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Update to current version of D compiler, integrated code from stewart.zip #2
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…escription of changes.
…n bool, got rid of Player* p = this;
…w bool arrays, get rid of memset and related refactorings.
…actoring, reformat, bool return values.
…ration refactored.
…of exe, and look for help file there, catch file not found error
disabled cwatch - it either does nothing or causes Empire to hang
…or position LOC_HIDDEN, to avoid a misleading highlight at the end of the player's turn
…g on loss of game
…scorrect open/save dialogs and appropriate flags, prompt to save on exit, new or open, also winmain.d changes for previous commit.
…nt square only if POV player's turn (still needs some work)
… so that they're actually deleted, eliminating resource leaks, create the dashed pen only once on startup
…he text display engine to make more sense for D and for a GUI app.
…rted proper modules by changing std.c -> core.stdc, c.windows.windows -> core.sys.windows.windows
…lue in milliseconds
… casts to short for drawBitmap().
…-> &this. Note: that some more fixes to display and text come later when version(NewDisplay) is introduced. Explicit casts to byte, ubyte, short for game state. Maybe nowdays we should just store everything as int, then only casts to short for drawBitmap() would be needed. Note vararg related change in text.d is wrong and is dealt with later.
build with debug information via -g.
…tform build (or to make first windows build easier).
…o newdisplay.d::rusure())
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Updated the code to be compilable by the current D compiler. Along that incorporated changes by Stewart Gordon from stewart.zip, isolating his one non-obvious change by version(NewDisplay). Please, see commit descriptions for details.