Added the new bed models.

I'll wire them to the game once the new creature definition format will be in.
Atually linked the spider and tentacle beds to the corresponding creatures.

Fixes #229
Added the Orc Bed while on it.
Merge pull request #234 from Bertram25/new_models

New bed models
Turned MaxHP into MinHP and made Awakeness, Hunger and HP healing configurable.

Part of #152
Added the Lizardman Bed while on it.
Neutralized a few models normal until we have them working again.
Merge pull request #237 from Bertram25/new_params

Turned MaxHP into MinHP and made Awakeness, Hunger and HP healing config...
Merge pull request #236 from Bertram25/new_models

Added the Lizardman Bed while on it.
Quick-fixed lizardman's bed name.

Prevent a useless segfault.

My apologies...
Removed a second Christian Cross in the Dungeon Siege level. ;)
Added the newest models.

I'll adapt the Credits as soon as I've got the license info for the textures.
Updated the license for the latest models
Merge pull request #241 from Bertram25/new_models

New models + small map fix.
Simplified the way Chickens are handled in the hatchery
- Chickens can be picked up
- Chickens can be dropped on claimed tiles
- Chickens leave hatchery only when dropped outside
- Chickens can live 30 turns outside the hatchery. After that, they die
- Only creatures using the hatchery will consider eating a chicken in the hatchery
- A creature not using the hatchery will consider eating chickens outside the hatchery only. Any creature, even ennemy can eat a free chicken
fixes #216
Renamed RoomObject to RenderedMovableEntity.
- Renamed RoomObject to RenderedMovableEntity
- Adapted Room/Trap/Missiles to use the same logic for construction
- Added boulder trap
- Traps now deal damage when Missile hits only (if it hits)
fixes #233
fixes #231
fixes #197
Added m prefix to a class member variable name
Merge pull request #238 from hwoarangmy/development

Simplified the way Chickens are handled in the hatchery
Added several new stats in the creature config file.

Most of them are now used when leveling up.

Also, the actual creature movement speed depending on the terrain is used
instead of its definition base value.

I also added a path() proxy function when called for creature for simpification
purpose.

For now, only the Physical attack/defense are used when fighting.
What's left to add is handling the natural range of the creature and split
physical/magical attack/defense.

Part of #152

Stats added in file.
    DigRate/Level
    ClaimRate/Level
    GroundSpeed/Level
    WaterSpeed/Level
    LavaSpeed/Level
    PhysicalAttack
    PhysicalAtk/Level
    MagicalAttack
    MagicalAtk/Level
    PhysicalDefense
    PhysicalDef/Level
    MagicalDefense
    MagicalDef/Level