Added MapCell class.
Changed the Map class to make use of MapCells.  Couple of notes, there's a border around the entire map that cannot be modified by any means outside of the code.  This exists as a buffer to ensure that getCell() does not throw an exception for attempting to index outside the bounds of the map.
- Adjusted Map to use signed 32-bit integers instead.  Makes it easier to track certain things.
- Added Entity base class.
- Added Player base class meant to replace all the Guild/Party/Player Location code in Game/MazeState/TownState
- Added Activatables base class, and an experimental Door class.  The door is untested as of this commit.
- Cleaned up Game.hpp a bit.
- Fixed memory leaks in Game class.  Man, how did those slip by me?
- Watched as my cat jumped onto my laptop and nearly mess everything up.
- Added a NONE animation state.  Not that this is used just yet.  But it's nice that it's there.

Previous commit notes:

- Switched over to using an instance of Player in MazeState.
- Commented out some unused code in MazeState.
- Initial implementation of doors tested.  Very dirty.  Also introduces a regression in that the cells holding doors are not drawn properly as empty cells.
- Some formatting in MazeState.cpp and MazeState.hpp
- Map loading code now loads doors in.  Horizontal doors are red, vertical doors are blue.
- Fixed a bug in the Door code.  I was apparently checking the orientation incorrectly.
- Set application window title.
- Fixed door regression from previous commit.
- Added a new method to Map/MapCell that determines if an entity can enter the cell.  It's based on the cell's solidity, and whether the activatable object(if it has one) is solid or not.
- New floor file format.  Uses XML and a PNG image to define the map now.
- Some typos here and there.
- Added some error checking.  Currently it just causes the program to shut down if the map is not valid.
- Removed some extraneous members from Activatables.
- Added Secret Doors.  They cannot be seen, and some of them can be one way.
- Further cleanup of code.
- Initial starting of Maze class.
- Addition of missing license stuffs.
- Added a Maze class that maintains multiple floors.  No way to switch between them yet.  That's next.
- Added destination position and facing to the stairs object.
Merge branch 'master' into map_changes

- Merging master into map_changes to account for OpenGL 2.1
Merge branch 'master' into map_changes

- Guh.  Merge in CMake changes.
- One step forward, two steps back.  In order to accomodate stairs, I have to move the activation code outside of the activatable objects.
- Moved all the activation code to MazeState for the time being.  I have another idea to solve the problem, but I need to see if it's viable.
- Added stairs.  Going up on floor 1 returns you to the town.
- Lots of code cleanup.  Mostly preventing copy constructors, cleaning memory leaks.
- Added a second floor to test down and upstairs not on the first floor.
- Fixed up a bug wherein going from the second floor to the first floor would send the player back to town.
- Fixed a bug wherein the player's facing would not be adjusted after using a stairs.
- As per request, maps are now limited to 128x128 cells.
- Maps are no longer hardcoded to specifically be 128x128 cells.
Merge pull request #1 from CepheidVar/map_changes

Map changes