Mercurial > touhou
view pytouhou/vm/eclrunner.py @ 240:02de1563fa18
Fix ANM wait, translation/rotation order, and partially implement ANM0 instruction 24
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 01 Jan 2012 23:51:01 +0100 |
parents | 9bb26dbb8438 |
children | 1d3c8c7473a2 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## from math import atan2, cos, sin, pi from pytouhou.utils.helpers import get_logger from pytouhou.vm.common import MetaRegistry, instruction logger = get_logger(__name__) class ECLMainRunner(object): __metaclass__ = MetaRegistry __slots__ = ('_ecl', '_game', 'processes', 'frame', 'instruction_pointer') def __init__(self, ecl, game): self._ecl = ecl self._game = game self.frame = 0 self.processes = [] self.instruction_pointer = 0 def run_iter(self): while True: try: frame, sub, instr_type, args = self._ecl.main[self.instruction_pointer] except IndexError: break if frame > self.frame: break else: self.instruction_pointer += 1 if frame == self.frame: try: callback = self._handlers[instr_type] except KeyError: logger.warn('unhandled main opcode %d (args: %r)', instr_type, args) else: callback(self, sub, instr_type, *args) self.processes[:] = (process for process in self.processes if process.run_iteration()) if not self._game.spellcard: self.frame += 1 def _pop_enemy(self, sub, instr_type, x, y, z, life, bonus_dropped, die_score): if instr_type & 4: if x < -990: #102h.exe@0x411820 x = self._game.prng.rand_double() * 368 if y < -990: #102h.exe@0x41184b y = self._game.prng.rand_double() * 416 if z < -990: #102h.exe@0x411881 y = self._game.prng.rand_double() * 800 enemy = self._game.new_enemy((x, y), life, instr_type, bonus_dropped, die_score) process = ECLRunner(self._ecl, sub, enemy, self._game) self.processes.append(process) process.run_iteration() @instruction(0) @instruction(2) @instruction(4) @instruction(6) def pop_enemy(self, sub, instr_type, x, y, z, life, bonus_dropped, die_score): if self._game.boss: return self._pop_enemy(sub, instr_type, x, y, z, life, bonus_dropped, die_score) class ECLRunner(object): __metaclass__ = MetaRegistry __slots__ = ('_ecl', '_enemy', '_game', 'variables', 'sub', 'frame', 'instruction_pointer', 'comparison_reg', 'stack') def __init__(self, ecl, sub, enemy, game): # Things not supposed to change self._ecl = ecl self._enemy = enemy self._game = game # Things supposed to change (and be put in the stack) self.variables = [0, 0, 0, 0, 0., 0., 0., 0., 0, 0, 0, 0] self.comparison_reg = 0 self.sub = sub self.frame = 0 self.instruction_pointer = 0 self.stack = [] def handle_callbacks(self): #TODO: implement missing callbacks and clean up! enm = self._enemy if enm.boss_callback is not None: #XXX: MSG's job! self.frame = 0 self.sub = enm.boss_callback self.instruction_pointer = 0 enm.boss_callback = None if enm.life <= 0 and enm.touchable: death_flags = enm.death_flags & 7 enm.die_anim() if death_flags < 4: if enm._bonus_dropped >= 0: enm.drop_particles(7, 0) self._game.drop_bonus(enm.x, enm.y, enm._bonus_dropped) elif enm._bonus_dropped == -1: if self._game.deaths_count % 3 == 0: enm.drop_particles(10, 0) self._game.drop_bonus(enm.x, enm.y, self._game.bonus_list[self._game.next_bonus]) self._game.next_bonus = (self._game.next_bonus + 1) % 32 else: enm.drop_particles(4, 0) self._game.deaths_count += 1 else: enm.drop_particles(4, 0) if death_flags == 0: enm._removed = True return if death_flags == 1: enm.touchable = False elif death_flags == 2: pass # Just that? elif death_flags == 3: enm.damageable = False enm.life = 1 enm.death_flags = 0 else: pass #TODO: sparks if death_flags != 0 and enm.death_callback is not None: self.frame = 0 self.sub = enm.death_callback self.instruction_pointer = 0 enm.death_callback = None elif enm.life <= enm.low_life_trigger and enm.low_life_callback is not None: self.frame = 0 self.sub = enm.low_life_callback self.instruction_pointer = 0 enm.low_life_callback = None elif enm.timeout and enm.frame == enm.timeout: enm.frame = 0 if enm.timeout_callback is not None: self.frame = 0 self.sub = enm.timeout_callback self.instruction_pointer = 0 enm.timeout_callback = None else: enm.life = 0 #TODO: other callbacks (low life, etc.) 