Bonjour,
il m'est arrivé une chose assez étrange, j'ai codé un début de bomberman (pas joli à voir mais ça marché), il marché , je n'ai "normalement" pas touché au code et pourtant hier soir, veille du jour échéant, impossible de lancer le mode jeu

code utile:

header.h :
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/*
Header.h
-----
	Par Van Nevel
			Mathieu
 
*/
 
 
#ifndef DEF_HEADER
#define DEF_HEADER
 
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <FMOD/fmod.h>
 
 
 
 
/* Define de la fenêtre
*/
    #define WIDTH_TILE		51
	#define HEIGHT_TILE		51
    #define WINDOWS_WIDTH		1000
    #define WINDOWS_HEIGHT		800
	#define WINDOWS_BPP		   32
 
	typedef enum {false,true} bool;
	typedef enum{WHITE,RED,BLUE,GREEN,OR} Color;
    typedef  enum {UP, DOWN, LEFT, RIGHT}Direct;
	typedef enum {SOL,WALL,INDESTRUC_WALL}elements;
	typedef enum{VIDE,PLAYER,MONSTER_1,MONSTER_2,MONSTER_3,MONSTER_4,BOSS,BOMBE,FIRE} sprit;
 
 
	//Carte et Event
	typedef struct TypeCase{
	SDL_Rect box;
	bool isDestructible;
	bool isPassable;
	bool limitBombe;
	bool destruction;
	SDL_Rect positionTileSet;
	} TypeCas;
	typedef TypeCas *TypeCase;
 
	typedef struct
{
	char key[SDLK_LAST];
	int mousex,mousey;
	int mousexrel,mouseyrel;
	char mousebuttons[8];
    char quit;
} Input;
 
	//Sprites
	typedef struct b{
	SDL_Rect positionBombe;
	SDL_Rect positionCharset;
	SDL_Rect box;
	bool Sound;
	int ticksBombe, etapeBombe, timerBombe;		
	struct b *suiv;
	}Bomb;
	typedef Bomb* Bombe;
 
	typedef struct {
		int life;
		Direct direction;
		SDL_Rect box,positionPlayer;
		Bombe Bombe;
		Color Type;
		int BombeUp;
		int BombeBag;
		int SpeedUp;
		int Repulse;
		bool Damage,Reaction;
		SDL_Rect positionCharset;
	}player;
	typedef player *Player;
 
	typedef struct{
		int life,range,timerMove;
		Direct direction;
		SDL_Rect box;
		SDL_Rect positionMonster;
		bool Damage;
		SDL_Rect positionCharset;
	}monster;
	typedef monster *Monster;
 
	typedef struct{
		Player Players;
		Monster Monsters;
		Bombe Bombe;
	}Sprite;
 
 
typedef struct
{
	int nbTiles;
	int nbChar;
 
	TypeCase *TypeCase;	//first layer
	elements **map;
	Sprite *TypeSprites;	//second layer
	sprit **sprites;
 
 
	SDL_Surface **CharSet;
	SDL_Surface *TileSet;
	int nbTiles_width_world, nbTiles_height_world;
	int xscroll,yscroll;
	int width_screen_game,height_screen_game;
} Screen;
 
#include "Screen.h"
#include "Animations.h"
#include "Create_Map.h"
#include "Time.h"
#include "Game.h"
#include "Bombes.h"
#include "Collisions.h"
#include "Moves.h"
 
Screen* GameScreen;
animator playerMove[4];
#endif
game.c :
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/*
Game.c
-----
	Par Van Nevel
			Mathieu
 
		Fichier Principal du mode Aventure
 
*/
 
#include "Header.h"
 
/* Methode principale
*/
 
 
 
 
 
void AventureMode(SDL_Surface *screen,FMOD_SYSTEM *systeme)
{
 
	int timerJeu=SDL_GetTicks(), timerAnim=SDL_GetTicks(),i,j;
	bool LevelInProgress=true;
	Input in;
	Player player;
	FMOD_SOUND *musique_jeu = NULL;
	FMOD_RESULT resultat_accueil;
 
	animation playermove[4];
	Direct direction=DOWN;
	char Default[10]={0};
 
	FMOD_System_CreateSound(systeme, "musique_jeu.mp3",  FMOD_CREATESAMPLE|  FMOD_LOOP_NORMAL, 0, &musique_jeu);
	FMOD_System_PlaySound(systeme, FMOD_CHANNEL_FREE, musique_jeu, 0, NULL);
	FMOD_Sound_SetLoopCount(musique_jeu, 15);
 
 
	GameScreen=(Screen*)malloc(sizeof(Screen));
 
 
 
