Abstract engine and drawing logic apart from one another. Keep gamestate in a struct
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#ifndef _2048_ENGINE
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#define _2048_ENGINE
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#include <stdio.h>
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#define fatal(msg) do { fprintf(stderr, "line %d: %s\n", __LINE__, msg); abort(); } while (0)
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typedef enum {
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dir_left = 'h',
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dir_right = 'l',
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dir_up = 'k',
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dir_down = 'j'
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} direction;
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struct gameoptions {
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size_t grid_height;
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size_t grid_width;
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long goal;
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long spawn_value;
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int spawn_rate;
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};
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struct gamestate {
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/* Game state */
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long **grid;
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int moved;
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long score;
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long score_high;
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long score_last;
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int print_width;
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/* Options */
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struct gameoptions *opts;
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/* Draw functions */
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void (*ds_draw)(struct gamestate*);
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void (*ds_clear)(void);
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};
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void gravitate(struct gamestate*, direction, void (*callback)(struct gamestate*));
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void merge(struct gamestate*, direction, void (*callback)(struct gamestate*));
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int moves_available(struct gamestate *);
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void random_block(struct gamestate *);
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int gamestate_tick(struct gamestate*, direction, void (*callback)(struct gamestate*));
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void gamestate_clear(struct gamestate*);;
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struct gamestate* gamestate_init(struct gameoptions *);
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struct gameoptions* gameoptions_default(void);
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#endif
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