Added requirement negation capability :
- Use "requireNegation" property in Tiled map object
- Checkbox for require.negate added in Content Editor
Factorized the checkbox definition in content editor.
Merge pull request #9 from Zukero/requirements_negation

Added requirement negation capability :
Renamed Brazilian Portuguese translation file: pt-rBR.po -> pt_BR.po
Update english.pot, reformat all PO files (sort by source location)
Add "translator-credits" to english POT file

* Used by Launchpad translations for maintaining list of translators.
Updated PO translations from launchpad
Refactor: Rename reset() -> resetForNewGame() on map data classes
Code reformat: Ctor arguments should be one arg per line

* Vertical list makes it easier to version control additions and removals of single parameters
Refactor: rename functions for saving PredefinedMap data
Always deny monster movement on mapchange,keyarea,rest - regardless of isActive
Rename file Reward.java -> ScriptEffect.java
Refactor: Rename PhraseReward -> ScriptEffect

* This commit does not contain changes to json field names when parsing phrases though.
Merge branch 'rename-phrase-reward-to-script-effect'
Save 'isActive' for MapObjects & SpawnArea in savegames

* Stores the "isActive" boolean in savegames for map objects and spawn areas
* Adds functions in MapController to activate and deactivate MapObject areas
* Adds functions in MonsterSpawnController to activate and deactivate MonsterSpawnAreas
* When a spawn area is deactivated, all monsters should be removed, since the spawn area is considered to be non-existant.
* Adds boolean "isActiveForNewGame" to map objects and spawn areas, that specify what "isActive" should be set to when starting a game. (Initially, all of these are true)
* This commit does not add any way to actually activate or deactive areas. That can come as a later commit (possibly using script effects to do that).
Merge pull request #10 from oskarwiksten/persist-isactive-on-mapobjects-in-savegames

Save 'isActive' for MapObjects & SpawnArea in savegames
Bugfix: also save maps that use non-default values

* For example, maps that have had some spawn area deactivated should be saved in the savegame.
Refactor: Flatten some forward-arrow-pattern ifs to vertical code