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: try: frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer] except IndexError: return False if frame > self.frame: break else: self.instruction_pointer += 1 #TODO: skip bad ranks if not rank_mask & (0x100 << self._game.rank): continue if frame == self.frame: try: callback = self._handlers[instr_type] except KeyError: logger.warn('unhandled opcode %d (args: %r)', instr_type, args) else: callback(self, *args) logger.debug('executed opcode %d (args: %r)', instr_type, args) self.frame += 1 return True def _getval(self, value): if -10012 <= value <= -10001: return self.variables[int(-10001-value)] elif -10025 <= value <= -10013: if value == -10013: return self._game.rank elif value == -10014: return self._game.difficulty elif value == -10015: return self._enemy.x elif value == -10016: return self._enemy.y elif value == -10017: return self._enemy.z elif value == -10018: player = self._enemy.select_player() return player.x elif value == -10019: player = self._enemy.select_player() return player.y elif value == -10021: return self._enemy.get_player_angle() elif value == -10022: return self._enemy.frame elif value == -10024: return self._enemy.life elif value == -10025: return self._enemy.select_player().state.character #TODO raise NotImplementedError(value) #TODO else: return value def _setval(self, variable_id, value): if -10012 <= variable_id <= -10001: self.variables[int(-10001-variable_id)] = value elif -10025 <= variable_id <= -10013: if variable_id == -10015: self._enemy.x = value elif variable_id == -10016: self._enemy.y = value elif variable_id == -10017: self._enemy.z = value elif variable_id == -10022: self._enemy.frame = value elif variable_id == -10024: self._enemy.life = value else: raise IndexError #TODO: proper exception else: raise IndexError #TODO: proper exception @instruction(0) def noop(self): pass #TODO: Really? @instruction(1) def destroy(self, arg): #TODO: arg? self._enemy._removed = True @instruction(2) def relative_jump(self, frame, instruction_pointer): """Jumps to a relative offset in the same subroutine. Warning: the relative offset has been translated to an instruction pointer by the ECL parsing code (see pytouhou.formats.ecl). """ self.frame, self.instruction_pointer = frame, instruction_pointer @instruction(3) def relative_jump_ex(self, frame, instruction_pointer, variable_id): """If the given variable is non-zero, decrease it by 1 and jump to a relative offset in the same subroutine. Warning: the relative offset has been translated to an instruction pointer by the ECL parsing code (see pytouhou.formats.ecl). """ counter_value = self._getval(variable_id) - 1 if counter_value > 0: self._setval(variable_id, counter_value) self.frame, self.instruction_pointer = frame, instruction_pointer @instruction(4) @instruction(5) def set_variable(self, variable_id, value): self._setval(variable_id, self._getval(value)) @instruction(6) def set_random_int(self, variable_id, maxval): """Set the specified variable to a random int in the [0, maxval) range. """ self._setval(variable_id, int(self._getval(maxval) * self._game.prng.rand_double())) @instruction(8) def set_random_float(self, variable_id, maxval): """Set the specified variable to a random float in [0, maxval) range. """ self._setval(variable_id, self._getval(maxval) * self._game.prng.rand_double()) @instruction(9) def