Angband
File List
Here is a list of all files with brief descriptions:
o*a-info.c
o*alloc.hAllocation
o*angband.hIncludes basic includes
o*arm7_main.c
o*monster/attack.c
o*object/attack.c
o*autoconf.h
o*basic.c
o*birth.c
o*buildid.cCompile in build details
o*buildid.hCompile in build details
o*c-info.c
o*cave-map.cLighting and map management functions
o*cave-square.cFunctions for dealing with individual squares
o*cave-view.cLine-of-sight and view calculations
o*cave.cChunk allocation and utility functions
o*cave.hMatters relating to the current dungeon level
o*cmd-cave.cChest and door opening/closing, disarming, running, resting, &c
o*cmd-core.cHandles the queueing of game commands
o*cmd-core.hHandles the queueing of game commands
o*cmd-misc.cDeal with miscellaneous commands
o*cmd-obj.cHandle objects in various ways
o*cmd-pickup.cPickup code
o*cmds.hHeader for game command files
o*config.hConfiguration options
o*db.cSQLite3 database storage functions
o*db.hPurpose: interface to SQLite3 database manipulation
o*debug.cSimple debugging functions
o*debug.hSimple debugging functions
o*dice.c
o*ds_btn.h
o*ds_errfont.h
o*ds_gfx.h
o*ds_io.h
o*ds_kbd.h
o*ds_main.h
o*ds_win.h
o*e-info.c
o*effects.cHandler and auxiliary functions for every effect in the game
o*effects.hEffect handling
o*expression.c
o*f-info.c
o*flavor.c
o*game-event.cAllows the registering of handlers to be told about game events
o*game-event.hAllows the registering of handlers to be told about game events
o*game-input.cAsk for non-command input from the UI
o*game-input.hAsk for non-command input from the UI
o*game-world.cGame core management of the game world
o*game-world.hGame core management of the game world
o*gen-cave.cGeneration of dungeon levels
o*gen-chunk.cHandling of chunks of cave
o*gen-monster.cDungeon monster generation
o*gen-room.cDungeon room generation
o*gen-util.cDungeon generation utilities
o*generate.cDungeon generation
o*generate.hDungeon generation
o*get.c
o*get.h
o*grafmode.cLoad a list of possible graphics modes
o*grafmode.hLoad a list of possible graphics modes
o*graphics.c
o*guid.cEntity guids
o*guid.hEntity guids
o*h-basic.hThe lowest level header
o*h-info.c
o*hint.h
o*history.c
o*init.cVarious game initialistion routines
o*init.hInitialization
o*k-info.c
o*list-blow-effects.hMonster race blow effects
o*list-blow-methods.hMonster race blow methods
o*list-dun-profiles.hMatches dungeon profile names to their building functions
o*list-effects.hList of effects
o*list-elements.hElements used in spells and other attacks
o*list-equip-slots.hTypes of slot for equipment
o*list-history-types.hHistory message types
o*list-identify-flags.hObject property knowledge flags
o*list-ignore-types.hTypes of object used for ignoring by quality or ego
o*list-kind-flags.hObject kind flags
o*list-magic-realms.hSpell realms
o*list-message.hList of message types
o*list-mon-message.hList of monster message types
o*list-mon-race-flags.hMonster race flags
o*list-mon-spells.hList of monster spell flags
o*list-mon-temp-flags.hTemporary monster flags
o*list-mon-timed.hMonster timed flags
o*list-object-flags.hObject flags for all objects
o*list-object-modifiers.hObject modifiers (plusses and minuses) for all objects
o*list-options.hOptions
o*list-origins.hList of object origins
o*list-parser-errors.hParse errors and descriptions
o*list-player-flags.hPlayer race and class flags
o*list-player-timed.hTimed player properties
o*list-project-environs.hSpell types used by project() and related functions
o*list-project-monsters.hSpell types directly affecting monsters used by project() and related functions
o*list-rooms.hMatches dungeon room names to their building functions
