static QStringList getFlagNames( const tile_st &tile )
static QStringList getFlagNames(unsigned char flag1, unsigned char flag2, unsigned char flag3, unsigned char flag4)
static QStringList getFlagNames( const tile_st &tile ){#define FLAG_STUB( a, b, c ) if( tile.a & b ) flags.push_back( tr( c ) )	QStringList flags;	// Flag 1	FLAG_STUB( flag1, 0x01, "background" );	FLAG_STUB( flag1, 0x02, "weapon" );	FLAG_STUB( flag1, 0x04, "transparent" );	FLAG_STUB( flag1, 0x08, "translucent" );	FLAG_STUB( flag1, 0x10, "wall" );	FLAG_STUB( flag1, 0x20, "damaging" );	FLAG_STUB( flag1, 0x40, "impassable" );	FLAG_STUB( flag1, 0x80, "wet" );	// Flag 2	//FLAG_STUB( flag2, 0x01, "unknown1" ); 	FLAG_STUB( flag2, 0x02, "surface" );	FLAG_STUB( flag2, 0x04, "stairs" );	FLAG_STUB( flag2, 0x08, "stackable" );	FLAG_STUB( flag2, 0x10, "window" );	FLAG_STUB( flag2, 0x20, "no shoot" );	FLAG_STUB( flag2, 0x40, "a" );	FLAG_STUB( flag2, 0x80, "an" );	// Flag 3	FLAG_STUB( flag3, 0x01, "internal" ); 	FLAG_STUB( flag3, 0x02, "foliage" );	FLAG_STUB( flag3, 0x04, "partial hue" );	//FLAG_STUB( flag3, 0x08, "unknown2" );	FLAG_STUB( flag3, 0x10, "map" );	FLAG_STUB( flag3, 0x20, "container" );	FLAG_STUB( flag3, 0x40, "wearable" );	FLAG_STUB( flag3, 0x80, "lightsource" );	// Flag 4	FLAG_STUB( flag4, 0x01, "animation" ); 	FLAG_STUB( flag4, 0x02, "no diagonal" );	//FLAG_STUB( flag4, 0x04, "unknown3" );	FLAG_STUB( flag4, 0x08, "armor" );	FLAG_STUB( flag4, 0x10, "roof" );	FLAG_STUB( flag4, 0x20, "door" );	FLAG_STUB( flag4, 0x40, "stair back" );	FLAG_STUB( flag4, 0x80, "stair right" );	return flags;#undef FLAG_STUB}