/*!
* @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎ󤫤éÍ¥ÀèÅÙ¤ÎÄ㤤¤â¤Î¤òºï½ü¤·¡¢¥Ç¡¼¥¿¤ò°µ½Ì¤¹¤ë¡£ /
* Compact and Reorder the object list.
- * @size ºÇÄã¤Ç¤â¸º¤é¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¿ô¤Î¿å½à
+ * @param size ºÇÄã¤Ç¤â¸º¤é¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¿ô¤Î¿å½à
* @return ¤Ê¤·
* @details
* ¡Ê´í¸±¤Ê¤Î¤Ç»ÈÍѤˤÏÃí°Õ¤¹¤ë¤³¤È¡Ë
/*!
* @brief ¥ª¥Ö¥¸¥§¥¯¥ÈÀ¸À®¥Æ¡¼¥Ö¥ë¤«¤é¥¢¥¤¥Æ¥à¤ò¼èÆÀ¤¹¤ë /
* Choose an object kind that seems "appropriate" to the given level
- * @param À¸À®³¬
+ * @param level À¸À®³¬
* @return Áª¤Ð¤ì¤¿¥ª¥Ö¥¸¥§¥¯¥È¥Ù¡¼¥¹ID
* @details
* This function uses the "prob2" field of the "object allocation table",\n
if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
if (have_flag(flgs, TR_THROW)) total += 5000;
if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
- if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
+ if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
tmp_cost = 0;
count = 0;
break;
case EGO_PATTERN:
if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
+ add_flag(o_ptr->art_flags, TR_HOLD_EXP);
if (one_in_(3))
add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(5))
/*!
* @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤Ê¼å¤¤ESP¤òÍ¿¤¨¤ë
* @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param extra TRUE¤Ê¤é¤ÐESP¤ÎºÇÂçÉÕÍ¿¿ô¤¬Áý¤¨¤ë(TRUE -> 3+1d6 / FALSE -> 1d3)
* @return ¤Ê¤·
*/
static void add_esp_weak(object_type *o_ptr, bool extra)
o_ptr->name2 = EGO_AMU_SEE_INVIS;
break;
case 7: case 8:
- if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
- o_ptr->name2 = EGO_AMU_HOLD_LIFE;
+ if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
+ o_ptr->name2 = EGO_AMU_HOLD_EXP;
break;
case 9:
if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
/*!
* @brief ³ÍÆÀ¥É¥í¥Ã¥×¤ò¹Ô¤¦¡£
* Scatter some "great" objects near the player
- * @param y ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
- * @param x ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
+ * @param y1 ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
+ * @param x1 ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
* @param num ³ÍÆÀ¤Î½èÍý²ó¿ô
* @param great TRUE¤Ê¤é¤Ðɬ¤º¹âµéÉʰʾå¤òÍî¤È¤¹
* @param special TRUE¤Ê¤é¤Ðɬ¤ºÆÃÊÌÉʤòÍî¤È¤¹
/*!
* @brief ïÆÀ¥É¥í¥Ã¥×¤ò¹Ô¤¦¡£
- * @param y ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
- * @param x ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
+ * @param y1 ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
+ * @param x1 ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
* @param num ïÆÀ¤Î½èÍý²ó¿ô
* @param known TRUE¤Ê¤é¤Ð¥ª¥Ö¥¸¥§¥¯¥È¤¬É¬¤º¡ö´ÕÄê¡öºÑ¤Ë¤Ê¤ë
* @return ¤Ê¤·
* Check if we have space for an item in the pack without overflow
* @param o_ptr Èæ³ÓÂоݥª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿1
* @param o_value o_ptr¤Î¥¢¥¤¥Æ¥à²ÁÃ͡ʼêÆ°¤Ç¤¢¤é¤«¤¸¤áÂåÆþ¤¹¤ëɬÍפ¬¤¢¤ë¡©¡Ë
+ * @param j_ptr Èæ³ÓÂоݥª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿2
* @return o_ptr¤ÎÊý¤¬¾å°Ì¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
}
-
-/*
+/*!
+ * @brief ¸½ºß¥¢¥¯¥Æ¥£¥Ö¤Ë¤Ê¤Ã¤Æ¤¤¤ë¥¦¥£¥ó¥É¥¦¤Ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¾ÜºÙ¤òɽ¼¨¤¹¤ë /
* Hack -- display an object kind in the current window
- *
+ * @param k_idx ¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤Î»²¾ÈID
+ * @return ¤Ê¤·
+ * @details
* Include list of usable spells for readible books
*/
void display_koff(int k_idx)
}
}
-/* Choose one of items that have warning flag */
+/*!
