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[Refactor] #40416 monster-attack-player.c において1行ごとに挟まれていたコメントを削除 / Removed many comme...
authorHourier <hourier@users.sourceforge.jp>
Wed, 27 May 2020 11:47:01 +0000 (20:47 +0900)
committerHourier <hourier@users.sourceforge.jp>
Wed, 27 May 2020 11:47:01 +0000 (20:47 +0900)
src/combat/monster-attack-player.c

index 01ea5af..b6a867a 100644 (file)
@@ -60,27 +60,20 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
     bool explode = FALSE;
     bool do_silly_attack = (one_in_(2) && target_ptr->image);
     HIT_POINT get_damage = 0;
-    int abbreviate = 0; // 2回目以降の省略表現フラグ
+    int abbreviate = 0; // 2回目以降の省略表現フラグ.
 
-    /* Not allowed to attack */
     if (r_ptr->flags1 & (RF1_NEVER_BLOW))
         return FALSE;
 
     if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
         return FALSE;
 
-    /* ...nor if friendly */
     if (!is_hostile(m_ptr))
         return FALSE;
 
-    /* Extract the effective monster level */
     rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
-
-    /* Get the monster name (or "it") */
     monster_desc(target_ptr, m_name, m_ptr, 0);
-
     monster_desc(target_ptr, ddesc, m_ptr, MD_WRONGDOER_NAME);
-
     if (target_ptr->special_defense & KATA_IAI) {
         msg_format(_("相手が襲いかかる前に素早く武器を振るった。", "You took sen, drew and cut in one motion before %s moved."), m_name);
         if (do_cmd_attack(target_ptr, m_ptr->fy, m_ptr->fx, HISSATSU_IAI))
@@ -92,19 +85,13 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
             return TRUE;
     }
 
-    /* Assume no blink */
     blinked = FALSE;
-
-    /* Scan through all four blows */
     for (int ap_cnt = 0; ap_cnt < 4; ap_cnt++) {
         bool obvious = FALSE;
-
         HIT_POINT power = 0;
         HIT_POINT damage = 0;
-
         concptr act = NULL;
 
-        /* Extract the attack infomation */
         int effect = r_ptr->blow[ap_cnt].effect;
         rbm_type method = r_ptr->blow[ap_cnt].method;
         int d_dice = r_ptr->blow[ap_cnt].d_dice;
@@ -113,7 +100,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
         if (!monster_is_valid(m_ptr))
             break;
 
-        /* Hack -- no more attacks */
         if (!method)
             break;
 
@@ -122,33 +108,23 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
             d_dice /= 10;
         }
 
-        /* Stop if player is dead or gone */
         if (!target_ptr->playing || target_ptr->is_dead)
             break;
+
         if (distance(target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx) > 1)
             break;
 
-        /* Handle "leaving" */
         if (target_ptr->leaving)
             break;
 
         if (method == RBM_SHOOT)
             continue;
 
-        /* Extract the attack "power" */
         power = mbe_info[effect].power;
-
-        /* Total armor */
         ac = target_ptr->ac + target_ptr->to_a;
-
-        /* Monster hits player */
         if (!effect || check_hit_from_monster_to_player(target_ptr, power, rlev, MON_STUNNED(m_ptr))) {
-            /* Always disturbing */
             disturb(target_ptr, TRUE, TRUE);
-
-            /* Hack -- Apply "protection from evil" */
             if ((target_ptr->protevil > 0) && (r_ptr->flags3 & RF3_EVIL) && (target_ptr->lev >= rlev) && ((randint0(100) + target_ptr->lev) > 50)) {
-                /* Remember the Evil-ness */
                 if (is_original_ap_and_seen(target_ptr, m_ptr))
                     r_ptr->r_flags3 |= RF3_EVIL;
 
@@ -157,6 +133,7 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     msg_format("撃退した。");
                 else
                     msg_format("%^sは撃退された。", m_name);
+
                 abbreviate = 1; /*2回目以降は省略 */
 #else
                 msg_format("%^s is repelled.", m_name);
@@ -165,10 +142,7 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 continue;
             }
 
