Implement & link ac_npc_restart

This commit is contained in:
Cuyler36
2025-06-11 22:46:26 -04:00
parent eadece995d
commit d18d385746
6 changed files with 586 additions and 2 deletions
+1 -1
View File
@@ -1134,7 +1134,7 @@ config.libs = [
Object(Matching, "actor/npc/ac_npc_post_man.c"),
Object(Matching, "actor/npc/ac_npc_rcn_guide.c"),
Object(Matching, "actor/npc/ac_npc_rcn_guide2.c"),
Object(NonMatching, "actor/npc/ac_npc_restart.c"),
Object(Matching, "actor/npc/ac_npc_restart.c"),
Object(Matching, "actor/npc/ac_npc_rtc.c"),
Object(Matching, "actor/npc/ac_npc_sendo.c"),
Object(Matching, "actor/npc/ac_npc_shasho.c"),
+20 -1
View File
@@ -3,11 +3,31 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct npc_restart_s NPC_RESTART_ACTOR;
typedef void (*aNRST_TALK_PROC)(NPC_RESTART_ACTOR* actor, GAME_PLAY* play);
struct npc_restart_s {
NPC_ACTOR npc_class;
int talk_idx;
int next_talk_idx;
aNRST_TALK_PROC talk_proc;
int talk_end;
int _9A4;
int think_idx;
int card_chan;
u8 actor_saved;
u8 auto_nwrite_data_set;
u8 cheated_flag;
u8 force_home;
};
extern ACTOR_PROFILE Npc_Restart_Profile;
#ifdef __cplusplus
@@ -15,4 +35,3 @@ extern ACTOR_PROFILE Npc_Restart_Profile;
#endif
#endif
+1
View File
@@ -288,6 +288,7 @@ enum {
extern int mCD_GetThisLandSlotNo_code(int* player_no, s32* slot_card_results);
extern int mCD_GetThisLandSlotNo(void);
extern int mCD_GetSaveHomeSlotNo(void);
extern void mCD_save_data_aram_malloc(void);
extern void mCD_set_aram_save_data();
extern void mCD_init_card();
+158
View File
@@ -0,0 +1,158 @@
#include "ac_npc_restart.h"
#include "m_common_data.h"
#include "m_msg.h"
#include "m_card.h"
#include "m_player_lib.h"
#include "m_soncho.h"
#include "m_house.h"
#include "m_bgm.h"
#include "m_string.h"
enum {
aNRST_THINK_START,
aNRST_THINK_TITLE,
aNRST_THINK_DOOR,
aNRST_THINK_WAIT,
aNRST_THINK_NUM
};
enum {
aNRST_TALK_SELECT,
aNRST_TALK_BEFORE_SAVE,
aNRST_TALK_SAVE,
aNRST_TALK_SELECT2,
aNRST_TALK_SELECT3,
aNRST_TALK_BEFORE_INIT,
aNRST_TALK_INIT,
aNRST_TALK_WAIT_END,
aNRST_TALK_NUM
};
enum {
aNRST_MSG_GROUP1,
aNRST_MSG_GROUP2,
aNRST_MSG_GROUP3,
aNRST_MSG_TYPE_NUM
};
static void aNRST_actor_ct(ACTOR* actorx, GAME* game);
static void aNRST_actor_dt(ACTOR* actorx, GAME* game);
static void aNRST_actor_move(ACTOR* actorx, GAME* game);
static void aNRST_actor_draw(ACTOR* actorx, GAME* game);
static void aNRST_actor_save(ACTOR* actorx, GAME* game);
static void aNRST_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Npc_Restart_Profile = {
mAc_PROFILE_NPC_RESTART,
ACTOR_PART_NPC,
ACTOR_STATE_NONE,
SP_NPC_RESTART,
ACTOR_OBJ_BANK_KEEP,
sizeof(NPC_RESTART_ACTOR),
aNRST_actor_ct,
aNRST_actor_dt,
aNRST_actor_init,
mActor_NONE_PROC1,
aNRST_actor_save,
};
// clang-format on
static u8 aNRST_sound_mode[] = { 0, 1, 2 };
static u8 aNRST_voice_mode[] = { 0, 1, 2 };
static void aNRST_talk_request(ACTOR* actorx, GAME* game);
static int aNRST_talk_init(ACTOR* actorx, GAME* game);
static int aNRST_talk_end_chk(ACTOR* actorx, GAME* game);
static void aNRST_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aNRST_setup_think_proc(NPC_RESTART_ACTOR* actor, GAME_PLAY* play, int think_idx);