+ * @brief ·Ù¹ð¤òÊü¤Ä¥¢¥¤¥Æ¥à¤òÁªÂò¤¹¤ë /
+ * Choose one of items that have warning flag
+ * Calculate spell damages
+ * @return ·Ù¹ð¤ò¹Ô¤¦
+ */
object_type *choose_warning_item(void)
{
int i;
return number ? &inventory[choices[randint0(number)]] : NULL;
}
-/* Calculate spell damages */
+/*!
+ * @brief ·Ù¹ð´ð½à¤òÄê¤á¤ë¤¿¤á¤ËËâË¡¤Î¸ú²Ì°À¤Ë´ð¤Å¤¤¤ÆºÇÂçËâË¡¥À¥á¡¼¥¸¤ò·×»»¤¹¤ë /
+ * Calculate spell damages
+ * @param m_ptr ËâË¡¤ò¹Ô»È¤¹¤ë¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param typ ¸ú²Ì°À¤ÎID
+ * @param dam ´ðËÜ¥À¥á¡¼¥¸
+ * @param limit ¥À¥á¡¼¥¸¤Î¸Â³¦ÃÍ
+ * @param max »»½Ð¤·¤¿ºÇÂç¥À¥á¡¼¥¸¤òÊÖ¤¹¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (dam > *max) *max = dam;
}
-/* Calculate blow damages */
+/*!
+ * @brief ·Ù¹ð´ð½à¤òÄê¤á¤ë¤¿¤á¤Ë¥â¥ó¥¹¥¿¡¼¤ÎÂÇ·âºÇÂç¥À¥á¡¼¥¸¤ò»»½Ð¤¹¤ë /
+ * Calculate blow damages
+ * @param m_ptr ÂÇ·â¤ò¹Ô»È¤¹¤ë¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param blow_ptr ¥â¥ó¥¹¥¿¡¼¤ÎÂÇ·âǽÎϤι½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return »»½Ð¤µ¤ì¤¿ºÇÂç¥À¥á¡¼¥¸¤òÊÖ¤¹¡£
+ */
static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
{
int dam = blow_ptr->d_dice * blow_ptr->d_side;
return dam;
}
-/* Examine the grid (xx,yy) and warn the player if there are any danger */
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤¬ÆÃÄêÃÏÅÀ¤Ø°ÜÆ°¤·¤¿¾ì¹ç¤Ë·Ù¹ð¤òȯ¤¹¤ë½èÍý /
+ * Examine the grid (xx,yy) and warn the player if there are any danger
+ * @param xx ´í¸±À¤òÄ´ºº¤¹¤ë¥Þ¥¹¤ÎXºÂɸ
+ * @param yy ´í¸±À¤òÄ´ºº¤¹¤ë¥Þ¥¹¤ÎYºÂɸ
+ * @return ·Ù¹ð¤ò̵»ë¤·¤Æ¿Ê¤à¤³¤È¤òÁªÂò¤¹¤ë¤«¤«ÌäÂ̵꤬¤±¤ì¤ÐTRUE¡¢·Ù¹ð¤Ë½¾¤Ã¤¿¤Ê¤éFALSE¤òÊÖ¤¹¡£
+ */
bool process_warning(int xx, int yy)
{
int mx, my;
return TRUE;
}
-
+/*!
+ * @brief ¥¨¥Ã¥»¥ó¥¹¤ÎÉղòÄǽ¤ÊÉð´ï¤äÌðÃƤ«¤òÊÖ¤¹
+ * @param o_ptr ¥Á¥§¥Ã¥¯¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥¨¥Ã¥»¥ó¥¹¤ÎÉղòÄǽ¤ÊÉð´ï¤«ÌðÃƤʤé¤ÐTRUE¤òÊÖ¤¹¡£
+ */
static bool item_tester_hook_melee_ammo(object_type *o_ptr)
{
switch (o_ptr->tval)
}
-/*
- * A structure for smithing
+/*!
+ * ¥¨¥Ã¥»¥ó¥¹¾ðÊó¤Î¹½Â¤ÂÎ / A structure for smithing
*/
typedef struct {
int add; /* TR flag number or special essence id */
} essence_type;
-/*
- * Smithing type data for Weapon smith
+/*!
