Mercurial > touhou
view pytouhou/vm/eclrunner.py @ 612:73f134f84c7f
Request a RGB888 context, since SDL2’s default of RGB332 sucks.
On X11/GLX, it will select the first config available, that is the best
one, while on EGL it will iterate over them to select the one closest
to what the application requested.
Of course, anything lower than RGB888 looks bad and we really don’t
want that.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Thu, 26 Mar 2015 20:20:37 +0100 |
parents | e15672733c93 |
children | d18c0bf11138 |
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, hypot from pytouhou.utils.helpers import get_logger from pytouhou.vm.common import MetaRegistry, instruction logger = get_logger(__name__) class ECLMainRunner(metaclass=MetaRegistry): __slots__ = ('_main', '_subs', '_game', 'frame', 'instruction_pointer', 'boss_wait', 'handlers') def __init__(self, main, subs, game): self._main = main self._subs = subs self._game = game self.handlers = self._handlers[6] self.frame = 0 self.boss_wait = False self.instruction_pointer = 0 def run_iter(self): if not self._game.boss: self.boss_wait = False while True: try: frame, sub, instr_type, args = self._main[self.instruction_pointer] except IndexError: break # The msg_wait instruction stops the reading of the ECL, not just the frame incrementation. if frame > self.frame or self._game.msg_wait or self.boss_wait: break else: self.instruction_pointer += 1 if frame == self.frame: try: callback = self.handlers[instr_type] except KeyError: logger.debug('[%d - %04d] unhandled main opcode %d (args: %r)', id(self), self.frame, instr_type, args) else: callback(self, sub, instr_type, *args) if not (self._game.msg_wait or self.boss_wait): 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 z = self._game.prng.rand_double() * 800 enemy = self._game.new_enemy((x, y, z), life, instr_type, bonus_dropped, die_score) enemy.process = ECLRunner(self._subs, sub, enemy, self._game, self._pop_enemy) #TODO enemy.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) @instruction(8) def call_msg(self, sub, instr_type): self._game.new_msg(sub) @instruction(9) def wait_msg(self, sub, instr_type): self._game.msg_wait = True @instruction(10) def resume_ecl(self, sub, instr_type, unk1, unk2): boss = self._game.boss self._game.msg_wait = False if not boss.boss_callback: raise Exception #TODO boss.boss_callback.fire() @instruction(12) def wait_for_boss_death(self, sub, instr_type): self.boss_wait = True class ECLRunner(metaclass=MetaRegistry): __slots__ = ('_subs', '_enemy', '_game', '_pop_enemy', 'variables', 'sub', 'frame', 'instruction_pointer', 'comparison_reg', 'stack', 'running', 'handlers') def __init__(self, subs, sub, enemy, game, pop_enemy): # Things not supposed to change self._subs = subs self._enemy = enemy self._game = game self._pop_enemy = pop_enemy self.handlers = self._handlers[6] self.running = True # 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.switch_to_sub(sub) self.stack = [] def switch_to_sub(self, sub, preserve_stack=False): if not preserve_stack: self.stack = [] self.running = True self.frame = 0 self.sub = sub self.instruction_pointer = 0 def run_iteration(self): # Process script while self.running: try: frame, instr_type, rank_mask, param_mask, args = self._subs[self.sub][self.instruction_pointer] except IndexError: self.running = False break if frame > self.frame: break else: self.instruction_pointer += 1 if not rank_mask & (0x100 << self._game.rank): continue if frame == self.frame: try: callback = self.handlers[instr_type] except KeyError: logger.debug('[%d %r - %04d] unhandled opcode %d (args: %r)', id(self), [self.sub] + [e[0] for e in self.stack], self.frame, instr_type, args) else: callback(self, *args) self.frame += 1 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: player = self._enemy.select_player() return self._enemy.get_angle(player) elif value == -10022: return self._enemy.frame elif value == -10024: return self._enemy.life elif value == -10025: return self._enemy.select_player().