Applyed code conventions to Tile class + code cleaning
Added all GameEntities that can be in a tile to one list only to make code more generic
+ a bit of code cleaning
A crypt should get bonus points for each wall active spot.
Replaced Tile::getCoveringRoom/Tile::getCoveringTrap per Tile::getCoveringBuilding
Removed Building::toRoom/Building::toTrap and added Tile::getCoveringRoom/Tile::getCoveringTrap as requested by @Bertram25
Fixed problems seen by @Bertram25
Drop unused resources.zip.cfg

It comes from some OGRE example code as pointed out by @oyvindln on #324.
Small additions to the README
Merge pull request #352 from hwoarangmy/development

Added all GameEntities that can be in a tile to one list only to make code more generic
Merge pull request #359 from akien-mga/development

Drop resources.zip.cfg
Reworked room absorbtion code
Made the slime transparent and changed type 2 tentacle color

Made the slime transparent and changed type 2 tentacle (tiger pattern)
color to an albine style;
Also, first pull! :)
Avoid destroying and recreating room ground meshes when there is a room absorbtion
Fixed MSVC compilation.
Fixed ODPacket::readPacket() as done by @hwoarangmy
Moved a const variable to the beginning of the file as requested by @hwoarangmy
Made the CEGUI.log file be part of the user data.

Fixes #358

I had to split the CEGUI::OgreRenderer::boostrapsystem() call in more small pieces
to set the log file name early enough.

The code should have an identical effect, though.
Merge pull request #360 from Bertram25/development

Fixed MSVC compilation + fix for 358
Merge pull request #362 from hwoarangmy/development

Reworked room absorbtion code
Implemented forge logic
+ fixed warning seen by @akien-mga

fixes #353