Mercurial > touhou
view pytouhou/game/enemy.pyx @ 466:b16d34fca5b4
Revert a change in 78e1c3864e73, causing boss rush to not destroy any standard enemy.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 12 Sep 2013 11:59:24 +0200 |
parents | 3bc37791f0a2 |
children | feecdb4a8928 |
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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 libc.math cimport cos, sin, atan2, M_PI as pi from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.sprite import Sprite from pytouhou.game.bullet cimport Bullet, LAUNCHED from pytouhou.game.laser import Laser from pytouhou.game.effect cimport Effect cdef class Enemy(Element): def __init__(self, pos, long life, long _type, long bonus_dropped, long die_score, anms, Game game): Element.__init__(self) self._game = game self._anms = anms self._type = _type self.process = None self.visible = True self.was_visible = False self.bonus_dropped = bonus_dropped self.die_score = die_score self.frame = 0 self.x, self.y, self.z = pos self.life = 1 if life < 0 else life self.touchable = True self.collidable = True self.damageable = True self.death_flags = 0 self.boss = False self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) self.current_laser_id = 0 self.laser_by_id = {} self.bullet_attributes = None self.bullet_launch_offset = (0, 0) self.death_callback = -1 self.boss_callback = -1 self.low_life_callback = -1 self.low_life_trigger = -1 self.timeout = -1 self.timeout_callback = -1 self.remaining_lives = 0 self.automatic_orientation = False self.bullet_launch_interval = 0 self.bullet_launch_timer = 0 self.delay_attack = False self.death_anim = 0 self.movement_dependant_sprites = None self.direction = 0 self.interpolator = None #TODO self.speed_interpolator = None self.update_mode = 0 self.angle = 0. self.speed = 0. self.rotation_speed = 0. self.acceleration = 0. self.hitbox_half_size[:] = [0, 0] self.screen_box = None self.aux_anm = 8 * [None] property objects: def __get__(self): return [self] + [anm for anm in self.aux_anm if anm is not None] cpdef play_sound(self, index): name = { 5: 'power0', 6: 'power1', 7: 'tan00', 8: 'tan01', 9: 'tan02', 14: 'cat00', 16: 'lazer00', 17: 'lazer01', 18: 'enep01', 22: 'tan00', #XXX 24: 'tan02', #XXX 25: 'kira00', 26: 'kira01', 27: 'kira02' }[index] self._game.sfx_player.play('%s.wav' % name) cpdef set_hitbox(self, double width, double height): self.hitbox_half_size[:] = [width / 2, height / 2] cpdef set_bullet_attributes(self, type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): # Apply difficulty-specific modifiers speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs diff_coeff = self._game.difficulty / 32. speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags) if not self.delay_attack: self.fire() cpdef set_bullet_launch_interval(self, long value, unsigned long start=0): # Apply difficulty-specific modifiers: #TODO: check every value possible! Look around 102h.exe@0x408720 value -= value * (<long>self._game.difficulty - 16) // 80 self.bullet_launch_interval = value self.bullet_launch_timer = start % value if value > 0 else 0 cpdef fire(self, offset=None, bullet_attributes=None, launch_pos=None): (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags) = bullet_attributes or self.bullet_attributes bullet_type = self._game.bullet_types[type_idx] if launch_pos is None: ox, oy = offset or self.bullet_launch_offset launch_pos = self.x + ox, self.y + oy if speed < 0.3 and speed != 0.0: speed = 0.3 if speed2 < 0.3: speed2 = 0.3 self.bullet_launch_timer = 0 player = self.select_player() if type_ in (67, 69, 71): launch_angle += self.get_player_angle(player, launch_pos) if type_ == 71 and bullets_per_shot % 2 or type_ in (69, 70) and not bullets_per_shot % 2: launch_angle += pi / bullets_per_shot if type_ != 75: launch_angle -= angle * (bullets_per_shot - 1) / 2. bullets = self._game.bullets nb_bullets_max = self._game.nb_bullets_max for shot_nb in xrange(number_of_shots): shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) bullet_angle = launch_angle if type_ in (69, 70, 71, 74): launch_angle += angle for bullet_nb in xrange(bullets_per_shot): if nb_bullets_max is not None and len(bullets) == nb_bullets_max: break if type_ == 75: # 102h.exe@0x4138cf bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle if type_ in (74, 75): # 102h.exe@0x4138cf shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, bullet_angle, shot_speed, self.extended_bullet_attributes, flags, player, self._game)) if