; they will transition to the map to the north/south/east/west
; a map also contains a memory region for all the room's tables
; room:
- ; a room is a collection of tiles, falgs and actor tables
+ ; a room is a collection of tiles, falgs, exits and actor tables
; loads a map
; inputs:
call room_load_actors
ret
+ ; transitions to a new room
+ ; that is part of the map:
+ ; inputs:
+ ; curr_room_exits: ptr to exits table
+ ; a: direction EAST, WEST, NORTH, SOUTH
+room_goto:
+ ret
; loads actors from
; [curr_room_init_act]