Added check for SDL_TILES definition
Added functionality for initializing and displaying tilesets
Added Tile support access of catacurse functions
Added hardcoded keys for displayables and probably some non-displayables
gfx/... -- Added tilesheet and tile json file for low-level testing. Not fully functional
Changed #elseif to #elif
Changed interval, removed whitespace
Merge branch 'pr/1'
Changed default "fg"/"bg" value to -1 to prevent it from displaying the 0 index tile for no reason
Changed tile with id "lighting_hidden": "fg" changed to 2 to test transparency -- Test succeeded
Added foreground for "lighting_hidden" tile, red transparency with black '?' character
Merged pr #3
Fixed conflict with commit made just a moment ago by me.

Conflicts:
	gfx/tinytile.png
added variables to keep track of where the center of screen is located
Added:
* Wall tile rotation support
* TODO listings in Player.cpp and Ranged.cpp to change hit_animation call to work with tiles
* New tiles to tinytile.png - Unshaded walls, stairs (up and down)
* Multitile keys and associated enum
* Modifications to JSON to work with new tiles
Added:
* a new value to terrain_names to bring it up to speed with the mainline's ter_id enum values
* removed multiple definitions of jar_kompot x2
* changed OPTIONS[...] calls to work with strings instead of enum values
Added:
* Different animation routines between curses and tileset versions
* A few extra definitions, explosion tiles, turned all vehicle parts in definitions to rotates: true
* Removed static keyword from cata_tiles *tilecontext declaration
* Ranged.cpp : draws bullets using appropriate code
* Definitions for new animation functions implemented in animation_tiles and animation_curses source files
* Moved animated sections for explosions and shrapnel to functions implemented in animation_tiles and animation_curses source files
* Added animation coupling and functions + definitions to cata_tiles source and header
Added:
* A few more tiles, and animation_hit definition
* Hit animation function definitions and addition to drawing system.
* Separated hit animation drawing between curses and tile supported versions
* Alterations to player.cpp, game.cpp, and ranged.cpp to conform to hit animation abstraction functions
Added:
* Line drawing mechanism for targeting and draw_trail_to_square depending on curses or tile support versions
* A few new tile definitions
* Changed tile json and tileset image loading from hardcoded to file read.
* "data/gfx.txt" file for loading tileset and tile json information
Changed mainwin creation ncols value from VIEWPORT_Y dependent to VIEWPORT_X dependent. Might fix the weird issue that Kevin Granade noticed on Linux. Cannot test myself as I do not have Linux OS still.
Added:
* weather animation functions
* tiles for the animations to use
* structure in weather.h to contain the weather data easily
* json additions to make use of the new tiles and animations
Merge branch 'pr/5'
Makes invisible things turn into hot pink tiles with a question mark on them (temporary fix until I get font glyphs drawing in their place)
Hopeful fix to weather animations being slow. Seems to work on my build, but may not have fixed the overall problem.
Rotation changes to some locations
Made "unknown" tile rotateable so that vehicles are testable w/o actual tiles. Makes some terrain areas look weird though w/o tiles since they show up as rotated '?'s
Cache rotations so they are not created on the fly all the time.
removed extra draw_explosion definition
Fixed problem in tools.json that was reintroduced during merge attempt
Added a few extra tiles
Fix for tinytile.png missing layer of tiles
change to "f_bench" tile id to give it multitile support for edge and end-piece tiles
Made zombie tile, removed unused wall tiles, added ref to mon_zombie_... entries in json pointing to zombie tile.