-            /* Assume no cut or stun */
             do_cut = do_stun = 0;
-
-            /* Describe the attack method */
             switch (method) {
             case RBM_HIT: {
                 act = _("殴られた。", "hits you.");
@@ -177,14 +151,12 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_HIT);
                 break;
             }
-
             case RBM_TOUCH: {
                 act = _("触られた。", "touches you.");
                 touched = TRUE;
                 sound(SOUND_TOUCH);
                 break;
             }
-
             case RBM_PUNCH: {
                 act = _("パンチされた。", "punches you.");
                 touched = TRUE;
@@ -192,7 +164,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_HIT);
                 break;
             }
-
             case RBM_KICK: {
                 act = _("蹴られた。", "kicks you.");
                 touched = TRUE;
@@ -200,7 +171,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_HIT);
                 break;
             }
-
             case RBM_CLAW: {
                 act = _("ひっかかれた。", "claws you.");
                 touched = TRUE;
@@ -208,7 +178,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_CLAW);
                 break;
             }
-
             case RBM_BITE: {
                 act = _("噛まれた。", "bites you.");
                 do_cut = 1;
@@ -216,14 +185,12 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_BITE);
                 break;
             }
-
             case RBM_STING: {
                 act = _("刺された。", "stings you.");
                 touched = TRUE;
                 sound(SOUND_STING);
                 break;
             }
-
             case RBM_SLASH: {
                 act = _("斬られた。", "slashes you.");
                 touched = TRUE;
@@ -231,7 +198,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_CLAW);
                 break;
             }
-
             case RBM_BUTT: {
                 act = _("角で突かれた。", "butts you.");
                 do_stun = 1;
@@ -239,7 +205,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_HIT);
                 break;
             }
-
             case RBM_CRUSH: {
                 act = _("体当たりされた。", "crushes you.");
                 do_stun = 1;
@@ -247,22 +212,21 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_CRUSH);
                 break;
             }
-
             case RBM_ENGULF: {
                 act = _("飲み込まれた。", "engulfs you.");
                 touched = TRUE;
                 sound(SOUND_CRUSH);
                 break;
             }
-
             case RBM_CHARGE: {
                 abbreviate = -1;
                 act = _("は請求書をよこした。", "charges you.");
                 touched = TRUE;
-                sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
+
+                /* このコメントはジョークが効いているので残しておく / Note! This is "charges", not "charges at". */
+                sound(SOUND_BUY);
                 break;
             }
-
             case RBM_CRAWL: {
                 abbreviate = -1;
                 act = _("が体の上を這い回った。", "crawls on you.");
@@ -270,55 +234,46 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_SLIME);
                 break;
             }
-
             case RBM_DROOL: {
                 act = _("よだれをたらされた。", "drools on you.");
                 sound(SOUND_SLIME);
                 break;
             }
-
             case RBM_SPIT: {
                 act = _("唾を吐かれた。", "spits on you.");
                 sound(SOUND_SLIME);
                 break;
             }
-
             case RBM_EXPLODE: {
                 abbreviate = -1;
                 act = _("は爆発した。", "explodes.");
                 explode = TRUE;
                 break;
             }
-
             case RBM_GAZE: {
                 act = _("にらまれた。", "gazes at you.");
                 break;
             }
-
             case RBM_WAIL: {
                 act = _("泣き叫ばれた。", "wails at you.");
                 sound(SOUND_WAIL);
                 break;
             }
-
             case RBM_SPORE: {
                 act = _("胞子を飛ばされた。", "releases spores at you.");
                 sound(SOUND_SLIME);
                 break;
             }
-
             case RBM_XXX4: {
                 abbreviate = -1;
                 act = _("が XXX4 を発射した。", "projects XXX4's at you.");
                 break;
             }
-
             case RBM_BEG: {
                 act = _("金をせがまれた。", "begs you for money.");
                 sound(SOUND_MOAN);
                 break;
             }
-
             case RBM_INSULT: {
 #ifdef JP
                 abbreviate = -1;
@@ -327,7 +282,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_MOAN);
                 break;
             }
-
             case RBM_MOAN: {
 #ifdef JP
                 abbreviate = -1;
@@ -336,7 +290,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 sound(SOUND_MOAN);
                 break;
             }
-
             case RBM_SHOW: {
 #ifdef JP
                 abbreviate = -1;
@@ -415,39 +368,29 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     msg_format("%s", act);
                 else /* if (abbreviate == -1) */
                     msg_format("%^s%s", m_name, act);
-                abbreviate = 1; /*回目以降は省略 */
+                abbreviate = 1; /*2回目以降は省略 */
 #else
                 msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
 #endif
             }
 