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.variables[0] = param1 self.variables[4] = param2 self.switch_to_sub(sub, preserve_stack=True) @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.update_mode = 0 self._enemy.angle, self._enemy.speed = self._getval(angle), self._getval(speed) @instruction(46) def set_rotation_speed(self, speed): self._enemy.update_mode = 0 self._enemy.rotation_speed = self._getval(speed) @instruction(47) def set_speed(self, speed): self._enemy.update_mode = 0 self._enemy.speed = self._getval(speed) @instruction(48) def set_acceleration(self, acceleration): self._enemy.update_mode = 0 self._enemy.acceleration = self._getval(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 player = self._enemy.select_player() self._enemy.update_mode = 0 self._enemy.speed = speed self._enemy.angle = self._enemy.get_angle(player) @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), None) @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, None) @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_uint32()) @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(85) def new_laser(self, laser_type, sprite_idx_offset, angle, speed, start_offset, end_offset, max_length, width, start_duration, duration, end_duration, grazing_delay, grazing_extra_duration, unknown): self._enemy.new_laser(85, laser_type, sprite_idx_offset, self._getval(angle), speed, start_offset, end_offset, max_length, width, start_duration, duration, end_duration, grazing_delay, grazing_extra_duration, unknown) @instruction(86) def new_laser_towards_player(self, laser_type, sprite_idx_offset, angle, speed, start_offset, end_offset, max_length, width, start_duration, duration, end_duration, grazing_delay, grazing_extra_duration, unknown): self._enemy.new_laser(86, laser_type, sprite_idx_offset, self._getval(angle), speed, start_offset, end_offset, max_length, width, start_duration, duration, end_duration, grazing_delay, grazing_extra_duration, unknown) @instruction(87) def set_upcoming_laser_id(self, laser_id): self._enemy.current_laser_id = laser_id @instruction(88) def alter_laser_angle(self, laser_id, delta): try: laser = self._enemy.laser_by_id[laser_id] except KeyError: pass #TODO else: laser.angle += self._getval(delta) @instruction(90) def reposition_laser(self, laser_id, ox, oy, oz): try: laser = self._enemy.laser_by_id[laser_id] except KeyError: pass #TODO else: laser.set_base_pos(self._enemy.x + ox, self._enemy.y + oy) @instruction(92) def cancel_laser(self, laser_id): try: laser = self._enemy.laser_by_id[laser_id] except KeyError: pass #TODO else: laser.cancel() @instruction(93) def set_spellcard(self, face, number, name): #TODO: display it on the game. self._enemy.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) self._game.change_bullets_into_star_items() self._game.spellcard = (number, name, face) self._game.enable_spellcard_effect() @instruction(94) def end_spellcard(self): #TODO: return everything back to normal #TODO: give the spellcard bonus. if self._game.spellcard is not None: self._game.change_bullets_into_star_items() self._game.spellcard = None self._game.disable_spellcard_effect() @instruction(95) def pop_enemy(self, sub, x, y, z, life, bonus_dropped, die_score): self._pop_enemy(sub, 0, self._getval(x), self._getval(y), self._getval(z), life, bonus_dropped, die_score) @instruction(96) def kill_enemies(self): self._game.kill_enemies() @instruction(97) def set_anim(self, script): self._enemy.set_anim(script) @instruction(98) def set_multiple_anims(self, default, end_left, end_right, left, right): if left == -1: self._enemy.movement_dependant_sprites = None else: self._enemy.movement_dependant_sprites = end_left, end_right, left, right self._enemy.set_anim(default) @instruction(99) def set_aux_anm(self, number, script): self._enemy.set_aux_anm(number, script) @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.set_boss(True) elif