I like the idea of void tiles spawning things, and it ought to be as easy as giving a very small chance to create an enemy on any floor tile adjacent to a void tile... unfortunately this'll obviously have to wait until there are enemies to spawn, but I like the idea.
I have items sorta working. They aren't loaded from a file, and they don't do anything yet, but from what I can tell there are being picked up and dropped just fine. I'm going to go ahead and add the character sheet and inventory screen now, cause it's gonna be a real trick testing items if I can't see them in my inventory
[EDIT]: Character sheet and inventory are done. I'll load up a screenshot some time tomorrow if I can remember. I also got the pointers and cleanup stuff figured out, so while they don't have any effect, I can generate a large number of apple items, view them in the inventory, use them 3 times and they disappear.
Unfortunately, tomorrow is the last day I'll have full access to my laptop, cause it's being shipped off for repairs again on Monday. I'll have my dad's computer this time, but I won't likely get much done over the next couple days, while I get everything moved over. Fortunately, this time it's being shipped directly to Toshiba, and if they can't fix it they have to replace it. The particular model of computer I have isn't available any more, and the next one in the series is substantially more powerful and runs Windows 7, so I may be getting an upgrade... fingers crossed...
A quick question though, for any other programmers. The player's inventory is actually a vector of pointers to items now, as is the list of items in a map, and eventually the player's equipment. When I need a new item I set it up with 'new c_item', and when it's no longer needed (like an apple that's been eaten completely) it's deleted ('delete item_pointer'). Do I need to delete the items still in the memory when I close the game, or will it handle that for me?