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#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
#include "2s2h/CustomMessage/CustomMessage.h"
extern "C" {
#include "variables.h"
#include "src/overlays/actors/ovl_En_Gb2/z_en_gb2.h"
void Player_StartTalking(PlayState* play, Actor* actor);
}
void Rando::ActorBehavior::InitEnGb2Behavior() {
COND_VB_SHOULD(VB_GIVE_ITEM_FROM_OFFER, IS_RANDO, {
GetItemId* item = va_arg(args, GetItemId*);
Actor* refActor = va_arg(args, Actor*);
Player* player = GET_PLAYER(gPlayState);
// Do not override the vanilla Purple rupee grant
if (refActor->id != ACTOR_EN_GB2 || *item != GI_HEART_PIECE) {
return;
}
if (!RANDO_SAVE_CHECKS[RC_IKANA_CANYON_GHOST_HUT_PIECE_OF_HEART].cycleObtained) {
RANDO_SAVE_CHECKS[RC_IKANA_CANYON_GHOST_HUT_PIECE_OF_HEART].eligible = true;
}
*should = false;
refActor->parent = &player->actor;
player->talkActor = refActor;
player->talkActorDistance = refActor->xzDistToPlayer;
player->exchangeItemAction = PLAYER_IA_MINUS1;
Player_StartTalking(gPlayState, refActor);
/*
* This actor sets MSGMODE_TEXT_CLOSING state and expects GI to set it back to MSGMODE_TEXT_START. Because the
* GI is skipped, we manually start the textbox to prevent the player from being able to move during dialog.
*/
Message_StartTextbox(gPlayState, 0x14DE, refActor);
});
COND_ID_HOOK(OnOpenText, 0x14D1, IS_RANDO, [](u16* textId, bool* loadFromMessageTable) {
if (RANDO_SAVE_CHECKS[RC_IKANA_CANYON_GHOST_HUT_PIECE_OF_HEART].obtained) {
return;
}
std::string checkItemName =
Rando::StaticData::GetItemName(RANDO_SAVE_CHECKS[RC_IKANA_CANYON_GHOST_HUT_PIECE_OF_HEART].randoItemId,
true, RC_IKANA_CANYON_GHOST_HUT_PIECE_OF_HEART);
auto entry = CustomMessage::LoadVanillaMessageTableEntry(*textId);
entry.msg = "If you are seeking the one who is\n";
entry.msg += "%rstronger%w than you are, you may find\n";
entry.msg += "%g{{itemName}}%w here...\n";
entry.msg += "\x10";
entry.msg += "from a group of spirits plagued by\n";
entry.msg += "lingering regrets.\xE0";
CustomMessage::Replace(&entry.msg, "{{itemName}}", checkItemName);
CustomMessage::LoadCustomMessageIntoFont(entry);
*loadFromMessageTable = false;
});
}
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