struct games_state *rs,
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@@ -226,7 +226,7 @@ static void tg_move(tetris_game *obj, int direction)
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/*
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Send the falling tetris block to the bottom.
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*/
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static void tg_down(tetris_game *obj)
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static void tg_down(struct games_state *rs,tetris_game *obj)
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{
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tg_remove(obj, obj->falling);
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while (tg_fits(obj, obj->falling)) {
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@@ -234,7 +234,7 @@ static void tg_down(tetris_game *obj)
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}
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obj->falling.loc.row--;
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tg_put(obj, obj->falling);
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tg_new_falling(obj);
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tg_new_falling(rs,obj);
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}
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/*
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@@ -273,12 +273,12 @@ static void tg_rotate(tetris_game *obj, int direction)
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/*
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Swap the falling block with the block in the hold buffer.
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*/
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static void tg_hold(tetris_game *obj)
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static void tg_hold(struct games_state *rs,tetris_game *obj)
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{
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tg_remove(obj, obj->falling);
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if (obj->stored.typ == -1) {
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obj->stored = obj->falling;
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tg_new_falling(obj);
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tg_new_falling(rs,obj);
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} else {
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int typ = obj->falling.typ, ori = obj->falling.ori;
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obj->falling.typ = obj->stored.typ;
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@@ -431,7 +431,7 @@ bool tg_tick(struct games_state *rs,tetris_game *obj, tetris_move move)
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return !tg_game_over(obj);
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}
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void tg_init(tetris_game *obj, int rows, int cols)
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void tg_init(struct games_state *rs,tetris_game *obj, int rows, int cols)
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{
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// Initialization logic
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obj->rows = rows;
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@@ -443,8 +443,8 @@ void tg_init(tetris_game *obj, int rows, int cols)
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obj->ticks_till_gravity = GRAVITY_LEVEL[obj->level];
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obj->lines_remaining = LINES_PER_LEVEL;
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//srand(time(NULL));
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tg_new_falling(obj);
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tg_new_falling(obj);
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tg_new_falling(rs,obj);
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tg_new_falling(ts,obj);
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obj->stored.typ = -1;
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obj->stored.ori = 0;
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obj->stored.loc.row = 0;
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@@ -452,10 +452,10 @@ void tg_init(tetris_game *obj, int rows, int cols)
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printf("%d", obj->falling.loc.col);
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}
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tetris_game *tg_create(int rows, int cols)
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tetris_game *tg_create(struct games_state *rs,int rows, int cols)
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{
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tetris_game *obj = (tetris_game *)malloc(sizeof(tetris_game));
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tg_init(obj, rows, cols);
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tg_init(rs,obj, rows, cols);
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return obj;
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}
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