diff --git a/src/ai/coreu.c b/src/ai/coreu.c index 38522db6..dd8e08fa 100644 --- a/src/ai/coreu.c +++ b/src/ai/coreu.c @@ -141,7 +141,7 @@ void ai_undead_core(Entity *e) { e->timer++; if (e->dir || e->frame > 0 || e->health < 200) { - if (e->timer > TIME(200)) { + if (e->timer > TIME_8(200)) { e->timer2++; sound_play(SND_CORE_THRUST, 5); @@ -176,15 +176,15 @@ void ai_undead_core(Entity *e) { e->timer++; RunHurtFlash(e->timer); - if (e->timer < TIME(300)) { - if ((e->timer % TIME(120)) == 0) { + if (e->timer < TIME_10(300)) { + if ((e->timer % TIME_8(120)) == 0) { SpawnPellet(1); - } else if ((e->timer % TIME(120)) == TIME(60)) { + } else if ((e->timer % TIME_8(120)) == TIME_8(60)) { SpawnPellet(0); } } - if (e->timer > TIME(400) || (e->savedhp - e->health) > 50) { + if (e->timer > TIME_10(400) || (e->savedhp - e->health) > 50) { e->state = CR_FaceClosed; } } @@ -221,7 +221,7 @@ void ai_undead_core(Entity *e) { //CreateSpinner(x, y); } - if (e->timer > TIME(400) || (e->savedhp - e->health) > 150 || e->health < 200) { + if (e->timer > TIME_10(400) || (e->savedhp - e->health) > 150 || e->health < 200) { e->state = CR_FaceClosed; } } @@ -253,9 +253,9 @@ void ai_undead_core(Entity *e) { e->timer++; RunHurtFlash(e->timer); - if ((e->timer % TIME(120)) == 0) { + if ((e->timer % TIME_8(120)) == 0) { SpawnPellet(1); - } else if ((e->timer % TIME(120)) == TIME(60)) { + } else if ((e->timer % TIME_8(120)) == TIME_8(60)) { SpawnPellet(0); } } @@ -283,13 +283,13 @@ void ai_undead_core(Entity *e) { e->jump_time++; // upper platforms - if (e->jump_time == TIME(75)) { + if (e->jump_time == TIME_8(75)) { entity_create(block_to_sub(stageWidth) + 40, block_to_sub(1 + (random() & 3)), OBJ_UDMINI_PLATFORM, 0); } // lower platforms - if (e->jump_time == TIME(150)) { + if (e->jump_time == TIME_8(150)) { e->jump_time = 0; entity_create(block_to_sub(stageWidth) + 40, block_to_sub(10 + (random() % 5)), OBJ_UDMINI_PLATFORM, 0); @@ -300,8 +300,8 @@ void ai_undead_core(Entity *e) { break; } - LIMIT_X(SPEED(0x80)); - LIMIT_Y(SPEED(0x80)); + LIMIT_X(SPEED_8(0x80)); + LIMIT_Y(SPEED_8(0x80)); e->x += e->x_speed; e->y += e->y_speed; @@ -367,7 +367,7 @@ static uint8_t RunDefeated(Entity *e) { e->x_speed = 0x40; e->y_speed = 0x80; - if (++e->timer > TIME(200)) { + if (++e->timer > TIME_8(200)) { e->state = CR_Exploding; e->x_speed = 0; e->y_speed = 0; @@ -390,7 +390,7 @@ static uint8_t RunDefeated(Entity *e) { //SmokePuff(x, y); //effect(x, y, EFFECT_BOOMFLASH); - if (e->timer > TIME(100)) { + if (e->timer > TIME_8(100)) { sound_play(SND_EXPLOSION1, 5); SCREEN_FLASH(30); // Delete this stuff now while the screen is white @@ -409,7 +409,7 @@ static uint8_t RunDefeated(Entity *e) { case CR_Exploding+1: { camera_shake(40); - if (++e->timer > TIME(5)) { + if (++e->timer > TIME_8(5)) { e->state = STATE_DELETE; bossEntity = NULL; @@ -459,10 +459,10 @@ void ai_undead_core_face(Entity *e) { { e->eflags |= NPC_SHOOTABLE; - if (++e->timer > TIME(300)) + if (++e->timer > TIME_10(300)) e->timer = 0; - if (e->timer > TIME(250)) { + if (e->timer > TIME_8(250)) { if ((e->timer & 31) == 1) sound_play(SND_QUAKE, 5); @@ -472,10 +472,10 @@ void ai_undead_core_face(Entity *e) { } } - if (e->timer == TIME(200)) + if (e->timer == TIME_8(200)) sound_play(SND_CORE_CHARGE, 5); - if (e->timer >= TIME(200)) { //&& (e->timer & 1)) + if (e->timer >= TIME_8(200)) { //&& (e->timer & 1)) e->frame = 3; // mouth lit } else { e->frame = 2; // mouth norm @@ -660,8 +660,8 @@ void ai_udmini_platform(Entity *e) { e->state = 1; e->y_mark = e->y; - e->x_speed = -SPEED(0x200); - e->y_speed = SPEED(0x100); + e->x_speed = -SPEED_10(0x200); + e->y_speed = SPEED_10(0x100); if (random() & 1) e->y_speed = -e->y_speed; } /* fallthrough */ case 1: @@ -670,7 +670,7 @@ void ai_udmini_platform(Entity *e) { if (e->y > e->y_mark) e->y_speed -= 0x10; if (e->y < e->y_mark) e->y_speed += 0x10; - LIMIT_Y(SPEED(0x100)); + LIMIT_Y(SPEED_8(0xFF)); // when player jumps on them, they open up and start // moving their Y to align with the core. @@ -731,19 +731,19 @@ void ai_ud_pellet(Entity *e) { switch(e->state) { case 0: { - e->x_speed = -SPEED(0x200); + e->x_speed = -SPEED_10(0x200); e->state = 1; } /* fallthrough */ case 1: // falling { if (e->eflags & NPC_OPTION2) { - e->y_speed -= SPEED(0x20); - LIMIT_Y(SPEED(0x5ff)); + e->y_speed -= SPEED_8(0x20); + LIMIT_Y(SPEED_12(0x5ff)); if (blk(e->x, 0, e->y, -4) == 0x41) e->state = 2; } else { - e->y_speed += SPEED(0x20); - LIMIT_Y(SPEED(0x5ff)); + e->y_speed += SPEED_8(0x20); + LIMIT_Y(SPEED_12(0x5ff)); if (blk(e->x, 0, e->y, 4) == 0x41) e->state = 2; } @@ -755,7 +755,7 @@ void ai_ud_pellet(Entity *e) { case 2: // hit ground/ceiling { sound_play(SND_MISSILE_HIT, 5); - e->x_speed = (e->x > player.x) ? -SPEED(0x400) : SPEED(0x400); + e->x_speed = (e->x > player.x) ? -SPEED_10(0x3FF) : SPEED_10(0x3FF); e->y_speed = 0; e->state = 3; @@ -856,7 +856,7 @@ void ai_ud_spinner_trail(Entity *e) } */ void ai_ud_blast(Entity *e) { - e->x += -SPEED(0x1000); + e->x += -SPEED_12(0xFFF); //e->frame ^= 1; //SmokePuff(e->CenterX() + (random(0, 16) << CSF), diff --git a/src/ai/misery.c b/src/ai/misery.c index 6f400f4c..e94e106c 100644 --- a/src/ai/misery.c +++ b/src/ai/misery.c @@ -621,7 +621,7 @@ void ai_misery_ball(Entity *e) { if (PLAYER_DIST_X(8< e->y) { e->state = 10; e->timer = 0; - } else if(++e->timer > TIME(750)) { + } else if(++e->timer > TIME_10(750)) { effect_create_smoke(e->x >> CSF, e->y >> CSF); e->state = STATE_DELETE; } @@ -652,5 +652,5 @@ void