Clang format and refactor game.h/c + update Bracket Alignment to BlockIndent (#259)

* Refactor and clang-format game.h/c

* Updated clang-format AlignAfterOpenBracket: BlockIndent and ColumnLimit: 100 and refactored all files accordingly

---------

Co-authored-by: MeirGavish <meir.gavish@gmail.com>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
This commit is contained in:
Rickey
2025-12-03 03:49:31 -08:00
committed by GitHub
parent 43d837571e
commit 291edaf4f2
14 changed files with 2566 additions and 1983 deletions
+3 -2
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@@ -13,7 +13,7 @@ AllowShortLoopsOnASingleLine: false
PointerAlignment: Left
# Column limit
ColumnLimit: 120
ColumnLimit: 100
# Case labels
IndentCaseLabels: true
@@ -42,7 +42,8 @@ BinPackParameters: false
AllowAllArgumentsOnNextLine: false
AllowAllParametersOfDeclarationOnNextLine: false
AlignAfterOpenBracket: Align
AlignAfterOpenBracket: BlockIndent
PenaltyBreakBeforeFirstCallParameter: 0
ReflowComments: true
SpacesInLineCommentPrefix:
@@ -22,6 +22,7 @@ jobs:
include/bitset.h source/bitset.c
include/pool.h source/pool.c
include/card.h source/card.c
include/game.h source/game.c
include/hand_analysis.h source/hand_analysis.c
include/list.h source/list.c
include/sprite.h source/sprite.c
+2 -1
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@@ -2,7 +2,8 @@
#define BLIND_H
#include "sprite.h"
// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for simplicity's sake
// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for
// simplicity's sake
#define MAX_ANTE 8
#define SMALL_BLIND_PB 1
+5 -5
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@@ -1,9 +1,9 @@
// (stateEnum, on_init, on_update, on_exit)
DEF_STATE_INFO(GAME_STATE_SPLASH_SCREEN, splash_screen_on_init, splash_screen_on_update, splash_screen_on_exit)
DEF_STATE_INFO(GAME_STATE_MAIN_MENU, game_main_menu_on_init, game_main_menu_on_update, _noop)
DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, _noop)
DEF_STATE_INFO(GAME_STATE_ROUND_END, _noop, game_round_end_on_update, game_round_end_on_exit)
DEF_STATE_INFO(GAME_STATE_SHOP, _noop, game_shop_on_update, game_shop_on_exit)
DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, _noop, game_blind_select_on_update, game_blind_select_on_exit)
DEF_STATE_INFO(GAME_STATE_MAIN_MENU, game_main_menu_on_init, game_main_menu_on_update, noop)
DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, noop)
DEF_STATE_INFO(GAME_STATE_ROUND_END, noop, game_round_end_on_update, game_round_end_on_exit)
DEF_STATE_INFO(GAME_STATE_SHOP, noop, game_shop_on_update, game_shop_on_exit)
DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, noop, game_blind_select_on_update, game_blind_select_on_exit)
DEF_STATE_INFO(GAME_STATE_LOSE, game_lose_on_init, game_lose_on_update, game_over_on_exit)
DEF_STATE_INFO(GAME_STATE_WIN, game_win_on_init, game_win_on_update, game_over_on_exit)
+19 -18
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@@ -14,6 +14,22 @@
#define MAX_INTEREST 5
#define INTEREST_PER_5 1
// Input bindings
#define SELECT_CARD KEY_A
#define DESELECT_CARDS KEY_B
#define PEEK_DECK KEY_L // Not implemented
#define SORT_HAND KEY_R
#define PAUSE_GAME KEY_START // Not implemented
#define SELL_KEY KEY_L
struct List;
typedef struct List List;
// Utility functions for other files
typedef struct CardObject CardObject;
typedef struct Card Card;
typedef struct JokerObject JokerObject;
enum BackgroundId
{
BG_NONE,
@@ -25,14 +41,6 @@ enum BackgroundId
BG_MAIN_MENU
};
// Input bindings
#define SELECT_CARD KEY_A
#define DESELECT_CARDS KEY_B
#define PEEK_DECK KEY_L // Not implemented
#define SORT_HAND KEY_R
#define PAUSE_GAME KEY_START // Not implemented
#define SELL_KEY KEY_L
// Enum value names in ../include/def_state_info_table.h
enum GameState
{
@@ -47,7 +55,9 @@ enum HandState
{
HAND_DRAW,
HAND_SELECT,
HAND_SHUFFLING, // This is actually a misnomer because it's used for the deck, but it mechanically makes sense to be a state of the hand
// This is actually a misnomer because it's used for the deck
// but it mechanically makes sense to be a state of the hand
HAND_SHUFFLING,
HAND_DISCARD,
HAND_PLAY,
HAND_PLAYING
@@ -98,14 +108,6 @@ void game_init();
void game_update();
void game_change_state(enum GameState new_game_state);
struct List;
typedef struct List List;
// Utility functions for other files
typedef struct CardObject CardObject; // forward declaration, actually declared in card.h
typedef struct Card Card;
typedef struct JokerObject JokerObject;
CardObject** get_hand_array(void);
int get_hand_top(void);
int hand_get_size(void);
@@ -132,7 +134,6 @@ void set_money(int new_money);
void display_money();
void set_retrigger(bool new_retrigger);
int get_game_speed(void);
void set_game_speed(int new_game_speed);
+7 -1
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@@ -15,7 +15,13 @@ bool hand_contains_straight(u8* ranks);
bool hand_contains_flush(u8* suits);
int find_flush_in_played_cards(CardObject** played, int top, int min_len, bool* out_selection);
int find_straight_in_played_cards(CardObject** played, int top, bool shortcut_active, int min_len, bool* out_selection);
int find_straight_in_played_cards(
CardObject** played,
int top,
bool shortcut_active,
int min_len,
bool* out_selection
);
void select_paired_cards_in_hand(CardObject** played, int top, bool* selection);
#endif
+7 -5
View File
@@ -5,8 +5,8 @@
* List Implementation
* ===================
*
* - This @ref List operates as a linked list @ref ListNodes. It operates as a regular doubly-linked list
* but doesn't allocate memory and rather gets @ref ListNodes from a pool.
