Valid for Angband 2.8.3 Birth.c /* All sorts of code used when a character is selected, rolled, and born. * Includes background info, determination and rolling of stats and skills, * the character birth interface, the autoroller, and actual creation of a * character. cave.c /* distance, LOS (and targetting), destruction of a square, legal object * and monster codes, hallucination, code for dungeon display, memorization * of objects and features, small-scale dungeon maps, and management, * magic mapping, wizard light the dungeon, forget the dungeon, the pro- * jection code, disturb player, check for quest level. cmd1.c /* Decide if a blow or shot hits, apply critical hits and slay/brands. * Searching, pickup, traps (chances & effects), the melee combat algorithm, * move one square, and the running algorithm. cmd2.c /* Chests, doors, tunnelling, disarming, opening doors, starting various * movement and resting routines, chance of an object breaking, and throwing * and firing all objects. cmd3.c /* Inventory management, refuelling, (l)ooking around the screen and * Looking around the dungeon, help info on textual chars ("8" is the home, * etc.), monster memory. cmd4.c /* Screen refresh, change character name, message recall, interacting * with options (inc. text of cheat options), macros, visuals, also level * feelings, screen dumps/loading, and known Uniques/Artifacts/Objects. cmd5.c /* selection, browsing, learning, and casting of spells and prayers. * Includes definitions of all spells and prayers. Weapon branding. cmd6.c /* code for eating food, drinking potions, reading scrolls, aiming wands, * using staffs, zapping rods, and activating artifacts. Also all effects * of the items listed. Bolt branding. Activations for artifacts, the * Ring of Power, and dragon scale mail. dungeon.c /* Peusdo-ID, char & monster regeneration, town and dungeon management, * timing of character states, definitions of user commands, process * player, the basic function for interacting with the dungeon, what * happens when a wizard cheats death. files.c /* Code for multiuser machines, Colors for skill descriptions, the char- * acter screens (inc. resistance flags for races, etc.), equippy chars, * online-help, extraction of base name (for savefiles), saving, death * (with inventory, equip, etc. display), creating tombstones, winners, * panic saves, and signal handling. generate.c /* Code for making, stocking, and populating levels when generated. * Additions to level feelings. Includes rooms of every kind, pits, * nests, vaults (inc. interpretation of v_info.txt). Level feelings * and other messages, autoscummer behavior. Creation of the town. init1.c /* Initialization of monster blows, their effects, monster race and * attributes, attacks, and spells, object attributes, *_info files (inclu- * ding translating chars that indicate colors and ability/attribute flags) init2.c /* Paths, initializiation of *_info arrays from the binary files, control * of what items are sold in the stores, prepare stores, inventory, and * many other things, some error text, startup initializations. load1.c /* Old savefile handling. File: load2.c /* Up-to-date savefile handling File: main.c /* system-specific variations and special features, command-line arguments. melee1.c /* Monster physical and non-physical melee attacks melee2.c /* Monster learning, monster distance attacks and spells, fear, flow/ * movement, monster AI (with actions of all kinds, reproduction, in- * ability to destroy objects that slay that monster), monster processing. monster1.c /* how the char gains new monster info and the monster recall, including * all descriptions. monster2.c /* Monster processing, compacting, generation, goody drops, deletion, * place the player, monsters, and their escorts at a given location, * player ghosts , random placement of monsters, summoning, monster * reaction to pain levels, monster learning object1.c /* Object flavors, colors, easy-know, display of modifiers (eg. "(+2 to * strength)"), naming, puralizations, etc., artifact and DSM activation * descriptions, text for full info screen, what items go where in equip- * ment, equipment-related strings, etc., and inventory management and * display functions. object2.c /* Object stacks, compaction, generation, IDing, "trying", pricing, * stacking. Creating special artifacts, Adding charges to wands and * staffs, bonuses to weapons and armour, powers and higher pvals to * amulets