-            /* Hack -- assume all attacks are obvious */
             obvious = TRUE;
-
-            /* Roll out the damage */
             damage = damroll(d_dice, d_side);
-
-            /*
-             * Skip the effect when exploding, since the explosion
-             * already causes the effect.
-             */
             if (explode)
                 damage = 0;
-            /* Apply appropriate damage */
+
             switch (effect) {
             case 0: {
                 obvious = TRUE;
                 damage = 0;
                 break;
             }
-
             case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
             {
                 if (((randint1(rlev * 2 + 300) > (ac + 200)) || one_in_(13)) && !check_multishadow(target_ptr)) {
                     int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
                     msg_print(_("痛恨の一撃!", "It was a critical hit!"));
                     tmp_damage = MAX(damage, tmp_damage * 2);
-
                     get_damage += take_hit(target_ptr, DAMAGE_ATTACK, tmp_damage, ddesc, -1);
                     break;
                 }
@@ -460,12 +403,10 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
                 break;
             }
-
             case RBE_POISON: {
                 if (explode)
                     break;
 
-                /* Take "poison" effect */
                 if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)) && !check_multishadow(target_ptr)) {
                     if (set_poisoned(target_ptr, target_ptr->poisoned + randint1(rlev) + 5)) {
                         obvious = TRUE;
@@ -473,92 +414,61 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 }
 
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
-                /* Learn about the player */
                 update_smart_learn(target_ptr, m_idx, DRS_POIS);
-
                 break;
             }
-
             case RBE_UN_BONUS: {
                 if (explode)
                     break;
 
-                /* Allow complete resist */
                 if (!target_ptr->resist_disen && !check_multishadow(target_ptr)) {
-                    /* Apply disenchantment */
                     if (apply_disenchant(target_ptr, 0)) {
-                        /* Hack -- Update AC */
                         update_creature(target_ptr);
                         obvious = TRUE;
                     }
                 }
 
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
-                /* Learn about the player */
                 update_smart_learn(target_ptr, m_idx, DRS_DISEN);
-
                 break;
             }
-
             case RBE_UN_POWER: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
-                /* Find an item */
                 for (k = 0; k < 10; k++) {
-                    /* Pick an item */
                     INVENTORY_IDX i = (INVENTORY_IDX)randint0(INVEN_PACK);
-
-                    /* Obtain the item */
                     o_ptr = &target_ptr->inventory_list[i];
                     if (!o_ptr->k_idx)
                         continue;
 
-                    /* Drain charged wands/staffs */
                     if (((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)) && (o_ptr->pval)) {
-                        /* Calculate healed hitpoints */
                         int heal = rlev * o_ptr->pval;
                         if (o_ptr->tval == TV_STAFF)
                             heal *= o_ptr->number;
 
-                        /* Don't heal more than max hp */
                         heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
-
                         msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
-
                         obvious = TRUE;
-
-                        /* Heal the monster */
                         m_ptr->hp += (HIT_POINT)heal;
-
-                        /* Redraw (later) if needed */
                         if (target_ptr->health_who == m_idx)
                             target_ptr->redraw |= (PR_HEALTH);
+
                         if (target_ptr->riding == m_idx)
                             target_ptr->redraw |= (PR_UHEALTH);
 
-                        /* Uncharge */
                         o_ptr->pval = 0;
-
-                        /* Combine / Reorder the pack */
                         target_ptr->update |= (PU_COMBINE | PU_REORDER);
                         target_ptr->window |= (PW_INVEN);
-
                         break;
                     }
                 }
 
                 break;
             }
-
             case RBE_EAT_GOLD: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
-                /* Confused monsters cannot steal successfully. -LM-*/
                 if (MON_CONFUSED(m_ptr))
                     break;
 
@@ -566,18 +476,11 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     break;
 
                 obvious = TRUE;
-
-                /* Saving throw (unless paralyzed) based on dex and level */
                 if (!target_ptr->paralyzed && (randint0(100) < (adj_dex_safe[target_ptr->stat_ind[A_DEX]] + target_ptr->lev))) {
-                    /* Saving throw message */
                     msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
-
-                    /* Occasional blink anyway */
                     if (randint0(3))
                         blinked = TRUE;
                 }
-
-                /* Eat gold */
                 else {
                     gold = (target_ptr->au / 10) + randint1(25);
                     if (gold < 2)
@@ -599,57 +502,39 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                         chg_virtue(target_ptr, V_SACRIFICE, 2);
                     }
 
-                    /* Redraw gold */
                     target_ptr->redraw |= (PR_GOLD);
-
                     target_ptr->window |= (PW_PLAYER);
-
-                    /* Blink away */
                     blinked = TRUE;
                 }
 
                 break;
             }
-
             case RBE_EAT_ITEM: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
-                /* Confused monsters cannot steal successfully. -LM-*/
                 if (MON_CONFUSED(m_ptr))
                     break;
 