         //initialisation manuel pour test
	GameScreen->nbTiles=3;
	GameScreen->nbChar=2;
	GameScreen->nbTiles_height_world=50;
	GameScreen->nbTiles_width_world=50;
	GameScreen->height_screen_game=20*51;
	GameScreen->width_screen_game=20*51;
	GameScreen->xscroll=0;
	GameScreen->yscroll=0;
 
	GameScreen->CharSet=(SDL_Surface**)malloc(4*sizeof(SDL_Surface*));
 
	for(i=0;i<4;i++)
		GameScreen->CharSet[i]=(SDL_Surface*)malloc(sizeof(SDL_Surface));
 
	GameScreen->CharSet[0]=IMG_Load("images/CharSet_Bomberman.png");
	GameScreen->CharSet[1]=IMG_Load("images/bombe.png");
	GameScreen->CharSet[2]=IMG_Load("images/CharSet 01.bmp");
	GameScreen->CharSet[3]=IMG_Load("images/explosBombe.png");
	GameScreen->TileSet=IMG_Load("images/TileSet1.bmp");
 
 
	GameScreen->TypeSprites=(Sprite*)malloc(GameScreen->nbChar*sizeof(Sprite));
 
	GameScreen->TypeSprites[PLAYER].Players=(Player)malloc(sizeof(player));
 
	GameScreen->TypeSprites[PLAYER].Players->box.x=12*WIDTH_TILE;
	GameScreen->TypeSprites[PLAYER].Players->box.y=12*HEIGHT_TILE;
	GameScreen->TypeSprites[PLAYER].Players->box.w=30;
	GameScreen->TypeSprites[PLAYER].Players->box.h=30;
	GameScreen->TypeSprites[PLAYER].Players->positionPlayer.x=GameScreen->TypeSprites[PLAYER].Players->box.x-10;
	GameScreen->TypeSprites[PLAYER].Players->positionPlayer.y=GameScreen->TypeSprites[PLAYER].Players->box.y-56;
	GameScreen->TypeSprites[PLAYER].Players->life=1;
	GameScreen->TypeSprites[PLAYER].Players->positionCharset.x=0;
	GameScreen->TypeSprites[PLAYER].Players->positionCharset.y=0;
	GameScreen->TypeSprites[PLAYER].Players->positionCharset.w=49;
	GameScreen->TypeSprites[PLAYER].Players->positionCharset.h=86;
	GameScreen->TypeSprites[PLAYER].Players->direction=DOWN;
 
 
	GameScreen->TypeSprites[MONSTER_1].Monsters=(Monster)malloc(sizeof(monster));
 
	GameScreen->TypeSprites[MONSTER_1].Monsters->box.x=10*WIDTH_TILE;
	GameScreen->TypeSprites[MONSTER_1].Monsters->box.y=5*HEIGHT_TILE;
	GameScreen->TypeSprites[MONSTER_1].Monsters->box.w=30;
	GameScreen->TypeSprites[MONSTER_1].Monsters->box.h=30;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionMonster.x=GameScreen->TypeSprites[MONSTER_1].Monsters->box.x-10;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionMonster.y=GameScreen->TypeSprites[MONSTER_1].Monsters->box.y-56;
	GameScreen->TypeSprites[MONSTER_1].Monsters->life=1;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionCharset.x=0;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionCharset.y=0;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionCharset.w=49;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionCharset.h=86;
	GameScreen->TypeSprites[MONSTER_1].Monsters->timerMove=0;
 
	GameScreen->TypeSprites[MONSTER_2].Monsters=(Monster)malloc(sizeof(monster));
 
	GameScreen->TypeSprites[MONSTER_2].Monsters->box.x=4*WIDTH_TILE;
	GameScreen->TypeSprites[MONSTER_2].Monsters->box.y=8*HEIGHT_TILE;
	GameScreen->TypeSprites[MONSTER_2].Monsters->box.w=30;
	GameScreen->TypeSprites[MONSTER_2].Monsters->box.h=30;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionMonster.x=GameScreen->TypeSprites[MONSTER_1].Monsters->box.x-10;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionMonster.y=GameScreen->TypeSprites[MONSTER_1].Monsters->box.y-56;
	GameScreen->TypeSprites[MONSTER_2].Monsters->life=1;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionCharset.x=0;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionCharset.y=0;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionCharset.w=49;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionCharset.h=86;
	GameScreen->TypeSprites[MONSTER_2].Monsters->timerMove=0;
 
		GameScreen->map=(elements**)malloc(GameScreen->nbTiles_height_world*sizeof(elements*));
		GameScreen->sprites=(sprit**)malloc(GameScreen->nbTiles_height_world*sizeof(sprit*));
 
	for( i=0; i<GameScreen->nbTiles_height_world;i++){
		GameScreen->map[i]=(elements*)malloc(GameScreen->nbTiles_width_world*sizeof(elements));
		GameScreen->sprites[i]=(sprit*)malloc(GameScreen->nbTiles_width_world*sizeof(sprit));
 
		for( j=0; j<GameScreen->nbTiles_width_world; j++){
			GameScreen->map[i][j]=SOL;
			GameScreen->sprites[i][j]=VIDE;
		}}
 
