Finished C conversion! Hoorah!
Note: Autoconf files must be cleaned up and regenerated to ensure proper compilation.
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ed0cc2ec97
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@ -9,12 +9,11 @@
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AC_PREREQ([2.69])
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AC_PREREQ([2.69])
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AC_INIT([Project: Starfighter], [1.8-dev], [onpon4@riseup.net], [starfighter])
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AC_INIT([Project: Starfighter], [1.8-dev], [onpon4@riseup.net], [starfighter])
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AM_INIT_AUTOMAKE([foreign -Wall -Werror])
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AM_INIT_AUTOMAKE([foreign -Wall -Werror])
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AC_CONFIG_SRCDIR([src/Starfighter.cpp])
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AC_CONFIG_SRCDIR([src/Starfighter.c])
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AC_CONFIG_HEADERS([config.h])
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AC_CONFIG_HEADERS([config.h])
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PKG_PROG_PKG_CONFIG
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PKG_PROG_PKG_CONFIG
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# Checks for programs.
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# Checks for programs.
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AC_PROG_CXX
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AC_PROG_CC
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AC_PROG_CC
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AC_PROG_INSTALL
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AC_PROG_INSTALL
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@ -6,60 +6,61 @@
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bin_PROGRAMS = starfighter
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bin_PROGRAMS = starfighter
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starfighter_CPPFLAGS = $(STARFIGHTER_CFLAGS) -DDATADIR=\"$(pkgdatadir)\" -Wall
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starfighter_CPPFLAGS = $(STARFIGHTER_CFLAGS) -DDATADIR=\"$(pkgdatadir)\" -Wall
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starfighter_CXXFLAGS = $(SDL_CFLAGS)
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starfighter_CFLAGS = $(SDL_CFLAGS) -lm
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starfighter_LDADD = $(SDL_LIBS)
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starfighter_LDADD = $(SDL_LIBS)
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starfighter_SOURCES = \
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starfighter_SOURCES = \
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Starfighter.cpp \
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Starfighter.c \
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alien.cpp \
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alien.c \
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alien.h \
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alien.h \
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audio.cpp \
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audio.c \
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audio.h \
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audio.h \
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bullet.cpp \
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bullet.c \
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bullet.h \
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bullet.h \
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cargo.cpp \
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cargo.c \
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cargo.h \
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cargo.h \
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collectable.cpp \
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collectable.c \
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collectable.h \
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collectable.h \
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colors.cpp \
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colors.c \
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colors.h \
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colors.h \
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cutscene.cpp \
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cutscene.c \
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cutscene.h \
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cutscene.h \
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defs.c \
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defs.h \
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defs.h \
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engine.cpp \
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engine.c \
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engine.h \
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engine.h \
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event.cpp \
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event.c \
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event.h \
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event.h \
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explosion.cpp \
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explosion.c \
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explosion.h \
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explosion.h \
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game.cpp \
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game.c \
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game.h \
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game.h \
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gfx.cpp \
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gfx.c \
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gfx.h \
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gfx.h \
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info.cpp \
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info.c \
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info.h \
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info.h \
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intermission.cpp \
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intermission.c \
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intermission.h \
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intermission.h \
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mission.cpp \
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mission.c \
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mission.h \
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mission.h \
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player.cpp \
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player.c \
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player.h \
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player.h \
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radio.cpp \
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radio.c \
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radio.h \
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radio.h \
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renderer.cpp \
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renderer.c \
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renderer.h \
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renderer.h \
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save.cpp \
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save.c \
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save.h \
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save.h \
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screen.cpp \
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screen.c \
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screen.h \
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screen.h \
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ship.cpp \
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ship.c \
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ship.h \
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ship.h \
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shop.cpp \
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shop.c \
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shop.h \
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shop.h \
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structs.h \
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structs.h \
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title.cpp \
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title.c \
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title.h \
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title.h \
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weapons.cpp \
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weapons.c \
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weapons.h \
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weapons.h \
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window.cpp \
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window.c \
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window.h
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window.h
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@ -0,0 +1,26 @@
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/*
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Copyright (C) 2003 Parallel Realities
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Copyright (C) 2011, 2012 Guus Sliepen
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Copyright (C) 2012, 2015-2019 Julie Marchant <onpon4@riseup.net>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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const char * const systemNames[] = {"Spirit", "Eyananth", "Mordor", "Sol"};
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const char * const systemBackground[] = {
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"gfx/spirit.jpg", "gfx/eyananth.jpg", "gfx/mordor.jpg", "gfx/sol.jpg"
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};
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const int rate2reload[6] = {15, 15, 13, 11, 9, 7};
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@ -758,12 +758,10 @@ enum {
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DIFFICULTY_MAX
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DIFFICULTY_MAX
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};
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};
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const char * const systemNames[] = {"Spirit", "Eyananth", "Mordor", "Sol"};
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extern const char * const systemNames[];
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const char * const systemBackground[] = {
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extern const char * const systemBackground[];
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"gfx/spirit.jpg", "gfx/eyananth.jpg", "gfx/mordor.jpg", "gfx/sol.jpg"
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};
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const int rate2reload[6] = {15, 15, 13, 11, 9, 7};
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extern const int rate2reload[6];
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#endif
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#endif
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@ -639,8 +639,8 @@ static int intermission_showSystem(float pos, int selectable)
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gfx_drawCircle(screen->w / 2, h / 2, i, screen, darkGrey);
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gfx_drawCircle(screen->w / 2, h / 2, i, screen, darkGrey);
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r.x = int(screen->w / 2 + (sinf(pos) * i));
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r.x = (int)(screen->w / 2 + (sinf(pos) * i));
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r.y = int(h / 2 + (cosf(pos) * i));
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r.y = (int)(h / 2 + (cosf(pos) * i));
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r.w = h / 50;
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r.w = h / 50;
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r.h = h / 50;
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r.h = h / 50;
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