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
-                /* Saving throw (unless paralyzed) based on dex and level */
                 if (!target_ptr->paralyzed && (randint0(100) < (adj_dex_safe[target_ptr->stat_ind[A_DEX]] + target_ptr->lev))) {
-                    /* Saving throw message */
                     msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
-
-                    /* Occasional "blink" anyway */
                     blinked = TRUE;
                     obvious = TRUE;
                     break;
                 }
 
-                /* Find an item */
                 for (k = 0; k < 10; k++) {
                     OBJECT_IDX o_idx;
-
-                    /* Pick an item */
                     INVENTORY_IDX i = (INVENTORY_IDX)randint0(INVEN_PACK);
-
-                    /* Obtain the item */
                     o_ptr = &target_ptr->inventory_list[i];
                     if (!o_ptr->k_idx)
                         continue;
 
-                    /* Skip artifacts */
                     if (object_is_artifact(o_ptr))
                         continue;
 
                     object_desc(target_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
-
 #ifdef JP
                     msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
 #else
@@ -657,47 +542,26 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
 #endif
                     chg_virtue(target_ptr, V_SACRIFICE, 1);
                     o_idx = o_pop(floor_ptr);
-
-                    /* Success */
                     if (o_idx) {
                         object_type *j_ptr;
                         j_ptr = &floor_ptr->o_list[o_idx];
                         object_copy(j_ptr, o_ptr);
-
-                        /* Modify number */
                         j_ptr->number = 1;
-
-                        /* Hack -- If a rod or wand, allocate total
-                         * maximum timeouts or charges between those
-                         * stolen and those missed. -LM-
-                         */
                         if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND)) {
                             j_ptr->pval = o_ptr->pval / o_ptr->number;
                             o_ptr->pval -= j_ptr->pval;
                         }
 
-                        /* Forget mark */
                         j_ptr->marked = OM_TOUCHED;
-
-                        /* Memorize monster */
                         j_ptr->held_m_idx = m_idx;
-
-                        /* Build stack */
                         j_ptr->next_o_idx = m_ptr->hold_o_idx;
-
-                        /* Build stack */
                         m_ptr->hold_o_idx = o_idx;
                     }
 
-                    /* Steal the items */
                     inven_item_increase(target_ptr, i, -1);
                     inven_item_optimize(target_ptr, i);
-
                     obvious = TRUE;
-
-                    /* Blink away */
                     blinked = TRUE;
-
                     break;
                 }
 
@@ -706,54 +570,39 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
 
             case RBE_EAT_FOOD: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
-                /* Steal some food */
                 for (k = 0; k < 10; k++) {
-                    /* Pick an item from the pack */
                     INVENTORY_IDX i = (INVENTORY_IDX)randint0(INVEN_PACK);
-
                     o_ptr = &target_ptr->inventory_list[i];
                     if (!o_ptr->k_idx)
                         continue;
 
-                    /* Skip non-food objects */
                     if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval)))
                         continue;
 
                     object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
 #ifdef JP
                     msg_format("%s(%c)を%s食べられてしまった!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
 #else
                     msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
 #endif
-
-                    /* Steal the items */
                     inven_item_increase(target_ptr, i, -1);
                     inven_item_optimize(target_ptr, i);
-
                     obvious = TRUE;
-
                     break;
                 }
 
                 break;
             }
-
             case RBE_EAT_LITE: {
-                /* Access the lite */
                 o_ptr = &target_ptr->inventory_list[INVEN_LITE];
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
-                /* Drain fuel */
                 if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr))) {
-                    /* Reduce fuel */
                     o_ptr->xtra4 -= (s16b)(250 + randint1(250));
                     if (o_ptr->xtra4 < 1)
                         o_ptr->xtra4 = 1;
@@ -768,10 +617,10 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
 
                 break;
             }
-
             case RBE_ACID: {
                 if (explode)
                     break;
+
                 obvious = TRUE;
                 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
                 get_damage += acid_dam(target_ptr, damage, ddesc, -1, FALSE);
@@ -779,7 +628,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 update_smart_learn(target_ptr, m_idx, DRS_ACID);
                 break;
             }
-
             case RBE_ELEC: {
                 if (explode)
                     break;
@@ -789,7 +637,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 update_smart_learn(target_ptr, m_idx, DRS_ELEC);
                 break;
             }
-
             case RBE_FIRE: {
                 if (explode)
                     break;
@@ -799,7 +646,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 update_smart_learn(target_ptr, m_idx, DRS_FIRE);
                 break;
             }
-
             case RBE_COLD: {
                 if (explode)
                     break;
@@ -809,13 +655,11 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 update_smart_learn(target_ptr, m_idx, DRS_COLD);
                 break;
             }
-
             case RBE_BLIND: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
                 if (target_ptr->is_dead)
                     break;
 