set_random_float2(self, variable_id, amp, minval): self._setval(variable_id, self._getval(minval) + self._getval(amp) * self._game.prng.rand_double()) @instruction(10) def store_x(self, variable_id): self._setval(variable_id, self._enemy.x) @instruction(14) @instruction(21) def substract(self, variable_id, a, b): #TODO: 14 takes only ints and 21 only floats. # The original engine dereferences the variables in the type it waits for, so this isn't exactly the correct implementation, but the data don't contain such case. self._setval(variable_id, self._getval(a) - self._getval(b)) @instruction(13) @instruction(20) def add(self, variable_id, a, b): #TODO: 13 takes only ints and 20 only floats. # The original engine dereferences the variables in the type it waits for, so this isn't exactly the correct implementation, but the data don't contain such case. self._setval(variable_id, self._getval(a) + self._getval(b)) @instruction(15) def multiply_int(self, variable_id, a, b): #TODO: takes only ints. self._setval(variable_id, self._getval(a) * self._getval(b)) @instruction(16) def divide_int(self, variable_id, a, b): #TODO: takes only ints. self._setval(variable_id, self._getval(a) // self._getval(b)) @instruction(17) def modulo(self, variable_id, a, b): self._setval(variable_id, self._getval(a) % self._getval(b)) @instruction(18) def increment(self, variable_id): self._setval(variable_id, self._getval(variable_id) + 1) @instruction(23) def divide_float(self, variable_id, a, b): #TODO: takes only floats. self._setval(variable_id, self._getval(a) / self._getval(b)) @instruction(25) def get_direction(self, variable_id, x1, y1, x2, y2): #TODO: takes only floats. self._setval(variable_id, atan2(self._getval(y2) - self._getval(y1), self._getval(x2) - self._getval(x1))) @instruction(26) def float_to_unit_circle(self, variable_id): #TODO: takes only floats. self._setval(variable_id, (self._getval(variable_id) + pi) % (2*pi) - pi) @instruction(27) @instruction(28) def compare(self, a, b): #TODO: 27 takes only ints and 28 only floats. a, b = self._getval(a), self._getval(b) if a < b: self.comparison_reg = -1 elif a == b: self.comparison_reg = 0 else: self.comparison_reg = 1 @instruction(29) def relative_jump_if_lower_than(self, frame, instruction_pointer): if self.comparison_reg == -1: self.relative_jump(frame, instruction_pointer) @instruction(30) def relative_jump_if_lower_or_equal(self, frame, instruction_pointer): if self.comparison_reg != 1: self.relative_jump(frame, instruction_pointer) @instruction(31) def relative_jump_if_equal(self, frame, instruction_pointer): if self.comparison_reg == 0: self.relative_jump(frame, instruction_pointer) @instruction(32) def relative_jump_if_greater_than(self, frame, instruction_pointer): if self.comparison_reg == 1: self.relative_jump(frame, instruction_pointer) @instruction(33) def relative_jump_if_greater_or_equal(self, frame, instruction_pointer): if self.comparison_reg != -1: self.relative_jump(frame, instruction_pointer) @instruction(34) def relative_jump_if_not_equal(self, frame, instruction_pointer): if self.comparison_reg != 0: self.relative_jump(frame, instruction_pointer) @instruction(35) def call(self, sub, param1, param2): self.stack.append((self.sub, self.frame, self.instruction_pointer, list(self.variables), self.comparison_reg)) self.sub = sub self.frame = 0 self.instruction_pointer = 0 self.variables[0] = param1 self.variables[4] = param2 @instruction(36) def ret(self): self.sub, self.frame, self.instruction_pointer, self.variables, self.comparison_reg = self.stack.pop() @instruction(39) def call_if_equal(self, sub, param1, param2, a, b): if self._getval(a) == self._getval(b): self.call(sub, param1, param2) @instruction(43) def