Removed prefix tree support for the console mode as it isn't GPLed.
Prevented creatures from walking on water.
Fixes a random crash when spawning a creature.

Added a check to make sure their name is actually unique.
Fixed a wrong log message when assigning an AI.
Made sure creatures stats were initialized correctly.

- Now the creature HP/mana and max HP/mana are set.
- The move speed dig and dace rate are initialized when setting the creature class.
- I also removed a few weird things and made sure the meshes were initialized the same way
everywhere.
Streamlined a bit how weapons are loaded.
Added support to tell the tile passability in creature class.

Now you can have true flying creatures that go over water and lava.
Let creatures with dig and dace rates dig and claim tiles even if they aren't workers.

Creatures with worker jobs  will still favour digging/claiming though.
Made sleeping heal wounds slowly.

Also made wounded creatures go sleeping when they can.
Renamed TestAI into KeeperAI.
Silenced a few debug outputs since they were too much spamming.
Renamed Quadtree.* to CullingQuad.* to reflect the class name.

Also fixed the header indentation.
Removed the useless AI enum while seeing it.
Fixed setting the max HP/mana for creatures.

Previously, it was set up using the absolute maximum which was defaulted to 10.

I thus used the maxHP/mana per level instead and set up more fitting values
for absolute max HP/mana values.
I also made them loaded from the creatures.def file.
WIP: Started improving the KeeperAI a bit.

- Added WIP support to compute diggable paths.
- Made the keeper AI dig some dirt around the temple and later place some Quarters.

It still needs some improvement but it's already better than the old one.
Fixed the clipping glitches with ground tiles seen when looking at a room from a high view.
Fixed computing diggable paths and improve the Keeper AI to make it build two basic rooms
and look for gold.
Stop using the low fps generic Ogre scene manager to use the specialized interior one instead.

I've got better fps now but it will need more test on different computers.
Reduced a bit the tiles and cursor heights, as requested by Danimal and Elvano.

Now the creature scaling needs to be changed in the creatures.def file for proper values.
Changed the walls to be more squarish, and adapted the room objects scaling.