-                /* Increase "blind" */
                 if (!target_ptr->resist_blind && !check_multishadow(target_ptr)) {
                     if (set_blind(target_ptr, target_ptr->blind + 10 + randint1(rlev))) {
 #ifdef JP
@@ -828,40 +672,31 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     }
                 }
 
-                /* Learn about the player */
                 update_smart_learn(target_ptr, m_idx, DRS_BLIND);
-
                 break;
             }
-
             case RBE_CONFUSE: {
                 if (explode)
                     break;
-                get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
 
+                get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
                 if (target_ptr->is_dead)
                     break;
 
-                /* Increase "confused" */
                 if (!target_ptr->resist_conf && !check_multishadow(target_ptr)) {
                     if (set_confused(target_ptr, target_ptr->confused + 3 + randint1(rlev))) {
                         obvious = TRUE;
                     }
                 }
 
-                /* Learn about the player */
                 update_smart_learn(target_ptr, m_idx, DRS_CONF);
-
                 break;
             }
-
             case RBE_TERRIFY: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead)
                     break;
 
-                /* Increase "afraid" */
                 if (check_multishadow(target_ptr)) {
                     /* Do nothing */
                 } else if (target_ptr->resist_fear) {
@@ -876,19 +711,15 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     }
                 }
 
-                /* Learn about the player */
                 update_smart_learn(target_ptr, m_idx, DRS_FEAR);
-
                 break;
             }
-
             case RBE_PARALYZE: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
 
                 if (target_ptr->is_dead)
                     break;
 
-                /* Increase "paralyzed" */
                 if (check_multishadow(target_ptr)) {
                     /* Do nothing */
                 } else if (target_ptr->free_act) {
@@ -905,189 +736,155 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     }
                 }
 
-                /* Learn about the player */
                 update_smart_learn(target_ptr, m_idx, DRS_FREE);
-
                 break;
             }
-
             case RBE_LOSE_STR: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
+
                 if (do_dec_stat(target_ptr, A_STR))
                     obvious = TRUE;
 
                 break;
             }
-
             case RBE_LOSE_INT: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
+
                 if (do_dec_stat(target_ptr, A_INT))
                     obvious = TRUE;
 
                 break;
             }
-
             case RBE_LOSE_WIS: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
+
                 if (do_dec_stat(target_ptr, A_WIS))
                     obvious = TRUE;
 
                 break;
             }
-
             case RBE_LOSE_DEX: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
+
                 if (do_dec_stat(target_ptr, A_DEX))
                     obvious = TRUE;
 
                 break;
             }
-
             case RBE_LOSE_CON: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
+
                 if (do_dec_stat(target_ptr, A_CON))
                     obvious = TRUE;
 
                 break;
             }
-
             case RBE_LOSE_CHR: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
+
                 if (do_dec_stat(target_ptr, A_CHR))
                     obvious = TRUE;
 
                 break;
             }
-
             case RBE_LOSE_ALL: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
-                /* Damage (stats) */
                 if (do_dec_stat(target_ptr, A_STR))
                     obvious = TRUE;
+
                 if (do_dec_stat(target_ptr, A_DEX))
                     obvious = TRUE;
+
                 if (do_dec_stat(target_ptr, A_CON))
                     obvious = TRUE;
+
                 if (do_dec_stat(target_ptr, A_INT))
                     obvious = TRUE;
+
                 if (do_dec_stat(target_ptr, A_WIS))
                     obvious = TRUE;
+
                 if (do_dec_stat(target_ptr, A_CHR))
                     obvious = TRUE;
 
                 break;
             }
-
             case RBE_SHATTER: {
                 obvious = TRUE;
-
-                /* Hack -- Reduce damage based on the player armor class */
                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
-
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
-                /* Radius 8 earthquake centered at the monster */
-                if (damage > 23 || explode) {
+                if (damage > 23 || explode)
                     earthquake(target_ptr, m_ptr->fy, m_ptr->fx, 8, m_idx);
-                }
 
