Angband
Data Fields
player_upkeep Struct Reference

Temporary, derived, player-related variables used during play but not saved. More...

#include <player.h>

Data Fields

bool playing
 
bool autosave
 
bool generate_level
 
bool only_partial
 
bool dropping
 
int energy_use
 
int new_spells
 
struct monsterhealth_who
 
struct monster_racemonster_race
 
struct objectobject
 
struct object_kindobject_kind
 
u32b notice
 
u32b update
 
u32b redraw
 
int command_wrk
 
bool create_up_stair
 
bool create_down_stair
 
int resting
 
int running
 
bool running_withpathfind
 
bool running_firststep
 
struct object ** quiver
 
struct object ** inven
 
int total_weight
 
int inven_cnt
 
int equip_cnt
 
int quiver_cnt
 

Detailed Description

Temporary, derived, player-related variables used during play but not saved.

XXX Some of these probably should go to the UI

Field Documentation

bool autosave
int command_wrk
bool create_down_stair
bool create_up_stair
bool dropping
int energy_use
int equip_cnt
bool generate_level
struct monster* health_who
struct object** inven
int inven_cnt

Referenced by calc_inventory(), and death_info().

int new_spells
u32b notice
struct object* object
bool only_partial
bool playing
struct object** quiver
int quiver_cnt
u32b redraw

Referenced by adjust_level(), become_aware(), bell_message(), brand_object(), calc_hitpoints(), calc_mana(), calc_spells(), cave_illuminate(), cmd_cancel_repeat(), cmd_set_repeat(), display_bolt(), display_explosion(), display_missile(), disturb(), do_animation(), do_cmd_autoinscribe(), do_cmd_autopickup(), do_cmd_inscribe(), do_cmd_pickup(), do_cmd_redraw(), do_cmd_rerate(), do_cmd_sell(), do_cmd_uninscribe(), do_cmd_wiz_advance(), do_cmd_wiz_play(), do_cmd_wiz_zap(), do_cmd_wizard(), effect_handler_BANISH(), effect_handler_CURSE_ARMOR(), effect_handler_CURSE_WEAPON(), effect_handler_DEEP_DESCENT(), effect_handler_DESTRUCTION(), effect_handler_DETECT_EVIL(), effect_handler_DETECT_INVISIBLE_MONSTERS(), effect_handler_DETECT_OBJECTS(), effect_handler_DETECT_VISIBLE_MONSTERS(), effect_handler_DISENCHANT(), effect_handler_DRAIN_LIGHT(), effect_handler_DRAIN_MANA(), effect_handler_EARTHQUAKE(), effect_handler_HEAL_HP(), effect_handler_MAP_AREA(), effect_handler_MASS_BANISH(), effect_handler_MON_HEAL_HP(), effect_handler_MON_HEAL_KIN(), effect_handler_RECALL(), effect_handler_RECHARGE(), effect_handler_RESTORE_MANA(), effect_handler_SENSE_OBJECTS(), enchant(), floor_object_for_use(), gear_excise_object(), gear_object_for_use(), get_debug_command(), handle_stuff(), health_track(), inven_carry(), inven_damage(), inven_wield(), leave_store(), lore_do_probe(), lore_treasure(), melee_effect_handler_DRAIN_CHARGES(), melee_effect_handler_EAT_GOLD(), minus_ac(), modify_panel(), mon_set_timed(), mon_take_hit(), monster_death(), monster_race_track(), monster_swap(), new_level_display_update(), o_xtra_act(), pack_overflow(), player_pickup_gold(), player_regen_hp(), player_regen_mana(), player_resting_step_turn(), player_restore_mana(), player_set_food(), player_set_timed(), player_stat_dec(), player_update_light(), pre_turn_refresh(), process_player(), process_player_cleanup(), project_m(), project_m_monster_attack(), project_monster_handler_MON_HEAL(), quest_check(), recharge_objects(), redraw_stuff(), refill_lamp(), regen_monster(), rune_xtra_act(), screen_save(), set_cut(), set_stun(), spell_cast(), spell_learn(), square_light_spot(), take_hit(), target_set_interactive(), textui_get_item(), track_object(), track_object_cancel(), track_object_kind(), ui_enter_world(), uncurse_object(), update_bonuses(), update_mon(), update_one(), use_aux(), wiz_create_item(), wiz_light(), and wiz_reroll_item().

int resting
int running
bool running_firststep

Referenced by move_player(), and run_init().

bool running_withpathfind

Referenced by do_cmd_pathfind(), and run_step().

int total_weight
u32b update

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