Memory leaks and left over debug prints
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@ -156,7 +156,6 @@ end
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-- Begin script
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-- Begin script
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local enemies = {}
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local enemies = {}
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print("Current level: " .. CURRENT_LEVEL)
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if(CURRENT_LEVEL > 0 and CURRENT_LEVEL < 10) then
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if(CURRENT_LEVEL > 0 and CURRENT_LEVEL < 10) then
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if (CURRENT_LEVEL == 1) then
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if (CURRENT_LEVEL == 1) then
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enemies = concat(enemies, pests)
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enemies = concat(enemies, pests)
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@ -171,8 +170,6 @@ if(CURRENT_LEVEL > 0 and CURRENT_LEVEL < 10) then
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end
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end
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end
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end
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print("Enemies: " .. #enemies)
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function module.add_monster_to_room(map, roomx, roomy)
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function module.add_monster_to_room(map, roomx, roomy)
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local count = random(3)
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local count = random(3)
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for i=0,count do
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for i=0,count do
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@ -367,6 +367,9 @@ gui_destroy(Gui *gui)
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while (gui->xp_bar != NULL)
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while (gui->xp_bar != NULL)
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sprite_destroy(linkedlist_pop(&gui->xp_bar));
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sprite_destroy(linkedlist_pop(&gui->xp_bar));
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for (int i = 0; i < LOG_LINES_COUNT; ++i)
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texture_destroy(gui->log_lines[i]);
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ht_destroy_custom(gui->textures, (void (*)(void*)) &texture_destroy);
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ht_destroy_custom(gui->textures, (void (*)(void*)) &texture_destroy);
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free(gui);
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free(gui);
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}
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}
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@ -126,7 +126,7 @@ ht_destroy(Hashtable *table)
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}
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}
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void
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void
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ht_destroy_custom(Hashtable *table, void (*destroy_value)(void *value))
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ht_destroy_custom(Hashtable *table, void (*destroy_value)(void *))
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{
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{
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Entry *entry, *next;
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Entry *entry, *next;
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unsigned int i;
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unsigned int i;
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@ -31,6 +31,7 @@ load_texture(const char *path)
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t = texture_create();
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t = texture_create();
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texture_load_from_file(t, path, builder->renderer);
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texture_load_from_file(t, path, builder->renderer);
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t->dim = (Dimension) { 32, 32 };
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t->dim = (Dimension) { 32, 32 };
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ht_set(builder->textures, path, t);
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}
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}
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return t;
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return t;
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}
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}
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@ -181,6 +182,6 @@ item_builder_build_sack(void)
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void
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void
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item_builder_close(void)
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item_builder_close(void)
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{
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{
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ht_destroy_custom(builder->textures, (void (*)(void*)) &texture_destroy);
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ht_destroy_custom(builder->textures, (void (*)(void*)) texture_destroy);
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free(builder);
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free(builder);
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}
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}
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@ -214,11 +214,11 @@ run_game(void)
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roommatrix_build_lightmap(gRoomMatrix);
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roommatrix_build_lightmap(gRoomMatrix);
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if (player_max_hp != gPlayer->stats.maxhp) {
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if (player_max_hp != (unsigned int) gPlayer->stats.maxhp) {
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gui_set_max_health(gGui, gPlayer->stats.maxhp, gRenderer);
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gui_set_max_health(gGui, gPlayer->stats.maxhp, gRenderer);
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player_max_hp = gPlayer->stats.maxhp;
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player_max_hp = gPlayer->stats.maxhp;
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}
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}
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if (player_current_hp != gPlayer->stats.hp) {
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if (player_current_hp != (unsigned int) gPlayer->stats.hp) {
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gui_set_current_health(gGui, gPlayer->stats.hp);
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gui_set_current_health(gGui, gPlayer->stats.hp);
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player_current_hp = gPlayer->stats.hp;
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player_current_hp = gPlayer->stats.hp;
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}
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}
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@ -28,7 +28,7 @@ player_levelup(Player *player)
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player->stats.maxhp = 72;
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player->stats.maxhp = 72;
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}
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}
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unsigned int
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static unsigned int
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next_level_threshold(unsigned int current_level)
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next_level_threshold(unsigned int current_level)
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{
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{
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return (current_level * 50) + ((current_level > 0 ? current_level - 1 : 0) * 150);
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return (current_level * 50) + ((current_level > 0 ? current_level - 1 : 0) * 150);
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@ -8,7 +8,13 @@
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RoomMatrix* roommatrix_create()
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RoomMatrix* roommatrix_create()
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{
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{
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int i, j;
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RoomMatrix *m = ec_malloc(sizeof(RoomMatrix));
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RoomMatrix *m = ec_malloc(sizeof(RoomMatrix));
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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m->spaces[i][j].items = NULL;
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}
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}
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roommatrix_reset(m);
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roommatrix_reset(m);
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return m;
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return m;
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}
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}
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@ -179,16 +185,19 @@ roommatrix_render_lightmap(RoomMatrix *matrix, Camera *cam)
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void roommatrix_reset(RoomMatrix *m)
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void roommatrix_reset(RoomMatrix *m)
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{
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{
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RoomSpace *space;
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int i, j;
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int i, j;
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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m->spaces[i][j].occupied = false;
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space = &m->spaces[i][j];
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m->spaces[i][j].lightsource = false;
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space->occupied = false;
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m->spaces[i][j].light = 0;
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space->lightsource = false;
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m->spaces[i][j].monster = NULL;
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space->light = 0;
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m->spaces[i][j].items = NULL;
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space->monster = NULL;
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m->spaces[i][j].player = NULL;
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space->player = NULL;
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while (space->items != NULL)
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linkedlist_pop(&space->items);
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}
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}
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}
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}
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m->roomPos = (Position) { 0, 0 };
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m->roomPos = (Position) { 0, 0 };
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