Ow!

This should have been the initial commit but it isn't.

new file:   .gitignore
new file:   LICENSE
new file:   README
Update README

A brief explanation(?) of what I am trying to do.
Merge branch 'release/BasicDemo'
Merge remote branch 'github/master'
Minor edits

Small tidy ups to main code file, and sort out stupid duplication of
README files.

removed:    README
modified:   README.md
modified:   cccrawler.py
Update README.md

Added link to website for libtcod ("The Doryen library").
Update LICENSE

Added BSD 3-clause license text
Initial features for adding combat to the game

Add initial code to game, also add folders for various versions of
libtcod for different platforms.

modified:   cccrawler.py
new file:   libtcod-amd64-linux/libtcod-1.5.1-linux64.tar.gz
new file:   libtcod-i386-linux/libtcod-1.5.1-linux.tar.gz
new file:   libtcod-mingw32-win/libtcod-1.5.1-mingw32.zip
new file:   libtcod-msvc2010-win/libtcod-1.5.1-MSVC.zip
new file:   libtcod-osx/libtcod-1.5.1-OSX.zip
modified:   libtcodpy.pyc
Blocking

Add code to stop monsters either being placed in a wall, or all on the
same tile.

This is achieved by adding a 'blocks' property to the generic object
class. This allows game objects (monsters, items, etc) to have defined
whether or not they can be walked over or not.

E.g. You would want to be able to walk over a key or health potion, but
necessarily a monster.

A function was also added to check whether an item being placed in a
room, is going to be placed on tile that it can't occupy (e.g. a wall,
another monster, npc, the player, etc)

modified:   cccrawler.py
Game states

The input system has a flaw. Player actions (movement, combat) and other
keys (fullscreen, exit) are handled the same way, and need to be
seperated.

Why?

If a player pauses the game or dies, then shouldn't be able to move or
fight. However we would want them to have access to other keys,
fullscreen, exit, unpause.

Also enabling/disabling fullscreen shouldn't count as a turn.

modified:   cccrawler.py
Turns

The player and monster take alternate turns of moving or attacking. To
do that we make use of the game state setup previously, to determine
when the player has moved so that the monsters/npcs can then take their
turn.

A debug message is displayed to show this happening.

A function was also added, to replace the movement on key press. This
determines whether or not the tile the player is moving to is
attackable. If it is attack it, otherwise just move to the tile
(assuming it's not a wall.....)

modified:   cccrawler.py
Merge remote branch 'github/master' into feature/CombatInit

Conflicts:
	README.md
Merge branch 'feature/CombatInit' into develop