value == -1: self._enemy.set_boss(False) else: raise Exception #TODO @instruction(103) def set_hitbox(self, width, height, depth): self._enemy.set_hitbox(width, height) @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(106) def play_sound(self, index): self._enemy.play_sound(index) @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.enable(self.switch_to_sub, (sub,)) @instruction(109) def memory_write(self, value, index): if index == 0: self._enemy.boss_callback.enable(self.switch_to_sub, (value,)) else: raise Exception #TODO @instruction(111) def set_life(self, value): self._enemy.life = value self._game.interface.set_boss_life() @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): #TODO: the enemy's life bar fills in 100 frames. # During those frames, the ECL doesn't seem to be executed. # However, the ECL isn't directly paused by this instruction itself. self._enemy.low_life_trigger = value self._game.interface.set_spell_life() @instruction(114) def set_low_life_callback(self, sub): self._enemy.low_life_callback.enable(self.switch_to_sub, (sub,)) @instruction(115) def set_timeout(self, timeout): self._enemy.frame = 0 self._enemy.timeout = timeout @instruction(116) def set_timeout_callback(self, sub): self._enemy.timeout_callback.enable(self.switch_to_sub, (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(118) def drop_particles(self, anim, number, a, b, c, d): #TODO: find the utility of the other values. if number == 0 or number > 640: #TODO: remove that hardcoded 640, and verify it. number = 640 if anim == -1: return if 0 <= anim <= 2: self._game.new_effect((self._enemy.x, self._enemy.y), anim + 3, number=number) elif anim == 3: self._game.new_particle((self._enemy.x, self._enemy.y), 6, 256, number=number) #TODO: make it go back a bit at the end. elif 4 <= anim <= 15: self._game.new_particle((self._enemy.x, self._enemy.y), anim + 5, 192, number=number) elif anim == 16: self._game.new_effect((self._enemy.x, self._enemy.y), 0, self._game.spellcard_effect_anm, number=number) elif anim == 17: self._game.new_particle((self._enemy.x, self._enemy.y), anim - 10, 640, number=number, reverse=True, duration=60) elif anim == 18: self._game.new_particle((self._enemy.x, self._enemy.y), anim - 10, 640, number=number, reverse=True, duration=240) elif anim == 19: self._game.new_effect((self._enemy.x, self._enemy.y), anim - 10, number=number) else: raise Exception #TODO @instruction(119) def drop_some_bonus(self, number): if self._enemy.select_player().power < 128: if number > 0: #TODO: find the real formula in the binary. self._game.drop_bonus(self._enemy.x - 64 + self._game.prng.rand_double() * 128, self._enemy.y - 64 + self._game.prng.rand_double() * 128, 2) for i in range(number - 1): self._game.drop_bonus(self._enemy.x - 64 + self._game.prng.rand_double() * 128, self._enemy.y - 64 + self._game.prng.rand_double() * 128, 0) else: for i in range(number): self._game.drop_bonus(self._enemy.x - 64 + self._game.prng.rand_double() * 128, self._enemy.y - 64 + self._game.prng.rand_double() * 128, 1) @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: self._game.new_effect((self._enemy.x, self._enemy.y), 17) for bullet in self._game.bullets: bullet.speed = bullet.angle = 0. bullet.dx, bullet.dy = 0., 0. bullet.set_anim(sprite_idx_offset=15) #TODO: check else: self._game.new_effect((self._enemy.x, self._enemy.y), 17) for bullet in self._game.bullets: bullet.flags = 16 #TODO: check angle = pi + self._game.prng.rand_double() * 2. * pi bullet.attributes[4:6] = [0.01, angle] #TODO: check bullet.attributes[0] = -1 #TODO: check bullet.set_anim(sprite_idx_offset=15) #TODO: check 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 == 3: # Patchouli’s dual sign spellcards values = [[0, 3, 1], [2, 3, 4], [1, 4, 0], [4, 2, 3]] character = self._enemy.select_player().character self.variables[1:4] = values[character] elif function == 4: if arg == 1: self._game.time_stop = True else: