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[Refactor] #40483 display-main-window.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 comment...
authorHourier <hourier@users.sourceforge.jp>
Sat, 20 Jun 2020 08:09:44 +0000 (17:09 +0900)
committerHourier <hourier@users.sourceforge.jp>
Sat, 20 Jun 2020 08:09:44 +0000 (17:09 +0900)
src/view/display-main-window.c

index 4ae5450..740a265 100644 (file)
@@ -70,9 +70,9 @@
 #include "view/object-describer.h"
 #include "world/world.h"
 
- /*
 * Not using graphical tiles for this feature?
 */
+/*
+ * Not using graphical tiles for this feature?
+ */
 #define IS_ASCII_GRAPHICS(A) (!((A) & 0x80))
 
 static int feat_priority; /*!< マップ縮小表示時に表示すべき地形の優先度を保管する */
@@ -96,15 +96,9 @@ POSITION panel_col_prt, panel_row_prt;
 #define ROW_RACE                1
 #define COL_RACE                0       /* <race name> */
 
- /*#define ROW_CLASS               2 */
- /*#define COL_CLASS               0 */      /* <class name> */
-
 #define ROW_TITLE               2
 #define COL_TITLE               0       /* <title> or <mode> */
 
-/*#define ROW_SEIKAKU          4 */
-/*#define COL_SEIKAKU          0*/     /* <seikaku> */
-
 #define ROW_DAY                 21
 #define COL_DAY                 0       /* day */
 
@@ -184,10 +178,7 @@ void set_term_color(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR
  */
 static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
 {
-       /* Dump 13 spaces to clear */
        c_put_str(TERM_WHITE, "             ", row, col);
-
-       /* Dump the info itself */
        c_put_str(TERM_L_BLUE, info, row, col);
 }
 
@@ -200,13 +191,8 @@ static void print_field(concptr info, TERM_LEN row, TERM_LEN col)
 void print_time(player_type *player_ptr)
 {
        int day, hour, min;
-
-       /* Dump 13 spaces to clear */
        c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
-
        extract_day_hour_min(player_ptr, &day, &hour, &min);
-
-       /* Dump the info itself */
        if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
        else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
 
@@ -245,15 +231,11 @@ concptr map_name(player_type *creature_ptr)
  */
 static void print_dungeon(player_type *creature_ptr)
 {
-       /* Dump 13 spaces to clear */
        c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
-
        concptr dungeon_name = map_name(creature_ptr);
-
        TERM_LEN col = COL_DUNGEON + 6 - strlen(dungeon_name) / 2;
        if (col < 0) col = 0;
 
-       /* Dump the info itself */
        c_put_str(TERM_L_UMBER, format("%s", dungeon_name),
                ROW_DUNGEON, col);
 }
@@ -267,16 +249,12 @@ static void print_dungeon(player_type *creature_ptr)
 static void print_stat(player_type *creature_ptr, int stat)
 {
        GAME_TEXT tmp[32];
-
-       /* Display "injured" stat */
        if (creature_ptr->stat_cur[stat] < creature_ptr->stat_max[stat])
        {
                put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
                cnv_stat(creature_ptr->stat_use[stat], tmp);
                c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
        }
-
-       /* Display "healthy" stat */
        else
        {
                put_str(stat_names[stat], ROW_STAT + stat, 0);
@@ -284,7 +262,6 @@ static void print_stat(player_type *creature_ptr, int stat)
                c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
        }
 
-       /* Indicate natural maximum */
        if (creature_ptr->stat_max[stat] != creature_ptr->stat_max_max[stat])
                return;
 
@@ -524,18 +501,18 @@ static struct {
  */
 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
 
- /*!
 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
 * @param FLG フラグ位置(ビット)
 * @return 1ならば0以外を返す
 */
+/*!
+ * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
+ * @param FLG フラグ位置(ビット)
+ * @return 1ならば0以外を返す
+ */
 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
 
 
-  /*!
  * @brief 下部に状態表示を行う / Show status bar
  * @return なし
  */
+/*!
+ * @brief 下部に状態表示を行う / Show status bar
+ * @return なし
+ */
 static void print_status(player_type *creature_ptr)
 {
        TERM_LEN wid, hgt;
@@ -548,60 +525,42 @@ static void print_status(player_type *creature_ptr)
        BIT_FLAGS bar_flags[3];
        bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
 
-       /* Tsuyoshi  */
        if (creature_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
 
-       /* Hallucinating */
        if (creature_ptr->image) ADD_FLG(BAR_HALLUCINATION);
 
-       /* Blindness */
        if (creature_ptr->blind) ADD_FLG(BAR_BLINDNESS);
 
