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Searched refs:sight_points (Results 1 – 10 of 10) sorted by relevance

/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/
H A Dovermap_ui.cpp520 const int sight_points = !has_debug_vision ? in draw() local
619 const auto &npcs = overmap_buffer.get_npcs_near_player( sight_points ); in draw()
700 const bool los = see && player_character.overmap_los( omp, sight_points ); in draw()
701 const bool los_sky = player_character.overmap_los( omp, sight_points * 2 ); in draw()
999 … player_character.overmap_los( center, sight_points * 2 ) ); in draw()
H A Dcharacter.cpp825 bool Character::overmap_los( const tripoint_abs_omt &omt, int sight_points ) in overmap_los() argument
829 if( offset.x() < -sight_points || offset.x() > sight_points || in overmap_los()
830 offset.y() < -sight_points || offset.y() > sight_points ) { in overmap_los()
837 for( size_t i = 0; i < line.size() && sight_points >= 0; i++ ) { in overmap_los()
840 sight_points -= static_cast<int>( ter->get_see_cost() ); in overmap_los()
841 if( sight_points < 0 ) { in overmap_los()
H A Dpanels.cpp435 const int sight_points = player_character.overmap_sight_range( g->light_level( in draw_overmap_chunk() local
446 && player_character.overmap_los( omp, sight_points ) ) { in draw_overmap_chunk()
H A Dgame.cpp3985 const int sight_points = player_character.overmap_sight_range( g->light_level( in draw_minimap() local
3995 && player_character.overmap_los( omp, sight_points ) ) { in draw_minimap()
11634 float sight_points = dist; in update_overmap_seen() local
11636 it != line.end() && sight_points >= 0; ++it ) { in update_overmap_seen()
11638 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier; in update_overmap_seen()
11640 if( sight_points >= 0 ) { in update_overmap_seen()
H A Dcharacter.h572 bool overmap_los( const tripoint_abs_omt &omt, int sight_points );
/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/
H A Dovermap_ui.cpp520 const int sight_points = !has_debug_vision ? in draw() local
619 const auto &npcs = overmap_buffer.get_npcs_near_player( sight_points ); in draw()
700 const bool los = see && player_character.overmap_los( omp, sight_points ); in draw()
701 const bool los_sky = player_character.overmap_los( omp, sight_points * 2 ); in draw()
999 … player_character.overmap_los( center, sight_points * 2 ) ); in draw()
H A Dcharacter.cpp825 bool Character::overmap_los( const tripoint_abs_omt &omt, int sight_points ) in overmap_los() argument
829 if( offset.x() < -sight_points || offset.x() > sight_points || in overmap_los()
830 offset.y() < -sight_points || offset.y() > sight_points ) { in overmap_los()
837 for( size_t i = 0; i < line.size() && sight_points >= 0; i++ ) { in overmap_los()
840 sight_points -= static_cast<int>( ter->get_see_cost() ); in overmap_los()
841 if( sight_points < 0 ) { in overmap_los()
H A Dpanels.cpp435 const int sight_points = player_character.overmap_sight_range( g->light_level( in draw_overmap_chunk() local
446 && player_character.overmap_los( omp, sight_points ) ) { in draw_overmap_chunk()
H A Dgame.cpp3985 const int sight_points = player_character.overmap_sight_range( g->light_level( in draw_minimap() local
3995 && player_character.overmap_los( omp, sight_points ) ) { in draw_minimap()
11634 float sight_points = dist; in update_overmap_seen() local
11636 it != line.end() && sight_points >= 0; ++it ) { in update_overmap_seen()
11638 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier; in update_overmap_seen()
11640 if( sight_points >= 0 ) { in update_overmap_seen()
H A Dcharacter.h572 bool overmap_los( const tripoint_abs_omt &omt, int sight_points );