Shipwright/soh/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c

573 lines
22 KiB
C

#include "z_en_bom_bowl_man.h"
#include "vt.h"
#include "overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.h"
#include "overlays/actors/ovl_En_Ex_Item/z_en_ex_item.h"
#include "objects/object_bg/object_bg.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_27)
typedef enum {
/* 0 */ CHU_GIRL_EYES_ASLEEP,
/* 1 */ CHU_GIRL_EYES_OPEN_SLOWLY,
/* 2 */ CHU_GIRL_EYES_BLINK_RAPIDLY,
/* 3 */ CHU_GIRL_EYES_AWAKE
} BombchuGirlEyeMode;
void EnBomBowlMan_Init(Actor* thisx, GlobalContext* globalCtx);
void EnBomBowlMan_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnBomBowlMan_Update(Actor* thisx, GlobalContext* globalCtx);
void EnBomBowlMan_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_WakeUp(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_RunGame(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, GlobalContext* globalCtx);
void func_809C41FC(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, GlobalContext* globalCtx);
void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, GlobalContext* globalCtx);
const ActorInit En_Bom_Bowl_Man_InitVars = {
ACTOR_EN_BOM_BOWL_MAN,
ACTORCAT_NPC,
FLAGS,
OBJECT_BG,
sizeof(EnBomBowlMan),
(ActorFunc)EnBomBowlMan_Init,
(ActorFunc)EnBomBowlMan_Destroy,
(ActorFunc)EnBomBowlMan_Update,
(ActorFunc)EnBomBowlMan_Draw,
NULL,
};
void EnBomBowlMan_Init(Actor* thisx, GlobalContext* globalCtx2) {
static f32 cuccoColliderDims[][3] = { { 16.0f, 46.0f, 0.0f }, { 36.0f, 56.0f, 0.0f } };
static Vec3f cuccoSpawnPos[] = { { 60, -60, -430 }, { 0, -120, -620 } };
static f32 cuccoScales[] = { 0.01f, 0.03f };
EnBomBowlMan* this = (EnBomBowlMan*)thisx;
EnSyatekiNiw* cucco;
s32 i;
GlobalContext* globalCtx = globalCtx2;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gChuGirlSkel, &gChuGirlNoddingOffAnim, this->jointTable,
this->morphTable, 11);
// "☆ Man, my shoulders hurt~ ☆"
osSyncPrintf(VT_FGCOL(GREEN) "☆ もー 肩こっちゃうよねぇ〜 \t\t\n" VT_RST);
// "☆ Isn't there some sort of job that will pay better and be more relaxing? ☆ %d"
osSyncPrintf(VT_FGCOL(GREEN) "☆ もっとラクしてもうかるバイトないかしら? ☆ %d\n" VT_RST,
globalCtx->bombchuBowlingStatus);
this->posCopy = this->actor.world.pos;
this->actor.shape.yOffset = -60.0f;
Actor_SetScale(&this->actor, 0.013f);
for (i = 0; i < 2; i++) {
cucco = (EnSyatekiNiw*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_SYATEKI_NIW, cuccoSpawnPos[i].x,
cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, 1);
if (cucco != NULL) {
cucco->unk_2F4 = cuccoScales[i];
cucco->collider.dim.radius = (s16)cuccoColliderDims[i][0];
cucco->collider.dim.height = (s16)cuccoColliderDims[i][1];
}
}
this->prizeSelect = gSaveContext.n64ddFlag ? 0 : (s16)Rand_ZeroFloat(4.99f);
this->actor.targetMode = 1;
this->actionFunc = EnBomBowMan_SetupWaitAsleep;
}
void EnBomBowlMan_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, GlobalContext* globalCtx) {
this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlNoddingOffAnim);
Animation_Change(&this->skelAnime, &gChuGirlNoddingOffAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_LOOP, -10.0f);
this->actor.textId = 0xC0;
this->dialogState = TEXT_STATE_EVENT;
this->actionFunc = EnBomBowMan_WaitAsleep;
}
void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, GlobalContext* globalCtx) {
s16 yawDiff;
SkelAnime_Update(&this->skelAnime);
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = EnBomBowMan_TalkAsleep;
} else {
yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
if (!(this->actor.xzDistToPlayer > 120.0f) && (yawDiff < 0x4300)) {
func_8002F2CC(&this->actor, globalCtx, 120.0f);
}
}
}
void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&globalCtx->msgCtx) == this->dialogState) && Message_ShouldAdvance(globalCtx)) {
