uint16_t pos_in_map, uint8_t * fov_map)
 {
     struct shadow_angle * shadow_i;
-    if (fov_map[pos_in_map] & VISIBLE)
+    if (fov_map[pos_in_map] == VISIBLE)
     {
         for (shadow_i = *shadows; shadow_i; shadow_i = shadow_i->next)
         {
     uint32_t i;
     for (i = 0; i < map_size; i++)
     {
-        if (' ' == t->mem_map[i] && t->fov_map[i] & VISIBLE)
+        if (' ' == t->mem_map[i] && t->fov_map[i] == VISIBLE)
         {
             t->mem_map[i] = world.map.cells[i];
         }
 
         uint32_t pos_i;
         for (pos_i = 0; pos_i < map_size; pos_i++)
         {
-            if (player->fov_map[pos_i] & VISIBLE)
+            if (player->fov_map[pos_i] == VISIBLE)
             {
                 visible_map[pos_i] = world.map.cells[pos_i];
             }
             for (t = world.things; t != 0; t = t->next)
             {
                 if (   (  player->fov_map[t->pos.y * world.map.length +t->pos.x]
-                        & VISIBLE)
+                        == VISIBLE)
                     && (   (0 == i && 0 == t->lifepoints)
                         || (1 == i && 0 < t->lifepoints)))
                 {