Yep, that or make a 2D array of tile structures.
advantage of 1)
Less memory used
advantage of 2)
You can change some property of a tile without changing that tile worldwide
But: I am wondering: (Not to you shaggy, to all the smart people here)
Why would you want to tie your items to tiles?
I do it like this: there is a list with all items currently existing in the game, and when i load a level i generate a shorter list with the location of each item on the long list, that also happens to be on the same level (Not necessary, just to make it a little faster when there are a lot of items, because you do have to go through each item every step to check if its under a player, or monster etc.)
Items have coordinates, and if 99999.3 have the same, the tile that happens to be in that position doesn't even need to know about it.
Anything glaringly bad about that approach?
Ohoh.... and i have been wondering:
Doors: Items or Tiles? Your arguments concerning the age old debate?