Improved the minimap use of colors.

Now the wall and ground tiles colors are differentiated where relevant.
I also used more faded colors for tiles part of the setting, and brighter ones
for interesting stuff.
Marked tiles for the local player are also displayed.
Made OD use standard paths for Windows and Linux and follow XDG specifications.

More thorough windows testing is also requested.
I may also have fixed the user data folder detection on OSX but I can't test.

While on it, I also prettified the screenshots names.

Fixes #25
Fixes #171
Fixed a small typo in the header doc.
Used a more c++ way to prettify screenshots names.

I also made it use the user local time which is more relevant for him.

Thanks to @hwoarangmy for pointing out. :)
Added missing parameters to creatures in level files and reordered them.

Fixes #245
Reworked the spatial sound playing algorithm.

- To avoid spamming sounds with setPosition()
- And add sound culling handling.

Now only sounds near you point of view will be heard.
I also made it so if you you go higher, you can hear more far away sounds...

Main part of #147
Reimported the ingame battle music to make it longer and actually loopable.
Made the fighting music also triggered when one of your allies is attacked.

Part of #147
Turned the playDespositGold server message into a more generic one.

Part of #147
Made the battle music start when one player's trap triggers.

Final part of #147
Added primary support for the attack warmup time.

Feel free to test and comment :)

Part of #152
Merge pull request #250 from Bertram25/development

Improved the minimap use of colors.
Merge pull request #254 from hwoarangmy/development

Use of polymorphism for render manager instead of huge switch case.
Added a missing assert in the sound manager, as requested by @hwoarangmy
Merge pull request #253 from Bertram25/sound

Reworked the spatial sound playing algorithm.
Merge pull request #252 from Bertram25/new_params

Added missing parameters to creatures in level files and reordered them.
Added specializations to InterfaceSound enum types' >>/<< operators thanks to @hwoarangmy's help.
Merge pull request #255 from Bertram25/sound

Added specializations to InterfaceSound enum types' >>/<< operators than...
Merge pull request #251 from Bertram25/xdg

Made OD use standard paths for Windows and Linux and follow XDG specific...
Add a button to grab easily workers in the in game menu
fixes #84

Concerning the worker pickup, the logic is :
1 - Take idle worker
2 - Take fighting/fleeing
3 - Take claimers
4 - Take diggers
5 - Take gold digger/depositers or all the rest
For each, we pickup the highest leveled available

Concerning the fighter pickup, the logic is :
1 - Take fleeing fighters
2 - Take idle fighters
3 - Take busy (working/eating) fighters
4 - Then take fighting fighters or all the rest
For each, we pickup the highest leveled available

As a bonus, I've added support to add creatures in the editor. To use it :
- Press C to change creature type (class will be displayed in the top of the screen)
- Press Y to change the creature's Seat
- Press fighter button to add the creature. It will be in the keeper hand
- Drop the creature where you want