Update projectfiles and corresponding readme

- Add the new files introduced by gfgtdf to the VC project.
- Fix the indentation of SConscript.
- Update the README files for Code Blocks and Visual Studio.
fix whitespace
fixup idle loop

(this is probably a bugfix independent of the purpose of this branch)
fix networked idle loop

somehow this was not implemented...
create "fight_on_without_leader" field of [side]

this field is intended to allow battles to continue after the death of a leader
if a side has this flag enabled and any units alive, they will be considered
to have a leader regardless of canrecruit.
add debugging output

help to determine victory conditions associated to victory_when_enemies_defeated
refactor check_victory, don't use [side] no_leader attribute

1. sides without leaders aren't defeated if
"fight_on_without_leader = true". don't use no_leader
for this purpose anymore.
2. refactor to use a std::set instead of std::vector,
and some related improvements, for what was formerly
the "seen_leaders" data structure
[side_drop] sides go to idle, not human (fix bug 21459)

since idle sides don't get initialized until someone takes control
this alleviates 21459. it might possibly aggravate 21397, if that
bug is not fixed by correcting save files with unintialized sides
update changelog
Merge pull request #139 from aquileia/VC_project_update

Update project files
Wrap some directory composition in get_dir
Merge branch 'master' of github.com:wesnoth/wesnoth
fix currently active side quits during action

this fixes a bug, that when we receive a player leave/controller change
during sync_network  called during an action the turn isn't restarted.
use events::command_disabler in synced context

During the synced context we are in a state 'during an execution of an
event/action' that the savefile format cannot cover. So we use
command_disabler to prevent saving.
removed unused 'do_until' argument

we don't need this parameter anymore because we have the "dependent" key
in commands.
remove unused argument
give do_replays return a better name

I forgot what my real intention with this change was, but i still think this is a good change, becasue now people don't have to look up the comments to see what do_replay returns.
So i committed it.
Micro AIs: use new fight_on_without_leader= key as needed

So that the scenarios with leaderless AI sides work.
Micro AIs: avoid code duplication between eval and exec functions
fix minor bug in get_healing_phase