Implement & link ac_npc_majin3

This commit is contained in:
Cuyler36
2025-06-11 16:27:14 -04:00
parent a28f822c9b
commit 0054e475f2
6 changed files with 508 additions and 2 deletions
+1 -1
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@@ -1119,7 +1119,7 @@ config.libs = [
Object(NonMatching, "actor/npc/ac_npc_hem.c"),
Object(Matching, "actor/npc/ac_npc_majin.c"),
Object(Matching, "actor/npc/ac_npc_majin2.c"),
Object(NonMatching, "actor/npc/ac_npc_majin3.c"),
Object(Matching, "actor/npc/ac_npc_majin3.c"),
Object(NonMatching, "actor/npc/ac_npc_majin4.c"),
Object(Matching, "actor/npc/ac_npc_majin5.c"),
Object(Matching, "actor/npc/ac_npc_mamedanuki.c"),
+18 -1
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@@ -3,11 +3,29 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#include "m_string.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct npc_majin3_actor_s NPC_MAJIN3_ACTOR;
typedef void (*aMJN3_THINK_PROC)(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play);
typedef void (*aMJN3_TALK_PROC)(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play);
struct npc_majin3_actor_s {
NPC_ACTOR npc_class;
int think_idx;
int next_think_idx;
aMJN3_THINK_PROC think_proc;
int talk_idx;
aMJN3_TALK_PROC talk_proc;
u8 reply[mString_DEFAULT_STR_SIZE];
u8 reply_idx;
};
extern ACTOR_PROFILE Npc_Majin3_Profile;
#ifdef __cplusplus
@@ -15,4 +33,3 @@ extern ACTOR_PROFILE Npc_Majin3_Profile;
#endif
#endif
+6
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@@ -10,6 +10,10 @@ extern "C" {
#define mString_AM 0x001
#define mString_PM 0x002
#define mString_WEEKDAY_START 0x009
#define mString_RESETTI_GOOD_WORD_START 0x484
#define mString_RESETTI_GOOD_WORD_END 0x493
#define mString_RESETTI_NG_WORD_START 0x4C0
#define mString_RESETTI_NG_WORD_END 0x4DF
#define mString_DAY_START 0x64E
#define mString_MONTH_START 0x66D
#define mString_SONCHO_EVENT_NAME_START 0x6F8
@@ -20,6 +24,8 @@ extern "C" {
#define mString_HANIWA_MSG3 0x76D
#define mString_MIKANBOX_START 0x77B
#define mString_MIKANBOX_END 0x7FE
// TODO: these should be in m_msg_data.h
#define mString_CARPETPEDDLER_START 0x48a
#define mString_TOTAKEKE_START 0x1b93
#define mString_SPEECH_SONCHO_START 0x3db5
+130
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@@ -0,0 +1,130 @@
#include "ac_npc_majin3.h"
#include "m_common_data.h"
#include "m_player_lib.h"
#include "m_font.h"
#include "m_msg.h"
#include "ac_reset_demo.h"
#include "m_bgm.h"
#include "m_house.h"
#include "m_ledit_ovl.h"
enum {
aMJN3_THINK_START_WAIT,
aMJN3_THINK_START_WAIT_ST,
aMJN3_THINK_START_WAIT_ST2,
aMJN3_THINK_CALL,
aMJN3_THINK_EXIT,
aMJN3_THINK_NUM
};
enum {
aMJN3_TALK_MSG_WIN_CLOSE_WAIT,
aMJN3_TALK_MENU_OPEN_WAIT,
aMJN3_TALK_MENU_CLOSE_WAIT,
aMJN3_TALK_MSG_WIN_OPEN_WAIT,
aMJN3_TALK_END_WAIT,
aMJN3_TALK_NUM
};
enum {
aMJN3_WORD_GOOD, // user input the correct phrase
aMJN3_WORD_NG, // user input a 'ng' word, special response
aMJN3_WORD_WRONG, // user input the wrong phrase
aMJN3_WORD_NUM
};
static void aMJN3_actor_ct(ACTOR* actorx, GAME* game);
static void aMJN3_actor_dt(ACTOR* actorx, GAME* game);
static void aMJN3_actor_move(ACTOR* actorx, GAME* game);
static void aMJN3_actor_draw(ACTOR* actorx, GAME* game);
static void aMJN3_actor_save(ACTOR* actorx, GAME* game);
static void aMJN3_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Npc_Majin3_Profile = {
mAc_PROFILE_NPC_MAJIN3,
ACTOR_PART_NPC,
ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
SP_NPC_MAJIN3,
ACTOR_OBJ_BANK_KEEP,
sizeof(NPC_MAJIN3_ACTOR),
aMJN3_actor_ct,
aMJN3_actor_dt,
aMJN3_actor_init,
mActor_NONE_PROC1,
aMJN3_actor_save,
};
// clang-format on
static void aMJN3_force_talk_request(ACTOR* actorx, GAME* game);
static void aMJN3_norm_talk_request(ACTOR* actorx, GAME* game);
static int aMJN3_talk_init(ACTOR* actorx, GAME* game);
static int aMJN3_talk_end_chk(ACTOR* actorx, GAME* game);
static void aMJN3_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aMJN3_setup_think_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play, int think_idx);
static void aMJN3_change_talk_proc(NPC_MAJIN3_ACTOR* actor, int talk_idx);
static void aMJN3_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aMJN3_actor_move,
