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|
Description: port to D language version 2
With this patch the code is accepted by gdc-4.6 0.29.1-4.6.4-3 without
triggering deprecated feature warnings/errors.
Author: Peter De Wachter <pdewacht@gmail.com>
--- a/src/abagames/p47/BarrageManager.d
+++ b/src/abagames/p47/BarrageManager.d
@@ -7,8 +7,9 @@
private:
import std.string;
+import std.conv;
import std.path;
-import dirent;
+import std.file;
import bulletml;
import abagames.p47.MorphBullet;
import abagames.util.Logger;
@@ -24,12 +25,12 @@
LARGE, LARGEMOVE,
MORPH_LOCK, SMALL_LOCK, MIDDLESUB_LOCK,
}
- const int BARRAGE_TYPE = 13;
- const int BARRAGE_MAX = 64;
+ static const int BARRAGE_TYPE = 13;
+ static const int BARRAGE_MAX = 64;
BulletMLParserTinyXML* parser[BARRAGE_TYPE][BARRAGE_MAX];
int parserNum[BARRAGE_TYPE];
private:
- const char[][BARRAGE_TYPE] dirName =
+ static const string[BARRAGE_TYPE] dirName =
["/usr/share/games/parsec47/morph",
"/usr/share/games/parsec47/small",
"/usr/share/games/parsec47/smallmove",
@@ -47,22 +48,17 @@
public void loadBulletMLs() {
for (int i = 0; i< BARRAGE_TYPE; i++) {
- DIR* d = opendir(dirName[i]);
- int j;
- for (j = 0;;) {
- char* fn = readdir_filename(d);
- if (!fn)
- break;
- char[] fileName = std.string.toString(fn);
- if (getExt(fileName) != "xml")
+ int j = 0;
+ auto files = dirEntries(dirName[i], SpanMode.shallow);
+ foreach (string fileName; files) {
+ if (extension(fileName) != ".xml")
continue;
- Logger.info("Load BulletML: " ~ dirName[i] ~ "/" ~ fileName);
+ Logger.info("Load BulletML: " ~ fileName);
parser[i][j] =
- BulletMLParserTinyXML_new(std.string.toStringz(dirName[i] ~ "/" ~ fileName));
+ BulletMLParserTinyXML_new(std.string.toStringz(fileName));
BulletMLParserTinyXML_parse(parser[i][j]);
j++;
}
- closedir(d);
parserNum[i] = j;
}
}
--- a/src/abagames/p47/BulletActor.d
+++ b/src/abagames/p47/BulletActor.d
@@ -254,7 +254,7 @@
if (!isVisible)
return;
float d;
- switch (bullet.shape) {
+ switch (bullet.shape) { default: break;
case 0:
case 2:
case 5:
@@ -311,7 +311,7 @@
for (int j = 0; j < BULLET_SHAPE_NUM + 1; j++) {
glNewList(displayListIdx + idx, GL_COMPILE);
Screen3D.setColor(r, g, b, 1);
- switch (j) {
+ switch (j) { default: break;
case 0:
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-SHAPE_POINT_SIZE, -SHAPE_POINT_SIZE, 0);
--- a/src/abagames/p47/BulletActorPool.d
+++ b/src/abagames/p47/BulletActorPool.d
@@ -24,7 +24,7 @@
int cnt;
public this(int n, ActorInitializer ini) {
- auto BulletActor bulletActorClass = new BulletActor;
+ scope BulletActor bulletActorClass = new BulletActor;
super(n, bulletActorClass, ini);
Bullet.setBulletsManager(this);
BulletActor.init();
@@ -109,7 +109,7 @@
return ba;
}
- public void move() {
+ public override void move() {
super.move();
cnt++;
}
--- a/src/abagames/p47/EnemyType.d
+++ b/src/abagames/p47/EnemyType.d
@@ -217,7 +217,7 @@
}
private void createEnemyColor() {
- switch (ect) {
+ switch (ect) { default: break;
case 0:
er = 1;
eg = rand.nextFloat(0.7) + 0.3;
@@ -267,7 +267,7 @@
bodyShapePos[3].x = -x2;
bodyShapePos[3].y = -y2;
retroSize = enemySize[size][4];
- switch (size) {
+ switch (size) { default: break;
case SMALL:
case MIDDLE:
case MIDDLEBOSS:
@@ -309,7 +309,7 @@
md = rand.nextFloat(std.math.PI / 2) + std.math.PI / 4 * 3;
mpx = px / 2 + sin(md) * (enemySize[size][8] / 2 + rand.nextFloat(enemySize[size][8]/2));
mpy = py / 2 + cos(md) * (enemySize[size][8] / 2 + rand.nextFloat(enemySize[size][8]/2));
- switch (size) {
+ switch (size) { default: break;
case SMALL:
case MIDDLE:
case LARGE:
@@ -335,7 +335,7 @@
collisionSize.y = cpy;
}
}
- switch (wrl) {
+ switch (wrl) { default: break;
case 1:
bt.wingShapePos[0].x = px / 4 * wrl;
bt.wingShapePos[0].y = py / 4;
@@ -441,7 +441,7 @@
setBarrageType(br, BarrageManager.MIDDLE, mode);
float cr, sr;
if (mode == ROLL) {
- switch (rand.nextInt(6)) {
+ switch (rand.nextInt(6)) { default: break;
case 0:
case 1:
cr = rank / 3 * 2;
@@ -459,7 +459,7 @@
break;
}
} else {
- switch (rand.nextInt(6)) {
+ switch (rand.nextInt(6)) { default: break;
case 0:
case 1:
cr = rank / 5;
@@ -502,7 +502,7 @@
setBarrageType(br, BarrageManager.LARGE, mode);
float cr, sr1, sr2;
if (mode == ROLL) {
- switch (rand.nextInt(9)) {
+ switch (rand.nextInt(9)) { default: break;
case 0:
case 1:
case 2:
@@ -529,7 +529,7 @@
break;
}
} else {
- switch (rand.nextInt(9)) {
