view pytouhou/game/game.py @ 305:5492472963b0

Minor cleanup
author Thibaut Girka <thib@sitedethib.com>
date Tue, 13 Mar 2012 18:45:43 +0100
parents f3099ebf4f61
children 52d791bb7c32
line wrap: on
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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 pytouhou.utils.random import Random

from pytouhou.vm.eclrunner import ECLMainRunner
from pytouhou.vm.msgrunner import MSGRunner

from pytouhou.game.enemy import Enemy
from pytouhou.game.item import Item
from pytouhou.game.effect import Effect
from pytouhou.game.effect import Particle



class Game(object):
    def __init__(self, resource_loader, players, stage, rank, difficulty,
                 bullet_types, laser_types, item_types,
                 nb_bullets_max=None, width=384, height=448, prng=None, interface=None):
        self.resource_loader = resource_loader

        self.width, self.height = width, height

        self.nb_bullets_max = nb_bullets_max
        self.bullet_types = bullet_types
        self.laser_types = laser_types
        self.item_types = item_types

        self.players = players
        self.enemies = []
        self.effects = []
        self.bullets = []
        self.lasers = []
        self.cancelled_bullets = []
        self.players_bullets = []
        self.players_lasers = [None, None]
        self.items = []
        self.interface = interface

        self.stage = stage
        self.rank = rank
        self.difficulty = difficulty
        self.difficulty_counter = 0
        self.difficulty_min = 12 if rank == 0 else 10
        self.difficulty_max = 20 if rank == 0 else 32
        self.boss = None
        self.spellcard = None
        self.time_stop = False
        self.msg_runner = None
        self.msg_wait = False
        self.bonus_list = [0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0,
                           1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 2]
        self.prng = prng or Random()
        self.frame = 0

        self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage,
                                                                 'stg%denm2.anm' % stage))
        self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
        ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
        self.ecl_runner = ECLMainRunner(ecl, self)

        self.effect_anm_wrapper = resource_loader.get_anm_wrapper(('eff0%d.anm' % stage,))
        self.effect = None

        # See 102h.exe@0x413220 if you think you're brave enough.
        self.deaths_count = self.prng.rand_uint16() % 3
        self.next_bonus = self.prng.rand_uint16() % 8

        self.last_keystate = 0


    def msg_sprites(self):
        return []


    def lasers_sprites(self):
        return [laser for laser in self.players_lasers if laser]


    def modify_difficulty(self, diff):
        self.difficulty_counter += diff
        while self.difficulty_counter < 0:
            self.difficulty -= 1
            self.difficulty_counter += 100
        while self.difficulty_counter >= 100:
            self.difficulty += 1
            self.difficulty_counter -= 100
        if self.difficulty < self.difficulty_min:
            self.difficulty = self.difficulty_min
        elif self.difficulty > self.difficulty_max:
            self.difficulty = self.difficulty_max


    def enable_effect(self):
        self.effect = Effect((-32., -16.), 0, self.effect_anm_wrapper) #TODO: find why this offset is necessary.
        self.effect.sprite.allow_dest_offset = True #TODO: should be the role of anm’s 25th instruction. Investigate!


    def disable_effect(self):
        self.effect = None


    def drop_bonus(self, x, y, _type, end_pos=None):
        player = self.players[0] #TODO
        if _type > 6:
            return
        if len(self.items) >= self.nb_bullets_max:
            return #TODO: check
        item_type = self.item_types[_type]
        item = Item((x, y), _type, item_type, self, end_pos=end_pos)
        self.items.append(item)


    def autocollect(self, player):
        for item in self.items:
            if not item.player:
                item.autocollect(player)


    def change_bullets_into_star_items(self):
        player = self.players[0] #TODO
        item_type = self.item_types[6]
        self.items.extend(Item((bullet.x, bullet.y), 6, item_type, self, player=player)
                            for bullet in self.bullets)
        for laser in self.lasers:
            self.items.extend(Item(pos, 6, item_type, self, player=player)
                                for pos in laser.get_bullets_pos())
            laser.cancel()
        self.bullets = []


    def new_effect(self, pos, anim, anm_wrapper=None):
        self.effects.append(Effect(pos, anim, anm_wrapper or self.etama4))


    def new_particle(self, pos, color, size, amp):
        self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, self))


    def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score):
        enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self)
        self.enemies.append(enemy)
        return enemy


    def new_msg(self, sub):
        self.msg_runner = MSGRunner(self.msg, sub, self)
        self.msg_runner.run_iteration()


    def run_iter(self, keystate):
        # 1. VMs.
        self.ecl_runner.run_iter()
        if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame.
            self.modify_difficulty(+100)

        # 2. Filter out destroyed enemies
        self.enemies = [enemy for enemy in self.enemies if not enemy.removed]
        self.effects = [effect for effect in self.effects if not effect.removed]
        self.bullets = [bullet for bullet in self.bullets if not bullet.removed]
        self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet.removed]
        self.items = [item for item in self.items if not item.removed]


        # 3. Let's play!
        # In the original game, updates are done in prioritized functions called "chains"
        # We have to mimic this functionnality to be replay-compatible with the official game.

