Angband
Data Fields
chunk Struct Reference

#include <cave.h>

Data Fields

char * name
 
s32b turn
 
int depth
 
byte feeling
 
u32b obj_rating
 
u32b mon_rating
 
bool good_item
 
int height
 
int width
 
u16b feeling_squares
 
intfeat_count
 
struct square ** squares
 
struct heatmap noise
 
struct heatmap scent
 
struct loc decoy
 
struct object ** objects
 
u16b obj_max
 
struct monstermonsters
 
u16b mon_max
 
u16b mon_cnt
 
int mon_current
 
int num_repro
 
struct monster_group ** monster_groups
 
struct connectorjoin
 

Field Documentation

◆ decoy

struct loc decoy

◆ depth

int depth

◆ feat_count

int* feat_count

◆ feeling

byte feeling

◆ feeling_squares

u16b feeling_squares

◆ good_item

bool good_item

◆ height

int height

Referenced by alloc_stairs(), arena_gen(), build_circular(), build_color_point(), build_colors(), build_crossed(), build_huge(), build_large(), build_moria(), build_nest(), build_overlap(), build_pit(), build_room_of_chambers(), build_room_template(), build_simple(), build_streamer(), build_vault(), calc_light(), cave_find(), cave_free(), cave_generate(), cave_illuminate(), cave_known(), cave_new(), chunk_copy(), chunk_validate_objects(), chunk_write(), classic_gen(), clear_small_regions(), connect_caverns(), detect_monsters(), display_map(), drop_find_grid(), effect_handler_DETECT_DOORS(), effect_handler_DETECT_GOLD(), effect_handler_DETECT_OBJECTS(), effect_handler_DETECT_STAIRS(), effect_handler_DETECT_TRAPS(), effect_handler_MAP_AREA(), effect_handler_SENSE_OBJECTS(), effect_handler_TELEPORT(), ensure_connectedness(), fill_terrain_info(), find_artifact(), find_start(), gauntlet_gen(), hard_centre_gen(), init_cavern(), join_region(), join_regions(), lair_gen(), make_noise(), map_info(), mark_wasseen(), modified_chunk(), modified_gen(), modify_panel(), moria_chunk(), moria_gen(), mutate_cavern(), object_flavor_aware(), panel_should_modify(), pick_and_place_distant_monster(), place_feeling(), process_world(), rd_chunks(), rd_dungeon(), rd_dungeon_aux(), room_build(), run_test(), sanitize_player_loc(), square_in_bounds(), square_in_bounds_fully(), target_set_interactive(), town_gen(), town_gen_layout(), update_minimap_subwindow(), update_mon(), update_scent(), update_view(), wiz_dark(), wiz_light(), wr_chunks(), wr_dungeon_aux(), wr_objects_aux(), and wr_traps_aux().

◆ join

struct connector* join

◆ mon_cnt

u16b mon_cnt

◆ mon_current

int mon_current

◆ mon_max

u16b mon_max

◆ mon_rating

u32b mon_rating

◆ monster_groups

struct monster_group** monster_groups

◆ monsters

struct monster* monsters

◆ name

char* name

◆ noise

struct heatmap noise

◆ num_repro

int num_repro

◆ obj_max

u16b obj_max

◆ obj_rating

u32b obj_rating

◆ objects

struct object** objects

◆ scent

struct heatmap scent

◆ squares

struct square** squares

◆ turn

s32b turn

◆ width

int width

Referenced by alloc_stairs(), arena_gen(), build_circular(), build_color_point(), build_colors(), build_crossed(), build_huge(), build_large(), build_moria(), build_nest(), build_overlap(), build_pit(), build_room_of_chambers(), build_room_template(), build_simple(), build_streamer(), build_vault(), calc_light(), cave_find(), cave_free(), cave_generate(), cave_illuminate(), cave_known(), cave_new(), chunk_copy(), chunk_validate_objects(), chunk_write(), classic_gen(), clear_small_regions(), connect_caverns(), detect_monsters(), display_map(), drop_find_grid(), effect_handler_DETECT_DOORS(), effect_handler_DETECT_GOLD(), effect_handler_DETECT_OBJECTS(), effect_handler_DETECT_STAIRS(), effect_handler_DETECT_TRAPS(), effect_handler_MAP_AREA(), effect_handler_SENSE_OBJECTS(), effect_handler_TELEPORT(), ensure_connectedness(), fill_terrain_info(), find_artifact(), find_start(), gauntlet_gen(), hard_centre_gen(), ignore_point(), init_cavern(), join_region(), join_regions(), lair_gen(), make_noise(), map_info(), mark_wasseen(), modified_chunk(), modified_gen(), modify_panel(), moria_chunk(), moria_gen(), mutate_cavern(), object_flavor_aware(), panel_should_modify(), pick_and_place_distant_monster(), place_feeling(), process_world(), rd_chunks(), rd_dungeon(), rd_dungeon_aux(), room_build(), run_test(), sanitize_player_loc(), square_in_bounds(), square_in_bounds_fully(), target_set_interactive(), town_gen(), town_gen_layout(), update_minimap_subwindow(), update_mon(), update_scent(), update_view(), wiz_dark(), wiz_light(), wr_chunks(), wr_dungeon_aux(), wr_objects_aux(), and wr_traps_aux().


The documentation for this struct was generated from the following file: