* @brief
* find_space()¤ÎͽÈ÷½èÍý¤È¤·¤ÆÉô²°¤ÎÀ¸À®¤¬²Äǽ¤«¤òȽÄꤹ¤ë /
* Helper function for find_space(). Is this a good location?
- * @param block_high ÈϰϤι⤵
- * @param block_wide ÈϰϤÎÉý
+ * @param blocks_high ÈϰϤι⤵
+ * @param blocks_wide ÈϰϤÎÉý
* @param block_y ÈϰϤξåü
* @param block_x ÈϰϤκ¸Ã¼
* @return ¤Ê¤·
* The inside room in a monster pit appears as shown below, where the\n
* actual monsters in each location depend on the type of the pit\n
*\n
- * #####################\n
- * #0000000000000000000#\n
- * #0112233455543322110#\n
- * #0112233467643322110#\n
- * #0112233455543322110#\n
- * #0000000000000000000#\n
- * #####################\n
+ * XXXXXXXXXXXXXXXXXXXXX\n
+ * X0000000000000000000X\n
+ * X0112233455543322110X\n
+ * X0112233467643322110X\n
+ * X0112233455543322110X\n
+ * X0000000000000000000X\n
+ * XXXXXXXXXXXXXXXXXXXXX\n
*\n
* Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
* to request 16 "appropriate" monsters, sorting them by level, and using\n
}
-/*
- * Driver routine to create fractal cave system
+/*!
+ * @brief ¥¿¥¤¥×9¤ÎÉô²°¡Ä¥Õ¥é¥¯¥¿¥ë¥«¡¼¥Ö¤Ë¤è¤ëƶ·¢À¸À® / Type 9 -- Driver routine to create fractal cave system
+ * @return ¤Ê¤·
*/
static bool build_type9(void)
{
#endif /* ALLOW_CAVERNS_AND_LAKES */
-/*
- * Random vaults
+/*!
+ * @brief ¥¿¥¤¥×10¤ÎÉô²°¡Ä¥é¥ó¥À¥àÀ¸À®vault / Type 10 -- Random vaults
+ * @return ¤Ê¤·
*/
static bool build_type10(void)
{
}
-/*
- * Build an vertical oval room.
- * For every grid in the possible square, check the distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
+/*!
+ * @brief ¥¿¥¤¥×11¤ÎÉô²°¡Ä±ß·ÁÉô²°¤ÎÀ¸À® / Type 11 -- Build an vertical oval room.
+ * @return ¤Ê¤·
+ * @details
+ * For every grid in the possible square, check the distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
*/
static bool build_type11(void)
{
}
-/*
- * Build crypt room.
- * For every grid in the possible square, check the (fake) distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
+/*!
+ * @brief ¥¿¥¤¥×12¤ÎÉô²°¡Ä¥É¡¼¥à·¿Éô²°¤ÎÀ¸À® / Type 12 -- Build crypt room.
+ * @return ¤Ê¤·
+ * @details
+ * For every grid in the possible square, check the (fake) distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
*/
static bool build_type12(void)
{
}
-/*
- * Type 13 -- Trapped monster pits
- *
- * A trapped monster pit is a "big" room with a straight corridor in
- * which wall opening traps are placed, and with two "inner" rooms
- * containing a "collection" of monsters of a given type organized in
- * the room.
- *
- * The trapped monster pit appears as shown below, where the actual
- * monsters in each location depend on the type of the pit
- *
- * #########################
- * # #
- * ####################### #
- * #####001123454321100### #
- * ###0012234567654322100# #
- * ####################### #
- * # ^ #
- * # #######################
- * # #0012234567654322100###
- * # ###001123454321100#####
- * # #######################
- * # #
- * #########################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty.
- *
- * Note that "monster pits" will never contain "unique" monsters.
+/*!
+ * @brief ¥¿¥¤¥×13¤ÎÉô²°¡Ä¥È¥é¥Ã¥×pit¤ÎÀ¸À® / Type 13 -- Trapped monster pits
+ * @return ¤Ê¤·
+ * @details
+ * A trapped monster pit is a "big" room with a straight corridor in\n
+ * which wall opening traps are placed, and with two "inner" rooms\n
+ * containing a "collection" of monsters of a given type organized in\n
+ * the room.\n
+ *\n
+ * The trapped monster pit appears as shown below, where the actual\n
+ * monsters in each location depend on the type of the pit\n
+ *\n
+ * XXXXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXX X\n
+ * XXXXX001123454321100XXX X\n
+ * XXX0012234567654322100X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXX X\n
+ * X ^ X\n
+ * X XXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X0012234567654322100XXX\n
+ * X XXX001123454321100XXXXX\n
+ * X XXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXXXX\n
+ *\n
+ * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
+ * to request 16 "appropriate" monsters, sorting them by level, and using\n
+ * the "even" entries in this sorted list for the contents of the pit.\n
+ *\n
+ * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
+ * which is handled by requiring a specific "breath" attack for all of the\n
+ * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
+ * be present in many of the dragon pits, if they have the proper breath.\n
+ *\n
+ * Note the use of the "get_mon_num_prep()" function, and the special\n
+ * "get_mon_num_hook()" restriction function, to prepare the "monster\n
+ * allocation table" in such a way as to optimize the selection of\n
+ * "appropriate" non-unique monsters for the pit.\n
+ *\n
+ * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
+ * the pit will be empty.\n
+ *\n
+ * Note that "monster pits" will never contain "unique" monsters.\n
*/
static bool build_type13(void)
{
}
-/*
- * Type 14 -- trapped rooms
- *
+/*!
+ * @brief ¥¿¥¤¥×14¤ÎÉô²°¡ÄÆüì¥È¥é¥Ã¥×Éô²°¤ÎÀ¸À® / Type 14 -- trapped rooms
+ * @return ¤Ê¤·
+ * @details
* A special trap is placed at center of the room
*/
static bool build_type14(void)
return k_info[k_idx].tval == TV_POTION;
}
-/*
- * Type 15 -- glass rooms
+/*!
+ * @brief ¥¿¥¤¥×15¤ÎÉô²°¡Ä¥¬¥é¥¹Éô²°¤ÎÀ¸À® / Type 15 -- glass rooms
+ * @return ¤Ê¤·
*/
static bool build_type15(void)
{
}
-/*
- * Type 16 -- Underground Arcade
- *
- * Town logic flow for generation of new town
- * Originally from Vanilla 3.0.3
- *
- * We start with a fully wiped cave of normal floors.
- *
- * Note that town_gen_hack() plays games with the R.N.G.
- *
- * This function does NOT do anything about the owners of the stores,
- * nor the contents thereof. It only handles the physical layout.
+/*!
+ * @brief ¥¿¥¤¥×16¤ÎÉô²°¡ÄÃϲ¼ÅÔ»Ô¤ÎÀ¸À® / Type 16 -- Underground Arcade
+ * @return ¤Ê¤·
+ * @details
+ * Town logic flow for generation of new town\n
+ * Originally from Vanilla 3.0.3\n
+ *\n
+ * We start with a fully wiped cave of normal floors.\n
+ *\n
+ * Note that town_gen_hack() plays games with the R.N.G.\n
+ *\n
+ * This function does NOT do anything about the owners of the stores,\n
+ * nor the contents thereof. It only handles the physical layout.\n
*/
static bool build_type16(void)
{