Updated all static variables to have the s_ prefix and constants to upper case (#591)
* Updated all static variables to have the s_ prefix and constants to upper case * Renamed missed sneaky functions in round.c (+ clang-format...) * Renamed a few more missed constants * Updated rng_update() documentation * Apply suggestions from Copilot's code review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Added missed suggestion * Updated rng_update() comment --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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Copilot Autofix powered by AI
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+12
-12
@@ -36,16 +36,16 @@ static const unsigned short* blind_gfxPal[] = {
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};
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// Bitfields storing blinds we have yet to beat during the current run
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static List unbeaten_boss_blinds;
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static List unbeaten_showdown_blinds;
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static List s_unbeaten_boss_blinds;
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static List s_unbeaten_showdown_blinds;
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// Maps the ante number to the base blind requirement for that ante.
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// The game starts at ante 1 which is at index 1 for base requirement 300.
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// Ante 0 is also there in case it is ever reached.
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static const u32 ante_lut[] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
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static const u32 ANTE_LUT[] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
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// clang-format off
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static Blind _blind_type_map[BLIND_TYPE_MAX] = {
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static Blind s_blind_type_map[BLIND_TYPE_MAX] = {
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{BLIND_TYPE_SMALL, FIX_ONE, 3},
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{BLIND_TYPE_BIG, (FIX_ONE * 3) / 2, 4},
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{BLIND_TYPE_HOOK, FIX_ONE * 2, 5},
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@@ -94,12 +94,12 @@ u32 blind_get_requirement(enum BlindType type, int ante)
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if (ante < 0 || ante > MAX_ANTE)
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ante = 0;
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return fx2int(_blind_type_map[type].score_req_multipler * ante_lut[ante]);
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return fx2int(s_blind_type_map[type].score_req_multipler * ANTE_LUT[ante]);
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}
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int blind_get_reward(enum BlindType type)
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{
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return _blind_type_map[type].reward;
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return s_blind_type_map[type].reward;
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}
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// Fills the unbeaten boss blinds lists
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@@ -111,11 +111,11 @@ void init_unbeaten_blinds_list(bool showdown)
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if (!init)
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{
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init = true;
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unbeaten_showdown_blinds = list_init();
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unbeaten_boss_blinds = list_init();
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s_unbeaten_showdown_blinds = list_init();
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s_unbeaten_boss_blinds = list_init();
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}
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List* p_unbeaten_blinds = showdown ? &unbeaten_showdown_blinds : &unbeaten_boss_blinds;
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List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
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// empty the list just to be sure
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list_clear(p_unbeaten_blinds);
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@@ -125,13 +125,13 @@ void init_unbeaten_blinds_list(bool showdown)
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for (int i = lower_blind; i <= upper_blind; i++)
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{
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list_push_back(p_unbeaten_blinds, &_blind_type_map[i]);
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list_push_back(p_unbeaten_blinds, &s_blind_type_map[i]);
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}
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}
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enum BlindType roll_blind_type(bool showdown)
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{
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List* p_unbeaten_blinds = showdown ? &unbeaten_showdown_blinds : &unbeaten_boss_blinds;
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List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
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// Fill the list with all blinds if it is empty
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// (happens on startup or if we have beaten all blinds)
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@@ -150,7 +150,7 @@ enum BlindType roll_blind_type(bool showdown)
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void set_blind_beaten(enum BlindType type)
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{
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bool showdown = (type >= BLIND_TYPE_SHOWDOWN);
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List* p_unbeaten_blinds = showdown ? &unbeaten_showdown_blinds : &unbeaten_boss_blinds;
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List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
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// find the beaten blind idx in the list
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int beaten_idx = 0;
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