Mercurial > touhou
view pytouhou/vm/eclrunner.py @ 397:c5ba11ede097
Don’t duplicate values in sprite rendering data.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Wed, 06 Feb 2013 21:41:05 +0100 |
parents | eef492100f4c |
children | c9433188ffdb |
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(object): __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.warn('unhandled main opcode %d (args: %r)', 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 boss._enemy.boss_callback > -1: boss.switch_to_sub(boss._enemy.boss_callback) boss._enemy.boss_callback = -1 else: raise Exception #TODO @instruction(12) def wait_for_boss_death(self, sub, instr_type): self.boss_wait = True class ECLRunner(object): __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.warn('[%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: logger.debug('[%d %r - %04d] ins_%d%r', id(self), [self.sub] + [e[0] for e in self.stack], self.frame, instr_type, args) 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: 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, 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 self._enemy.update_mode = 0 self._enemy.speed = speed self._enemy.angle = self._enemy.get_player_angle() @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), 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_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.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) 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.boss = True self._game.boss = self self._game.interface.set_boss_life() 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(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 = sub @instruction(109) def memory_write(self, value, index): if index == 0: self._enemy.boss_callback = 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 = 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 = 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_wrapper, 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().state.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 xrange(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 xrange(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().state.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 xrange(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 = self._enemy.death_callback