1. Do not draw foliage with the pause trn.
2. Display the number of steps.
3. If the tile is not walkable (allowed for destination tile), display
the number of steps in yellow.
Our implementation has a more modern interface and only
supports the features that we care about.
It always outputs `\n` as newlines and does not output BOM.
The modern interface eliminates awkward `c_str()/data()` conversions.
This implementation preserves comments and the file order of sections
and keys. New keys are written in insertion order.
We now also support modifying and adding default comments,
which may be a useful thing to do for the especially tricky
ini options (this PR doesn't add any but adds the ability to do so).
Sadly, this increases the RG99 binary size by 24 KiB.
I'm guessing this is because the map implementation generates
quite a bit of code.
Note that while it might seem that using `std::string` for every key and
value would do a lot of allocations, most of these strings are
small and thus benefit from Small String Optimization (= no allocations).
Looks like the KallistiOS Dreamcast SDK disables double support
by default: 495e77fd60/environ_dreamcast.sh (L16)
We don't really need doubles in this code.
The one place where we might have needed them is the SMK video
decoder, handled in a separate PR.
SMK format actually defines frame durations in units that are 0.01ms:
91e732bb69/src/SmackerDecoder.cpp (L329-L334)
That's great because it means we can do everything using integer math.
Stairs can have the same `TileProperties` as floors but do not
always follor the same graphics layout as floors, so we shouldn't
apply optimizations to them.
The only floors affected seem to be:
1. Caves: tile 48 sub-tile 171 frame 461 (TileProperties: None)
2. Hell: tile 46 sub-tile 141 frame 386 (TileProperties: BlocksMissile)
Note that the few broken in pixels in caves are actually incorrectly
attributed to the non-Solid tile, really they should be part of the
solid tile 49.
As there doesn't seem to be a quick and easy way to check if a frame
is part of Stairs, we add a check for BlocksMissile tile property
instead.
This fixes Hell but isn't enough to fix Caves.
To fix Caves, we then add a `BlocksMissile` flag to the broken sub-tile.
`dev.display.grid()` previously tanked the FPS even on my beefy machine.
It is now much faster.
I've also noticed that the grid is glitchy when but this is also the
case before this PR.