Converted some new and delete calls to malloc and free.
This is the last step to converting Starfighter to C. Almost there!
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828b56d4df
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@ -1073,7 +1073,12 @@ int alien_add()
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int *alienArray;
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int *alienArray;
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int numberOfAliens = 1;
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int numberOfAliens = 1;
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alienArray = new int[8];
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alienArray = (int*)malloc(8 * sizeof(int));
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if (alienArray == NULL)
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{
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engine_warn("WARNING: Failed to allocate memory for aliens");
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return 0;
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}
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switch(game.area)
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switch(game.area)
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{
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{
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@ -1192,7 +1197,7 @@ int alien_add()
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randEnemy = CD_TRANSPORTSHIP;
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randEnemy = CD_TRANSPORTSHIP;
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}
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}
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delete[] alienArray;
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free(alienArray);
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aliens[index] = alien_defs[randEnemy];
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aliens[index] = alien_defs[randEnemy];
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aliens[index].active = 1;
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aliens[index].active = 1;
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@ -34,7 +34,9 @@ void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
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int imageIndex;
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int imageIndex;
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int tempX, tempY, steps;
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int tempX, tempY, steps;
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bullet = new Object;
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bullet = (Object*)malloc(sizeof(Object));
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if (bullet == NULL)
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return;
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if (attacker == &player)
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if (attacker == &player)
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game.shots++;
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game.shots++;
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@ -60,7 +60,11 @@ void engine_init()
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engine.smx = 0;
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engine.smx = 0;
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engine.smy = 0;
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engine.smy = 0;
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engine.bulletHead = new Object;
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engine.bulletHead = (Object*)malloc(sizeof(Object));
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if (engine.bulletHead == NULL)
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{
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engine_error("Failed to allocate memory for bullet head.");
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}
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engine.bulletHead->next = NULL;
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engine.bulletHead->next = NULL;
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engine.bulletTail = engine.bulletHead;
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engine.bulletTail = engine.bulletHead;
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@ -154,6 +158,24 @@ void engine_showError(int errorId, const char *name)
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exit(1);
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exit(1);
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}
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}
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/*
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Show a warning. Used when non-fatal things go wrong.
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*/
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void engine_warn(const char *msg)
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{
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printf("WARNING: %s", msg);
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}
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/*
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Show an error and exit. Used for critical errors that should definitely
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never happen.
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*/
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void engine_error(const char *msg)
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{
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printf("ERROR: %s\nAborting", msg);
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exit(1);
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}
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/*
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/*
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This gets the user's home directory, then creates the config directory.
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This gets the user's home directory, then creates the config directory.
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*/
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*/
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@ -359,7 +381,7 @@ void engine_cleanup()
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SDL_FreeSurface(gfx_background);
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SDL_FreeSurface(gfx_background);
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audio_free();
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audio_free();
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engine_resetLists();
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engine_resetLists();
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delete(engine.bulletHead);
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free(engine.bulletHead);
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delete(engine.explosionHead);
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delete(engine.explosionHead);
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delete(engine.collectableHead);
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delete(engine.collectableHead);
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delete(screen_bufferHead);
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delete(screen_bufferHead);
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@ -108,6 +108,8 @@ extern Engine engine;
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void engine_init();
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void engine_init();
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void engine_showError(int errorId, const char *name);
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void engine_showError(int errorId, const char *name);
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void engine_warn(const char *msg);
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void engine_error(const char *msg);
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void engine_setupConfigDirectory();
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void engine_setupConfigDirectory();
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void engine_setMode();
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void engine_setMode();
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void engine_resetLists();
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void engine_resetLists();
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@ -935,7 +935,7 @@ static void game_doBullets()
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else
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else
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{
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{
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prevBullet->next = bullet->next;
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prevBullet->next = bullet->next;
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delete bullet;
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free(bullet);
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bullet = prevBullet;
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bullet = prevBullet;
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}
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}
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}
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}
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