These warnings have not been fixed because the are legitimate and/or I don't know how to fix them:
test\googletest\googletest\include\gtest/gtest-printers.h(888,43): warning C4996: 'std::tr1': warning STL4002: The non-Standard std::tr1 namespace and TR1-only machinery are deprecated and will be REMOVED.
lib\serializer\JsonSerializeFormat.h(523,26): warning C4244: 'argument': conversion from 'type1' to 'type2', possible loss of data
include\boost/iostreams/positioning.hpp(96,15): warning C4996: 'std::fpos<_Mbstatet>::seekpos': warning STL4019: The member std::fpos::seekpos() is non-Standard, ...
source\lib\filesystem\FileStream.h(39,69): warning C4910: 'boost::iostreams::stream<FileBuf,std::char_traits<char>,std::allocator<char>>': '__declspec(dllexport)' and 'extern' are incompatible on an explicit instantiation
include\boost/optional/optional.hpp(274,53): warning C4244: 'argument': conversion from 'T' to 'T', possible loss of data
client\widgets\../gui/SDL_Extensions.h(112,14): warning C4244: 'initializing': conversion from 'type1' to 'type2', possible loss of data
client\CServerHandler.cpp(421,24): warning C4834: discarding return value of function with 'nodiscard' attribute (see https://bugs.vcmi.eu/view.php?id=3144)
client\CVideoHandler.cpp(130,25): warning C4996: 'AVStream::codec': was declared deprecated
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.
4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
Replaced const TBonusListPtr with TConstBonusListPtr where necessary
Replaced const std::shared_ptr<T> with std::shared_ptr<const T> where necessary.
Removed superfluous use of const.
Replaced const std::shared_ptr<T> with const std::shared_ptr<T> & in function parameters and ranged for-loops.
CPathfinder constructs boost::fibbonacci_heap handle manually using
private primitives. This stopped working with newer GCC and boost.
Replace this with proper handle_type from container's public typedef.
- the AI will now consider attacking multiple units
- the preferred strategy now is to minimize collateral damage rather than to maximize damage to enemy units alone
- attacks that block enemy shooters will be prioritized over other attacks in cases when shooters have weaker melee attacks
* The reason is,
the mine has attribute hidden=true;
when enemy unit moves, the code in BattleInfo.cpp MoveUnit() (line 817) will update the revealed to true;
then in the CGameHandler.cpp handleDamageFromObstacle() (line 4846) is checking , and the condition battleIsObstacleVisibleForSide() will return true, so the effect will not be triggerred.
Resolution:
1. Remove the "revealed=true" in moveUnit(), and in handleDamageFromObstacle, remove the "const" restrict for obstacle, and then update revealed to true;
2. After the takeDamage function, add a pack "BattleObstaclesChanged" to update the obstacle to be "revealed=true".
Now we have unpacked WoG mod version that dont need specific data files.
As far as I can tell only texts for commanders not going through proper mod system
Warnings fixes
* Suppress `missing-braces` for Clang
* Fixed many C4275 warnings
* Fixed almost all Clang/GCC warnings
* Silence most frequent MSVC warning.
* Fixed some pessimizing-move warnings
* Fixed some unused capture warnings
* Node graph initialization optimized.
* Fixed "Unathorized obstacle access".
* Pathfinding tracing disabled with ifdef.
* Misc bonus calculation optimizations.
* Removed timestamp from log lines. Date formatting eats too much CPU.
* Paths for all heroes in Client are now cached
* attribute for battle image added on hero class, allowing on hero schemes each hero have a unique battle .def in 'images' structures sided with portraits and specialties images
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.
TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
* Universities, Scholars and Witch Huts may offer new skills
* Moved encode/decodeSkill to CSkillHandler
* Refactored CSkill interface and CSkill::LevelInfo image storage
* Legacy game constants renamed to ORIGINAL_XXX_QUANTITY
Addresses several related problems:
* Propagation / unpropagation of duplicate bonuses is inconsistent, causing bugs
* Duplicate bonuses never stack, which is not always intended behaviour (e.g. multiple copies of resource generating artifacts)
* Different bonuses always stack, which is not always intended behaviour (e.g. Angel + Archangel morale bonuses)
This is addressed as follows:
* Duplicate bonuses are never eliminated during propagation/inheritance.
* Unpropagation eliminates only a single copy of duplicated bonus
* Bonus receives a new field stacking that determines stacking behaviour:
* * empty string = no stacking with duplicates (default)
* * "ALWAYS" = stacks with duplicates & everything else
* * some other value = no stacking with bonuses with same stacking value
Also Morale/Luck window now hides non-stacking bonuses.
* changed Bonus::additionalInfo to integer vector
* fixed deserialization for old savegames
* removed newline from JsonNode::toJson()
* updated bonus schema; SPELL_AFTER_ATTACK and SPELL_BEFORE_ATTACK use new addInfo format
* removed unnecessary init in Bonus constructor