If an entity is in mode "planted" we should check for any existing
planted entities below it, to see if we should add it on top of them, or
on top of the terrain.
* rulesets/EntityProperty.h, rulesets/EntityProperty.cpp:
Refactor so this property is always dynamic, and add an accessor.
* rulesets/Character.cpp, rulesets/Character.h: Remove the hard
coded entity references used for wield tool, and replace with
a dynamic property.
* rulesets/attributes.h, server/Persistor_impl.h,
server/Restorer.cpp: Remove right_hand_wield from the
persistence layer, pending its complete removal.
* rulesets/EntityProperty.h, rulesets/EntityProperty.cpp:
Make EntityProperty a more normal property by making it hold
a reference to its value, not the value itself.
* rulesets/Character.cpp, rulesets/Character.h: Use EntityProperty
for right_hand_wield attribute, so it stores the value long term
which I think is more efficient.
* rulesets/GuiseProperty.cpp, rulesets/GuiseProperty.h:
New property class to handle guise data. I think we had decided
to call this property something else, but I can't remember what.
* common/Property.h, rulesets/EntityProperty.h,
rulesets/LineProperty.h: Regularise argument names in property
classes, to make checking easier and reduce chance of mimatched
overriding.
* Doxyfile: Add tools to the documented code.
* index.dox: Update documentation index.
* tools/cycmd.cpp: Add a document page for this tool.
* common/DynamicProperty.h, common/Property.cpp, common/Property.h,
rulesets/AreaProperty.h, rulesets/CalendarProperty.h,
rulesets/EntityProperty.h, rulesets/LineProperty.h,
rulesets/StatisticsProperty.h, rulesets/TerrainProperty.h:
Add all property classes into a property group.