/* Calculate for each cell the distance to the visibly nearest map actor not
* "t_origin", with movement only possible in the directions of "dir".
* (Actors' own cells start with a distance of 0 towards themselves.)
*/
uint32_t map_size = world.map.length * world.map.length;
uint16_t max_score = UINT16_MAX - 1;
/* Calculate for each cell the distance to the visibly nearest map actor not
* "t_origin", with movement only possible in the directions of "dir".
* (Actors' own cells start with a distance of 0 towards themselves.)
*/
uint32_t map_size = world.map.length * world.map.length;
uint16_t max_score = UINT16_MAX - 1;
char sel = t->fov_map ? get_dir_to_nearest_enemy(t) : 0;/* t->fov_map may */
if (0 != sel) /* be absent due */
{ /* to god command.*/
char sel = t->fov_map ? get_dir_to_nearest_enemy(t) : 0;/* t->fov_map may */
if (0 != sel) /* be absent due */
{ /* to god command.*/