Moveable Pieces round 2

I have made a class Piece that encapsulates all pieces.

This is the small part of the change though.  The only member variable
of a piece is an unsigned int (which I must endure to be 32 bits), to
which certain bits are assigned data about the piece.  A Piece also hase
a std::bitset<64> which represents its current moves.  The approach is
much faster( if (m_moves[otherKingPos]) otherKingInCheck; ).  No more
loops within loops to find certain items.

There is a Board class, which is simply an array of Piece pointers.

There is a Game class, which has a Board as well as an Array of 32
Pieces (there is no dynamic memory, even inside the Board class).

This meant I had to redo the format of the new_game.txt

There is much more to do, espeically keeping up with Thumperrs changes
More rules added

Current Rules:

- Must be the color's turn to move that piece
- Can not move a pinned piece
- Can not move if move doesn't solve check
- Can not move into check
- Check mate

-- Please report bugs
-- Note:  A piece exists after being captured.  There may be times I
have forgotten to check if a piece is captured before calculating if any
of it's moves matter.  I think I've found the major ones

-- TODO

- En Passe
- Castling

- Create a Move class
- The game keeps a list of moves, for undo-redo purposes
- A save game could theoritically be this move list.  The Game makes a
new game (pieces at starting position), and then goes through the move
list making the moves.  The result is the current board state.

- General clean up/ comments so I think others can understand it
- sync with updated SFML files

Notes:
- Checking pins is the last thing that I worked on, and I didn't remove
the cout statements.  If a piece is pinned, you will get a little note
about the direction of the pin, and and a prinout of the map of moves
that would still be possible (those moves are ANDed with the piece's
moves).