Don't even need to initialise the buffer since the last update time is set when DiabloInit is called, then as long as the loading screen takes more than a second the threshold gets hit to call format_to on the first frame of gameplay.
* 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
Diablo and Hellfire have different palettes in `ui_art\black.pcx`.
We now ship our own tiny `black.pcx` that takes priority over the
other ones. This `black.pcx` had the Diablo palette which resulted in an
incorrect palette in the Settings screen.
Split our own `black.pcx` file into `black_diablo.pcx` and
`black_hellfire.pcx` and load the correct one depending on the mode.
1. Make the vcpkg hack minimal by only defining the options it needs
before `include(Platforms)`.
Every dependent option needed by vcpkg has to be recalculated
after `include(Platforms)`. This brings the count of such options
down to 1 (`PACKET_ENCRYPTION`).
2. `include(Platforms)` before the rest of the options.
3. Group related options together into sections and add comments.
4. Fix `--gc-sections` for C files. Also adds `-Wl,--as-needed`.
Note: `PIE` can now be `ON` even if `BUILD_TESTING` is `OFF`.
1. There is no small logo. Simply use 2 variables.
2. The medium logo is much smaller as PCX:
* Hellfire (`ui_art\hf_logo2.pcx`): 1591816 bytes -> 195850 bytes
* Diablo (`ui_art\smlogo.pcx`): 341923 bytes -> 333099 bytes
* Move `ArtLogoBig` to `title.cpp`
It is only ever used there
The monster id naming convention was inconsistent with several names being used: i, mid, mon, mi, monsterId
This chanage normalises all names to monsterId