Combat pass (active phases & reach rules)

- Combat player interface changed. Now movement and attacks are separate
action. Possibility to "HOLD" and jump to next combat phase. Movement is
only possible half every phase.
- Added global stats for player's actions and prompt status.
- New "reach" rules for weapon length. 5% penalty for every "step".
- Fixed formatting in character generation, added weapon reach.
- Added weapon Reach stats to monsters, read from file.
- Attempted fix at initiative so that monsters that become visible
during combat also join combat on next turn.