Bonjour, je souhaite libérer une allocation dynamique toute simple avec free, mais celle-ci échoue de manière incompréhensible, la valeur 3 est retournée par le programme.

Mon code :

main.h:

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#ifndef MAIN_H_INCLUDED
#define MAIN_H_INCLUDED
 
#include <SDL.h>
 
typedef unsigned char Sequence;
 
typedef struct
{
    char quit;
    char key[SDLK_LAST];
    int mousex, mousey;
    int mousexrel, mouseyrel;
    char mousebuttons[8];
}Input;
 
typedef struct
{
    int nbFrames, curentFrame;
    Sequence *SequenceTable;
}AnimationList;
 
typedef struct
{
    SDL_Rect *R;
    int interval, nbAnimations;
    AnimationList *List;
}Animation;
 
typedef struct
{
    SDL_Surface *charset;
    int width, height;
    int nbFramesCharsetX, nbFramesCharsetY;
    Animation Animations;
}Player;
 
#endif // MAIN_H_INCLUDED
main.c:

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#include <string.h>
#include <SDL_image.h>
#include "main.h"
 
SDL_Surface *InitSDL(int width, int height, const char WindowTitle[], const char IconFileName[])
{
    SDL_Surface *screen = NULL;
 
    if(SDL_Init(SDL_INIT_VIDEO) == -1)
    {
        fprintf(stderr, "%s", SDL_GetError());
        exit(-1);
    }
 
    if((screen = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE | SDL_DOUBLEBUF)) == NULL)
    {
        fprintf(stderr, "%s", SDL_GetError());
        exit(-1);
    }
 
    SDL_WM_SetCaption(WindowTitle, IconFileName);
 
    return screen;
}
 
void UpdateEvents(Input *in)
{
    SDL_Event event;
 
    in->mousebuttons[SDL_BUTTON_WHEELUP] = 0;
    in->mousebuttons[SDL_BUTTON_WHEELDOWN] = 0;
 
    while(SDL_PollEvent(&event))
    {
        switch(event.type)
        {
            case SDL_QUIT:
                in->quit = 1;
                break;
            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] = 0;
                break;
            case SDL_MOUSEBUTTONUP:
                if(event.button.button != SDL_BUTTON_WHEELUP && event.button.button != SDL_BUTTON_WHEELDOWN)
                    in->mousebuttons[event.button.button] = 0;
                break;
            default:
                break;
        }
    }
}
 
SDL_Surface *LoadAdaptedIMG(const char IMG_FileName[])
{
    SDL_Surface *IMG = NULL;
    SDL_Surface *IMG_Result = NULL;
 
    if((IMG = IMG_Load(IMG_FileName)) == NULL)
    {
        fprintf(stderr, "%s", IMG_GetError());
        exit(-1);
    }
 
    IMG_Result = SDL_DisplayFormat(IMG);
    SDL_FreeSurface(IMG);
 
    return IMG_Result;
}
 
void LoadCharset(Player *P, FILE *F)
{
    int i, j, nbFrame;
    char charsetName[32] = {0};
 
    fscanf(F, "%s", charsetName);
    P->charset = LoadAdaptedIMG(charsetName);
    fscanf(F, "%d %d", &P->nbFramesCharsetX, &P->nbFramesCharsetY);
    P->Animations.R = malloc(P->nbFramesCharsetX*P->nbFramesCharsetY*sizeof(SDL_Rect));
 
    P->width = P->charset->w / P->nbFramesCharsetX;
    P->height = P->charset->h / P->nbFramesCharsetY;
 
    for(j = 0, nbFrame = 0; j < P->nbFramesCharsetY; j++)
    {
        for(i = 0; i < P->nbFramesCharsetX; i++, nbFrame++)
        {
            P->Animations.R[nbFrame].x = i*P->width;
            P->Animations.R[nbFrame].y = j*P->height;
            P->Animations.R[nbFrame].w = P->width;
            P->Animations.R[nbFrame].h = P->height;
        }
    }
}
 
void GetAnimationInfo(Player *P, FILE *F)
{
    int i;
 
    fscanf(F, "%d %d", &P->Animations.nbAnimations, &P->Animations.interval);
    P->Animations.List = malloc(P->Animations.nbAnimations*sizeof(AnimationList));
    for(i = 0; i <= P->Animations.nbAnimations; i++)
        P->Animations.List[i].SequenceTable = malloc(P->Animations.nbAnimations*sizeof(Sequence));
}
 
void GetAnimationSequences(Player *P, FILE *F)
{
    int i, j;
    int curentAnim;
 
    for(j = 0; j < P->nbFramesCharsetY; j++)
    {
        for(i = 0; i < P->nbFramesCharsetX; i++)
        {
            fscanf(F, "%d", &curentAnim);
            if(curentAnim >= P->nbFramesCharsetX*P->nbFramesCharsetY)
            {
                fprintf(stderr, "Error animation number is out of limit : %d", curentAnim);
                exit(-1);
            }
            P->Animations.List[j].SequenceTable[i] = curentAnim;
 
            fprintf(stderr, "%d ", curentAnim);
        }
 
        fprintf(stderr, "\n");
    }
}
 
Player LoadPlayer(const char PlayerFileName[])
{
    FILE *F = NULL;
    Player P;
    char tag[32] = {0};
 
    if((F = fopen(PlayerFileName, "r")) == NULL)
    {
        fprintf(stderr, "Failled to open %s", PlayerFileName);
        exit(-1);
    }
 
    do
    {
        fscanf(F, "%s", tag);
        if(strstr(tag, "#charset_info"))
            LoadCharset(&P, F);
        if(strstr(tag, "#animation_info"))
            GetAnimationInfo(&P, F);
        if(strstr(tag, "#animation_sequences"))
            GetAnimationSequences(&P, F);
    }while(strstr(tag, "#end") != NULL);
 
    fclose(F);
 
    return P;
}
 
int main(int argc, char* argv[])
{
    int i;
    Input in;
    SDL_Surface *screen = InitSDL(640, 480, "Animation", NULL);
    Player P;
 
    P = LoadPlayer("anim.txt");
    memset(&in, 0, sizeof(in));
 
    SDL_SetColorKey(P.charset, SDL_SRCCOLORKEY, SDL_MapRGB(P.charset->format, 255, 0, 255));
 
    while(!in.quit && !in.key[SDLK_ESCAPE])
    {
        UpdateEvents(&in);
 
        SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 255, 255, 255));
        SDL_BlitSurface(P.charset, &P.Animations.R[0], screen, NULL);
 
        SDL_Flip(screen);
        SDL_Delay(5);
    }
 
    free(P.Animations.R);
    for(i = 0; i < P.Animations.nbAnimations; i++)
        free(P.Animations.List[i].SequenceTable);
    free(P.Animations.List);
 
    SDL_FreeSurface(P.charset);
    SDL_Quit();
 
    return 0;
}
L'erreur est à la ligne 195. L'allocation quand à elle se situe à la ligne 112. Je ne comprend vraiment pourquoi ça échoue. Sinon lorsque je fait free(&P.Animations.List), j'ai un warning : warning : attempt to free a non-heap object 'P'

Merci de votre aide