collision map

Auto-generated collision map.
defaults to "invisible", but can be toggled through scripting (see the
Forest Enterance script)

-fades as needed
-set to invisible for and "scene" type map scenario
Merge pull request #133 from IkarusDowned/collision_map

collision map
Small code cleanups and formatting next to Ikarus's minimap new feature.

I also fixed a small bug in the CreateCollisionMap where the former
reference wasn't cleaned up due to a typo.

I may make some more renaming but the code is good and clean already. :D

Thanks a lot to Ikarus for the feature!
Simply renamed the CollisionMap to Minimap as it's more self-explanatory.
Added minimap where I found relevant.
Only draw the name plate if there is a name to draw.
Fixed and finished OpenBSD compilation.
Fixed a warning when adding Thanis.
Fixed the debug menu invocation.
Simplified the dialogue system a bit.

This will later help me implementing the save/load of dialogues
status.
Only show bare hands skills when not haveing any weapon equipped.
Made the screen shaking be a component of the effect supervisor.

This way, shakings are only updated when in the right mode.

I also removed a create temp file useless function.
Misc unused code removal.
Created a .mailmap (and first try with github)
Fixed the battle tutorial script.
Fixed some credits (long time due :/)
Fixed the center -> forest entrance map transition event.
Prevented the map mode from complaining when the default music file is empty.
Simplified the screen fader and corresponding image draw code.

It now only uses an overlay
instead of applying the fading colour
on each and every images on the screen.

This should be quicker and saner and fixes applying fades above
particle effects.
Added the base script for the next map.