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#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
extern "C" {
#include "variables.h"
#include "overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.h"
void Player_StartTalking(PlayState* play, Actor* actor);
void func_80BC9E50(EnStoneheishi* enStoneheishi, PlayState* play);
}
/*
* This is the same block found for non-scripted actors in OfferGetItem.cpp, with the addition of setting
* ACTOR_FLAG_TALK, other actor data, and finishes actor's dialogue.
*/
void Rando::ActorBehavior::InitEnStoneheishiBehavior() {
COND_VB_SHOULD(VB_GIVE_ITEM_FROM_OFFER, IS_RANDO, {
GetItemId* item = va_arg(args, GetItemId*);
Actor* actor = va_arg(args, Actor*);
if (actor->id == ACTOR_EN_STONE_HEISHI) {
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);
actor->flags |= ACTOR_FLAG_TALK;
SET_WEEKEVENTREG(WEEKEVENTREG_41_40);
EnStoneheishi* enStoneheishi = (EnStoneheishi*)actor;
enStoneheishi->textIdIndex++;
enStoneheishi->actor.textId = 0x147A;
enStoneheishi->actionFunc = func_80BC9E50;
Message_StartTextbox(gPlayState, 0x147A, actor);
*should = false;
}
});
COND_VB_SHOULD(VB_STONE_HEISHI_SET_ACTION, IS_RANDO, { *should = false; });
}
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