Code:
distfunc unittype vision nth dist uflag1 attribs op
find_enemy_uflag_attrib 0 0 0 1 100 arg2 arg3 a2
find_enemy_visible 0 0 1 1 100 0 0 a3
find_enemy_simple 1 0 0 1 100 0 0 a4
find_enemy_simple_visible 1 0 1 1 100 0 0 a5
find_enemy_unittype 0 arg2 0 1 100 0 0 a6
find_enemy_unittype_2 0 arg2 0 1 100 0 0 a7
find_enemy_nth 0 0 0 arg2 100 0 0 a8
find_enemy_nth_visible 0 0 1 arg2 100 0 0 a9
find_enemy_unittype_nth 0 arg2 0 arg3 100 0 0 aa
find_enemy_unittype_nth_2 0 arg2 0 arg3 100 0 0 ab
find_enemy_distance_uflag 4 0 0 1 arg2 arg3 0 ac
find_enemy_uflag_attrib 0 0 0 1 100 arg2 arg3 a2
find_enemy_visible 0 0 1 1 100 0 0 a3
find_enemy_simple 1 0 0 1 100 0 0 a4
find_enemy_simple_visible 1 0 1 1 100 0 0 a5
find_enemy_unittype 0 arg2 0 1 100 0 0 a6
find_enemy_unittype_2 0 arg2 0 1 100 0 0 a7
find_enemy_nth 0 0 0 arg2 100 0 0 a8
find_enemy_nth_visible 0 0 1 arg2 100 0 0 a9
find_enemy_unittype_nth 0 arg2 0 arg3 100 0 0 aa
find_enemy_unittype_nth_2 0 arg2 0 arg3 100 0 0 ab
find_enemy_distance_uflag 4 0 0 1 arg2 arg3 0 ac
All of them generate arg1 as an event.
- distfunc: Looks like 0 is the direct (diagonal) distance, 1 just considers x or y (bounding box I guess), 4 is some smart thing that considers terrain e.g. (probably useful for archers).
- unittype: Unittype that the searched unit MUST have.
- vision: When 1 the vision of the caller is considered (worse when walking or fighting), except if you have 360° vision (spider) they always find everything
- nth: Not completly sure, my guess is the list of found regiments is sorted and then the n-th regiment is picked (where 1 = the closest)
- distance: Search distance used for the distfunc (not sure how big a 100 is)
- uflag1_xtra: Unit Flag 1 bits that searched unit most NOT have, inactive/retreating and similiar units are never found
- attribute: Attributes that the searched unit must NOT have, e.g. 4096 = engine of war
Also want to clarify other opcodes:
test_event_from_close_combat
This is slightly incorrect. That field is already populated when you select the enemy as a attack target.
Also archers/artillery use the same field to mark the target
so more correct is maybe "test_event_from_target"?
#5c: General purpose retreat
#5b: Same as #5b, considers the target (probably to invert the direction)
#5d: Same as #5c, inverts the retreat dir (needs test if forward or backward)
#86: This one is extremely similiar to #44. I would call this one "test_unit_can_fight" because #44 has an extra feature:
#44: Same as #88 but also checks if the sender of the last event is retreating (and returns false in that case)
#9f: Same as #86 (yeah, really)
#5a: General purpose charge (already named OP_charge)
You said #58 is a test if the enemy is in charge range. This seems legit.
#59: This sends event 7 to the unit being charged
According to my notes wait_unit_flag3_clear 8192 is "Walks to magic item", your question helped me to investigate the op-codes that are around it:
#d0: find_and_collect_item. arg1 is item to find (in the trading post they collect treasure 100)
#d1: only used when d4 is true: Takes the distance (func arg1) of magic item event-arg2. And returns TRUE and collects it when close enough.
#d2: Check if the unit currently collects an item and if the item matches event-arg2
#d3. This is already called test_event_arg3. Could be renamed: This checks if event-arg3 of the last event matches arg1 but this is in the magic item opcode group, so: It is only used in event 69. So 69 is very likely item dropped.
