Applied a part of gorzuate's patch for OSX compilation

Made the GL calls be done after SDL_SetVideoMode() as it seemed to be
needed on mac.

Also tested it on Windows and Linux.
Misc fixes in boot mode

- Made the sounds loaded only once, triggering less crashes on app quit
so far.
- Made the development version string not translatable anymore.
Italian translation update by BioHazard :)
Added the missing SDL_image linker inclusion for cbp release compilations
Turned Attack and Support into Weapon and Magic! - Part 1.

This makes the later mechanics much more logical as the plan
is to make certain skills available only through the equipment
or shards.

While on it, I also added icon support to skills, and added icon
the magic skills viewable in the menu mode.

I also fixed Sylve starting/debug equipment.

The battle mode is left to be adapted.
Turned Attack and Support into Weapon and MAgic - Battle part.

While on it, I also added icon support to the different skill lists
+ items.
Fine-tuned a bit Bronann and Kalya running animations
Fixed the 'New Skill learned' text place in battle finish dialogs.

Closes #123
Added the paladin's sword in the debug menu for future tests.
Added the spider map enemy.

Closes #122
Finished upgrading the combat families to use custom special icons.

I also made the battle category icons be at their original size,
and made the actual special name be shown in the menu mode.

Close #53
Simplified the growth system and the corresponding save data.

Mainly, I got rid of the start of the implementation of the periodic
growth system.
German translation update thanks to NaN :)

Just in time for the release.
Reinitialize more completely the sell mode when doing a transaction.

Hopefully fixes issue #127.
Fixed the new skill learned displayed at level up.
Made the F1 help text and the menu bar be used by the c++ engine.

It will permit me to further customize the first app run in another
commit, and they don't belong in the script anyway.
Made the game ask the language on first app run.

- Also fixed the fact that the F1 help text wasn't updated when changing
the language.
- Moved some update logic out of the draw one.
- Made the settings be written only once on first app run.
  Prevoulsy they were written until you closed the welcome window.

This feature replace the auto-language selection.
Turned the key items object type into an object flag.

Now every kind of object can be a key item, preventing it from being
consumed or sold.

Note that key potion with valid use functions will be consumed anyway,
but it would be a nonsense to create such items.
Got rid of the old wolf xcf.
Permit to link an event triggered when "talking" to a physical object.

Also gave a default type to MapObject as I realized they didn't,
making this be a potential crash cause.

I also added a use of this new feature by making the cat and the dog
play sound when one "talk" to them.