o*list-square-flags.hSpecial grid flags
o*list-stats.hPlayer stats
o*list-summon-types.hSummon method details
o*list-terrain-flags.hMonster race blow effects
o*list-trap-flags.hTrap properties
o*list-tvals.hList of object base types
o*load.cIndividual loading functions
o*lookup.c
o*mage.c
o*main-cocoa.mOS X front end
o*main-gcu.cSupport for "curses" systems
o*main-nds.cMain file for playing on the Nintendo DS
o*main-sdl.cAngband SDL port
o*main-stats.cPseudo-UI for stats generation (borrows heavily from main-test.c)
o*main-test.cPseudo-UI for end-to-end testing
o*main-win.cPseudo-UI for end-to-end testing
o*main-x11.cProvide support for the X Windowing System
o*main-xxx.cOutline how to make a new "main-xxx" file
o*main.cCore game initialisation for UNIX (and other) machines
o*main.hCore game initialisation for UNIX (and other) machines
o*mem.c
o*message.cMessage handling
o*message.hMessage handling
o*mon-attack.cMonster attacks
o*mon-attack.hMonster attacks
o*mon-blow-effects.cMonster melee effects module
o*mon-blow-effects.hFunctions for managing monster melee effects
o*mon-blow-methods.cMonster melee methods module
o*mon-blow-methods.hFunctions for managing monster melee methods
o*mon-desc.cMonster description
o*mon-desc.hMonster description
o*mon-init.cMonster initialization routines
o*mon-init.hParsing functions for monsters and monster base types
o*mon-list.cMonster list UI
o*mon-list.hMonster list construction
o*mon-lore.cMonster memory code
o*mon-lore.hStructures and functions for monster recall
o*mon-make.cMonster creation / placement code
o*mon-make.hStructures and functions for monster creation / deletion
o*mon-move.cMonster movement
o*mon-move.hMonster movement
o*mon-msg.cMonster message code
o*mon-msg.hStructures and functions for monster messages
o*mon-power.cFunctions for monster power evaluation
o*mon-power.hStructures and functions for monster power
o*mon-spell.cFunctions to deal with spell attacks and effects
o*mon-spell.hStructures and functions for monster spells
o*mon-summon.cMonster summoning
o*mon-summon.hMonster summoning
o*mon-timed.cMonster timed effects
o*mon-timed.hStructures and functions for monster timed effects
o*mon-util.cMonster manipulation utilities
o*mon-util.hFunctions for monster utilities
o*monster.c
o*monster.hFlags, structures and variables for monsters
o*name.c
o*names.c
o*obj-chest.cEncapsulation of chest-related functions
o*obj-chest.hEncapsulation of chest-related functions
o*obj-desc.cCreate object name descriptions
o*obj-desc.hCreate object name descriptions
o*obj-gear.cManagement of inventory, equipment and quiver
o*obj-gear.hManagement of inventory, equipment and quiver
o*obj-identify.cObject identification and knowledge routines
o*obj-identify.hObject identification and knowledge routines
o*obj-ignore.cItem ignoring
o*obj-ignore.hItem ignoring
o*obj-info.cObject description code
o*obj-info.hObject description code
o*obj-list.cObject list construction
o*obj-list.hObject list construction
o*obj-make.cObject generation functions
o*obj-make.hObject generation functions
o*obj-pile.cDeal with piles of objects
o*obj-pile.hDeal with piles of objects
o*obj-power.cCalculation of object power and value
o*obj-power.hCalculation of object power and value
o*obj-properties.cFunctions to deal with object flags and modifiers
o*obj-properties.hDefinitions and functions for object flags and modifiers
o*obj-randart.cRandom artifact generation
o*obj-randart.hRandom artifact generation
o*obj-slays.cFunctions for manipulating slays/brands
o*obj-slays.hStructures and functions for dealing with slays and brands
o*obj-tval.cWrapper functions for tvals
o*obj-tval.hWrapper functions for tvals
