Searched refs:sight_points (Results 1 – 10 of 10) sorted by relevance
/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/ |
H A D | overmap_ui.cpp | 520 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()
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H A D | character.cpp | 825 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()
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H A D | panels.cpp | 435 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()
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H A D | game.cpp | 3985 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()
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H A D | character.h | 572 bool overmap_los( const tripoint_abs_omt &omt, int sight_points );
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/ |
H A D | overmap_ui.cpp | 520 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()
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H A D | character.cpp | 825 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()
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H A D | panels.cpp | 435 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()
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H A D | game.cpp | 3985 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()
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H A D | character.h | 572 bool overmap_los( const tripoint_abs_omt &omt, int sight_points );
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