Added memorybook to parsing and cleaned most of the files
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@@ -1,15 +1,25 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* keyhook.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: pblagoje <marvin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2022/05/04 13:45:52 by pblagoje #+# #+# */
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/* Updated: 2022/05/04 13:47:13 by pblagoje ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "cube3d.h"
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// temp, to map all the keys on linux and mac
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static int print_keycode(int keycode, t_plr *plr)
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{
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ft_putnbr_fd(keycode, 1);
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ft_putchar_fd(' ', 1);
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ft_putnbr_fd(plr->rot, 1);
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ft_putchar_fd('\n', 1);
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return(0);
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}
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// temp end
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static int print_keycode(int keycode, t_plr *plr)
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{
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ft_putnbr_fd(keycode, 1);
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ft_putchar_fd(' ', 1);
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ft_putnbr_fd(plr->rot, 1);
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ft_putchar_fd('\n', 1);
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return (0);
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}
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int hook_action(t_game *game)
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{
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@@ -30,40 +40,16 @@ int hook_action(t_game *game)
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plr_turn_left(&(game->plr));
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if (is_turn_right(game->k_hook, &is_action))
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plr_turn_right(&(game->plr));
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// tmp draw map
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// // ray
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// if (!ft_arrint(game->k_hook, 65364, MAX_NB_KEY))
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// {
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// if (game->ray_highlight <= SCREEN_WIDTH)
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// game->ray_highlight++;
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// else
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// game->ray_highlight = -1;
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// is_action = 1;
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// }
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// if (!ft_arrint(game->k_hook, 65362, MAX_NB_KEY))
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// {
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// if (game->ray_highlight >= 0)
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// game->ray_highlight--;
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// else
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// game->ray_highlight = SCREEN_WIDTH;
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// is_action = 1;
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// }
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// tmp end
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if (is_action)
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draw(game);
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return(0);
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return (0);
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}
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int keypress(int keycode, t_game *game)
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int keypress(int keycode, t_game *game)
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{
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unsigned i;
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// temp
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print_keycode(keycode, &game->plr);
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// temp end
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print_keycode(keycode, &game->plr);
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i = 0;
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while (i < MAX_NB_KEY && game->k_hook[i] != 0 && game->k_hook[i] != keycode)
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i++;
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@@ -71,11 +57,10 @@ int keypress(int keycode, t_game *game)
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game->k_hook[i] = 0;
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else if (i < MAX_NB_KEY)
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game->k_hook[i] = keycode;
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// hook_action(game);
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return (0);
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}
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int keyrelease(int keycode, t_game *game)
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int keyrelease(int keycode, t_game *game)
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{
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unsigned i;
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