o*obj-util.cObject utilities
o*obj-util.hObject utilities
o*object.hBasic object structs and enums
o*option.cOptions table and definitions
o*option.hOptions table and definitions
o*p-info.c
o*parse.c
o*parser.cInfo file parser
o*parser.hInfo file parser
o*pathfind.c
o*pile.c
o*player-attack.cAttacks (both throwing and melee) by the player
o*player-attack.hAttacks (both throwing and melee) by the player
o*player-birth.cCharacter creation
o*player-birth.hCharacter creation
o*player-calcs.cPlayer status calculation, signalling ui events based on status changes
o*player-calcs.hPlayer temporary status structures
o*player-class.cPlayer classes
o*player-history.cCharacter auto-history creation, management, and display
o*player-history.hCharacter auto-history creation and management
o*player-path.cPathfinding and running code
o*player-path.hPathfinding and running code
o*player-quest.cAll quest-related code
o*player-quest.hQuest-related variables and functions
o*player-race.cPlayer races
o*player-spell.cSpell and prayer casting/praying
o*player-spell.hSpell and prayer casting/praying
o*player-timed.cTimed effects handling
o*player-timed.hTimed effects handling
o*player-util.cPlayer utility functions
o*player-util.hPlayer utility functions
o*player.cPlayer implementation
o*player.hPlayer implementation
o*playerstat.c
o*libpng12/png.h
o*png.h
o*libpng12/pngconf.h
o*pngconf.h
o*project-feat.cProjection effects on terrain
o*project-mon.cProjection effects on monsters
o*project-obj.cProjection effects on objects
o*project-player.cProjection effects on the player
o*project.cThe project() function and helpers
o*project.hProjection and helpers
o*quark.c
o*r-info.c
o*randname.cRandom name generation
o*randname.hRandom name generation
o*readdib.cThis package provides a routine to read a DIB file and set up the device dependent version of the image
o*readdib.hThis file has been modified for use with "Angband 2.8.2"
o*readpng.cThis package provides a routine to read a PNG file and set up the device dependent version of the image
o*readstore.c
o*save.cIndividual saving functions
o*savefile.cSavefile loading and saving main routines
o*savefile.hSavefile loading and saving main routines
o*score.cHighscore handling for Angband
o*score.hHighscore handling for Angband
o*scrnshot.cSave a graphical screen shot on Windows systems
o*snd-sdl.cSDL sound support
o*store.cStore stocking
o*store.hStore stocking
o*string.c
o*structs.hData structures for lists not exported in headers elsewhere
o*target.cTargetting code
o*target.hTargetting code
o*test-utils.c
o*test-utils.h
o*textblock.c
o*trap.cThe trap layer - player traps, runes and door locks
o*trap.hTrap predicates, structs and functions
o*trivial.c
o*ui-birth.cText-based user interface for character creation
o*ui-birth.hText-based user interface for character creation
o*ui-command.cDeal with UI only command processing
o*ui-command.hDeal with UI only command processing
o*ui-context.cShow player and terrain context menus
o*ui-context.hShow player and terrain context menus
o*ui-death.cHandle the UI bits that happen after the character dies
o*ui-death.hHandle the UI bits that happen after the character dies
o*ui-display.cHandles the setting up updating, and cleaning up of the game display
o*ui-display.hHandles the setting up updating, and cleaning up of the game display
o*ui-event.cUtility functions relating to UI events
o*ui-event.hUtility functions relating to UI events
o*ui-game.cGame management for the traditional text UI
o*ui-game.hGame management for the traditional text UI
o*ui-help.cIn-game help
o*ui-help.hIn-game help
o*ui-history.cCharacter auto-history display UI
o*ui-history.hCharacter auto-history display
