Reduces the size of the `PathNodes` array from 28 KiB to just 8 KiB.
Also reduces the size of `pnode_tblptr` from `300 * sizeof(void *)` to
`300 * 2` bytes.
* Use explicit typecasts to force signed char comparisons
Avoids warnings about tautological comparisons (either the >= 0 comparison for ARM/PowerPC or the <= 127 comparison for x86*)
* Remove unused function
Introduces new functions to check for presence of and remove player items.
These functions do not rely on or expose item indices.
They're implemented as free functions instead of Player methods due to
complicated include dependencies between `player.h`, `inv.h`, and
`inv_iterators.h`. We should probably look into cleaning this up at some
point.
eventually maybe we can move to fixed point approximations instead of using hypot and casts to double/float? probably way slower than using the FPU on modern systems though :D
instead of trying to navigate back to the source directory. That's fragile and breaks if the build ends up one level deeper (e.g. MSVC with the default build/<config>/ structure)
Previously this was falling back to FunctionCase, leading to inconsistent casing of class methods throughout the codebase. Applied to Item as an example.
This cleans up a bit of code and solves a few edge cases where an item
could be lost, the game be unresponsive, or miss fire an event during
lag cause of the cursor not reflecting the currently held item.