+ switch (rand.nextInt(9)) { default: break;
case 0:
cr = rank / 4 * 3;
sr1 = sr2 = 0;
@@ -587,7 +587,7 @@
Barrage br = barrage[i];
setBarrageType(br, BarrageManager.LARGE, mode);
float cr, sr;
- switch (rand.nextInt(3)) {
+ switch (rand.nextInt(3)) { default: break;
case 0:
cr = rank;
sr = 0;
@@ -625,7 +625,7 @@
Barrage br = barrage[i];
setBarrageType(br, BarrageManager.LARGE, mode);
float cr, sr1, sr2;
- switch (rand.nextInt(3)) {
+ switch (rand.nextInt(3)) { default: break;
case 0:
cr = rank;
sr1 = sr2 = 0;
--- a/src/abagames/p47/Field.d
+++ b/src/abagames/p47/Field.d
@@ -46,7 +46,7 @@
}
public void setColor(int mode) {
- switch (mode){
+ switch (mode){ default: break;
case P47GameManager.ROLL:
r = 0.2;
g = 0.2;
@@ -72,7 +72,7 @@
}
public void setType(int type) {
- switch (type) {
+ switch (type) { default: break;
case 0:
aimYawYBase = 30;
aimYawZBase = 0;
--- a/src/abagames/p47/LetterRender.d
+++ b/src/abagames/p47/LetterRender.d
@@ -23,7 +23,7 @@
WHITE, RED
}
- private static void changeColor(int c) {
+ public static void changeColor(int c) {
colorIdx = c * LETTER_NUM;
}
@@ -40,12 +40,12 @@
TO_RIGHT, TO_DOWN, TO_LEFT, TO_UP,
}
- public static void drawString(char[] str, float lx, float y, float s, int d) {
+ public static void drawString(string str, float lx, float y, float s, int d) {
float x = lx;
int c;
int idx;
float ld;
- switch (d) {
+ switch (d) { default: break;
case TO_RIGHT:
ld = 0;
break;
@@ -79,7 +79,7 @@
}
drawLetter(idx, x, y, s, ld);
}
- switch(d) {
+ switch(d) { default: break;
case TO_RIGHT:
x += s * 1.7f;
break;
@@ -100,7 +100,7 @@
int n = num;
float x = lx;
float ld;
- switch (d) {
+ switch (d) { default: break;
case TO_RIGHT:
ld = 0;
break;
@@ -116,7 +116,7 @@
}
for (;;) {
drawLetter(n % 10, x, y, s, ld);
- switch(d) {
+ switch(d) { default: break;
case TO_RIGHT:
x -= s * 1.7f;
break;
@@ -147,7 +147,7 @@
n /= 6;
}
if ((i & 1) == 1 || i == 0) {
- switch (i) {
+ switch (i) { default: break;
case 3:
drawLetter(41, x + s * 1.16f, y, s);
break;
--- a/src/abagames/p47/Lock.d
+++ b/src/abagames/p47/Lock.d
@@ -106,7 +106,7 @@
lockedPos.y = lockedEnemy.pos.y + lockedEnemy.type.batteryType[lockedPart].collisionPos.y;
}
}
- switch (state) {
+ switch (state) { default: break;
case LOCKING:
if (cnt >= LOCK_CNT) {
state = LOCKED;
@@ -175,7 +175,7 @@
}
public override void draw() {
- switch (state) {
+ switch (state) { default: break;
case LOCKING:
float y = lockedPos.y - (LOCK_CNT - cnt) * 0.5;
float d = (LOCK_CNT - cnt) * 0.1;
--- a/src/abagames/p47/P47Boot.d
+++ b/src/abagames/p47/P47Boot.d
@@ -7,7 +7,8 @@
private:
import std.string;
-import std.c.stdlib;
+private import std.conv;
+import core.stdc.stdlib;
import abagames.util.Logger;
import abagames.util.sdl.Pad;
import abagames.util.sdl.MainLoop;
@@ -28,12 +29,12 @@
P47PrefManager prefManager;
MainLoop mainLoop;
-private void usage(char[] args0) {
+private void usage(string args0) {
Logger.error
("Usage: " ~ args0 ~ " [-brightness [0-100]] [-luminous [0-100]] [-nosound] [-window] [-fullscreen] [-reverse] [-lowres] [-slowship] [-nowait]");
}
-private void parseArgs(char[][] args) {
+private void parseArgs(string[] args) {
for (int i = 1; i < args.length; i++) {
switch (args[i]) {
case "-brightness":
@@ -42,7 +43,7 @@
throw new Exception("Invalid options");
}
i++;
- float b = cast(float) atoi(args[i]) / 100;
+ float b = cast(float) to!int(args[i]) / 100;
if (b < 0 || b > 1) {
usage(args[0]);
throw new Exception("Invalid options");
@@ -55,7 +56,7 @@
throw new Exception("Invalid options");
}
i++;
- float l = cast(float) atoi(args[i]) / 100;
+ float l = cast(float) to!int(args[i]) / 100;
if (l < 0 || l > 1) {
usage(args[0]);
throw new Exception("Invalid options");
@@ -93,7 +94,7 @@
}
}
-public int boot(char[][] args) {
+public int boot(string[] args) {
screen = new P47Screen;
pad = new Pad;
try {
@@ -135,10 +136,10 @@
_moduleCtor();
char exe[4096];
GetModuleFileNameA(null, exe, 4096);
- char[][1] prog;
- prog[0] = std.string.toString(exe);
- result = boot(prog ~ std.string.split(std.string.toString(lpCmdLine)));
- } catch (Object o) {
+ string[1] prog;
+ prog[0] = to!string(exe);
+ result = boot(prog ~ std.string.split(to!string(lpCmdLine)));
+ } catch (Throwable o) {
//Logger.error("Exception: " ~ o.toString());
Logger.info("Exception: " ~ o.toString());
result = EXIT_FAILURE;
@@ -150,7 +151,7 @@
} else {
// Boot as the general executable.
