* Difficulty indicator improvements
1. Clean up positioning code.
2. Do not show for non-save portraits.
3. Remove `vecDifficultyIndicators` - render the items on the fly instead
The format is almost identical to CL2, except it uses the frame header
to store frame width and height instead of 5 32-line offsets.
This means we always have access to frame dimensions, so we can use it
as an on-disk format for our graphics as well.
Additionally, we may be able to optimize the rendering even more
in the future now that we have guaranteed knowledge of frame dimensions.
Convert CEL files to CL2 at load time. CL2 format is more efficient and is about as fast to render.
CEL vs CL2 sizes, on dLvl 5: https://gist.github.com/glebm/9bbdd76962abcd4fd2405ecd3379af97
Memory:
* Peak memory (while loading): -300 KiB
* Memory in-game (dLvl5): -700 KiB
* RG99 binary size: -15 KiB (1333096 -> 1317192)
Performance on rg99:
* On average, -1 FPS in town.
* Same FPS in dungeon (20 FPS on dLvl 1).
Adds simple string / integer concatenation functions.
Many of the uses of `fmt::format` are simply concatenation
of a few strings and integers.
`StrCat` is an easier-to-read alternative to such uses of `fmt`.
* Change defines to constexpr int in player.h
* Add const or constexpr to player.h/cpp where applicable
* Update tests with changed names of player constatns
* remove unecessary variable
Diablo and Hellfire have different palettes in `ui_art\black.pcx`.
We now ship our own tiny `black.pcx` that takes priority over the
other ones. This `black.pcx` had the Diablo palette which resulted in an
incorrect palette in the Settings screen.
Split our own `black.pcx` file into `black_diablo.pcx` and
`black_hellfire.pcx` and load the correct one depending on the mode.
1. There is no small logo. Simply use 2 variables.
2. The medium logo is much smaller as PCX:
* Hellfire (`ui_art\hf_logo2.pcx`): 1591816 bytes -> 195850 bytes
* Diablo (`ui_art\smlogo.pcx`): 341923 bytes -> 333099 bytes
* Move `ArtLogoBig` to `title.cpp`
It is only ever used there
* Add MakeRectangle helper to convert from SDL_Rect
* Add Rectangle::inset method for shrinking a rectangle
Turns out some of the other use cases I though this could apply to were actually doing something based on a fixed region
* Simplify initialisation of settings menu rects
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.