/*!
* @brief ¡ÖÊĤ¸¤ë¡×¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Close an open door.
+ * @param y Âоݤò¹Ô¤¦¥Þ¥¹¤ÎYºÂɸ
+ * @param x Âоݤò¹Ô¤¦¥Þ¥¹¤ÎXºÂɸ
* @return ¤Ê¤·
* @details
* Unlocking a locked door/chest is worth one experience point.
}
-/*
+/*!
+ * @brief ¡Ö·¡¤ë¡×¥³¥Þ¥ó¥É¤ò³ºÅö¤Î¥Þ¥¹¤Ë¹Ô¤¨¤ë¤«¤ÎȽÄê¤È·ë²Ì¥á¥Ã¥»¡¼¥¸¤Îɽ¼¨ /
* Determine if a given grid may be "tunneled"
+ * @param y Âоݤò¹Ô¤¦¥Þ¥¹¤ÎYºÂɸ
+ * @param x Âоݤò¹Ô¤¦¥Þ¥¹¤ÎXºÂɸ
+ * @return
*/
static bool do_cmd_tunnel_test(int y, int x)
{
}
-/*
+/*!
+ * @brief ¡Ö·¡¤ë¡×Æ°ºî¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó /
* Perform the basic "tunnel" command
- *
+ * @param y Âоݤò¹Ô¤¦¥Þ¥¹¤ÎYºÂɸ
+ * @param x Âоݤò¹Ô¤¦¥Þ¥¹¤ÎXºÂɸ
+ * @return ¼ÂºÝ¤Ë½èÍý¤¬¹Ô¤ï¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹¡£
+ * @details
* Assumes that no monster is blocking the destination
- *
* Do not use twall anymore
- *
* Returns TRUE if repeated commands may continue
*/
static bool do_cmd_tunnel_aux(int y, int x)
}
-/*
+/*!
+ * @brief ¡Ö·¡¤ë¡×Æ°ºî¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Tunnels through "walls" (including rubble and closed doors)
- *
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* Note that you must tunnel in order to hit invisible monsters
* in walls, though moving into walls still takes a turn anyway.
*
* Digging is very difficult without a "digger" weapon, but can be
* accomplished by strong players using heavy weapons.
+ * </pre>
*/
void do_cmd_tunnel(void)
{
#ifdef ALLOW_EASY_OPEN /* TNB */
-/*
+/*!
+ * @brief °ÜÆ°½èÍý¤Ë¤è¤ë´Ê°×¤Ê¡Ö³«¤¯¡×½èÍý /
* easy_open_door --
- *
+ * @return ³«¤¯½èÍý¤¬¼ÂºÝ¤Ë»î¤ß¤é¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ * @details
+ * <pre>
* If there is a jammed/closed/locked door at the given location,
* then attempt to unlock/open it. Return TRUE if an attempt was
* made (successful or not), otherwise return FALSE.
*
* The code here should be nearly identical to that in
* do_cmd_open_test() and do_cmd_open_aux().
+ * </pre>
*/
bool easy_open_door(int y, int x)
{
#endif /* ALLOW_EASY_OPEN -- TNB */
-/*
+/*!
+ * @brief È¢¤Î¥È¥é¥Ã¥×¤ò²ò½ü¤¹¤ë¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Perform the basic "disarm" command
- *
+ * @param y ²ò½ü¤ò¹Ô¤¦¥Þ¥¹¤ÎYºÂɸ
+ * @param x ²ò½ü¤ò¹Ô¤¦¥Þ¥¹¤ÎXºÂɸ
+ * @param o_idx È¢¤Î¥ª¥Ö¥¸¥§¥¯¥ÈID
+ * @return ¥¿¡¼¥ó¤ò¾ÃÈñ¤¹¤ë½èÍý¤¬¹Ô¤ï¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ * @details
+ * <pre>
* Assume destination is a visible trap
- *
* Assume there is no monster blocking the destination
- *
* Returns TRUE if repeated commands may continue
+ * </pre>
*/
static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
{
}
-/*
+/*!
+ * @brief È¢¤Î¥È¥é¥Ã¥×¤ò²ò½ü¤¹¤ë¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó /
* Perform the basic "disarm" command
- *
+ * @param y ²ò½ü¤ò¹Ô¤¦¥Þ¥¹¤ÎYºÂɸ
+ * @param x ²ò½ü¤ò¹Ô¤¦¥Þ¥¹¤ÎXºÂɸ
+ * @param dir ¥×¥ì¥¤¥ä¡¼¤«¤é¤ß¤¿Êý¸þID
+ * @return ¥¿¡¼¥ó¤ò¾ÃÈñ¤¹¤ë½èÍý¤¬¹Ô¤ï¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ * @details
+ * <pre>
* Assume destination is a visible trap
- *
* Assume there is no monster blocking the destination
- *
* Returns TRUE if repeated commands may continue
+ * </pre>
*/
#ifdef ALLOW_EASY_DISARM /* TNB */
}
-/*
+/*!
