-#define PLAYER_CURSOR_L 0x88
-#define PLAYER_CURSOR_R 0x8A
-
+
+#define PLAYER_PLACEHOLDER_WEAPON_0 0x9D
+#define PLAYER_PLACEHOLDER_WEAPON_1 0xBA
+#define PLAYER_PLACEHOLDER_WEAPON_2 0xBC
+#define PLAYER_PLACEHOLDER_WEAPON_3 0xBE
+#define PLAYER_PLACEHOLDER_WEAPON_4 0xBD
+#define PLAYER_PLACEHOLDER_WEAPON_5 0xBF
+
+
; table of direction to pick on right turn
player_direction_turn_right:
.db WEST ; SOUTH
call player_handle_move
+ call player_draw_weapon
+
+ ret
+
+#define PLAYER_WEAPON_Y 96
+#define PLAYER_WEAPON_X 120
+
+ ; draws part of player weapon
+ ; inputs:
+ ; $1: y offset
+ ; $2: x offset
+ ; $3: tile id
+ ; hl: ptr to oam
+ ; returns:
+ ; hl: next oam
+#macro player_draw_weapon_part
+ ld a, PLAYER_WEAPON_Y + $1
+ ld [hl+], a
+ ld a, PLAYER_WEAPON_X + $2
+ ld [hl+], a
+ ld a, $3
+ ld [hl+], a
+ xor a, a
+ ld [hl+], a
+#endmacro
+
+ ; draws weapon spirte
+player_draw_weapon:
+ ; TODO: for now we just draw a placeholder
+ ld a, 8
+ call oamalloc
+
+ player_draw_weapon_part 0, 0, PLAYER_PLACEHOLDER_WEAPON_0
+ player_draw_weapon_part 8, 0, PLAYER_PLACEHOLDER_WEAPON_1
+
+ player_draw_weapon_part 8, 8, PLAYER_PLACEHOLDER_WEAPON_0
+ player_draw_weapon_part 16, 8, PLAYER_PLACEHOLDER_WEAPON_1
+
+ player_draw_weapon_part 16, 16, PLAYER_PLACEHOLDER_WEAPON_2
+ player_draw_weapon_part 12, 24, PLAYER_PLACEHOLDER_WEAPON_3
+
+ player_draw_weapon_part 24, 12, PLAYER_PLACEHOLDER_WEAPON_4
+ player_draw_weapon_part 24, 24, PLAYER_PLACEHOLDER_WEAPON_5
+
ret
; player attack call