-/* File: xtra2.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ * @file xtra2.c
+ * @brief »¨Â¿¤Ê¤½¤Î¾¤Î½èÍý2 / effects of various "objects"
+ * @date 2014/02/06
+ * @author
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research, and\n
+ * not for profit purposes provided that this copyright and statement are\n
+ * included in all such copies.\n
+ * 2014 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: effects of various "objects" */
#include "angband.h"
#define REWARD_CHANCE 10
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î·Ð¸³ÃͤˤĤ¤¤ÆÀ°¹çÀ¤Î¤¿¤á¤Î¥Á¥§¥Ã¥¯¤ÈÄ´À°¤ò¹Ô¤¦ /
* Advance experience levels and print experience
+ * @return ¤Ê¤·
*/
void check_experience(void)
{
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤òÅݤ·¤¿ºÝ¤ÎºâÊõsval¤òÊÖ¤¹
+ * @param r_idx Åݤ·¤¿¥â¥ó¥¹¥¿¡¼¤Î¼ï²ID
+ * @return ºâÊõ¤Îsval
+ * @details
* Hack -- Return the "automatic coin type" of a monster race
* Used to allocate proper treasure when "Creeping coins" die
- *
* XXX XXX XXX Note the use of actual "monster names"
*/
static int get_coin_type(int r_idx)
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥¯¥í¡¼¥¯¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Cloak
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥¯¥í¡¼¥¯¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_cloak(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬´È¾õÉð´ï¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Polearm
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬´È¾õÉð´ï¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_polearm(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬·õ¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Sword
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬·õ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_sword(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬ËâË¡½ñ¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Book
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬ËâË¡½ñ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_book(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥Ù¡¼¥¹¥¢¥¤¥Æ¥à»þÅÀ¤ÇGOOD¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Good book
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥Ù¡¼¥¹¥¢¥¤¥Æ¥à»þÅÀ¤ÇGOOD¤Ê¥¢¥¤¥Æ¥à¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_good_book(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬³»¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Armor
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬³»¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_armor(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬ÂÇ·âÉð´ï¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is hafted weapon
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬ÂÇ·âÉð´ï¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_hafted(int k_idx)
{
return (FALSE);
}
-
+/*!
+ * @brief ¥¯¥¨¥¹¥È¤òãÀ®¾õÂ֤ˤ¹¤ë /
+ * @param quest_num ãÀ®¾õÂ֤ˤ·¤¿¤¤¥¯¥¨¥¹¥È¤ÎID
+ * @return ¤Ê¤·
+ */
void complete_quest(int quest_num)
{
- switch (quest[quest_num].type)
+ quest_type* const q_ptr = &quest[quest_num];
+
+ switch (q_ptr->type)
{
case QUEST_TYPE_RANDOM:
if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
break;
}
- quest[quest_num].status = QUEST_STATUS_COMPLETED;
- quest[quest_num].complev = (byte)p_ptr->lev;
+ q_ptr->status = QUEST_STATUS_COMPLETED;
+ q_ptr->complev = (byte)p_ptr->lev;
update_playtime();
- quest[quest_num].comptime = playtime;
+ q_ptr->comptime = playtime;
- if (!(quest[quest_num].flags & QUEST_FLAG_SILENT))
+ if (!(q_ptr->flags & QUEST_FLAG_SILENT))
{
msg_print(_("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª", "You just completed your quest!"));
msg_print(NULL);
}
}
+/*!
+ * @brief ¸½ºß¥Õ¥í¥¢¤Ë»Ä¤Ã¤Æ¤¤¤ëŨ¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹ /
+ * @return ¸½ºß¤ÎŨ¥â¥ó¥¹¥¿¡¼¤Î¿ô
+ */
static int count_all_hostile_monsters(void)
{
int x, y;
return number_mon;
}
-/*
+/*!
