The function previously conditionally freed a m_memblocks pointer if its
corresponding m_headers was valid. This makes me slightly worried about
the possibility that memory would be allocated, but the header would
still be marked as invalid.
I don't see how that could happen, but it's better to be safe than
sorry. SDL_free() does a guaranteed NULL pointer check (like most SDL
functions), so it's okay to pass NULL pointers to it.
Just to be sure, I'm also zeroing m_memblocks and m_headers after
freeing everything in the function.
The binary blob shouldn't return an index if it ends up being invalid.
That could cause a whole lot of issues if musicclass ends up parsing the
resulting struct.
With all that said, though, musicclass doesn't check the -1 sentinel
value anyway, even though it should, but that'll be fixed later.
Okay, so basically here's the include layout that this game now
consistently uses:
[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]
And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
I ran the game through cppcheck and it spat out a bunch of member
attributes that weren't being initialized. So I initialized them.
In the previous version of this commit, I added constructors to
GraphicsResources, otherlevelclass, labclass, warpclass, and finalclass,
but flibit says this changes the code flow enough that it's risky to
merge before 2.4, so I got rid of those constructors, too.
I don't know how no one realized that the for-loop to (poorly)
initialize m_headers was basically unnecessary, and that the memset()
should've just been used instead. Well, except it should also be
replaced with SDL_memset(), but that's besides the point.
Also, I decided to hardcode the 128 thing less, in case people want to
fork the source code and make a build where it's changed.