globalCtx->msgCtx.msgMode = MSGMODE_PAUSED;
this->actionFunc = EnBomBowMan_WakeUp;
}
}
void EnBomBowMan_WakeUp(EnBomBowlMan* this, GlobalContext* globalCtx) {
this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlWakeUpAnim);
Animation_Change(&this->skelAnime, &gChuGirlWakeUpAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_ONCE, -10.0f);
this->eyeMode = CHU_GIRL_EYES_OPEN_SLOWLY;
this->actionFunc = EnBomBowMan_BlinkAwake;
}
void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, GlobalContext* globalCtx) {
f32 frameCount = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
if (frameCount == 30.0f) {
this->dialogState = TEXT_STATE_EVENT;
// Check for beaten Dodongo's Cavern if Rando is disabled
if (!gSaveContext.n64ddFlag) {
if ((gSaveContext.eventChkInf[2] & 0x20) || BREG(2)) {
this->actor.textId = 0xBF;
} else {
this->actor.textId = 0x7058;
}
}
// In randomizer, only check for bomb bag when bombchus aren't in logic
// and only check for bombchus when bombchus are in logic
if (gSaveContext.n64ddFlag) {
u8 bombchusInLogic = Randomizer_GetSettingValue(RSK_BOMBCHUS_IN_LOGIC);
if ((!bombchusInLogic && INV_CONTENT(ITEM_BOMB) == ITEM_NONE) ||
(bombchusInLogic && INV_CONTENT(ITEM_BOMBCHU) == ITEM_NONE)) {
this->actor.textId = 0x7058;
} else {
this->actor.textId = 0xBF;
}
}
}
Message_ContinueTextbox(globalCtx, this->actor.textId);
if ((this->eyeTextureIndex == 0) && (this->eyeMode == CHU_GIRL_EYES_BLINK_RAPIDLY) && (this->blinkTimer == 0)) {
// Blink twice, then move on
this->eyeTextureIndex = 2;
this->blinkCount++;
if (this->blinkCount >= 3) {
// we're still making it in here when rando'd
this->actionFunc = EnBomBowMan_CheckBeatenDC;
}
}
}
void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&globalCtx->msgCtx) == this->dialogState) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlLeanOverCounterAnim);
Animation_Change(&this->skelAnime, &gChuGirlLeanOverCounterAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_LOOP,
-10.0f);
this->eyeMode = CHU_GIRL_EYES_AWAKE;
this->blinkTimer = (s16)Rand_ZeroFloat(60.0f) + 20;
bool bombchuBowlingClosed;
if (gSaveContext.n64ddFlag) {
// when rando'd, check if we have bombchus if chus are in logic
// and check if we have a bomb bag if chus aren't in logic
u8 explosive = Randomizer_GetSettingValue(RSK_BOMBCHUS_IN_LOGIC) ? ITEM_BOMBCHU : ITEM_BOMB;
bombchuBowlingClosed = (INV_CONTENT(explosive) == ITEM_NONE);
} else {
// if not rando'd, check if we have beaten Dodongo's Cavern
bombchuBowlingClosed = !((gSaveContext.eventChkInf[2] & 0x20) || BREG(2));
}
if (bombchuBowlingClosed) {
this->actionFunc = EnBomBowMan_WaitNotBeatenDC;
} else {
this->actor.textId = 0x18;
this->dialogState = TEXT_STATE_CHOICE;
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->actionFunc = EnBomBowlMan_HandlePlayChoice;
}
}
}
void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->actionFunc = EnBomBowMan_TalkNotBeatenDC;
} else {
func_8002F2CC(&this->actor, globalCtx, 120.0f);
}
}
void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&globalCtx->msgCtx) == this->dialogState) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
this->actionFunc = EnBomBowMan_WaitNotBeatenDC;
}
}
void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->minigamePlayStatus == 0) {
if (!this->startedPlaying) {
this->actor.textId = 0x18;
} else {
this->actor.textId = 0x1A;
}
this->dialogState = TEXT_STATE_CHOICE;
} else {
this->actor.textId = 0x19;
this->dialogState = TEXT_STATE_EVENT;
}
this->actionFunc = EnBomBowMan_RunGame;
}
void EnBomBowMan_RunGame(EnBomBowlMan* this, GlobalContext* globalCtx) {
s16 yawDiff;
SkelAnime_Update(&this->skelAnime);
if (BREG(3)) {
osSyncPrintf(VT_FGCOL(RED) "☆ game_play->bomchu_game_flag ☆ %d\n" VT_RST, globalCtx->bombchuBowlingStatus);
// "HOW'S THE FIRST WALL DOING?"
