Implement an autosave subsystem and safer save handling, plus related UI and hooks.
- Add autosave state and logic (diablo.cpp): periodic timer, pending queue, priorities (Timer, TownEntry, BossKill, UniquePickup), cooldowns, combat cooldowns, enemy proximity safety checks, and helper APIs (QueueAutoSave, AttemptAutoSave, IsAutoSaveSafe, etc.).
- Integrate autosave triggers: queue on town entry (loadsave), unique item pickup (inv.cpp), boss kills (monster.cpp), and mark combat activity from player actions and hits (player.cpp).
- Add gameplay options to enable autosave and set interval (options.h/.cpp) and display countdown/ready label in the game menu (gamemenu.cpp/gmenu.cpp). Menu text retrieval updated to show remaining seconds or "ready".
- Make SaveGame robust (loadsave.cpp): write hero and stash via new pfile_write_hero_with_backup() and pfile_write_stash_with_backup() that create backups and restore on failure. Add utilities to copy/restore unpacked save directories safely (pfile.cpp) and adjust stash path handling signature.
- Minor fixes and cleanups: restrict mouse-motion handling to KeyboardAndMouse path, small reordering in player sprite width switch, and a few safety/formatting tweaks.
Autosave only runs in single-player and when IsAutoSaveSafe() conditions are met. Backup save logic attempts to preserve the previous save on failure.
* Shift item order when selling instead of using last item to fill the slot
Player has items i1, i2, i3, picked up in that order.
Previous Behavior:
1. Sell window at vendor shows i1, i2, i3.
2. Player sells i1
3. i3 is last in list and replaces i1
4. Sell window now shows i3, i2.
New Behavior:
1. Sell window at vendor shows i1, i2, i3.
2. Player sells i1
3. i2/i3 are shifted in index position down to fill the gap left by previous index.
4. Sell window now shows i2, i3.
* Remove whitespace
In C++, globals initialization order accross translation units is not
defined. Accessing a global via a function ensures that it is initialized.
This will be needed for #7638, which will statically initialize change
handlers after the Options object has been initialized.
Fix a bug that caused two-handed items not to able to be equipped
if there was an item in the right hand, but not in the left one
and also there wasn't enough space to place the right item TWO times.
This was unintended, obviously, the right item should only be checked for once.
Co-authored-by: Tully <166401925+Tully-B@users.noreply.github.com>
4 options args are a bit unwieldy, especially when you want
to pass only the first and the last one.
With a struct, there is no need to specify the default values
for the args in between.