Cn detect say messages as long as the player says something that exists in the vocabulary. Added additional condition in executeTravel; if p_interpretation has an action verb and that verb is VerbIds_SAY no travel is allowed.
Locations with magic words must be found before the words have effect.
Resolved merge conflicts and changed conditions for discovering magic.

Made sure the room is lit and the player has actualy recived the description of the room containing the magic word.

Merge branch 'dv1457_2_local' of github.com:CaterHatterPillar/dv1457 into dv1457_2_local

Conflicts:
	2/src/AdventConf.h
	2/src/Executioner.cpp
	2/src/Executioner.h