+ * @brief ÆÃÄê¤ÎŨ¤òÅݤ·¤¿ºÝ¤Ë¥¯¥¨¥¹¥ÈãÀ®½èÍý /
* Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param m_ptr ·âÇˤ·¤¿¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void check_quest_completion(monster_type *m_ptr)
{
- int i, j, y, x, ny, nx;
+ int y, x;
int quest_num;
x = m_ptr->fx;
/* Inside a quest */
- quest_num = p_ptr->inside_quest;
+ quest_num = p_ptr->inside_quest;
/* Search for an active quest on this dungeon level */
if (!quest_num)
{
+ int i;
+
for (i = max_quests - 1; i > 0; i--)
{
+ quest_type* const q_ptr = &quest[i];
+
/* Quest is not active */
- if (quest[i].status != QUEST_STATUS_TAKEN)
+ if (q_ptr->status != QUEST_STATUS_TAKEN)
continue;
/* Quest is not a dungeon quest */
- if (quest[i].flags & QUEST_FLAG_PRESET)
+ if (q_ptr->flags & QUEST_FLAG_PRESET)
continue;
/* Quest is not on this level */
- if ((quest[i].level != dun_level) &&
- (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
+ if ((q_ptr->level != dun_level) &&
+ (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
continue;
/* Not a "kill monster" quest */
- if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
- (quest[i].type == QUEST_TYPE_FIND_EXIT))
+ if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
+ (q_ptr->type == QUEST_TYPE_FIND_EXIT))
continue;
/* Interesting quest */
- if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
- (quest[i].type == QUEST_TYPE_TOWER) ||
- (quest[i].type == QUEST_TYPE_KILL_ALL))
+ if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
+ (q_ptr->type == QUEST_TYPE_TOWER) ||
+ (q_ptr->type == QUEST_TYPE_KILL_ALL))
break;
/* Interesting quest */
- if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
- (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
- (quest[i].type == QUEST_TYPE_RANDOM)) &&
- (quest[i].r_idx == m_ptr->r_idx))
+ if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
+ (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
+ (q_ptr->type == QUEST_TYPE_RANDOM)) &&
+ (q_ptr->r_idx == m_ptr->r_idx))
break;
}
if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
{
/* Current quest */
- i = quest_num;
+ quest_type* const q_ptr = &quest[quest_num];
- switch (quest[i].type)
+ switch (q_ptr->type)
{
case QUEST_TYPE_KILL_NUMBER:
{
- quest[i].cur_num++;
+ q_ptr->cur_num++;
- if (quest[i].cur_num >= quest[i].num_mon)
+ if (q_ptr->cur_num >= q_ptr->num_mon)
{
- complete_quest(i);
+ complete_quest(quest_num);
- quest[i].cur_num = 0;
+ q_ptr->cur_num = 0;
}
break;
}
if (count_all_hostile_monsters() == 1)
{
- if (quest[i].flags & QUEST_FLAG_SILENT)
+ if (q_ptr->flags & QUEST_FLAG_SILENT)
{
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
else
{
- complete_quest(i);
+ complete_quest(quest_num);
}
}
break;
case QUEST_TYPE_RANDOM:
{
/* Only count valid monsters */
- if (quest[i].r_idx != m_ptr->r_idx)
+ if (q_ptr->r_idx != m_ptr->r_idx)
break;
- quest[i].cur_num++;
+ q_ptr->cur_num++;
- if (quest[i].cur_num >= quest[i].max_num)
+ if (q_ptr->cur_num >= q_ptr->max_num)
{
- complete_quest(i);
+ complete_quest(quest_num);
- if (!(quest[i].flags & QUEST_FLAG_PRESET))
+ if (!(q_ptr->flags & QUEST_FLAG_PRESET))
{
create_stairs = TRUE;
p_ptr->inside_quest = 0;
}
/* Finish the two main quests without rewarding */
- if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
+ if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
{
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
- if (quest[i].type == QUEST_TYPE_RANDOM)
+ if (q_ptr->type == QUEST_TYPE_RANDOM)
{
reward = TRUE;
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
}
break;
}
case QUEST_TYPE_KILL_ANY_LEVEL:
{
- quest[i].cur_num++;
- if (quest[i].cur_num >= quest[i].max_num)
+ q_ptr->cur_num++;
+ if (q_ptr->cur_num >= q_ptr->max_num)
{
- complete_quest(i);
- quest[i].cur_num = 0;
+ complete_quest(quest_num);
+ q_ptr->cur_num = 0;
}
break;
}
if (count_all_hostile_monsters() == 1)
{
- quest[i].status = QUEST_STATUS_STAGE_COMPLETED;
+ q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
(quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
/* Create a magical staircase */
if (create_stairs)
{
+ int ny, nx;
+
/* Stagger around */
while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
{
*/
if (reward)
{
- for (j = 0; j < (dun_level / 15)+1; j++)
+ int i;
+
+ for (i = 0; i < (dun_level / 15)+1; i++)
{
/* Get local object */
q_ptr = &forge;
}
}
-
+/*!
