When returning std::unique_ptr instead of raw pointers, the return type can't
be a co-variant, which is why the clone() functions are all being changed to
return the base class.
All of the instances of editor_action_ptr were replaced, except those in
commented-out code. Many of these replacements were with the `auto` keyword;
for the others the reason that I didn't use editor_action_ptr was that I find
`std::unique_ptr<editor_action>` quicker to read than remembering if
editor_action_ptr is a unique_ptr, a shared_ptr or a plain raw pointer.
A large amount of commented-out code in mouse_action_item.cpp and
mouse_action_unit.cpp gets removed, but the commented-out code in
action_item.cpp is left for a future refactor. I think the classes in these
files should end up being refactored with the responsibilty for putting items
on the map moving from mouse_action_item.cpp to action_item.cpp, leaving only
the parts specific to the input method in mouse_action_item.cpp. However,
that's for a separate commit (and separate PR).
Dune Rider xp changed from 42 to 47.
Sunderer line dodge on hills changed form 60% to 50%.
Scorcher gold cost changed from 23 to 25.
Dragoon gold cost changed from 27 to 28.
Elvish Rider gold cost changed form 32 to 28.
Grek and his units are on the left corner of the screen,
the same place where the portrait is overlayed.
Better using the right side for Grek's portrait.
The previous setting is horribly inconsistent with existing practice in
this project, as well as the clang-format tool configuration included.
[ci skip]
Instead of trying to concatenate translatable strings, just make a single full
string to be shown in the recruitment dialog. This came from trying to update
the i18n hints, and realising my suggest of making the swimmers "Merfolk" in
f6dc83375 was causing problems when they could also be nagas.
These strings are stored in a variable at the start of the campaign (in
ZOMBIE_INIT), so won't appear when loading an existing save game. This is why
the Lua script keeps some support for the old names (although they're not going
to be translated in that case).