pvjc26/du4 /snake.c

144 lines
3.9 KiB
C

#include "snake.h"
#include <stdlib.h>
#include <stdbool.h>
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;
}