* - This @ref List operates as a linked list @ref ListNodes. It operates as a regular
* doubly-linked list but doesn't allocate memory and rather gets @ref ListNodes from a pool.
*/
#ifndef LIST_H
#define LIST_H
@@ -23,7 +23,8 @@ typedef struct ListNode ListNode;
struct ListNode
{
/**
* @brief The previous @ref ListNode in the associated @ref List, NULL if at the `head` of the list
* @brief The previous @ref ListNode in the associated @ref List, NULL if at the `head` of the
* list
*/
ListNode* prev;
@@ -99,8 +100,9 @@ typedef struct
/**
* Create a list.
*
* While this function does not allocate memory for the list itself, the list does allocate memory for each element.
* So every created list must be freed with @ref list_clear to ensure the list's nodes are deleted properly.
* While this function does not allocate memory for the list itself, the list does allocate memory
* for each element. So every created list must be freed with @ref list_clear to ensure the list's
* nodes are deleted properly.
*
* @return A @ref List with head and tail reset.
*/
+1 -1
View File
@@ -27,7 +27,7 @@ struct SelectionGridRow
struct SelectionGrid
{
SelectionGridRow* rows;
const SelectionGridRow* rows;
const int num_rows;
Selection selection;
};
+7 -5
View File
@@ -34,10 +34,11 @@ int bitset_set_next_free_idx(Bitset* bitset)
// https://gcc.gnu.org/onlinedocs/gcc/Bit-Operation-Builtins.html#index-_005f_005fbuiltin_005fctz
//
// By using the bitwise inverse of the word, you can skip words that are full
// quickly (where the value is 0 or 'false' since all bits are '1', or 'in use'). Any value greater
// than 0 indicates there is a free slot. Then, when counting the trailing 0's, you can test very quickly
// where the first free slot is. This operation prevents looping through every bit of filled flags, and
// will instead operate only on the first word with free slots.
// quickly (where the value is 0 or 'false' since all bits are '1', or 'in use'). Any value
// greater than 0 indicates there is a free slot. Then, when counting the trailing 0's, you
// can test very quickly where the first free slot is. This operation prevents looping
// through every bit of filled flags, and will instead operate only on the first word with
// free slots.
if (inv)
{
int bit = __builtin_ctz(inv);
@@ -100,7 +101,8 @@ int bitset_find_idx_of_nth_set(const Bitset* bitset, int n)
if (tracker > n)
{
// The index is here somewhere
// this one is to count the 1's not the offset, underflow to -1 is good for finding the 0 index
// this one is to count the 1's not the offset, underflow to -1 is good for finding the
// 0 index
int base = prev_tracker - 1;
// this one is for the actual offset we want to map the id to
int offset = bitset->nbits * i;
+15 -6
View File
@@ -10,7 +10,8 @@
#include "pool.h"
#include "soundbank.h"
// Card sprites lookup table. First index is the suit, second index is the rank. The value is the tile index.
// Card sprites lookup table. First index is the suit, second index is the rank. The value is the
// tile index.
const static u16 _card_sprite_lut[NUM_SUITS][NUM_RANKS] = {
{0, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192},
{208, 224, 240, 256, 272, 288, 304, 320, 336, 352, 368, 384, 400},
@@ -88,11 +89,19 @@ void card_object_update(CardObject* card_object)
void card_object_set_sprite(CardObject* card_object, int layer)
{
int tile_index = CARD_TID + (layer * CARD_SPRITE_OFFSET);
memcpy32(&tile_mem[4][tile_index],
&deck_gfxTiles[_card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE],
TILE_SIZE * CARD_SPRITE_OFFSET);
Sprite* sprite =
sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, tile_index, 0, layer + CARD_STARTING_LAYER);
memcpy32(
&tile_mem[4][tile_index],
&deck_gfxTiles
[_card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE],
TILE_SIZE * CARD_SPRITE_OFFSET
);
Sprite* sprite = sprite_new(
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
ATTR1_SIZE_32,
tile_index,
0,
layer + CARD_STARTING_LAYER
);
sprite_object_set_sprite(card_object->sprite_object, sprite);
}
+2308 -1763
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File diff suppressed because it is too large Load Diff
+11 -4
View File
@@ -221,7 +221,8 @@ bool hand_contains_flush(u8* suits)
* @param played Array of pointers to CardObject representing played cards.
