Experimental gameplay changes

Made all units smaller by a factor of 2
Items by 1.4
Added scripted level state and sub-classes for data loading and parsing

Added versions of char and char* to strToNum
Renamed SpawnWaves to just Waves
Centralized unit creation in SpawnBase
SpawnFile work stuff

Exposed UnitBomb::pressure to spawn lit bombs
Added StateWave to state switch

Changed SpawnFile to use tokens instead of stringstream (more control and error checks)
Fixed logic problems with inheritage of StateLevel (pointers for spawn and score, very ugly solution atm, will probably never do it properly though, just calling it now)
Fixed some errors in SpawnFile
Added UnitText for text display

Added unit flag ufBackground to draw units behind main action
Added skipping to SpawnFile (skips ahead if current wave is all dead)
Fixed errors on units without a shape
Updated project file
Added comments wave file (every line starting with # will be ignored)

Added tabstops as delimiters for tokens
Added alignment to UnitText
Fixed text objects creating events and messing with scoring
Fixed UnitLaser's collision detection causing a segfault with UnitTexts
Removed pattern type ptNone and made circle index=0
Added wave/level file for testing purposes (also includes format reference)
Project file clean-up
Changed StateLevel and Replay to be more flexible towards loading from derived level states

Updated Application with better error handling
Fixed segfault when loading replay of normal (non scripted) level
Changed so level ends when wave data is cycled and all units are dead

broef
Fixed Replay skipping last update on playback

Code structure changes in Application for future use in <<insert cool feature here>>
Apparently missed some changes in the last commit... oops
Added temporary/experimental Utility::spFontAlpha to set an alpha value to a spFontPointer

Added points variable to EventUnitDeath, set by scoreKeeper for usage outside
Added alpha to UnitText
Added score event overlay to StateLevel
Fixed Items being killed generating "kill +HUGE NUMBER" score overlay
Added parameter to disable skipping of waves
Added EventWaveSkip
Added UnitLaser::stationary

New wave data (WIP)
Fixed lineH and lineV being swapped
Added more error checks to SpawnFile loading code

Changed text on StateScore to be more accurate