ld a, WHO_PLAYER
@no_player:
ld [who], a
+
+ ; advance some other values
+ ; related to the next turn starting
+ call anim_next
+
ret
; each frame the latest animation is
; updated
+ ; sets up animation ptr
+anim_init:
+ ld hl, anim_table
+ ld a, l
+ ld [anim_ptr], a
+ ld a, h
+ ld [anim_ptr+1], a
+ ret
+
+ ; advances animation ptr to
+ ; its next value
+anim_next:
+ ld a, [who]
+ cp a, 0
+ jp z, anim_init
+
+ ld a, [anim_ptr]
+ ld l, a
+ ld a, [anim_ptr+1]
+ ld h, a
+
+ ld de, anim_size
+ add hl, de ; hl = next animation ptr
+
+ ld a, l
+ ld [anim_ptr], a
+ ld a, h
+ ld [anim_ptr+1], a
+
+ ret
anim_walk_north:
ret
call memset
call rand_init
+ call anim_init
; copy shadow oam dma function
ld de, shadow_oam_to_oam
anim_target_y: .adv 1
anim_target_x: .adv 1
+ ; pointing to current animation
+ ; advanced in who_next
+ ; l/h ptr
+anim_ptr: .adv 2
; 1 animation buffer for each actor + player
anim_table: .adv anim_size * (ACTORS_MAX + 1)