# HG changeset patch # User Thibaut Girka # Date 1333048715 -7200 # Node ID f0be7ea623306ea7d7ad74e058e82b2eb09f76fc # Parent e935ed8dc5e6caae683ce946d4bbfae2253615c6 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. diff --git a/pytouhou/game/enemy.py b/pytouhou/game/enemy.py --- a/pytouhou/game/enemy.py +++ b/pytouhou/game/enemy.py @@ -28,6 +28,7 @@ class Enemy(object): self._anm_wrapper = anm_wrapper self._type = _type + self.process = None self.sprite = None self.anmrunner = None self.removed = False @@ -340,6 +341,9 @@ class Enemy(object): def update(self): + if self.process: + self.process.run_iteration() + x, y = self.x, self.y if self.update_mode == 1: diff --git a/pytouhou/game/game.py b/pytouhou/game/game.py --- a/pytouhou/game/game.py +++ b/pytouhou/game/game.py @@ -163,10 +163,12 @@ class Game(object): def run_iter(self, keystate): # 1. VMs. self.ecl_runner.run_iter() + + # 2. Modify difficulty if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame. self.modify_difficulty(+100) - # 2. Filter out destroyed enemies + # 3. Filter out destroyed enemies self.enemies = [enemy for enemy in self.enemies if not enemy.removed] self.effects = [effect for effect in self.effects if not effect.removed] self.bullets = [bullet for bullet in self.bullets if not bullet.removed] @@ -174,7 +176,7 @@ class Game(object): self.items = [item for item in self.items if not item.removed] - # 3. Let's play! + # 4. Let's play! # In the original game, updates are done in prioritized functions called "chains" # We have to mimic this functionnality to be replay-compatible with the official game. @@ -191,7 +193,7 @@ class Game(object): laser.update() self.interface.update() # Pri 12 - # 4. Cleaning + # 5. Clean up self.cleanup() self.frame += 1 diff --git a/pytouhou/vm/eclrunner.py b/pytouhou/vm/eclrunner.py --- a/pytouhou/vm/eclrunner.py +++ b/pytouhou/vm/eclrunner.py @@ -25,7 +25,7 @@ logger = get_logger(__name__) class ECLMainRunner(object): __metaclass__ = MetaRegistry - __slots__ = ('_ecl', '_game', 'processes', 'frame', + __slots__ = ('_ecl', '_game', 'frame', 'instruction_pointer', 'boss_wait') @@ -35,8 +35,6 @@ class ECLMainRunner(object): self.frame = 0 self.boss_wait = False - self.processes = [] - self.instruction_pointer = 0 @@ -64,9 +62,6 @@ class ECLMainRunner(object): else: callback(self, sub, instr_type, *args) - self.processes[:] = (process for process in self.processes - if process.run_iteration()) - if not (self._game.msg_wait or self.boss_wait): self.frame += 1 @@ -79,10 +74,10 @@ class ECLMainRunner(object): 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) - process = ECLRunner(self._ecl, sub, enemy, self._game) - self.processes.append(process) - process.run_iteration() + enemy = self._game.new_enemy((x, y, z), life, instr_type, + bonus_dropped, die_score) + enemy.process = ECLRunner(self._ecl, sub, enemy, self._game) #TODO + enemy.process.run_iteration() @instruction(0) @@ -126,7 +121,8 @@ class ECLMainRunner(object): class ECLRunner(object): __metaclass__ = MetaRegistry __slots__ = ('_ecl', '_enemy', '_game', 'variables', 'sub', 'frame', - 'instruction_pointer', 'comparison_reg', 'stack') + 'instruction_pointer', 'comparison_reg', 'stack', + 'running') def __init__(self, ecl, sub, enemy, game): # Things not supposed to change @@ -134,6 +130,8 @@ class ECLRunner(object): self._enemy = enemy self._game = game + self.running = True + # Things supposed to change (and be put in the stack) self.variables = [0, 0, 0, 0, 0., 0., 0., 0., @@ -145,6 +143,7 @@ class ECLRunner(object): def switch_to_sub(self, sub): + self.running = True self.frame = 0 self.sub = sub self.instruction_pointer = 0 @@ -207,20 +206,15 @@ class ECLRunner(object): else: raise Exception('What the hell, man!') + def run_iteration(self): - # First, if enemy is dead, return - if self._enemy.removed: - return False - - # Then, check for callbacks - self.handle_callbacks() - - # Now, process script - while True: + # Process script + while self.running: try: frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer] except IndexError: - return False + self.running = False + break if frame > self.frame: break @@ -240,7 +234,9 @@ class ECLRunner(object): logger.debug('executed opcode %d (args: %r)', instr_type, args) self.frame += 1 - return True + + # Handle callbacks + self.handle_callbacks() def _getval(self, value): @@ -826,16 +822,15 @@ class ECLRunner(object): @instruction(96) def kill_enemies(self): - for proc in self._game.ecl_runner.processes: - if proc._enemy.boss: + for enemy in self._game.enemies: + if enemy.boss: pass # Bosses are immune to 96 - elif proc._enemy.touchable: - proc._enemy.life = 0 - elif proc._enemy.death_callback > 0: + elif enemy.touchable: + enemy.life = 0 + elif enemy.death_callback > 0: #TODO: check - #TODO: refactor - self.switch_to_sub(proc._enemy.death_callback) - proc._enemy.death_callback = -1 + enemy.process.switch_to_sub(enemy.death_callback) + enemy.death_callback = -1 @instruction(97)