#d4: Only used with event 71, whatever that is. #d4 checks if any regiment in our party is already collecting the magic item specified in event-arg2 (which is an index in some struct) (TRUE if any)
everything after a "return" is dead code
#14: This is some multi-purpose crap. Depending on arg1 it can do 16 (!) different things. The 2nd argument is an event id. And the field of the regiment structure it works on is not documented by me yet. But because you said it is related to fighting I will trigger a fight and check in the debugger to see what it contains, maybe the ref to the enemy being fighted...
#3e registers a timer function for invoking #14 >.<
arg 1: arg to pass to 14
arg 2: run every nth script update
It is worth playing around with "#3c 240, 0" because the 1st arg is used as some distance for most of #14.
BACK TO #14:
I see 10, 12, 13. 12 for peasants. 13 for enemy. 10 for friends.
10 is related to fanatic releasing and generates event 78 which is obviously fanatic spawning.
12 is a mess. Could be related to screaming and running when enemy is close?
13. When the enemy is idling it searches for a unit to move to (basic attack logic?), if there is none it searches for a magic item and generates event 71 (aaah! That's how 71 is generated)
When non-idling:
Fanatics handling (event 78).
When it found a target it can shoot magic (items) through event 66.
Also permanently rescans for closer enemies and magic items. I guess attacking works over event 3. Event 3 invokes #43 which has branching for Steam tank (event 85) and everything else (event 7). Meh check this later again, because this gets worse...
So to want a completely stupid unit: Get rid of #3e.
Terminology for the next text: There are basicly two different types of "targets".
The Player can specify a target by clicking on the banner. The target is overwritten when in Close combat (CC) with somebody.
The other target is the 14h-target. Which is for the Player only populated when a regiment starts following a retreating regiment.
The enemy uses the 14h-target more: E.g. when moving to an enemy, 14h-target is set to this (havn't checked if target is also populated but would make sense - but at least in CC it is)
So will use 14h-target and target for the remaining text:
-----
Usages of #14 in B1_01:
Code:
on_event 19
#14 8, 4
end_event 6844
Sends event 4 to the caller (event source is sender of last event) when:#14 8, 4
end_event 6844
- the sender of last event has a target
- a distance check between caller and sender passes
- caller has no target.
Note: Event 4 is:
Code:
on_event 4
#44 ; test can fight
set_return_func_iftrue 127
end_event 6844
#44 ; test can fight
set_return_func_iftrue 127
end_event 6844
Code:
on_event 20
#14 8, 4
end_event 6844
#14 8, 4
end_event 6844
Code:
on_event 21
#14 9, 4
end_event 6844
Sends event 4 to the caller (event source is sender of last event) when:#14 9, 4
end_event 6844
- The sender of the last event has a 14h-target
- caller has a target
- a distance check between 14h-target of sender and caller passes
Code:
on_event 5
#14 5, -1
iftrue
send_event_to_stored_unit 21
endif
end_event 6844
#14 5, -1
iftrue
send_event_to_stored_unit 21
endif
end_event 6844
Looks like this checks if the sender is a better candidate (distance-wise) then the 14h-target and sets 14h-target to sender if this is the case (sets TRUE)
send_event_to_stored_unit: E.g. for spawned zombies the stored unit is the wizard who spawned them. Field could have more purposes.
The event arg of #14 is ignored.
Code:
on_event 14
#14 18, -1
end_event 6844
#14 18, -1
end_event 6844
When sender matches 14h-target the 14h-target is cleared.
When sender matches "stored unit" (see above) the "stored unit" is cleared.
When sender matches the target, then:
- Makes no sense to me
- Unsure: sourceless event 25 is sent to the caller when not in CC I think.
- Sound effect 31 is played
event arg of #14 is ignored. Hardcoded to 25 (srsly).
Code:
on_event 22
#14 17, -1
end_event 6844
#14 17, -1
end_event 6844
Same as 18, see above
Code:
on_event 11
#14 7, -1
end_event 6844
#14 7, -1
end_event 6844
Also too chaotic for me.
One part of this is generating enemy sighted events.
The one who encountered something gets event 28 (source is the enemy who was sighted)
The one who was sighted gets event 29 (source is the one who saw him)
Event arg of #14 is ignored.
