Angband
Data Fields
effect_handler_context_s Struct Reference


Structures and helper functions for effects

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Data Fields

const effect_index effect
 
const struct source origin
 
const struct objectobj
 
const bool aware
 
const int dir
 
const int beam
 
const int boost
 
const random_value value
 
const int p1
 
const int p2
 
const int p3
 
bool ident
 

Detailed Description


Structures and helper functions for effects

Field Documentation

const bool aware
const int beam
const int boost
const int dir

Referenced by effect_handler_WONDER().

bool ident

Referenced by effect_do(), effect_handler_ACQUIRE(), effect_handler_ALTER(), effect_handler_ALTER_REALITY(), effect_handler_BALL(), effect_handler_BANISH(), effect_handler_BEAM(), effect_handler_BIZARRE(), effect_handler_BOLT(), effect_handler_BOLT_AWARE(), effect_handler_BOLT_STATUS(), effect_handler_BOLT_STATUS_DAM(), effect_handler_BRAND_AMMO(), effect_handler_BRAND_BOLTS(), effect_handler_BRAND_WEAPON(), effect_handler_BREATH(), effect_handler_CONFUSING(), effect_handler_CREATE_STAIRS(), effect_handler_CRUNCH(), effect_handler_CURE(), effect_handler_CURSE_ARMOR(), effect_handler_CURSE_WEAPON(), effect_handler_DARKEN_AREA(), effect_handler_DEEP_DESCENT(), effect_handler_DESTRUCTION(), 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_DISENCHANT(), effect_handler_DRAIN_LIGHT(), effect_handler_DRAIN_MANA(), effect_handler_DRAIN_STAT(), effect_handler_EARTHQUAKE(), effect_handler_ENCHANT(), effect_handler_GAIN_EXP(), effect_handler_GAIN_STAT(), effect_handler_HEAL_HP(), effect_handler_IDENTIFY(), effect_handler_LIGHT_AREA(), effect_handler_LIGHT_LEVEL(), effect_handler_LINE(), effect_handler_LOSE_EXP(), effect_handler_LOSE_RANDOM_STAT(), effect_handler_MAP_AREA(), effect_handler_MASS_BANISH(), effect_handler_MON_HEAL_HP(), effect_handler_MON_HEAL_KIN(), effect_handler_MON_TIMED_INC(), effect_handler_NOURISH(), effect_handler_PROBE(), effect_handler_PROJECT_LOS(), effect_handler_PROJECT_LOS_AWARE(), effect_handler_RECALL(), effect_handler_RECHARGE(), effect_handler_REMOVE_CURSE(), effect_handler_RESTORE_EXP(), effect_handler_RESTORE_MANA(), effect_handler_RESTORE_STAT(), effect_handler_RUBBLE(), effect_handler_RUNE(), effect_handler_SENSE_OBJECTS(), effect_handler_SET_NOURISH(), effect_handler_SPOT(), effect_handler_STAR(), effect_handler_STAR_BALL(), effect_handler_SUMMON(), effect_handler_SWARM(), effect_handler_TELEPORT(), effect_handler_TELEPORT_LEVEL(), effect_handler_TELEPORT_TO(), effect_handler_THRUST_AWAY(), effect_handler_TIMED_DEC(), effect_handler_TIMED_INC(), effect_handler_TIMED_INC_NO_RES(), effect_handler_TIMED_SET(), effect_handler_TOUCH(), effect_handler_TOUCH_AWARE(), effect_handler_WAKE(), and effect_handler_WONDER().

const struct object* obj
const struct source origin
const int p1
const int p2
const int p3

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