-public int main(char[][] args) {
+public int main(string[] args) {
return boot(args);
}
--- a/src/abagames/p47/P47GameManager.d
+++ b/src/abagames/p47/P47GameManager.d
@@ -98,33 +98,33 @@
Ship.createDisplayLists();
ship = new Ship;
ship.init(pad, field, this);
- auto Particle particleClass = new Particle;
- auto ParticleInitializer pi = new ParticleInitializer;
+ scope Particle particleClass = new Particle;
+ scope ParticleInitializer pi = new ParticleInitializer;
particles = new LuminousActorPool(128, particleClass, pi);
- auto Fragment fragmentClass = new Fragment;
- auto FragmentInitializer fi = new FragmentInitializer;
+ scope Fragment fragmentClass = new Fragment;
+ scope FragmentInitializer fi = new FragmentInitializer;
fragments = new LuminousActorPool(128, fragmentClass, fi);
BulletActor.createDisplayLists();
- auto BulletActorInitializer bi = new BulletActorInitializer(field, ship);
+ scope BulletActorInitializer bi = new BulletActorInitializer(field, ship);
bullets = new BulletActorPool(512, bi);
LetterRender.createDisplayLists();
- auto Shot shotClass = new Shot;
- auto ShotInitializer shi = new ShotInitializer(field);
+ scope Shot shotClass = new Shot;
+ scope ShotInitializer shi = new ShotInitializer(field);
shots = new ActorPool(32, shotClass, shi);
- auto Roll rollClass = new Roll;
- auto RollInitializer ri = new RollInitializer(ship, field, this);
+ scope Roll rollClass = new Roll;
+ scope RollInitializer ri = new RollInitializer(ship, field, this);
rolls = new ActorPool(4, rollClass, ri);
Lock.init();
- auto Lock lockClass = new Lock;
- auto LockInitializer li = new LockInitializer(ship, field, this);
+ scope Lock lockClass = new Lock;
+ scope LockInitializer li = new LockInitializer(ship, field, this);
locks = new ActorPool(4, lockClass, li);
- auto Enemy enemyClass = new Enemy;
- auto EnemyInitializer ei = new EnemyInitializer
+ scope Enemy enemyClass = new Enemy;
+ scope EnemyInitializer ei = new EnemyInitializer
(field, bullets, shots, rolls, locks, ship, this);
enemies = new ActorPool(ENEMY_MAX, enemyClass, ei);
Bonus.init();
- auto Bonus bonusClass = new Bonus;
- auto BonusInitializer bni = new BonusInitializer(field, ship, this);
+ scope Bonus bonusClass = new Bonus;
+ scope BonusInitializer bni = new BonusInitializer(field, ship, this);
bonuses = new ActorPool(128, bonusClass, bni);
barrageManager = new BarrageManager;
barrageManager.loadBulletMLs();
@@ -281,7 +281,7 @@
this.parsecSlot = parsecSlot;
this.mode = mode;
int stageType = rand.nextInt(99999);
- switch (difficulty) {
+ switch (difficulty) { default: break;
case PRACTICE:
stageManager.setRank(1, 4, startParsec, stageType);
ship.setSpeedRate(0.7);
@@ -610,7 +610,7 @@
drawBox(165, 6, bossShield, 6);
int y = 24;
for (int i = 0; i < BOSS_WING_NUM; i++) {
- switch (i % 2) {
+ switch (i % 2) { default: break;
case 0:
drawBox(165, y, bossWingShield[i], 6);
break;
--- a/src/abagames/p47/P47PrefManager.d
+++ b/src/abagames/p47/P47PrefManager.d
@@ -8,7 +8,8 @@
private:
import std.stream;
import std.string;
-import std.c.stdlib;
+private import std.conv;
+import core.stdc.stdlib;
import abagames.util.PrefManager;
/**
@@ -18,7 +19,7 @@
public:
static const int PREV_VERSION_NUM = 10;
static const int VERSION_NUM = 20;
- static const char[] PREF_FILE = ".p47.prf";
+ static const string PREF_FILE = ".p47.prf";
static const int MODE_NUM = 2;
static const int DIFFICULTY_NUM = 4;
static const int REACHED_PARSEC_SLOT_NUM = 10;
@@ -26,11 +27,11 @@
int reachedParsec[MODE_NUM][DIFFICULTY_NUM];
int selectedDifficulty, selectedParsecSlot, selectedMode;
- public static char[] home_dir() {
- char * home = getenv("HOME");
+ public static string home_dir() {
+ const(char)* home = getenv("HOME");
if (home is null)
throw new Error("HOME environment variable is not defined");
- return std.string.toString(home);
+ return to!string(home);
}
private void init() {
