Clang Format Blinds (#253)
* Quick cleanup on bitset docs * Clang format blind.h/c * Replace `_` with `s_` for functions * Fix newline size for macros. * Fix format for ci * Add macro for "unused" attribute
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+15
-11
@@ -110,10 +110,14 @@ void bitset_set_idx(Bitset* bitset, int idx, bool on);
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*/
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bool bitset_get_idx(Bitset* bitset, int idx);
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// Get the next free (set to 0) index in the bitset.
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// It also sets the bit which it maybe should do... It really shouldn't do two things
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// But it's such a fast operation idk. // TODO: decide what you wanna do
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int bitset_allocate_idx(Bitset* bitset);
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/**
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* @brief Set the next free index in the bitset and return the index value
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*
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* @param bitset A @ref Bitset to operate on
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*
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* @return The index of the bit that was set
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*/
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int bitset_set_next_free_idx(Bitset* bitset);
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/**
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* @brief Clear the bitset, all to 0
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@@ -190,13 +194,13 @@ int bitset_itr_next(BitsetItr* itr);
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* @param name the name of the bitset
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* @param capacity the capacity of the bitset
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*/
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#define BITSET_DEFINE(name, capacity) \
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static uint32_t name##_w[BITSET_ARRAY_SIZE] = {0}; \
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static Bitset name = { \
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.w = name##_w, \
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.nbits = BITSET_BITS_PER_WORD, \
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.nwords = BITSET_ARRAY_SIZE, \
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.cap = capacity, \
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#define BITSET_DEFINE(name, capacity) \
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static uint32_t name##_w[BITSET_ARRAY_SIZE] = {0}; \
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static Bitset name = { \
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.w = name##_w, \
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.nbits = BITSET_BITS_PER_WORD, \
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.nwords = BITSET_ARRAY_SIZE, \
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.cap = capacity, \
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};
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#endif // BITSET_H
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+17
-15
@@ -2,18 +2,18 @@
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#define BLIND_H
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#include "sprite.h"
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#define MAX_ANTE 8 // The GBA's max uint value is around 4 billion, so we're going to not add endless mode for simplicity's sake
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// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for simplicity's sake
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#define MAX_ANTE 8
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#define SMALL_BLIND_PB 1
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#define BIG_BLIND_PB 2
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#define BOSS_BLIND_PB 3
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#define BIG_BLIND_PB 2
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#define BOSS_BLIND_PB 3
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#define BLIND_SPRITE_OFFSET 16
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#define BLIND_SPRITE_OFFSET 16
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#define BLIND_SPRITE_COPY_SIZE BLIND_SPRITE_OFFSET * 8 // 8 ints per tile
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#define SMALL_BLIND_TID 960
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#define BIG_BLIND_TID (BLIND_SPRITE_OFFSET + SMALL_BLIND_TID)
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#define BOSS_BLIND_TID (BLIND_SPRITE_OFFSET + BIG_BLIND_TID)
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#define SMALL_BLIND_TID 960
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#define BIG_BLIND_TID (BLIND_SPRITE_OFFSET + SMALL_BLIND_TID)
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#define BOSS_BLIND_TID (BLIND_SPRITE_OFFSET + BIG_BLIND_TID)
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enum BlindColorIndex
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{
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@@ -26,19 +26,21 @@ enum BlindColorIndex
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BLIND_BACKGROUND_SHADOW_COLOR_INDEX = 7,
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};
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#define BLIND_TYPE_INFO_TABLE \
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BLIND_INFO(SMALL, small, FIX_ONE, 3) \
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BLIND_INFO(BIG, big, (FIX_ONE * 3) / 2, 4) \
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#define BLIND_TYPE_INFO_TABLE \
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BLIND_INFO(SMALL, small, FIX_ONE, 3) \
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BLIND_INFO(BIG, big, (FIX_ONE * 3) / 2, 4) \
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BLIND_INFO(BOSS, boss, FIX_ONE * 2, 5)
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// clang-format off
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enum BlindType
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{
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#define BLIND_INFO(NAME, name, multi, reward) \
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BLIND_TYPE_##NAME ,
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#define BLIND_INFO(NAME, name, multi, reward) \
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BLIND_TYPE_##NAME,
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BLIND_TYPE_INFO_TABLE
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BLIND_TYPE_MAX,
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#undef BLIND_INFO
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BLIND_TYPE_MAX,
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};
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// clang-format on
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enum BlindState
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{
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@@ -74,6 +76,6 @@ int blind_get_requirement(enum BlindType type, int ante);
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int blind_get_reward(enum BlindType type);
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u16 blind_get_color(enum BlindType type, enum BlindColorIndex index);
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Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index);
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Sprite* blind_token_new(enum BlindType type, int x, int y, int sprite_index);
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#endif // BLIND_H
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+1
-1
@@ -33,7 +33,7 @@
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}; \
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type * pool_get_##type() \
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{ \
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int free_offset = bitset_allocate_idx(type##_pool.bitset); \
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int free_offset = bitset_set_next_free_idx(type##_pool.bitset); \
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if(free_offset == -1) return NULL; \
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return &type##_pool.objects[free_offset]; \
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} \
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@@ -3,6 +3,8 @@
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#include <stdint.h>
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#define GBLA_UNUSED __attribute__((unused))
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static inline int get_digits(int n) // https://stackoverflow.com/questions/1068849/how-do-i-determine-the-number-of-digits-of-an-integer-in-c
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{
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if (n < 10) return 1;
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