Updated octree to be a class

Previously, the octree was a struct with a collection of routines which
built the various parts of the data.  Now it's an honest-to-goodness class,
which has a proper constructor, and handles subtrees as if they were full
trees themselves.

Next step is to decide how to include them within the zone.  Each of the
steps for each dimension needs its own octree, which implies a multi-
dimensional array, but the C++ array type is allocated at compile time,
rather than runtime.  A triple-nested vector may be the way to go.
Added the new octrees into the zone

We've now got a three-level vector of Octree pointers in the zone object.
We don't do anything with them yet, but they're there.  We may consider
making some reserve calls on the various levels of vector within either
the constructor or the start method, to eliminate possible memory
craziness while the game is up and running.

The polygon class was no longer used, and will likely never be used again,
so it's gone.
Last bit of libtool changes

The main server program is now linked with libtool, and is linking
mostly properly (minus libstdc++, despite being directed to link it).
Added a couple clauses in the classes makefile to get the actions lib
built and installed, and the console lib installed.
Removed the sector

The sector waas no longer used, and no longer needed, so I just got
rid of it.
Reserve space in the zone

Since we're adding octrees into the zone, we are now reserving space in
the sectors vectors for those (possible) octrees.  Added a couple of
utility methods.
Merge branch 'octree-class-update'

The octree is ready enough to be merged into the master branch.  The
makefiles diverged a bit and needed manual intervention.