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								cv9/snake.c
									
									
									
									
									
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								cv9/snake.c
									
									
									
									
									
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#include "world.h"
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#include <stdlib.h>
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#include <curses.h>
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#include <stdlib.h>
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#include <string.h>
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#include "snake.h"
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#include "main.c"
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typedef struct Snake {
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    int x;
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    int y;
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    struct Snake *next;
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} Snake;
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typedef struct State {
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    Snake *snake;
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    int food[2]; 
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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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int isPointInsideSnake(Snake *snake, int x, int y) {
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    Snake *current = snake;
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    while (current != NULL) {
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        if (current->x == x && current->y == y) {
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            return 1; 
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        }
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        current = current->next;
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    }
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    return 0; 
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}
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void removeLastSnakePart(Snake *snake) {
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    Snake *current = snake;
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    Snake *previous = NULL;
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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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    }
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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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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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    // 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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    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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/*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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