Adds a custom sized type for the world tile rectagle.
This allows us to better express intent.
It also allows us to make certain globals smaller, e.g. `THEME_LOC`.
* Non-int versions of `Point` and `Displacement`
This will allow us to make some structs, such as `ActorPosition`, much
smaller.
* ActorPosition: Use smaller types
`Monsters`: 56K -> 46K
* player.cpp: Reduce size of `DirectionSettings`
* CrawlTable: Displacement -> DisplacementOf<int8_t>
* CrawlTable: vector<vector> -> array<vector>
Also only allocate one vector during construction instead of two.
A bit less indirection.
* Monster#enemyPosition: Point -> WorldTilePosition
sizeof(Monster): 240 -> 232
* Monster: Further optimize field layout and sizes
sizeof(Monster): 232 -> 208
`Monsters` is down to 40,000 bytes
* DMonsterStr: _mx/_my -> position
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
Identified and removed an instance of Direction being used as an argument for a bool parameter
Removed a single-use temporary variable being cast from sprite frame to direction to size_t
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
Fix alignment of WalkSettings array
We'll leverage this for consistency with other conversions which similarly use a conversion constructor instead of a static method like 'fromDirection'.
Due to the way this function is used it was easiest to also change ObjIndex to return a reference to the object instead of the index. Also added an explicit conversion from Size to Displacement to make one of the uses slightly cleaner to express.