@@ -58,8 +59,8 @@
fd.read(selectedParsecSlot);
}
- public void load() {
- auto File fd = new File;
+ public override void load() {
+ scope File fd = new File;
try {
int ver;
fd.open(home_dir() ~ "/" ~ PREF_FILE);
@@ -90,8 +91,8 @@
}
}
- public void save() {
- auto File fd = new File;
+ public override void save() {
+ scope File fd = new File;
fd.create(home_dir ~ "/" ~ PREF_FILE);
fd.write(VERSION_NUM);
for (int k = 0; k < MODE_NUM; k++) {
--- a/src/abagames/p47/P47Screen.d
+++ b/src/abagames/p47/P47Screen.d
@@ -17,7 +17,7 @@
*/
public class P47Screen: Screen3D {
public:
- static const char[] CAPTION = "PARSEC47";
+ static const string CAPTION = "PARSEC47";
static float luminous = 0;
private:
static Rand rand;
@@ -63,7 +63,7 @@
luminousScreen.draw();
}
- public void resized(int width, int height) {
+ public override void resized(int width, int height) {
if (luminousScreen)
luminousScreen.resized(width, height);
super.resized(width, height);
--- a/src/abagames/p47/Ship.d
+++ b/src/abagames/p47/Ship.d
@@ -27,10 +27,10 @@
static bool isSlow = false;
static int displayListIdx;
Vector pos;
- const float SIZE = 0.3;
+ static const float SIZE = 0.3;
bool restart;
- const int RESTART_CNT = 300;
- const int INVINCIBLE_CNT = 228;
+ static const int RESTART_CNT = 300;
+ static const int INVINCIBLE_CNT = 228;
int cnt;
private:
static Rand rand;
@@ -58,11 +58,8 @@
int rollLockCnt;
bool rollCharged;
- public static this() {
- rand = new Rand;
- }
-
public void init(Pad pad, Field field, P47GameManager manager) {
+ if (rand is null) rand = new Rand;
this.pad = pad;
this.field = field;
this.manager = manager;
@@ -177,7 +174,7 @@
pos.y = fieldLimitY;
if (btn & Pad.PAD_BUTTON1) {
float td;
- switch (fireCnt % 4) {
+ switch (fireCnt % 4) { default: break;
case 0:
firePos.x = pos.x + TURRET_INTERVAL_LENGTH;
firePos.y = pos.y;
--- a/src/abagames/p47/SoundManager.d
+++ b/src/abagames/p47/SoundManager.d
@@ -26,9 +26,9 @@
Sound bgm[BGM_NUM];
Sound se[SE_NUM];
- const char[][] bgmFileName =
+ const string[] bgmFileName =
["ptn0.ogg", "ptn1.ogg", "ptn2.ogg", "ptn3.ogg"];
- const char[][] seFileName =
+ const string[] seFileName =
["shot.wav", "rollchg.wav", "rollrls.wav", "shipdst.wav", "getbonus.wav", "extend.wav",
"enemydst.wav", "largedst.wav", "bossdst.wav", "lock.wav", "laser.wav"];
const int[] seChannel =
--- a/src/abagames/p47/StageManager.d
+++ b/src/abagames/p47/StageManager.d
@@ -104,7 +104,7 @@
}
private void setAppearancePattern(EnemyAppearance* ap) {
- switch (rand.nextInt(5)) {
+ switch (rand.nextInt(5)) { default: break;
case 0:
ap.pattern = ONE_SIDE;
break;
@@ -117,7 +117,7 @@
ap.pattern = BOTH_SIDES;
break;
}
- switch (rand.nextInt(3)) {
+ switch (rand.nextInt(3)) { default: break;
case 0:
ap.sequence = RANDOM;
break;
@@ -142,7 +142,7 @@
setAppearancePattern(ap);
if (ap.pattern == ONE_SIDE)
ap.pattern = ALTERNATE;
- switch (rand.nextInt(4)) {
+ switch (rand.nextInt(4)) { default: break;
case 0:
ap.num = 7 + rand.nextInt(5);
ap.groupInterval = 72 + rand.nextInt(15);
@@ -177,7 +177,7 @@
mt = BarrageManager.MIDDLEMOVE;
ap.moveParser = barrageManager.parser[mt][rand.nextInt(barrageManager.parserNum[mt])];
setAppearancePattern(ap);
- switch (rand.nextInt(3)) {
+ switch (rand.nextInt(3)) { default: break;
case 0:
ap.num = 4;
ap.groupInterval = 240 + rand.nextInt(150);
@@ -203,7 +203,7 @@
mt = BarrageManager.LARGEMOVE;
ap.moveParser = barrageManager.parser[mt][rand.nextInt(barrageManager.parserNum[mt])];
setAppearancePattern(ap);
- switch (rand.nextInt(3)) {
+ switch (rand.nextInt(3)) { default: break;
case 0:
ap.num = 3;
ap.groupInterval = 400 + rand.nextInt(100);
@@ -223,7 +223,7 @@
}
private void setAppearance(EnemyAppearance* ap, int type) {
- switch (type) {
+ switch (type) { default: break;
case SMALL:
setSmallAppearance(ap);
break;
@@ -255,7 +255,7 @@
field.aimSpeed = 0.1 + section * 0.02;
if (section == 4) {
// Set the middle boss.
