#ifndef MAPCELL_H #define MAPCELL_H #include "show.h" /* * A map_cell stores what the player knows about a cell. * These go in env.map. * * TODO: Remove property -- that should go in env.grid. */ struct map_cell { show_type object; // The object: monster, item, feature, or cloud. unsigned short flags; // Flags describing the mappedness of this square. unsigned short colour; unsigned long property; // Flags for blood, sanctuary, ... map_cell() : object(), flags(0), colour(0), property(0) { } void clear() { flags = colour = 0; object = show_type(); } unsigned glyph() const; bool known() const; bool seen() const; }; #endif