o*ui-init.cUI initialistion
o*ui-init.hUI initialistion
o*ui-input.cSome high-level UI functions, inkey()
o*ui-input.hSome high-level UI functions, inkey()
o*ui-keymap.cKeymap handling
o*ui-keymap.hKeymap handling
o*ui-knowledge.cPlayer knowledge functions
o*ui-knowledge.hPlayer knowledge functions
o*ui-map.cWriting level map info to the screen
o*ui-map.hWriting level map info to the screen
o*ui-menu.cGeneric menu interaction functions
o*ui-menu.hGeneric menu interaction functions
o*ui-mon-list.cMonster list UI
o*ui-mon-list.hMonster list UI
o*ui-mon-lore.cMonster memory UI
o*ui-mon-lore.hMonster memory UI
o*ui-obj-list.cObject list UI
o*ui-obj-list.hObject list UI
o*ui-obj.cLists of objects and object pictures
o*ui-obj.hLists of objects and object pictures
o*ui-object.cVarious object-related UI functions
o*ui-object.hVarious object-related UI functions
o*ui-options.cText UI options handling code (everything accessible from '=')
o*ui-options.hText UI options handling code (everything accessible from '=')
o*ui-output.cPutting text on the screen, screen saving and loading, panel handling
o*ui-output.hPutting text on the screen, screen saving and loading, panel handling
o*ui-player.cCharacter screens and dumps
o*ui-player.hCharacter info
o*ui-prefs.cPref file handling code
o*ui-prefs.hPref file handling code
o*ui-score.cHighscore display for Angband
o*ui-score.hHighscore display for Angband
o*ui-signals.cHandle various OS signals
o*ui-signals.hHandle various OS signals
o*ui-spell.cSpell UI handing
o*ui-spell.hSpell UI handing
o*ui-store.cStore UI
o*ui-store.hStore UI
o*ui-target.cUI for targetting code
o*ui-target.hUI for targetting code
o*ui-term.cA generic, efficient, terminal window package
o*ui-term.hCopyright (c) 1997 Ben Harrison
o*unit-test-data.h
o*unit-test-types.h
o*unit-test.c
o*unit-test.h
o*util.c
o*v-info.c
o*win-layout.cShape an initial or default display on windows systems
o*win-menu.hMenu constants – see "ANGBAND.RC"
o*win-term.hWindows terminal structure
o*wiz-debug.cDebug mode commands
o*wiz-spoil.cSpoiler generation
o*wiz-stats.cStatistics collection on dungeon generation
o*wizard.hDebug mode commands, stats collection, spoiler generation
o*z-bitflag.cLow-level bit vector manipulation
o*z-bitflag.hLow-level bit vector manipulation
o*z-color.cGeneric color definitions
o*z-color.hGeneric color definitions
o*z-debug.hDebugging support
o*z-dice.cRepresent more complex dice than random_value
o*z-dice.hRepresent more complex dice than random_value
o*z-expression.cCreating, storing, and deserializing simple math expressions
o*z-expression.hCreating, storing, and deserializing simple math expressions
o*z-file.cLow-level file (and directory) handling
o*z-file.hLow-level file (and directory) handling
o*z-form.cLow-level text formatting (snprintf() replacement)
o*z-form.hLow-level text formatting (snprintf() replacement)
o*z-info.c
o*z-quark.cSave memory by storing strings in a global array, ensuring that each is only allocated once
o*z-quark.hSave memory by storing strings in a global array, ensuring that each is only allocated once
o*z-queue.cSimple circular integer queue
o*z-queue.hSimple circular integer queue
o*z-rand.cA Random Number Generator for Angband
o*z-rand.hA Random Number Generator for Angband
o*z-set.cSets of pointers
o*z-set.hSets of pointers
o*z-textblock.cText output bugger (?NRM) code
o*z-textblock.hText output bugger (?NRM) code
o*z-type.cSupport various data types
o*z-type.hSupport various data types
o*z-util.cLow-level string handling and other utilities
o*z-util.hLow-level string handling and other utilities
o*z-virt.cMemory management routines
o*z-virt.hMemory management
o*zconf.h
\*zlib.h