aMJN3_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
(aNPC_TALK_REQUEST_PROC)none_proc1,
aMJN3_talk_init,
aMJN3_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aMJN3_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
}
static void aMJN3_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aMJN3_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
eEC_CLIP->effect_kill_proc(eEC_EFFECT_RESET_HOLE, RSV_NO);
if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) {
ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class;
if (demox != NULL) {
RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox;
reset_demo->reset_actor = NULL;
reset_demo->request_light = FALSE;
}
}
}
static void aMJN3_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aMJN3_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
actorx->shape_info.draw_shadow = FALSE;
}
static void aMJN3_set_animation(NPC_MAJIN3_ACTOR* actor, int think_idx) {
static s16 animeSeqNo[] = { aNPC_ANIM_WAIT1, aNPC_ANIM_WAIT1, aNPC_ANIM_WAIT1, aNPC_ANIM_APPEAR1, aNPC_ANIM_GO_UG1 };
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[think_idx], FALSE);
}
static void aMJN3_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
#include "../src/actor/npc/ac_npc_majin3_talk.c_inc"
#include "../src/actor/npc/ac_npc_majin3_schedule.c_inc"
+178
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@@ -0,0 +1,178 @@
static void aMJN3_set_request_act(NPC_MAJIN3_ACTOR* actor) {
actor->npc_class.request.act_priority = 1;
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
}
static void aMJN3_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.step = 0;
}
static void aMJN3_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aMJN3_act_init_proc, (aNPC_SUB_PROC)none_proc1, (aNPC_SUB_PROC)none_proc1 };
(*act_proc[type])(nactorx, play);
}
static void aMJN3_start_wait(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
int reset_type = Common_Get(reset_type);
if (reset_type == 0) {
if (actor->npc_class.actor_class.player_distance_xz >= 120.0f) {
reset_type = 2;
}
}
if (reset_type != 0) {
actor->npc_class.actor_class.shape_info.rotation.y = actor->npc_class.actor_class.player_angle_y;
aMJN3_setup_think_proc(actor, play, aMJN3_THINK_CALL);
Common_Set(reset_type, 0);
}
}
static void aMJN3_start_wait_st(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
if (playerx != NULL && playerx->world.position.z > 970.0f) {
aMJN3_setup_think_proc(actor, play, aMJN3_THINK_START_WAIT_ST2);
}
}
static void aMJN3_start_wait_st2(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
int reset_type = Common_Get(reset_type);
if (reset_type == 0) {
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
if (actor->npc_class.actor_class.player_distance_xz > 120.0f) {
reset_type = 2;
}
if (playerx != NULL) {
if (playerx->world.position.x >= 2280.0f && playerx->world.position.x < 2360.0f && playerx->world.position.z <= 970.0f) {
reset_type = 2;
}
}
}
if (reset_type != 0) {
actor->npc_class.actor_class.shape_info.rotation.y = actor->npc_class.actor_class.player_angle_y;
aMJN3_setup_think_proc(actor, play, aMJN3_THINK_CALL);
Common_Set(reset_type, 0);
}
}
static void aMJN3_exit(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
Actor_delete((ACTOR*)actor);
}
}
static void aMJN3_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)nactorx;
if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
actor->think_proc(actor, play);
} else if (nactorx->action.step == aNPC_ACTION_END_STEP) {
aMJN3_set_request_act(actor);
}
}
static void aMJN3_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
static f32 def_posX[] = { 2180.0f, 2300.0f, 2180.0f, 2300.0f, 2300.0f };
static f32 def_posZ[] = { 1460.0f, 1460.0f, 1740.0f, 1740.0f, 1020.0f };
static s16 def_angl[] = { 0, 0, 0, 0, 0x8000 };
static int def_think_idx[] = { aMJN3_THINK_START_WAIT, aMJN3_THINK_START_WAIT, aMJN3_THINK_START_WAIT, aMJN3_THINK_START_WAIT, aMJN3_THINK_START_WAIT_ST };
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
int pos_idx;
actor->npc_class.action.act_proc = aMJN3_act_proc;
aMJN3_set_request_act(actor);
actorx->status_data.weight = MASSTYPE_HEAVY;
