armies spawns are chosen depending of nbplayers
armies really spawn (all in player 1 temporarily) , nbsoldier can be changed in config
remove "water" and "mountain" hardcoding, check deplacement mode of spawned unit instead
comments/indentation
more comments
implementation de dijkstra
dijkstra implementation in pathfinder
Merge branch 'master' into engine_dev
Merge branch 'interface_dev' into engine_dev

Conflicts:
	src/interface/main.ml
change dijkstra to return (int*pathfinder.t) option
Tried to improve readability of the code.

Removed useless begin .. end, corrected indentation, etc.
I did nothing here, but somehow it's easier to read it now.
Merge branch 'engine_dev' of github.com:GL-MPRI-2014/GL_MPRI_2014 into engine_dev

Conflicts:
	src/common/Pathfinder.ml
dijkstra uses option types
Merge branch 'engine_dev' of https://github.com/GL-MPRI-2014/GL_MPRI_2014 into engine_dev

Conflicts:
	src/common/Pathfinder.ml
comments and ident on dijkstra
few changes to comments
remove max_int from dijkstra
fix bad syntax
Armies are spawned in the same Walkable component, and dijkstra optimisations. also, engine/main.ml renamed
ajout d'un general, qi represente le spawn d'une armee