        # Pri 6 is background
        self.update_effect() #TODO: Pri unknown
        if self.msg_runner:
            self.update_msg(keystate) # Pri ?
            keystate &= ~3 # Remove the ability to attack (keystates 1 and 2).
        self.update_players(keystate) # Pri 7
        self.update_enemies() # Pri 9
        self.update_effects() # Pri 10
        self.update_bullets() # Pri 11
        for laser in self.lasers: #TODO: what priority is it?
            laser.update()
        self.interface.update() # Pri 12

        # 4. Cleaning
        self.cleanup()

        self.frame += 1


    def update_effect(self):
        if self.time_stop:
            return None
        if self.effect is not None:
            self.effect.update()


    def update_enemies(self):
        for enemy in self.enemies:
            enemy.update()


    def update_msg(self, keystate):
        if keystate & 1 and not self.last_keystate & 1:
            self.msg_runner.skip()
        if keystate & 256 and self.msg_runner.allow_skip:
            self.msg_runner.skip()
        self.last_keystate = keystate
        self.msg_runner.run_iteration()


    def update_players(self, keystate):
        if self.time_stop:
            return None
        for player in self.players:
            player.update(keystate) #TODO: differentiate keystates (multiplayer mode)
            if player.state.x < 8.:
                player.state.x = 8.
            if player.state.x > self.width - 8:
                player.state.x = self.width - 8
            if player.state.y < 16.:
                player.state.y = 16.
            if player.state.y > self.height - 16:
                player.state.y = self.height -16

        for bullet in self.players_bullets:
            bullet.update()

        #XXX: Why 78910? Is it really the right value?
        player.state.effective_score = min(player.state.effective_score + 78910,
                                           player.state.score)
        #TODO: give extra lives to the player


    def update_effects(self):
        for effect in self.effects:
            effect.update()


    def update_bullets(self):
        if self.time_stop:
            return None
        for bullet in self.cancelled_bullets:
            bullet.update()

        for bullet in self.bullets:
            bullet.update()

        for laser in self.players_lasers:
            if laser:
                laser.update()

        for item in self.items:
            item.update()

        for player in self.players:
            if not player.state.touchable:
                continue

            px, py = player.x, player.y
            phalf_size = player.hitbox_half_size
            px1, px2 = px - phalf_size, px + phalf_size
            py1, py2 = py - phalf_size, py + phalf_size

            ghalf_size = player.graze_hitbox_half_size
            gx1, gx2 = px - ghalf_size, px + ghalf_size
            gy1, gy2 = py - ghalf_size, py + ghalf_size

            for laser in self.lasers:
                if laser.check_collision((px, py)):
                    if player.state.invulnerable_time == 0:
                        player.collide()
                elif laser.check_grazing((px, py)):
                    player.state.graze += 1 #TODO
                    player.state.score += 500 #TODO
                    self.modify_difficulty(+6) #TODO
                    self.new_particle((px, py), 0, .8, 192) #TODO

            for bullet in self.bullets:
                half_size = bullet.hitbox_half_size
                bx, by = bullet.x, bullet.y
                bx1, bx2 = bx - half_size[0], bx + half_size[0]
                by1, by2 = by - half_size[1], by + half_size[1]

                if not (bx2 < px1 or bx1 > px2
                        or by2 < py1 or by1 > py2):
                    bullet.collide()
                    if player.state.invulnerable_time == 0:
                        player.collide()

                elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2
                        or by2 < gy1 or by1 > gy2):
                    bullet.grazed = True
                    player.state.graze += 1
                    player.state.score += 500 # found experimentally
                    self.modify_difficulty(+6)
                    self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range.
                    #TODO: display a static particle during one frame at
                    # 12 pixels of the player, in the axis of the “collision”.

            #TODO: is it the right place?
            if py < 128 and player.state.power >= 128: #TODO: check py.
                self.autocollect(player)

            half_size = player.sht.item_hitbox / 2.
            for item in self.items:
                bx, by = item.x, item.y
                bx1, bx2 = bx - half_size, bx + half_size
                by1, by2 = by - half_size, by + half_size

                if not (bx2 < px1 or bx1 > px2
                        or by2 < py1 or by1 > py2):
                    item.on_collect(player)


    def cleanup(self):
        # Filter out non-visible enemies
        for enemy in self.enemies:
            if enemy.is_visible(self.width, self.height):
                enemy.was_visible = True
            elif enemy.was_visible:
                # Filter out-of-screen enemy
                enemy.removed = True

        self.enemies = [enemy for enemy in self.enemies if not enemy.removed]

        # Filter out-of-scren bullets
        self.bullets = [bullet for bullet in self.bullets
                            if not bullet.removed]
        self.players_bullets = [bullet for bullet in self.players_bullets
                            if not bullet.removed]
        for i, laser in enumerate(self.players_lasers):
            if laser and laser.removed:
                self.players_lasers[i] = None
        self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets
                            if not bullet.removed]
        self.effects = [effect for effect in self.effects if not effect.removed]

        # Filter “timed-out” lasers
        self.lasers = [laser for laser in self.lasers if not laser.removed]

        # Filter out-of-scren items
        items = []
        for item in self.items:
            if item.y < self.height:
                items.append(item)
            else:
                self.modify_difficulty(-3)
        self.items = items

        # Disable boss mode if it is dead/it has timeout
        if self.boss and self.boss._enemy.removed:
            self.boss = None