Common_Set(reset_type, 0);
if (play->block_table.block_z == 1) {
pos_idx = 4;
} else {
pos_idx = mHS_get_arrange_idx(Common_Get(player_no));
}
actorx->world.position.x = def_posX[pos_idx];
actorx->world.position.z = def_posZ[pos_idx];
actorx->shape_info.rotation.y = def_angl[pos_idx];
actorx->world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(actorx->world.position, 0.0f);
aMJN3_setup_think_proc(actor, play, def_think_idx[pos_idx]);
}
static void aMJN3_call_init(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
actor->npc_class.condition_info.hide_request = FALSE;
actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_APPEAR1;
actor->npc_class.talk_info.default_animation = aNPC_ANIM_APPEAR1;
eEC_CLIP->effect_make_proc(eEC_EFFECT_RESET_HOLE, ((ACTOR*)actor)->world.position, 3, ((ACTOR*)actor)->shape_info.rotation.y, (GAME*)play, RSV_NO, 0, 0);
if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) {
ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class;
if (demox != NULL) {
RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox;
reset_demo->request_light = TRUE;
}
}
}
typedef void (*aMJN3_THINK_INIT_PROC)(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play);
typedef struct {
aMJN3_THINK_PROC think_proc;
aMJN3_THINK_INIT_PROC think_init_proc;
aNPC_TALK_REQUEST_PROC talk_request_proc;
u8 talk_idx;
u8 think_idx_when_talk_done;
} aMJN3_think_data_c;
static void aMJN3_setup_think_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play, int think_idx) {
// clang-format off
static aMJN3_think_data_c dt_tbl[] = {
{aMJN3_start_wait, (aMJN3_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN3_THINK_START_WAIT},
{aMJN3_start_wait_st, (aMJN3_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN3_THINK_START_WAIT_ST},
{aMJN3_start_wait_st2, (aMJN3_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN3_THINK_START_WAIT_ST2},
{(aMJN3_THINK_PROC)none_proc1, aMJN3_call_init, aMJN3_force_talk_request, 0, aMJN3_THINK_EXIT},
{aMJN3_exit, (aMJN3_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN3_THINK_EXIT},
};
// clang-format on
aMJN3_think_data_c* data_p = &dt_tbl[think_idx];
actor->think_idx = think_idx;
actor->think_proc = data_p->think_proc;
actor->npc_class.talk_info.talk_request_proc = data_p->talk_request_proc;
actor->talk_idx = data_p->talk_idx;
actor->next_think_idx = data_p->think_idx_when_talk_done;
aMJN3_set_animation(actor, think_idx);
(*data_p->think_init_proc)(actor, play);
}
static void aMJN3_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aMJN3_think_init_proc, aMJN3_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aMJN3_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->think.think_proc = aMJN3_think_proc;
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aMJN3_schedule_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
if (!NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_CHK_INTERRUPT)) {
NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_MAIN);
}
}
static void aMJN3_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC sche_proc[] = { aMJN3_schedule_init_proc, aMJN3_schedule_main_proc };
(*sche_proc[type])(nactorx, play);
}
+175
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@@ -0,0 +1,175 @@
static int aMJN3_check_good_word(NPC_MAJIN3_ACTOR* actor) {
u8 word[mString_DEFAULT_STR_SIZE];
int ret = FALSE;
mString_Load_StringFromRom(word, sizeof(word), mString_RESETTI_GOOD_WORD_START + actor->reply_idx);
if (mem_cmp(actor->reply, word, sizeof(word)) == TRUE) {
ret = TRUE;
}
return ret;
}
static int aMJN3_check_ng_word(NPC_MAJIN3_ACTOR* actor) {
static int chg_length[] = { 1, 2, 4, 8, 10, 17, 24, 28, -1 };
u8 word[mString_DEFAULT_STR_SIZE];
u32 len = 2;
u8* reply_p;
int* chg_length_p = chg_length;
int i;
int j;
int ng_word_idx = mString_RESETTI_NG_WORD_START;
// Loop through every "ng" (no good?) word
for (i = 0; i < (mString_RESETTI_NG_WORD_END - mString_RESETTI_NG_WORD_START) + 1; i++) {
// check if this index crosses the boundary into the next length of ng strings
// ng strings are grouped in data by length
if (i == *chg_length_p) {
len++;
chg_length_p++;
}
