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I was trying to complile lander 2.5 but I get the following error. I don\'t know

ID: 3654880 • Letter: I

Question

I was trying to complile lander 2.5 but I get the following error. I don't know what to do. Can somebody explain me how to fix it. I am using codeblocks and DUMB library for music. Thanks


THIS IS JUST PART OF THE CODE. I THINK THE ERROR IS THERE( Chegg is not letting post full code)

int main (int argc, char *argv[])

{

allegro_init();

atexit (&dumb_exit);

dumb_register_stdfiles ();

install_keyboard();

install_mouse();

install_sound(DIGI_AUTODETECT, MIDI_NONE, NULL);


// Determine what sort of screen we're displaying this on

get_video_info();



// Read configuration file

//set_config_file("lander.ini");

//int fullscreen = get_config_int("window","fullscreen",FALSE);


// load the config settings

config = new Configuration();

config_backup = config;

Logfile::log("config is at address 0x%x. ", config);


config->setFullscreen(setup_screen(config->isFullscreen()?TRUE:FALSE));


set_window_title("Lander! v" VERSION_STRING);

//set_close_button_callback


Logfile::log("Initializing DUMB. ");

atexit(&dumb_exit);

dumb_register_dat_s3m_quick(DUMB_DAT_S3M);



// Load data file -- I finally got rid of that dumb password

packfile_password(NULL);

data_idx = create_datafile_index("lander.dat");

if(!data_idx)

{

allegro_exit();

allegro_message("Error loading datafile! Please reinstall the software.");

exit(1);

}


set_color_conversion(COLORCONV_EXPAND_256 | COLORCONV_KEEP_TRANS);




// Is there a better way to load data files without having to manually

// convert all 8-bit bitmaps? I suppose not, as we need to know the palettes.

//

// Then again, if I loaded it into memory as an 8-bit image and applied the

// palette at drawing time, it would save memory. But it requires extra

// processing. Hmmm.


// Level backgrounds

int i;

for(i=0; i<9; i++) {

data[P_1 + i] = load_datafile_object_indexed(data_idx, P_1 + i);

set_palette((RGB*)data[P_1 + i]->dat);

data[B_BG_1 + i] = load_datafile_object_indexed(data_idx, B_BG_1 + i);

}


// Company logo

data[P_COMPANY_LOGO] = load_datafile_object_indexed(data_idx, P_COMPANY_LOGO);

set_palette((RGB*)data[P_COMPANY_LOGO]->dat);

data[B_COMPANY_LOGO] = load_datafile_object_indexed(data_idx, B_COMPANY_LOGO);



// Standard palette bitmaps

data[P_STD] = load_datafile_object_indexed(data_idx, P_STD);

set_palette((RGB*)data[P_STD]->dat);

data[B_ADVANCE] = load_datafile_object_indexed(data_idx, B_ADVANCE);

data[B_ARROW] = load_datafile_object_indexed(data_idx, B_ARROW);

data[B_LANDER] = load_datafile_object_indexed(data_idx, B_LANDER);


// Titlescreen

data[P_TITLESCREEN] = load_datafile_object_indexed(data_idx, P_TITLESCREEN);


set_palette_range((RGB*)data[P_TITLESCREEN]->dat,0,223,TRUE);

data[B_TITLE_LANDER] = load_datafile_object_indexed(data_idx, B_TITLE_LANDER);


set_palette((RGB*)data[P_TITLESCREEN]->dat);

data[B_TITLESCREEN] = load_datafile_object_indexed(data_idx, B_TITLESCREEN);


// Brand

data[P_BRAND] = load_datafile_object_indexed(data_idx, P_BRAND);

set_palette((RGB*)data[P_BRAND]->dat);

data[B_BRAND] = load_datafile_object_indexed(data_idx, B_BRAND);


// Labels

data[P_LABEL] = load_datafile_object_indexed(data_idx, P_LABEL);

set_palette((RGB*)data[P_LABEL]->dat);

data[B_LABEL2] = load_datafile_object_indexed(data_idx, B_LABEL2);

data[B_LABEL5] = load_datafile_object_indexed(data_idx, B_LABEL5);

data[B_LABEL10] = load_datafile_object_indexed(data_idx, B_LABEL10);


// The fonts and extra stuff

data[F_HUGE_0] = load_datafile_object_indexed(data_idx, F_HUGE_0);

data[F_SMALL_0] = load_datafile_object_indexed(data_idx, F_SMALL_0);

data[P_FLAMES] = load_datafile_object_indexed(data_idx, P_FLAMES);



// Load all samples

data[S_ROCKET] = load_datafile_object_indexed(data_idx, S_ROCKET);

data[S_SCORE] = load_datafile_object_indexed(data_idx, S_SCORE);

data[S_CRASH] = load_datafile_object_indexed(data_idx, S_CRASH);



// Once upon a time I thought it was a good idea to keep the entire

// game loop in a constructor. Dumb idea in hindsight.

TheGame *game = new TheGame(0);

if(game) delete game;


Logfile::log("config points to: 0x%x. ", config);

if(config) {

delete config;

config = 0;

}

flush_config_file();


for(i=0; i<NUM_DATA_ELEMENTS; i++) if(data[i]) unload_datafile_object(data[i]);


return 0;

}

END_OF_MAIN();

Explanation / Answer

such a complex question,difficult to solve

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