This fixes several issues with compatibility with C++20. C++23 was also
tested, but apparently it does not have any additional breaking changes
compared to C++20 (or we don't have those).
VCMI still uses C++17 as before - goal is only to make potential
transition easier.
There were 2 cases that are deprecated in C++20 that we use:
- Floating point operations on enums are deprecated
- `this` can no longer be captured when using default capture by value
`[=]`
Both of those should now be replaced with code that works fine in both C+
+17 and in C++20 mode
- event processing is now initiated by GameEngine instead of weird chain
engine -> player interface -> engine
- introduced GameEngineUser interface (implemented by GameInstance) to
remove mutual depedency between GameEngine and GameInstance (some
technically still remains for now, in form of some free functions)
- class CGuiHandler is now called GameEngine to better describe its
functionality
- renamed global GH to more clear ENGINE
- GH/ENGINE is now unique_ptr to make construction / deconstruction
order more clear and to allow interface / implementation split
- CGuiHandler.cpp/h is now called GameEngine.cpp/h and located in root
directory of client dir
- human player will now use pathfinder settings from config (as before)
- nullkiller AI will now use its own, modified settings
- added option to configure NKAI usage of monolith to config
- fixed pathfinder costs not updating on receiving levelup
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.
CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.
VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town
VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
All save compatibility checks targeting 1.4 saves have now been removed.
Saves from 1.5 can still be loaded in 1.6
Implemeted few TODO's in serialization that were postponed to avoid
breaking save compatibility in MP for 1.5.X releases.
Fixed missed case for loading black market object from 1.5 saves
Apparently our logic for packs applying with types registration is
overcomplicated and by now completely unnecessary - it became redundant
after introduction of visitor pattern.