set_pos(self, x, y, z): self._enemy.set_pos(self._getval(x), self._getval(y), self._getval(z)) @instruction(45) def set_angle_speed(self, angle, speed): self._enemy.angle, self._enemy.speed = angle, speed @instruction(46) def set_rotation_speed(self, speed): self._enemy.rotation_speed = speed @instruction(47) def set_speed(self, speed): self._enemy.speed = speed @instruction(48) def set_acceleration(self, acceleration): self._enemy.acceleration = acceleration @instruction(49) def set_random_angle(self, min_angle, max_angle): angle = self._game.prng.rand_double() * (max_angle - min_angle) + min_angle self._enemy.angle = angle @instruction(50) def set_random_angle_ex(self, min_angle, max_angle): if self._enemy.screen_box: minx, miny, maxx, maxy = self._enemy.screen_box else: minx, miny, maxx, maxy = (0., 0., 0., 0.) angle = self._game.prng.rand_double() * (max_angle - min_angle) + min_angle sa, ca = sin(angle), cos(angle) if self._enemy.x > maxx - 96.0: ca = -abs(ca) elif self._enemy.x < minx + 96.0: ca = abs(ca) if self._enemy.y > maxy - 48.0: sa = -abs(sa) elif self._enemy.y < miny + 48.0: sa = abs(sa) self._enemy.angle = atan2(sa, ca) @instruction(51) def target_player(self, unknown, speed): #TODO: unknown self._enemy.speed = speed self._enemy.angle = self._enemy.get_player_angle() @instruction(52) def move_in_decel(self, duration, angle, speed): self._enemy.angle, self._enemy.speed = angle, speed self._enemy.stop_in(duration, lambda x: 2. * x - x ** 2) @instruction(56) def move_to_linear(self, duration, x, y, z): self._enemy.move_to(duration, self._getval(x), self._getval(y), self._getval(z), lambda x: x) @instruction(57) def move_to_decel(self, duration, x, y, z): self._enemy.move_to(duration, self._getval(x), self._getval(y), self._getval(z), lambda x: 2. * x - x ** 2) @instruction(59) def move_to_accel(self, duration, x, y, z): self._enemy.move_to(duration, self._getval(x), self._getval(y), self._getval(z), lambda x: x ** 2) @instruction(61) def stop_in(self, duration): self._enemy.stop_in(duration, lambda x: x) @instruction(63) def stop_in_accel(self, duration): self._enemy.stop_in(duration, lambda x: 1. - x) @instruction(65) def set_screen_box(self, xmin, ymin, xmax, ymax): self._enemy.screen_box = xmin, ymin, xmax, ymax @instruction(66) def clear_screen_box(self): self._enemy.screen_box = None @instruction(67) def set_bullet_attributes1(self, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): self._enemy.set_bullet_attributes(67, anim, self._getval(sprite_idx_offset), self._getval(bullets_per_shot), self._getval(number_of_shots), self._getval(speed), self._getval(speed2), self._getval(launch_angle), self._getval(angle), flags) @instruction(68) def set_bullet_attributes2(self, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): self._enemy.set_bullet_attributes(68, anim, self._getval(sprite_idx_offset), self._getval(bullets_per_shot), self._getval(number_of_shots), self._getval(speed), self._getval(speed2), self._getval(launch_angle), self._getval(angle), flags) @instruction(69) def set_bullet_attributes3(self, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): self._enemy.set_bullet_attributes(69, anim, self._getval(sprite_idx_offset), self._getval(bullets_per_shot), self._getval(number_of_shots), self._getval(speed), self._getval(speed2), self._getval(launch_angle), self._getval(angle), flags) @instruction(70) def set_bullet_attributes4(self, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): self._enemy.set_bullet_attributes(70, anim, self._getval(sprite_idx_offset), self._getval(bullets_per_shot), self._getval(number_of_shots), self._getval(speed), self._getval(speed2), self._getval(launch_angle), self._getval(angle), flags) @instruction(71) def