for (act = 0; act < NUM_ACTIONS; act++)
{
- boolean act_remove = ((IS_DIGGABLE(i) && act == ACTION_DIGGING) ||
- (IS_SNAPPABLE(i) && act == ACTION_SNAPPING) ||
- (IS_COLLECTIBLE(i) && act == ACTION_COLLECTING));
+ boolean act_remove = (act == ACTION_DIGGING ||
+ act == ACTION_SNAPPING ||
+ act == ACTION_COLLECTING);
boolean act_turning = (act == ACTION_TURNING_FROM_LEFT ||
act == ACTION_TURNING_FROM_RIGHT ||
act == ACTION_TURNING_FROM_UP ||
GC copy_clipmask_gc = None;
#endif
- if (graphic_info != NULL)
- free(graphic_info);
+ checked_free(graphic_info);
graphic_info = checked_calloc(num_images * sizeof(struct GraphicInfo));
if (IS_SB_ELEMENT(i) && element_info[EL_SB_DEFAULT].sound[act] != -1)
default_action_sound = element_info[EL_SB_DEFAULT].sound[act];
+ /* !!! there's no such thing as a "default action sound" !!! */
+#if 0
/* look for element specific default sound (independent from action) */
if (element_info[i].sound[ACTION_DEFAULT] != -1)
default_action_sound = element_info[i].sound[ACTION_DEFAULT];
+#endif
/* no sound for this specific action -- use default action sound */
if (element_info[i].sound[act] == -1)
int num_sounds = getSoundListSize();
int i, j;
- if (sound_info != NULL)
- free(sound_info);
+ checked_free(sound_info);
sound_effect_properties = checked_calloc(num_sounds * sizeof(int));
sound_info = checked_calloc(num_sounds * sizeof(struct SoundInfo));
int num_music = getMusicListSize();
int i, j;
- if (music_info != NULL)
- free(music_info);
+ checked_free(music_info);
music_info = checked_calloc(num_music * sizeof(struct MusicInfo));
EL_SP_ELECTRON,
EL_BALLOON,
EL_SPRING,
+ EL_MAZE_RUNNER,
-1
};