return TRUE;
}
-
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤«¤éǽÎÏȯưID¤ò¼èÆÀ¤¹¤ë¡£
+ * @details ¤¤¤¯¤Ä¤«¤Î¥±¡¼¥¹¤ÇÄêµÁ¤µ¤ì¤Æ¤¤¤ëȯư¸ú²Ì¤«¤é¡¢
+ * ÃÃÌê»Õ¤Ë¤è¤ëÉÕÍ¿¡ä¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¡ä¥¨¥´¡ä¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¡ä¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤ÎÍ¥Àè½ç°Ì¤ÇÁöºº¤·¤Æ¤¤¤¯¡£
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ȯư¸ú²Ì¤ÎID¤òÊÖ¤¹
+ */
int activation_index(object_type *o_ptr)
{
/* Give priority to weaponsmith's essential activations */
return o_ptr->xtra2;
}
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤«¤éȯư¸ú²Ì¹½Â¤ÂΤΥݥ¤¥ó¥¿¤ò¼èÆÀ¤¹¤ë¡£
+ * @details activation_index() ´Ø¿ô¤Î·ë²Ì¤«¤é»²¾È¤¹¤ë¡£
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ȯư¸ú²Ì¹½Â¤ÂΤΥݥ¤¥ó¥¿¤òÊÖ¤¹
+ */
const activation_type* find_activation_info(object_type *o_ptr)
{
const int index = activation_index(o_ptr);
return NULL;
}
-
-/* Dragon breath activation */
+/*!
+ * @brief ȯư¤Ë¤è¤ë¥Ö¥ì¥¹¤Î°À¤ò¥¢¥¤¥Æ¥à¤ÎÂÑÀ¤«¤éÁªÂò¤·¡¢¼Â¹Ô¤ò½èÍý¤¹¤ë¡£/ Dragon breath activation
+ * @details ÂоݤȤʤëÂÑÀ¤Ï dragonbreath_info ¥Æ¡¼¥Ö¥ë¤ò»²¾È¤Î¤³¤È¡£
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ȯư¼Â¹Ô¤ÎÀ§Èó¤òÊÖ¤¹¡£
+ */
static bool activate_dragon_breath(object_type *o_ptr)
{
u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
return TRUE;
}
-
+/*!
+ * @brief ¥¢¥¤¥Æ¥à¤Îȯư¸ú²Ì¤ò½èÍý¤¹¤ë¡£
+ * @details activate_random_artifact()¤È¤µ¤ì¤Æ¤¤¤ë¤¬¡¢¼ÂºÝ¤ÏÁ´È¯Æ°¤¬Åý¹ç¤µ¤ì¤¿¡£
+ * @todo ÀÞ¤ò¸«¤Æ´Ø¿ô̾¤ò½¤Àµ¤¹¤ë¤³¤È¡£
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ȯư¼Â¹Ô¤ÎÀ§Èó¤òÊÖ¤¹¡£
+ */
bool activate_random_artifact(object_type *o_ptr)
{
int plev = p_ptr->lev;