Made windows window borders c_white like their linux equivalents.
Close overmap with 'm' key.
Merge branch 'master' of https://github.com/TheDarklingWolf/Cataclysm-DDA
Spawns abandoned/ruined vehicles on roads
Fixes for debug messages and vehicle alignment
Merge branch 'master' of https://github.com/TheDarklingWolf/Cataclysm-DDA
Added a new variable TARGETSYSTEM, which is set to WINDOWS or LINUX according to
the desired system.

Calling make without parameters automatically sets the target to Linux.

Added a section for global settings for Windows and Linux.
Linux only needs -ncurses.
Windows needs additional stuff.

Relaxed the cross-compile target. The cross-compiler prefix now only needs to
contain mingw32, as there are many different versions out there.
Allow light sources to be visible more than 12 squares away, due to unimpaired_range default of 12 in c1188bf. Changed to SEEX * MAPSIZE which is the limitation of lightmaps cache. Note that this exposes bugs that were hidden in the dark; walls (among other things) appear to have a light value of 2, targeting is still constrained to night time visibility (#251), and headlight beams are short and positively fugly.
Give headlights MORE POWER as they are absolutely pitiful and useless. Temporary fix; headlights are still incredibly fugly, due to how apply_light_arc is hard coded to use a 90 degree beam and constrained in a square region.
Temperature: Bio climate mod will only modify comfort levels if active.
Traditional air conditioning will modify comfort levels in addition
to bio climate mod. This wraps the has_bionic("bio_climate") check in
a new player::in_climate_control(game g*) function, which will return
positive on has_active_bionic("bio_climate"). If not, it will perform
additional checks that are cached every 20-60 turns to save cpu and
simulate temperature acclimation.
Currently, it will check to see if the player is inside a vehicle
with no open doors, and a working engine with fuel (total_power(true)).
Later a requirement for an Air Conditioning vehicle item can be added,
as well as building checks if / when building power is added.
Initialize cache vars in class
Move a bunch of melee items to raws
Finish adding everything using the MELEE macro to json raws
Merge branch 'master' of https://github.com/TheDarklingWolf/Cataclysm-DDA
Fixed broken overmap Note blinking.
Signed the License signoff.
Fixed construction menu lettering.
Added Hotel Tower Floor 1 and Basement

The is is first draft without zombies and locked doors...
Adding Hotel Basemement Links
Added Hotel Spawning