-       /* Paralysis */
        if (creature_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
 
-       /* Confusion */
        if (creature_ptr->confused) ADD_FLG(BAR_CONFUSE);
 
-       /* Posioned */
        if (creature_ptr->poisoned) ADD_FLG(BAR_POISONED);
 
-       /* Times see-invisible */
        if (creature_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
 
-       /* Timed esp */
        if (is_time_limit_esp(creature_ptr)) ADD_FLG(BAR_TELEPATHY);
 
-       /* Timed regenerate */
        if (creature_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
 
-       /* Timed infra-vision */
        if (creature_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
 
-       /* Protection from evil */
        if (creature_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
 
-       /* Invulnerability */
        if (IS_INVULN(creature_ptr)) ADD_FLG(BAR_INVULN);
 
-       /* Wraith form */
        if (creature_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
 
-       /* Kabenuke */
        if (creature_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
 
        if (creature_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
 
-       /* Heroism */
        if (IS_HERO(creature_ptr)) ADD_FLG(BAR_HEROISM);
 
-       /* Super Heroism / berserk */
        if (creature_ptr->shero) ADD_FLG(BAR_BERSERK);
 
-       /* Blessed */
        if (is_blessed(creature_ptr)) ADD_FLG(BAR_BLESSED);
 
-       /* Shield */
        if (creature_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
 
        if (creature_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
@@ -610,55 +569,42 @@ static void print_status(player_type *creature_ptr)
 
        if (creature_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
 
-       /* Oppose Acid */
        if (creature_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
        if (is_oppose_acid(creature_ptr)) ADD_FLG(BAR_RESACID);
 
-       /* Oppose Lightning */
        if (creature_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
        if (is_oppose_elec(creature_ptr)) ADD_FLG(BAR_RESELEC);
 
-       /* Oppose Fire */
        if (creature_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
        if (is_oppose_fire(creature_ptr)) ADD_FLG(BAR_RESFIRE);
 
-       /* Oppose Cold */
        if (creature_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
        if (is_oppose_cold(creature_ptr)) ADD_FLG(BAR_RESCOLD);
 
-       /* Oppose Poison */
        if (is_oppose_pois(creature_ptr)) ADD_FLG(BAR_RESPOIS);
 
-       /* Word of Recall */
        if (creature_ptr->word_recall) ADD_FLG(BAR_RECALL);
 
-       /* Alter realiry */
        if (creature_ptr->alter_reality) ADD_FLG(BAR_ALTER);
 
-       /* Afraid */
        if (creature_ptr->afraid) ADD_FLG(BAR_AFRAID);
 
-       /* Resist time */
        if (creature_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
 
        if (creature_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
 
-       /* Confusing Hands */
        if (creature_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
 
        if (creature_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
 
-       /* Ultimate-resistance */
        if (creature_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
 
-       /* tim levitation */
        if (creature_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
 
        if (creature_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
 
        if (creature_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
 
-       /* Mahouken */
        if (creature_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
        if (creature_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
        if (creature_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
@@ -668,18 +614,14 @@ static void print_status(player_type *creature_ptr)
 
        if (creature_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
 
-       /* tim stealth */
        if (is_time_limit_stealth(creature_ptr)) ADD_FLG(BAR_STEALTH);
 
        if (creature_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
 
-       /* Holy aura */
        if (creature_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
 
-       /* An Eye for an Eye */
        if (creature_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
 
-       /* Hex spells */
        if (creature_ptr->realm1 == REALM_HEX)
        {
                if (hex_spelling(creature_ptr, HEX_BLESS)) ADD_FLG(BAR_BLESSED);
@@ -708,7 +650,6 @@ static void print_status(player_type *creature_ptr)
                }
        }
 
-       /* Calcurate length */
        TERM_LEN col = 0, num = 0;
        for (int i = 0; bar[i].sstr; i++)
        {
@@ -719,7 +660,6 @@ static void print_status(player_type *creature_ptr)
                }
        }
 
-       /* If there are not excess spaces for long strings, use short one */
        int space = 2;
        if (col - 1 > max_col_statbar)
        {
@@ -734,7 +674,6 @@ static void print_status(player_type *creature_ptr)
                        }
                }
 
-               /* If there are excess spaces for short string, use more */
                if (col - 1 <= max_col_statbar - (num - 1))
                {
                        space = 1;
@@ -742,10 +681,7 @@ static void print_status(player_type *creature_ptr)
                }
        }
 
