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#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
extern "C" {
#include "variables.h"
#include "overlays/actors/ovl_En_Gk/z_en_gk.h"
void Player_StartTalking(PlayState* play, Actor* actor);
}
void Rando::ActorBehavior::InitEnGKBehavior() {
COND_VB_SHOULD(VB_GIVE_ITEM_FROM_OFFER, IS_RANDO, {
GetItemId* item = va_arg(args, GetItemId*);
Actor* actor = va_arg(args, Actor*);
Player* player = GET_PLAYER(gPlayState);
switch (actor->id) {
case ACTOR_EN_GK:
// In either case here, WEEKEVENTREG_RECEIVED_GORON_RACE_BOTTLE will be set and trigger the rando
// check to be queued.
// If they have an empty bottle, force item to gold dust refill and let vanilla item get continue
if (Inventory_HasEmptyBottle()) {
*item = GI_GOLD_DUST_2;
return;
}
// Otherwise bypass item get entirely
*should = false;
actor->parent = &player->actor;
player->talkActor = actor;
player->talkActorDistance = actor->xzDistToPlayer;
player->exchangeItemAction = PLAYER_IA_MINUS1;
Player_StartTalking(gPlayState, actor);
break;
}
});
COND_VB_SHOULD(VB_GIVE_ITEM_FROM_GK_LULLABY, IS_RANDO, {
// Override vanilla cutscene skip item grant behavior to use rando queue instead
*should = false;
});
COND_VB_SHOULD(VB_START_CUTSCENE, IS_RANDO, {
s16* csId = va_arg(args, s16*);
Actor* actor = va_arg(args, Actor*);
if (*csId != 9 || actor == NULL || actor->id != ACTOR_EN_GK) {
return;
}
*should = false;
SET_WEEKEVENTREG(WEEKEVENTREG_24_80); // Ensure Goron Elder check is available
if (!RANDO_SAVE_CHECKS[RC_GORON_SHRINE_FULL_LULLABY].cycleObtained) {
RANDO_SAVE_CHECKS[RC_GORON_SHRINE_FULL_LULLABY].eligible = true;
}
});
// Played Full Lullaby for Baby Goron
COND_HOOK(OnSceneFlagSet, IS_RANDO, [](s16 sceneId, FlagType flagType, u32 flag) {
if (sceneId == SCENE_16GORON_HOUSE && flagType == FLAG_CYCL_SCENE_SWITCH && flag == 20) {
SET_WEEKEVENTREG(WEEKEVENTREG_24_80); // Ensure Goron Elder check is available
}
});
}
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