Angband
Data Fields
loc Struct Reference

#include <z-type.h>

Data Fields

int x
 
int y
 

Field Documentation

◆ x

int x

Referenced by add_monster_lights(), add_to_point_set(), build_staircase(), build_tunnel(), cave_light(), cave_unlight(), classic_gen(), cmd_get_arg_point(), cmp_distance(), display_bolt(), display_explosion(), distance(), do_cmd_open(), draw_path(), effect_handler_ARC(), effect_handler_BALL(), effect_handler_BIZARRE(), effect_handler_BREATH(), effect_handler_DAMAGE(), effect_handler_DARKEN_AREA(), effect_handler_DRAIN_MANA(), effect_handler_EARTHQUAKE(), effect_handler_GLYPH(), effect_handler_MAP_AREA(), effect_handler_PROJECT_LOS(), effect_handler_PROJECT_LOS_AWARE(), effect_handler_SHORT_BEAM(), effect_handler_STAR(), effect_handler_STAR_BALL(), effect_handler_STRIKE(), effect_handler_SWARM(), effect_handler_TELEPORT(), effect_handler_TELEPORT_LEVEL(), effect_handler_TELEPORT_TO(), effect_handler_TIMED_INC(), effect_handler_TOUCH(), event_signal_point(), find_space(), get_join_info(), get_min_level_size(), get_move(), get_move_advance(), get_move_find_hiding(), get_move_find_safety(), get_move_flee(), get_target(), hard_centre_gen(), lab_get_adjoin(), light_room(), load_path(), loc(), loc_eq(), loc_set_eq(), make_noise(), modified_chunk(), monster_swap(), monster_turn_multiply(), moria_chunk(), motion_dir(), multiply_monster(), path_analyse(), pathfind_direction_to(), point_set_contains(), process_world(), project(), project_path(), project_player_handler_FORCE(), projectable(), ranged_helper(), rd_dungeon_aux(), room_build(), target_get(), target_okay(), target_pick(), target_set_closest(), target_set_interactive(), target_set_location(), target_set_monster(), target_sighted(), thrust_away(), update_maps(), update_scent(), update_statusline(), and wr_dungeon_aux().

◆ y

int y

Referenced by add_monster_lights(), add_to_point_set(), build_staircase(), build_tunnel(), cave_light(), cave_unlight(), classic_gen(), cmd_get_arg_point(), cmp_distance(), display_bolt(), display_explosion(), distance(), do_cmd_open(), draw_path(), effect_handler_ARC(), effect_handler_BALL(), effect_handler_BIZARRE(), effect_handler_BREATH(), effect_handler_DAMAGE(), effect_handler_DARKEN_AREA(), effect_handler_DRAIN_MANA(), effect_handler_EARTHQUAKE(), effect_handler_GLYPH(), effect_handler_MAP_AREA(), effect_handler_PROJECT_LOS(), effect_handler_PROJECT_LOS_AWARE(), effect_handler_SHORT_BEAM(), effect_handler_STAR(), effect_handler_STAR_BALL(), effect_handler_STRIKE(), effect_handler_SWARM(), effect_handler_TELEPORT(), effect_handler_TELEPORT_LEVEL(), effect_handler_TELEPORT_TO(), effect_handler_TIMED_INC(), effect_handler_TOUCH(), event_signal_point(), find_space(), get_join_info(), get_min_level_size(), get_move(), get_move_advance(), get_move_find_hiding(), get_move_find_safety(), get_move_flee(), get_target(), hard_centre_gen(), lab_get_adjoin(), light_room(), load_path(), loc(), loc_eq(), loc_set_eq(), make_noise(), modified_chunk(), monster_swap(), monster_turn_multiply(), moria_chunk(), motion_dir(), multiply_monster(), path_analyse(), pathfind_direction_to(), point_set_contains(), process_world(), project(), project_path(), project_player_handler_FORCE(), projectable(), ranged_helper(), rd_dungeon_aux(), room_build(), target_get(), target_okay(), target_pick(), target_set_closest(), target_set_interactive(), target_set_location(), target_set_monster(), target_sighted(), thrust_away(), update_maps(), update_scent(), update_statusline(), and wr_dungeon_aux().


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