extern void remake_world(uint32_t seed)
{
free(world.log);
- world.log = NULL;
+ world.log = NULL; /* map_object_action.c's update_log() checks for this. */
world.seed = seed;
world.map_obj_count = 0;
world.score = 0;
free(world.map.cells);
- if (world.map_objs)
- {
- free_map_objects(world.map_objs);
- }
+ free_map_objects(world.map_objs);
world.last_update_turn = 0;
world.turn = 1;
init_map();