Structure for storing weapons

Hi,

I’ve a problem with my structure. I’d like to use
a structure for storing the weapons + params and
the bullet fired.

Here’s my structure :

// **********************************************
typedef struct
{

char Name[25];
float x, y, z;
int Speed, Power;

} WEAPON_CONFIG;

// **********************************************
typedef struct
{

int Number_Weapon;
WEAPON_CONFIG* Bullet;

} WEAPON;

For using the structure, I initialise it with :

WEAPON Weapon_Use;

And in my program, I use the structure like this :

Weapon_Use.Bullet[i].Name[0] = …
Weapon_Use.Bullet[i].Power = …

etc …

In fact, I’d like to use a structure like this :

Weapon_Use[0].Bullet[0].Power = …

The “Weapon_Use[]” variable will be used for storing each weapon
(Desert Eagle, Magnum, …)

And the “…Bullet[]” variable will be used for each bullet fired.

How can I adapt this structure :

Weapon_Use.Bullet[0].Power

In this :

Weapon_Use[0].Bullet[0].Power

Thanks in advance …

I’ve made a mistake, here’s the new structure :

// **********************************************
typedef struct
{

char Name[25];
float x, y, z;
int Speed, Power;

} WEAPON_CONFIG;

// **********************************************
typedef struct
{

int Number_Weapon;
WEAPON_CONFIG* Weapon;

} WEAPON;

How can I adapt this structure :

Weapon_Use.Weapon[0].Power

In this :

Weapon_Use[0].Weapon[0].Bullet[0].Power

Thanks.

I must admit I haven;t read all of your post. But you wangt an array if structs where each struct has an array of structs in it, like a 2d array. If so you malloc the first struct and then loop through each of that array and malloc the second struct.

typedef struct
{
int x,y,z;
}gun;

typedef strucct
{
int x,y,z;
gun GUN[10];
}hand;

main()
{
hand HAND[10];
HAND[0].GUN[0].x=whatever…

You get the idea…

Thanks a lot, I’m gonna try this.

I sort of have a diffent approach and things to think about.

First once the bullet, laser pulse, etc. has left the gun, it should become it own object.

// Define ammo
typedef struct
{
int player; // who fired it!
int type; // 0 = hand, 1 = bullett, etc.
int range;
int speed;
// start_position
int c_x, c_y, c_z;
// direction vector
int v_x, v_y, v_z;
// current_position
int c_x, c_y, c_z; once the distance between start and current exceed range kill object.
}

// Define weapon
typedef struct
{
int type; Type of weapon
int damage;
int firing_rate; How fast can it shoot, hand gun vs. machine gun
int speed; bullett vs. laser
int range; hand vs. bullett
int picked_up; Does the player have the gun.
int ammo; current ammo supply
int ammo_max; max ammount he can carry.

}Weapon;

// Define player
typedef struct
{
char name[30];
weapon Weapon[8]; // Max weapons in game are 8 but could be what ever number
int score;
int healt;
int gun_selected;
}Player;

static struct Player player[8];

example:
shoot()
{
if (player[0].weapon[player[0].gun_selected].ammo > 0) // Check to see if any ammo left to shoot
{
spawn_shot(player[0].weapon[player[0].gun_selected])
player[0].weapon[player[0].gun_selected].ammo–; take away ammo.
}

I hope this helps.

Originally posted by Leyder Dylan:
[b]Hi,

I’ve a problem with my structure. I’d like to use
a structure for storing the weapons + params and
the bullet fired.

Here’s my structure :

// **********************************************
typedef struct
{

char Name[25];
float x, y, z;
int Speed, Power;

} WEAPON_CONFIG;

// **********************************************
typedef struct
{

int Number_Weapon;
WEAPON_CONFIG* Bullet;

} WEAPON;

For using the structure, I initialise it with :

WEAPON Weapon_Use;

And in my program, I use the structure like this :

Weapon_Use.Bullet[i].Name[0] = …
Weapon_Use.Bullet[i].Power = …

etc …

In fact, I’d like to use a structure like this :

Weapon_Use[0].Bullet[0].Power = …

The “Weapon_Use[]” variable will be used for storing each weapon
(Desert Eagle, Magnum, …)

And the “…Bullet[]” variable will be used for each bullet fired.

How can I adapt this structure :

Weapon_Use.Bullet[0].Power

In this :

Weapon_Use[0].Bullet[0].Power

Thanks in advance …[/b]