Ripped out all the logic that does multipass

Now I'm drawing a triangle using the regular 3D setup. This will
eventually turn into entities that are represented by triangles.
Switch to user defined literals for v16.
Add captain drawing functions, change camera perspective
Draw reference grid
Added cursor and Captain struct
Draw influence circle of cursor
Now have captain moving toward cursor
Captain now faces the cursor
Squad added; circle color generalized
Moved the grid down just a tad

The grid was originally on the xz plane, and so were many of the items
being drawn in the scene. This caused a lot of z-fighting. So, to get
around this while still having a useful grid, the grid was lowered a
small amount to prevent z-fighting with the grid. This makes the demo
look much nicer.
Fix the cursor running away and diagonal speed

It was possible for the cursor to get away from the captain, but now it
snaps back into the captain's range at all times. The cursor also now
moves at a constant speed, including when moving diagonally.
Captain always moves, cursor speed doubled
Moved structures to top of the file.

This is to help consolidate where what types of things are defined.
Broke mechanics work out of main.cpp.
Merge the graphics work with mechanics work.

Conflicts:
	source/main.cpp
Merge remote-tracking branch 'origin/master' into basic-mechanics

Conflicts:
	include/DSGX.h
          Was a fix that was done in both branches; cleaned up
	source/MultipassEngine.cpp
          The ground plane call changed a bit
	source/main.cpp
          A few modifications were made on both sides for textures and state updates
Added the Degrees type

First step to getting type safe wrappers around libnds, yay!
Merge branch 'master' of https://github.com/zeta0134/pikmin-nds