Angband
Data Structures
Here are the data structures with brief descriptions:
oC_graphics_modeSpecifications for graphics modes
oC_message_t
oC_msgcolor_t
oC_msgqueue_t
oC_term_dataExtra "term" data
oCactivationActivation structure
oCalloc_entryAn entry for the object/monster allocation functions
oCang_dir

Directory scanning API

oCang_file
oCangband_constantsInformation about maximal indices of certain arrays
oCartifactInformation about artifacts
oCartifact_set_data
oCattack_result
oCbirtherA structure to hold "rolled" information, and any other useful state for the birth process
oCbirthmenu_dataWe have one of these structures for each menu we display - it holds the useful information for the menu - text of the menu items, "help" text, current (or default) selection, and whether random selection is allowed
oCblockheader
oCblockinfo
oCblow_effect
oCblow_infoDescribes the number of blows possible for given stat bonuses
oCblow_method
oCbrandBrand type
oCcave_profile
oCchunk
oCclass_bookA structure to hold class-dependent information on spell books
oCclass_magicInformation about class magic knowledge
oCclass_spellA structure to hold class-dependent information on spells
oCcmd_argA single argument
oCcmd_arg_data

Argument structures

oCcmd_infoHolds a generic command - if cmd is set to other than CMD_NULL it simply pushes that command to the game, otherwise the hook function will be called
oCcolor_type
oCcommandThe struct command type is used to return details of the command the game should carry out
oCcommand_info

A simple list of commands and their handling functions

oCcommand_listA categorised list of all the command lists
oCcurseCurse type
oCcurse_data
oCcurse_menu_data
oCDIBINITInformation about a bitmap
oCdice_expression_entry_s
oCdice_s
oCdun_dataStructure to hold all "dungeon generation" data
oCeffectEffect
oCeffect_handler_context_s

Structures and helper functions for effects

oCeffect_kindStructure for effects
oCego_descStructure to describe ego item short name
oCego_itemInformation about ego-items
oCelement_infoElement info type
oCequip_slotA single equipment slot
oCevent_handler_entry
oCexpression_operation_s
oCexpression_s
oCfeatureInformation about terrain features
oCfile_parser
oCflag_event_trigger
oCflavor
oCgame_event_data
oCgrid_data
oCgroup_funcsThe first part of this file contains the knowledge menus
oCgrouper
oCgz_header_s
oCheatmap
oChigh_scoreSemi-Portable High Score List Entry (128 bytes)
oChint
oChistory_chart
oChistory_entryHistories are a graph of charts; each chart contains a set of individual entries for that chart, and each entry contains a text description and a successor chart to move history generation to
oChistory_infoPlayer history table
oChit_typesA list of the different hit types and their associated special message
oCignore_choice

Quality ignore menu

oCinfo_entryEntries for spell/activation descriptions
oCinit_module
oCinternal_state
oCiterate
oCjoinHelper class for generating joins
oCkb_parsedata

Initialize object bases

oCkeymapKeymap implementation
oCkeypressStruct holding all relevant info for keypresses
oCloc
oCmagic_realmStructure for magic realms
oCmelee_effect_handler_context_sStorage for context information for effect handlers called in make_attack_normal()
oCmember_funcs
oCmenu
oCmenu_actionPrimitive menu item with bound action
oCmenu_entry
oCmenu_iterUnderlying function set for displaying lists in a certain kind of way
oCmenu_skin
oCminimap_flags
oCmodule
oCmon_spell_info

Spell selection

oCmon_timed_effectMonster timed effects
oCmoney
oCmonsterMonster information, for a specific monster
oCmonster_baseBase monster type
oCmonster_blowMonster blows
oCmonster_dropSpecified monster drops
oCmonster_flagStructures
oCmonster_friendsMonster friends (specific monster)
oCmonster_friends_baseMonster friends (general type)
oCmonster_list_entry_s
oCmonster_list_s
oCmonster_loreMonster "lore" information
oCmonster_message_historyA (monster, message type) pair used for duplicate checking
oCmonster_mimicHow monsters mimic
oCmonster_painMonster pain messages
oCmonster_raceMonster "race" information, including racial memories
oCmonster_race_messageA stacked monster message entry
oCmonster_spellMonster spell types
oCmouseclickStruct holding all relevant info for mouse clicks
oCmsg_snd_data
oCname

Intialize random names

oCnames_parse
oCnds_kbd_key
oCobj_property

Structures

oCobjectObject information, for a specific object
oCobject_baseInformation about object types, like rods, wands, etc
oCobject_buy
oCobject_kindInformation about object kinds, including player knowledge
oCobject_list_entry_s
oCobject_list_s
oCobject_menu_dataInfo about a particular object
oCoption_entry
oCorigin_type

Data tables

oCowner
oCpanelPanel holder type
oCpanel_line

Panel utilities

oCparser
oCparser_hook
oCparser_spec
oCparser_state
oCparser_value
oCpit_color_profileMonster color for a pit
oCpit_forbidden_monsterMonster forbidden from a pit
oCpit_monster_profileMonster base for a pit
oCpit_profileProfile for choosing monsters for pits, nests or other themed areas
oCplayerMost of the "player" information goes here
oCplayer_bodyA player 'body'
oCplayer_classPlayer class info
oCplayer_flag_record
oCplayer_historyPlayer history information
oCplayer_optionsThe option data structures
oCplayer_racePlayer race info
oCplayer_stateAll the variable state that changes when you put on/take off equipment
oCplayer_upkeepTemporary, derived, player-related variables used during play but not saved
oCpng_color_16_struct
oCpng_color_8_struct
oCpng_color_struct
oCpng_info_struct
oCpng_row_info_struct
oCpng_sPLT_entry_struct
oCpng_sPLT_struct
oCpng_struct_def
oCpng_text_struct
oCpng_time_struct
oCpng_unknown_chunk_t
oCpoint_setA set of points that can be constructed to apply a set of changes to
oCposs_itemStructure for possible object kinds for an ego item
oCpower_calc
oCprefs_dataPrivate data for pref file parsing
oCproject_feature_handler_context_s

Feature handlers

oCproject_monster_handler_context_s

Monster handlers

oCproject_object_handler_context_s

Object handlers

oCproject_player_handler_context_s
oCprojectionElement struct
oCquality_ignore_struct
oCquality_name_struct
oCquestStructure for the "quests"
oCqueue
oCrandomA struct representing a strategy for making a dice roll
oCregion
oCroom_profileThis tracks information needed to generate the room, including the room's name and the function used to build it
oCroom_templateInformation about template room generation
oCrune
oCsdl_sampleStruct representing all data about an event sample
oCset
oCside_handler_tStruct of sidebar handlers
oCslaySlay type
oCslot_info
oCsound_data
oCsound_file_type
oCsound_hooks
oCsound_module
oCsource
oCspell_menu_dataSpell menu data struct
oCsquare
oCstart_itemItems the player starts with
oCstate_infoStruct to describe different timed effects
oCstore
oCstore_context
oCstreamer_profile
oCsummon_details
oCterm
oCterm_data
oCterm_win
oCtest
oCtextblock
oCtimed_effect_dataData struct
oCtrapAn actual trap
oCtrap_kindA trap template
oCtunnel_profile
oCtval_desc

Sval ignore menu

oCui_eventUnion type to hold information about any given event
oCvault
\Cz_stream_s