Sizeable speed improvements to redstone

+ Moved all simulator data into individual chunks
* Cleaned up parameters for functions and some code
* Fixed repeaters powering off faster than they power on

The main issue before was that, although the redstone simulator stored
blocks to be simulated in individual cChunks, other data, such as
powered lists, and etcetera, were global regardless of which chunk was
being simulated. Therefore, with worlds with lots of redstone, each tick
saw the ticking of chunks, which themselves iterated through the entire
dataset needlessly, creating LOTS of lag. Should be better now :)
Fixed TNT fizzing everywhere
A fix and an improvement

* Fixed a special case with the wrong ChunkX/Z values being used to
calculate a relative position
* Simplified data structure adding and removing operations (no more
pointers!)
- Removed one character of whitespace :D
Added a 'default:' for SimChunk()'s switch
Added a seperate module for Setting flags
rewrote MCADefrag CMakelist to use Setflags
CHange MCADefrag CMakelist to use zlib CMakeList
Fixed a glaring bug with chunk cross-simulating

* A chunk's redstone blocks list is no longer touched if AddBlock was
being called with another chunk's coordinates
* Fixed chunk boundary checks
Addressed Issue #402. cIniFile can now process UTF-8 files that have a
Byte Order Marker, BOM.
Fixed a minor error
Merge pull request #682 from Howaner/GlobalFixes

Disable Hunger Death; Add Exp Bottle Effect; Set max. Tablist Players to 60
Merge pull request #685 from MuhammadWang/patch-1

Fixed a minor error
Allow building MCADefrag at the same time as MCServer
COnverted ProtoProxy to use library CMakeLists
Now uses setflags for flags
can Now build ProtoProxy alongside MCServer
Fogot
Changed char[] to unsigned char[] in cIniFile::RemoveBom
Build cmake built tools in travis
Changed unsigned char[] back to char[].