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.
Moved the Monster class to a Component

Things done:
 - Allowed to create new Attributes outside of the protected scope of Being
 - Moved Monster to MonsterComponent
 - Some minor cleanup in the Attribute setting code of monsters
Fixed undefined #defines in mingw and c++0x

It looks like mingw does not define all the stuff in c++0x it does
without.
Fixed @kill killing yourself
Renamed Character -> CharacterData in the accountserver
Converted the Character class into a component

A CharacterData was created as a proxy class in order to allow using the
old serialization method.
Converted Being into a Component

I did not really care too much about staying consistent with the use of
static_casts to Actors since they are only temporary anyway until Actor
is a component too.
Moved Actor into an Component

This was the final step to remove the hierachy with Entity on the top.
Removed CharacterData member from CharacterComponent

It is only needed temporarily while serializing and deserializing.
Removed static member definitions that are no longer needed

The requirement for having these definitions was relaxed in the C++11
standard. In short, they are not needed anymore for static const
integral types.

Details:
http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#454
Fixed too long lua documentation
Fixed uninitialised variable warning in valgrind
Actually use transactions for mysql updates

BEGIN; END; does not work similar to sqlite here.
Added -std=c++0x compiler flag to the codeblocks files
Don't try to kill the connection of a deleted character

The point is to do this on the new character and to allow the client
to continue playing with the existing character instance (when it
represents the same character in the DB).

Somehow was changed in commit aa04597c5f8.
Use a full user data for Entity references

Only moved a single script function to a member for now, will do others
in a separate commit.
Removed NPC and character parameters from NPC functions

These functions can only be used in the context of a character talking
to an NPC, so these parameters can be deduced from that context rather
than passing them explicitly all the time.

Simplifies NPC scripting.