Fixed issue #36
Fixed issue #36 again :)
Nicer printing of texture loading

This will probably not make it to the latest version, but at least for
debugging purpose it might be useful. And it's shiny. And that's one way
to force myself to read the code.
Now able to modify zoom (Keys : A/Z)
Merge branch 'interface_dev' of https://github.com/GL-MPRI-2014/GL_MPRI_2014 into interface_dev
Fixed interpolator behaviour
Improved execution flow readability, see #40

Texture are not loaded magically before the execution of the main
function, and the order of the calls seems more logic.
armies spawns are chosen depending of nbplayers
armies really spawn (all in player 1 temporarily) , nbsoldier can be changed in config
remove "water" and "mountain" hardcoding, check deplacement mode of spawned unit instead
#40
comments/indentation
more comments
implementation de dijkstra
Better Mountain (still not good)

Quick answer to #39.
Big stratified monolith for mountain.
Actually working PNG.

But if we were using my new branch, this would be automatic =D
dijkstra implementation in pathfinder
Merge branch 'master' into engine_dev
Merge branch 'interface_dev' into engine_dev

Conflicts:
	src/interface/main.ml
change dijkstra to return (int*pathfinder.t) option