Angband
Data Structures
Here are the data structures with brief descriptions:
oC_graphics_modeSpecifications for graphics modes
oC_message_t
oC_msgcolor_t
oC_msgqueue_t
oC_term_dataExtra "term" data
oCactivationActivation structure
oCalloc_entryAn entry for the object/monster allocation functions
oCang_dir

Directory scanning API

oCang_file
oCangband_constantsInformation about maximal indices of certain arrays
oCarcheryDefine a set of constants for dealing with launchers and ammo:
oCartifactInformation about artifacts
oCattack_result
oCbirtherA structure to hold "rolled" information, and any other useful state for the birth process
oCbirthmenu_dataWe have one of these structures for each menu we display - it holds the useful information for the menu - text of the menu items, "help" text, current (or default) selection, and whether random selection is allowed
oCblockheader
oCblockinfo
oCblow_infoDescribes the number of blows possible for given stat bonuses
oCbrand
oCbrand_info
oCbreath_damage
oCbreath_infoElement info - can be improved NRM
oCcave_profile
oCchunk
oCclass_bookA structure to hold class-dependent information on spell books
oCclass_magicInformation about class magic knowledge
oCclass_spellA structure to hold class-dependent information on spells
oCcmd_argA single argument
oCcmd_arg_data

Argument structures

oCcmd_infoHolds a generic command - if cmd is set to other than CMD_NULL it simply pushes that command to the game, otherwise the hook function will be called
oCcolor_type
oCcommandThe struct command type is used to return details of the command the game should carry out
oCcommand_info
A simple list of commands and their handling functions
oCcommand_listA categorised list of all the command lists
oCDIBINITInformation about a bitmap
oCdice_expression_entry_s
oCdice_s
oCdun_dataStructure to hold all "dungeon generation" data
oCeffect
oCeffect_handler_context_s
oCeffect_kindStructure for effects
oCego_descStructure to describe ego item short name
oCego_itemInformation about ego-items
oCego_poss_itemStricture for possible object kinds for an ego item
oCelement_info
oCelement_powersPower data for elements
oCelement_setSimilar data for elements
oCelement_typeDescribes an element-name pair
oCequip_slot
oCevent_handler_entry
oCexpression_operation_s
oCexpression_s
oCfeatureInformation about terrain features
oCfile_parser
oCflag_event_trigger
oCflag_setSet the weightings of flag types:
oCflag_typeDescribes a flag-name pair
oCflavor
oCgame_event_data
oCgetset
oCgf_type
GF type info needed for projections
oCgrid_data
oCgroup_funcsThe first part of this file contains the knowledge menus
oCgrouper
oCgz_header_s
oChigh_scoreSemi-Portable High Score List Entry (128 bytes)
oChint
oChistory_chart
oChistory_entryHistories are a graph of charts; each chart contains a set of individual entries for that chart, and each entry contains a text description and a successor chart to move history generation to
oChistory_infoPlayer history table
oCignore_choice

Quality ignore menu

oCinfo_entryEntries for spell/activation descriptions
oCinit_module
oCinternal_state
oCjoinHelper class for generating joins
oCkb_parsedataParsing functions for object_base.txt
oCkeymapKeymap implementation
oCkeypressStruct holding all relevant info for keypresses
oCloc
oCmagic_realmStructure for magic realms
oCmelee_effect_handler_context_sStorage for context information for effect handlers called in make_attack_normal()
oCmember_funcs
oCmenu
oCmenu_actionPrimitive menu item with bound action
oCmenu_entry
oCmenu_iterUnderlying function set for displaying lists in a certain kind of way
oCmenu_skin
oCminimap_flags
oCmodule
oCmon_spell_infoInfo details of the different monster spells in the game
oCmon_timed_effectMonster timed effects
oCmoney
oCmonsterMonster information, for a specific monster
oCmonster_baseBase monster type
oCmonster_blowStructures
oCmonster_dropSpecified monster drops
oCmonster_friendsMonster friends (specific monster)
oCmonster_friends_baseMonster friends (general type)
oCmonster_list_entry_s
oCmonster_list_s
oCmonster_loreMonster "lore" information
oCmonster_message_history
oCmonster_mimicHow monsters mimic
oCmonster_painMonster pain messages
oCmonster_raceMonster "race" information, including racial memories
oCmonster_race_messageStructures
oCmonster_spellMonster spell types
oCmouseclickStruct holding all relevant info for mouse clicks
oCnameParsing functions for names.txt (random name fragments)
oCnames_parse
oCnds_kbd_key
oCobject
oCobject_baseInformation about object types, like rods, wands, etc
oCobject_buy
oCobject_flagThe object flag structure
oCobject_kindInformation about object kinds, including player knowledge
oCobject_list_entry_s
oCobject_list_s
oCobject_modThe object modifier structure
oCoption_entry
oCorigin_type
oCowner
oCpanel
oCpanel_linePanel utilities
oCparser
oCparser_hook
oCparser_spec
oCparser_state
oCparser_value
oCpit_color_profileMonster color for a pit
oCpit_forbidden_monsterMonster forbidden from a pit
oCpit_monster_profileMonster base for a pit
oCpit_profileProfile for choosing monsters for pits, nests or other themed areas
oCplayerMost of the "player" information goes here
oCplayer_body
oCplayer_classPlayer class info
oCplayer_flag_record
oCplayer_otherSome more player information This information is retained across player lives
oCplayer_racePlayer racial info
oCplayer_stateAll the variable state that changes when you put on/take off equipment
oCplayer_upkeepTemporary, derived, player-related variables used during play but not saved
oCpng_color_16_struct
oCpng_color_8_struct
oCpng_color_struct
oCpng_info_struct
oCpng_row_info_struct
oCpng_sPLT_entry_struct
oCpng_sPLT_struct
oCpng_struct_def
oCpng_text_struct
oCpng_time_struct
oCpng_unknown_chunk_t
oCpoint_setA set of points that can be constructed to apply a set of changes to
oCprefs_data

Pref file parser

oCproject_feature_handler_context_s

Feature handlers

oCproject_monster_handler_context_s

Monster handlers

oCproject_object_handler_context_s

Object handlers

oCproject_player_handler_context_s
oCquality_ignore_struct
oCquality_name_struct
oCquest

Player structures

oCqueue
oCrandomA struct representing a strategy for making a dice roll
oCregion
oCroom_profileThis tracks information needed to generate the room, including the room's name and the function used to build it
oCroom_template
oCset
oCside_handler_tStruct of sidebar handlers
oCslay
oCslay_cacheSlay cache
oCslay_info
oCslot_info
oCspell_menu_dataSpell menu data struct
oCsquare
oCstart_itemItems the player starts with
oCstate_infoStruct to describe different timed effects
oCstore
oCstore_context
oCstreamer_profile
oCsummon_details
oCterm
oCterm_data
oCterm_win
oCtest
oCtextblock
oCtimed_effect
oCtrapAn actual trap
oCtrap_kindA trap template
oCtunnel_profile
oCtval_desc

Sval ignore menu

oCui_eventUnion type to hold information about any given event
oCvault
\Cz_stream_s