Migrate to dtk-template

Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
This commit is contained in:
Luke Street
2024-10-28 18:57:33 -06:00
parent b05a6d3ed8
commit 1b0b96665a
1586 changed files with 116505 additions and 84895 deletions
@@ -67,9 +67,7 @@ ACTOR_PROFILE Animal_Logo_Profile = {
NULL
};
// TODO: once proper building is possible, fix this
//#include "../src/ac_animal_logo_misc.c"
#include "../src/actor/ac_animal_logo_misc.c"
static void aAL_setupAction(ANIMAL_LOGO_ACTOR* actor, GAME* game, int action);
static void aAL_title_decide_p_sel_npc();
+1 -1
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@@ -132,7 +132,7 @@ static void aBT_actor_dt(ACTOR* actorx, GAME* game) {
mCoBG_DeleteBoatCollision(actorx);
}
#include "../src/ac_boat_move.c_inc"
#include "../src/actor/ac_boat_move.c_inc"
static u32 aBT_calc_furrow_alpha(BOAT_ACTOR* boat_actor) {
f32 speed = boat_actor->actor_class.speed;
@@ -70,6 +70,6 @@ static void aBTD_actor_dt(ACTOR* actorx, GAME* game) {
}
}
#include "../src/ac_boat_demo_move.c_inc"
#include "../src/actor/ac_boat_demo_move.c_inc"
#pragma pop
+2 -2
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@@ -111,5 +111,5 @@ static void aBRS_actor_dt(ACTOR* actor, GAME* game) {
}
}
#include "../src/ac_br_shop_move.c_inc"
#include "../src/ac_br_shop_draw.c_inc"
#include "../src/actor/ac_br_shop_move.c_inc"
#include "../src/actor/ac_br_shop_draw.c_inc"
+2 -2
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@@ -124,6 +124,6 @@ static void aBGY_actor_dt(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_dt(&buggy->keyframe);
}
#include "../src/ac_buggy_move.c_inc"
#include "../src/actor/ac_buggy_move.c_inc"
#include "../src/ac_buggy_draw.c_inc"
#include "../src/actor/ac_buggy_draw.c_inc"
+4 -4
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@@ -146,9 +146,9 @@ static f32 xpostbl[mHS_HOUSE_NUM] = { 0.0f, 200.0f, -40.0f, 160.0f };
extern Vtx obj_s_douzou_shadow_v[];
extern Gfx obj_s_douzou_shadow_model[];
static u8 aDOU_vtx_fix_flg_tbl[8] = { TRUE, FALSE, TRUE, FALSE, TRUE, FALSE, TRUE, FALSE };
static u8 aDOU_shadow_vtx_fix_flg_table[8] = { TRUE, FALSE, TRUE, FALSE, TRUE, FALSE, TRUE, FALSE };
static bIT_ShadowData_c aDOU_shadow_data = {
8, aDOU_vtx_fix_flg_tbl,
8, aDOU_shadow_vtx_fix_flg_table,
60.0f,
obj_s_douzou_shadow_v,
obj_s_douzou_shadow_model
@@ -191,5 +191,5 @@ static void aDOU_actor_dt(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_dt(&douzou->keyframe);
}
#include "../src/ac_douzou_move.c_inc"
#include "../src/ac_douzou_draw.c_inc"
#include "../src/actor/ac_douzou_move.c_inc"
#include "../src/actor/ac_douzou_draw.c_inc"
@@ -6,7 +6,7 @@
static int aDOU_actor_draw_before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) {
static rgba_t primcolor[mHS_HOUSE_NUM] = {
static rgba_t prmcolor[mHS_HOUSE_NUM] = {
{ 255, 255, 0, 255 },
{ 200, 200, 255, 255 },
{ 255, 100, 50, 255 },
