New high resolution grid with heights (heightmap)

This change introduces a new high resolution grid with heights (also called an heightmap).

Contained modifications:
* The roomeditor was updated to create this new grid. It will write V13 files now.
* All .ROO files were updated to contain this new grid.
* Blakserv was updated to load this grid.
* The new grid has 4 "highres" rows per big row, 4 "highres" cols per big col (= 16 squares per big square). Its resolution therefore is between the "square" and the "finesquare". A "highresolution" row still has 16 fine-rows, so "fine" is still better.
* The new grid has 4-Bytes (32-Bit) per square. Their usage:
Bit 0: Old movable/playable flag (set if square is part of a BSP sector)
Bit 1-9: Old direction flags (set to 1 if move in N,NE,E, etc. is possible)
Bits 10-31: Height of the square (in same scale as this grid)
* There is a new function "CanMoveInRoomHighRes" processing all requests.
* Monsters now move in steps of 16 fine-units instead of 1 big (TryDirection() and DoRandomWalk() in monster.kod), because of that their movement timers were adjusted.
* "CanMoveInRoomHighRes" can still handle old movement-steps (1 big square) and will hand them over to older "CanMoveInRoom" for processing. It can also still operate fully on the low-res grid if an old ROO file was loaded, however there will be no benefit.
* There is a new function "GetHeight" available in KOD, taking parameters: room, row, col, finerow, finecol. It will return the height of the highres square these coordinates belong to. The height values are in the same scale as the highres-grid. For example this allows approximated 3D distance-calculations in the precision of the highres grid.
* Movement and Chasetimers have been rewritten. Their elapse delay is now set correctly to fit the new high-resolution square steps and also produce better approximated positions in the client. This means you'll see monsters a lot more correctly where they are than before, try zombies!. You should even be able to attack them while they are moving much better now. Also minions now seamlessly follow their masters and mobs flee away from you as fast as they can.
* LOS code has been adjusted. There are four modifications to it. It operates on the highres grid now. It skips the last highres step, eliminating safe-spots. If object A does not have LOS with B, but B has LOS with A, then A is also granted LOS. This is based on the fact that one object can not have LOS without the other having it too and it will eliminate lots of LOS failure fizzles. Finally the LOS code is now able to do diagonal "ray" steps on the grid, which allows better approximation of the LOS line.
* A mismatch between the actual client movement speed and what it propagates to other clients has been fixed, increasing the precision of shown positions.

What it brings:
* Much less (or none?) safespots anymore
* Much better base for upcoming astar pathfinding
* New heights of squares can later be used for improved LoS further, or other things (like a penalty for falling, or draining more vigor on high sectors)

Attachments:
* Here are example visualisation of the old and the new grids of TOS:
* OLD: https://googledrive.com/host/0B-6rsj6uHlolV2ZGMjNQLUZiLXc/tos_move.png
* NEW: https://googledrive.com/host/0B-6rsj6uHlolV2ZGMjNQLUZiLXc/tos_highres.png
* HEIGHTS: https://googledrive.com/host/0B-6rsj6uHlolV2ZGMjNQLUZiLXc/highresgrid_tos.PNG

LOS diagonal moves:
* OLD: https://googledrive.com/host/0B-6rsj6uHlolV2ZGMjNQLUZiLXc/LOS_old.PNG
* NEW: https://googledrive.com/host/0B-6rsj6uHlolV2ZGMjNQLUZiLXc/LOS_new.PNG

LOS fizzle cases:
* https://googledrive.com/host/0B-6rsj6uHlolV2ZGMjNQLUZiLXc/LOS_cases.PNG