humongous resharper overhaul, &c

resharped a whole sh-load of stuff (had i not been working alone,
atleast /someone/ would have gotten mad :pp), mainly enforcing proper
naming standards for variables, and switching to LINQ-statements in more
spots (since they are more readable, and not slower afaik (and even if,
we don't need much speed)). Made mods have possible negative values
(0x40 = 0 now), and thus removed the Add/Dec in favour of just the name
of the state (a la ModType.Strength). Everything has been made
quiverable. Fixed(?) bug where using sa/ after sda/ caused us to not
find our definition, because I think we managed to overwrite stuff
before? Might still be buggy, worth keeping in mind. Couple of new name
formatting funcs in gObject, inspired by the way they look in NetHacks
source (found it a pretty good, easy way of doing it). Not yet used much
though, we'll have to work through the source as they show up.
Initializer block style constructor for Spell, easier to read that way
(not having to remember the order of range/diff/cost etc.). Might be
slower accord to SO, but we're only doing it /once/ per spell anyways.
IO::SubmitAnswer() to handle finishing a player question.