@@ -64,7 +64,7 @@ static int aDOU_actor_draw_before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, in
gfx = NOW_POLY_OPA_DISP;
gDPPipeSync(gfx++);
gDPSetEnvColor(gfx++, envcolor[color].r, envcolor[color].g, envcolor[color].b, 255);
gDPSetPrimColor(gfx++, 0, 255, primcolor[color].r, primcolor[color].g, primcolor[color].b, primcolor[color].a);
gDPSetPrimColor(gfx++, 0, 255, prmcolor[color].r, prmcolor[color].g, prmcolor[color].b, prmcolor[color].a);
SET_POLY_OPA_DISP(gfx);
CLOSE_DISP(graph);
@@ -103,4 +103,4 @@ static void aEBRK_actor_draw(ACTOR* actorx, GAME* game) {
Common_Get(clip).npc_clip->draw_proc(actorx, game);
}
#include "../src/ac_ev_broker_move.c_inc"
#include "../src/actor/ac_ev_broker_move.c_inc"
@@ -69,9 +69,9 @@ static void aECST_schedule_main_proc(NPC_ACTOR* actorx, GAME_PLAY* play) {
}
static void aECST_schedule_proc(NPC_ACTOR* actorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC sched_proc[2] = { (aNPC_SUB_PROC)&none_proc1, aECST_schedule_main_proc };
static aNPC_SUB_PROC sche_proc[2] = { (aNPC_SUB_PROC)&none_proc1, aECST_schedule_main_proc };
(*sched_proc[type])(actorx, play);
(*sche_proc[type])(actorx, play);
}
static void aECST_actor_move(ACTOR* actorx, GAME* game) {
@@ -2,7 +2,7 @@
#include "m_common_data.h"
#include "../src/ac_ev_dokutu_talk.c_inc"
#include "../src/actor/ac_ev_dokutu_talk.c_inc"
static void aEVD_actor_ct(ACTOR* actorx, GAME* game);
static void aEVD_actor_dt(ACTOR* actorx, GAME* game);
@@ -302,5 +302,5 @@ static void aEGH_actor_draw(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->draw_proc)(actorx, game);
}
#include "../src/ac_ev_ghost_talk.c_inc"
#include "../src/ac_ev_ghost_schedule.c_inc"
#include "../src/actor/ac_ev_ghost_talk.c_inc"
#include "../src/actor/ac_ev_ghost_schedule.c_inc"
@@ -90,4 +90,4 @@ static void aEGPS_actor_draw(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->draw_proc)(actorx, game);
}
#include "../src/ac_ev_gypsy_move.c_inc"
#include "../src/actor/ac_ev_gypsy_move.c_inc"
@@ -81,4 +81,4 @@ static void aEKPD_actor_draw(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->draw_proc)(actorx, game);
}
#include "../src/ac_ev_kabuPeddler_move.c_inc"
#include "../src/actor/ac_ev_kabuPeddler_move.c_inc"
@@ -70,4 +70,4 @@ void aEMJ_actor_draw(ACTOR* actor, GAME* game) {
Common_Get(clip.npc_clip)->draw_proc(actor, game);
}
#include "../src/ac_ev_majin_move.c_inc"
#include "../src/actor/ac_ev_majin_move.c_inc"
@@ -137,4 +137,4 @@ static void aESNT_actor_draw(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->draw_proc)(actorx, game);
}
#include "../src/ac_ev_santa_move.c_inc"
#include "../src/actor/ac_ev_santa_move.c_inc"
@@ -80,4 +80,4 @@ static void aESC_actor_draw(ACTOR* actorx, GAME* game) {
(*Common_Get(clip).npc_clip->draw_proc)(actorx, game);
}
#include "../src/ac_ev_soncho_talk.c_inc"
#include "../src/actor/ac_ev_soncho_talk.c_inc"
+2 -2
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@@ -29,6 +29,6 @@ ACTOR_PROFILE FallS_Profile = {