Code:
on_event 65
test_event_from_target
iftrue
test_unit_flag2 4
iftrue
play_self 22
endif
test_unit_flag1 512
iftrue
#14 17, -1
else
send_event_to_self 25
endif
endif
end_event 6844
test_event_from_target
iftrue
test_unit_flag2 4
iftrue
play_self 22
endif
test_unit_flag1 512
iftrue
#14 17, -1
else
send_event_to_self 25
endif
endif
end_event 6844
17 was already explained above.
Code:
.func 106
reset_call_stack
#14 4, -1
wait_unit_flag1_clear 16392
play_self 1
#48
sleep
#4f
do
for 2
set_timer 10
#58
goto_iftrue 129
wait_for_timer
test_unit_flag1 16
iftrue
restore_ip
endif
next
#49
always
reset_call_stack
#14 4, -1
wait_unit_flag1_clear 16392
play_self 1
#48
sleep
#4f
do
for 2
set_timer 10
#58
goto_iftrue 129
wait_for_timer
test_unit_flag1 16
iftrue
restore_ip
endif
next
#49
always
This sends event 5 to the current target. source is the caller.
The event of #14 is ignored, hardcoded to 5 (srsly).
Code:
.func 107
reset_call_stack
charge
play_self 2
#14 19, -1
do
sleep
#b0 0
test_unit_flag1 16
whilenot
goto 134
reset_call_stack
charge
play_self 2
#14 19, -1
do
sleep
#b0 0
test_unit_flag1 16
whilenot
goto 134
No idea. Result depends on the race. Does not generate events.
Code:
.func 116
#62
#50
play_self 3
#14 1, -1
#4a
send_event_to_self_iftrue 3
sleep_iftrue
clear_unit_flag1 17842328
clear_unit_flag2 16
goto 110
#62
#50
play_self 3
#14 1, -1
#4a
send_event_to_self_iftrue 3
sleep_iftrue
clear_unit_flag1 17842328
clear_unit_flag2 16
goto 110
Called when a regiment starts retreating. The one following it sets the 14h-target to the one it follows.
No event generated.
Code:
.func 127
#14 4, -1
send_event_to_stored_unit 20
wait_unit_flag1_clear 16392
play_self 1
#48
#4f
do
for 2
set_timer 10
#58
goto_iftrue 129
wait_for_timer
test_unit_flag1 16
iftrue
restore_ip
endif
next
#49
always
#14 4, -1
send_event_to_stored_unit 20
wait_unit_flag1_clear 16392
play_self 1
#48
#4f
do
for 2
set_timer 10
#58
goto_iftrue 129
wait_for_timer
test_unit_flag1 16
iftrue
restore_ip
endif
next
#49
always
Already explained.
Code:
.func 130
#14 6, -1
block_movement
do
sleep
#c6
while
do
set_timer 20
wait_for_timer
always
#14 6, -1
block_movement
do
sleep
#c6
while
do
set_timer 20
wait_for_timer
always
Code:
.func 140
set_event_handler 141
#3c 64, 0
do
set_timer 10
wait_for_timer
#14 16, -1
always
set_event_handler 141
#3c 64, 0
do
set_timer 10
wait_for_timer
#14 16, -1
always
No idea.
Code:
.func 141
clear_ctrl_flag 8
do
get_event
on_event 52
#14 15, -1
end_event 6844
@0xABC
test_more_events
while
return_from_event_handler
clear_ctrl_flag 8
do
get_event
on_event 52
#14 15, -1
end_event 6844
@0xABC
test_more_events
while
return_from_event_handler
Seems to be related to random movement. Adds a random number to the direction.
More possibilities for #14 not in the CTL:
2: Searches for a regiment using the normal find_regiment function (distance 100).
Sends event 4 (#14 evt arg ignored, yeah!) to the caller (source is the found regiment)
10: Standard handler for friends. Explained at the top.
11: No idea.
12: Standard handler for Peasants
13: Standard handler for AI
---
Objective L (12): The unit with this unit id will never get a white flag. Bernhardt has this on the Black Pyramide map.
---
I have a (quite incorrect) list of unit flags if you are interested.
Maybe is also worth to update ctldis so that it dissasembles unit flags into something more readable (or at least in hex so you don't need a calc to convert them )