 
	GameScreen->map[5][5]=WALL;
	GameScreen->map[7][7]=INDESTRUC_WALL;
	GameScreen->map[10][10]=WALL;
	GameScreen->map[6][6]=WALL;
 
	for(i=0;i<GameScreen->nbTiles_width_world;i++){
		GameScreen->map[0][i]=INDESTRUC_WALL;
		GameScreen->map[GameScreen->nbTiles_height_world-1][i]=INDESTRUC_WALL;
	}
 
	for(i=0;i<GameScreen->nbTiles_height_world;i++){
		GameScreen->map[i][0]=INDESTRUC_WALL;
		GameScreen->map[i][GameScreen->nbTiles_width_world-1]=INDESTRUC_WALL;
	}
 
	GameScreen->TypeCase=(TypeCase*)malloc((GameScreen->nbTiles)*sizeof(TypeCas));
 
 
	GameScreen->TypeCase[SOL]->positionTileSet.x=0;
	GameScreen->TypeCase[SOL]->positionTileSet.y=0;
	GameScreen->TypeCase[SOL]->positionTileSet.w=51;
	GameScreen->TypeCase[SOL]->positionTileSet.h=51;
	GameScreen->TypeCase[WALL]->positionTileSet.x=51;
	GameScreen->TypeCase[WALL]->positionTileSet.y=0;
	GameScreen->TypeCase[WALL]->positionTileSet.w=51;
	GameScreen->TypeCase[WALL]->positionTileSet.h=51;
	GameScreen->TypeCase[WALL]->isPassable=false;
	GameScreen->TypeCase[WALL]->box.w=51;
	GameScreen->TypeCase[WALL]->box.h=51;
	GameScreen->TypeCase[WALL]->limitBombe=true;
	GameScreen->TypeCase[WALL]->isDestructible=true;
	GameScreen->TypeCase[WALL]->destruction=false;
	GameScreen->TypeCase[INDESTRUC_WALL]->positionTileSet.x=102;
	GameScreen->TypeCase[INDESTRUC_WALL]->positionTileSet.y=0;
	GameScreen->TypeCase[INDESTRUC_WALL]->positionTileSet.w=51;
	GameScreen->TypeCase[INDESTRUC_WALL]->positionTileSet.h=51;
	GameScreen->TypeCase[INDESTRUC_WALL]->isPassable=false;
	GameScreen->TypeCase[INDESTRUC_WALL]->box.w=51;
	GameScreen->TypeCase[INDESTRUC_WALL]->box.h=51;
	GameScreen->TypeCase[INDESTRUC_WALL]->limitBombe=true;
	GameScreen->TypeCase[INDESTRUC_WALL]->isDestructible=false;
	GameScreen->TypeCase[INDESTRUC_WALL]->destruction=false;
 
	GameScreen->TypeSprites[PLAYER].Players->BombeBag=10;
	GameScreen->TypeSprites[PLAYER].Players->BombeUp=3;
	GameScreen->TypeSprites[PLAYER].Players->Type=WHITE;
	GameScreen->TypeSprites[PLAYER].Players->Bombe=NULL;
 
	SDL_SetColorKey(GameScreen->CharSet[2], SDL_SRCCOLORKEY, SDL_MapRGB(GameScreen->CharSet[2]->format, 0, 255, 0));
 
 
 
 
			//initialisation mouvement
	playermove[0]=loadAnim(Default,"playerUp.bin");
	playermove[1]=loadAnim(Default,"playerDown.bin");
	playermove[2]=loadAnim(Default,"playerLeft.bin");
	playermove[3]=loadAnim(Default,"playerRight.bin");
 
	for(i=0;i<4;i++){
	animator_init(&playerMove[i],&playermove[i]);
		for(j=0;j<3;j++){
	playerMove[i].anim->frames[j].image.w=49;
	playerMove[i].anim->frames[j].image.h=86;
	playerMove[i].anim->frames[j].delay=3;
		}
	}
 
	player=GameScreen->TypeSprites[PLAYER].Players;
 
	time_init();				//initialisation du timer
	memset(&in,0,sizeof(in));
 
	while(player->life>0 && monsterAlive()){
 
	/*Traitement des Evenements
	*/
		UpdateEvents(&in);
		if (in.key[SDLK_UP]){	// appui sur la touche haut
			PlayerMove(player,UP);
			direction=UP;
		}
 
