Added support to claim walls.

Now workers will be able to claim walls and turn them into claimed ones.
Claimed walls won't be diggable anymore by opponents, but will still be by your team.

I also cleaned up a few things along the way.

This is a side-change seen while working on the map loading.

Enjoy! :)
Started cleaning the map loading code.

- Removed dead code.
- Made map memory initialization set the map size also.
- Moved the map size parameter loading next to tiles.
- Made use of standard tile variable when adding a tile instead of a pointer, since it might leak.
- Merged a few redundant functions.
- Fixed a typo that made non-square-shaped map impossible to load.
Cde cleaning up to NullAI.cpp / h
Code cleanup in ODApplication and ODFrameListener.cpp/h files.

Along with the usual code cleanups, I made the renderer destructed within the framelistener
where it is created, stopped using members for a few singletons, and remove one
duplicate reference to the root scenenode used there.

I also moved the movable entity update code within the corresponding class,
which permitted a few simplifications.
Simplified the frame listener initialization by moving render manager component back to it.
Worked on reducing the app exit crashes causes.

The good news are that the app doesn't crash anymore because of trying to delete
thread that were never started for instance.
It also will unregister properly from the Ogre listener now.

The bad news is that the game is still crashing in Ogre when unloading the material
plugin.
Editor: Made the cursor position and tile fulness infor be updated where they should
Added capitalized letters to room and trap names displayed in game.
Got rid of the auxiliary array used in tile memory management.

This simplifies things and remove some memory leaking due to the aux array
being oversized.
Started cleaning up the game map related classes.

As a first step, I removed a few dead members, fixed the behaviour of clearTiles()
du to missing initialization, and merged back the useful functions to the tile container.

The useful functions in the tile container modificator were belonging to the tile container.
The others were broken and unused, and I couldn't find any use for those atm, so I dropped
the now useless modificator class.

This permitted a few simplifications while on it.
Made the map loading code a bit more streamined.

I'm using small steps here as it is very sensitive.
Fixed trap not being taken in account in all entities creation/deletion methods.
Adapted 3/4 of the loading map code to no longer have to specify the number of objects to load.

As a bonus, the creature definitions are now loaded in a separate file,
which can be specified from the level file.
Finished adaptating the map format to no longer have to provide the number of each objects.

This will ease the manual addition/removal of such things in order to improve the default level.
Made the engine loads maps using absolute map coordinates.

- I also made sure the editor is producing functional maps.
You can now save using F8. The saved map will be Test.level.out.
If you want to play with it, rename it to Test.level and restart the game.

Enjoy! :)
Removed an unused variable and an unsigned/signed comparison warning.
Turned threads to pointers. This permits to keep the same code whatever the OS is.

threads are long unsigned int under linux but a struct under windows,
so I had to find a common way to use them.
Made the claimed neighbor tile be refreshed when claiming a wall.

Previously, it would make walls look silly sometimes.
Fixes CEGUI cmake module
Made the faction seat parameter in level files used to know whether a player or an AI is to be added.

As a result, the default level has got two AIs to play against (red and blue.)