+ * @brief ÆÃÄê¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤òÆþ¼ê¤·¤¿ºÝ¤Î¥¯¥¨¥¹¥ÈãÀ®½èÍý /
+ * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param o_ptr Æþ¼ê¤·¤¿¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
void check_find_art_quest_completion(object_type *o_ptr)
{
int i;
}
}
-/*
+
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤ò·âÇˤ·¤¿ºÝ¤Î½Ò¸ì¥á¥Ã¥»¡¼¥¸¤òÊÖ¤¹ /
* Return monster death string
+ * @param r_ptr ·âÇˤµ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤Î¼ï²¾ðÊó¤ò»ý¤Ä¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ·âÇˤµ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤Î½Ò¸ì
*/
cptr extract_note_dies(monster_race *r_ptr)
{
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤¬»àË´¤·¤¿»þ¤Î½èÍý /
* Handle the "death" of a monster.
- *
+ * @param m_idx »àË´¤·¤¿¥â¥ó¥¹¥¿¡¼¤ÎID
+ * @param drop_item TRUE¤Ê¤é¤Ð¥â¥ó¥¹¥¿¡¼¤Î¥É¥í¥Ã¥×½èÍý¤ò¹Ô¤¦
+ * @return ·âÇˤµ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤Î½Ò¸ì
+ * @details
+ * <pre>
* Disperse treasures centered at the monster location based on the
* various flags contained in the monster flags fields.
- *
* Check for "Quest" completion when a quest monster is killed.
- *
* Note that only the player can induce "monster_death()" on Uniques.
* Thus (for now) all Quest monsters should be Uniques.
- *
* Note that monsters can now carry objects, and when a monster dies,
* it drops all of its objects, which may disappear in crowded rooms.
+ * </pre>
*/
void monster_death(int m_idx, bool drop_item)
{
break;
case MON_SURTUR:
- a_idx = ART_TWILIGHT;
- chance = 66;
+ if (!one_in_(3))
+ {
+ a_idx = ART_TWILIGHT;
+ chance = 100;
+ }
+ else
+ {
+ a_idx = ART_ORB_OF_FATE;
+ chance = 100;
+ }
break;
case MON_SARUMAN:
case MON_GOEMON:
a_idx = ART_ZANTETSU;
- chance = 75;
+ chance = 100;
break;
case MON_HAGEN:
a_idx = ART_ROBIN_HOOD;
chance = 5;
break;
+
+ case MON_KOGAN:
+ a_idx = ART_NANACHO;
+ chance = 80;
+ break;
+
}
if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
}
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤ËÍ¿¤¨¤¿¥À¥á¡¼¥¸¤Î½¤Àµ½èÍý /
* Modify the physical damage done to the monster.
+ * @param m_ptr ¥À¥á¡¼¥¸¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param dam ¥À¥á¡¼¥¸´ðËÜÃÍ
+ * @param is_psy_spear ¹¶·â¼êÃʤ¬¸÷¤Î·õ¤Ê¤é¤ÐTRUE
+ * @return ½¤Àµ¤ò¹Ô¤Ã¤¿·ë²Ì¤Î¥À¥á¡¼¥¸ÎÌ
+ * @details
+ * <pre>
* (for example when it's invulnerable or shielded)
- *
* ToDo: Accept a damage-type to calculate the modified damage from
* things like fire, frost, lightning, poison, ... attacks.