* @param top Index of the top of the played stack.
* @param min_len Minimum number of cards required for a flush.
* @param out_selection Output array of bools; set to true for cards in the best flush, false otherwise.
* @param out_selection Output array of bools; set to true for cards in the best flush, false
* otherwise.
* @return The number of cards in the best flush found, or 0 if no flush meets min_len.
*/
int find_flush_in_played_cards(CardObject** played, int top, int min_len, bool* out_selection)
@@ -265,9 +266,15 @@ int find_flush_in_played_cards(CardObject** played, int top, int min_len, bool*
return 0;
}
// Returns the number of cards in the best straight or 0 if no straight of min_len is found, marks as true them in
// out_selection[]. This is mostly from Google Gemini
int find_straight_in_played_cards(CardObject** played, int top, bool shortcut_active, int min_len, bool* out_selection)
// Returns the number of cards in the best straight or 0 if no straight of min_len is found, marks
// as true them in out_selection[]. This is mostly from Google Gemini
int find_straight_in_played_cards(
CardObject** played,
int top,
bool shortcut_active,
int min_len,
bool* out_selection
)
{
if (top < 0)
return 0;
+9 -5
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@@ -16,9 +16,11 @@ void splash_screen_on_init()
tte_printf("#{P:72,8; cx:0xF000}DISCLAIMER");
tte_printf(
"#{P:8,24; cx:0xF000}This project is NOT endorsed \n by or affiliated with \n Playstack or LocalThunk.\n\n If "
"you have paid for this, \n you have been scammed \n and should request a refund \n IMMEDIATELY. \n\n The only "
"official place \n to obtain this is from: \n\n 'github.com/\n cellos51/balatro-gba'");
"#{P:8,24; cx:0xF000}This project is NOT endorsed \n by or affiliated with \n Playstack or "
"LocalThunk.\n\n If you have paid for this, \n you have been scammed \n and should request "
"a refund \n IMMEDIATELY. \n\n The only official place \n to obtain this is from: \n\n "
"'github.com/\n cellos51/balatro-gba'"
);
tte_printf("#{P:8,144; cx:0xF000}(Press any key to skip)");
}
@@ -29,10 +31,12 @@ void splash_screen_on_update()
if (timer < SPLASH_DURATION_FRAMES)
{
tte_erase_rect_wrapper(COUNTDOWN_TIMER_RECT);
tte_printf("#{P:%d,%d; cx:0xF000}%d",
tte_printf(
"#{P:%d,%d; cx:0xF000}%d",
COUNTDOWN_TIMER_RECT.left,
COUNTDOWN_TIMER_RECT.top,
1 + (SPLASH_DURATION_FRAMES - timer) / SPLASH_FPS);
1 + (SPLASH_DURATION_FRAMES - timer) / SPLASH_FPS
);
if (!key_hit(KEY_ANY))
{
+9 -5
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@@ -181,8 +181,8 @@ void sprite_object_update(SpriteObject* sprite_object)
// set velocity to 0 if it's close enough to the target
const FIXED epsilon = float2fx(0.01f);
if (sprite_object->vx < epsilon && sprite_object->vx > -epsilon && sprite_object->vy < epsilon &&
sprite_object->vy > -epsilon)
if (sprite_object->vx < epsilon && sprite_object->vx > -epsilon &&
sprite_object->vy < epsilon && sprite_object->vy > -epsilon)
{
sprite_object->vx = 0;
sprite_object->vy = 0;
@@ -215,7 +215,8 @@ void sprite_object_update(SpriteObject* sprite_object)
if (sprite_object->vrotation < epsilon && sprite_object->vrotation > -epsilon)
{
sprite_object->vrotation = 0;
sprite_object->rotation = sprite_object->trotation; // Set the rotation to the target rotation
// Set the rotation to the target rotation
sprite_object->rotation = sprite_object->trotation;
}
else
{
@@ -223,10 +224,13 @@ void sprite_object_update(SpriteObject* sprite_object)
sprite_object->rotation += sprite_object->vrotation;
}
obj_aff_rotscale(sprite_object->sprite->aff,
// Apply rotation and scale to the sprite
obj_aff_rotscale(
sprite_object->sprite->aff,
sprite_object->scale,
sprite_object->scale,
-sprite_object->vx + sprite_object->rotation); // Apply rotation and scale to the sprite
-sprite_object->vx + sprite_object->rotation
);
sprite_position(sprite_object->sprite, fx2int(sprite_object->x), fx2int(sprite_object->y));
}