Fields are finished!  Working great!
Add "any_item" flag for field fuel - this means it consumes any item!  Add acid field.  Add support for fields to Ranged_attack.
Ranged attacks now load field information.  Monster_types can have ranged attacks (and copy them from their genus, etc).  Added a Spitter Zombie - spits acid pools.  Ranged attacks, and fields in ranged attacks, are not actually used yet.
Add property "Connector:" to World_terrain.  Allows relational terrains to connect to other terrain types (e.g. roads connect to bridges).
Alter house_carpot.map a little bit.
Rework monster spawning function(s).
Make zombie dogs much more rare.
Add lots of comments to game.cpp
Fix error in Monster_type loading that blocked the line after HP
Spitter zombies are working!  This commit includes getting entities to pick a ranged attack, getting them to *use* a ranged attack, letting ranged attacks drop fields, improving the ranged attack function (including passing the shooter to it for CORRECT addmsg generation!), and other odds and ends.
Fixed error in loading dice
Tweaks to spitter zombie and acid.
Use Ranged_attack's "charge" attribute to limit how often a monster can use it.
Updated README.md with a link to my devblog.
Display a message when an entity uses a ranged attack, e.g., "The spitter zombie spits at you!"
Refacter ranged attack functions. Refactor Entity_plan. Add debugging key, ?, displays information on the submap the player is currently in. Comment out some unused map functions.
Better error handling on loading mapgen
Fix error in field.map
Smoother transition in rocky adjacency map
Fix a missing tile in house_carport.map