self._game.time_stop = False elif function == 7: # Remilia’s laser webs base_angle = self._game.prng.rand_double() * 2 * pi for i in range(16): delta = [+pi / 4., -pi / 4.][i % 2] ox, oy = self._enemy.bullet_launch_offset length = 32. #TODO: check # Inner circle angle = base_angle + i * pi / 8. ox, oy = ox + cos(angle) * length, oy + sin(angle) * length length = 112. #TODO: check if arg == 0: self._enemy.new_laser(85, 1, 1, angle, 0., 0., length, length, 30., 100, 80, 15, #TODO: check 0, 0, 0, offset=(ox, oy)) else: self._enemy.fire(offset=(ox, oy)) # Middle circle ox, oy = ox + cos(angle) * length, oy + sin(angle) * length angle += delta if arg == 0: self._enemy.new_laser(85, 1, 1, angle, 0., 0., length, length, 30., 100, 80, 15, #TODO: check 0, 0, 0, offset=(ox, oy)) else: self._enemy.fire(offset=(ox, oy)) # Outer circle ox, oy = ox + cos(angle) * length, oy + sin(angle) * length angle += delta length = 400. #TODO: check if arg == 0: self._enemy.new_laser(85, 1, 1, angle, 0., 0., length, length, 30., 100, 80, 15, #TODO: check 0, 0, 0, offset=(ox, oy)) else: self._enemy.fire(offset=(ox, oy)) elif function == 8: # Remilia’s magic bullet_attributes = [70, 1, 1, 1, 1, 0., 0., 0., 0.7, 0] n = 0 for bullet in self._game.bullets: if bullet._bullet_type.type_id < 5: continue n += 1 bullet_attributes[8] = bullet.angle self._enemy.fire(launch_pos=(bullet.x, bullet.y), bullet_attributes=bullet_attributes) self._setval(-10004, n) elif function == 9: self._game.new_effect((self._enemy.x, self._enemy.y), 17) base_angle = pi + 2. * self._game.prng.rand_double() * pi for bullet in self._game.bullets: if bullet._bullet_type.type_id < 5 and bullet.speed == 0.: bullet.flags = 16 #TODO: check distance = hypot(bullet.x - self._enemy.x, bullet.y - self._enemy.y) angle = base_angle angle += distance /80. #TODO: This is most probably wrong bullet.attributes[4:6] = [0.01, angle] #TODO: check bullet.attributes[0] = -1 #TODO: check bullet.set_anim(sprite_idx_offset=1) #TODO: check elif function == 11: self._game.new_effect((self._enemy.x, self._enemy.y), 17) self._game.prng.rand_double() #TODO: what is it for? for bullet in self._game.bullets: #TODO Bullet order is WRONG if bullet._bullet_type.type_id < 5 and bullet.speed == 0.: bullet.flags = 16 #TODO: check angle = pi + self._game.prng.rand_double() * 2. * pi bullet.attributes[4:6] = [0.01, angle] #TODO: check bullet.attributes[0] = -1 #TODO: check bullet.set_anim(sprite_idx_offset=1) #TODO: check elif function == 13: if self._enemy.bullet_attributes is None: return frame = self._getval(-10004) self._setval(-10004, frame + 1) if frame % 6 != 0: 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 + self._getval(-10007) _distance = self._getval(-10008) launch_pos = (192 + cos(_angle) * _distance, 224 + sin(_angle) * _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) elif function == 14: # Laevateinn if arg == 0: self.variables[4] = 0 for laser in self._enemy.laser_by_id.values(): self.variables[4] += 1 for pos in laser.get_bullets_pos(): self._enemy.fire(launch_pos=pos) else: pass #TODO: check elif function == 16: # QED: Ripples of 495 years if arg == 0: self.variables[9] = 40 + self._enemy.life // 25 self.variables[7] = 2. - self._enemy.life / 6000. else: #TODO: I'm really not sure about that... self.variables[6] = self._game.prng.rand_double() * (self._game.width - 64.) + 32. self.variables[7] = self._game.prng.rand_double() * (self._game.width / 2. - 64.) + 32. 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(128) def interrupt(self, event): self._enemy.anmrunner.interrupt(event) @instruction(129) def interrupt_aux(self, number, event): self._enemy.aux_anm[number].anmrunner.interrupt(event) @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) @instruction(132) def set_invisible(self, value): self._enemy.visible = not bool(value) @instruction(133) def copy_callbacks(self): self._enemy.timeout_callback.enable(self.switch_to_sub, (self._enemy.death_callback.args[0],))