Redo sleeping.

Remove everything about the old way we did sleeping. Move the code from
an SDL specific place to RLVMInstance. Execute as many instructions in
10ms time slices as we can. Sleep every frame instead of the previous
hacks which tried to determine whether we should sleep or not.
Another tweak to waiting.

This is the first thing that's made fast fowarding faster than normal
textout in rlBabel mode, but it's still significantly slower than in
unpatched Japanese versions of the games.
Don't stop executing bytecode when the screen is dirty.

This is what drives rlBabel fast forwarding to parity with unpatched
Japanese games. We now wait until one of the other events which
terminates processing byte code.
Directory renaming part [01/12]: src/effects/

I've made multiple stabs in the past to cleanup the rlvm code to be in
line with the Chromium style guide. This time around, I'm making sure
the filenames follow the style guide. This means all file name
components are lowercased, using unix_hacker style instead of CamelCase,
and use cc/h instead of cpp/hpp.
Directory renaming part [02/12]: src/encodings/
Directory renaming part [03/12]: src/long_operations/
Directory renaming part [04/12]: src/libreallive/
Directory renaming part [05/12]: src/machine/
Directory renaming part [06/12]: src/modules/
Directory renaming part [07/12]: src/platforms/
Directory renaming part [08/12]: src/systems/
Interlude: Delete the unused algoplus.hpp.
Directory renaming part [09/12]: src/utilities/
Directory renaming part [10/12]: test/test_system/
Directory renaming part [11/12]: test/script_machine/
Directory renaming part [12/12]: test/
Transition off boost::lexical_cast.

Replace with C++11’s std::stoi and std::to_string.
Resurrect running cpplint.py on the rlvm source code.

We are now cpplint clean, minus a few disabled tests.