set_bullet_attributes5(self, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): self._enemy.set_bullet_attributes(71, anim, self._getval(sprite_idx_offset), self._getval(bullets_per_shot), self._getval(number_of_shots), self._getval(speed), self._getval(speed2), self._getval(launch_angle), self._getval(angle), flags) @instruction(74) def set_bullet_attributes6(self, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): #TODO self._enemy.set_bullet_attributes(74, anim, self._getval(sprite_idx_offset), self._getval(bullets_per_shot), self._getval(number_of_shots), self._getval(speed), self._getval(speed2), self._getval(launch_angle), self._getval(angle), flags) @instruction(75) def set_bullet_attributes7(self, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): #TODO self._enemy.set_bullet_attributes(75, anim, self._getval(sprite_idx_offset), self._getval(bullets_per_shot), self._getval(number_of_shots), self._getval(speed), self._getval(speed2), self._getval(launch_angle), self._getval(angle), flags) @instruction(76) def set_bullet_interval(self, value): self._enemy.set_bullet_launch_interval(value) @instruction(77) def set_bullet_interval_ex(self, value): self._enemy.set_bullet_launch_interval(value, self._game.prng.rand_double()) #TODO: check @instruction(78) def set_delay_attack(self): self._enemy.delay_attack = True @instruction(79) def set_no_delay_attack(self): self._enemy.delay_attack = False @instruction(81) def set_bullet_launch_offset(self, x, y, z): self._enemy.bullet_launch_offset = (self._getval(x), self._getval(y)) @instruction(82) def set_extended_bullet_attributes(self, *attributes): self._enemy.extended_bullet_attributes = tuple(self._getval(attr) for attr in attributes) @instruction(83) def change_bullets_into_star_items(self): self._game.change_bullets_into_star_items() @instruction(93) def set_spellcard(self, unknown, number, name): #TODO: display it on the game. #TODO: make the enemies more resistants (and find how). self._game.change_bullets_into_star_items() self._game.spellcard = number self._game.enable_effect() @instruction(94) def end_spellcard(self): #TODO: return everything back to normal #TODO: give the spellcard bonus. if self._game.spellcard: self._game.change_bullets_into_star_items() self._game.spellcard = None self._game.disable_effect() @instruction(95) def pop_enemy(self, sub, x, y, z, life, bonus_dropped, die_score): self._game.ecl_runner._pop_enemy(sub, 0, self._getval(x), self._getval(y), 0, life, bonus_dropped, die_score) @instruction(96) def kill_enemies(self): for enemy in self._game.enemies: if enemy.touchable and not enemy.boss: enemy.life = 0 @instruction(97) def set_anim(self, sprite_index): self._enemy.set_anim(sprite_index) @instruction(98) def set_multiple_anims(self, default, end_left, end_right, left, right): self._enemy.movement_dependant_sprites = end_left, end_right, left, right self._enemy.set_anim(default) @instruction(100) def set_death_anim(self, sprite_index): self._enemy.death_anim = sprite_index @instruction(101) def set_boss_mode(self, value): #TODO: if there are multiple boss, spawned by a 95, # only the last one has her life displayed, # but standard enemies are blocked only until any of them is killed. if value == 0: self._enemy.boss = True self._game.boss = self._enemy elif value == -1: self._enemy.boss = False self._game.boss = None else: raise Exception #TODO @instruction(103) def set_hitbox(self, width, height, depth): self._enemy.hitbox = (width, height) self._enemy.hitbox_half_size = (width / 2., height / 2.) @instruction(104) def set_collidable(self, collidable): """Defines whether the enemy is “collidable”. A collision between a collidable enemy and the player will kill the player. """ self._enemy.collidable = bool(collidable & 1) @instruction(105) def set_damageable(self, damageable): self._enemy.damageable = bool(damageable & 1) @instruction(107) def