-       /* Centering display column */
        col = (max_col_statbar - col) / 2;
-
-       /* Display status bar */
        for (int i = 0; bar[i].sstr; i++)
        {
                if (!IS_FLG(i)) continue;
@@ -769,7 +705,6 @@ static void print_status(player_type *creature_ptr)
 static void print_title(player_type *creature_ptr)
 {
        GAME_TEXT str[14];
-
        concptr p = "";
        if (current_world_ptr->wizard)
        {
@@ -897,15 +832,9 @@ static void print_ac(player_type *creature_ptr)
  */
 static void print_hp(player_type *creature_ptr)
 {
-       /* ヒットポイントの表示方法を変更 */
        char tmp[32];
-
-       /* タイトル */
        put_str("HP", ROW_CURHP, COL_CURHP);
-
-       /* 現在のヒットポイント */
        sprintf(tmp, "%4ld", (long int)creature_ptr->chp);
-
        TERM_COLOR color;
        if (creature_ptr->chp >= creature_ptr->mhp)
        {
@@ -921,14 +850,9 @@ static void print_hp(player_type *creature_ptr)
        }
 
        c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 3);
-
-       /* 区切り */
        put_str("/", ROW_CURHP, COL_CURHP + 7);
-
-       /* 最大ヒットポイント */
        sprintf(tmp, "%4ld", (long int)creature_ptr->mhp);
        color = TERM_L_GREEN;
-
        c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8);
 }
 
@@ -939,19 +863,12 @@ static void print_hp(player_type *creature_ptr)
  */
 static void print_sp(player_type *creature_ptr)
 {
-       /* マジックポイントの表示方法を変更している */
        char tmp[32];
        byte color;
-
-       /* Do not show mana unless it matters */
        if (!mp_ptr->spell_book) return;
 
-       /* タイトル */
        put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
-
-       /* 現在のマジックポイント */
        sprintf(tmp, "%4ld", (long int)creature_ptr->csp);
-
        if (creature_ptr->csp >= creature_ptr->msp)
        {
                color = TERM_L_GREEN;
@@ -966,14 +883,9 @@ static void print_sp(player_type *creature_ptr)
        }
 
        c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 3);
-
-       /* 区切り */
        put_str("/", ROW_CURSP, COL_CURSP + 7);
-
-       /* 最大マジックポイント */
        sprintf(tmp, "%4ld", (long int)creature_ptr->msp);
        color = TERM_L_GREEN;
-
        c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
 }
 
@@ -1011,7 +923,6 @@ static void print_depth(player_type *creature_ptr)
        if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)floor_ptr->dun_level * 50);
        else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)floor_ptr->dun_level);
 
-       /* Get color of level based on feeling  -JSV- */
        switch (creature_ptr->feeling)
        {
        case  0: attr = TERM_SLATE;   break; /* Unknown */
@@ -1087,8 +998,6 @@ static void print_state(player_type *player_ptr)
 {
        TERM_COLOR attr = TERM_WHITE;
        GAME_TEXT text[16];
-
-       /* Repeating */
        if (command_rep)
        {
                if (command_rep > 999)
@@ -1104,7 +1013,6 @@ static void print_state(player_type *player_ptr)
                return;
        }
 
-       /* Action */
        switch (player_ptr->action)
        {
        case ACTION_SEARCH:
@@ -1113,9 +1021,7 @@ static void print_state(player_type *player_ptr)
                break;
        }
        case ACTION_REST:
-               /* Start with "Rest" */
                strcpy(text, _("    ", "    "));
-
                if (player_ptr->resting > 0)
                {
                        sprintf(text, "%4d", player_ptr->resting);
@@ -1128,6 +1034,7 @@ static void print_state(player_type *player_ptr)
                {
                        text[0] = text[1] = text[2] = text[3] = '&';
                }
+
                break;
 
        case ACTION_LEARN:
@@ -1153,6 +1060,7 @@ static void print_state(player_type *player_ptr)
                case 2: attr = TERM_L_BLUE; break;
                case 3: attr = TERM_L_RED; break;
                }
+
                strcpy(text, kamae_shurui[i].desc);
                break;
        }
@@ -1161,6 +1069,7 @@ static void print_state(player_type *player_ptr)
                int i;
                for (i = 0; i < MAX_KATA; i++)
                        if (player_ptr->special_defense & (KATA_IAI << i)) break;
+
                strcpy(text, kata_shurui[i].desc);
                break;
        }
@@ -1202,11 +1111,9 @@ static void print_speed(player_type *player_ptr)
        TERM_LEN col_speed = wid + COL_SPEED;
        TERM_LEN row_speed = hgt + ROW_SPEED;
 
