; TODO: implement correctly
; for now just remove an actor if
; they are near
+
+ ; TODO: check if player can reach tile
ld de, player
map_load_march_vec dir_vector_forward
or a, e ; check if it is null
call nz, act_draw_$2
pop hl
+ push hl
; load t_prop
ld de, t_prop
ld d, a
or a, e ; check if it is null
call nz, act_draw_$2
+
+ pop hl
+ ; check if we can go forward one more time
+ ; if not jump to @done_act_draw
+ ld de, t_flags0
+ ld b, [hl]
+ ld a, [dir_tf_forward]
+ and a, b
+ jp nz, @done_act_draw
#endmacro
update_game:
; for the current frame
update_game_draw_act_and_prop:
; TODO: update map routine
+
_update_game_draw_act 0, near
_update_game_draw_act 1, far
_update_game_draw_act 2, furthest
-
+@done_act_draw:
ret