static void aNRST_change_talk_proc(NPC_RESTART_ACTOR* actor, int talk_idx);
static void aNRST_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aNRST_actor_move,
aNRST_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
(aNPC_TALK_REQUEST_PROC)none_proc1,
aNRST_talk_init,
aNRST_talk_end_chk,
0,
};
GAME_PLAY* play = (GAME_PLAY*)game;
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
NPC_RESTART_ACTOR* actor = (NPC_RESTART_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aNRST_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
actorx->status_data.weight = MASSTYPE_IMMOVABLE;
mPlib_request_main_demo_wait_type1(game, FALSE, NULL);
{
ACTOR* playerx = GET_PLAYER_ACTOR_GAME_ACTOR(game);
if (playerx != NULL) {
playerx->state_bitfield |= ACTOR_STATE_INVISIBLE;
}
}
{
xyz_t pos;
xyz_t eye;
pos.x = 100.0f;
pos.y = 60.0f;
pos.z = 60.0f;
eye.x = 100.0f;
eye.y = 130.0f;
eye.z = 210.0f;
Camera2_change_priority(play, 0);
Camera2_request_main_lock(play, &pos, &eye, 40.0f, 0, 100.0f, 400.0f, 5);
}
sAdo_SetOutMode(aNRST_sound_mode[Save_Get(config).sound_mode]);
sAdo_SetVoiceMode(aNRST_voice_mode[Save_Get(config).voice_mode]);
actor->npc_class.condition_info.hide_request = FALSE;
actor->npc_class.condition_info.demo_flg = aNPC_COND_DEMO_SKIP_FEEL_CHECK;
actor->npc_class.talk_info.melody_inst = 0;
actor->npc_class.talk_info.memory = 0;
actor->actor_saved = FALSE;
actor->auto_nwrite_data_set = FALSE;
actor->cheated_flag = Save_Get(cheated_flag);
actor->force_home = Save_Get(npc_force_go_home);
}
}
static void aNRST_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aNRST_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
}
static void aNRST_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aNRST_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
mSC_change_player_freeze((GAME_PLAY*)game);
}
#include "../src/actor/npc/ac_npc_restart_schedule.c_inc"
#include "../src/actor/npc/ac_npc_restart_talk.c_inc"
static void aNRST_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
}
@@ -0,0 +1,91 @@
static void aNRST_think_start(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
actor->npc_class.talk_info.talk_request_proc = aNRST_talk_request;
}
static void aNRST_think_title(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
play->fb_wipe_type = 3;
play->fb_fade_type = 4;
mPlib_request_main_invade_type1((GAME*)play);
Actor_info_save_actor(play);
actor->think_idx = aNRST_THINK_WAIT;
}
static void aNRST_think_door(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
Door_data_c door_data;
static s16 homeX[] = { 2128, 2352, 2128, 2352 };
static s16 homeZ[] = { 1488, 1488, 1768, 1768 };
static u8 drt[] = { mSc_DIRECT_SOUTH_EAST, mSc_DIRECT_SOUTH_WEST, mSc_DIRECT_SOUTH_EAST, mSc_DIRECT_SOUTH_WEST };
int arrange_idx = mHS_get_arrange_idx(Common_Get(player_no));
door_data.next_scene_id = SCENE_FG;
door_data.exit_position.x = 2240;
door_data.exit_position.z = 2240;
door_data.exit_type = 1;
door_data.extra_data = 1;
door_data.exit_position.y = 0;
door_data.door_actor_name = EMPTY_NO;
door_data.wipe_type = 3;
// set with real data?
