Made OD use standard paths for Windows and Linux and follow XDG specifications.

More thorough windows testing is also requested.
I may also have fixed the user data folder detection on OSX but I can't test.

While on it, I also prettified the screenshots names.

Fixes #25
Fixes #171
Fixed a small typo in the header doc.
Used a more c++ way to prettify screenshots names.

I also made it use the user local time which is more relevant for him.

Thanks to @hwoarangmy for pointing out. :)
Added missing parameters to creatures in level files and reordered them.

Fixes #245
Reworked the spatial sound playing algorithm.

- To avoid spamming sounds with setPosition()
- And add sound culling handling.

Now only sounds near you point of view will be heard.
I also made it so if you you go higher, you can hear more far away sounds...

Main part of #147
Reimported the ingame battle music to make it longer and actually loopable.
Made the fighting music also triggered when one of your allies is attacked.

Part of #147
Turned the playDespositGold server message into a more generic one.

Part of #147
Made the battle music start when one player's trap triggers.

Final part of #147
Use of polymorphism for render manager instead of huge switch case.
fixes #137
Added primary support for the attack warmup time.

Feel free to test and comment :)

Part of #152
Merge pull request #250 from Bertram25/development

Improved the minimap use of colors.
Merge pull request #254 from hwoarangmy/development

Use of polymorphism for render manager instead of huge switch case.
Added a missing assert in the sound manager, as requested by @hwoarangmy
Merge pull request #253 from Bertram25/sound

Reworked the spatial sound playing algorithm.
Merge pull request #252 from Bertram25/new_params

Added missing parameters to creatures in level files and reordered them.
Added specializations to InterfaceSound enum types' >>/<< operators thanks to @hwoarangmy's help.
Merge pull request #255 from Bertram25/sound

Added specializations to InterfaceSound enum types' >>/<< operators than...
Merge pull request #251 from Bertram25/xdg

Made OD use standard paths for Windows and Linux and follow XDG specific...
Stop rendering the tile under the room/trap ground tile.

Thanks to oln for that, it was obvious but my mind would have make it this time. XD

I also remove the gold on ground when all the gold has been dug.
It is misleading and shouldn't be done until we have a better tile for that.