Réparationement des problèmes de mémoire

This commit is contained in:
attilavs2 2025-04-19 00:02:03 +02:00
parent c8c7fb1b52
commit ab44eac4ee
12 changed files with 133 additions and 13 deletions

1
.gitignore vendored Normal file → Executable file
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@ -8,3 +8,4 @@ raylib/
*.tiled-session *.tiled-session
map/maps_out.c map/maps_out.c
map/converter map/converter
log.txt

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@ -3,7 +3,7 @@
OUTNAME = mtycoon OUTNAME = mtycoon
CFLAGS = -O2 -Wall -Wextra -g -I./raylib/include -I./lua/include -pipe CFLAGS = -O0 -Wall -Wextra -g -I./raylib/include -I./lua/include -pipe
CC = gcc CC = gcc

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@ -2,7 +2,11 @@
#define VERSION_MAJ 0 #define VERSION_MAJ 0
#define VERSION_MIN 1 #define VERSION_MIN 1
#define VERSION_PATCH 3 #define VERSION_PATCH 4
#define DEBUG 1
#define LOG_PATH "log.txt"
// Set in ui.c // Set in ui.c
extern char *VERSION_STR; extern char *VERSION_STR;

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@ -39,17 +39,23 @@ Image tile_index[TILE_N];
extern GUIInfo gui_info; extern GUIInfo gui_info;
int init_draw(){ int init_draw(){
char tmpbuf[4096];
InitWindow(1280, 720, "Mineur Tycoon"); InitWindow(1280, 720, "Mineur Tycoon");
SetTargetFPS(60); SetTargetFPS(60);
char *cwd = GetApplicationDirectory();
puts(cwd);
for(int i = 0; i < TEX_N; i++){ for(int i = 0; i < TEX_N; i++){
tex_index[i] = LoadTexture(tex_files[i]); snprintf(tmpbuf, 4096, "%s%s", cwd, tex_files[i]);
tex_index[i] = LoadTexture(tmpbuf);
GenTextureMipmaps(&tex_index[i]); GenTextureMipmaps(&tex_index[i]);
} }
for(int i = 0; i < TILE_N; i++){ for(int i = 0; i < TILE_N; i++){
tile_index[i] = LoadImage(tile_files[i]); snprintf(tmpbuf, 4096, "%s%s", cwd, tile_files[i]);
tile_index[i] = LoadImage(tmpbuf);
ImageFormat(&tile_index[i], 4); ImageFormat(&tile_index[i], 4);
} }

20
src/game.c Normal file → Executable file
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@ -8,6 +8,7 @@
#include <raylib.h> #include <raylib.h>
#include <raymath.h> #include <raymath.h>
#include "config.h"
#include "types.h" #include "types.h"
#include "map.h" #include "map.h"
#include "game.h" #include "game.h"
@ -19,6 +20,16 @@ MachineDef machine_dict[] = {
{{{0,0},{32,0},{0,32},{32,32}}, {R_Coal, R_Iron}, 2, R_Steel, 0}, // MT_Furnace {{{0,0},{32,0},{0,32},{32,32}}, {R_Coal, R_Iron}, 2, R_Steel, 0}, // MT_Furnace
}; };
char *worker_names[] = {
"Bob",
"Jill",
"Frank",
"Michel",
"Sophie"
};
_Static_assert(sizeof(worker_names)/sizeof(void*) >= WORKER_NAMES);
int init_machines(Machines *machines){ int init_machines(Machines *machines){
machines->machine_n = 0; machines->machine_n = 0;
machines->machine_id = 0; machines->machine_id = 0;
@ -64,18 +75,26 @@ int init_game(Game *game){
for(int j = 0; j < 16; j++){ for(int j = 0; j < 16; j++){
Machine *coal_mine = add_machine(&game->machines, (V2d){k*250+40,j*400+40}); Machine *coal_mine = add_machine(&game->machines, (V2d){k*250+40,j*400+40});
coal_mine->type = MT_CoalMine; coal_mine->type = MT_CoalMine;
int coal_id = coal_mine->id;
Machine *iron_mine = add_machine(&game->machines, (V2d){k*250+40,j*400+240}); Machine *iron_mine = add_machine(&game->machines, (V2d){k*250+40,j*400+240});
iron_mine->type = MT_IronMine; iron_mine->type = MT_IronMine;
int iron_id = iron_mine->id;
Machine *furnace = add_machine(&game->machines, (V2d){k*250+140,j*400+140}); Machine *furnace = add_machine(&game->machines, (V2d){k*250+140,j*400+140});
furnace->type = MT_Furnace; furnace->type = MT_Furnace;
// The adresses may have changed
coal_mine = get_machine_from_id(&game->machines, coal_id);
iron_mine = get_machine_from_id(&game->machines, coal_id);
for(int i = 0; i < 10; i++) for(int i = 0; i < 10; i++)
add_worker(&game->workers, (V2d){.x=k*250+100,.y=j*400}); add_worker(&game->workers, (V2d){.x=k*250+100,.y=j*400});
for(int i = 0; i < 4; i++) for(int i = 0; i < 4; i++)
assign_worker_machine(coal_mine, &game->workers.worker_stack[c_worker++]); assign_worker_machine(coal_mine, &game->workers.worker_stack[c_worker++]);
for(int i = 4; i < 8; i++) for(int i = 4; i < 8; i++)
assign_worker_machine(iron_mine, &game->workers.worker_stack[c_worker++]); assign_worker_machine(iron_mine, &game->workers.worker_stack[c_worker++]);
game->workers.worker_stack[c_worker].satisf = rand() & 63;
assign_worker_fetch(iron_mine, furnace, &game->workers.worker_stack[c_worker++]); assign_worker_fetch(iron_mine, furnace, &game->workers.worker_stack[c_worker++]);
game->workers.worker_stack[c_worker].satisf = rand() & 63;
assign_worker_fetch(coal_mine, furnace, &game->workers.worker_stack[c_worker++]); assign_worker_fetch(coal_mine, furnace, &game->workers.worker_stack[c_worker++]);
if(!(furnace->id%1000)) if(!(furnace->id%1000))
printf("%d\n",furnace->id); printf("%d\n",furnace->id);
@ -113,6 +132,7 @@ Worker *add_worker(Workers *workers, V2d pos){
Worker *work = &workers->worker_stack[workers->worker_n++]; Worker *work = &workers->worker_stack[workers->worker_n++];
work->pos = pos; work->pos = pos;
work->name = rand()%WORKER_NAMES;
work->ai = (AiInternal){S_Idle, 0, 0, 0, MACH_NULL, MACH_NULL, {.x=0,.y=0}}; work->ai = (AiInternal){S_Idle, 0, 0, 0, MACH_NULL, MACH_NULL, {.x=0,.y=0}};
return work; return work;