mString_Load_StringFromRom(word, sizeof(word), ng_word_idx);
reply_p = actor->reply;
// check the entire reply string for occurrences of the ng string
for (j = (mString_DEFAULT_STR_SIZE + 1) - len; j != 0; j--) {
if (mem_cmp(reply_p, word, len) == TRUE) {
return TRUE;
}
reply_p++;
}
ng_word_idx++;
}
return FALSE;
}
static int aMJN3_check_word(NPC_MAJIN3_ACTOR* actor) {
int ret = aMJN3_WORD_WRONG;
if (aMJN3_check_good_word(actor) == TRUE) {
ret = aMJN3_WORD_GOOD;
} else if (aMJN3_check_ng_word(actor) == TRUE) {
ret = aMJN3_WORD_NG;
}
return ret;
}
static void aMJN3_msg_win_close_wait_talk_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
int order = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
if (order != 0) {
mMsg_REQUEST_MAIN_DISAPPEAR_WAIT_TYPE1();
aMJN3_change_talk_proc(actor, aMJN3_TALK_MENU_OPEN_WAIT);
}
}
static void aMJN3_menu_open_wait_talk_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
if (mMsg_CHECK_MAIN_WAIT() == TRUE) {
Submenu* submenu = &play->submenu;
submenu->start_refuse = FALSE;
mSM_open_submenu_new(submenu, mSM_OVL_LEDIT, mLE_TYPE_RESET, 0, actor->reply);
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
aMJN3_change_talk_proc(actor, aMJN3_TALK_MENU_CLOSE_WAIT);
}
}
static void aMJN3_menu_close_wait_talk_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
Submenu* submenu = &play->submenu;
if (!submenu->open_flag) {
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
submenu->start_refuse = TRUE;
mMsg_request_main_appear_wait_type1(msg_p);
aMJN3_change_talk_proc(actor, aMJN3_TALK_MSG_WIN_OPEN_WAIT);
}
}
static void aMJN3_msg_win_open_wait_talk_proc(NPC_MAJIN3_ACTOR* actor, GAME_PLAY* play) {
static int msg_no[] = { 0x23EC, 0x23EF, 0x23EE };
static int next_talk_idx[] = { aMJN3_TALK_END_WAIT, aMJN3_TALK_MSG_WIN_CLOSE_WAIT, aMJN3_TALK_MSG_WIN_CLOSE_WAIT };
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
if (mMsg_Check_not_series_main_wait(msg_p) == TRUE) {
int idx = aMJN3_check_word(actor);
mMsg_ChangeMsgData(msg_p, msg_no[idx]);
aMJN3_change_talk_proc(actor, next_talk_idx[idx]);
}
}
static void aMJN3_change_talk_proc(NPC_MAJIN3_ACTOR* actor, int talk_idx) {
// clang-format off
static aMJN3_TALK_PROC talk_proc[] = {
aMJN3_msg_win_close_wait_talk_proc,
aMJN3_menu_open_wait_talk_proc,
aMJN3_menu_close_wait_talk_proc,
aMJN3_msg_win_open_wait_talk_proc,
(aMJN3_TALK_PROC)none_proc1,
};
// clang-format on
actor->talk_proc = talk_proc[talk_idx];
}
typedef struct {
int msg_no;
aMJN3_TALK_PROC talk_proc;
} aMJN3_talk_data_c;
static void aMJN3_set_force_talk_info(ACTOR* actorx) {
static aMJN3_talk_data_c dt_tbl[] = {
{ 0x23E6, aMJN3_msg_win_close_wait_talk_proc },
};
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)actorx;
aMJN3_talk_data_c* data_p = &dt_tbl[actor->talk_idx];
mDemo_Set_msg_num(data_p->msg_no);
mDemo_Set_talk_turn(TRUE);
actor->talk_proc = data_p->talk_proc;
mPlib_Set_able_hand_all_item_in_demo(TRUE);
mBGMPsComp_make_ps_quiet(0);
}
static void aMJN3_force_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aMJN3_set_force_talk_info);
}
static int aMJN3_talk_init(ACTOR* actorx, GAME* game) {
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)actorx;
int ret = FALSE;
if (actor->npc_class.draw.animation_id == aNPC_ANIM_APPEAR1 && actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
u8 str[mString_DEFAULT_STR_SIZE];
actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_WAIT_R1;
actor->npc_class.talk_info.default_animation = aNPC_ANIM_WAIT_R1;
actor->reply_idx = RANDOM((mString_RESETTI_GOOD_WORD_END - mString_RESETTI_GOOD_WORD_START) + 1);
mString_Load_StringFromRom(str, sizeof(str), mString_RESETTI_GOOD_WORD_START + actor->reply_idx);
mMsg_SET_ITEM_STR(mMsg_FREE_STR0, str, sizeof(str));
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
mDemo_Set_ListenAble();
ret = TRUE;
}
return ret;
}
static int aMJN3_talk_end_chk(ACTOR* actorx, GAME* game) {
NPC_MAJIN3_ACTOR* actor = (NPC_MAJIN3_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
int ret = FALSE;
actor->talk_proc(actor, play);
if (!mDemo_Check(mDemo_TYPE_SPEAK, actorx)) {
aMJN3_setup_think_proc(actor, play, actor->next_think_idx);
ret = TRUE;
}
return ret;
}