Fix bug #22306: move_unit moves a unit even when it shouldn't

Modified the lua script for wml_action.move_unit. In the
loop to check for vacant tile, if the current location
is equal to the previous location we don't look for a
vacant tile since our location is free (where we are).
Update Xcode project
updated Czech translation
SotBE S7: clarify objectives

Indicate which of the oases that are visible under the fog the player
should move toward.
SotBE S8: don't have Gork address himself

Adjust the dialog if Gork is the one discovering the elves.
SotBE S14: add message about Grüü's gold being returned at scenario end

Previously, the gold was returned, but there was no message visible to
the player about it.
Update changelog with SotBE and Micro AI changes
fix some grammatical mistakes in help description for orcs
Fix bug #22465: Minimap not redrawn after turn dialog.

In playsingle_controller::show_turn_dialog added a call
to redraw the minimap in addition to the call to redraw
everything.
Merge pull request #277 from LovCAPONE/MiniMapNotRedrawnTurnDialog

Fix bug #22465: Minimap not redrawn after turn dialog.
fix whitespace at end of line
Merge branch 'moveunitbug_fixup'

Conflicts:
	changelog
rename scripting/lua.?pp to game_lua_kernel.?pp
add lua_kernel_base as a super class of game_lua_kernel

This class holds some "basic" initialization and methods that we
would want in any lua kernel. It is not pure virtual, it could
be instantiated.
branch off "lua_common" functions from api defn file

This includes the gettext and vconfig impl functions, and many
macros used to write lua callbacks. This code can't properly go in
the lua_kernel_base files, so it goes here.
add function to generate config from cmd line opts, for lua
add application lua kernel and game launcher lua wrapper object

The application lua kernel is meant to interpret scripts to drive
the client. Its main features are, it stores a script in its
registry and provides a C++ function to call it with a config
as its argument. Its initialization also creates a "game_launcher"
object, which stands as a limited lua proxy for the C++
game_launcher object.

The game_launcher object is a table, holding a pointer to the
actual game_launcher it represents, and with metamethods to return
version info and the command line arguments. It also holds
callbacks to set the script for the current application lua kernel,
and to call the "play_multiplayer" function of game_launcher.
Currently it is readonly and you cannot write to its fields,
although that may change to allow the target server to be reset,
etc.

Some minor changes that are included in this commit:
- the actual C++ game launcher object provides an accessor to the
command line options.
- the scripting/lua_types.hpp file now has include guards
fixup lua kernel script execution

Fix some issues in previous commit:

- For the game kernel, instead of pcall should use luaW_pcall, a
custom function added which does some WML specific things and uses
WML specific error reporting channels. This commit adds a virtual
function which selects whether to use the standard or variant pcall
function.

- When using the lua_api chat_message function, we check for a null
pointer in resources::screen which was causing crashes when the
app kernel called this function.

- Fix some erroneous stack indices in some of the C callbacks used
with app kernel.
fix some problems with lua game launcher

- fix the way that the commandline opts child works (calling wrong
api function)
- fix the way the pointer (lightuserdata) was being type checked
take cmdline arg for lua scripts to execute at application start

If a lua script is passed as an argument to wesnoth, wesnoth will
actually instantiate the application_lua_kernel defined in the
previous commits, initialize it, and run the script in that
environment.