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`.
1. Store all key data and all values data as 2 char arrays.
2. Change map keys to char pointers.
3. Change map values to offsets into the values array.
Example savings for Russian: 460 KiB -> 374.2 KiB (-85.8 KiB)
* Map: 68.5 KiB (with `string_view` keys it would be 101.5 KiB)
* Keys array: 108.7 KiB
* Values array: 197.0 KiB
* Non-int versions of `Point` and `Displacement`
This will allow us to make some structs, such as `ActorPosition`, much
smaller.
* ActorPosition: Use smaller types
`Monsters`: 56K -> 46K
* player.cpp: Reduce size of `DirectionSettings`
* CrawlTable: Displacement -> DisplacementOf<int8_t>
* CrawlTable: vector<vector> -> array<vector>
Also only allocate one vector during construction instead of two.
A bit less indirection.
* Monster#enemyPosition: Point -> WorldTilePosition
sizeof(Monster): 240 -> 232
* Monster: Further optimize field layout and sizes
sizeof(Monster): 232 -> 208
`Monsters` is down to 40,000 bytes
* DMonsterStr: _mx/_my -> position
* 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
* Use explicit typecasts to force signed char comparisons
Avoids warnings about tautological comparisons (either the >= 0 comparison for ARM/PowerPC or the <= 127 comparison for x86*)
* Remove unused function
* Use appropriate types for size constants in control.cpp
* Declare constexpr value for iterating over the cells in a stash grid
* Use appropriate type for UIRectangle dimensions
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.
This variable is controlled/set by the code in that file, this also lets other files have more specific/relevant includes instead of the monolith that is diablo.h