- auto Vector pos = new Vector;
+ scope Vector pos = new Vector;
pos.x = 0; pos.y = field.size.y / 4 * 3;
gameManager.addBoss(pos, std.math.PI, middleBossType);
bossSection = true;
@@ -264,7 +264,7 @@
return;
} else if (section == 9) {
// Set the large boss.
- auto Vector pos = new Vector;
+ scope Vector pos = new Vector;
pos.x = 0; pos.y = field.size.y / 4 * 3;
gameManager.addBoss(pos, std.math.PI, largeBossType);
bossSection = true;
@@ -295,16 +295,16 @@
else if (middleRushSection)
ap = MIDDLE_RUSH_SECTION_PATTERN;
for (int i = 0; i < apparancePattern[gameManager.mode][ap][0]; i++, apNum++) {
- EnemyAppearance* ap = &(appearance[apNum]);
- setAppearance(ap, SMALL);
+ EnemyAppearance* eap = &(appearance[apNum]);
+ setAppearance(eap, SMALL);
}
for (int i = 0; i < apparancePattern[gameManager.mode][ap][1]; i++, apNum++) {
- EnemyAppearance* ap = &(appearance[apNum]);
- setAppearance(ap, MIDDLE);
+ EnemyAppearance* eap = &(appearance[apNum]);
+ setAppearance(eap, MIDDLE);
}
for (int i = 0; i < apparancePattern[gameManager.mode][ap][2]; i++, apNum++) {
- EnemyAppearance* ap = &(appearance[apNum]);
- setAppearance(ap, LARGE);
+ EnemyAppearance* eap = &(appearance[apNum]);
+ setAppearance(eap, LARGE);
}
}
@@ -364,7 +364,7 @@
continue;
}
float p;
- switch (ap.sequence) {
+ switch (ap.sequence) { default: break;
case RANDOM:
p = rand.nextFloat(1);
break;
@@ -373,7 +373,7 @@
break;
}
float d;
- switch (ap.point) {
+ switch (ap.point) { default: break;
case TOP:
switch (ap.pattern) {
case BOTH_SIDES:
--- a/src/abagames/p47/Title.d
+++ b/src/abagames/p47/Title.d
@@ -153,9 +153,9 @@
}
private const int BOX_SMALL_SIZE = 24;
- private const char[][] DIFFICULTY_SHORT_STR = ["P", "N", "H", "E", "Q"];
- private const char[][] DIFFICULTY_STR = ["PRACTICE", "NORMAL", "HARD", "EXTREME", "QUIT"];
- private const char[][] MODE_STR = ["ROLL", "LOCK"];
+ private const string[] DIFFICULTY_SHORT_STR = ["P", "N", "H", "E", "Q"];
+ private const string[] DIFFICULTY_STR = ["PRACTICE", "NORMAL", "HARD", "EXTREME", "QUIT"];
+ private const string[] MODE_STR = ["ROLL", "LOCK"];
private void drawTitleBoard() {
glEnable(GL_TEXTURE_2D);
--- a/src/abagames/util/ActorPool.d
+++ b/src/abagames/util/ActorPool.d
@@ -16,7 +16,7 @@
public:
Actor[] actor;
protected:
- int actorIdx;
+ ptrdiff_t actorIdx;
public this(int n, Actor act, ActorInitializer ini) {
actor = new Actor[n];
--- a/src/abagames/util/Logger.d
+++ b/src/abagames/util/Logger.d
@@ -6,7 +6,8 @@
module abagames.util.Logger;
private:
-import std.stream;
+import std.stdio;
+import std.conv;
/**
* Logger(error/info).
@@ -14,35 +15,32 @@
version(Win32_release) {
import std.string;
+private import std.conv;
import std.c.windows.windows;
public class Logger {
- public static void info(char[] msg) {
+ public static void info(string msg) {
// Win32 exe file crashes if it writes something to stderr.
