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#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
extern "C" {
#include "variables.h"
void Player_StartTalking(PlayState* play, Actor* actor);
}
// This is the same block found for non-scripted actors in OfferGetItem.cpp
void talkToShootingGalleryNpc(Player* player, Actor* actor) {
player->talkActor = actor;
player->talkActorDistance = actor->xzDistToPlayer;
player->exchangeItemAction = PLAYER_IA_MINUS1;
Player_StartTalking(gPlayState, actor);
}
void Rando::ActorBehavior::InitEnSyatekiManBehavior() {
COND_VB_SHOULD(VB_GIVE_ITEM_FROM_OFFER, IS_RANDO, {
GetItemId* item = va_arg(args, GetItemId*);
Actor* actor = va_arg(args, Actor*);
// Only hijack the quivers and Heart Pieces; let the rupee rewards remain as normal
if (actor->id == ACTOR_EN_SYATEKI_MAN && *item > GI_RUPEE_HUGE) {
Player* player = GET_PLAYER(gPlayState);
if (gPlayState->sceneId == SCENE_SYATEKI_MIZU) { // Town Shooting Gallery
if (CURRENT_DAY == 3) {
// On the third day, there is additional dialog after the reward
talkToShootingGalleryNpc(player, actor);
actor->flags |= ACTOR_FLAG_TALK;
} else {
/*
* On the other two days, there is no dialog after the reward. The simplest thing to make the NPC
* behave is to add an extra textbox. 0x3F8 is "Usually this place is packed..."
*/
Message_StartTextbox(gPlayState, 0x3F8, actor);
}
} else if (gPlayState->sceneId == SCENE_SYATEKI_MORI) { // Swamp Shooting Gallery
talkToShootingGalleryNpc(player, actor);
}
actor->parent = &player->actor;
*should = false;
}
});
}
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