re-add du4
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144
du4/snake.c
Normal file
144
du4/snake.c
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#include "snake.h"
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#include <stdlib.h>
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#include <stdbool.h>
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struct snake* add_snake(struct snake* snake,int x,int y)
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{
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//vytvori novu prazdnu instanciu a alokujee jej pamat
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struct snake* newSnake = (struct snake*)malloc(sizeof(struct snake));
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//prida X,Y suradnice do polia do novej hlavicky
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newSnake->x = x;
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newSnake->y = y;
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//nalinkuje ju na staru hlavicku
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newSnake->next = snake;
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return newSnake;
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}
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struct snake* remove_snake(struct snake* snake){
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struct snake* currentPtr = snake;
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struct snake* prevPtr;
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if (snake == NULL)
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{
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return NULL;
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}
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while (1)
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{
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//pomocny pointer -> ulozenie predoslej casti/node-u
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prevPtr = currentPtr;
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//skontroluje, ze ci dalsia cast je PRAZDNA.
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if (currentPtr->next == NULL)
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{
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//uprava listu -> odlinkje tuto cast (tak aby prevPtr->next NEFERENCOVAL na uz uvolnenu cast)
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prevPtr->next = NULL;
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//uvolni pamat pre akt. cast (uvolni pamat)
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free(currentPtr);
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break;
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}
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//iteruj ku dalsiej casti (node)
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currentPtr = currentPtr->next;
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}
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return snake;
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}
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void free_snake(struct snake* sn)
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{
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//pomocna smernikova premenna
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struct snake* currentPtr = sn;
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while (currentPtr != NULL)
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{
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//uloz dalsiu cast, zmaz aktualnu a posun sa na dalsiu
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struct snake* nextPtr = currentPtr->next;
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free(currentPtr);
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currentPtr = nextPtr;
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}
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}
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int is_snake(struct snake* snake,int x,int y){
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//helper pointer/smernikova premena
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struct snake* currentPtr = snake;
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//iteracia cez vsetky casti az dokial sa nenajde cast/node s rovnakymi X,Y suradncami
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while (currentPtr != NULL)
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{
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if (currentPtr->x == x && currentPtr->y == y)
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{
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return 1;
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}
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//prejde/iteruje na dalsiu cast
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currentPtr = currentPtr->next;
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}
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return 0;
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}
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/* Funguje na zaklade viacerych faz, ktore sa opakuju kazdy cyklus
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FAZY: 1. -> Kontrola kolizie (seba + vs. stien)
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2. -> Kontrola logiky zobratia jedla (resp. kolizie s jedlom, update statusu, pripadny narast hada)
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3. -> Realizacia pohybu
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4. -> finalna kontrola poctu jedla */
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int step_state(struct state* st){
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int nx = (st->snake->x + st->sx);
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int ny = (st->snake->y + st->sy);
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//helper lok. premena na kontrolovanie, ci uz jedlo bolo zjedene v tomto update cykle
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bool hasEatenFoodinThisCycle = false;
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//** 1. faza
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//ak je snake (nejak) mimo hracieho pola:
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if (nx < 0 || ny < 0)
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{
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return END_WALL;
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}
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//vrati END_WALL, ak had narazi do steny (a jeho X,Y suradnice su mimo hrac. polia)
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if (nx >= st->height || ny >= st->width)
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{
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return END_WALL;
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}
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//** kontrola seba kolizie
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if (is_snake(st->snake, nx, ny)) { return END_SNAKE;}
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//** 2. faza kontroly (zobratia) jedla:
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for (int i = 0; i < FOOD_COUNT; i++)
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{
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//zoberie jedlo (AK sa X,Y suradnice rovnaju)
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if (st->foodx[i] == nx && st->foody[i] == ny)
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{
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//updatne stav/state hry (-1 stav signalizuje, ze jedlo bolo uz zobrate)
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st->foodx[i] = -1;
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st->foody[i] = -1;
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add_snake(st->snake, nx, ny);
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hasEatenFoodinThisCycle = true;
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break;
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}
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//hra bude pokracovat normalne dalej, ak NIE JE vsetko jedlo zobrate
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if (st->foodx[i] != -1)
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{
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return END_CONTINUE;
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}
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}
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//normalny pohyb snake-a (ak jedlo nebolo zjedene v tomto update cykle)
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if (!hasEatenFoodinThisCycle)
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{
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st->snake = add_snake(st->snake, nx, ny);
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st->snake = remove_snake(st->snake);
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}
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//faza kontrola poctu jedla
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for (int i = 0; i < FOOD_COUNT; i++)
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{
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if (st->foodx[i] != -1)
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{
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return END_CONTINUE;
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}
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}
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return END_FOOD;
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}
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