Bug fixing

- Add 4-char names (5-char but null-terminated) to dynamic array allocations
  for debugging purposes.
- Initialize the autos for assassination targets and megaboss spawn locations,
  since those were being filled with garbage which could make CreateArray flip
  out and try to free a garbage pointer.
- Clear the SelectedMonster for one-monster events so we don't try to spawn
  garbage monsters. I almost wish there was a monster called EnterOutpost just
  so we could've seen it spawn in levels. That'd have been amusing.