New option: alienContainmentHasUpperLimit.
Default value: FALSE (OFF)
If it's true, then the upper limit of the Alien Containments is counted!
If it's false, then there is no upper limit. (only when at least one containment is exist)
New: Show Alien Containment capacity on Base-Info screen if alienContainmentHasUpperLimit is on.
Merge pull request #329 from hmaon/opengl

damn you, GLX
don't let reapers override floater's reaction shots.
cleanup in pathfinding
Large Block limit for maps

should help prevent "unreachable ufo" scenario.
allow for map blocks to have a subtype

allow for landing zones to be used as generic terrain as well.
add a frequency to mapblocks

use it to weigh odds, and to limit how many times a map block may be used.
also a small refactor in the battlescapeGenerator to place the landing sites first.
small refactor in bgen

place all the large modules first, then fill in the gaps.
fix for weird caching issues.

let's hope.
- refactored voxelCheck
- back to cyberdiscs
- user-mode first person shot (invisible units won't appear on screen), plus colorcoded units.
- unit color tweaking for voxel dump and fpslook
add a maxcount field instead of dual-purposing frequency.

also fix a small bug with initializing things wrongly.
whoops.
Merge pull request #327 from fenyo1/alienContainmentHasUpperLimit

New option: alienContainmentHasUpperLimit
Fixed vector::erase misuse.
Fixed OSX not compiling.
Cleared warnings.
Merge branch 'master' of https://github.com/SupSuper/OpenXcom

Conflicts:
	src/Battlescape/Pathfinding.cpp