                 break;
             }
-
             case RBE_EXP_10: {
                 s32b d = damroll(10, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
-
                 obvious = TRUE;
-
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
                 (void)drain_exp(target_ptr, d, d / 10, 95);
                 break;
             }
-
             case RBE_EXP_20: {
                 s32b d = damroll(20, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
-
                 obvious = TRUE;
-
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
                 (void)drain_exp(target_ptr, d, d / 10, 90);
                 break;
             }
-
             case RBE_EXP_40: {
                 s32b d = damroll(40, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
-
                 obvious = TRUE;
-
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
                 (void)drain_exp(target_ptr, d, d / 10, 75);
                 break;
             }
-
             case RBE_EXP_80: {
                 s32b d = damroll(80, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
-
                 obvious = TRUE;
-
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
                 (void)drain_exp(target_ptr, d, d / 10, 50);
                 break;
             }
-
             case RBE_DISEASE: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
-                /* Take "poison" effect */
                 if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr))) {
                     if (set_poisoned(target_ptr, target_ptr->poisoned + randint1(rlev) + 5)) {
                         obvious = TRUE;
                     }
                 }
 
-                /* Damage CON (10% chance)*/
                 if ((randint1(100) < 11) && (target_ptr->prace != RACE_ANDROID)) {
-                    /* 1% chance for perm. damage */
                     bool perm = one_in_(10);
                     if (dec_stat(target_ptr, A_CON, randint1(10), perm)) {
                         msg_print(_("病があなたを蝕んでいる気がする。", "You feel sickly."));
@@ -1100,6 +897,7 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
             case RBE_TIME: {
                 if (explode)
                     break;
+
                 if (!target_ptr->resist_time && !check_multishadow(target_ptr)) {
                     switch (randint1(10)) {
                     case 1:
@@ -1113,13 +911,11 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                         lose_exp(target_ptr, 100 + (target_ptr->exp / 100) * MON_DRAIN_LIFE);
                         break;
                     }
-
                     case 6:
                     case 7:
                     case 8:
                     case 9: {
                         int stat = randint0(6);
-
                         switch (stat) {
 #ifdef JP
                         case A_STR:
@@ -1166,41 +962,36 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                         target_ptr->stat_cur[stat] = (target_ptr->stat_cur[stat] * 3) / 4;
                         if (target_ptr->stat_cur[stat] < 3)
                             target_ptr->stat_cur[stat] = 3;
+
                         target_ptr->update |= (PU_BONUS);
                         break;
                     }
-
                     case 10: {
                         msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
-
                         for (k = 0; k < A_MAX; k++) {
                             target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 7) / 8;
                             if (target_ptr->stat_cur[k] < 3)
                                 target_ptr->stat_cur[k] = 3;
                         }
+
                         target_ptr->update |= (PU_BONUS);
                         break;
                     }
                     }
                 }
-                get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
 
+                get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
                 break;
             }
             case RBE_DR_LIFE: {
                 s32b d = damroll(60, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
                 bool resist_drain;
-
                 obvious = TRUE;
-
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead || check_multishadow(target_ptr))
                     break;
 
                 resist_drain = !drain_exp(target_ptr, d, d / 10, 50);
-
-                /* Heal the attacker? */
                 if (target_ptr->mimic_form) {
                     if (mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
                         resist_drain = TRUE;
@@ -1220,22 +1011,19 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
 
                 if ((damage > 5) && !resist_drain) {
                     bool did_heal = FALSE;
-
                     if (m_ptr->hp < m_ptr->maxhp)
                         did_heal = TRUE;
 
-                    /* Heal */
                     m_ptr->hp += damroll(4, damage / 6);
                     if (m_ptr->hp > m_ptr->maxhp)
                         m_ptr->hp = m_ptr->maxhp;
 
-                    /* Redraw (later) if needed */
                     if (target_ptr->health_who == m_idx)
                         target_ptr->redraw |= (PR_HEALTH);
+
                     if (target_ptr->riding == m_idx)
                         target_ptr->redraw |= (PR_UHEALTH);
 
-                    /* Special message */
                     if (m_ptr->ml && did_heal) {
                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
                     }
@@ -1245,12 +1033,10 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
             }
             case RBE_DR_MANA: {
                 obvious = TRUE;
-
                 if (check_multishadow(target_ptr)) {
                     msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, but you are unharmed!"));
                 } else {
                     do_cut = 0;
-
                     target_ptr->csp -= damage;
                     if (target_ptr->csp < 0) {
                         target_ptr->csp = 0;
@@ -1260,18 +1046,14 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     target_ptr->redraw |= (PR_MANA);
                 }
 
-                /* Learn about the player */
                 update_smart_learn(target_ptr, m_idx, DRS_MANA);
-
                 break;
             }
             case RBE_INERTIA: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead)
                     break;
 
