Introduce SyncPlayerSpellStateFromSelections and call it in hotkey load paths so queued/executed spell metadata and spellFrom are reset consistently after sanitization.
This centralizes post-load spell-state normalization, removes duplicated per-call-site resync code, and adds writehero regression tests for missing hotkeys data and legacy 4-slot hotkeys format handling.
Add a slot-aware LoadHotkeys overload and use it in player load paths so hero data and hotkeys are always read from the same save number.
This removes the saveNum/gSaveNumber mismatch risk in pfile_read_player_from_save while keeping the existing wrapper for current-player call sites.
Move hotkey loading out of InitPlayer so it runs only after spell sources are rebuilt. Also make LoadHotkeys sanitize the selected spell and hotkeys itself, including when the sidecar hotkeys file is missing, and resync queuedSpell in the player load paths.
1. Moves more assets-related stuff from `init` to `engine/assets`.
2. Removes `SDL_audiolib` dependency from `soundsample.h`.
3. Cleans up some unused/missing includes.
Untangles dependencies by splitting up `engine.{h,cpp}` into 3 files:
1. `primitive_render`
2. `ticks` -- only contains `GetAnimationFrame` for now.
3. `GetWidth2` renamed to `CalculateSpriteTileCenterX` and moved to `levels/dun_tile.hpp`.
For monsters with the same sprite, load the sprite from the file system only once.
Example:
```
VERBOSE: Loaded monster graphics: falspear\phall 452 KiB x1
VERBOSE: Loaded monster graphics: skelbow\sklbw 618 KiB x1
VERBOSE: Loaded monster graphics: skelsd\sklsr 610 KiB x1
VERBOSE: Loaded monster graphics: goatbow\goatb 832 KiB x1
VERBOSE: Loaded monster graphics: bat\bat 282 KiB x2 <-- here we only load the sprite once
VERBOSE: Loaded monster graphics: rhino\rhino 1306 KiB x1
VERBOSE: Loaded monster graphics: golem\golem 298 KiB x1
VERBOSE: Total monster graphics: 4401 KiB 4684 KiB
```
Here, the bat sprite will be loaded from the MPQ only once.
For the second sprite, we simply clone the first sprite before applying TRNs.
This also reduces the size of `MonsterData` from 88 bytes to 80.
When we migrate monster data to a TSV, the sprite IDs can be generated automatically at load time.
Adds a `ParseInt` function which uses `std::from_chars`.
From `std::from_chars` documentation:
> Unlike other parsing functions in C++ and C libraries,
> std::from_chars is locale-independent, non-allocating, and non-throwing.
Co-authored-by: Andrew James <ephphatha@thelettereph.com>
Done with the following script:
```ruby
Dir["Source/**/*.{h,c,cc,cpp,hpp}"].each do |path|
v = File.read(path)
next if !v.include?("uint32_t") || v.include?("cstdint")
lines = v.lines
line_num = if lines[2].start_with?(" *")
lines.index { |l| l.start_with?(" */") } + 3
else
3
end
lines.insert(line_num, "#include <cstdint>\n")
File.write(path, lines.join(""))
end
```
then fixed-up manually
Removes most `FMT_COMPILE` calls.
`FMT_COMPILE` results in better performance but larger code size.
Removes `FMT_COMPILE` calls for places that are called infrequently,
i.e. not on every frame.
RG-99 binary size reduced by ~4 KiB.
Rather than using the Windows-like `MAX_PATH`, what we really want is 2
things:
1. Maximum path of a file in an MPQ. This is now `MaxMpqPathSize`.
2. Max size for the known monster paths. This is now 64 for sounds and
TRNs, which is more than enough (picked arbitrarily).
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`.