view pytouhou/vm/eclrunner.py @ 182:20843875ad8f

(Hopefully) use difficulty as it should. The difficulty[0] (also called rank) varies from 0 to 32 and affects various parts of the game. The difficulty now impact those parts, but how it is modified during the gameplay is not clear. Such changes to the difficulty are not handled yet. [0] http://en.touhouwiki.net/wiki/Embodiment_of_Scarlet_Devil/Gameplay#Rank
author Thibaut Girka <thib@sitedethib.com>
date Tue, 25 Oct 2011 01:29:40 +0200
parents 184196480f59
children b6d7ce644f34
line wrap: on
line source

# -*- 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:
                    self._game.drop_bonus(enm.x, enm.y, enm._bonus_dropped)
                elif enm._bonus_dropped == -1:
                    self._game.drop_bonus(enm.x, enm.y, self._game.prng.rand_uint16() % 2) #TODO: find the formula in the binary. Can be big power sometimes.

                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,
                           self.variables, self.comparison_reg))
        self.sub = sub
        self.frame = 0
        self.instruction_pointer = 0
        self.variables = [param1, 0,  0,  0,
                          param2, 0., 0., 0.,
                          0,      0,  0,  0]


    @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(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: change the background.
        #TODO: make the enemies more resistants (and find how).
        self._game.change_bullets_into_star_items()
        self._game.spellcard = number
        print("%d - %s" % (number+1, name))


    @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


    @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._enemy.bullet_launch_offset
            self._enemy.bullet_launch_offset = (
                self._game.prng.rand_uint16() % arg - arg / 2,
                self._game.prng.rand_uint16() % arg - arg / 2)
            self._enemy.fire()
            self._enemy.bullet_launch_offset = offset
        elif function == 13:
            if self._enemy.bullet_attributes is None:
                return

            if self._enemy.frame % 6:
                return

            offset = self._enemy.bullet_launch_offset
            pos = self._enemy.x, self._enemy.y
            attributes = self._enemy.bullet_attributes

            self._enemy.x, self._enemy.y = (192, 224)
            type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags = attributes
            for i in range(arg):
                _angle = i*2*pi/arg
                _angle2 = _angle + self._getval(-10007)
                _distance = self._getval(-10008)
                self._enemy.bullet_launch_offset = (cos(_angle2) * _distance, sin(_angle2) * _distance)
                self._enemy.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, self._getval(-10006) + _angle, angle, flags)
                self._enemy.fire()

            self._enemy.bullet_attributes = attributes
            self._enemy.x, self._enemy.y = pos
            self._enemy.bullet_launch_offset = offset
        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(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)