1. Move `SetPixel` definition to the header to make it easier for the
compiler to inline (make it inlinable even without LTO).
2. Add an `operator[](Point)` overload to `CelOutputBuffer`.
There are still subtle bugs in clipping evident in zoom.
Due to how the map is rendered (lots of small segments),
there is little performance difference.
Uses integer math only: This speeds up the rendering and eliminates some
zoom artifacts.
Improves player indicator look -- it's now symmetric and more legible.
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.
This is part of the work to allow us to eliminate buffer padding.
As this is a hotspot, we have 4 separate functions for each non-square
primitive, resulting in quite a bit of code:
1. Unclipped ("Full")
2. Vertical-only clip
3. Vertical + Left clip
4. Vertical + Right clip
FPS at 640x480: 1420 -> 1530
Rename the config entry for changing the quick messages texts
Other small improvements and simplifications
Set the quick spell hotkey text to be white with a black shadow
Add QuitGame action, unbound by default
Set the ItemInfo and QuestDebug keys to be unbound by default