Applyed code conventions to Tile class + code cleaning
Added all GameEntities that can be in a tile to one list only to make code more generic
+ a bit of code cleaning
A crypt should get bonus points for each wall active spot.
Replaced Tile::getCoveringRoom/Tile::getCoveringTrap per Tile::getCoveringBuilding
Removed Building::toRoom/Building::toTrap and added Tile::getCoveringRoom/Tile::getCoveringTrap as requested by @Bertram25
Fixed problems seen by @Bertram25
Merge pull request #352 from hwoarangmy/development

Added all GameEntities that can be in a tile to one list only to make code more generic
Merge pull request #359 from akien-mga/development

Drop resources.zip.cfg
Reworked room absorbtion code
Made the slime transparent and changed type 2 tentacle color

Made the slime transparent and changed type 2 tentacle (tiger pattern)
color to an albine style;
Also, first pull! :)
Avoid destroying and recreating room ground meshes when there is a room absorbtion
Fixed MSVC compilation.
Fixed ODPacket::readPacket() as done by @hwoarangmy
Moved a const variable to the beginning of the file as requested by @hwoarangmy
Made the CEGUI.log file be part of the user data.

Fixes #358

I had to split the CEGUI::OgreRenderer::boostrapsystem() call in more small pieces
to set the log file name early enough.

The code should have an identical effect, though.
Merge pull request #360 from Bertram25/development

Fixed MSVC compilation + fix for 358
Merge pull request #362 from hwoarangmy/development

Reworked room absorbtion code
Implemented forge logic
+ fixed warning seen by @akien-mga

fixes #353
Changes as requested by @Bertram25 and @oyvindln
Fixed a crash when the AI gets a treasury destroyed and tries to rebuild it within the same turn

To reproduce it easily, the easiest is to disable the cooldown for AI when checking for treasuries. And attack it.