More read/write tests for town and outdoors, including maps/dialogue
Fixes: - For towns, the "has tavern" flag was not saved or loaded - Outdoor roads were not saved or loaded - For outdoor encounters, the "can't flee" and "forced" flags were not loaded, and "forced" was not saved --> These two flags have also been separated in the code
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@@ -520,8 +520,8 @@ static void put_out_wand_in_dlog(cDialog& me, short which, const cOutdoors::cWan
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// TODO: Wait a second, if 0 is no monster, does that mean it's impossible to use monster 0? Should 1 be subtracted here?
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else me[id].setText(scenario.scen_monsters[wand.friendly[i]].m_name);
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}
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dynamic_cast<cLed&>(me["no-flee"]).setState(wand.cant_flee % 10 == 1 ? led_red : led_off);
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dynamic_cast<cLed&>(me["forced"]).setState(wand.cant_flee >= 10 ? led_red : led_off);
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dynamic_cast<cLed&>(me["no-flee"]).setState(wand.cant_flee ? led_red : led_off);
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dynamic_cast<cLed&>(me["forced"]).setState(wand.forced ? led_red : led_off);
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me["onmeet"].setTextToNum(wand.spec_on_meet);
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me["onwin"].setTextToNum(wand.spec_on_win);
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me["onflee"].setTextToNum(wand.spec_on_flee);
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@@ -536,11 +536,8 @@ static void save_out_wand(cDialog& me, short which, cOutdoors::cWandering& wand,
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wand.end_spec1 = me["endx"].getTextAsNum();
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wand.end_spec2 = me["endy"].getTextAsNum();
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wand.cant_flee = 0;
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if(dynamic_cast<cLed&>(me["forced"]).getState() != led_off)
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wand.cant_flee += 10;
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if(dynamic_cast<cLed&>(me["no-flee"]).getState() != led_off)
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wand.cant_flee += 1;
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wand.forced = dynamic_cast<cLed&>(me["forced"]).getState() != led_off;
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wand.cant_flee = dynamic_cast<cLed&>(me["no-flee"]).getState() != led_off;
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switch(mode) {
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case 0:
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