Solving a segfault with the xml

This commit is contained in:
Anonymus Raccoon
2020-05-01 19:38:10 +02:00
parent f97fba3b71
commit c08a526ad1
7 changed files with 33 additions and 5 deletions

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@@ -298,7 +298,7 @@ add_executable(my_rpg
include/components/attack_component.h
src/systems/combat_methods.c
src/combat/attacks.c
src/player_utilities.c include/player_utilities.h src/systems/inventory.c include/systems/inventory.h src/systems/game_over.c include/systems/game_over.h src/npc/mia.c lib/gamacon/src/scene/scene_constructor.c src/npc/fisherman.c)
src/player_utilities.c include/player_utilities.h src/systems/inventory.c include/systems/inventory.h src/systems/game_over.c include/systems/game_over.h src/npc/mia.c lib/gamacon/src/scene/scene_constructor.c src/npc/fisherman.c src/npc/lumberjack.c)
add_compile_options(-W -Wall -Wextra -Wshadow)

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@@ -43,7 +43,8 @@ SRC = src/main.c \
src/systems/inventory.c \
src/systems/game_over.c \
src/npc/mia.c \
src/npc/fisherman.c
src/npc/fisherman.c \
src/npc/lumberjack.c
OBJ = $(SRC:%.c=%.o)

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@@ -76,5 +76,8 @@ void fisherman_setup(gc_engine *engine);
bool fisherman_next(gc_engine *engine, gc_entity *entity, \
gc_vector2 pos, enum gc_mousekeys key);
bool lumberjack_yes(gc_engine *engine, gc_entity *entity, \
gc_vector2 pos, enum gc_mousekeys key);
void load_data(gc_scene *scene, const gc_data *datas);
extern const struct gc_data game_data[];

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@@ -53,7 +53,7 @@
<gc_entity id="50">
<transform_component>
<Size x="100" y="100" />
<Size x="100" y="100 />
</transform_component>
<map_linker x="0" y="0" />
<player_component />

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@@ -151,6 +151,7 @@
<sprite name="sage" src="assets/sprites/npc/sage.png" />
<sprite name="fisherman" src="assets/sprites/npc/fisherman.png" />
<sprite name="smith" src="assets/sprites/npc/smith.png" />
<sprite name="lumberjack" src="assets/sprites/npc/lumberjack.png" />
<enemies>
<enemy name="bee" src="prefabs/enemies/bee.gcprefab" spawn_rate="17%" />
@@ -360,6 +361,28 @@
</dialog_holder>
</gc_entity>
<gc_entity>
<transform_component>
<Position x="0" y="0" />
<Size x="70" y="90" />
</transform_component>
<renderer src="lumberjack">
<Rect height="32" width="24" top="64" left="24" />
</renderer>
<map_linker x="28" y="29" centered="true" />
<dialog_holder x="28" y="28" tile_texture="npc_interact">
<Lumberjack line="Hello my friend,\nyou must be thinking:" />
<Lumberjack line="'How can one man chop\nthat much wood?'" />
<Lumberjack line="Well, you're looking at the best\nlumberjack in the whole world." />
<Lumberjack line="You want me to teach you\neverything I know ?">
<input text="Yes" click="lumberjack_yes" />
<input text="Of course" click="lumberjack_yes" />
<input text="No" />
<input text="Bye" />
</Lumberjack>
</dialog_holder>
</gc_entity>
<gc_entity>
<transform_component>
<Position x="0" y="0" />

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@@ -58,8 +58,9 @@ const struct gc_data game_data[] = {
{"input", "mia_save", &mia_save, NULL},
{"input", "mia_fish", &mia_fish, NULL},
{"dialog_callback", "mia_setup", &mia_setup, NULL},
{"dialog_callback", "fisherman_setup", &fisherman_setup, NULL},
{"input", "fisherman_next", &fisherman_next, NULL},
{"dialog_callback", "fisherman_setup", &fisherman_setup, NULL},
{"input", "lumberjack_yes", &lumberjack_yes, NULL},
{NULL, NULL, NULL, NULL}
};