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