Mercurial > touhou
diff pytouhou/vm/eclrunner.py @ 316:f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
The issue with instruction 96 was about death callbacks,
being executed on the caller of instruction 96 instead of the dying enemies.
This was introduced by changeset 5930b33a0370.
Additionnaly, ECL processes are now an attribute of the Enemy,
and death/timeout conditions are checked right after the ECL frame,
even if the ECL script has already ended, just like in the original game.
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Thu, 29 Mar 2012 21:18:35 +0200 |
parents | 2ba2462afc70 |
children | 1366cefd0334 |
line wrap: on
line diff
--- a/pytouhou/vm/eclrunner.py +++ b/pytouhou/vm/eclrunner.py @@ -25,7 +25,7 @@ logger = get_logger(__name__) class ECLMainRunner(object): __metaclass__ = MetaRegistry - __slots__ = ('_ecl', '_game', 'processes', 'frame', + __slots__ = ('_ecl', '_game', 'frame', 'instruction_pointer', 'boss_wait') @@ -35,8 +35,6 @@ class ECLMainRunner(object): self.frame = 0 self.boss_wait = False - self.processes = [] - self.instruction_pointer = 0 @@ -64,9 +62,6 @@ class ECLMainRunner(object): else: callback(self, sub, instr_type, *args) - self.processes[:] = (process for process in self.processes - if process.run_iteration()) - if not (self._game.msg_wait or self.boss_wait): self.frame += 1 @@ -79,10 +74,10 @@ class ECLMainRunner(object): y = self._game.prng.rand_double() * 416 if z < -990: #102h.exe@0x411881 z = self._game.prng.rand_double() * 800 - enemy = self._game.new_enemy((x, y, z), life, instr_type, bonus_dropped, die_score) - process = ECLRunner(self._ecl, sub, enemy, self._game) - self.processes.append(process) - process.run_iteration() + enemy = self._game.new_enemy((x, y, z), life, instr_type, + bonus_dropped, die_score) + enemy.process = ECLRunner(self._ecl, sub, enemy, self._game) #TODO + enemy.process.run_iteration() @instruction(0) @@ -126,7 +121,8 @@ class ECLMainRunner(object): class ECLRunner(object): __metaclass__ = MetaRegistry __slots__ = ('_ecl', '_enemy', '_game', 'variables', 'sub', 'frame', - 'instruction_pointer', 'comparison_reg', 'stack') + 'instruction_pointer', 'comparison_reg', 'stack', + 'running') def __init__(self, ecl, sub, enemy, game): # Things not supposed to change @@ -134,6 +130,8 @@ class ECLRunner(object): self._enemy = enemy self._game = game + self.running = True + # Things supposed to change (and be put in the stack) self.variables = [0, 0, 0, 0, 0., 0., 0., 0., @@ -145,6 +143,7 @@ class ECLRunner(object): def switch_to_sub(self, sub): + self.running = True self.frame = 0 self.sub = sub self.instruction_pointer = 0 @@ -207,20 +206,15 @@ class ECLRunner(object): else: raise Exception('What the hell, man!') + def run_iteration(self): - # First, if enemy is dead, return - if self._enemy.removed: - return False - - # Then, check for callbacks - self.handle_callbacks() - - # Now, process script - while True: + # Process script + while self.running: try: frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer] except IndexError: - return False + self.running = False + break if frame > self.frame: break @@ -240,7 +234,9 @@ class ECLRunner(object): logger.debug('executed opcode %d (args: %r)', instr_type, args) self.frame += 1 - return True + + # Handle callbacks + self.handle_callbacks() def _getval(self, value): @@ -826,16 +822,15 @@ class ECLRunner(object): @instruction(96) def kill_enemies(self): - for proc in self._game.ecl_runner.processes: - if proc._enemy.boss: + for enemy in self._game.enemies: + if enemy.boss: pass # Bosses are immune to 96 - elif proc._enemy.touchable: - proc._enemy.life = 0 - elif proc._enemy.death_callback > 0: + elif enemy.touchable: + enemy.life = 0 + elif enemy.death_callback > 0: #TODO: check - #TODO: refactor - self.switch_to_sub(proc._enemy.death_callback) - proc._enemy.death_callback = -1 + enemy.process.switch_to_sub(enemy.death_callback) + enemy.death_callback = -1 @instruction(97)