Angband
Data Fields
effect_handler_context_s Struct Reference

Data Fields

const effect_index effect
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

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_AGGRAVATE(), effect_handler_ALTER(), effect_handler_BALL(), effect_handler_BANISH(), effect_handler_BEAM(), effect_handler_BIZARRE(), effect_handler_BOLT(), effect_handler_BOLT_AWARE(), 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_STAT(), effect_handler_EARTHQUAKE(), effect_handler_ENCHANT(), effect_handler_ENLIGHTENMENT(), effect_handler_GAIN_EXP(), effect_handler_GAIN_STAT(), effect_handler_HEAL_HP(), effect_handler_IDENTIFY(), effect_handler_IDENTIFY_PACK(), effect_handler_LIGHT_AREA(), effect_handler_LINE(), effect_handler_LOSE_EXP(), effect_handler_LOSE_RANDOM_STAT(), effect_handler_MAP_AREA(), effect_handler_MASS_BANISH(), effect_handler_MON_TIMED_INC(), effect_handler_NOURISH(), effect_handler_PROBE(), effect_handler_PROJECT_LOS(), effect_handler_RECALL(), effect_handler_RECHARGE(), effect_handler_REMOVE_ALL_CURSE(), effect_handler_REMOVE_CURSE(), effect_handler_RESTORE_EXP(), effect_handler_RESTORE_MANA(), effect_handler_RESTORE_STAT(), effect_handler_RUNE(), effect_handler_SENSE_OBJECTS(), effect_handler_SET_NOURISH(), 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_TIMED_DEC(), effect_handler_TIMED_INC(), effect_handler_TIMED_SET(), effect_handler_TOUCH(), effect_handler_TOUCH_AWARE(), and effect_handler_WONDER().

const int p1
const int p2
const int p3

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