type_ in (69, 70, 71, 74): bullet_angle += 2. * pi / bullets_per_shot else: bullet_angle += angle cpdef new_laser(self, variant, 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, offset=None): ox, oy = offset or self.bullet_launch_offset launch_pos = self.x + ox, self.y + oy if variant == 86: angle += self.get_player_angle(self.select_player(), launch_pos) laser = Laser(launch_pos, self._game.laser_types[laser_type], sprite_idx_offset, angle, speed, start_offset, end_offset, max_length, width, start_duration, duration, end_duration, grazing_delay, grazing_extra_duration, self._game) self._game.lasers.append(laser) self.laser_by_id[self.current_laser_id] = laser cpdef select_player(self, players=None): return (players or self._game.players)[0] #TODO cpdef get_player_angle(self, player=None, pos=None): player_state = (player or self.select_player()).state x, y = pos or (self.x, self.y) return atan2(player_state.y - y, player_state.x - x) cpdef set_anim(self, index): entry = 0 if index in self._anms[0].scripts else 1 self.sprite = Sprite() self.anmrunner = ANMRunner(self._anms[entry], index, self.sprite) cdef void die_anim(self): anim = {0: 3, 1: 4, 2: 5}[self.death_anim % 256] # The TB is wanted, if index isn’t in these values the original game crashs. self._game.new_effect((self.x, self.y), anim) self._game.sfx_player.play('enep00.wav') cdef void drop_particles(self, long number, long color): if color == 0: if self._game.stage in [1, 2, 7]: color = 3 color += 9 for i in xrange(number): self._game.new_particle((self.x, self.y), color, 256) #TODO: find the real size. cpdef set_aux_anm(self, long number, long index): entry = 0 if index in self._anms[0].scripts else 1 self.aux_anm[number] = Effect((self.x, self.y), index, self._anms[entry]) cpdef set_pos(self, x, y, z): self.x, self.y = x, y self.update_mode = 1 self.interpolator = Interpolator((x, y), self._game.frame) cpdef move_to(self, duration, x, y, z, formula): frame = self._game.frame self.speed_interpolator = None self.update_mode = 1 self.interpolator = Interpolator((self.x, self.y), frame, (x, y), frame + duration - 1, formula) self.angle = atan2(y - self.y, x - self.x) cpdef stop_in(self, duration, formula): frame = self._game.frame self.interpolator = None self.update_mode = 1 self.speed_interpolator = Interpolator((self.speed,), frame, (0.,), frame + duration - 1, formula) cdef bint is_visible(self, long screen_width, long screen_height): cdef double tw, th if self.sprite is not None: if self.sprite.corner_relative_placement: raise Exception #TODO _, _, tw, th = self.sprite.texcoords else: tw, th = 0, 0 x, y = self.x, self.y max_x = tw / 2 max_y = th / 2 if (max_x < x - screen_width or max_x < -x or max_y < y - screen_height or max_y < -y): return False return True cdef void check_collisions(self): cdef long damages cdef double half_size[2], bx, by, lx, ly, px, py, phalf_size # Check for collisions ex, ey = self.x, self.y ehalf_size_x = self.hitbox_half_size[0] ehalf_size_y = self.hitbox_half_size[1] ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y damages = 0 # Check for enemy-bullet collisions for bullet in self._game.players_bullets: if bullet.state != LAUNCHED: continue half_size[0] = bullet.hitbox[0] half_size[1] = bullet.hitbox[1] 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 < ex1 or bx1 > ex2 or by2 < ey1 or by1 > ey2): bullet.collide() damages += bullet.damage self._game.sfx_player.play('damage00.wav') # Check for enemy-laser collisions for laser in self._game.players_lasers: if not laser: continue half_size[0] = laser.hitbox[0] half_size[1] = laser.hitbox[1] lx, ly = laser.x, laser.y * 2. lx1, lx2 = lx - half_size[0], lx + half_size[0] if not (lx2 < ex1 or lx1 > ex2 or ly < ey1): damages += laser.damage self._game.sfx_player.play('damage00.wav') self.drop_particles(1, 1) #TODO: don’t call each frame. # Check for enemy-player collisions ex1, ex2 = ex - ehalf_size_x * 2. / 3., ex + ehalf_size_x * 2. / 3. ey1, ey2 = ey - ehalf_size_y * 2. / 3., ey + ehalf_size_y * 2. / 3. if self.collidable: for player in self._game.players: px, py = player.state.x, player.state.y phalf_size = player.sht.hitbox px1, px2 = px - phalf_size, px + phalf_size py1, py2 = py - phalf_size, py + phalf_size #TODO: box-box or point-in-box? if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): if not self.boss: damages += 10 player.collide() # Adjust damages damages = min(70, damages) score = (damages // 5) * 10 self._game.players[0].state.score += score #TODO: better distribution amongst the players. if self.damageable: if self._game.spellcard is not None: #TODO: there is a division by 3, somewhere... where is it? if damages <= 7: damages = 1 if damages else 0 else: damages //= 7 # Apply damages self.life -= damages cdef void handle_callbacks(self): #TODO: implement missing callbacks and clean up! if self.life <= 0 and self.touchable: self.timeout = -1 #TODO: not really true, the timeout is frozen self.timeout_callback = -1 death_flags = self.death_flags & 7 self.die_anim() #TODO: verify if the score is added with all the different flags. self._game.players[0].state.score += self.die_score #TODO: better distribution amongst the players. #TODO: verify if that should really be there. if self.boss: self._game.change_bullets_into_bonus() if death_flags < 4: if self.bonus_dropped > -1: self.drop_particles(7, 0) self._game.drop_bonus(self.x, self.y, self.bonus_dropped) elif self.bonus_dropped == -1: if self._game.deaths_count % 3 == 0: self.drop_particles(10, 0) self._game.drop_bonus(self.x, self.y, self._game.bonus_list[self._game.next_bonus]) self._game.next_bonus = (self._game.next_bonus + 1) % 32 else: self.drop_particles(4, 0) self._game.deaths_count += 1 else: self.drop_particles(4, 0) if death_flags == 0: self.removed = True return if death_flags == 1: if self.boss: self.boss = False #TODO: really? self._game.boss = None self.touchable = False elif death_flags == 2: pass # Just that? elif death_flags == 3: if self.boss: self.boss = False #TODO: really? self._game.boss = None self.damageable = False self.life = 1 self.death_flags = 0 if death_flags != 0 and self.death_callback > -1: self.process.switch_to_sub(self.death_callback) self.death_callback = -1 elif self.life <= self.low_life_trigger and self.low_life_callback > -1: self.process.switch_to_sub(self.low_life_callback) self.low_life_callback = -1 self.low_life_trigger = -1 self.timeout_callback = -1 elif self.timeout != -1 and self.frame == self.timeout: self.frame = 0 self.timeout = -1 self._game.kill_enemies() self._game.cancel_bullets() if self.low_life_trigger > 0: self.life = self.low_life_trigger self.low_life_trigger = -1 if self.timeout_callback > -1: self.process.switch_to_sub(self.timeout_callback) self.timeout_callback = -1 #TODO: this is only done under certain (unknown) conditions! # but it shouldn't hurt anyway, as the only option left is to crash! elif self.death_callback > -1: self.life = 0 #TODO: do this next frame? Bypass self.touchable? else: raise Exception('What the hell, man!') cpdef update(self): cdef double x, y, speed if self.process: self.process.run_iteration() x, y = self.x, self.y if self.update_mode == 1: speed = 0. if self.interpolator: self.interpolator.update(self._game.frame) x, y = self.interpolator.values if self.speed_interpolator: self.speed_interpolator.update(self._game.frame) speed, = self.speed_interpolator.values else: speed = self.speed self.speed += self.acceleration self.angle += self.rotation_speed dx, dy = cos(self.angle) * speed, sin(self.angle) * speed if self._type & 2: x -= dx else: x += dx y += dy if self.movement_dependant_sprites is not None: #TODO: is that really how it works? Almost. # Sprite determination is done only once per changement, and is # superseeded by ins_97. end_left, end_right, left, right = self.movement_dependant_sprites if x < self.x and self.direction != -1: self.set_anim(left) self.direction = -1 elif x > self.x and self.direction != +1: self.set_anim(right) self.direction = +1 elif x == self.x and self.direction != 0: self.set_anim({-1: end_left, +1: end_right}[self.direction]) self.direction = 0 if self.screen_box is not None: xmin, ymin, xmax, ymax = self.screen_box x = max(xmin, min(x, xmax)) y = max(ymin, min(y, ymax)) self.x, self.y = x, y #TODO if self.anmrunner is not None and not self.anmrunner.run_frame(): self.anmrunner = None if self.sprite is not None and self.visible: if self.sprite.removed: self.sprite = None else: self.sprite.update_orientation(self.angle, self.automatic_orientation) if self.bullet_launch_interval != 0: self.bullet_launch_timer += 1 if self.bullet_launch_timer == self.bullet_launch_interval: self.fire() # Check collisions if self.touchable: self.check_collisions() for anm in self.aux_anm: if anm is not None: anm.x, anm.y = self.x, self.y anm.update() self.handle_callbacks() self.frame += 1