Make the server tick.

Aside being a broker for clients, the server is now actually running
the interpreter, advancing the sim by 100 steps every second.
Started adding the interpreter to the server.

Slight problem with ownership concept, theoretically solved: every
summoner is given a unique id by the server, which is then prepended
to all their function names. This is a bit troublesome with CALLs, but
it's solved if the caller prepends his owner's id to the callee's name.
Adds Parser namespace as wrapper.

It nicely wraps the ugly compiler unit.
Refactor bytecode::subprogram.

It was a mess. Alloc/dealloc is now automatic (thank god).
Subprograms actually sent to the server.
Server gives ID to clients.

In the lamest way possible.
Subprograms are registered in the interpreter!
Merge branch 'gui' into networking

Conflicts:
	src/game.cpp
Server notices if client sends bad handshake.

And disconnects immediately.
Merge branch 'networking_interpreter' into networking
Adds server states, makes server send ServerMessages.

Adding the server states now may have been a bad idea.
Always flush your streams, man!
Fixes related to script ownership.
Merge branch 'networking'
Merge branch 'gui'

Conflicts:
	src/infobar.cpp
Eliminated all g++ warnings.
Merge branch 'warnings' into networking
Add convenience functions to build ServerMessages.

You can use it like this:

  ServerMessage(ServerMessage::typ) << data << moar_data...

It's nifty, but doesn't solve the real issue with SMs (though it'll
be easier to create them.
Executables send request to server.
Merge branch 'gui' into networking

Conflicts:
	src/guiterminal.cpp
	src/map.cpp
	src/map.hpp