blob: e40a3f14e1a6a0a7b1f4ce68f43aa0d135798f03 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
extern "C" {
#include "variables.h"
#include "src/overlays/actors/ovl_En_Trt/z_en_trt.h"
#include "src/overlays/actors/ovl_En_Trt2/z_en_trt2.h"
void Player_StartTalking(PlayState* play, Actor* actor);
void EnTrt_ItemGiven(EnTrt* enTrt, PlayState* play);
}
void EnTrt_CompleteDialogue(Actor* actor) {
EnTrt* refActor = (EnTrt*)actor;
Player_StartTalking(gPlayState, &refActor->actor);
refActor->actionFunc = EnTrt_ItemGiven;
}
void EnTrt2_CompleteDialogue(Actor* actor) {
EnTrt2* refActor = (EnTrt2*)actor;
refActor->unk_3B2 = 13;
Player_StartTalking(gPlayState, &refActor->actor);
}
void Rando::ActorBehavior::InitEnTrtBehavior() {
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);
// Let vanilla item give continue
if ((actor->id != ACTOR_EN_TRT && actor->id != ACTOR_EN_TRT2) ||
!RANDO_SAVE_CHECKS[RC_HAGS_POTION_SHOP_KOTAKE].shuffled ||
(*item != GI_POTION_RED_BOTTLE && *item != GI_POTION_RED)) {
return;
}
if (!RANDO_SAVE_CHECKS[RC_HAGS_POTION_SHOP_KOTAKE].cycleObtained) {
SET_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_KOTAKE_BOTTLE);
SET_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_RED_POTION_FOR_KOUME);
}
// In either case here, WEEKEVENTREG_RECEIVED_KOTAKE_BOTTLE will be set and trigger the rando
// check to be queued.
// If they have an empty bottle, force item to red potion and let vanilla item get continue
if (Inventory_HasEmptyBottle()) {
*item = GI_POTION_RED;
return;
}
// Otherwise bypass item get entirely
*should = false;
actor->parent = &player->actor;
player->talkActor = actor;
player->talkActorDistance = actor->xzDistToPlayer;
player->exchangeItemAction = PLAYER_IA_MINUS1;
if (actor->id == ACTOR_EN_TRT) {
EnTrt_CompleteDialogue(actor);
} else {
EnTrt2_CompleteDialogue(actor);
}
});
}
|