More fundamental bug-fixing.

8/22/14
Changed how deadCharacters are stored so that a tile can have multiple
deadCharacters,
which fixes a bug with the reviver trying to revive a deadCharacter that
was overwritten.

Sloppily fixed reviver bug involving the player becoming the
storedTargetCharacter.

CHANGES:
Character.java:
*Changed activateArea to take input DungeonBuilder and range to activate
to make it more generally usable.

*Made some changes based on changing the way DungeonTile stores
deadCharacters. It now takes the first deadCharacter, most recently dead
atm, might change to prioritize more powerful creatures.

*Fixed stupid bug with reviver AI: with the reflexive portion, I added
the charMove that actually moves the ghost.

DungeonBuilder.java:
*Made activation of characters on a new floor occur after all enemies
are spawned, so that it works on multiple floors.

DungeonMain.java:
*Also made some changes based on changing the way DungeonTile stores
deadCharacters. It now takes the first deadCharacter, most recently dead
atm, might change to prioritize more powerful creatures.

DungeonTile.java:
*Instead of storing one deadCharacter, each tile now has an arrayList of
deadCharacters. This allows ghosts to revive multiple characters on a
tile. No lost characters.

Ghost.java:
*Sloppily fixed making storedTargetCharacter null after running. Should
fix later.

Player.java:
*Added xVision and yVision variables that are supposed to be used foor
how far the player can see. Will change in DungeonMain.

Skills.java:
*Also made some changes based on changing the way DungeonTile stores
deadCharacters. It now takes the first deadCharacter, most recently dead
atm, might change to prioritize more powerful creatures.