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@ -20,7 +20,10 @@
#define TPS_TIME (1.0/TPS) #define TPS_TIME (1.0/TPS)
#define WORKER_NAMES 5
extern MachineDef machine_dict[]; extern MachineDef machine_dict[];
extern char *worker_names[];
int init_game(Game *game); int init_game(Game *game);

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@ -305,11 +305,17 @@ void lua_mt_init(lua_State *L){
} }
void script_init(Game *game){ void script_init(Game *game){
char tmpbuf[4096];
gl_game = game; gl_game = game;
FilePathList scripts = LoadDirectoryFilesEx("script",".lua",true);
char *cwd = GetApplicationDirectory();
snprintf(tmpbuf, 4096, "%sscript", cwd);
FilePathList scripts = LoadDirectoryFilesEx(tmpbuf,".lua",true);
lstate_n = scripts.count; lstate_n = scripts.count;
lstates = malloc(sizeof(void*)*lstate_n); lstates = malloc(sizeof(void*)*lstate_n);
if(!lstates){ if(!lstates){
puts("Fail 318");
return; return;
} }
for(int i = 0; i < scripts.count; i++){ for(int i = 0; i < scripts.count; i++){
@ -320,7 +326,9 @@ void script_init(Game *game){
int ret = luaL_dofile(lstates[i], scripts.paths[i]); int ret = luaL_dofile(lstates[i], scripts.paths[i]);
if(ret) if(ret)
puts(lua_tostring(lstates[i], -1)); puts(lua_tostring(lstates[i], -1));
MemFree(scripts.paths[i]);
} }
MemFree(scripts.paths);
} }
void script_clean(){ void script_clean(){

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@ -7,6 +7,7 @@
#include <raylib.h> #include <raylib.h>
#include <raymath.h> #include <raymath.h>
#include "config.h"
#include "types.h" #include "types.h"
#include "game.h" #include "game.h"
#include "map.h" #include "map.h"
@ -22,11 +23,45 @@
* map : * map :
* - Textures : ~ * - Textures : ~
* - Affichage : * - Affichage :
* - convertisseur :
*/ */
#if DEBUG
FILE *log_file;
char *log_levels[] = {
"???",
"TRACE",
"DEBUG",
"INFO",
"WARNING",
"ERROR",
"FATAL",
"!!!"
};
void log_callback(int logLevel, const char *text, va_list args){
char tmpbuf[1024*16];
snprintf(tmpbuf, 1024*16, "%s : %s\n", log_levels[logLevel], text);
vfprintf(log_file, tmpbuf, args);
}
int init_log_file(){
char tmpbuf[4096];
snprintf(tmpbuf, 4096, "%s%s", GetApplicationDirectory(), LOG_PATH);
log_file = fopen(tmpbuf, "w");
if(!log_file)
return 1;
SetTraceLogCallback(log_callback);
return 0;
}
#endif
int init(Game *game){ int init(Game *game){
int err = init_draw(); int err;
#if DEBUG
err = init_log_file();
#endif
err |= init_draw();
err |= init_game(game); err |= init_game(game);
init_ui(); init_ui();
script_init(game); script_init(game);

