/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¥°¥í¡¼¥Ð¥ëÇÛÎ󤫤éɬÍ×À¤ÎÇö¤¤¤â¤Î¤òºï½ü¤·¡¢¥Ç¡¼¥¿¤ò°µ½Ì¤¹¤ë¡£ /
+ * @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
* @return ¤Ê¤·
}
-/*
+/*!
+ * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎó¤ò½é´ü²½¤¹¤ë /
* Delete all the items when player leaves the level
- *
- * Note -- we do NOT visually reflect these (irrelevant) changes
- *
+ * @note we do NOT visually reflect these (irrelevant) changes
+ * @details
* Hack -- we clear the "c_ptr->o_idx" field for every grid,
* and the "m_ptr->next_o_idx" field for every monster, since
* we know we are clearing every object. Technically, we only
* clear those fields for grids/monsters containing objects,
* and we clear it once for every such object.
+ * @return ¤Ê¤·
*/
void wipe_o_list(void)
{
}
-/*
+/*!
+ * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎ󤫤é¶õ¤¤ò¼èÆÀ¤¹¤ë /
* Acquires and returns the index of a "free" object.
- *
+ * @return ³«¤¤¤Æ¤¤¤ë¥ª¥Ö¥¸¥§¥¯¥ÈÍ×ÁǤÎID
+ * @details
* This routine should almost never fail, but in case it does,
* we must be sure to handle "failure" of this routine.
*/
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥ÈÀ¸À®¥Æ¡¼¥Ö¥ë¤ËÀ¸À®À©Ìó¤ò²Ã¤¨¤ë /
* Apply a "object restriction function" to the "object allocation table"
+ * @return ¾ï¤Ë0¤òÊÖ¤¹¡£
+ * @details À¸À®¤ÎÀ©Ìó¤Ï¥°¥í¡¼¥Ð¥ë¤Îget_obj_num_hook´Ø¿ô¥Ý¥¤¥ó¥¿¤Ç²Ã¤¨¤ë
*/
static errr get_obj_num_prep(void)
{
}
-/*
+/*!
+ * @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
- *
- * This function uses the "prob2" field of the "object allocation table",
- * and various local information, to calculate the "prob3" field of the
- * same table, which is then used to choose an "appropriate" object, in
- * a relatively efficient manner.
- *
- * It is (slightly) more likely to acquire an object of the given level
- * than one of a lower level. This is done by choosing several objects
- * appropriate to the given level and keeping the "hardest" one.
- *
- * Note that if no objects are "appropriate", then this function will
- * fail, and return zero, but this should *almost* never happen.
+ * @param 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
+ * and various local information, to calculate the "prob3" field of the\n
+ * same table, which is then used to choose an "appropriate" object, in\n
+ * a relatively efficient manner.\n
+ *\n
+ * It is (slightly) more likely to acquire an object of the given level\n
+ * than one of a lower level. This is done by choosing several objects\n
+ * appropriate to the given level and keeping the "hardest" one.\n
+ *\n
+ * Note that if no objects are "appropriate", then this function will\n
+ * fail, and return zero, but this should *almost* never happen.\n
*/
s16b get_obj_num(int level)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò´ÕÄêºÑ¤Ë¤¹¤ë /
* Known is true when the "attributes" of an object are "known".
- * These include tohit, todam, toac, cost, and pval (charges).
- *
- * Note that "knowing" an object gives you everything that an "awareness"
- * gives you, and much more. In fact, the player is always "aware" of any
- * item of which he has full "knowledge".
- *
- * But having full knowledge of, say, one "wand of wonder", does not, by
- * itself, give you knowledge, or even awareness, of other "wands of wonder".
- * It happens that most "identify" routines (including "buying from a shop")
- * will make the player "aware" of the object as well as fully "know" it.
- *
- * This routine also removes any inscriptions generated by "feelings".
+ * @param o_ptr ´ÕÄêºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ * These include tohit, todam, toac, cost, and pval (charges).\n
+ *\n
+ * Note that "knowing" an object gives you everything that an "awareness"\n
+ * gives you, and much more. In fact, the player is always "aware" of any\n
+ * item of which he has full "knowledge".\n
+ *\n
+ * But having full knowledge of, say, one "wand of wonder", does not, by\n
+ * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
+ * It happens that most "identify" routines (including "buying from a shop")\n
+ * will make the player "aware" of the object as well as fully "know" it.\n
+ *\n
+ * This routine also removes any inscriptions generated by "feelings".\n
*/
void object_known(object_type *o_ptr)
{
o_ptr->ident |= (IDENT_KNOWN);
}
-
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¡ö´ÕÄê¡öºÑ¤Ë¤¹¤ë /
* The player is now aware of the effects of the given object.
+ * @param o_ptr ¡ö´ÕÄê¡öºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void object_aware(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò»î¹ÔºÑ¤Ë¤¹¤ë /
* Something has been "sampled"
+ * @param o_ptr »î¹ÔºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void object_tried(object_type *o_ptr)
{