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 object ** objects
 
u16b obj_max
 
struct monstermonsters
 
u16b mon_max
 
u16b mon_cnt
 
int mon_current
 
struct connectorjoin
 

Field Documentation

◆ 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 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(), 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(), display_map(), drop_find_grid(), effect_handler_DETECT_DOORS(), effect_handler_DETECT_EVIL(), effect_handler_DETECT_GOLD(), effect_handler_DETECT_INVISIBLE_MONSTERS(), effect_handler_DETECT_OBJECTS(), effect_handler_DETECT_STAIRS(), effect_handler_DETECT_TRAPS(), effect_handler_DETECT_VISIBLE_MONSTERS(), effect_handler_MAP_AREA(), effect_handler_SENSE_OBJECTS(), effect_handler_TELEPORT(), ensure_connectedness(), fill_terrain_info(), find_artifact(), 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_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

◆ monsters

struct monster* monsters

Referenced by cave_free(), cave_monster(), and cave_new().

◆ name

char* name

◆ noise

struct heatmap noise

◆ obj_max

u16b obj_max

◆ obj_rating

u32b obj_rating

◆ objects

struct object** objects

◆ scent

struct heatmap scent

◆ squares

struct square** squares

Referenced by add_monster_lights(), become_viewable(), build_room_of_chambers(), build_room_template(), build_vault(), cave_free(), cave_generate(), cave_illuminate(), cave_known(), cave_light(), cave_new(), cave_unlight(), chunk_copy(), chunk_validate_objects(), chunk_write(), compact_monsters_aux(), context_menu_cave(), delete_monster(), delete_monster_idx(), do_cmd_alter_aux(), do_cmd_close(), do_cmd_disarm(), do_cmd_disarm_aux(), do_cmd_tunnel(), do_cmd_walk_test(), do_cmd_wiz_features(), do_cmd_wiz_query(), drop_near(), effect_handler_DESTRUCTION(), effect_handler_DETECT_TRAPS(), effect_handler_EARTHQUAKE(), effect_handler_TELEPORT(), effect_handler_TELEPORT_TO(), effect_handler_THRUST_AWAY(), fill_xrange(), fill_yrange(), findpath(), floor_carry(), generate_mark(), generate_room(), generate_starburst_room(), hollow_out_room(), labyrinth_chunk(), make_chamber(), make_inner_chamber_wall(), map_info(), mark_wasseen(), monster_swap(), monster_turn_multiply(), move_player(), mutate_cavern(), object_lists_check_integrity(), object_see(), object_sense(), path_analyse(), place_feeling(), place_monster(), place_trap(), player_place(), process_world(), project(), project_feature_handler_DARK_WEAK(), project_feature_handler_LIGHT_WEAK(), project_m(), project_path(), push_object(), rd_dungeon_aux(), rd_objects_aux(), rd_traps_aux(), run_step(), run_test(), square_apparent_name(), square_digging(), square_excise_object(), square_excise_pile(), square_feat(), square_forget(), square_hasgoldvein(), square_is_granite_with_flag(), square_is_monster_walkable(), square_isarrivable(), square_isbright(), square_isbrokendoor(), square_iscloseddoor(), square_isdamaging(), square_isdoor(), square_isdownstairs(), square_isdtrap(), square_isfeel(), square_isfiery(), square_isfloor(), square_isglow(), square_isgranite(), square_isinteresting(), square_isinvis(), square_isknown(), square_ismagma(), square_ismark(), square_ismon_restrict(), square_isno_esp(), square_isno_map(), square_isno_teleport(), square_isnoflow(), square_isnoscent(), square_isnotknown(), square_isobjectholding(), square_isoccupied(), square_isopen(), square_isopendoor(), square_ispassable(), square_isperm(), square_isplayer(), square_isproject(), square_isprojectable(), square_isquartz(), square_isrock(), square_isroom(), square_isrubble(), square_issecretdoor(), square_isseen(), square_isshop(), square_isstairs(), square_istrap(), square_istrappable(), square_isupstairs(), square_isvault(), square_isview(), square_iswall_inner(), square_iswall_outer(), square_iswall_solid(), square_mark(), square_memorize(), square_monster(), square_object(), square_remove_all_traps(), square_remove_trap(), square_seemslikewall(), square_set_feat(), square_set_trap_timeout(), square_shopnum(), square_trap(), square_trap_timeout(), square_unmark(), square_upgrade_mineral(), square_verify_trap(), square_wasseen(), target_accept(), target_get_monsters(), target_set_interactive_aux(), town_gen(), town_gen_layout(), update_one(), update_view(), wipe_mon_list(), wiz_light(), wr_dungeon_aux(), wr_objects_aux(), and wr_traps_aux().

◆ turn

s32b turn

◆ width

int width

Referenced by 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(), 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(), display_map(), drop_find_grid(), effect_handler_DETECT_DOORS(), effect_handler_DETECT_EVIL(), effect_handler_DETECT_GOLD(), effect_handler_DETECT_INVISIBLE_MONSTERS(), effect_handler_DETECT_OBJECTS(), effect_handler_DETECT_STAIRS(), effect_handler_DETECT_TRAPS(), effect_handler_DETECT_VISIBLE_MONSTERS(), effect_handler_MAP_AREA(), effect_handler_SENSE_OBJECTS(), effect_handler_TELEPORT(), ensure_connectedness(), fill_terrain_info(), find_artifact(), 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_light(), wr_chunks(), wr_dungeon_aux(), wr_objects_aux(), and wr_traps_aux().


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