+ * ¥¨¥Ã¥»¥ó¥¹¾ðÊó¥Æ¡¼¥Ö¥ë Smithing type data for Weapon smith
*/
#ifdef JP
static essence_type essence_info[] =
{TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
{TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
{TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
- {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
+ {TR_HOLD_EXP, "·Ð¸³ÃÍ°Ý»ý", 3, TR_HOLD_EXP, 20},
{TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
{TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
{TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
{TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
{TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
{TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
- {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
+ {TR_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 20},
{TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
{TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
{TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
#endif
-/*
- * Essense names for Weapon smith
+/*!
+ * ¥¨¥Ã¥»¥ó¥¹Ì¾¥Æ¡¼¥Ö¥ë / Essense names for Weapon smith
*/
#ifdef JP
cptr essence_name[] =
"",
"È¿¼Í",
"ËãáãÃΤ餺",
- "À¸Ì¿ÎÏ°Ý»ý",
+ "·Ð¸³ÃÍ°Ý»ý",
"ÂÑ»À",
"ÂÑÅÅ·â",
"ÂѲбê",
"",
"reflection",
"free action",
- "hold life",
+ "hold exp",
"res. acid",
"res. elec.",
"res. fire",
};
#endif
-
+/*!
+ * @brief ½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹°ìÍ÷¤òɽ¼¨¤¹¤ë
+ * @return ¤Ê¤·
+ */
static void display_essence(void)
{
int i, num = 0;
return;
}
+/*!
+ * @brief ¥¨¥Ã¥»¥ó¥¹¤ÎÃê½Ð½èÍý
+ * @return ¤Ê¤·
+ */
static void drain_essence(void)
{
int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
p_ptr->window |= (PW_INVEN);
}
-
-
+/*!
+ * @brief Éղ乤륨¥Ã¥»¥ó¥¹¤ÎÂçÊ̤òÁªÂò¤¹¤ë
+ * @return Áª¤ó¤À¥¨¥Ã¥»¥ó¥¹¤ÎÂçÊÌID
+ */
static int choose_essence(void)
{
int mode = 0;
return mode;
}
+/*!
+ * @brief ¥¨¥Ã¥»¥ó¥¹¤ò¼ÂºÝ¤ËÉղ乤ë
+ * @param mode ¥¨¥Ã¥»¥ó¥¹¤ÎÂçÊÌID
+ * @return ¤Ê¤·
+ */
static void add_essence(int mode)
{
int item, max_num = 0;
p_ptr->window |= (PW_INVEN);
}
-
+/*!
+ * @brief ¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤¹¤ë
+ * @return ¤Ê¤·
+ */
static void erase_essence(void)
{
int item;
p_ptr->window |= (PW_INVEN);
}
+/*!
+ * @brief ÃÃÌꥳ¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó
+ * @param only_browse TRUE¤Ê¤é¤Ð¥¨¥Ã¥»¥ó¥¹°ìÍ÷¤Îɽ¼¨¤Î¤ß¤ò¹Ô¤¦
+ * @return ¤Ê¤·
+ */
void do_cmd_kaji(bool only_browse)
{
int mode = 0;
}
-/*
+/*!
+ * @brief ÅêÚ³»þ¤¿¤¤¤Þ¤Ä¤ËÅꤲ¤ä¤¹¤¤/¾Æ´þ/¥¢¥ó¥Ç¥Ã¥É¥¹¥ì¥¤¤ÎÆÃÊ̸ú²Ì¤òÊÖ¤¹¡£
* Torches have special abilities when they are flaming.
+ * @param o_ptr ÅêÚ³¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param flgs ÆÃÊ̤ËÄɲ乤ë¥Õ¥é¥°¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void torch_flags(object_type *o_ptr, u32b *flgs)
{
}
}
+/*!
+ * @brief ÅêÚ³»þ¤¿¤¤¤Þ¤Ä¤Ë¥À¥¤¥¹¤òÍ¿¤¨¤ë¡£
+ * Torches have special abilities when they are flaming.
+ * @param o_ptr ÅêÚ³¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param dd ÆÃÊ̤ʥÀ¥¤¥¹¿ô¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param ds ÆÃÊ̤ʥÀ¥¤¥¹ÌÌ¿ô¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
void torch_dice(object_type *o_ptr, int *dd, int *ds)
{
if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
}
}
+/*!
+ * @brief ÅêÚ³»þÌ¿Ã椷¤¿¤¿¤¤¤Þ¤Ä¤Î¼÷Ì¿¤ò½Ì¤á¤ë¡£
+ * Torches have special abilities when they are flaming.
+ * @param o_ptr ÅêÚ³¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
void torch_lost_fuel(object_type *o_ptr)
{
if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))