/*
* Size of memory reserved for initialization of some arrays
*/
-#define FAKE_NAME_SIZE 40 * 1024L
-#define FAKE_TEXT_SIZE 150 * 1024L
-#define FAKE_TAG_SIZE 10 * 1024L
+#define FAKE_NAME_SIZE 40 * 1024L /*!< ゲーム情報の種別毎に用意される名前用バッファの容量 */
+#define FAKE_TEXT_SIZE 150 * 1024L /*!< ゲーム情報の種別毎に用意されるテキスト用バッファの容量 */
+#define FAKE_TAG_SIZE 10 * 1024L /*!< ゲーム情報の種別毎に用意されるタグ用バッファの容量 */
+#define MAX_HISCORES 999 /*!< スコア情報保存の最大数 / Maximum number of high scores in the high score file */
-/*
- * Maximum number of high scores in the high score file
- */
-#define MAX_HISCORES 999
-/*
- * Maximum dungeon level. The player can never reach this level
+/*!
+ * @brief ダンジョンの最深層 / Maximum dungeon level.
+ * @details
+ * The player can never reach this level
* in the dungeon, and this value is used for various calculations
* involving object and monster creation. It must be at least 100.
* Setting it below 128 may prevent the creation of some objects.
*/
-#define MAX_DEPTH 128
+#define MAX_DEPTH 128
+#define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
-/*
- * Maximum number of saved floors.
- */
-#define MAX_SAVED_FLOORS 20
-
-
-/*
- * Maximum size of the "lite" array (see "cave.c")
- * Note that the "lite radius" will NEVER exceed 14, and we would
+/*!
+ * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "cave.c")
+ * @details Note that the "lite radius" will NEVER exceed 14, and we would
* never require more than 581 entries in the array for circular "lite".
*/
#define LITE_MAX 600
-/*
- * Maximum size of the "mon_lite" array (see "cave.c")
- * Note that the "view radius" will NEVER exceed 20, monster illumination
+/*!
+ * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "cave.c")
+ * @details Note that the "view radius" will NEVER exceed 20, monster illumination
* flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
* we would never require more than 1520 entries in the array.
*/
#define MON_LITE_MAX 1536
-/*
- * Maximum size of the "view" array (see "cave.c")
- * Note that the "view radius" will NEVER exceed 20, and even if the "view"
+/*!
+ * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "cave.c")
+ * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
* was octagonal, we would never require more than 1520 entries in the array.
*/
#define VIEW_MAX 1536
-/*
- * Maximum size of the "temp" array (see "cave.c")
- * We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
+/*!
+ * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "cave.c")
+ * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
* of "update_view()" and "update_lite()". We must also be as large as the
* largest illuminatable room, but no room is larger than 800 grids. We
* must also be large enough to allow "good enough" use as a circular queue,
*/
#define TEMP_MAX 2298
-/*
- * Maximum size of the "redraw" array (see "cave.c")
- * We must be large for proper functioning of delayed redrawing.
+/*!
+ * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "cave.c")
+ * @details We must be large for proper functioning of delayed redrawing.
* We must also be as large as two times of the largest view area.
* Note that maximum view grids are 1149 entries.
*/