Mercurial > touhou
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