NULL,
};
#include "../src/ac_fallS_move.c_inc"
#include "../src/actor/ac_fallS_move.c_inc"
#include "../src/ac_fallS_draw.c_inc"
#include "../src/actor/ac_fallS_draw.c_inc"
@@ -29,6 +29,6 @@ ACTOR_PROFILE FallSESW_Profile = {
NULL,
};
#include "../src/ac_fallSESW_move.c_inc"
#include "../src/actor/ac_fallSESW_move.c_inc"
#include "../src/ac_fallSESW_draw.c_inc"
#include "../src/actor/ac_fallSESW_draw.c_inc"
@@ -15,7 +15,7 @@ static aFTR_size_info_c* aMR_furniture_size_table[] = {
&l_size_typeB_90, &l_size_typeB_180, &l_size_typeB_270, &l_size_typeB_0, &l_size_typeA, &l_size_typeC,
};
#include "../src/ac_furniture_profile_data.c_inc"
#include "../src/actor/ac_furniture_profile_data.c_inc"
// clang-format off
static u8 l_place_table[] = {
+2 -2
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@@ -105,6 +105,6 @@ static void aGOZ_actor_ct(ACTOR* actor, GAME* game) {
aGOZ_set_bgOffset(goza, 1);
}
#include "../src/ac_goza_move.c_inc"
#include "../src/actor/ac_goza_move.c_inc"
#include "../src/ac_goza_draw.c_inc"
#include "../src/actor/ac_goza_draw.c_inc"
@@ -658,13 +658,13 @@ static Gfx* vtx_DL_table[mNT_ITEM_TYPE_NUM] = {
};
/* Clip */
#include "../src/ac_handOverItem_clip.c_inc"
#include "../src/actor/ac_handOverItem_clip.c_inc"
/* Move */
#include "../src/ac_handOverItem_move.c_inc"
#include "../src/actor/ac_handOverItem_move.c_inc"
/* Draw */
#include "../src/ac_handOverItem_draw.c_inc"
#include "../src/actor/ac_handOverItem_draw.c_inc"
static void aHOI_actor_ct(ACTOR* actorx, GAME* game) {
aHOI_init_clip_area(actorx, game);
+1 -1
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@@ -78,7 +78,7 @@ static void aHNW_actor_dt(ACTOR* actor, GAME* game) {
ClObjPipe_dt(game, &haniwa->common_actor_class.col_pipe);
}
#include "../src/ac_haniwa_move.c_inc"
#include "../src/actor/ac_haniwa_move.c_inc"
static void aHNW_actor_draw(ACTOR* actor, GAME* game) {
static Gfx hnw_tex_model[] = {
+4 -4
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@@ -46,10 +46,10 @@ ACTOR_PROFILE Insect_Profile = {
static void aINS_position_move(ACTOR* actorx);
#include "../src/ac_insect_data.c_inc"
#include "../src/ac_insect_clip.c_inc"
#include "../src/ac_insect_move.c_inc"
#include "../src/ac_insect_draw.c_inc"
#include "../src/actor/ac_insect_data.c_inc"
#include "../src/actor/ac_insect_clip.c_inc"
#include "../src/actor/ac_insect_move.c_inc"
#include "../src/actor/ac_insect_draw.c_inc"
static void aINS_actor_ct(ACTOR* actorx, GAME* game) {
aINS_CTRL_ACTOR* ctrl_actor = (aINS_CTRL_ACTOR*)actorx;
@@ -93,4 +93,4 @@ static void aID_actor_dt(ACTOR* actorx, GAME* game) {
}
}
#include "../src/ac_intro_demo_move.c_inc"
#include "../src/actor/ac_intro_demo_move.c_inc"
+2 -2
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@@ -47,6 +47,6 @@ static void aKAG_actor_ct(ACTOR* actor, GAME* game) {
aKAG_set_bgOffset(kago, 1);
}
#include "../src/ac_kago_move.c_inc"
