Removed mentioning of retired struct

MonsterTargetEventDispatch was used before switching to libsigc++.
Fixed installation of Lua scripts

The 'scripts' subfolder was not added to the toplevel CMakeLists.txt
Removed some outdated and not useful documentation
Changed SpawnArea and TriggerArea to components of Entity

Well, first visible change is that everything just gets longer to read.

Reviewed-by: Yohann Ferreira
Changed Item to a component of Actor

Items also have positions, so the ItemComponent only makes sense as part of
an Actor. Later on it will probably be part of an entity that also has an
ActorComponent.

Since it was annoying to update all the places where items were created,
I've introduced a function for this.

The component types are now prefixed with "CT_" because I wanted to introduce
an 'Item' namespace which would otherwise be conflicting. The component types
enum isn't used much in the code so it can look a bit ugly.

Reviewed-by: Yohann Ferreira
Changed Effect to a component of Actor

Reviewed-by: Yohann Ferreira
Changed NPC to an NpcComponent added to a Being
Moved documentation out of class definition

Inline documentation is in general needlessly verbose and only makes it
harder to read the actual class API. This change moves this kind of
documentation to the function implementation for the 'Entity' class.

For inline methods, the implementation is moved outside of the class
using the 'inline' keyword. This provides a good place to put the
documentation, but it also further cleans up the class definition.

The class definition now gives a much better overview over its API. And
if needed, details can be looked up at the function implementations.

Reviewed-by: Erik Schilling
Moved fighting code into a component

All damage dealing is now handeled via CombatComponent.
Monsters use a derived MonsterCombatComponent since they can have a damage
mutation and have a seperate script callback.

The wirering with Being is still not optional since most of the stuff does
not exist as components.

Things done:
 - Seperated the fighting code from Being and only let Characters and Monsters
   add the Component (less overhead for npcs)
 - Added a getter for Attribute values to prevent searching it all the time in
   non Being members
 - Fixed the type if the damage mutation to double (no idea why it was int)
   I did not want to copy it over incorrectly
 - Removed the addAttack/removeAttack overrides in Character and made the
   knuckleAttack being added based on newly added signals

Future TODOS:
 - Remove depedency on Being as soon all needed dependencies are available
   as components of Entity
 - Move the monster script callback into the general combatcomponent and
   make it usuable for characters too
Removed old commandhandler approach

It was forgotten to remove when the new approach was added
Fixed multiple warnings and errors that blocked c++0x

This allows the server to compile with c++0x (and enables it).
This also includes some coding style / readabillity fixes.