view pytouhou/formats/exe.py @ 316:f0be7ea62330

Fix a bug with ECL instruction 96, and fix overall ECL handling. The issue with instruction 96 was about death callbacks, being executed on the caller of instruction 96 instead of the dying enemies. This was introduced by changeset 5930b33a0370. Additionnaly, ECL processes are now an attribute of the Enemy, and death/timeout conditions are checked right after the ECL frame, even if the ECL script has already ended, just like in the original game.
author Thibaut Girka <thib@sitedethib.com>
date Thu, 29 Mar 2012 21:18:35 +0200
parents 5492472963b0
children 2674c789e0c3
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# -*- encoding: utf-8 -*-
##
## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
##
## 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 copy import copy
from struct import Struct, unpack

from pytouhou.utils.pe import PEFile

from pytouhou.utils.helpers import get_logger

logger = get_logger(__name__)


SQ2 = 2. ** 0.5 / 2.


class InvalidExeException(Exception):
    pass


class Shot(object):
    def __init__(self):
        self.interval = 0
        self.delay = 0
        self.pos = (0., 0.)
        self.hitbox = (0., 0.)
        self.angle = 0.
        self.speed = 0.
        self.damage = 0
        self.orb = 0
        self.type = 0
        self.sprite = 0
        self.unknown1 = None


class SHT(object):
    def __init__(self):
        #self.unknown1 = None
        #self.bombs = 0.
        #self.unknown2 = None
        self.hitbox = 4.
        self.graze_hitbox = 42.
        self.autocollection_speed = 8.
        self.item_hitbox = 38.
        # No percentage_of_cherry_loss_on_die
        self.point_of_collection = 128 #TODO: find the real default.
        self.horizontal_vertical_speed = 0.
        self.horizontal_vertical_focused_speed = 0.
        self.diagonal_speed = 0.
        self.diagonal_focused_speed = 0.
        self.shots = {}


    @classmethod
    def find_character_defs(cls, pe_file):
        """Generator returning the possible VA of character definition blocks.

        Based on knowledge of the structure, it tries to find valid definition blocks
        without embedding any copyrighted material or hard-coded offsets that would
        only be useful for a specific build of the game.
        """

        format = Struct('<4f2I')
        data_section = [section for section in pe_file.sections
                            if section.Name.startswith('.data')][0]
        text_section = [section for section in pe_file.sections
                            if section.Name.startswith('.text')][0]
        data_va = pe_file.image_base + data_section.VirtualAddress
        data_size = data_section.SizeOfRawData
        text_va = pe_file.image_base + text_section.VirtualAddress
        text_size = text_section.SizeOfRawData

        # Search the whole data segment for 4 successive character definitions
        for addr in xrange(data_va, data_va + data_size, 4):
            for character_id in xrange(4):
                pe_file.seek_to_va(addr + character_id * 24)
                (speed1, speed2, speed3, speed4,
                 ptr1, ptr2) = format.unpack(pe_file.file.read(format.size))

                # Check whether the character's speed make sense,
                # and whether the function pointers point to valid addresses
                if not (all(0. < x < 10. for x in (speed1, speed2, speed3, speed4))
                        and speed2 <= speed1
                        and 0 <= ptr1 - text_va < text_size - 8
                        and 0 <= ptr2 - text_va < text_size - 8):
                    break

                # So far, this character definition seems to be valid.
                # Now, make sure the shoot function wrappers pass valid addresses

