}
-/*
+/*!
+ * @brief È¢¤Î¥È¥é¥Ã¥×½èÍý /
* Chests have traps too.
- *
+ * @param y È¢¤Î¸ºß¤¹¤ë¥Þ¥¹¤ÎYºÂɸ
+ * @param x È¢¤Î¸ºß¤¹¤ë¥Þ¥¹¤ÎXºÂɸ
+ * @param o_idx È¢¤Î¥ª¥Ö¥¸¥§¥¯¥ÈID
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* Exploding chest destroys contents (and traps).
* Note that the chest itself is never destroyed.
+ * </pre>
*/
static void chest_trap(int y, int x, s16b o_idx)
{
}
-/*
+/*!
+ * @brief È¢¤ò³«¤±¤ë¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Attempt to open the given chest at the given location
- *
+ * @param y È¢¤Î¸ºß¤¹¤ë¥Þ¥¹¤ÎYºÂɸ
+ * @param x È¢¤Î¸ºß¤¹¤ë¥Þ¥¹¤ÎXºÂɸ
+ * @param o_idx È¢¤Î¥ª¥Ö¥¸¥§¥¯¥ÈID
+ * @return È¢¤¬³«¤«¤Ê¤«¤Ã¤¿¾ì¹çTRUE / Returns TRUE if repeated commands may continue
+ * @details
* Assume there is no monster blocking the destination
- *
- * Returns TRUE if repeated commands may continue
*/
static bool do_cmd_open_chest(int y, int x, s16b o_idx)
{
#if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */
-/*
- * Return TRUE if the given feature is an open door
+/*!
+ * @brief ÃÏ·Á¤Ï³«¤¯¤â¤Î¤Ç¤¢¤Ã¤Æ¡¢¤«¤Ä³«¤«¤ì¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
+ * Attempt to open the given chest at the given location
+ * @param feat ÃÏ·ÁID
+ * @return ³«¤¤¤¿ÃÏ·Á¤Ç¤¢¤ë¾ì¹çTRUE¤òÊÖ¤¹ / Return TRUE if the given feature is an open door
*/
static bool is_open(int feat)
{
}
-/*
- * Return the number of features around (or under) the character.
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î¼þÊÕ9¥Þ¥¹¤Ë³ºÅö¤¹¤ëÃÏ·Á¤¬¤¤¤¯¤Ä¤¢¤ë¤«¤òÊÖ¤¹ /
+ * Attempt to open the given chest at the given location
+ * @param y ³ºÅö¤¹¤ëÃÏ·Á¤ÎÃ椫¤é1¤Ä¤ÎYºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param x ³ºÅö¤¹¤ëÃÏ·Á¤ÎÃ椫¤é1¤Ä¤ÎXºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param test ÃÏ·Á¾ò·ï¤òȽÄꤹ¤ë¤¿¤á¤Î´Ø¿ô¥Ý¥¤¥ó¥¿
+ * @param under TRUE¤Ê¤é¤Ð¥×¥ì¥¤¥ä¡¼¤Îľ²¼¤ÎºÂɸ¤âÁöººÂоݤˤ¹¤ë
+ * @return ³ºÅö¤¹¤ëÃÏ·Á¤Î¿ô
+ * @details Return the number of features around (or under) the character.
* Usually look for doors and floor traps.
*/
static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)