Randomly shrouds cells of the map.
Removes the shroud when moving units around
Increases view range of units to 5 tiles.
Removes shroud around all units at the start of the game.
Add tasks for shroud feature to make 'acceptance criteria' more clear
Added more requirements; documented structures
Circular shroud radius
Merge pull request #9 from pdl/master

Thanks for your contribution for making it work on ubuntu (again). Great to see someone testing it. And to see it takes little effort to get it working.
Merge pull request #10 from pdl/feature/explore-by-clearing-shroud

Circular shroud radius
add another requirement because shroud is useless without it
Merge branch 'master' into feature/explore-by-clearing-shroud

Conflicts:
	unit.cpp
Moves view range into unit.cpp to prepare for different view ranges.
Enables configurable view range per unit
Improves circular shape of view range.
Renames Cel::shrouded field to conform to naming convention.
convert between world and map coordinates in map class because we apply
DRY
update readme so we have a clear overview what is left to do
Things with an 'enemy' are now in a separate feature to keep things simple for this feature
Add shroud graphics
when init returns false quit game so the user is not confronted with seg
faults