tokenizer debug code is disabled by default

Change #ifdef DEBUG to #ifdef DEBUG_TOKENIZER, to assist with
profiling using callgrind.
put unit_map debug mode compilation on its own define

This helps with profiling using callgrind.
SotBE: minor rebalancing of scenarios 15, 17 and 18

Based on play-testing on nightmare difficulty by Maiklas3000 and Theron.
Update changelog (and eliminate trailing spaces)
Fix some CMake linker problems.

Commit bb1b4071a65159cdff43aa8e445c1370b5d8521c missed linker errors
when the tests were disabled, so fixed them now. Reported by Spoffy and
Ivanovic.
Merge branch 'master' of git://github.com/wesnoth/wesnoth
remove code made dead in 84556b11

After this commit, the replay_controller constructs
tod_manager_start_ using the same parameters as the play_controller
constructs tod_manager_. So the copy construction after this is
superfluous.

https://github.com/wesnoth/wesnoth/commit/84556b11
Call set_button_state() from playsingle_controller::init_gui()

Fixes the minimap buttons sans the minimap unit/village drawing pair
being in an indeterminate overlay-less (blank) state for the duration of
the initial 'start' WML event in scenarios, unless they are interacted
with first.

set_button_state() has to be called after play_controller::init_gui()
finishes because that method calls game_display::begin() game first,
which in turn instantiates the theme UI GUI1 buttons. Notice that
set_button_state() is also called when the End Turn button is enabled
(e.g. after 'start' is finished).

The reason I'm not calling this from play_controller::init_gui()
directly is that I am concerned about possible interactions with the
replay_controller, which currently seems to do even sloppier work of the
GUI before the end of the 'start' event. I might move this call there if
that issue is sorted out, since it'll be needed for the
replay_controller anyway.
Merge branch 'master' of git://github.com/wesnoth/wesnoth
campaignd: Replace vector<pair<k,v>> with map<k,v> for the handlers table

std::vector<std::pair<k,v>> has worse look-up performance than
std::map<k,v> in general, not that the difference is too noticeable for
such a small dataset like campaignd's handlers table, that is built in
such a way its items are arranged in descending order of usage
frequency.

It still feels like this is the best thing to do to keep future
maintainers sane.
Set the minimum width for a listbox cell.

This fixes bug #22046.
Ignore doc/doxygen/html in older versions of git.

The ** syntax is introduced in a newer version of git.
gitignore: Merge rules from src/ directory
remove unused portrait function from unit

This function was entirely unused, and deleting it allows us to
remove the "portrait.hpp" include from the unit.hpp header. (!)
remove unnecessary resources.hpp include from unit.hpp

It turned out that alot of compilation units were using resources
but not including the header, and only getting circuitously
through the display.hpp header which got it from unit.hpp. This
is an improvement since unit itself doesn't need the header,
and most classes probably don't either.
move formula ai features of unit to a unit formula manager

This use of handle-body idiom saves *alot* of includes, since a
huge number of objects include unit indirectly, and make no use
of the ai formula features.
Update Xcode project
Fix new get_relative_dir code translation issue
delete duplicated set_team fcn

game_display and display versions of set_team were identical, in
header and in implementation, so we simply delete the game_display
one, as a strict refactor.
fixup segfaults in replay viewer

After this commit e4eb0a3ede83ee338994708ebd48257627b47242 the
replay viewer would segfault during prestart events. However, it
turns out that nothing in the replay viewer, or in that commit,
was directly causing the segault. Instead, the display object
was holding dangling pointers for no reason, when it could have.
been simply computing the correct value (very cheaply). We clean
up the code in the display objects to fix the segfault.