+ * @brief È¢¡¢¾²¤Î¥È¥é¥Ã¥×²ò½ü½èÍýÁÐÊý¤ÎÅý¹ç¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Disarms a trap, or chest
+ * @return ¤Ê¤·
*/
void do_cmd_disarm(void)
{
}
-/*
+/*!
+ * @brief ¡ÖÂǤÁÇˤë¡×Æ°ºî¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó /
* Perform the basic "bash" command
- *
+ * @param y Âоݤò¹Ô¤¦¥Þ¥¹¤ÎYºÂɸ
+ * @param x Âоݤò¹Ô¤¦¥Þ¥¹¤ÎXºÂɸ
+ * @param dir ¥×¥ì¥¤¥ä¡¼¤«¤é¸«¤¿¥¿¡¼¥²¥Ã¥È¤ÎÊý³ÑID
+ * @return ¼ÂºÝ¤Ë½èÍý¤¬¹Ô¤ï¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹¡£
+ * @details
+ * <pre>
* Assume destination is a closed/locked/jammed door
- *
* Assume there is no monster blocking the destination
- *
* Returns TRUE if repeated commands may continue
+ * </pre>
*/
static bool do_cmd_bash_aux(int y, int x, int dir)
{
}
-/*
+/*!
+ * @brief ¡ÖÂǤÁÇˤë¡×Æ°ºî¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Bash open a door, success based on character strength
- *
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* For a closed door, pval is positive if locked; negative if stuck.
*
* For an open door, pval is positive for a broken door.
* be bashed. A closed door can be jammed (see do_cmd_spike()).
*
* Creatures can also open or bash doors, see elsewhere.
+ * </pre>
*/
void do_cmd_bash(void)
{
}
-/*
+/*!
+ * @brief ÆÃÄê¤Î¥Þ¥¹¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¤¿¤á¤ÎÈÆÍÑŪ¥³¥Þ¥ó¥É
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* Manipulate an adjacent grid in some way
*
* Attack monsters, tunnel through walls, disarm traps, open doors.
*
* This command must always take a turn, to prevent free detection
* of invisible monsters.
+ * </pre>
*/
void do_cmd_alter(void)
{
}
-/*
+
+/*!
+ * @brief ¡Ö¤¯¤µ¤Ó¤òÂǤġפ¿¤á¤ËɬÍפʥª¥Ö¥¸¥§¥¯¥È¤¬¤¢¤ë¤«¤É¤¦¤«¤ÎȽÄê¤òÊÖ¤¹ /
* Find the index of some "spikes", if possible.
- *
+ * @param ip ¤¯¤µ¤Ó¤È¤·¤ÆÂǤƤ륪¥Ö¥¸¥§¥¯¥È¤ÎID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬¤¢¤ë¾ì¹çTRUE¤òÊÖ¤¹
+ * @details
+ * <pre>
* XXX XXX XXX Let user choose a pile of spikes, perhaps?
+ * </pre>
*/
static bool get_spike(int *ip)
{
}
-/*
+/*!
+ * @brief ¡Ö¤¯¤µ¤Ó¤òÂǤġ×Æ°ºî¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Jam a closed door with a spike
- *
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* This command may NOT be repeated
+ * </pre>
*/
void do_cmd_spike(void)
{
-/*
+/*!
+ * @brief ¡ÖÊ⤯¡×Æ°ºî¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Support code for the "Walk" and "Jump" commands
+ * @param pickup ¥¢¥¤¥Æ¥à¤Î¼«Æ°½¦¤¤¤ò¹Ô¤¦¤Ê¤éTRUE
+ * @return ¤Ê¤·
*/
void do_cmd_walk(bool pickup)
{
}
-
-/*
+/*!
+ * @brief ¡ÖÁö¤ë¡×Æ°ºî¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Start running.
+ * @return ¤Ê¤·
*/
void do_cmd_run(void)
{
}
-
-/*
+/*!
+ * @brief ¡Öα¤Þ¤ë¡×Æ°ºî¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Stay still. Search. Enter stores.
* Pick up treasure if "pickup" is true.
+ * @param pickup ¥¢¥¤¥Æ¥à¤Î¼«Æ°½¦¤¤¤ò¹Ô¤¦¤Ê¤éTRUE
+ * @return ¤Ê¤·
*/
void do_cmd_stay(bool pickup)
{
-/*
+/*!
+ * @brief ¡ÖµÙ¤à¡×Æ°ºî¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Resting allows a player to safely restore his hp -RAK-
+ * @return ¤Ê¤·
*/
void do_cmd_rest(void)
{