int main(int argc, char *argv[]) { srand(time(NULL)); generateMap(); printMap(); init(); while(TRUE){ if (enemies == NULL) { // win condition for (int i = 0; i < MAP_WIDTH*MAP_HEIGHT; ++i) unchanged[i] = FALSE; drawMapState(WIN_MAP); break; } if (!playerIsAlive) { for (int i = 0; i < MAP_WIDTH*MAP_HEIGHT; ++i) unchanged[i] = FALSE; drawMapState(GAME_OVER_MAP); break; } drawMapState(map); printMap(); pause(); } destroyFrameBuffer(); destroyGamepad(); }
void free_utterance(utterance_info *utt) /* ** To close data file pointers etc. */ { /* Destroy frame buffer */ ASSERT(utt); clear_ambient_estimation(utt->gen_utt.backchan, utt->gen_utt.dim); if (utt->gen_utt.frame) { destroyFrameBuffer(utt->gen_utt.frame); utt->gen_utt.frame = NULL; } return; }