Mercurial > touhou
view pytouhou/vm/anmrunner.py @ 502:3d3285918ba1
Disallow collection of items dropped by the other player in netplay, also fixes a longstanding bug where autocollection worked with those items.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 23 Oct 2013 18:24:08 +0200 |
parents | 59bd29568753 |
children | e4c9eafab6d0 |
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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 random import randrange, random from pytouhou.utils.helpers import get_logger from pytouhou.vm.common import MetaRegistry, instruction logger = get_logger(__name__) class ANMRunner(object): __metaclass__ = MetaRegistry __slots__ = ('_anm', '_sprite', 'running', 'sprite_index_offset', 'script', 'instruction_pointer', 'frame', 'waiting', 'handlers', 'variables', 'version', 'timeout') #TODO: check! formulae = {0: None, 1: lambda x: x ** 2, 2: lambda x: x ** 3, 3: lambda x: x ** 4, 4: lambda x: 2 * x - x ** 2, 5: lambda x: 2 * x - x ** 3, 6: lambda x: 2 * x - x ** 4, 7: None, 255: None} #XXX def __init__(self, anm, script_id, sprite, sprite_index_offset=0): self._anm = anm self._sprite = sprite self.running = True self.waiting = False self.script = anm.scripts[script_id] self.version = anm.version self.handlers = self._handlers[{0: 6, 2: 7}[anm.version]] self.frame = 0 self.timeout = -1 self.instruction_pointer = 0 self.variables = [0, 0, 0, 0, 0., 0., 0., 0., 0, 0, 0, 0] self.sprite_index_offset = sprite_index_offset self.run_frame() self.sprite_index_offset = 0 def interrupt(self, interrupt): new_ip = self.script.interrupts.get(interrupt, None) if new_ip is None: new_ip = self.script.interrupts.get(-1, None) if new_ip is None: return False self.instruction_pointer = new_ip self.frame, opcode, args = self.script[self.instruction_pointer] self.waiting = False self._sprite.visible = True return True def run_frame(self): if not self.running: return False while self.running and not self.waiting: frame, opcode, args = self.script[self.instruction_pointer] if frame > self.frame: break else: self.instruction_pointer += 1 if frame == self.frame: try: callback = self.handlers[opcode] except KeyError: logger.warn('unhandled opcode %d (args: %r)', opcode, args) else: logger.debug('[%d - %04d] anm_%d%r', id(self), self.frame, opcode, args) callback(self, *args) self._sprite.changed = True if not self.waiting: self.frame += 1 elif self.timeout == self._sprite.frame: #TODO: check if it’s happening at the correct frame. self.waiting = False self._sprite.update() return self.running def _setval(self, variable_id, value): if self.version == 2: if 10000 <= variable_id <= 10011: self.variables[int(variable_id-10000)] = value def _getval(self, value): if self.version == 2: if 10000 <= value <= 10011: return self.variables[int(value-10000)] return value @instruction(0) @instruction(1, 7) def remove(self): self._sprite.removed = True self.running = False @instruction(1) @instruction(3, 7) def load_sprite(self, sprite_index): #TODO: version 2 only: do not crash when assigning a non-existant sprite. self._sprite.anm, self._sprite.texcoords = self._anm, self._anm.sprites[sprite_index + self.sprite_index_offset] @instruction(2) @instruction(7, 7) def set_scale(self, sx, sy): self._sprite.rescale = self._getval(sx), self._getval(sy) @instruction(3) @instruction(8, 7) def set_alpha(self, alpha): self._sprite.alpha = alpha % 256 #TODO @instruction(4) @instruction(9, 7) def set_color(self, b, g, r): if not self._sprite.fade_interpolator: self._sprite.color = (r, g, b) @instruction(5) def jump(self, instruction_pointer): #TODO: is that really how it works? self.instruction_pointer = instruction_pointer self.frame = self.script[self.instruction_pointer][0] @instruction(7) @instruction(10, 7) def toggle_mirrored(self): self._sprite.mirrored = not self._sprite.mirrored @instruction(9) @instruction(12, 7) def set_rotations_3d(self, rx, ry, rz): self._sprite.rotations_3d = self._getval(rx), self._getval(ry), self._getval(rz) @instruction(10) @instruction(13, 7) def set_rotations_speed_3d(self, srx, sry, srz): self._sprite.rotations_speed_3d = self._getval(srx), self._getval(sry), self._getval(srz) @instruction(11) @instruction(14, 7) def set_scale_speed(self, ssx, ssy): self._sprite.scale_speed = ssx, ssy @instruction(12) @instruction(15, 7) def fade(self, new_alpha, duration): self._sprite.fade(duration, new_alpha) @instruction(13) def set_blendfunc_alphablend(self): self._sprite.blendfunc = 1 @instruction(14) def set_blendfunc_add(self): self._sprite.blendfunc = 0 #TODO @instruction(15) @instruction(2, 7) def