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
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
Slight cleanup of wolf code
Added -Wextra
Fixes to previous commit
Merge pull request #683 from mc-server/redstoneimprovements

Redstone speed improvements
Fixed cBoundingBox self-test code-style.

Also made the class name unique and the global variable static, to avoid linkage problems with other self-tests
Implemented cCompositeChat::ParseText(), incl. self-test.
Links sent via chat messages are clickable.

Fixes #658.
Fixed a memory leak in CompositeChat.
Merge pull request #692 from mc-server/wolfcleanup

Wolf cleanup
Merge pull request #688 from worktycho/Flags

Added -Wextra