#define NULL 0
-#define UNITS_MAX 8
+#define UNITS_MAX 12
#define STACK_BEGIN 0xDFFF
; each unit can have up to 4 status effects
#define EFFECTS_MAX 4
-#define PLAYERS 2
-
; draw flags
.se 1
.de DRAWF_UPDATE_UI, 1
ld [unit_next_best_act_ptr+1], a
ld hl, p0_units
- ld b, UNITS_MAX * PLAYERS
+ ld b, UNITS_MAX
; same as unit_next:
; inputs:
; resets all moves
; of all actors in p0 and p1_unts
unit_reset_all_moves:
- ld b, UNITS_MAX * PLAYERS
+ ld b, UNITS_MAX
ld hl, p0_units
@loop:
push hl
ld hl, p0_units
call units_update
- ld hl, p1_units
- call units_update
ld a, [gameplay_flags]
and a, GPF_UNIT_NEXT
ld hl, p0_units
call units_update
- ld hl, p1_units
- call units_update
ldnull bc
ret
scroll_y: .adv 1
scroll_x: .adv 1
- ; resources
-
- ; initiative resource
- ; allows deployment or special moves
-r_p0_init: .adv 1
-r_p1_init: .adv 1
-
; units for p0 and p1
p0_units: .adv act_size * UNITS_MAX
-p1_units: .adv act_size * UNITS_MAX
state_cells: .adv c_size * MAP_SIZE
state_cells_end: