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#include "public/bridge/consolevariablebridge.h"
#include "2s2h/GameInteractor/GameInteractor.h"
#include "2s2h/CustomMessage/CustomMessage.h"
#include "2s2h/CustomItem/CustomItem.h"
#include "2s2h/Rando/Rando.h"
#include "2s2h/ShipInit.hpp"
extern "C" {
#include "overlays/actors/ovl_En_Rz/z_en_rz.h"
void func_80BFC270(EnRz* enRz, PlayState* play);
void Player_StartTalking(PlayState* play, Actor* actor);
}
#define CVAR_NAME "gEnhancements.Cutscenes.SkipStoryCutscenes"
#define CVAR CVarGetInteger(CVAR_NAME, 0)
void RegisterSkipRosaSistersDance() {
COND_VB_SHOULD(VB_START_CUTSCENE, CVAR, {
s16* csId = va_arg(args, s16*);
if (CVarGetInteger("gEnhancements.Cutscenes.SkipStoryCutscenes", 0)) {
// West Clock Town
if (gPlayState->sceneId == SCENE_ICHIBA) {
if (*csId == 11) { // Link teaches the dance
Actor* actor = va_arg(args, Actor*);
EnRz* enRz = (EnRz*)actor;
// The function for yielding the Heart Piece and changing other state information
enRz->actionFunc = func_80BFC270;
// Queue the item check, as Actor_OfferGetItem won't work normally
// WEEKEVENTREG_RECEIVED_ROSA_SISTERS_HEART_PIECE is set once player completes this notebook entry.
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_ROSA_SISTERS_HEART_PIECE) && !IS_RANDO) {
GameInteractor::Instance->events.emplace_back(GIEventGiveItem{
.showGetItemCutscene = true,
.param = GID_HEART_PIECE,
.giveItem = [](Actor* actor, PlayState* play) {
if (CUSTOM_ITEM_FLAGS & CustomItem::GIVE_ITEM_CUTSCENE) {
CustomMessage::SetActiveCustomMessage("You received a Piece of Heart!",
{ .textboxType = 2 });
} else {
CustomMessage::StartTextbox("You received a Piece of Heart!\x1C\x02\x10",
{ .textboxType = 2 });
}
} });
}
Player* player = GET_PLAYER(gPlayState);
actor->parent = &player->actor;
player->talkActor = actor;
player->talkActorDistance = actor->xzDistToPlayer;
player->exchangeItemAction = PLAYER_IA_MINUS1;
Player_StartTalking(gPlayState, actor);
*should = false;
} else if (*csId == 12) { // The sisters applaud Link
Actor* actor = va_arg(args, Actor*);
/*
* The randomizer actor behavior unsets this flag to prevent an extra textbox from appearing when
* this cutscene plays. If we're skipping the cutscene, we have to set it again to prevent the
* dialog from hanging. This does not affect vanilla.
*/
actor->flags |= ACTOR_FLAG_TALK;
*should = false;
}
}
}
});
}
static RegisterShipInitFunc initFunc(RegisterSkipRosaSistersDance, { CVAR_NAME });
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