This greatly speeds up level generation as there is no need to search for the fitness of 127 (or 256 as in the original) rooms if only 23 where created.
For monsters with the same sprite, load the sprite from the file system only once.
Example:
```
VERBOSE: Loaded monster graphics: falspear\phall 452 KiB x1
VERBOSE: Loaded monster graphics: skelbow\sklbw 618 KiB x1
VERBOSE: Loaded monster graphics: skelsd\sklsr 610 KiB x1
VERBOSE: Loaded monster graphics: goatbow\goatb 832 KiB x1
VERBOSE: Loaded monster graphics: bat\bat 282 KiB x2 <-- here we only load the sprite once
VERBOSE: Loaded monster graphics: rhino\rhino 1306 KiB x1
VERBOSE: Loaded monster graphics: golem\golem 298 KiB x1
VERBOSE: Total monster graphics: 4401 KiB 4684 KiB
```
Here, the bat sprite will be loaded from the MPQ only once.
For the second sprite, we simply clone the first sprite before applying TRNs.
This also reduces the size of `MonsterData` from 88 bytes to 80.
When we migrate monster data to a TSV, the sprite IDs can be generated automatically at load time.
This has little or no effect on the optimized build
but significantly improves performance of the headless debug build
`timedemo_test` on my machine goes from 3s to 2s.
Adds handy helpers for performing algorithms on the entire container.
They're prefixed with `c_` for container.
This naming convention is identical to some popular C++ libraries, such
as Abseil.
Done with the following script:
```ruby
Dir["Source/**/*.{h,c,cc,cpp,hpp}"].each do |path|
v = File.read(path)
next if !v.include?("uint32_t") || v.include?("cstdint")
lines = v.lines
line_num = if lines[2].start_with?(" *")
lines.index { |l| l.start_with?(" */") } + 3
else
3
end
lines.insert(line_num, "#include <cstdint>\n")
File.write(path, lines.join(""))
end
```
then fixed-up manually
* Always use the same seed for generating set/quest maps
* Use setlvltype for loading quest/set-map (instead of leveltype)
* Ensure dungeon flags are reset when loading a quest/set-map