-
+; draw one TILE_MOVE tile
+; in top row for each move remaining
+#define UI_TILE_MOVE 0xC0
; inits UI
ui_init:
; bc = next active state
ret
+
+ ; switches the current unit to idle
+ ; sets moves to 0
+ ; inputs:
+ ; de: unit
+unit_switch_to_idle:
+ ret
+
+ ; finds a unit with a higher initiative value
+ ; than the current one that has moves > 0 set
+ ; if all unts have have 0 moves, set moves to
+ ; initial value and try again
+ ; skips any ACT_T_NULL types
+ ; inputs:
+ ; de: unit
+unit_next:
+ ret
unit_demo_1:
st_def 0x00, unit_demo_1_init, st_unit_demo_1_update