// this is strange and I suspect this was toggled on/off for debugging
door_data.exit_position.x = homeX[arrange_idx];
door_data.exit_position.z = homeZ[arrange_idx];
door_data.exit_orientation = drt[arrange_idx];
door_data.door_actor_name = HOUSE0 + arrange_idx;
goto_other_scene(play, &door_data, TRUE);
Common_Get(transition).wipe_type = 1;
play->fb_fade_type = 9;
mBGMPsComp_make_ps_wipe(0x31C2);
}
typedef void (*aNRST_THINK_PROC)(NPC_RESTART_ACTOR* actor, GAME_PLAY* play);
// clang-format off
static aNRST_THINK_PROC aNRST_proc_table[] = {
aNRST_think_start,
aNRST_think_title,
aNRST_think_door,
(aNRST_THINK_PROC)none_proc1,
};
// clang-format on
static void aNRST_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
NPC_RESTART_ACTOR* actor = (NPC_RESTART_ACTOR*)nactorx;
if (nactorx->action.step == aNPC_ACTION_END_STEP) {
(*aNRST_proc_table[actor->think_idx])(actor, play);
}
}
static void aNRST_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->request.act_priority = 4;
nactorx->request.act_idx = aNPC_ACT_WAIT;
nactorx->request.act_type = aNPC_ACT_TYPE_DEFAULT;
}
static void aNRST_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aNRST_think_init_proc, aNRST_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aNRST_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
NPC_RESTART_ACTOR* actor = (NPC_RESTART_ACTOR*)nactorx;
nactorx->think.think_proc = aNRST_think_proc;
actor->think_idx = aNRST_THINK_START;
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_IN_BLOCK, aNPC_THINK_TYPE_INIT);
}
static void aNRST_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 aNRST_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC sche_proc[] = { aNRST_schedule_init_proc, aNRST_schedule_main_proc };
(*sche_proc[type])(nactorx, play);
}
+315
View File
@@ -0,0 +1,315 @@
static int aNRST_get_message(NPC_RESTART_ACTOR* actor, int idx, int group) {
static int msg_table[] = { 0x30CD, 0x30E1, 0x30F5, 0x3109, 0x311D, 0x3131 };
static int msg_table2[] = { 0x2B09, 0x2B0F, 0x2B15, 0x2B1B, 0x2B21, 0x2B27 };
static int msg_table3[] = { 0x3B14, 0x3B1E, 0x3B28, 0x3B32, 0x3B3C, 0x3B46 };
int looks = mNpc_GetNpcLooks((ACTOR*)actor);
int msg_no;
switch (group) {
case aNRST_MSG_GROUP1:
msg_no = msg_table[looks] + idx;
break;
case aNRST_MSG_GROUP2:
msg_no = msg_table2[looks] + idx;
break;
case aNRST_MSG_GROUP3:
msg_no = msg_table3[looks] + idx;
break;
default:
msg_no = msg_table[looks] + idx;
break;
}
return msg_no;
}
static void aNRST_set_slot_name(int chan) {
static u8 str[mString_DEFAULT_STR_SIZE];
mString_Load_StringFromRom(str, sizeof(str), 0x6CD + chan);
mMsg_SET_FREE_STR(mMsg_FREE_STR4, str, sizeof(str));
}
static void aNRST_set_slot_before_save(void) {
int chan = 0;
int slot_no = mCD_GetSaveHomeSlotNo();
if (slot_no == mCD_SLOT_A || slot_no == mCD_SLOT_B) {
chan = slot_no;
}
aNRST_set_slot_name(chan);
}
static void aNRST_select2(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
int order = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
if (order != 0 && mMsg_CHECK_MAINNORMALCONTINUE() == TRUE) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
switch (mChoice_GET_CHOSENUM()) {
case mChoice_CHOICE0:
actor->think_idx = aNRST_THINK_TITLE;
aNRST_change_talk_proc(actor, aNRST_TALK_BEFORE_SAVE);
aNRST_set_slot_before_save();
break;
case mChoice_CHOICE1:
actor->think_idx = aNRST_THINK_DOOR;
aNRST_change_talk_proc(actor, aNRST_TALK_BEFORE_SAVE);
Save_Set(cheated_flag, actor->cheated_flag);