ai_black_lightning(Entity *e) { effect_create_smoke(e->x >> CSF, e->y >> CSF); e->state = STATE_DELETE; } - e->y += SPEED(0x1000); + e->y += SPEED_12(0xFFF); } diff --git a/src/sheet.c b/src/sheet.c index cd33622b..d779099a 100644 --- a/src/sheet.c +++ b/src/sheet.c @@ -67,7 +67,7 @@ void sheets_load_weapon(Weapon *w) { case WEAPON_NEMESIS: SHEET_ADD(SHEET_NEMES, w->level == 1 ? &SPR_NemB1h : w->level == 2 ? &SPR_NemB2h - : &SPR_NemB3h, 2,3,2, 0,0, 1,0); + : &SPR_NemB3h, 2,3,2, 0,0, 0,1); SHEET_LOAD(w->level == 1 ? &SPR_NemB1v : w->level == 2 ? &SPR_NemB2v : &SPR_NemB3v, 2,6, TILE_NEMINDEX, 1); @@ -128,7 +128,7 @@ void sheets_refresh_weapon(Weapon *w) { case WEAPON_NEMESIS: SHEET_MOD(SHEET_NEMES, w->level == 1 ? &SPR_NemB1h : w->level == 2 ? &SPR_NemB2h - : &SPR_NemB3h, 2,3,2, 0,0, 1,0); + : &SPR_NemB3h, 2,3,2, 0,0, 0,1); SHEET_LOAD(w->level == 1 ? &SPR_NemB1v : w->level == 2 ? &SPR_NemB2v : &SPR_NemB3v, 2,6, TILE_NEMINDEX, 1); diff --git a/src/weapon.c b/src/weapon.c index 8d346a4c..795e2bfa 100644 --- a/src/weapon.c +++ b/src/weapon.c @@ -412,7 +412,7 @@ void weapon_fire_nemesis(Weapon *w) { b->sprite.size = SPRITE_SIZE(3, 2); b->sprite.attribut = TILE_ATTR_FULL(PAL0,0,0,(b->dir&1),sheets[w->sheet].index); b->x = player.x + ((b->dir&1) ? pixel_to_sub(12) : -pixel_to_sub(12)); - b->y = player.y + pixel_to_sub(3); + b->y = player.y + pixel_to_sub(1); b->x_speed = ((b->dir&1) ? speed : -speed); b->y_speed = 0; b->hit_box = (bounding_box) { 5, 3, 5, 3 }; @@ -421,7 +421,7 @@ void weapon_fire_nemesis(Weapon *w) { case DOWN: b->sprite.size = SPRITE_SIZE(2, 3); b->sprite.attribut = TILE_ATTR_FULL(PAL0,0,(b->dir&1),0,TILE_NEMINDEX); - b->x = player.x; + b->x = player.x - (4<y = player.y + ((b->dir&1) ? pixel_to_sub(12) : -pixel_to_sub(12)); b->x_speed = 0; b->y_speed = ((b->dir&1) ? speed : -speed); @@ -790,6 +790,7 @@ void bullet_missile_explode(Bullet *b) { b->y_speed = 0; b->ttl = 8; b->damage = 1 + b->level; + if(b->type == WEAPON_SUPERMISSILE) b->damage += b->level; b->hit_box = (bounding_box) { 12, 12, 12, 12 }; for(uint8_t i = b->level; i < 4; i++) { effect_create_smoke(sub_to_pixel(b->x) - 10 + (random() % 20), @@ -821,9 +822,11 @@ static void create_blade_slash(Bullet *b, uint8_t burst) { if((b->ttl & 15) == 0) { slash = &playerBullet[1]; slash->dir = LEFT; + slash->dir &= ~2; } else if((b->ttl & 15) == 4) { slash = &playerBullet[2]; slash->dir = RIGHT; + slash->dir &= ~2; } else if((b->ttl & 15) == 8) { slash = &playerBullet[3]; slash->dir = LEFT; @@ -837,6 +840,7 @@ static void create_blade_slash(Bullet *b, uint8_t burst) { if((b->ttl & 15) == 0) { slash = &playerBullet[1]; slash->dir = b->dir; + slash->dir &= ~2; } else if((b->ttl & 15) == 8) { slash = &playerBullet[2]; slash->dir = b->dir;