game
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du4/game.c
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219
du4/game.c
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#include <ncurses.h>
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#include <stdlib.h>
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#include <time.h>
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#include <unistd.h>
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#include <string.h>
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#include "game.h"
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#include "snake.h"
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#define GAME_SPEED 100000 // microseconds between steps
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struct state* init_game() {
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struct state* state = (struct state*)malloc(sizeof(struct state));
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if (state == NULL) {
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return NULL;
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}
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// Get screen dimensions
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int max_x, max_y;
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getmaxyx(stdscr, max_y, max_x);
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state->width = max_x - 2;
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state->height = max_y - 3;
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// Initialize snake in the center
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state->snake = NULL;
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int center_x = state->width / 2;
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int center_y = state->height / 2;
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// Add 5 initial snake parts (head is added last)
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state->snake = add_snake(state->snake, center_x, center_y);
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state->snake = add_snake(state->snake, center_x, center_y + 1);
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state->snake = add_snake(state->snake, center_x, center_y + 2);
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state->snake = add_snake(state->snake, center_x, center_y + 3);
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state->snake = add_snake(state->snake, center_x, center_y + 4);
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// Initialize velocity
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state->sx = 1; // Moving right
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state->sy = 0;
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// Initialize food randomly
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srand((unsigned int)time(NULL));
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for (int i = 0; i < FOOD_COUNT; i++) {
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state->foodx[i] = rand() % state->width;
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state->foody[i] = rand() % state->height;
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}
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return state;
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}
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void render_game(struct state* state) {
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if (state == NULL) {
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return;
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}
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// Clear the screen
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clear();
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// Draw border
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for (int x = 0; x < state->width + 2; x++) {
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mvaddch(0, x, '+');
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mvaddch(state->height + 1, x, '+');
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}
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for (int y = 0; y < state->height + 2; y++) {
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mvaddch(y, 0, '+');
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mvaddch(y, state->width + 1, '+');
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}
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// Draw food
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for (int i = 0; i < FOOD_COUNT; i++) {
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if (state->foodx[i] >= 0 && state->foody[i] >= 0) {
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mvaddch(state->foody[i] + 1, state->foodx[i] + 1, '*');
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}
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}
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// Draw snake
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struct snake* current = state->snake;
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while (current != NULL) {
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if (current->x >= 0 && current->x < state->width &&
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current->y >= 0 && current->y < state->height) {
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mvaddch(current->y + 1, current->x + 1, 'x');
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}
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current = current->next;
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}
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// Draw info line
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int food_count = 0;
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for (int i = 0; i < FOOD_COUNT; i++) {
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if (state->foodx[i] >= 0 && state->foody[i] >= 0) {
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food_count++;
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}
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}
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int snake_length = 0;
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current = state->snake;
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while (current != NULL) {
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snake_length++;
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current = current->next;
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}
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mvprintw(state->height + 2, 0, "Food: %d Snake Length: %d Speed: (%d, %d)",
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food_count, snake_length, state->sx, state->sy);
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refresh();
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}
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int handle_input(struct state* state) {
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int ch = getch();
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if (ch == ERR) {
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return 0; // No input
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}
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switch (ch) {
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case 'q':
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case 'Q':
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return 1; // Quit
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case KEY_UP:
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if (state->sy == 0) { // Don't allow reversing
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state->sx = 0;
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state->sy = -1;
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}
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break;
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case KEY_DOWN:
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if (state->sy == 0) { // Don't allow reversing
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state->sx = 0;
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state->sy = 1;
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}
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break;
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case KEY_LEFT:
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if (state->sx == 0) { // Don't allow reversing
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state->sx = -1;
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state->sy = 0;
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}
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break;
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case KEY_RIGHT:
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if (state->sx == 0) { // Don't allow reversing
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state->sx = 1;
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state->sy = 0;
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}
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break;
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}
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return 0;
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}
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void cleanup_game(struct state* state) {
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if (state != NULL) {
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free_snake(state->snake);
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free(state);
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}
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}
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void run_game() {
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// Initialize ncurses
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initscr();
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cbreak();
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noecho();
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keypad(stdscr, TRUE);
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nodelay(stdscr, TRUE);
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curs_set(0); // Hide cursor
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struct state* game = init_game();
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if (game == NULL) {
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endwin();
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return;
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}
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int game_over = 0;
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int end_reason = 0;
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while (!game_over) {
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// Handle input
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if (handle_input(game)) {
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break; // User quit
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}
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// Update game state
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end_reason = step_state(game);
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if (end_reason != END_CONTINUE) {
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game_over = 1;
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}
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// Render
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render_game(game);
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// Delay
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usleep(GAME_SPEED);
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}
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// Show end game message
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if (game_over) {
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const char* message = "";
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switch (end_reason) {
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case END_WALL:
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message = "GAME OVER: Hit wall! Press any key to exit...";
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break;
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case END_SNAKE:
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message = "GAME OVER: Snake bit itself! Press any key to exit...";
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break;
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case END_FOOD:
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message = "VICTORY: All food eaten! Press any key to exit...";
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break;
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case END_USER:
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message = "Game ended. Press any key to exit...";
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break;
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default:
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message = "Game ended. Press any key to exit...";
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}
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mvprintw(game->height / 2, 5, "%s", message);
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refresh();
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nodelay(stdscr, FALSE);
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getch();
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}
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// Cleanup
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cleanup_game(game);
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endwin();
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}
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36
du4/game.h
Normal file
36
du4/game.h
Normal file
@ -0,0 +1,36 @@
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#ifndef GAME_H_INCLUDED
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#define GAME_H_INCLUDED
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#include "snake.h"
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/**
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* Initialize the game state
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* @return initialized game state
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*/
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struct state* init_game();
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/**
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* Render the current game state to the screen
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* @param state the game state to render
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*/
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void render_game(struct state* state);
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/**
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* Handle input and update game state
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* @param state the game state to update
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* @return 0 if game should continue, non-zero if should exit
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*/
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int handle_input(struct state* state);
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/**
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* Clean up and free game resources
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* @param state the game state to free
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*/
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void cleanup_game(struct state* state);
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/**
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* Run the main game loop
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*/
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void run_game();
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#endif // GAME_H_INCLUDED
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