Made the battle action script clean their global tables before loading.

And added a micor-optimizations to the Image draw calls.
Tuned a bit the collision rectangle of certain NPCs and fixed the image collision rect for Orlinn.

This fixed the placement of emotes and the dialogue icon.
Preloaded the funny music in the crystal map.
Fixed again the map sprite collision rectangles.
Spotted global vars that I made local in the battle animations.
Made the Fenrir growls when attacking.

I really need to separate enemy skills from characters' ones
and optimize the functions.
Added support for scriptable monster dying animation sequence.

I used this to create a very simple Fenrir flee "dying" sequence for now.

I also strengthened the skill loading logic by checking the table openings.
Added the missing Fenrir feeling script file.
Moved the characters battle animations files in dat/battles next to the enemies ones.
Simply renamed the DEBUG_MENU compile option into DEBUG_FEATURES
Made the logging macros log into cout to make catching bug logging easier
on linux.
Made the tiles smoothed when there is no config as it is a saner default.
Added the possibility to create a scripted light object.

And used it in the crystal map to remove the crystal light when necessary.

I also improved slightly how Kalya runs after Orlinn.
Put saner default files for the BattleEncounterEvents.
Made the number of enemies be properly reset at battle restarts.

Previoulsy, enemies added or removed after the battle start where kept.

Thanks to MCMic for pointing out.
Strengthened the battle enemy custom dying scriptable system.

Added a way to draw something on the sprite when dying.
And used all that to create a much better looking fenrir dying sequence.
Updated the README file according to the new flag name.

Thanks to Shirish for piting out.
Made the wolfpain necklace not available anymore when the Fenrir has been beaten.
Added a bit of what's next + misc fixes.

- Spotted some other global variables in the battle scripts that I made local.
- Made Kalya and Orlinn run using a wider space to look less stuttering,
still not perfect, but it will be okay.
- Added the start of the return to village phase, beginning by making
a twilight happen during that part. Some details are missing but
the main effect is there.
Refreshed a bit the dependencies listed in the README as pointed out by Socapex.

Thanks for pointing out!

closes #131.