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brick.h
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#ifndef _BRICK_H_
#define _BRICK_H_
#define BRICK_PLAYFIELD_WIDTH 10
#define BRICK_PLAYFIELD_HEIGHT 20
/* Field states */
#define BRICK_FIELD_EMPTY 0
#define BRICK_FIELD_OCCUPIED 1
#define BRICK_FIELD_OCCUPIED_LIGHTBLUE 2
#define BRICK_FIELD_OCCUPIED_DARKBLUE 3
#define BRICK_FIELD_OCCUPIED_ORANGE 4
#define BRICK_FIELD_OCCUPIED_YELLOW 5
#define BRICK_FIELD_OCCUPIED_GREEN 6
#define BRICK_FIELD_OCCUPIED_RED 7
#define BRICK_FIELD_OCCUPIED_MAGENTA 8
#define BRICK_FIELD_OCCUPIED_INNER 9
#define BRICK_FIELD_OCCUPIED_OUTER 10
#define BRICK_FIELD_OCCUPIED_INNER_SMALL 11
typedef struct {
char left;
char right;
char top;
char bottom;
char clean;
} redraw_rectangle_t;
typedef struct {
char playfield[BRICK_PLAYFIELD_WIDTH][BRICK_PLAYFIELD_HEIGHT];
redraw_rectangle_t rr;
char next[4][4];
bool next_changed;
bool game_over_notification_flag;
bool winning_notification_flag;
unsigned long score;
char score_changed;
int level;
char level_changed;
char lives;
char lives_changed;
} brick_state_t;
typedef struct {
void (*game_init)(void);
void (*game_right_key_press)(void);
void (*game_left_key_press)(void);
void (*game_right_key_release)(void);
void (*game_left_key_release)(void);
void (*game_up_key_press)(void);
void (*game_up_key_release)(void);
void (*game_down_key_press)(void);
void (*game_down_key_release)(void);
void (*game_next_figure_accepted)(void);
void (*game_loop)(void);
} game_interface_t;
void reset_redraw_rectangle(redraw_rectangle_t *rr);
extern brick_state_t brick_s;
#endif /* _BRICK_H_ */