; room flags
.se 1
+ ; set if a tile is a wall
.de RF_WALL, 1
+ ; set if a tile is a door
.de RF_DOOR, 2
+ ; set if a tile is blocked by an actor
+ ; if this flag is set
+ ; collision resolution will
+ ; need to look up the actor in question by
+ ; iterating over the actor table + player
+ ; and checking each position
+ ; TODO: maybe add an actor lookup table for each tile
.de RF_ACTOR, 4
; current room struct