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#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
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