Introduced Script::Context

This should allow to finally call functions to lua without having to care
about working around situations where a lua call causes a c++ call which
needs to call to lua again.

Tested against the source of tales repository data.
Removed loading of script files using the statusmanager

They are now required via the main.lua.
Also made Harmony giving you the plague in order to allow testing.
Documented all lua binds directly in the source

This change adds a comment to each lua binding. In the future a script should
parse those and generate the docs from them.

This should prevent outdated docs and duplicate effort to keep code and docs
synced.

In C++ categories can be defined in this way:
/** LUA_CATEGORY long description of the category (shortname)
 * further text
 * goes into
 * the next lines
 */

The shortname is only used to bind other comments to the category.

In lua the category would look like this:
--- LUA_CATEGORY long description of the category (shortname)
-- further text
-- goes into
-- the next lines

A comment that describes a bind then can look like this:
/** LUA some_function (shortnameofcategory)
 * some_function(string name)
 * some_function(int id)
 **
 * Description
 */

Or in Lua:
--- LUA some_function (shortnameofcategory)
-- some_function(string name)
-- some_function(int id)
---
-- Description

Autoupdates script follows soon
Made the scripts being able to install

The game server will now look for the scripts in this order:
 - serverPath - config value
 - current working directory
 - the PKG_DATADIR #define
Added possibility to reserve maps

If you set net_gameServerName you can now reserve maps in the maps.xml.
There you have to add the servername - property to the <map> tag.
Then the map will only be activated by that server.

Also changed the activate sequence that the account server now tells the game
server what maps to activate (previously the server requested all maps and the
account server said yes or no).

TODO: Fix general inter server map switching.
Fixed default value of the servername

Since the name was used to log things and the default now is "" also added
logging of the address and port too.
Added Debug class for more convenient debugging output

Inspired by the QDebug class and qDebug() function from Qt. Actually it
might be nice if the LOG macro would also use this.