#include "../src/actor/ac_kago_move.c_inc"
#include "../src/ac_kago_draw.c_inc"
#include "../src/actor/ac_kago_draw.c_inc"
@@ -93,6 +93,6 @@ static void aKKR_actor_dt(ACTOR* actor, GAME* game) {
change_FGUnit(kamakura, 0);
}
#include "../src/ac_kamakura_move.c_inc"
#include "../src/actor/ac_kamakura_move.c_inc"
#include "../src/ac_kamakura_draw.c_inc"
#include "../src/actor/ac_kamakura_draw.c_inc"
@@ -7,18 +7,6 @@
#include "m_common_data.h"
#include "m_player_lib.h"
#ifdef MUST_MATCH
#ifndef __INTELLISENSE__
/* Force assetrip to detect these assets. They're used in a .c_inc file. */
FORCESTRIP static u16 __hack_pal0[] = {
#include "assets/aKOI_obj_e_koinobori_a_pal.inc"
};
FORCESTRIP static u16 __hack_pal1[] = {
#include "assets/obj_e_koinobori_b_pal.inc"
};
#endif
#endif
enum {
aKOI_ACTION_WAIT,
};
@@ -78,6 +66,6 @@ static void aKOI_actor_dt(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_dt(&koinobori->structure_class.keyframe);
}
#include "../src/ac_koinobori_move.c_inc"
#include "../src/actor/ac_koinobori_move.c_inc"
#include "../src/ac_koinobori_draw.c_inc"
#include "../src/actor/ac_koinobori_draw.c_inc"
+2 -35
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@@ -7,39 +7,6 @@
#include "m_common_data.h"
#include "m_player_lib.h"
#ifdef MUST_MATCH
#ifndef __INTELLISENSE__
/* Force assetrip to detect these assets. They're used in a .c_inc file. */
FORCESTRIP static u16 __hack_pal0[] = {
#include "assets/aLOT_obj_01_lotus_pal.inc"
};
FORCESTRIP static u16 __hack_pal1[] = {
#include "assets/obj_02_lotus_pal.inc"
};
FORCESTRIP static u16 __hack_pal3[] = {
#include "assets/obj_03_lotus_pal.inc"
};
FORCESTRIP static u16 __hack_pal4[] = {
#include "assets/obj_04_lotus_pal.inc"
};
FORCESTRIP static u16 __hack_pal5[] = {
#include "assets/obj_05_lotus_pal.inc"
};
FORCESTRIP static u16 __hack_pal6[] = {
#include "assets/obj_06_lotus_pal.inc"
};
FORCESTRIP static u16 __hack_pal7[] = {
#include "assets/obj_07_lotus_pal.inc"
};
FORCESTRIP static u16 __hack_pal8[] = {
#include "assets/obj_08_lotus_pal.inc"
};
FORCESTRIP static u16 __hack_pal9[] = {
#include "assets/obj_09_lotus_pal.inc"
};
#endif
#endif
enum {
aLOT_ACTION_WAIT1,
aLOT_ACTION_WAIT2,
@@ -111,6 +78,6 @@ static void aLOT_actor_dt(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_dt(&lotus->structure_class.keyframe);
}
#include "../src/ac_lotus_move.c_inc"
#include "../src/actor/ac_lotus_move.c_inc"
#include "../src/ac_lotus_draw.c_inc"
#include "../src/actor/ac_lotus_draw.c_inc"
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+2 -2
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@@ -48,5 +48,5 @@ static void aMIK_actor_ct(ACTOR* actor, GAME* game)
aMIK_set_bgOffset((MIKUJI_ACTOR*)actor, 1);
}
#include "../src/ac_mikuji_move.c_inc"
#include "../src/ac_mikuji_draw.c_inc"
#include "../src/actor/ac_mikuji_move.c_inc"
#include "../src/actor/ac_mikuji_draw.c_inc"

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