A dungeon delver roguelike using Pathfinder 2nd edition rules
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Finished generate_room

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gb/src/dungeon.asm
··· 204 204 call GetNeighborRoomIndex 205 205 ld a, h 206 206 cpl 207 + cp a, 0 208 + jp nz, .LoopContinue 209 + push hl 210 + push de 211 + ld e, h 212 + ld hl, dungeon_grid 213 + ld a, l 214 + add a, e 215 + ld l, a 216 + pop de 217 + ld a, [hl] 218 + ld hl, BIT_USED_ROOM 219 + and a, [hl] 220 + pop hl 221 + jp nz, .LoopContinue 222 + push bc ; b = opposite_door, cache earlier values 223 + call GetOppositeDirectionBit 224 + ld a, e 225 + and a, d 226 + cp a, e 227 + jp nz, .LoopBody2 228 + push hl 229 + push de 230 + ld e, l 231 + ld hl, dungeon_grid 232 + ld a, l 233 + add a, e 234 + ld l, a 235 + pop de 236 + ld a, [hl] 237 + or a, e 238 + ld [hl], a 239 + push de 240 + ld e, h 241 + ld hl, dungeon_grid 242 + ld a, l 243 + add a, e 244 + ld l, a 245 + pop de 246 + ld a, [hl] 247 + or a, b 248 + ld [hl], a 249 + pop hl 250 + .LoopBody2 251 + push hl 252 + push de 253 + ld e, h 254 + ld hl, dungeon_grid 255 + ld a, l 256 + add a, e 257 + ld l, a 258 + pop de 259 + ld a, [hl] 260 + pop hl 261 + cp a, b 262 + jp nz, .LoopContinue 263 + pop bc 264 + push hl 265 + push de 266 + ld e, h 267 + ld hl, generated_cells 268 + ld a, l 269 + add a, c 270 + ld l, a 271 + ld [hl], e 272 + pop de 273 + pop hl 274 + inc c 207 275 .LoopContinue 208 276 rlc e 209 277 jp .LoopCheck ··· 212 280 ret 213 281 214 282 GetNeighborRoomIndex:: 283 + ret 284 + 285 + GetOppositeDirectionBit:: 215 286 ret