keep_still(self): self.running = False @instruction(16) def load_random_sprite(self, min_idx, amp): #TODO: use the game's PRNG? self.load_sprite(min_idx + randrange(amp)) @instruction(17) @instruction(6, 7) def move(self, x, y, z): self._sprite.dest_offset = (x, y, z) @instruction(18) @instruction(17, 7) def move_in_linear(self, x, y, z, duration): self._sprite.move_in(duration, x, y, z) @instruction(19) @instruction(18, 7) def move_in_decel(self, x, y, z, duration): self._sprite.move_in(duration, x, y, z, lambda x: 2. * x - x ** 2) @instruction(20) @instruction(19, 7) def move_in_accel(self, x, y, z, duration): self._sprite.move_in(duration, x, y, z, lambda x: x ** 2) @instruction(21) @instruction(20, 7) def wait(self): """Wait for an interrupt. """ self.waiting = True @instruction(22) @instruction(21, 7) def interrupt_label(self, interrupt): """Noop""" pass @instruction(23) @instruction(22, 7) def set_corner_relative_placement(self): self._sprite.corner_relative_placement = True #TODO @instruction(24) @instruction(23, 7) def wait_ex(self): """Hide the sprite and wait for an interrupt. """ self._sprite.visible = False self.waiting = True @instruction(25) @instruction(24, 7) def set_allow_dest_offset(self, value): self._sprite.allow_dest_offset = bool(value) @instruction(26) @instruction(25, 7) def set_automatic_orientation(self, value): """If true, rotate by pi-angle around the z axis. """ self._sprite.automatic_orientation = bool(value) @instruction(27) @instruction(26, 7) def shift_texture_x(self, dx): tox, toy = self._sprite.texoffsets self._sprite.texoffsets = tox + dx, toy @instruction(28) @instruction(27, 7) def shift_texture_y(self, dy): tox, toy = self._sprite.texoffsets self._sprite.texoffsets = tox, toy + dy @instruction(29) @instruction(28, 7) def set_visible(self, visible): self._sprite.visible = bool(visible & 1) @instruction(30) @instruction(29, 7) def scale_in(self, sx, sy, duration): self._sprite.scale_in(duration, sx, sy) # Now are the instructions new to anm2. @instruction(0, 7) def noop(self): pass @instruction(4, 7) def jump_bis(self, instruction_pointer, frame): self.instruction_pointer = instruction_pointer self.frame = frame @instruction(5, 7) def jump_ex(self, variable_id, instruction_pointer, frame): """If the given variable is non-zero, decrease it by 1 and jump to a relative offset in the same subroutine. """ counter_value = self._getval(variable_id) - 1 if counter_value > 0: self._setval(variable_id, counter_value) self.instruction_pointer = instruction_pointer self.frame = frame @instruction(16, 7) def set_blendfunc(self, value): self._sprite.blendfunc = bool(value & 1) @instruction(32, 7) def move_in_bis(self, duration, formula, x, y, z): self._sprite.move_in(duration, x, y, z, self.formulae[formula]) @instruction(33, 7) def change_color_in(self, duration, formula, r, g, b): self._sprite.change_color_in(duration, r, g, b, self.formulae[formula]) @instruction(34, 7) def fade_bis(self, duration, formula, new_alpha): self._sprite.fade(duration, new_alpha, self.formulae[formula]) @instruction(35, 7) def rotate_in_bis(self, duration, formula, rx, ry, rz): self._sprite.rotate_in(duration, rx, ry, rz, self.formulae[formula]) @instruction(36, 7) def scale_in_bis(self, duration, formula, sx, sy): self._sprite.scale_in(duration, sx, sy, self.formulae[formula]) @instruction(37, 7) @instruction(38, 7) def set_variable(self, variable_id, value): self._setval(variable_id, value) @instruction(42, 7) def decrement(self, variable_id, value): self._setval(variable_id, self._getval(variable_id) - self._getval(value)) @instruction(50, 7) def add(self, variable_id, a, b): self._setval(variable_id, self._getval(a) + self._getval(b)) @instruction(52, 7) def substract(self, variable_id, a, b): self._setval(variable_id, self._getval(a) - self._getval(b)) @instruction(55, 7) def divide_int(self, variable_id, a, b): self._setval(variable_id, self._getval(a) // self._getval(b)) @instruction(59, 7) def set_random_int(self, variable_id, amp): #TODO: use the game's PRNG? self._setval(variable_id, randrange(amp)) @instruction(60, 7) def set_random_float(self, variable_id, amp): #TODO: use the game's PRNG? self._setval(variable_id, amp * random()) @instruction(69, 7) def branch_if_not_equal(self, variable_id, value, instruction_pointer, frame): if self._getval(variable_id) != value: self.instruction_pointer = instruction_pointer self.frame = frame assert self.frame == self.script[self.instruction_pointer][0] @instruction(79, 7) def wait_duration(self, duration): self.timeout = self._sprite.frame + duration self.waiting = True