- //stderr.writeLine("Info: " ~ msg);
+ //stderr.writeln("Info: " ~ msg);
}
public static void info(int n) {
/*if (n >= 0)
- stderr.writeLine("Info: " ~ std.string.toString(n));
+ stderr.writeln("Info: " ~ to!string(n));
else
- stderr.writeLine("Info: -" ~ std.string.toString(-n));*/
+ stderr.writeln("Info: -" ~ to!string(-n));*/
}
- private static void putMessage(char[] msg) {
+ private static void putMessage(string msg) {
MessageBoxA(null, std.string.toStringz(msg), "Error", MB_OK | MB_ICONEXCLAMATION);
}
- public static void error(char[] msg) {
+ public static void error(string msg) {
putMessage("Error: " ~ msg);
}
- public static void error(Exception e) {
- putMessage("Error: " ~ e.toString());
- }
-
- public static void error(Error e) {
+ public static void error(Throwable e) {
putMessage("Error: " ~ e.toString());
}
}
@@ -51,27 +49,23 @@
public class Logger {
- public static void info(char[] msg) {
- stderr.writeLine("Info: " ~ msg);
+ public static void info(string msg) {
+ stderr.writeln("Info: " ~ msg);
}
public static void info(int n) {
if (n >= 0)
- stderr.writeLine("Info: " ~ std.string.toString(n));
+ stderr.writeln("Info: " ~ to!string(n));
else
- stderr.writeLine("Info: -" ~ std.string.toString(-n));
- }
-
- public static void error(char[] msg) {
- stderr.writeLine("Error: " ~ msg);
+ stderr.writeln("Info: -" ~ to!string(-n));
}
- public static void error(Exception e) {
- stderr.writeLine("Error: " ~ e.toString());
+ public static void error(string msg) {
+ stderr.writeln("Error: " ~ msg);
}
- public static void error(Error e) {
- stderr.writeLine("Error: " ~ e.toString());
+ public static void error(Throwable e) {
+ stderr.writeln("Error: " ~ e.toString());
if (e.next)
error(e.next);
}
--- a/src/abagames/util/Rand.d
+++ b/src/abagames/util/Rand.d
@@ -6,7 +6,7 @@
module abagames.util.Rand;
private:
-import std.date;
+import std.datetime;
import mt;
/**
@@ -15,12 +15,12 @@
public class Rand {
public this() {
- d_time timer = getUTCtime();
- init_genrand(timer);
+ long timer = Clock.currStdTime();
+ init_genrand(cast(uint)timer);
}
public void setSeed(long n) {
- init_genrand(n);
+ init_genrand(cast(uint)n);
}
public int nextInt(int n) {
--- a/src/abagames/util/sdl/MainLoop.d
+++ b/src/abagames/util/sdl/MainLoop.d
@@ -91,7 +91,7 @@
frame = cast(int) (nowTick-prvTickCount) / interval;
if (frame <= 0) {
frame = 1;
- SDL_Delay(prvTickCount+interval-nowTick);
+ SDL_Delay(cast(uint)(prvTickCount+interval-nowTick));
if (accframe) {
prvTickCount = SDL_GetTicks();
} else {
--- a/src/abagames/util/sdl/Pad.d
+++ b/src/abagames/util/sdl/Pad.d
@@ -7,6 +7,7 @@
private:
import std.string;
+private import std.conv;
import SDL;
import abagames.util.sdl.Input;
import abagames.util.sdl.SDLInitFailedException;
@@ -32,12 +33,12 @@
public void openJoystick() {
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
throw new SDLInitFailedException(
- "Unable to init SDL joystick: " ~ std.string.toString(SDL_GetError()));
+ "Unable to init SDL joystick: " ~ to!string(SDL_GetError()));
}
stick = SDL_JoystickOpen(0);
}
- public void handleEvent(SDL_Event *event) {
+ public override void handleEvent(SDL_Event *event) {
keys = SDL_GetKeyState(null);
}
--- a/src/abagames/util/sdl/SDLInitFailedException.d
+++ b/src/abagames/util/sdl/SDLInitFailedException.d
@@ -9,7 +9,7 @@
* SDL initialize failed.
*/
public class SDLInitFailedException: Exception {
- public this(char[] msg) {
+ public this(string msg) {
super(msg);
}
}
--- a/src/abagames/util/sdl/Screen3D.d
+++ b/src/abagames/util/sdl/Screen3D.d
@@ -7,6 +7,7 @@
private:
import std.string;
+private import std.conv;
import SDL;
import opengl;
import abagames.util.Logger;
@@ -41,7 +42,7 @@
// Initialize SDL.
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
throw new SDLInitFailedException(
- "Unable to initialize SDL: " ~ std.string.toString(SDL_GetError()));
+ "Unable to initialize SDL: " ~ to!string(SDL_GetError()));
}
// Create an OpenGL screen.
if (windowMode) {
@@ -51,7 +52,7 @@
}
if (SDL_SetVideoMode(width, height, 0, videoFlags) == null) {
throw new SDLInitFailedException
- ("Unable to create SDL screen: " ~ std.string.toString(SDL_GetError()));
+ ("Unable to create SDL screen: " ~ to!string(SDL_GetError()));
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
resized(width, height);
@@ -64,7 +65,7 @@
private void screenResized() {
if (SDL_SetVideoMode(width, height, 0, videoFlags) == null) {
throw new Exception
- ("Unable to resize SDL screen: " ~ std.string.toString(SDL_GetError()));
+ ("Unable to resize SDL screen: " ~ to!string(SDL_GetError()));
}
glViewport(0, 0, width, height);
@@ -105,7 +106,7 @@
throw new Exception("OpenGL error");
}
- protected void setCaption(char[] name) {
+ protected void setCaption(string name) {
SDL_WM_SetCaption(std.string.toStringz(name), null);
}
--- a/src/abagames/util/sdl/Sound.d
+++ b/src/abagames/util/sdl/Sound.d
@@ -7,6 +7,7 @@
private:
import std.string;
+private import std.conv;
import SDL;
import SDL_mixer;
import abagames.util.sdl.SDLInitFailedException;
@@ -18,8 +19,8 @@
public:
static bool noSound = false;
static int fadeOutSpeed = 1280;
- static char[] soundsDir = "/usr/share/games/parsec47/sounds/";
- static char[] chunksDir = "/usr/share/games/parsec47/sounds/";
+ static string soundsDir = "/usr/share/games/parsec47/sounds/";
+ static string chunksDir = "/usr/share/games/parsec47/sounds/";
public static void init() {
if (noSound) return;
@@ -32,7 +33,7 @@
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
noSound = 1;
throw new SDLInitFailedException
- ("Unable to initialize SDL_AUDIO: " ~ std.string.toString(SDL_GetError()));
+ ("Unable to initialize SDL_AUDIO: " ~ to!string(SDL_GetError()));
}
audio_rate = 44100;
@@ -42,7 +43,7 @@
if (Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) < 0) {
noSound = 1;
throw new SDLInitFailedException
- ("Couldn't open audio: " ~ std.string.toString(SDL_GetError()));
+ ("Couldn't open audio: " ~ to!string(SDL_GetError()));
}
Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
}
@@ -64,25 +65,25 @@
// Load a sound or a chunk.
