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.
* Fix broken catacombs wall tile
When tile 15 is followed by tile 1 below, change tile 1 to tile 8
(left corner) to fix a visual glitch in the catacombs.
* Silence fmt catch warnings and guard SaveHelper copy
The previous implementation didn't behave quite like A-* is supposed to.
After trying to figure out what's causing it and giving up,
I've reimplemented it in a straightforward manner.
Now it seems to work a lot better.
Also increases maximum player path length to 100 steps.
We still only store the first 25 steps in the save file for vanilla
compatibility.
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`.