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dev: allocated weapon on the heap
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parent
0b00f5608c
commit
4048f5d1e3
8 changed files with 68 additions and 45 deletions
32
src/main.c
32
src/main.c
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@ -6,7 +6,7 @@
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/07/17 14:14:30 by kcolin #+# #+# */
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/* Updated: 2025/09/17 16:20:34 by tchampio ### ########.fr */
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/* Updated: 2025/09/17 16:55:39 by tchampio ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -46,43 +46,43 @@ void handle_shooting(t_cub3d_data *data)
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{
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if (data->keypresses.is_space_pressed)
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{
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if (!data->player.weapon.is_auto)
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if (!data->player.weapon->is_auto)
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data->keypresses.is_space_pressed = false;
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if (data->last_since_shoot != 0 && data->player.weapon.is_auto)
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if (data->last_since_shoot != 0 && data->player.weapon->is_auto)
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{
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if (get_milliseconds() - data->last_since_shoot < 50000)
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return ;
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}
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if (data->player.weapon.clip <= 0 && data->player.weapon.remaining_ammos > 0)
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if (data->player.weapon->clip <= 0 && data->player.weapon->remaining_ammos > 0)
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{
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ft_printf("reloading\n");
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if (data->player.weapon.remaining_ammos < 8)
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if (data->player.weapon->remaining_ammos < 8)
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{
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data->player.weapon.clip = data->player.weapon.remaining_ammos;
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data->player.weapon.remaining_ammos = 0;
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data->player.weapon->clip = data->player.weapon->remaining_ammos;
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data->player.weapon->remaining_ammos = 0;
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}
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else
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{
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data->player.weapon.clip = 8;
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data->player.weapon.remaining_ammos -= 8;
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data->player.weapon->clip = 8;
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data->player.weapon->remaining_ammos -= 8;
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}
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}
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if (data->player.weapon.clip <= 0)
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if (data->player.weapon->clip <= 0)
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return ;
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data->player.weapon.is_shooting = true;
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data->player.weapon->is_shooting = true;
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data->last_since_shoot = get_milliseconds();
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data->player.weapon.clip--;
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data->player.weapon->clip--;
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if (data->player.aimed_zombie)
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{
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data->player.aimed_zombie->health -= 32;
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data->player.points += 10;
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ft_printf("Shooting %p, now at %d HP %d/%d\n", data->player.aimed_zombie,
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data->player.aimed_zombie->health, data->player.weapon.clip, data->player.weapon.remaining_ammos);
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data->player.aimed_zombie->health, data->player.weapon->clip, data->player.weapon->remaining_ammos);
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if (data->player.aimed_zombie->health <= 0)
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kill_zombie(data, data->player.aimed_zombie);
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}
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else
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ft_printf("Shoot! %d/%d\n", data->player.weapon.clip, data->player.weapon.remaining_ammos);
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ft_printf("Shoot! %d/%d\n", data->player.weapon->clip, data->player.weapon->remaining_ammos);
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}
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}
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@ -101,10 +101,10 @@ int game_loop(t_cub3d_data *data)
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raycaster(data, &ray);
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sprite_caster(data);
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create_hud(data);
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if (data->player.weapon.is_shooting)
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if (data->player.weapon->is_shooting)
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{
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if (get_milliseconds() - data->last_since_shoot > 7000)
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data->player.weapon.is_shooting = false;
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data->player.weapon->is_shooting = false;
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}
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matrix_to_image(data);
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mlx_put_image_to_window(data->mlx, data->mlx_win,
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