engine/field_of_view/source/FieldOfViewStrategy.cpp
// View maps work with copies of tiles so that non-destructive changes can be
// made when creatures are hidden, etc.  Because these are copies of the
// "real" tiles, we need to grab to real tile off the current map to 
// authoritatively set the viewed flag.
View maps work with copies of tiles so that non-destructive changes can be
made when creatures are hidden, etc.  Because these are copies of the
"real" tiles, we need to grab to real tile off the current map to
authoritatively set the viewed flag.
View maps work with copies of tiles so that non - destructive changes can be made when creatures are hidden etc . Because these are copies of the " real " tiles we need to grab to real tile off the current map to authoritatively set the viewed flag .
void FieldOfViewStrategy::set_tile_viewed(const Coordinate& c)
{
  MapPtr master_map = Game::instance().get_current_map();
  if (master_map != nullptr)
  {
    TilePtr master_tile = master_map->at(c);
    if (master_tile != nullptr)
    {
      master_tile->set_viewed(true);
    }
  }
}
void FieldOfViewStrategy :: set_tile_viewed ( const Coordinate & c ) { MapPtr master_map = Game :: instance ( ) . get_current_map ( ) ; if ( master_map != nullptr ) { TilePtr master_tile = master_map -> at ( c ) ; if ( master_tile != nullptr ) { master_tile -> set_viewed ( true ) ; } } }
View maps work with copies of tiles so that non-destructive changes can be
made when creatures are hidden, etc.
View maps work with copies of tiles so that non - destructive changes can be made when creatures are hidden etc .