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MYST3: Mark an opcode as useless
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@ -46,6 +46,14 @@ Script::Script(Myst3Engine *vm):
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#define OP_4(op, x, type1, type2, type3, type4) _commands.push_back(Command(op, &Script::x, #x, 4, type1, type2, type3, type4))
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#define OP_5(op, x, type1, type2, type3, type4, type5) _commands.push_back(Command(op, &Script::x, #x, 5, type1, type2, type3, type4, type5))
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// TODO: Implement these remaining opcodes
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// 5: I'm pretty sure it's useless
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// 144: drawTransition
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// 213: soundPlayEffectFadeArray
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// 214, 215, 216, 217: setupRandomSound
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// 236: setupSoundForMovie
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// 247: quit
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OP_0( 0, badOpcode );
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OP_1( 4, nodeCubeInit, kEvalValue );
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OP_5( 6, nodeCubeInitIndex, kVar, kEvalValue, kEvalValue, kEvalValue, kEvalValue );
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@ -201,6 +209,7 @@ Script::Script(Myst3Engine *vm):
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OP_1(164, changeNode, kValue );
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OP_2(165, changeNodeRoom, kValue, kValue );
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OP_3(166, changeNodeRoomAge, kValue, kValue, kValue );
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OP_0(168, uselessOpcode );
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OP_1(169, drawXFrames, kValue );
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OP_1(171, drawWhileCond, kCondition );
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OP_1(172, whileStart, kCondition );
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@ -368,6 +377,16 @@ void Script::badOpcode(Context &c, const Opcode &cmd) {
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error("Trying to run invalid opcode %d", cmd.op);
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}
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void Script::uselessOpcode(Context &c, const Opcode &cmd) {
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debugC(kDebugScript, "Opcode %d: Useless opcode", cmd.op);
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// List of useless opcodes
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// 167 and 168 form a pair. 168 resets what 167 sets up.
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// Since 167 is never used, 168 is marked as useless.
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}
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void Script::nodeCubeInit(Context &c, const Opcode &cmd) {
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debugC(kDebugScript, "Opcode %d: Node cube init %d", cmd.op, cmd.args[0]);
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@ -96,6 +96,7 @@ private:
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void runScriptForVarDrawFramesHelper(uint16 var, int32 startValue, int32 endValue, uint16 script, int32 numFrames);
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DECLARE_OPCODE(badOpcode);
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DECLARE_OPCODE(uselessOpcode);
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DECLARE_OPCODE(nodeCubeInit);
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DECLARE_OPCODE(nodeCubeInitIndex);
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