Merged the battle and common dialogue supervisor back into one.

This permits to trigger a dialogue in any game mode.

- Also made the speaker be string references.
- Used string reference for dialogue id.
-> Both simplifies a lot the scripting of dialogue out of the map mode.
- Added support to load a script in the shop mode.

- Fixed mistakes in the use of compile weight in the c::b file.
- Adapted all the scripts where necessary.

Hardest part of #107

What's left is to actually start scripting a dialogue in the shop mode now,
and test there.