Added script to generate Code::Blocks project file
Fixed missing memory release at cleanup
Avoid unnecessary mine finding

When looking for a mine, a character first checks wether he is already
going to one.
Storing building pointers in chunks

As for mines, each building pointer is stored in the relevant chunk for
fast access. However, building can be removed; considering the expected
number of buildings in a chunck, a simple array was used with a linear
deletion.
More efficient position checks for buildings

This change notably makes it faster to check for a building site. When
there are lots of buildings of the map.
Fixed building handling in chunks

A building can appear in up to four chunks. Duplicate detection is
performed by chank_pushBuilding().
Checking construction site when building
Uniformized mine management with buildings
Accurate radius when looking for construction site
Fixed detection of the number of chunks
Drawing fewer hidden objects
Simpler handling of cursor coordinates in overlay
Cleaner water step count
Merged world_findMine() and world_findBuilding()
More readable event loop
Merged world_find* for mines and buildings
Simple trick to alleviate the burden of findSale()
Fixed click-and-hold bypassing the delay

This was due to mixing two ways of handling mouse clicks. The call to
sfMouse_isButtonPressed() was replaced by a boolean updated by events.
Fixed invalid transformation availability check
Workers directly put product for sale