* Use appropriate types for size constants in control.cpp
* Declare constexpr value for iterating over the cells in a stash grid
* Use appropriate type for UIRectangle dimensions
1. Do not modify the map after loading. Instead, return string views
(guaranteed to be null-terminated) from look up functions and return
the key directly if not found.
2. Use an `unorded_map` instead of `map` where available (C++20).
Saves a bit of RAM (~50 KiB) and improves lookup performance.
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.
The way TryInvPut and DropItemBeforeTrig interacted was fragile, don't think this would've worked as expected at the best of times. Looks like it was added as part of controller support so guessing this isn't vanilla behaviour anyway.
Previously this was falling back to FunctionCase, leading to inconsistent casing of class methods throughout the codebase. Applied to Item as an example.
Used when moving from one persistent variable to another where we want the source variable to be marked empty. Defining as a function instead of move constructor/assignment operator as we only really need to mark the source for xvalues. Detecting that in the constructor/assignment would be needlessly complicated.
Previously this also relied on NewCursor modifying MyPlayer->HoldItem when setting the cursor to a non-item cursor to avoid item duplication, seems more appropriate to make this explicit in the caller.
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.
Also use mod for testing if item dimensions are even. Lets assume the release build can optimise this into a bitmask, probably wont need to do this anyway after a refactor.