-/* File: dungeonc */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ @file dungeon.c
+ @brief Angband¥²¡¼¥à¥¨¥ó¥¸¥ó / Angband game engine
+ @date 2013/12/31
+ @author
+ Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ This software may be copied and distributed for educational, research, and\n
+ not for profit purposes provided that this copyright and statement are\n
+ included in all such copies.\n
+ 2013 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: Angband game engine */
-
#include "angband.h"
-#define TY_CURSE_CHANCE 200
-#define CHAINSWORD_NOISE 100
+#define TY_CURSE_CHANCE 200 /*!<ÂÀ¸Å¤Î±åÇ°¤Î1¥¿¡¼¥óËè¤Îȯư³ÎΨ(1/n)*/
+#define CHAINSWORD_NOISE 100 /*!<¥Á¥§¥ó¥½¡¼¤Î1¥¿¡¼¥óËè¤Îȯư³ÎΨ(1/n)*/
-static bool load = TRUE;
-static int wild_regen = 20;
+static bool load = TRUE; /*!<¥í¡¼¥É½èÍýÃæ¤Îʬ´ô¥Õ¥é¥°*/
+static int wild_regen = 20; /*!<¹°è¥Þ¥Ã¥×°ÜÆ°»þ¤Î¼«Á³²óÉü½èÍý¥«¥¦¥ó¥¿¡Ê¹°è¥Þ¥Ã¥×1¥Þ¥¹Ëè¤Ë20²ó½èÍý¤ò´ðËܤȤ¹¤ë¡Ë*/
-/*
- * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
+/*!
+ * @brief ½ÅÅÙµ¼»÷´ÕÄê¤ÎȽÃǽèÍý / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
+ * @param o_ptr µ¼»÷´ÕÄê¤ò¹Ô¤¦¥ª¥Ö¥¸¥§¥¯¥È¤Î»²¾È¥Ý¥¤¥ó¥¿¡£
+ * @return µ¼»÷´ÕÄê·ë²Ì¤ÎID¤òÊÖ¤¹¡£
*/
static byte value_check_aux1(object_type *o_ptr)
{
return FEEL_AVERAGE;
}
-
-/*
- * Return a "feeling" (or NULL) about an item. Method 2 (Light).
+/*!
+ * @brief ·ÚÅÙµ¼»÷´ÕÄê¤ÎȽÃǽèÍý / Return a "feeling" (or NULL) about an item. Method 2 (Light).
+ * @param o_ptr µ¼»÷´ÕÄê¤ò¹Ô¤¦¥ª¥Ö¥¸¥§¥¯¥È¤Î»²¾È¥Ý¥¤¥ó¥¿¡£
+ * @return µ¼»÷´ÕÄê·ë²Ì¤ÎID¤òÊÖ¤¹¡£
*/
static byte value_check_aux2(object_type *o_ptr)
{
}
-
+/*!
+ * @brief µ¼»÷´ÕÄê¤ò¼ÂºÝ¤Ë¹Ô¤¤È½Äê¤òÈ¿±Ç¤¹¤ë
+ * @param slot µ¼»÷´ÕÄê¤ò¹Ô¤¦¥×¥ì¥¤¥ä¡¼¤Î½ê»ý¥ê¥¹¥ÈID
+ * @param heavy ½ÅÅ٤ε¼»÷´ÕÄê¤ò¹Ô¤¦¤Ê¤é¤ÐTRUE
+ * @return ¤Ê¤·
+ */
static void sense_inventory_aux(int slot, bool heavy)
{
byte feel;
-/*
- * Sense the inventory
- *
- * Class 0 = Warrior --> fast and heavy
- * Class 1 = Mage --> slow and light
- * Class 2 = Priest --> fast but light
- * Class 3 = Rogue --> okay and heavy
- * Class 4 = Ranger --> slow but heavy (changed!)
- * Class 5 = Paladin --> slow but heavy
+/*!
+ * @brief 1¥×¥ì¥¤¥ä¡¼¥¿¡¼¥óËè¤ËÉð´ï¡¢Ëɶñ¤Îµ¼»÷´ÕÄ꤬¹Ô¤ï¤ì¤ë¤«¤òȽÄꤹ¤ë¡£
+ * @return ¤Ê¤·
+ * @details
+ * Sense the inventory\n
+ *\n
+ * Class 0 = Warrior --> fast and heavy\n
+ * Class 1 = Mage --> slow and light\n
+ * Class 2 = Priest --> fast but light\n
+ * Class 3 = Rogue --> okay and heavy\n
+ * Class 4 = Ranger --> slow but heavy (changed!)\n
+ * Class 5 = Paladin --> slow but heavy\n
*/
static void sense_inventory1(void)
{
}
}
-
+/*!
+ * @brief 1¥×¥ì¥¤¥ä¡¼¥¿¡¼¥óËè¤ËÉð´ï¡¢Ëɶñ°Ê³°¤Îµ¼»÷´ÕÄ꤬¹Ô¤ï¤ì¤ë¤«¤òȽÄꤹ¤ë¡£
+ * @return ¤Ê¤·
+ */
static void sense_inventory2(void)
{
int i;
}
}
-
-
-/*
- * Go to any level (ripped off from wiz_jump)
+/*!
+ * @brief ¥Ñ¥¿¡¼¥ó½ªÅÀÅþã»þ¤Î¥Æ¥ì¥Ý¡¼¥È½èÍý¤ò¹Ô¤¦
+ * @return ¤Ê¤·
*/
static void pattern_teleport(void)
{