Save_Set(npc_force_go_home, actor->force_home);
aNRST_set_slot_before_save();
break;
case mChoice_CHOICE2:
actor->think_idx = aNRST_THINK_TITLE;
aNRST_change_talk_proc(actor, aNRST_TALK_WAIT_END);
break;
case mChoice_CHOICE3:
actor->think_idx = aNRST_THINK_DOOR;
Save_Set(cheated_flag, actor->cheated_flag);
Save_Set(npc_force_go_home, actor->force_home);
break;
}
if (!actor->actor_saved) {
Actor_info_save_actor(play);
actor->actor_saved = TRUE;
}
}
}
static void aNRST_select(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
int order = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
if (order != 0 && mMsg_CHECK_MAINNORMALCONTINUE() == TRUE) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
switch (mChoice_GET_CHOSENUM()) {
case mChoice_CHOICE1:
actor->think_idx = aNRST_THINK_DOOR;
Save_Set(cheated_flag, actor->cheated_flag);
Save_Set(npc_force_go_home, actor->force_home);
break;
case mChoice_CHOICE0:
actor->think_idx = aNRST_THINK_TITLE;
break;
}
aNRST_change_talk_proc(actor, aNRST_TALK_BEFORE_SAVE);
aNRST_set_slot_before_save();
if (!actor->actor_saved) {
Actor_info_save_actor(play);
actor->actor_saved = TRUE;
}
}
}
static void aNRST_select3(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
int order = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
if (order != 0 && mMsg_CHECK_MAINNORMALCONTINUE() == TRUE) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
switch (mChoice_GET_CHOSENUM()) {
case mChoice_CHOICE0:
aNRST_change_talk_proc(actor, aNRST_TALK_BEFORE_INIT);
break;
case mChoice_CHOICE1:
aNRST_change_talk_proc(actor, aNRST_TALK_SELECT2);
break;
}
}
}
static void aNRST_before_save(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
int order = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
if (order != 0) {
if (!actor->auto_nwrite_data_set) {
mNtc_set_auto_nwrite_data();
actor->auto_nwrite_data_set = TRUE;
}
if (actor->think_idx == aNRST_THINK_TITLE) {
Save_Set(cheated_flag, FALSE);
Save_Set(npc_force_go_home, FALSE);
}
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
mMsg_SET_LOCKCONTINUE();
aNRST_change_talk_proc(actor, aNRST_TALK_SAVE);
}
}
static void aNRST_before_init(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
int order = mDemo_Get_OrderValue(mDemo_ORDER_NPC0, 9);
if (order != 0) {
mDemo_Set_OrderValue(mDemo_ORDER_NPC0, 9, 0);
mMsg_SET_LOCKCONTINUE();
aNRST_change_talk_proc(actor, aNRST_TALK_INIT);
}
}
static void aNRST_init(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
switch (mCD_card_format_bg(actor->card_chan)) {
case mCD_RESULT_SUCCESS:
aNRST_change_talk_proc(actor, aNRST_TALK_SELECT);
mMsg_SET_CONTINUE_MSG_NUM(aNRST_get_message(actor, 16, 0));
mMsg_Unset_LockContinue(msg_p);
break;
case mCD_RESULT_BUSY:
break;
case mCD_RESULT_ERROR:
aNRST_change_talk_proc(actor, aNRST_TALK_SELECT2);
mMsg_SET_CONTINUE_MSG_NUM(aNRST_get_message(actor, 17, 0));
mMsg_Unset_LockContinue(msg_p);
break;
}
}
static void aNRST_unset_lock_select2(NPC_RESTART_ACTOR* actor, int msg_idx, int msg_type) {
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
aNRST_change_talk_proc(actor, aNRST_TALK_SELECT2);
mMsg_SET_CONTINUE_MSG_NUM(aNRST_get_message(actor, msg_idx, msg_type));
mMsg_Unset_LockContinue(msg_p);
}
static void aNRST_save(NPC_RESTART_ACTOR* actor, GAME_PLAY* play) {
mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
int param;
if (actor->think_idx == aNRST_THINK_DOOR) {
param = 1;
} else {
param = 0;
}
switch (mCD_SaveHome_bg(param, &actor->card_chan)) {