		else if (in.key[SDLK_DOWN]){	// appui sur la touche bas
			PlayerMove(player,DOWN);
			direction=DOWN;
		}
 
		else if (in.key[SDLK_RIGHT]){	// appui sur la touche droite
			PlayerMove(player,RIGHT);
			direction=RIGHT;
		}
 
		else if (in.key[SDLK_LEFT]){	// appui sur la touche gauche
			PlayerMove(player,LEFT);
			direction=LEFT;
		}
 
			if(timerJeu-timerAnim>=100){
			updateAnimMovePlayer(direction,player,playerMove);
			timerAnim=timerJeu;
		}
 
 
		if (in.key[SDLK_SPACE]) // appui sur la touche espace
		{
			PutBombe(player);
		}
 
 
		for(i=0;i<2;i++)
			if(GameScreen->TypeSprites[MONSTER_1+i].Monsters->life>0)
				RandomMonsterMove(GameScreen->TypeSprites[MONSTER_1+i].Monsters,i+1);
 
 
		time_update();
		timerJeu=SDL_GetTicks();
 
 
		//FocusScrollCenter(GameScreen,&player->box);
		BlitMap(GameScreen,screen,systeme);
		SDL_Flip(screen);
		}
 
		FMOD_Sound_Release(musique_jeu);
	//UpdateLevel();
}
 
 
 
 
/* Methodes complementaires
*/
 
 
	//Fonction du multi evenements
void UpdateEvents(Input* in)
{
	SDL_Event event;
	while(SDL_PollEvent(&event))
	{
		switch (event.type)
		{
		case SDL_KEYDOWN:
			in->key[event.key.keysym.sym]=1;
			break;
		case SDL_KEYUP:
			in->key[event.key.keysym.sym]=0;
			break;
		case SDL_MOUSEMOTION:
			in->mousex=event.motion.x;
			in->mousey=event.motion.y;
			in->mousexrel=event.motion.xrel;
			in->mouseyrel=event.motion.yrel;
			break;
		case SDL_MOUSEBUTTONDOWN:
			in->mousebuttons[event.button.button]=1;
			break;
		case SDL_MOUSEBUTTONUP:
			in->mousebuttons[event.button.button]=0;
			break;
		case SDL_QUIT:
			in->quit = 1;
			break;
		default:
			break;
		}
	}
}
 
bool monsterAlive(){
	int i;
	for(i=0;i<2;i++)
		if(GameScreen->TypeSprites[MONSTER_1+i].Monsters->life>0)
			return true;
	return false;
}
 
animation loadAnim(char* charset,char *name_file){
	int i;
	animation anim;
 
	FILE *file=NULL;
	file=fopen(name_file,"rb");
 
	fread(charset,sizeof(char),10,file);
	fread(&anim.nbr_of_frames,sizeof(Uint16),1,file);
 
	anim.frames=(animation_frame*)malloc(anim.nbr_of_frames*sizeof(animation_frame));
	for(i=0;i<anim.nbr_of_frames;i++){
	fread(&anim.frames[i].delay,sizeof(anim.frames->delay),1,file);
	fread(&anim.frames[i].image,sizeof(anim.frames->image),1,file);
	}
 
	fclose(file);
 
	return anim;
}
 
void updateAnimMovePlayer(Direct direction,Player player, animator *playerMove){
 
	if(direction!=player->direction){
		animator_rewind(&playerMove[player->direction]);
		animator_play(&playerMove[direction]);
		player->direction=direction;
	}
	else
	animator_update(&playerMove[player->direction]);
	}
malloc.c (la partie où l'erreur est produite):
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void * __cdecl _malloc_base (size_t size)
{
    void *res = NULL;
 
    //  validate size
    if (size <= _HEAP_MAXREQ) {
        for (;;) {
 
            //  allocate memory block
            res = _heap_alloc(size); //ERREUR ICI (fin de la pile)
 
            //  if successful allocation, return pointer to memory
            //  if new handling turned off altogether, return NULL
 
            if (res != NULL)
            {
                break;
            }
            if (_newmode == 0)
            {
                errno = ENOMEM;
                break;
            }
 
            //  call installed new handler
            if (!_callnewh(size))
                break;
 
            //  new handler was successful -- try to allocate again
        }
    } else {
        _callnewh(size);
        errno = ENOMEM;
        return NULL;
    }
en regardant la pile, il se trouve que mon programme s'arrête à la ligne 34 de game.c soit GameScreen=(Screen*)malloc(sizeof(Screen)); et plus précisément à la ligne 89 de malloc.c (ligne citée si dessus), honnêtement j'ai passé tout mon temps depuis lors avec mes "collègues" mais cette erreur est toujours incompréhensible, quelqu'un aurait des connaissances sur malloc.c à me faire partager? car la j'aimerais bien comprendre oO
Merci d'avance ^^