return (FALSE);
}
-
+/*!
+ * @brief ¥¯¥¨¥¹¥È¤òãÀ®¾õÂ֤ˤ¹¤ë /
+ * @param quest_num ãÀ®¾õÂ֤ˤ·¤¿¤¤¥¯¥¨¥¹¥È¤ÎID
+ * @return ¤Ê¤·
+ */
void complete_quest(int quest_num)
{
quest_type* const q_ptr = &quest[quest_num];
}
}
+/*!
+ * @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)
{
}
}
-
+/*!
+ * @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)
{
}
}
-/*
+/*!
+ * @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)
{