Fixes walk aborting prematurely

when we still have enough TUs but destination is tile after closed ufo
door.
unhardcoded minRadarRange
Resolved conflicts:
	src/Ruleset/Ruleset.cpp
	src/Ruleset/Ruleset.h
Remove unused variables and macros
Resolved conflicts:
	src/Ruleset/Ruleset.cpp
	src/Ruleset/Ruleset.h
Give crafts unique ids in the form of a type+id tuple. Since we can now safely hold "weak pointers" to crafts, let UFOs refer to their killer by unique id, instead of a pointer that may be deallocated or reused
Provide a savegame method to look up a craft by its unique id, it could always come in handy
`typedef std::pair<std::string, int> CraftId` to make code more readable
Downgrade C++11 code: no `auto`, no for-each loops
Fix indentation (use tabs)
`nullptr` → `NULL`
Forgot to commit this file
Removed unnecessary `#include`
Install desktop file and icons.
Finishing touches
Updating scalers
things that go kaboom
adjust bubble height according to unit height.
fix small palette issue
Don't include deprecated malloc.h
Fix for infinite loop and memory leak in reaction code.

If the TU % cost of the weapon action is low enough, the calculated cost get to 0, so the unit will always be able to react.

Fixes http://openxcom.org/bugs/openxcom/issues/818 #818
Merge pull request #951 from Smjert/ReactionTUFix

Fix for infinite loop and memory leak in reaction code.
Merge pull request #950 from AMDmi3/remove-malloch

Don't include deprecated malloc.h