DO/CTL/OpCodes

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(updated opcode list)
(2 more ops)
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| register1, register2
| register1, register2
| true if register1 == register2
| true if register1 == register2
 +
|-
 +
| 22
 +
| {{a-certain|set_unit_r_random1to10}}
 +
| register
 +
| loads a value from 1-10 in a register<br />The value changes every ~2seconds
|-
|-
| 28
| 28
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| thread_id, event
| thread_id, event
| Calls event in unit with thread_id
| Calls event in unit with thread_id
 +
|-
 +
| B8
 +
| {{a-guess|test_event_caused_by_enemy}}
 +
| -
 +
| true if event was caused by an enemy
|-
|-
| BA
| BA
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|}
|}
-
Note: subchunk_id can be calculated by counting the subsections (starting from 0)
+
Note: node_id can be calculated by counting the subsections (starting from 0)

Revision as of 23:56, 1 January 2010

Op Mnemonic Parameter Explanation
00
init_unit
- At the start of every regiment script.
01
wait_for_deploy
- Pause script until deployment is finished
02
reset_call_stack
-  ?
03
reset_call_stack
- Jumps to last saveip-call
04
saveip
- Saves Instruction Pointer
05
do
-
06
always
- Jump to last do statement
07
while
- Jump to do if previous statement is true
08
whilenot
- Jump to do if previous statement is false
09
for
-
0A
next
-
0B
goto
func_id Jump to func_id
0C
branch1
func_id Used in eventhandler, Jump to func_id
0D
branch2
func_id Used in eventhandler, Jump to func_id
0E
branch3
func_id Used in eventhandler, Jump to func_id
0F
branch4
func_id Used in eventhandler, Jump to func_id
10
branch5
func_id Used in eventhandler, Jump to func_id
11
call
func_id Jump to func_id (return pos saved)
12
return
- Continue from last call statement
13
return_from_event_handler
- Continue from last event call?
15
call_event_handler
- Executes all associated event handlers
16
if_true_do_events
- Call event handler if last statement was true
17
if_true_skip
value Skip value number of opcodes followed by this command
18
set_wait_time
time set wait-time of wait to time
19
test_wait_over
- true if wait-time is reached
1A
wait
- Same as sleep but time can be set
1B
set_x_i
value  ?
1C
add_x_i
value  ?
1D
test_x_eq_0
- true if value == 0
1E
set_unit_r_i
register, value Set register to value
1F
add_unit_r_i
register, value reg_value = reg_value + value
20
test_unit_r_eq_i
register, value true if register == value
21
test_unit_r_eq_r
register1, register2 true if register1 == register2
22
set_unit_r_random1to10
register loads a value from 1-10 in a register
The value changes every ~2seconds
28
move_to_node
node_id Unit moves to node with id node_id
29
retreat_to_node
node_id Caller tries to reach node_id when retreating.
If it's near the boundaries the unit will escape.
34
clear_unit_flag
flag Remove Flag of caller
35
set_unit_flag
flag Set flag of caller
36
wait_for_unit_flag
flag Wait until flag of caller is set
38
test_unit_flag
flag true if flag of caller is set
39
set_ctrl_flag
flag Set flag of CTL-Engine
3A
clear_ctrl_flag
flag Clear flag of CTL-Engine
3B
test_ctrl_flag
flag true if CTL-Engine-Flag flag is set
3D
set_event_handler
func Registers func as an event handler
3F
set_threadid
thread_id Sets thread_id of a unit to thread_id
41
test_threadid_alive
thread_id true if unit with thread_id is alive
52
move_rand_in_radius
waypoint_id (<11>) Move to a random position in the radius of the waypoint
Used for Peasants
5C
retreat
- Caller retreats (yellow arrow) but without(!) white flag
69
raise_event1
event_id executes event of caller
6b
raise_event2
event_id executes event of caller
6d
raise_event3
event_id executes event of caller
6e
raise_event4
event_id executes event of caller
70
raise_event5
event_id executes event of caller
72
get_event
- Continue execution at an event Id
73
test_more_events
-
74
on_event
event_id Number of the event
75
end_event
value leave the event-statement. Value is unknown
76
iftrue
-
77
iffalse
-
78
else
-
79
endif
-
97
teleport_to
node_id Caller teleports to node_id
AC
check_unit_info
unk, unk, unk  ???
AE
play
voice_id display portrait of caller and say text voice_id
AF
play_other_unit
unit_id, voice_id display portrait of unit_id and say text voice_id
B2
test_unit_afraid
- true if unit has fear
B3
test_unit_at_node
node_id true if unit reached node_id
B6
raise_event_in_thread
thread_id, event Calls event in unit with thread_id
B8
test_event_caused_by_enemy
- true if event was caused by an enemy
BA
test_unit_class
unit_class true if unit has unit type unit_class (ignores first 3 bits)
C1
test_threadid
thread_id true if unit with thread_id is on the map (= deployed) and alive
D8
test_unit_alive
unit_id true if unit_id is still alive?
D9
test_user_action
 ?
DA
ui_effect
x, y, size display 4 arrows that are placed around a rectangle
If x and y are -1, size is the unit_id
DE
test_other_unit_at_node
node_id True if unit_id reached node
DF
test_other_unit_attacking
unit_id True if unit_id is fighting
E0
test_other_unit_flags
unit_id, flag true if flag of unit_id is set
E2
test_unit_selected
unit_id true if unit with unit_id is selected
E6
test_mapmode
- true if worldmap (spacebar) is displayed
E6
test_other_unit_status
unit_id true if ?
EA
test_sound_playing
- true if last "play" is still playing
EE
test_other_unit_dead
unit_id true if unit_id is dead
ED
fail_mission
- Display "End Mission" message
likely and tested
Highly likely but not tested
Guess and/or untested

Note: node_id can be calculated by counting the subsections (starting from 0)

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