spawn_level attribute
Change indentation to tabs.
Allow dropping stash items directly and fix stacked items pickup bug
Don't drop stash items when dragging into a full inventory

Fixes #748
Check quantity in ItemStorage::full()
Fix picking up loot stacks from the ground with a full inventory
Restore old stash full checking

When trying to move items to a full stash from the inventory, we don't
have to worry about splitting the stack.
Merge pull request #108 from clintbellanger/master

merge from master
Merge pull request #107 from stefanbeller/771

Change indentation to tabs.
Merge pull request #111 from clintbellanger/master

merge from master
npc requires_status and requires_not
update comments
Merge pull request #114 from clintbellanger/master

merge from master
visible_requires_status for menu powers
Replace requires_not by requires_not_status to be more consistent in style

Closes #407
Use a list of states for the requires[_not]_status in NPC

This is consistent with the quest events, which can have a list of
states as well. Maybe we should think about having that code only once
in a generic fashion.
Merge pull request #118 from stefanbeller/proposal772

NPC requires_status consistent to quest requires_status
MapRenderer: Try harder to place enemy groups

* Increase the number of random tries from 3 to 5 allowed misses per enemy
* In case we still have failure, try a deterministic method, by iterating
  over all tiles in the given rectangle and place at the first free spot.
  This is not random, but should occur only on rare occasions.
* Warn if we still cannot place all enemies.

Fixes #742.

Signed-off-by: Stefan Beller <stefanbeller@googlemail.com>
EnemyManager: Warn if enemy has empty type

This was warning was removed in the previous commit. There is was only
be checked for enemy groups however. Now check for any enemies.

Signed-off-by: Stefan Beller <stefanbeller@googlemail.com>
Merge pull request #749 from dorkster/menu_stash

Improvments to stash interaction