and rings, fuel to lights, trap difficulty to chests, creating * ego items, what consititutes "cursed", "good", and "great" items, * generate objects (inc. Aquirement code) and treasures, object & * inventory routines, inventory sorting, equipment, spell failure chance, * if is OK to cast, and extra info shown in books save.c /* Creation of savefiles. spells1.c /* Polymorph, teleport monster, teleport player, colors and ascii * graphics for spells, hurt and kill player, melting/burning/freezing/ * electrocuting items, effects of these attacks on the player and his * stuff, spells that increase, decrease, and restore stats, disenchant, * nexus, destroy and create terrain features, light+dark, destroy ob- * jects. handlers for beam/bolt/ball spells that do damage to a monster, * other player combat spells, special effects of monster beathes and * spells, projection code. spells2.c /* Healing spells, glyphs of warding, reducing or sustaining a stat, ID * everything, chance for enchant spells to fail, remove curses, regain * exp, self-knowledge, detection spells, create stairs. Definitions of * armour & weapons, enchantment and ID code, what items are rechargable * and the recharging code. Spells that effect an area or LOS, lighten * & darken rooms and areas, casting ball, projection, beam, and bolt * spells. Some old functions. store.c /* Store comments, racial penalties, what an item will cost, store * inventory management, what a store will buy (what stores will sell * is in init2.c, and store owners in tables.c), interacting with the * stores (entering, haggling, buying, selling, leaving, getting kicked * out, etc.). Shuffle store owners. tables.c /* Stat effects, blows per round (inc. non-stat effects), store owners, * speed-to-energy, base exp level cost, player sexes, races, classes, * spell table (for each class), spells in books, traps on chests, class * names, color names, stat abbrevs, window flags, options and their * default values. util.c /* Functions, etc. for various machines that need them. variable.c /* The copyright. Definitions for a large number of variables, arrays, * and pointers, plus the color table and sound names. wizard1.c /* Generation of spoilers. wizard2.c /* The wizard & debugging commands and their effects. xtra1.c /* Display of stats to the user from internal figures, char info shown on * main screen and status displays, monster health bar, display various * things in sub-windows, spell management, calculation of max mana, max * HP, light radius, and weight limit. Apply and display all modifiers, * attributes, etc. of the player, his gear, and temporary conditions to * the player. Includes all racial and class attributes, effects of Bless * and the like, encumbrance, blows table inputs, and over-heavy weapons. xtra2.c /* Messages printed about the player's temporary attributes, resistances, * nutrition, experience. Monsters that drop a specific treasure, monster * death and subsequent events, screen scrolling, monster health descrip- * tions. Sorting, targetting, what and how squares appear when looked at, * prompting for a direction to aim at and move in. z-form.c /* Purpose: Low level text formatting -BEN- */ z-rand.c * This file provides an optimized random number generator. z-term.c /* Purpose: a generic, efficient, terminal window package -BEN- */ z-util.c /* Purpose: Low level utilities -BEN- */ z-virt.c /* Purpose: Memory management routines -BEN- */ angband.h /* The basic include file. config.h /* Compilation options. defines.h /* Version #, grid, etc. size, MAX_* figures, limits, constants, critical * values, etc. for every characteristic of Angband. Indexes, text locat- * ions, list of summonable monsters. Feature, artifact and ego-item codes. * Object tval (kind) and sval (specific type) with sval limitations. * Monster blow constants, functions, player, object and monster bit flags * (translation from code to flag). Definitions of options and object in- * scriptions. externs.h /* Global variable and function definitions. A superb map of the code. h-basic.h * The most basic "include" file. h-config.h * Choose the hardware, operating system, and compiler. * Also, choose various "system level" compilation options. h-define.h * Define some simple constants h-system.h * Include the basic "system" files. h-type.h * Basic "types". types.h /* Definitions for a large number of types and arrays. This file controls * what sort of data can go where.