- public void loadSound(char[] name) {
+ public void loadSound(string name) {
if (noSound) return;
- char[] fileName = soundsDir ~ name;
+ string fileName = soundsDir ~ name;
music = Mix_LoadMUS(std.string.toStringz(fileName));
if (!music) {
noSound = true;
throw new SDLInitFailedException("Couldn't load: " ~ fileName ~
- " (" ~ std.string.toString(Mix_GetError()) ~ ")");
+ " (" ~ to!string(Mix_GetError()) ~ ")");
}
}
- public void loadChunk(char[] name, int ch) {
+ public void loadChunk(string name, int ch) {
if (noSound) return;
- char[] fileName = chunksDir ~ name;
+ string fileName = chunksDir ~ name;
chunk = Mix_LoadWAV(std.string.toStringz(fileName));
if (!chunk) {
noSound = true;
throw new SDLInitFailedException("Couldn't load: " ~ fileName ~
- " (" ~ std.string.toString(Mix_GetError()) ~ ")");
+ " (" ~ to!string(Mix_GetError()) ~ ")");
}
chunkChannel = ch;
}
--- a/src/abagames/util/sdl/Texture.d
+++ b/src/abagames/util/sdl/Texture.d
@@ -16,13 +16,13 @@
*/
public class Texture {
public:
- static char[] imagesDir = "/usr/share/games/parsec47/images/";
+ static string imagesDir = "/usr/share/games/parsec47/images/";
private:
GLuint num;
- public this(char[] name) {
- char[] fileName = imagesDir ~ name;
+ public this(string name) {
+ string fileName = imagesDir ~ name;
SDL_Surface *surface;
surface = SDL_LoadBMP(std.string.toStringz(fileName));
if (!surface) {
--- a/src/dirent.d
+++ b/src/dirent.d
@@ -3,8 +3,8 @@
extern (C) {
alias void DIR;
alias void dirent;
- DIR* opendir(char* name);
+ DIR* opendir(const(char)* name);
dirent* readdir(DIR* dir);
int closedir(DIR* dir);
- char* readdir_filename(DIR* ent);
+ const(char)* readdir_filename(DIR* ent);
}
--- a/src/mt.d
+++ b/src/mt.d
@@ -5,7 +5,7 @@
Matthe Bellew, and Isaku Wada
Andrew C. Edwards v0.1 30 September 2003 edwardsac@ieee.org
- Before using, initialize the state by using init_genrand(seed)
+ Before using, initialize the state by using init_genrand(cast(uint)seed)
or init_by_array(init_key, key_length).
Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura,
@@ -48,8 +48,7 @@
Please CC: edwardsac@ieee.org on all correspondence
*/
-module MersenneTwister;
-import std.stream;
+module mt;
/* Period parameters */
const int N = 624;
@@ -70,7 +69,7 @@
{
state[0]= s & 0xffffffffUL;
for (int j=1; j<N; j++) {
- state[j] = (1812433253UL * (state[j-1] ^ (state[j-1] >> 30)) + j);
+ state[j] = (1812433253U * (state[j-1] ^ (state[j-1] >> 30)) + j);
/* See Knuth TAOCP Vol2. 3rd Ed. P.106 for multiplier. */
/* In the previous versions, MSBs of the seed affect */
/* only MSBs of the array state[]. */
@@ -88,11 +87,11 @@
void init_by_array(uint init_key[], uint key_length)
{
int i, j, k;
- init_genrand(19650218UL);
+ init_genrand(cast(uint)19650218UL);
i=1; j=0;
k = (N>key_length ? N : key_length);
for (; k; k--) {
- state[i] = (state[i] ^ ((state[i-1] ^ (state[i-1] >> 30)) * 1664525UL))
+ state[i] = (state[i] ^ ((state[i-1] ^ (state[i-1] >> 30)) * 1664525U))
+ init_key[j] + j; /* non linear */
state[i] &= 0xffffffffUL; /* for WORDSIZE > 32 machines */
i++; j++;
@@ -100,7 +99,7 @@
if (j>=key_length) j=0;
}
for (k=N-1; k; k--) {
- state[i] = (state[i] ^ ((state[i-1] ^ (state[i-1] >> 30)) * 1566083941UL))
+ state[i] = (state[i] ^ ((state[i-1] ^ (state[i-1] >> 30)) * 1566083941U))
- i; /* non linear */
state[i] &= 0xffffffffUL; /* for WORDSIZE > 32 machines */
i++;
@@ -113,14 +112,14 @@
static void next_state()
{
- uint *p=state;
+ uint *p=state.ptr;
- /* if init_genrand() has not been called, */
+ /* if init_genrand(cast(uint)) has not been called, */
/* a default initial seed is used */
- if (initf==0) init_genrand(5489UL);
+ if (initf==0) init_genrand(cast(uint)5489UL);
left = N;
- next = state;
+ next = state.ptr;
for (int j=N-M+1; --j; p++)
*p = p[M] ^ TWIST(p[0], p[1]);
@@ -233,7 +232,7 @@
uint length=4;
init_by_array(init, length);
/* This is an example of initializing by an array. */
