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.
before merge
Merge remote-tracking branch 'origin/networking' into gui
added servermessage
Separate class for Combat Log
fixed stuff
Implemented the observer stuff. Listener is the observable, infobar, combatlog, map is observer.
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!
Structure message types and add new ones.

And remove profanity :p
updateAll now gets T by const reference.

Observable::updateAll accepts T by const ref instead of ref to allow things
like updateAll( ServerMessage() ).
Listener now detects if disconnected.

And sends out a ServerMessage about it.
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
some minor stuff. Feeling a little bit ill :(