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#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
#include "2s2h/CustomMessage/CustomMessage.h"
extern "C" {
#include "variables.h"
#include "overlays/actors/ovl_En_Minifrog/z_en_minifrog.h"
void EnMinifrog_TurnToPlayer(EnMinifrog* enMinifrog);
void EnMinifrog_Jump(EnMinifrog* enMinifrog);
void EnMinifrog_JumpTimer(EnMinifrog* enMinifrog);
void EnMinifrog_SpawnDust(EnMinifrog* enMinifrog, PlayState* play);
}
#define SHUFFLED_FROGS (IS_RANDO && RANDO_SAVE_OPTIONS[RO_SHUFFLE_FROGS])
static u16 sIsFrogReturnedFlags[] = {
0, // FROG_YELLOW
WEEKEVENTREG_32_40, // FROG_CYAN
WEEKEVENTREG_32_80, // FROG_PINK
WEEKEVENTREG_33_01, // FROG_BLUE
WEEKEVENTREG_33_02, // FROG_WHITE
};
RandoCheckId GetFrogCheck(s16 index) {
switch (index) {
case 1:
return RC_WOODFALL_TEMPLE_GEKKO_FROG;
case 2:
return RC_GREAT_BAY_TEMPLE_GEKKO_FROG;
case 3:
return RC_SOUTHERN_SWAMP_FROG;
case 4:
return RC_CLOCK_TOWN_LAUNDRY_FROG;
}
return RC_UNKNOWN;
}
// Custom func to make the frog give the item and vanish, without using a cutscene
void MiniFrog_TalkAndVanish(EnMinifrog* enMinifrog, PlayState* play) {
EnMinifrog_TurnToPlayer(enMinifrog);
EnMinifrog_Jump(enMinifrog);
EnMinifrog_JumpTimer(enMinifrog);
if (!play->msgCtx.currentTextId) {
EnMinifrog_SpawnDust(enMinifrog, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &enMinifrog->actor.world.pos, 30, NA_SE_EN_NPC_FADEAWAY);
Actor_Kill(&enMinifrog->actor);
RandoCheckId frogCheck = GetFrogCheck(enMinifrog->frogIndex);
RANDO_SAVE_CHECKS[frogCheck].eligible = true;
}
}
void MiniFrog_IdleWithoutCs(EnMinifrog* enMinifrog, PlayState* play) {
EnMinifrog_TurnToPlayer(enMinifrog);
EnMinifrog_Jump(enMinifrog);
EnMinifrog_JumpTimer(enMinifrog);
if (Actor_TalkOfferAccepted(&enMinifrog->actor, &play->state)) {
play->msgCtx.currentTextId = enMinifrog->actor.textId;
enMinifrog->actionFunc = MiniFrog_TalkAndVanish;
} else if ((enMinifrog->actor.xzDistToPlayer < 100.0f) && Player_IsFacingActor(&enMinifrog->actor, 0x3000, play) &&
(Player_GetMask(play) == PLAYER_MASK_DON_GERO)) {
Actor_OfferTalk(&enMinifrog->actor, play, 110.0f);
}
}
void Rando::ActorBehavior::InitEnMinifrogBehavior() {
COND_VB_SHOULD(VB_DESPAWN_FROG, SHUFFLED_FROGS, {
EnMinifrog* enMinifrog = va_arg(args, EnMinifrog*);
RandoCheckId frogCheck = GetFrogCheck(enMinifrog->frogIndex);
if (frogCheck == RC_UNKNOWN) {
return;
}
*should = RANDO_SAVE_CHECKS[frogCheck].cycleObtained;
});
COND_ID_HOOK(OnActorInit, ACTOR_EN_MINIFROG, SHUFFLED_FROGS, [](Actor* actor) {
EnMinifrog* enMinifrog = (EnMinifrog*)actor;
// If this is not a Mountain Village frog, use the custom actionFunc
if (enMinifrog->frogIndex != FROG_YELLOW && !EN_FROG_IS_RETURNED(actor)) {
enMinifrog->actionFunc = MiniFrog_IdleWithoutCs;
}
});
// "Ah, Don Gero"
COND_ID_HOOK(OnOpenText, 0xD81, SHUFFLED_FROGS, [](u16* textId, bool* loadFromMessageTable) {
Player* player = GET_PLAYER(gPlayState);
EnMinifrog* enMinifrog =
(EnMinifrog*)Actor_FindNearby(gPlayState, &player->actor, ACTOR_EN_MINIFROG, ACTORCAT_NPC, 100.0f);
auto entry = CustomMessage::LoadVanillaMessageTableEntry(*textId);
entry.msg = "Why, Don Gero! I'm not joining that choir unless someone finds my other hiding spot. "
"Take this and don't follow me.";
if (enMinifrog != NULL && CHECK_WEEKEVENTREG(sIsFrogReturnedFlags[enMinifrog->frogIndex])) {
entry.msg = "Why, Don Gero! Since you found my other hiding spot, I'll join the choir. "
"Take this and meet me in the mountains.";
}
CustomMessage::LoadCustomMessageIntoFont(entry);
*loadFromMessageTable = false;
});
}
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