Started some basic work on redoing how things spawn.  Mostly committing
so that I can pull down Seth's changes.
Merge branch 'master' of https://github.com/schiem/roguelike
It compiles, but oh boy is that trippy. I'm super tired right now,
so I'm going to bed.  I'm working on redoing spawners, but it's
taking a bit.  At the moment, the current problems are:
    -Keeping track of memory.  What should be pointing where with the tiles.
        -Note: The dens should be TilePointerMatrix's
    -Some trippy ass colors
    -Kobolds spawning until the game crashes.
Chunks may now contain any number of spawners, and the spawners have
been given a visual update.  Turns out the key is doing everything as
an explicit pointer.  Who knew.  Anywho, there are two known bugs to report
(can we start making an official bug list?):
    -If you go too far away, the spawner disappears.  I think this has to do
     with deserialization
    -You (and enemies) can move through the spawners.  This is because movement
     checks against the chunk, not the the canvas.  To fix this, we'll need to change
     it so that movement checks against the buffer, and write all the visual stuff to
     the buffer instead of the canvas.  This could actually save CPU cycles as we would
     only need to update this everytime the buffer gets reloaded, not every time you move.
    -Where are my other huts?!
Merge branch 'master' of https://github.com/schiem/roguelike