osSyncPrintf(VT_FGCOL(RED) "☆ 壁1の状態どう? ☆ %d\n" VT_RST, this->wallStatus[0]);
// "HOW'S THE SECOND WALL DOING?"
osSyncPrintf(VT_FGCOL(RED) "☆ 壁2の状態どう? ☆ %d\n" VT_RST, this->wallStatus[1]);
// "HOLE INFORMATION"
osSyncPrintf(VT_FGCOL(RED) "☆ 穴情報\t ☆ %d\n" VT_RST, this->bowlPit->status);
osSyncPrintf("\n\n");
}
this->gameResult = 0;
if (this->bowlPit != NULL) {
if ((this->wallStatus[0] != 1) && (this->wallStatus[1] != 1) && (this->bowlPit->status == 2)) {
this->gameResult = 1; // Won
this->bowlPit->status = 0;
// "Center HIT!"
osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ 中央HIT!!!! ☆☆☆☆☆ \n" VT_RST);
}
if ((globalCtx->bombchuBowlingStatus == -1) &&
(globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length == 0) && (this->bowlPit->status == 0) &&
(this->wallStatus[0] != 1) && (this->wallStatus[1] != 1)) {
this->gameResult = 2; // Lost
// "Bombchu lost"
osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ ボムチュウ消化 ☆☆☆☆☆ \n" VT_RST);
}
}
if (this->gameResult != 0) { // won or lost
this->actor.textId = 0x1A;
this->dialogState = TEXT_STATE_CHOICE;
this->minigamePlayStatus = 0;
if ((this->exItem != NULL) && (this->exItem->actor.update != NULL)) {
this->exItem->killItem = true;
this->exItem = NULL;
}
globalCtx->bombchuBowlingStatus = 0;
this->playingAgain = true;
Message_StartTextbox(globalCtx, this->actor.textId, NULL);
if (this->gameResult == 2) {
func_8002DF54(globalCtx, NULL, 8);
}
this->actionFunc = EnBomBowlMan_HandlePlayChoice;
} else {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
if (this->minigamePlayStatus == 0) {
this->actionFunc = EnBomBowlMan_HandlePlayChoice;
} else {
this->actionFunc = func_809C41FC;
}
} else {
yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
if (!(this->actor.xzDistToPlayer > 120.0f) && (yawDiff < 0x4300)) {
func_8002F2CC(&this->actor, globalCtx, 120.0f);
}
}
}
}
void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&globalCtx->msgCtx) == this->dialogState) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
switch (globalCtx->msgCtx.choiceIndex) {
case 0: // Yes
if (gSaveContext.rupees >= 30) {
Rupees_ChangeBy(-30);
this->minigamePlayStatus = 1;
this->wallStatus[0] = this->wallStatus[1] = 0;
globalCtx->bombchuBowlingStatus = 10;
Flags_SetSwitch(globalCtx, 0x38);
if (!this->startedPlaying && !this->playingAgain) {
this->actor.textId = 0x19;
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->dialogState = TEXT_STATE_EVENT;
this->actionFunc = func_809C41FC;
} else {
this->actor.textId = 0x1B;
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_Init(globalCtx, 8010, -99, NULL, MAIN_CAM);
func_8002DF54(globalCtx, NULL, 8);
this->actionFunc = EnBomBowMan_SetupChooseShowPrize;
}
} else {
this->playingAgain = false;
this->actor.textId = 0x85;
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->dialogState = TEXT_STATE_EVENT;