- /* You may use init_genrand(seed) with any 32bit integer */
+ /* You may use init_genrand(cast(uint)seed) with any 32bit integer */
/* as a seed for a simpler initialization */
printf("1000 outputs of genrand_int32()\n");
for (int i=0; i<1000; i++) {
--- a/src/abagames/p47/Enemy.d
+++ b/src/abagames/p47/Enemy.d
@@ -79,15 +79,12 @@
bool damaged;
int bossTimer;
- public static this() {
- rand = new Rand;
- }
-
public override Actor newActor() {
return new Enemy;
}
public override void init(ActorInitializer ini) {
+ if (rand is null) rand = new Rand;
EnemyInitializer ei = cast(EnemyInitializer) ini;
field = ei.field;
bullets = ei.bullets;
@@ -410,7 +407,7 @@
Roll rl = cast(Roll) rolls.actor[i];
ch = checkHit(rl.pos[0], 1.0, 1.0);
if (ch >= HIT) {
- for (int i = 0; i < 4; i++)
+ for (int ii = 0; ii < 4; ii++)
manager.addParticle(rl.pos[0], rand.nextFloat(std.math.PI * 2), 0, Shot.SPEED / 10);
float rd = ROLL_DAMAGE;
if (rl.released) {
@@ -442,7 +439,7 @@
} else if (lk.state == Lock.FIRED && lk.lockedEnemy == this) {
ch = checkHit(lk.pos[0], 1.5, 1.5);
if (ch >= HIT && ch == lk.lockedPart) {
- for (int i = 0; i < 4; i++)
+ for (int ii = 0; ii < 4; ii++)
manager.addParticle(lk.pos[0], rand.nextFloat(std.math.PI * 2), 0, Shot.SPEED / 10);
if (ch == HIT)
addDamage(LOCK_DAMAGE);
@@ -694,21 +691,21 @@
P47Screen.drawLineRetro(pos.x + bt.wingShapePos[0].x, pos.y + bt.wingShapePos[0].y,
pos.x + bt.wingShapePos[1].x, pos.y + bt.wingShapePos[1].y);
} else {
- for (int i = 0; i < BatteryType.WING_SHAPE_POINT_NUM; i++, ni++) {
+ for (int ii = 0; ii < BatteryType.WING_SHAPE_POINT_NUM; ii++, ni++) {
if (ni >= BatteryType.WING_SHAPE_POINT_NUM)
ni = 0;
- P47Screen.drawLineRetro(pos.x + bt.wingShapePos[i].x, pos.y + bt.wingShapePos[i].y,
+ P47Screen.drawLineRetro(pos.x + bt.wingShapePos[ii].x, pos.y + bt.wingShapePos[ii].y,
pos.x + bt.wingShapePos[ni].x, pos.y + bt.wingShapePos[ni].y);
}
if (type.type != EnemyType.SMALL) {
glBegin(GL_TRIANGLE_FAN);
Screen3D.setColor
(P47Screen.retroR, P47Screen.retroG, P47Screen.retroB, P47Screen.retroA);
- for (int i = 0; i < BatteryType.WING_SHAPE_POINT_NUM; i++) {
- if (i == 2)
+ for (int ii = 0; ii < BatteryType.WING_SHAPE_POINT_NUM; ii++) {
+ if (ii == 2)
Screen3D.setColor
(P47Screen.retroR, P47Screen.retroG, P47Screen.retroB, 0);
- glVertex3f(pos.x + bt.wingShapePos[i].x, pos.y + bt.wingShapePos[i].y, z);
+ glVertex3f(pos.x + bt.wingShapePos[ii].x, pos.y + bt.wingShapePos[ii].y, z);
}
glEnd();
}
--- a/src/abagames/p47/Fragment.d
+++ b/src/abagames/p47/Fragment.d
@@ -34,15 +34,12 @@
float retro;
int cnt;
- public static this() {
- rand = new Rand;
- }
-
public override Actor newActor() {
return new Fragment;
}
public override void init(ActorInitializer ini) {
+ if (rand is null) rand = new Rand;
FragmentInitializer fi = cast(FragmentInitializer) ini;
for (int i = 0; i < POINT_NUM; i++) {
pos[i] = new Vector;
--- a/src/abagames/p47/LuminousScreen.d
+++ b/src/abagames/p47/LuminousScreen.d
@@ -25,9 +25,9 @@
float luminous;
private void makeLuminousTexture() {
- uint *data = td;
+ uint *data = td.ptr;
int i;
- memset(data, 0, luminousTextureWidth * luminousTextureHeight * 4 * uint.sizeof);
+ td[] = 0;
glGenTextures(1, &luminousTexture);
glBindTexture(GL_TEXTURE_2D, luminousTexture);
glTexImage2D(GL_TEXTURE_2D, 0, 4, luminousTextureWidth, luminousTextureHeight, 0,
--- a/src/abagames/p47/Particle.d
+++ b/src/abagames/p47/Particle.d
@@ -30,15 +30,12 @@
float lumAlp;
int cnt;
- public static this() {
- rand = new Rand;
- }
-
public override Actor newActor() {
return new Particle;
}
public override void init(ActorInitializer ini) {
+ if (rand is null) rand = new Rand;
pos = new Vector;
ppos = new Vector;
vel = new Vector;
--- a/src/abagames/p47/Shot.d
+++ b/src/abagames/p47/Shot.d
@@ -20,7 +20,7 @@
public class Shot: Actor {
public:
Vector pos;
- const float SPEED = 1;
+ static const float SPEED = 1;
private:
static const float FIELD_SPACE = 1;
static int displayListIdx;
|