* Update random number functions to avoid IB
Most calls to set seed were using uint32_t already, there were a few variables which were better served by having their type changed from signed to unsigned. The one exception is ItemStruct::_iSeed. This is an identifier that also happens to be used as a seed occasionally so a comment was added documenting this exception.
Includes suggested style changes for Source/towners.h; Source/towners.cpp; Source/msg.h; Source/multi.h
Because of the heavy usage of this function in objects.cpp and the mixed use of aliases and direct references to the active object in Operate*Door functions I've done some refactoring of those areas beyond what is strictly necessary. Hopefully this makes sense and is reasonable to include in this change.
1. Rename `CelGetFrameStart` to `CelGetFrame`, in line with the other 2
functions with the same name and load the `uint32_t` safely.
2. Remove redundant `FrameHeader`, simply use `LoadLE16`.
3. Document all the functions.
- Apply Point where applicable
- Deduplicate vendor logic
- Add comment about unhanded edge case in GetSuperItemLoc
- Initialize some variables at deceleration
This changes one bavious. Previously walking away from the dead guy
would interupt the "Your death shall be reveanged", the interuption
seamed un natural and the code didn't seam to have been specifically
made for this case (TownCtrlMsg).
Fix several edge cases in quests where the incorrect state could be reached
Tthis gives us the option to specify what type a file should be loaded
as, avoidng the need to case it and does some automatic checks on the
fitness of the data, while making the process simpler.
If no type is given then the type will be set to std::byte which limit
what operations can be performed on the data.
Instead of passing the CEL sprite width when drawing, store the CEL
width at load time in the new `CelSprite` struct.
Implemented for most sprites except towners, missiles, or monsters.