this->actionFunc = func_809C41FC;
}
break;
case 1: // No
this->playingAgain = false;
this->actor.textId = 0x2D;
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->dialogState = TEXT_STATE_EVENT;
this->actionFunc = func_809C41FC;
}
}
}
void func_809C41FC(EnBomBowlMan* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&globalCtx->msgCtx) == this->dialogState) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
if (((this->actor.textId == 0x2D) || (this->actor.textId == 0x85)) && Flags_GetSwitch(globalCtx, 0x38)) {
Flags_UnsetSwitch(globalCtx, 0x38);
}
if (this->minigamePlayStatus == 1) {
this->actor.textId = 0x1B;
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_Init(globalCtx, 8010, -99, NULL, MAIN_CAM);
func_8002DF54(globalCtx, NULL, 8);
this->actionFunc = EnBomBowMan_SetupChooseShowPrize;
} else {
if (this->gameResult == 2) {
func_8002DF54(globalCtx, NULL, 7);
}
this->actionFunc = EnBomBowMan_SetupRunGame;
}
}
}
void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, GlobalContext* globalCtx) {
Vec3f accel = { 0.0f, 0.1f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f pos;
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&globalCtx->msgCtx) == this->dialogState) && Message_ShouldAdvance(globalCtx)) {
pos.x = 148.0f;
pos.y = 40.0f;
pos.z = 300.0f;
EffectSsBomb2_SpawnLayered(globalCtx, &pos, &velocity, &accel, 50, 15);
Audio_PlayActorSound2(&this->actor, NA_SE_IT_GOODS_APPEAR);
this->prizeRevealTimer = 10;
this->actionFunc = EnBomBowMan_ChooseShowPrize;
}
}
static Vec3f sPrizePosOffset[] = {
{ 0.0f, 22.0f, 0.0f }, { 0.0f, 22.0f, 0.0f }, { 0.0f, 8.0f, 0.0f }, { 0.0f, 9.0f, 0.0f }, { 0.0f, -2.0f, 0.0f },
};
static s16 sPrizeRot[] = { 0x4268, 0x4268, -0x03E8, 0x0000, 0x4268, 0x0000 };
void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, GlobalContext* globalCtx) {
s16 prizeTemp;
s32 pad;
SkelAnime_Update(&this->skelAnime);
if (this->prizeRevealTimer == 0) {
switch (this->prizeSelect) {
case 0:
prizeTemp = EXITEM_BOMB_BAG_BOWLING;
if (gSaveContext.itemGetInf[1] & 2) {
prizeTemp = EXITEM_PURPLE_RUPEE_BOWLING;
}
break;
case 1:
if (!gSaveContext.n64ddFlag) {
prizeTemp = EXITEM_PURPLE_RUPEE_BOWLING;
} else {
prizeTemp = EXITEM_HEART_PIECE_BOWLING;
if (gSaveContext.itemGetInf[1] & 4) {
prizeTemp = EXITEM_PURPLE_RUPEE_BOWLING;
}
}
break;
case 2:
prizeTemp = EXITEM_BOMBCHUS_BOWLING;
break;
case 3:
if (!gSaveContext.n64ddFlag) {
prizeTemp = EXITEM_HEART_PIECE_BOWLING;
if (gSaveContext.itemGetInf[1] & 4) {
prizeTemp = EXITEM_PURPLE_RUPEE_BOWLING;
}
} else {
prizeTemp = EXITEM_PURPLE_RUPEE_BOWLING;
}
break;
case 4:
prizeTemp = EXITEM_BOMBS_BOWLING;
break;
}
this->prizeIndex = prizeTemp;
if (BREG(7)) {
this->prizeIndex = BREG(7) - 1;
}
this->exItem = (EnExItem*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_EX_ITEM,
sPrizePosOffset[this->prizeIndex].x + 148.0f,
