}
/*
- * Cast a bolt at the player
- * Stop if we hit a monster
- * Affect monsters and the player
+ * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¥ë¥È·¿ËâË¡½èÍý /
+ * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
+ * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
+ * @param typ ¸ú²Ì°ÀID
+ * @param dam_hp °ÒÎÏ
+ * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
+ * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ«
+ * @return ¤Ê¤·
*/
static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
{
(void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
}
+/*
+ * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ó¡¼¥à·¿ËâË¡½èÍý /
+ * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
+ * @param typ ¸ú²Ì°ÀID
+ * @param dam_hp °ÒÎÏ
+ * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
+ * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ«
+ * @return ¤Ê¤·
+ */
static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
{
int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
/*
- * Cast a breath (or ball) attack at the player
- * Pass over any monsters that may be in the way
- * Affect grids, objects, monsters, and the player
+ * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¡¼¥ë·¿¡õ¥Ö¥ì¥¹·¿ËâË¡½èÍý /
+ * Cast a breath (or ball) attack at the player Pass over any monsters that may be in the way Affect grids, objects, monsters, and the player
+ * @param y ÌÜɸÃÏÅÀ¤ÎYºÂɸ
+ * @param x ÌÜɸÃÏÅÀ¤ÎXºÂɸ
+ * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
+ * @param typ ¸ú²Ì°ÀID
+ * @param dam_hp °ÒÎÏ
+ * @param rad Ⱦ·Â
+ * @param breath TRUE¤Ê¤é¤Ð¥Ö¥ì¥¹½èÍý¡¢FALSE¤Ê¤é¤Ð¥Ü¡¼¥ë½èÍý
+ * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
+ * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ«
+ * @return ¤Ê¤·
*/
static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
{
(void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
}
-
+/*
+ * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¡¼¥ë·¿¡õ¥Ö¥ì¥¹·¿ËâË¡½èÍý /
+ * @param power ¼ö¤¤¤ÎÃʳ¬
+ * @param o_ptr ¼ö¤¤¤ò¤«¤±¤é¤ì¤ëÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return Í¿¤¨¤ë¼ö¤¤¤ÎID
+ */
u32b get_curse(int power, object_type *o_ptr)
{
u32b new_curse;
return new_curse;
}
+/*
+ * @brief ÁõÈ÷¤Ø¤Î¼ö¤¤ÉÕ²ÃȽÄê¤ÈÉղýèÍý /
+ * @param chance ¼ö¤¤¤Î´ðËܳÎΨ
+ * @param heavy_chance ½Å¤¤¼ö¤¤¤òÁªÂò»è¤ËÆþ¤ì¤ë¤«Èݤ«¡£
+ * @return ¤Ê¤·
+ */
void curse_equipment(int chance, int heavy_chance)
{
bool changed = FALSE;
/*
+ * @brief IDÃͤ¬Àµ¤·¤¤¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
* Return TRUE if a spell is good for hurting the player (directly).
+ * @param spell ȽÄêÂоݤÎID
+ * @return Àµ¤·¤¤ID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
static bool spell_attack(byte spell)
{
/*
+ * @brief IDÃͤ¬ÂàÈòÌÜŪ¤ËŬ¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
* Return TRUE if a spell is good for escaping.
+ * @param spell ȽÄêÂоݤÎID
+ * @return Ŭ¤·¤¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
static bool spell_escape(byte spell)
{
}
/*
+ * @brief IDÃͤ¬Ë¸³²ÌÜŪ¤ËŬ¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
* Return TRUE if a spell is good for annoying the player.
+ * @param spell ȽÄêÂоݤÎID
+ * @return Ŭ¤·¤¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
static bool spell_annoy(byte spell)
{
}
/*
- * Return TRUE if a spell summons help.
+ * @brief IDÃͤ¬¾¤´·¿¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
+ * Return TRUE if a spell is good for annoying the player.
+ * @param spell ȽÄêÂоݤÎID
+ * @return ¾¤´·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
static bool spell_summon(byte spell)
{
/*
- * Return TRUE if a spell raise-dead.
+ * @brief IDÃͤ¬»à¼ÔÉü³è½èÍý¤«¤É¤¦¤«¤òÊÖ¤¹ /
+ * Return TRUE if a spell is good for annoying the player.
+ * @param spell ȽÄêÂоݤÎID
+ * @return »à¼ÔÉü³è¤Î½èÍý¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
static bool spell_raise(byte spell)
{