-                /* Decrease speed */
                 if (check_multishadow(target_ptr)) {
                     /* Do nothing */
                 } else {
@@ -1284,11 +1066,9 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
             }
             case RBE_STUN: {
                 get_damage += take_hit(target_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
-
                 if (target_ptr->is_dead)
                     break;
 
-                /* Decrease speed */
                 if (target_ptr->resist_sound || check_multishadow(target_ptr)) {
                     /* Do nothing */
                 } else {
@@ -1301,27 +1081,19 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
             }
             }
 
-            /* Hack -- only one of cut or stun */
+            // TODO 三項演算子に差し替え.
             if (do_cut && do_stun) {
-                /* Cancel cut */
                 if (randint0(100) < 50) {
                     do_cut = 0;
                 }
-
-                /* Cancel stun */
                 else {
                     do_stun = 0;
                 }
             }
 
-            /* Handle cut */
             if (do_cut) {
                 int cut_plus = 0;
-
-                /* Critical hit (zero if non-critical) */
                 tmp = calc_monster_critical(d_dice, d_side, damage);
-
-                /* Roll for damage */
                 switch (tmp) {
                 case 0:
                     cut_plus = 0;
@@ -1349,19 +1121,13 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     break;
                 }
 
-                /* Apply the cut */
                 if (cut_plus)
                     (void)set_cut(target_ptr, target_ptr->cut + cut_plus);
             }
 
-            /* Handle stun */
             if (do_stun) {
                 int stun_plus = 0;
-
-                /* Critical hit (zero if non-critical) */
                 tmp = calc_monster_critical(d_dice, d_side, damage);
-
-                /* Roll for damage */
                 switch (tmp) {
                 case 0:
                     stun_plus = 0;
@@ -1389,7 +1155,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     break;
                 }
 
-                /* Apply the stun */
                 if (stun_plus)
                     (void)set_stun(target_ptr, target_ptr->stun + stun_plus);
             }
@@ -1407,16 +1172,13 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 if (target_ptr->sh_fire && alive && !target_ptr->is_dead) {
                     if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) {
                         HIT_POINT dam = damroll(2, 6);
-
-                        /* Modify the damage */
                         dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
-
                         msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
-
                         if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash."))) {
                             blinked = FALSE;
                             alive = FALSE;
                         }
+
                     } else {
                         if (is_original_ap_and_seen(target_ptr, m_ptr))
                             r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
@@ -1426,10 +1188,7 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 if (target_ptr->sh_elec && alive && !target_ptr->is_dead) {
                     if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) {
                         HIT_POINT dam = damroll(2, 6);
-
-                        /* Modify the damage */
                         dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
-
                         msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
                         if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder."))) {
                             blinked = FALSE;
@@ -1444,10 +1203,7 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 if (target_ptr->sh_cold && alive && !target_ptr->is_dead) {
                     if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) {
                         HIT_POINT dam = damroll(2, 6);
-
-                        /* Modify the damage */
                         dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
-
                         msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
                         if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は凍りついた。", " was frozen."))) {
                             blinked = FALSE;
@@ -1459,14 +1215,10 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     }
                 }
 
-                /* by henkma */
                 if (target_ptr->dustrobe && alive && !target_ptr->is_dead) {
                     if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK)) {
                         HIT_POINT dam = damroll(2, 6);
-
-                        /* Modify the damage */
                         dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
-
                         msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
                         if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces."))) {
                             blinked = FALSE;
@@ -1486,10 +1238,7 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                     if (r_ptr->flags3 & RF3_EVIL) {
                         if (!(r_ptr->flagsr & RFR_RES_ALL)) {
                             HIT_POINT dam = damroll(2, 6);
-
-                            /* Modify the damage */
                             dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
-
                             msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
                             if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed."))) {
                                 blinked = FALSE;
@@ -1507,10 +1256,7 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 if (target_ptr->tim_sh_touki && alive && !target_ptr->is_dead) {
                     if (!(r_ptr->flagsr & RFR_RES_ALL)) {
                         HIT_POINT dam = damroll(2, 6);
-
-                        /* Modify the damage */
                         dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
-
                         msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), m_name);
                         if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed."))) {
                             blinked = FALSE;
@@ -1525,21 +1271,17 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 if (hex_spelling(target_ptr, HEX_SHADOW_CLOAK) && alive && !target_ptr->is_dead) {
                     HIT_POINT dam = 1;
                     object_type *o_armed_ptr = &target_ptr->inventory_list[INVEN_RARM];
-
                     if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK)) {
                         if (o_armed_ptr->k_idx) {
                             int basedam = ((o_armed_ptr->dd + target_ptr->to_dd[0]) * (o_armed_ptr->ds + target_ptr->to_ds[0] + 1));
                             dam = basedam / 2 + o_armed_ptr->to_d + target_ptr->to_d[0];
                         }
 
