensions are not met because playing on a smaller map makes no sense.

Uniform maploader message printing because it is easier on the eyes.
cast to int, fixing warning
Separate method responsible for mapping to follow DRY principle. Also,
warn the user when mapping is unsuccesful so the user is able to track
any errors in the map file.
remove 'executable' flag, makes no sense