Mercurial > touhou
view pytouhou/vm/msgrunner.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 | 4838e9bab0f9 |
children | 61adb5453e46 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2012 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 pytouhou.utils.helpers import get_logger from pytouhou.vm.common import MetaRegistry, instruction from pytouhou.game.face import Face logger = get_logger(__name__) class MSGRunner(object): __metaclass__ = MetaRegistry __slots__ = ('_msg', '_game', 'frame', 'sleep_time', 'allow_skip', 'frozen', 'faces', 'ended', 'instruction_pointer') def __init__(self, msg, script, game): self._msg = msg.msgs[script + 10 * (game.players[0].state.character // 2)] self._game = game self.frame = 0 self.sleep_time = 0 self.allow_skip = True self.frozen = False self.faces = [None, None] game.msg_sprites = self.objects self.ended = False self.instruction_pointer = 0 def objects(self): return [face for face in self.faces if face] if not self.ended else [] def run_iteration(self): while True: if self.ended: return False try: frame, instr_type, args = self._msg[self.instruction_pointer] except IndexError: self.end() return False if frame > self.frame: break else: self.instruction_pointer += 1 if frame == self.frame: try: callback = self._handlers[instr_type] except KeyError: logger.warn('unhandled msg opcode %d (args: %r)', instr_type, args) else: callback(self, *args) if not self.frozen: if self.sleep_time > 0: self.sleep_time -= 1 else: self.frame += 1 for face in self.faces: if face: face.update() return True def skip(self): self.sleep_time = 0 def end(self): self._game.msg_runner = None self._game.msg_wait = False self.ended = True @instruction(0) def unknown0(self): if self.allow_skip: raise Exception #TODO: seems to crash the game, but why? self.end() @instruction(1) def enter(self, side, effect): self.faces[side] = Face(self._game.msg_anm_wrapper, effect, side) @instruction(2) def change_face(self, side, index): face = self.faces[side] if face: face.load(index) @instruction(4) def pause(self, duration): self.sleep_time = duration @instruction(5) def animate(self, side, effect): face = self.faces[side] if face: face.animate(effect) @instruction(6) def spawn_enemy_sprite(self): self._game.msg_wait = False @instruction(10) def freeze(self): self.frozen = True @instruction(13) def set_allow_skip(self, boolean): self.allow_skip = bool(boolean)