}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬¶¯²½²ÄǽÉð´ï¤Ç¤¢¤ë¤«¤òÊÖ¤¹ /
* Check if an object is weapon (including bows and ammo) and allows enchantment
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ¶¯²½²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
bool object_allow_enchant_weapon(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬¶¯²½²Äǽ¤Ê¶áÀÜÉð´ï¤Ç¤¢¤ë¤«¤òÊÖ¤¹ /
* Check if an object is melee weapon and allows enchantment
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ¶¯²½²Äǽ¤Ê¶áÀÜÉð´ï¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
bool object_allow_enchant_melee_weapon(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬ÃÃÌê»Õ¤Î¥¨¥Ã¥»¥ó¥¹ÉղúѤߤ«¤òÊÖ¤¹ /
* Check if an object is made by a smith's special ability
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ¥¨¥Ã¥»¥ó¥¹ÉղúѤߤʤé¤ÐTRUE¤òÊÖ¤¹
*/
bool object_is_smith(object_type *o_ptr)
{
return FALSE;
}
-
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤«¤òÊÖ¤¹ /
* Check if an object is artifact
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
bool object_is_artifact(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤«¤òÊÖ¤¹ /
* Check if an object is random artifact
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
bool object_is_random_artifact(object_type *o_ptr)
{
return FALSE;
}
-
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬Ä̾ï¤Î¥¢¥¤¥Æ¥à(¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¡¢¥¨¥´¡¢ÃÃÌê»Õ¥¨¥Ã¥»¥ó¥¹Éղ䤤º¤ì¤Ç¤â¤Ê¤¤)¤«¤òÊÖ¤¹ /
* Check if an object is neither artifact, ego, nor 'smith' object
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return Ä̾ï¤Î¥¢¥¤¥Æ¥à¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
bool object_is_nameless(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬Î¾¼ê»ý¤Á²Äǽ¤ÊÉð´ï¤«¤òÊÖ¤¹ /
* Check if an object is melee weapon and allows wielding with two-hands
+ * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ξ¼ê»ý¤Á²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
bool object_allow_two_hands_wielding(object_type *o_ptr)
{