case mCD_TRANS_ERR_NONE:
aNRST_change_talk_proc(actor, aNRST_TALK_WAIT_END);
if (actor->think_idx == aNRST_THINK_DOOR) {
mMsg_SET_CONTINUE_MSG_NUM(aNRST_get_message(actor, 6, aNRST_MSG_GROUP1));
} else {
mMsg_SET_CONTINUE_MSG_NUM(aNRST_get_message(actor, 19, aNRST_MSG_GROUP1));
}
mMsg_Unset_LockContinue(msg_p);
break;
case mCD_TRANS_ERR_NOCARD:
if (!Save_Get(save_exist)) {
aNRST_unset_lock_select2(actor, 2, aNRST_MSG_GROUP2);
} else {
aNRST_unset_lock_select2(actor, 3, aNRST_MSG_GROUP1);
}
break;
case mCD_TRANS_ERR_INVALID_NOLAND_CODE:
aNRST_unset_lock_select2(actor, 1, aNRST_MSG_GROUP2);
break;
case mCD_TRANS_ERR_IOERROR:
aNRST_unset_lock_select2(actor, 7, aNRST_MSG_GROUP1);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_BROKEN_WRONGENCODING:
case mCD_TRANS_ERR_REPAIR:
aNRST_change_talk_proc(actor, aNRST_TALK_SELECT3);
mMsg_SET_CONTINUE_MSG_NUM(aNRST_get_message(actor, 13, aNRST_MSG_GROUP1));
mMsg_Unset_LockContinue(msg_p);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_NO_SPACE:
aNRST_unset_lock_select2(actor, 18, aNRST_MSG_GROUP1);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_WRONG_LAND:
aNRST_unset_lock_select2(actor, 5, aNRST_MSG_GROUP2);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_LAND_EXIST:
aNRST_unset_lock_select2(actor, 3, aNRST_MSG_GROUP2);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_PASSPORT_EXIST:
aNRST_unset_lock_select2(actor, 4, aNRST_MSG_GROUP2);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_NO_FILES:
aNRST_unset_lock_select2(actor, 0, aNRST_MSG_GROUP3);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_DAMAGED:
aNRST_unset_lock_select2(actor, 1, aNRST_MSG_GROUP3);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_NOT_MEMCARD:
aNRST_unset_lock_select2(actor, 2, aNRST_MSG_GROUP3);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_WRONGDEVICE:
aNRST_unset_lock_select2(actor, 3, aNRST_MSG_GROUP3);
aNRST_set_slot_name(actor->card_chan);
break;
case mCD_TRANS_ERR_BUSY:
break;
default:
aNRST_change_talk_proc(actor, aNRST_TALK_SELECT2);
mMsg_SET_CONTINUE_MSG_NUM(aNRST_get_message(actor, 1, aNRST_MSG_GROUP2));
mMsg_Unset_LockContinue(msg_p);
break;
}
}
static void aNRST_change_talk_proc(NPC_RESTART_ACTOR* actor, int talk_idx) {
// clang-format off
static aNRST_TALK_PROC process[] = {
aNRST_select,
aNRST_before_save,
aNRST_save,
aNRST_select2,
aNRST_select3,
aNRST_before_init,
aNRST_init,
(aNRST_TALK_PROC)none_proc1,
};
// clang-format on
actor->talk_idx = talk_idx;
actor->talk_proc = process[talk_idx];
}
static void aNRST_set_talk_info_talk_request(ACTOR* actorx) {
NPC_RESTART_ACTOR* actor = (NPC_RESTART_ACTOR*)actorx;
mDemo_Set_msg_num(aNRST_get_message(actor, 0, aNRST_MSG_GROUP1));
mDemo_Set_camera(CAMERA2_PROCESS_NORMAL);
}
static void aNRST_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aNRST_set_talk_info_talk_request);
}
static int aNRST_talk_init(ACTOR* actorx, GAME* game) {
NPC_RESTART_ACTOR* actor = (NPC_RESTART_ACTOR*)actorx;
mDemo_Set_ListenAble();
aNRST_change_talk_proc(actor, aNRST_TALK_SELECT);
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
return TRUE;
}
static int aNRST_talk_end_chk(ACTOR* actorx, GAME* game) {
NPC_RESTART_ACTOR* actor = (NPC_RESTART_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
int ret = FALSE;
actor->talk_proc(actor, play);
if (!mDemo_Check(mDemo_TYPE_SPEAK, actorx)) {
aNRST_think_init_proc((NPC_ACTOR*)actorx, play);
actor->talk_end = TRUE;
ret = TRUE;
}
return ret;
}