From 896b255b337f89529ba2dd4f3370ee557e9e4272 Mon Sep 17 00:00:00 2001 From: Deskull Date: Tue, 15 Jul 2014 19:14:48 +0900 Subject: [PATCH] Add a Doxygen comment to project() in spell1.c. --- src/spells1.c | 27 +++++++++++++-------------- 1 file changed, 13 insertions(+), 14 deletions(-) diff --git a/src/spells1.c b/src/spells1.c index 4b0e80646..cd2967d11 100644 --- a/src/spells1.c +++ b/src/spells1.c @@ -6599,20 +6599,18 @@ void breath_shape(u16b *path_g, int dist, int *pgrids, byte *gx, byte *gy, byte } -/* - * Generic "beam"/"bolt"/"ball" projection routine. - * - * Input: - * who: Index of "source" monster (zero for "player") - * rad: Radius of explosion (0 = beam/bolt, 1 to 9 = ball) - * y,x: Target location (or location to travel "towards") - * dam: Base damage roll to apply to affected monsters (or player) - * typ: Type of damage to apply to monsters (and objects) - * flg: Extra bit flags (see PROJECT_xxxx in "defines.h") - * - * Return: - * TRUE if any "effects" of the projection were observed, else FALSE - * +/*! + * @brief 汎用的なビーム/ボルト/ボール系処理のルーチン Generic "beam"/"bolt"/"ball" projection routine. + * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player") + * @param rad 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball) + * @param y 目標Y座標 / Target y location (or location to travel "towards") + * @param x 目標X座標 / Target x location (or location to travel "towards") + * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player) + * @param typ 効果属性 / Type of damage to apply to monsters (and objects) + * @param flg 効果フラグ / Extra bit flags (see PROJECT_xxxx in "defines.h") + * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE + * @details + *
  * Allows a monster (or player) to project a beam/bolt/ball of a given kind
  * towards a given location (optionally passing over the heads of interposing
  * monsters), and have it do a given amount of damage to the monsters (and
@@ -6740,6 +6738,7 @@ void breath_shape(u16b *path_g, int dist, int *pgrids, byte *gx, byte *gy, byte
  * Note that we must call "handle_stuff()" after affecting terrain features
  * in the blast radius, in case the "illumination" of the grid was changed,
  * and "update_view()" and "update_monsters()" need to be called.
+ * 
*/ bool project(int who, int rad, int y, int x, int dam, int typ, int flg, int monspell) { -- 2.11.0