skip dying for patients that are in a room
Remove trailing whitespaces in .h, .cpp, .c and .lua files.
Merge pull request #237 from mounirlamouri/trailing_whitespaces

Remove trailing whitespaces in .h, .cpp, .c and .lua files.
Various cleanups in some C++ files.
Merge pull request #234 from mounirlamouri/cpp_cleanup
Add a script to check whether files in the working directory have trailing whitespaces.
Add a rule in Travis to check for trailing whitespaces.
Merge pull request #238 from mounirlamouri/travis_trailing
Fix encoding of comments.

This makes some files use utf-8 and fixes a weird quote in another comment.
Update gitignore to catch more cmake cruft.
Fix Mac build w/o freetype.
Merge pull request #245 from jorgenpt/mac-no-freetype-fix

Fix Mac build w/o freetype.
Fix typo in changelog.txt

Write dependent a hundred times ;)

(Would not have found it without pedantic lintian output so ;) )
Merge pull request #214 from ckorn/patch-1
Fix 64bit Mac OS X w/ LuaJIT.

On my 64bit Mac OS X 10.9 machine, starting CorsixTH fails when
`luaL_newstate()` returns NULL, printing:

  Fatal error starting CorsixTH: Cannot open Lua state.

It turns out that 64bit LuaJIT on Mac OS X requires special linker flags, from http://luajit.org/install.html :

    If you're building a 64 bit application on OSX which links directly or indirectly against LuaJIT, you need to link your main executable with these flags:
        -pagezero_size 10000 -image_base 100000000
Merge pull request #249 from jorgenpt/luajit-64bit-mac-fix

Fix 64bit Mac OS X w/ LuaJIT.
Changed the way the config_finder concatenates separating multiline blocks and variable lines
Merge pull request #251 from JoeButler99/fix_lua_spacing

Changed the way the config_finder concatenates
Fix:Ensures that patients won't fall through walls when they die

This commit fixes this issue:
http://code.google.com/p/corsix-th/issues/detail?id=947

It adds code to Die.lua:action_die_start to ensure that patients have enough space to fall over when they die.

It also adds a supporting function to World.lua which checks that a tile has no entity on it and (optionally) isn't in a room: World:isTileEmpty()
Merge pull request #240 from  JASheppard/issue947