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@ -21,6 +21,8 @@ int generate_coll(Game *game, int mapn){
memcpy(lmap->coll, map->layers[1], map->width*map->height); memcpy(lmap->coll, map->layers[1], map->width*map->height);
for(int i = 0; i < mach->machine_n; i++){ for(int i = 0; i < mach->machine_n; i++){
V2d pos = mach->machine_stack[i].pos; V2d pos = mach->machine_stack[i].pos;
pos.x /= 32;
pos.y /= 32;
lmap->coll[(int)(pos.y * lmap->width + pos.x)] = 1; lmap->coll[(int)(pos.y * lmap->width + pos.x)] = 1;
lmap->coll[(int)(pos.y * lmap->width + pos.x+1)] = 1; lmap->coll[(int)(pos.y * lmap->width + pos.x+1)] = 1;
lmap->coll[(int)((pos.y+1) * lmap->width + pos.x)] = 1; lmap->coll[(int)((pos.y+1) * lmap->width + pos.x)] = 1;
@ -35,7 +37,7 @@ int load_map(Game *game, int mapn){
nmap->maptex = mkmap_tex(map); nmap->maptex = mkmap_tex(map);
nmap->width = map->width; nmap->width = map->width;
nmap->height = map->height; nmap->height = map->height;
nmap->coll = realloc(nmap->coll, map->width*map->height); nmap->coll = malloc(map->width*map->height);
if(!nmap->coll) if(!nmap->coll)
return 1; return 1;
if(generate_coll(game, mapn)) if(generate_coll(game, mapn))

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@ -60,7 +60,8 @@ typedef struct {
uint assign_n : 2; // To offset on machines uint assign_n : 2; // To offset on machines
uint satisf : 6; uint satisf : 6;
uint8_t fatigue; uint8_t fatigue;
uint8_t __padding[3]; uint8_t name;
uint8_t __padding[2];
} Worker; } Worker;

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@ -27,6 +27,20 @@ void draw_text_centered(char *str, int y, int font_size, Color color){
DrawText(str, 640-width/2, y, font_size, color); DrawText(str, 640-width/2, y, font_size, color);
} }
void draw_print(int x, int y, int font_size, Color color, char *fmt, ...){
char tmpbuf[2048];
va_list vlist;
va_start(vlist, fmt);
vsnprintf(tmpbuf, 2048, fmt, vlist);
va_end(vlist);
DrawText(tmpbuf, x, y, font_size, color);
}
void draw_buttons(Widget *widget){ void draw_buttons(Widget *widget){
for(int i = 0; i < widget->button_n; i++){ for(int i = 0; i < widget->button_n; i++){
Button *butt = &widget->buttons[i]; Button *butt = &widget->buttons[i];
@ -188,6 +202,16 @@ Widget pause_menu = {
void worker_widget_draw(Widget *widget, Game *game){ void worker_widget_draw(Widget *widget, Game *game){
DrawRectangleRounded(widget->box, 0.1, 3, color_main_brown); DrawRectangleRounded(widget->box, 0.1, 3, color_main_brown);
draw_buttons(widget);
Worker *work = gui_info.widg_target;
draw_print(205, 100, 17, BLACK, "Name : %s", worker_names[work->name]);
draw_print(205, 120, 17, BLACK, "Traits : TODO");
draw_print(205, 140, 17, BLACK, "Satisfaction : %.0f%%",
(float)work->satisf/64.0f*100.0f);
draw_print(205, 160, 17, BLACK, "Fatigue : %.0f%%",
(float)work->fatigue/256.0f*100.0f);
} }
void worker_widget_do_event(Widget *widget, Game *game, MTEvent event){ void worker_widget_do_event(Widget *widget, Game *game, MTEvent event){
@ -196,14 +220,27 @@ void worker_widget_do_event(Widget *widget, Game *game, MTEvent event){
} }
Widget worker_widget = { Widget worker_widget = {
.box = {.x = 40, .y = 40, .width = 300, .height = 600}, .box = {.x = 40, .y = 40, .width = 350, .height = 600},
.draw = worker_widget_draw, .draw = worker_widget_draw,
.do_event = worker_widget_do_event, .do_event = worker_widget_do_event,
.capt_flags = CF_Mouse, .capt_flags = CF_Mouse,
.buttons = { .buttons = {
{.box = {350,50,30,30},
.color_0 = RED,
.color_1 = BLACK,
.color_txt = BLACK,
.txt = "X",
.handler = NULL
}, },
.button_n = 0 {.box = {55,90,140,140},
.color_0 = GRAY,
.color_1 = BLACK,
.color_txt = WHITE,
.txt = "",
.handler = NULL
},
},
.button_n = 2
}; };
Widget machine_widget = { Widget machine_widget = {
@ -306,6 +343,7 @@ void try_interface(Game *game, V2d pos){
printf("found worker\n"); printf("found worker\n");
gui_info.widget_active[2] = true; gui_info.widget_active[2] = true;
gui_info.widg_target = work;
return; return;
} }

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@ -72,6 +72,8 @@ typedef struct {
Widget *widgets[WIDGET_N]; Widget *widgets[WIDGET_N];
bool widget_active[WIDGET_N]; bool widget_active[WIDGET_N];
void *widg_target;
float *zoom; float *zoom;
} GUIInfo; } GUIInfo;