changes to companion (they are now persistent)

Blinkstones should now move the companion along with the player. The
companion should now also say something when moving. What they actually
say will be changing soon. Sadly, the companion doesn't exactly move
where you go, which is pretty lame.

As per Wesley's insistence, the companions are now persistent across
levels.
better empty racks
Weapon racks become empty when used.
Re-adds main menu options and onlys saves if you aren't in the tutorial
fix for replaying a terminal for the XP buff
Removes main menu since it causes crashes on done
Merge remote-tracking branch 'origin/master'
animated scout drone
flavor text from the scout drone
Added the attitude field to companions.

This will eventually help in determining what kind of message they give
out, and will be randomly determined along with other stats.
Very small change, but I want people to see this

This adds two more fields to the enum, for the drone and the capybara. I
wasn't planning on making racial attitudes, but I guess it will be OK in
the end.
added critRange and powerUse fields to weapons, can be messed with later
Merge branch 'master' of https://github.com/AstroTeam/Game
Battery racks drop batteries.
Changes how companions speak

Companions now have a periodicMessage(Actor*) function that is called
when the engine says its time for them to speak. If you notice, the
function contains a large switch-case, which switches on the Attitude
field of the particular companion. These attitudes can be found in
Ai.hpp, and will be randomly determined as of tomorrow.

Feel free to add more speech bubbles for whatever attitude you prefer.

One last thing: companions may also feature some variety in how
frequently they speak, the period between which will be determined when
they are first created.

Capybara? More like Crappybara, amirite?
Adds Astro handout
Added the new companion generation algorithm

The companion creation function is now good to go. Feel free to add new
attitudes to Ai.hpp and the appropriate cases to the createCompanion
function. The "bool racial" is to determine whether it is the player's
racial companion or another random companion being created.

If  someone wants to add companions to a room, use it just like
createArtifact and it should work. Just make sure to pass (false) as the
argument. The NULL for the tamer pointer is untested, but it should be
OK.

I can add it later if someone doesn't want to, but there is not yet a
keyboard command to switch your companion to a new one. It would just
entail moving the pointer to the other companion and possibly deleting
the old one. Or just leaving him there.
Adds teleportMessage functionality

Companions now vomit when teleported. This can be fixed.
depressed, suicidal

added suicidal
standard, plus add suicidal to map.cpp