; for each tile
tile_update_table:
dw tile_update_empty
- dw tile_update_player
- dw tile_update_player_hive
- dw tile_update_enemy
- dw tile_update_enemy_hive
+ dw tile_update_used
+ dw tile_update_hive
dw tile_update_food
strz str_empty, "EMPTY "
-strz str_player_hive, "YOUR HIVE "
-strz str_enemy_hive, "HIVE "
-strz str_player, "PLAYER "
-strz str_enemy, "ENEMY "
+strz str_hive, "HIVE "
+strz str_used, "HILL "
strz str_food, "FOOD "
; mapping of tile ids to
; the tile names
tile_str_table:
dw str_empty
- dw str_player
- dw str_player_hive
- dw str_enemy
- dw str_enemy_hive
+ dw str_used
+ dw str_hive
dw str_food
-
- ; updates empty tile
+ ; gets the controlling actor of a tile
+ ; returns NULL if TO_NULL is set
; inputs:
; de: tile
-tile_update_empty:
+tile_get_actor:
+ ; TODO:
ret
-
- ; updates player controlled tile
- ; inputs:
- ; de: tile
-tile_update_player:
- ret
-
- ; updates player hive
+
+ ; updates empty tile
; inputs:
; de: tile
-tile_update_player_hive:
+tile_update_empty:
ret
- ; updates enemy tile
+ ; updates controlled tile
; inputs:
; de: tile
-tile_update_enemy:
+tile_update_used:
ret
- ; updates enemy hive
+ ; updates hive
; inputs:
; de: tile
-tile_update_enemy_hive:
+tile_update_hive:
ret
; updates food tile
ret
; maps from tile ids
- ; to tile presets
+ ; to tile presets (tile index)
tile_id_table:
dw tile_grass
dw tile_grass
tile_grass:
- tiledef TT_EMPTY, 0, 0, GFX_GRASS
+ tiledef TT_EMPTY, 0, TO_NULL, 0, GFX_GRASS
tile_player_hive:
- tiledef TT_PLAYER_HIVE, 0, 0, GFX_PHIVE
+ tiledef TT_HIVE, 0, TO_PLAYER, 0, GFX_PHIVE
tile_enemy_hive:
- tiledef TT_ENEMY_HIVE, 0, 0, GFX_EHIVE
+ tiledef TT_HIVE, 0, TO_ENEMY, 0, GFX_EHIVE
tile_food:
- tiledef TT_FOOD, 0, 0, GFX_FOOD
+ tiledef TT_FOOD, 0, 0, TO_NULL, GFX_FOOD