ld a, 1
ret
+
+
+ ; armor value table for each actor
+ ; type
+act_armor_table:
+ .db 0 ; T_NULL
+ .db 0 ; T_PLAYER
+ .db 0 ; T_GUARD
+
+ ; the actors damge type
+ ; each actor can deal single damage type
+ ; one entry for each actor type
+act_dmg_type_table:
+ .db ACT_DT_NONE ; T_NULL
+ .db ACT_DT_NONE ; T_PLAYER
+ .db ACT_DT_SHOT ; T_GUARD
+
+ ; which damage type this actor resists
+ ; one entry per actor type
+act_res_type_table:
+ .db ACT_DT_NONE ; T_NULL
+ .db ACT_DT_NONE ; T_PLAYER
+ .db ACT_DT_NONE ; T_GUARD
+
+ ; actor types
.se 0
.de ACT_T_NULL, 1
.de ACT_T_PLAYER, 1
-
+.de ACT_T_GUARD, 1
+
+ ; damage types
+.se 0
+.de ACT_DT_NONE, 1
+.de ACT_DT_SHOT, 1
+
+ ; max number of actors each player may spawn
+#define ACT_PER_PLAYER 16
+
+ ; each actor has exactly 10 hp
+ ; based on its damage type and def type
+ ; flags each attack does a certain amount of damage
+#define ACT_HP_MAX 10
+
+ ; actor struct
.se 0
.de act_type, 1
.de act_flags, 1
.de act_y, 1
.de act_x, 1
+ ; player number that owns the actor
+.de act_owner, 1
+ ; current hp
+.de act_hp, 1
.de act_size, 0
-
+