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)))
{