- *
* "type" is not yet used and should be 0.
+ * </pre>
*/
int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
{
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤ËÍ¿¤¨¤¿¥À¥á¡¼¥¸¤ò¸µ¤Ë·Ð¸³Ãͤò²Ã»»¤¹¤ë /
* Calculate experience point to be get
- *
+ * @param dam Í¿¤¨¤¿¥À¥á¡¼¥¸ÎÌ
+ * @param m_ptr ¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* Even the 64 bit operation is not big enough to avoid overflaw
* unless we carefully choose orders of multiplication and division.
- *
* Get the coefficient first, and multiply (potentially huge) base
* experience point of a monster later.
+ * </pre>
*/
static void get_exp_from_mon(int dam, monster_type *m_ptr)
{
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤ÎHP¤ò¥À¥á¡¼¥¸¤Ë±þ¤¸¤Æ¸º»»¤¹¤ë /
* Decreases monsters hit points, handling monster death.
- *
+ * @param dam Í¿¤¨¤¿¥À¥á¡¼¥¸ÎÌ
+ * @param m_idx ¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¥â¥ó¥¹¥¿¡¼¤ÎID
+ * @param fear ¥À¥á¡¼¥¸¤Ë¤è¤Ã¤Æ¥â¥ó¥¹¥¿¡¼¤¬¶²¹²¾õÂ֤˴٤俤ʤé¤ÐTRUE¤òÊÖ¤¹
+ * @param note ¥â¥ó¥¹¥¿¡¼¤¬Åݤµ¤ì¤¿ºÝ¤ÎÆÃÊ̤ʥá¥Ã¥»¡¼¥¸½Ò¸ì
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* We return TRUE if the monster has been killed (and deleted).
- *
* We announce monster death (using an optional "death message"
* if given, and a otherwise a generic killed/destroyed message).
- *
* Only "physical attacks" can induce the "You have slain" message.
* Missile and Spell attacks will induce the "dies" message, or
* various "specialized" messages. Note that "You have destroyed"
* and "is destroyed" are synonyms for "You have slain" and "dies".
- *
* Hack -- unseen monsters yield "You have killed it." message.
- *
* Added fear (DGK) and check whether to print fear messages -CWS
- *
* Made name, sex, and capitalization generic -BEN-
- *
* As always, the "ghost" processing is a total hack.
- *
* Hack -- we "delay" fear messages by passing around a "fear" flag.
- *
* XXX XXX XXX Consider decreasing monster experience over time, say,
* by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
* instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
* monster worth more than subsequent monsters. This would also need
* to induce changes in the monster recall code.
+ * </pre>
*/
bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
{
}
-/*
+/*!
+ * @brief ¸½ºß¤Î¥³¥ó¥½¡¼¥ëɽ¼¨¤Î½Ä²£¤òÊÖ¤¹¡£ /
* Get term size and calculate screen size
+ * @param wid_p ¥³¥ó¥½¡¼¥ë¤Îɽ¼¨Éýʸ»ú¿ô¤òÊÖ¤¹
+ * @param hgt_p ¥³¥ó¥½¡¼¥ë¤Îɽ¼¨¹Ô¿ô¤òÊÖ¤¹
+ * @return ¤Ê¤·
*/
void get_screen_size(int *wid_p, int *hgt_p)
{
}
-/*
- * Calculates current boundaries
- * Called below and from "do_cmd_locate()".
+/*!
+ * @brief ¥³¥ó¥½¡¼¥ë¾å¤Ë¤ª¤±¤ë¥Þ¥Ã¥×ɽ¼¨¤Îº¸¾å°ÌÃÖ¤òÊÖ¤¹ /
+ * Calculates current boundaries Called below and from "do_cmd_locate()".
