[ ] Each level has its onw post generation step that can be run
[ ] Each level has a hard-cided post step that places the exit to the next level
[ ] Each level has a shortcut to town (previous entrance)
+[ ] Save map state (e.g. actor flags, chest flags, door flags, loot flags with seed and map ptr used) in sram
+ Do not save the actual generated map -> instead generate it again on demand
## Classes
[ ] Warrior -> can wear heavy armor, long sowrds, axes, hammers, shields, bucklers, short sowrds, learn magic of circle 1
+
; places a rectangular room
; into the currently loaded map
; 1) searches the map for a suitable location
; inputs:
; hl: writable decompressed tile array (e.g [map])
; of size MAP_H * MAP_W
+ ; de: the seed used
; returns:
; a == 0: room was unable to be placed
; a == 1: room was placed
+ ; de: seed after generation has finished
+ ; preserves:
+ ; srand
mapgen_make_room:
; roll a room size