set_death_flags(self, death_flags): self._enemy.death_flags = death_flags @instruction(108) def set_death_callback(self, sub): self._enemy.death_callback = sub @instruction(109) def memory_write(self, value, index): #TODO #XXX: this is a hack to display bosses although we don't handle MSG :) if index == 0: self._enemy.boss_callback = value else: raise Exception #TODO @instruction(111) def set_life(self, value): self._enemy.life = value @instruction(112) def set_ellapsed_time(self, value): """Sets the enemy's frame counter. This is used for timeouts, where the framecounter is compared to the timeout value (what's displayed is (enemy.timeout - enemy.frame) // 60). """ self._enemy.frame = value @instruction(113) def set_low_life_trigger(self, value): self._enemy.low_life_trigger = value @instruction(114) def set_low_life_callback(self, sub): self._enemy.low_life_callback = sub @instruction(115) def set_timeout(self, timeout): self._enemy.timeout = timeout @instruction(116) def set_timeout_callback(self, sub): self._enemy.timeout_callback = sub @instruction(117) def set_touchable(self, value): """Defines whether the enemy is “touchable”. Bullets only collide with an enemy if it is “touchable”. Likewise, ReimuA's homing attacks only target “touchable” enemies. """ self._enemy.touchable = bool(value) @instruction(119) def drop_some_bonus(self, number): bonus = 0 if self._enemy.select_player().state.power < 128 else 1 for i in range(number): #TODO: find the formula in the binary. self._game.drop_bonus(self._enemy.x - 64 + self._game.prng.rand_uint16() % 128, self._enemy.y - 64 + self._game.prng.rand_uint16() % 128, bonus) @instruction(120) def set_automatic_orientation(self, flags): #TODO: does it change anything else than the sprite's rotation? self._enemy.automatic_orientation = bool(flags & 1) @instruction(121) def call_special_function(self, function, arg): if function == 0: # Cirno if arg == 0: for bullet in self._game.bullets: bullet.speed = bullet.angle = 0. bullet.delta = (0., 0.) bullet.set_anim(sprite_idx_offset=15) #TODO: check else: for bullet in self._game.bullets: bullet.speed = 2.0 #TODO bullet.angle = self._game.prng.rand_double() * pi #TODO bullet.delta = (cos(bullet.angle) * bullet.speed, sin(bullet.angle) * bullet.speed) elif function == 1: # Cirno offset = (self._game.prng.rand_uint16() % arg - arg / 2, self._game.prng.rand_uint16() % arg - arg / 2) self._enemy.fire(offset=offset) elif function == 13: if self._enemy.bullet_attributes is None: return if self._enemy.frame % 6: return (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags) = self._enemy.bullet_attributes for i in range(arg): _angle = i*2*pi/arg _angle2 = _angle + self._getval(-10007) _distance = self._getval(-10008) launch_pos = (192 + cos(_angle2) * _distance, 224 + sin(_angle2) * _distance) bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, self._getval(-10006) + _angle, angle, flags) self._enemy.fire(launch_pos=launch_pos, bullet_attributes=bullet_attributes) else: logger.warn("Unimplemented special function %d!", function) @instruction(123) def skip_frames(self, frames): #TODO: is that all? self.frame += self._getval(frames) @instruction(124) def drop_specific_bonus(self, _type): #TODO: if _type < 0, “drop” an bullet animation instead of a bonus (never used). self._game.drop_bonus(self._enemy.x, self._enemy.y, _type) @instruction(126) def set_remaining_lives(self, lives): self._enemy.remaining_lives = lives @instruction(132) def set_visible(self, value): self._enemy._visible = bool(value) if self._enemy._sprite: self._enemy._sprite._removed = bool(value) @instruction(131) def set_difficulty_coeffs(self, speed_a, speed_b, nb_a, nb_b, shots_a, shots_b): self._enemy.difficulty_coeffs = (speed_a, speed_b, nb_a, nb_b, shots_a, shots_b)