sPrizePosOffset[this->prizeIndex].y + 40.0f,
sPrizePosOffset[this->prizeIndex].z + 300.0f, 0,
sPrizeRot[this->prizeIndex], 0, this->prizeIndex + EXITEM_COUNTER);
if (!this->startedPlaying) {
this->bowlPit = (EnBomBowlPit*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx,
ACTOR_EN_BOM_BOWL_PIT, 0.0f, 90.0f, -860.0f, 0, 0, 0, 0);
if (this->bowlPit != NULL) {
this->bowlPit->prizeIndex = this->prizeIndex;
}
} else {
this->bowlPit->prizeIndex = this->prizeIndex;
}
this->bowlPit->start = 1;
this->minigamePlayStatus = 2;
this->actor.textId = 0x405A;
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->dialogState = TEXT_STATE_EVENT;
// Cycle through prizes in order
this->prizeSelect++;
if (this->prizeSelect >= 5) {
this->prizeSelect = 0;
}
this->actionFunc = EnBomBowlMan_BeginPlayGame;
}
}
void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&globalCtx->msgCtx) == this->dialogState) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
func_8005B1A4(GET_ACTIVE_CAM(globalCtx));
this->startedPlaying = true;
if (BREG(2)) {
BREG(2) = 0;
}
// "Wow"
osSyncPrintf(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, globalCtx->bombchuBowlingStatus);
func_8002DF54(globalCtx, NULL, 7);
this->actionFunc = EnBomBowMan_SetupRunGame;
}
}
void EnBomBowlMan_Update(Actor* thisx, GlobalContext* globalCtx) {
EnBomBowlMan* this = (EnBomBowlMan*)thisx;
this->timer++;
this->actor.focus.pos.y = 60.0f;
Actor_SetFocus(&this->actor, 60.0f);
switch (this->eyeMode) {
case CHU_GIRL_EYES_ASLEEP:
this->eyeTextureIndex = 2;
break;
case CHU_GIRL_EYES_OPEN_SLOWLY:
if (this->eyeTextureIndex > 0) {
this->eyeTextureIndex--;
} else {
this->blinkTimer = 30;
this->eyeMode = CHU_GIRL_EYES_BLINK_RAPIDLY;
}
break;
case CHU_GIRL_EYES_BLINK_RAPIDLY:
if ((this->blinkTimer == 0) && (this->eyeTextureIndex > 0)) {
this->eyeTextureIndex--;
}
break;
default:
if (this->blinkTimer == 0) {
this->eyeTextureIndex++;
if (this->eyeTextureIndex >= 3) {
this->eyeTextureIndex = 0;
this->blinkTimer = (s16)Rand_ZeroFloat(60.0f) + 20;
}
}
func_80038290(globalCtx, &this->actor, &this->unk_218, &this->unk_224, this->actor.focus.pos);
break;
}
DECR(this->prizeRevealTimer);
DECR(this->blinkTimer);
this->actionFunc(this, globalCtx);
}
s32 EnBomBowlMan_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnBomBowlMan* this = (EnBomBowlMan*)thisx;
if (limbIndex == 4) { // head
rot->x += this->unk_218.y;
rot->z += this->unk_218.z;
}
return false;
}
void EnBomBowlMan_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* eyeTextures[] = { gChuGirlEyeOpenTex, gChuGirlEyeHalfTex, gChuGirlEyeClosedTex };
EnBomBowlMan* this = (EnBomBowlMan*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeTextureIndex]));
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnBomBowlMan_OverrideLimbDraw, NULL, this);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}