-                        /* Cursed armor makes damages doubled */
                         o_armed_ptr = &target_ptr->inventory_list[INVEN_BODY];
                         if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr))
                             dam *= 2;
 
-                        /* Modify the damage */
                         dam = mon_damage_mod(target_ptr, m_ptr, dam, FALSE);
-
                         msg_format(_("影のオーラが%^sに反撃した!", "Enveloping shadows attack %^s."), m_name);
                         if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed."))) {
                             blinked = FALSE;
@@ -1565,10 +1307,7 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 }
             }
         }
-
-        /* Monster missed player */
         else {
-            /* Analyze failed attacks */
             switch (method) {
             case RBM_HIT:
             case RBM_TOUCH:
@@ -1582,32 +1321,26 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
             case RBM_CRUSH:
             case RBM_ENGULF:
             case RBM_CHARGE:
-
-                /* Visible monsters */
                 if (m_ptr->ml) {
                     disturb(target_ptr, TRUE, TRUE);
-
 #ifdef JP
                     if (abbreviate)
                         msg_format("%sかわした。", (target_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
                     else
                         msg_format("%s%^sの攻撃をかわした。", (target_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "", m_name);
-                    abbreviate = 1; /*2回目以降は省略 */
+
+                    abbreviate = 1; /*2回目以降は省略 */
 #else
                     msg_format("%^s misses you.", m_name);
 #endif
                 }
 
-                /* Gain shield experience */
                 if (object_is_armour(&target_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&target_ptr->inventory_list[INVEN_LARM])) {
                     int cur = target_ptr->skill_exp[GINOU_SHIELD];
                     int max = s_info[target_ptr->pclass].s_max[GINOU_SHIELD];
-
                     if (cur < max) {
                         DEPTH targetlevel = r_ptr->level;
                         int inc = 0;
-
-                        /* Extra experience */
                         if ((cur / 100) < targetlevel) {
                             if ((cur / 100 + 15) < targetlevel)
                                 inc += 1 + (targetlevel - (cur / 100 + 15));
@@ -1621,16 +1354,12 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
                 }
 
                 damage = 0;
-
                 break;
             }
         }
 
-        /* Analyze "visible" monsters only */
         if (is_original_ap_and_seen(target_ptr, m_ptr) && !do_silly_attack) {
-            /* Count "obvious" attacks (and ones that cause damage) */
             if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10)) {
-                /* Count attacks of this type */
                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR) {
                     r_ptr->r_blows[ap_cnt]++;
                 }
@@ -1651,18 +1380,13 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
         }
     }
 
-    /* Hex - revenge damage stored */
     revenge_store(target_ptr, get_damage);
-
     if ((target_ptr->tim_eyeeye || hex_spelling(target_ptr, HEX_EYE_FOR_EYE)) && get_damage > 0 && !target_ptr->is_dead) {
 #ifdef JP
         msg_format("攻撃が%s自身を傷つけた!", m_name);
 #else
         GAME_TEXT m_name_self[80];
-
-        /* hisself */
         monster_desc(target_ptr, m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
-
         msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
 #endif
         project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
@@ -1673,7 +1397,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
     if ((target_ptr->counter || (target_ptr->special_defense & KATA_MUSOU)) && alive && !target_ptr->is_dead && m_ptr->ml && (target_ptr->csp > 7)) {
         char m_target_name[MAX_NLEN];
         monster_desc(target_ptr, m_target_name, m_ptr, 0);
-
         target_ptr->csp -= 7;
         msg_format(_("%^sに反撃した!", "You counterattacked %s!"), m_target_name);
         do_cmd_attack(target_ptr, m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
@@ -1681,7 +1404,6 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
         target_ptr->redraw |= (PR_MANA);
     }
 
-    /* Blink away */
     if (blinked && alive && !target_ptr->is_dead) {
         if (teleport_barrier(target_ptr, m_idx)) {
             msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But a magic barrier obstructs it."));
@@ -1691,10 +1413,8 @@ bool make_attack_normal(player_type *target_ptr, MONSTER_IDX m_idx)
         }
     }
 
-    /* Always notice cause of death */
-    if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !floor_ptr->inside_arena) {
+    if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !floor_ptr->inside_arena)
         r_ptr->r_deaths++;
-    }
 
     if (m_ptr->ml && fear && alive && !target_ptr->is_dead) {
         sound(SOUND_FLEE);