+ * @return ¤Ê¤·
*/
void panel_bounds_center(void)
{
}
-/*
+/*!
+ * @brief ¥³¥ó¥½¡¼¥ë¤Î¥ê¥µ¥¤¥º¤Ë¹ç¤ï¤»¤Æ¥Þ¥Ã¥×¤òºÆÉÁ²è¤¹¤ë /
* Map resizing whenever the main term changes size
+ * @return ¤Ê¤·
*/
void resize_map(void)
{
Term_fresh();
}
-/*
+/*!
+ * @brief ¥³¥ó¥½¡¼¥ë¤òºÆÉÁ²è¤¹¤ë /
* Redraw a term when it is resized
+ * @return ¤Ê¤·
*/
void redraw_window(void)
{
}
-/*
+/*!
+ * @brief ¥Õ¥©¡¼¥«¥¹¤òÅö¤Æ¤ë¤Ù¤¥Þ¥Ã¥×ÉÁ²è¤Î´ð½àºÂɸ¤ò»ØÄꤹ¤ë¡Ê¥µ¥Ö¥ë¡¼¥Á¥ó¡Ë
+ * @param dy Êѹ¹Àè¤Î¥Õ¥í¥¢YºÂɸ
+ * @param dx Êѹ¹Àè¤Î¥Õ¥í¥¢XºÂɸ
* Handle a request to change the current panel
- *
* Return TRUE if the panel was changed.
- *
* Also used in do_cmd_locate
+ * @return ¼ÂºÝ¤ËºÆÉÁ²è¤¬É¬ÍפÀ¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
*/
bool change_panel(int dy, int dx)
{
return (FALSE);
}
+/*!
+ * @brief ¥Õ¥©¡¼¥«¥¹¤òÅö¤Æ¤ë¤Ù¤¥Þ¥Ã¥×ÉÁ²è¤Î´ð½àºÂɸ¤ò»ØÄꤹ¤ë
+ * @param y Êѹ¹Àè¤Î¥Õ¥í¥¢YºÂɸ
+ * @param x Êѹ¹Àè¤Î¥Õ¥í¥¢XºÂɸ
+ * @details
+ * Handle a request to change the current panel
+ * Return TRUE if the panel was changed.
+ * Also used in do_cmd_locate
+ * @return ¼ÂºÝ¤ËºÆÉÁ²è¤¬É¬ÍפÀ¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ */
bool change_panel_xy(int y, int x)
{
int dy = 0, dx = 0;
}
-/*
+/*!
+ * @brief ¥Þ¥Ã¥×ÉÁ²è¤Î¥Õ¥©¡¼¥«¥¹¤òÅö¤Æ¤ë¤Ù¤ºÂɸ¤ò¹¹¿·¤¹¤ë
+ * @details
* Given an row (y) and col (x), this routine detects when a move
* off the screen has occurred and figures new borders. -RAK-
- *
* "Update" forces a "full update" to take place.
- *
* The map is reprinted if necessary, and "TRUE" is returned.
+ * @return ¼ÂºÝ¤ËºÆÉÁ²è¤¬É¬ÍפÀ¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
*/
void verify_panel(void)
{
msg_print("'Use my gift wisely.'");
#endif
- acquirement(py, px, 1, FALSE, FALSE);
+ acquirement(py, px, 1, FALSE, FALSE, FALSE);
#ifdef JP
reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
#else
msg_print("'Use my gift wisely.'");
#endif
- acquirement(py, px, 1, TRUE, FALSE);
+ acquirement(py, px, 1, TRUE, FALSE, FALSE);
#ifdef JP
reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
#else
msg_print("'Thy deed hath earned thee a worthy reward.'");
#endif
- acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
+ acquirement(py, px, randint1(2) + 1, FALSE, FALSE, FALSE);
#ifdef JP
reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
#else
msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
#endif
- acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
+ acquirement(py, px, randint1(2) + 1, TRUE, FALSE, FALSE);
#ifdef JP
reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
#else