                # Search for the “push” instruction
                for i in xrange(20):
                    # Find the “push” instruction
                    pe_file.seek_to_va(ptr1 + i)
                    instr1, shtptr1 = unpack('<BI', pe_file.file.read(5))
                    pe_file.seek_to_va(ptr2 + i)
                    instr2, shtptr2 = unpack('<BI', pe_file.file.read(5))
                    if instr1 == 0x68 and instr2 == 0x68 and (0 <= shtptr1 - data_va < data_size - 12
                                                              and 0 <= shtptr2 - data_va < data_size - 12):
                        # It is unlikely this character record is *not* valid, but
                        # just to be sure, let's check the first SHT definition.
                        pe_file.seek_to_va(shtptr1)
                        nb_shots, power, shotsptr = unpack('<III', pe_file.file.read(12))
                        if (0 < nb_shots <= 1000
                            and 0 <= power < 1000
                            and 0 <= shotsptr - data_va < data_size - 36*nb_shots):
                            break
                # Check if everything is fine...
                if not (0 <= shtptr1 - data_va < data_size - 12
                        and 0 <= shtptr2 - data_va < data_size - 12
                        and 0 < nb_shots <= 1000
                        and 0 <= power < 1000
                        and 0 <= shotsptr - data_va < data_size - 36*nb_shots):
                    break

            else:
                # XXX: Obscure python feature! This only gets executed if the
                # XXX: loop ended without a break statement.
                # In our case, it's only executed if all the 4 character
                # definitions are considered valid.
                yield addr


    @classmethod
    def read(cls, file):
        pe_file = PEFile(file)
        data_section = [section for section in pe_file.sections
                            if section.Name.startswith('.data')][0]
        data_va = pe_file.image_base + data_section.VirtualAddress
        data_size = data_section.SizeOfRawData

        possible_character_records = list(cls.find_character_defs(pe_file))
        if not possible_character_records:
            raise InvalidExeException

        character_records_va = possible_character_records[0]

        characters = []
        shots_offsets = {}
        for character in xrange(4):
            sht = cls()

            pe_file.seek_to_va(character_records_va + 6*4*character)

            data = unpack('<4f2I', file.read(6*4))
            (speed, speed_focused, speed_unknown1, speed_unknown2,
             shots_func_offset, shots_func_offset_focused) = data

            sht.horizontal_vertical_speed = speed
            sht.horizontal_vertical_focused_speed = speed_focused
            sht.diagonal_speed = speed * SQ2
            sht.diagonal_focused_speed = speed_focused * SQ2

            # Characters might have different shot types whether they are
            # focused or not, but properties read earlier apply to both modes.
            focused_sht = copy(sht)
            characters.append((sht, focused_sht))

            for sht, func_offset in ((sht, shots_func_offset), (focused_sht, shots_func_offset_focused)):
                # Search for the “push” instruction
                for i in xrange(20):
                    # Find the “push” instruction
                    pe_file.seek_to_va(func_offset + i)
                    instr, offset = unpack('<BI', file.read(5))
                    if instr == 0x68 and 0 <= offset - data_va < data_size - 12:
                        pe_file.seek_to_va(offset)
                        nb_shots, power, shotsptr = unpack('<III', pe_file.file.read(12))
                        if (0 < nb_shots <= 1000
                            and 0 <= power < 1000
                            and 0 <= shotsptr - data_va < data_size - 36*nb_shots):
                            break
                if offset not in shots_offsets:
                    shots_offsets[offset] = []
                shots_offsets[offset].append(sht)

        for shots_offset, shts in shots_offsets.iteritems():
            pe_file.seek_to_va(shots_offset)

            level_count = 9
            levels = []
            for i in xrange(level_count):
                shots_count, power, offset = unpack('<III', file.read(3*4))
                levels.append((shots_count, power, offset))

            shots = {}

            for shots_count, power, offset in levels:
                shots[power] = []
                pe_file.seek_to_va(offset)

                for i in xrange(shots_count):
                    shot = Shot()

                    data = unpack('<HH6fHBBhh', file.read(36))
                    (shot.interval, shot.delay, x, y, hitbox_x, hitbox_y,
                     shot.angle, shot.speed, shot.damage, shot.orb, shot.type,
                     shot.sprite, shot.unknown1) = data

                    shot.pos = (x, y)
                    shot.hitbox = (hitbox_x, hitbox_y)

                    shots[power].append(shot)

            for sht in shts:
                sht.shots = shots


        return characters