h
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cv9/snake.c
226
cv9/snake.c
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#include <stdlib.h>
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#include <stdlib.h>
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#include "snake.h"
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#include "snake.h"
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/*typedef struct Snake {
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struct snake* add_snake(struct snake* snake, int x, int y) {
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int x;
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struct snake* new_head = (struct snake*)malloc(sizeof(struct snake));
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int y;
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if (new_head == NULL) {
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struct Snake *next;
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fprintf(stderr, "Memory allocation failed.\n");
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} Snake;
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exit(EXIT_FAILURE);
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}
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new_head->x = x;
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typedef struct State {
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new_head->y = y;
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Snake *snake;
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new_head->next = snake;
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int food[2];
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return new_head;
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int foodCount;
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int height;
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int width;
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int speedX;
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int speedY;
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} State;*/
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/*enum endgame {
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END_CONTINUE,
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END_SNAKE,
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END_FOOD
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};*/
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void calculateNewSnakeHeadPosition(State *state, int *newX, int *newY) {
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*newX = state->snake->x + state->speedX;
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*newY = state->snake->y + state->speedY;
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}
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}
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struct snake* remove_snake(struct snake* snake) {
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if (snake == NULL) {
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return NULL;
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}
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struct snake* new_head = snake->next;
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free(snake);
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return new_head;
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}
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int isPointInsideSnake(Snake *snake, int x, int y) {
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int is_snake(struct snake* snake, int x, int y) {
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Snake *current = snake;
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while (snake != NULL) {
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while (current != NULL) {
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if (snake->x == x && snake->y == y) {
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if (current->x == x && current->y == y) {
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return 1;
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return 1;
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}
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}
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current = current->next;
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snake = snake->next;
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}
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}
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return 0;
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return 0;
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}
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}
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void free_snake(struct snake* sn) {
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void removeLastSnakePart(Snake *snake) {
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struct snake* current = sn;
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Snake *current = snake;
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while (current != NULL) {
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Snake *previous = NULL;
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struct snake* temp = current;
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while (current->next != NULL) {
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previous = current;
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current = current->next;
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current = current->next;
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}
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free(temp);
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free(current);
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if (previous != NULL) {
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previous->next = NULL;
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}
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}
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}
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}
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void addNewSnakePart(Snake *snake, int x, int y) {
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Snake *newPart = (Snake*)malloc(sizeof(Snake));
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if (newPart == NULL) {
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printf("Error\n");
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exit(1);
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}
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newPart->x = x;
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newPart->y = y;
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newPart->next = NULL;
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Snake *current = snake;
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while (current->next != NULL) {
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current = current->next;
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}
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current->next = newPart;
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}
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/*int step_state(struct state* state) {
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int newX, newY;
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calculateNewSnakeHeadPosition(state, &newX, &newY);
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if (isPointInsideSnake(state->snake, newX, newY)) {
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return END_SNAKE;
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}
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if (newX == state->foodx[0] && newY == state->foody[1]) {
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state->foodx[0] = -1;
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state->foody[1] = -1;
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addNewSnakePart(state->snake, newX, newY);
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state->foodCount--;
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if (state->foodCount == 0) {
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return END_FOOD;
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} else {
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return END_CONTINUE;
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}
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}
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if (newX >= 0 && newX < state->width && newY >= 0 && newY < state->height) {
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addNewSnakePart(state->snake, newX, newY);
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removeLastSnakePart(state->snake);
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return END_CONTINUE;
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} else {
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return END_SNAKE;
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}
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}*/
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int step_state(struct state* state) {
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int step_state(struct state* state) {
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// Рассчитываем новые координаты головы змеи
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int newHeadX = state->snake->x + state->sx;
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int newHeadY = state->snake->y + state->sy;
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// Проверяем, находится ли новая позиция головы змеи на змее
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return END_CONTINUE;
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struct snake *current = state->snake->next;
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while (current != NULL) {
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if (current->x == newHeadX && current->y == newHeadY) {
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return END_SNAKE; // Игра завершается из-за столкновения со змеей
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}
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current = current->next;
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}
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// Проверяем, находится ли новая позиция головы змеи на еде
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for (int i = 0; i < FOOD_COUNT; ++i) {
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if (newHeadX == state->foodx[i] && newHeadY == state->foody[i]) {
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// Помечаем еду как съеденную и добавляем новый элемент змеи
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state->foodx[i] = -1;
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state->foody[i] = -1;
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struct snake *newPart = (struct snake*)malloc(sizeof(struct snake));
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if (newPart == NULL) {
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printf("Ошибка выделения памяти\n");
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exit(1);
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}
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newPart->x = newHeadX;
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newPart->y = newHeadY;
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newPart->next = state->snake;
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state->snake = newPart;
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return (i == FOOD_COUNT - 1) ? END_FOOD : END_CONTINUE;
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}
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}
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// Проверяем, находится ли новая позиция головы змеи в пределах поля
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if (newHeadX >= 0 && newHeadX < state->width && newHeadY >= 0 && newHeadY < state->height) {
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// Добавляем новую часть змеи и удаляем последнюю
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struct snake *newHead = (struct snake*)malloc(sizeof(struct snake));
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if (newHead == NULL) {
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printf("Ошибка выделения памяти\n");
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exit(1);
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}
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newHead->x = newHeadX;
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newHead->y = newHeadY;
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newHead->next = state->snake;
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state->snake = newHead;
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// Удаляем последнюю часть змеи
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struct snake *tail = state->snake;
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while (tail->next->next != NULL) {
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tail = tail->next;
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}
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free(tail->next);
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tail->next = NULL;
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return END_CONTINUE; // Игра продолжается после перемещения змеи
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} else {
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return END_SNAKE; // Игра завершается из-за выхода за пределы поля
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}
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}
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}
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/*int main() {
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State *gameState = (State*)malloc(sizeof(State));
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if (gameState == NULL) {
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printf("Error\n");
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return 1;
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}
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gameState->snake = (Snake*)malloc(sizeof(Snake));
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if (gameState->snake == NULL) {
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printf("Error\n");
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return 1;
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}
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gameState->snake->x = 0;
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gameState->snake->y = 0;
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gameState->snake->next = NULL;
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gameState->food[0] = 5;
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gameState->food[1] = 5;
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gameState->foodCount = 1;
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gameState->height = 10;
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gameState->width = 10;
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gameState->speedX = 1;
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gameState->speedY = 0;
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int endGameReason = step_state(gameState);
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switch (endGameReason) {
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case END_CONTINUE:
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printf("Game continue.\n");
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break;
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case END_SNAKE:
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printf("Game is finished due to colision.\n");
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break;
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case END_FOOD:
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printf("Game is finished due to lack of food.\n");
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break;
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}
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free(gameState->snake);
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free(gameState);
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return 0;
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}*/
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