Add directory search/return, since it's useful for the world factory
World factory files
Now compiles, so setting up commit for PR
changed unsigned to size_t since std::string::npos is size_t, and also is valued at -1, so unsigned file_index will always be true in comparison (file_index != std::string::npos)
changed catacurse include to cursesdef include.
removed awo_populated since it's not obvious yet if it will be needed.
added worldfactory *world_generator to game so it can be interacted with.
Brings up to working order, other than Defense mode which isn't testable just yet.
Now need to do code cleanup.
Removed some unused functions
removed redundant query. reworded another query
change Black Road over to being controlled by the active world's option set
make starting season a world option
Make old games work with worldfactory changes.
Both new blank worlds and old saves work.
Fixed lack of loading artifacts. Now shows up in each of the appropriate game start procedures immediately before the MAPBUFFER.load(worldname) calls
Removed now unused function
put game::cleanup_at_end through astyle formatter
Pulled function is_char_allowed out of newcharacter.cpp and the duplicated function char_allowed from worldfactory.cpp and put the definition into char_validity_check.h, implementation into char_validity_check.cpp.
Sent worldfactory through the style converter
Removed ternary operation out to a separate variable so it is not evaluated inside of a function call.
Accidentally commented out too much and ended up removing the check that the save directory exists. Return it to being functional so that the save directory is automatically created if it doesn't already when the main menu appears.
Added automatic upgrade from old save directory into a save directory with an autogenerated world directory containing the save directory's contents.