game->boardPieces = swAlloc(sizeof(ThingHandle*) * row * column);
Like this instead: game->boardPieces = swAlloc(sizeof *game->boardPieces * row * column);
It's not 100% better, but it cuts out a few tokens which helps readability and moves the significant asterix further left where I think it's easier to spot. for (i = 0; i < 10; i++, nuke_count++)
But the references to it in the text, and updated versions in the patches, show it as just for (;;)
That was confusing me a bit.