-       /* Hack -- Visually "undo" the Search Mode Slowdown */
        int i = player_ptr->pspeed;
        if (player_ptr->action == ACTION_SEARCH && !player_ptr->lightspeed) i += 10;
 
-       /* Fast */
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        bool is_fast = IS_FAST(player_ptr);
        char buf[32] = "";
@@ -1225,8 +1132,6 @@ static void print_speed(player_type *player_ptr)
                else attr = TERM_L_GREEN;
                sprintf(buf, "%s(+%d)", (player_ptr->riding ? _("乗馬", "Ride") : _("加速", "Fast")), (i - 110));
        }
-
-       /* Slow */
        else if (i < 110)
        {
                if (player_ptr->riding)
@@ -1464,79 +1369,46 @@ static void health_redraw(player_type *creature_ptr, bool riding)
                return;
        }
 
-       /* Not tracking */
        if (!health_who)
        {
-               /* Erase the health bar */
                Term_erase(col, row, 12);
                return;
        }
 
-       /* Tracking an unseen monster */
        if (!m_ptr->ml)
        {
-               /* Indicate that the monster health is "unknown" */
                Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
                return;
        }
 
-       /* Tracking a hallucinatory monster */
        if (creature_ptr->image)
        {
-               /* Indicate that the monster health is "unknown" */
                Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
                return;
        }
 
-       /* Tracking a dead monster (???) */
        if (m_ptr->hp < 0)
        {
-               /* Indicate that the monster health is "unknown" */
                Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
                return;
        }
 
-       /* Tracking a visible monster */
-       /* Extract the "percent" of health */
        int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
        int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp : 0;
-
-       /* Convert percent into "health" */
        int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
-
-       /* Default to almost dead */
        TERM_COLOR attr = TERM_RED;
-
-       /* Invulnerable */
        if (monster_invulner_remaining(m_ptr)) attr = TERM_WHITE;
-
-       /* Asleep */
        else if (monster_csleep_remaining(m_ptr)) attr = TERM_BLUE;
-
-       /* Afraid */
        else if (monster_fear_remaining(m_ptr)) attr = TERM_VIOLET;
-
-       /* Healthy */
        else if (pct >= 100) attr = TERM_L_GREEN;
-
-       /* Somewhat Wounded */
        else if (pct >= 60) attr = TERM_YELLOW;
-
-       /* Wounded */
        else if (pct >= 25) attr = TERM_ORANGE;
-
-       /* Badly wounded */
        else if (pct >= 10) attr = TERM_L_RED;
 
-       /* Default to "unknown" */
        Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
-
-       /* Dump the current "health" (use '*' symbols) */
        Term_putstr(col + 1, row, len, attr, "**********");
 }
 
-
-
 /*!
  * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
  * @param creature_ptr プレーヤーへの参照ポインタ
@@ -1560,6 +1432,7 @@ static void print_frame_basic(player_type *creature_ptr)
        print_exp(creature_ptr);
        for (int i = 0; i < A_MAX; i++)
                print_stat(creature_ptr, i);
+
        print_ac(creature_ptr);
        print_hp(creature_ptr);
        print_sp(creature_ptr);
@@ -1595,20 +1468,14 @@ static void print_frame_extra(player_type *player_ptr)
  */
 static void fix_inventory(player_type *player_ptr, tval_type item_tester_tval)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
 
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_INVEN))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
                display_inventory(player_ptr, item_tester_tval);
                Term_fresh();
                Term_activate(old);
@@ -1639,8 +1506,6 @@ static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int
 
        Term_gotoxy(x, y);
        if (!r_ptr)return;
-       //Number of 'U'nique
-       //unique
        if (r_ptr->flags1 & RF1_UNIQUE)
        {
                bool is_bounty = FALSE;
@@ -1661,11 +1526,9 @@ static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int
                Term_addstr(-1, TERM_WHITE, buf);
        }
 
-       //symbol
        Term_addstr(-1, TERM_WHITE, " ");
        Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
 
-       //LV
        if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
        {
                sprintf(buf, " %2d", (int)r_ptr->level);
@@ -1677,7 +1540,6 @@ static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int
 
        Term_addstr(-1, TERM_WHITE, buf);
 
-       //name
        sprintf(buf, " %s ", r_name + r_ptr->name);
        Term_addstr(-1, TERM_WHITE, buf);
 }
@@ -1699,13 +1561,12 @@ void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN
        {
                grid_type* g_ptr = &floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]];
                if (!g_ptr->m_idx || !floor_ptr->m_list[g_ptr->m_idx].ml)
-                       continue;//no mons or cannot look
+                       continue;
                m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
                if (is_pet(m_ptr)) continue;//pet
                if (!m_ptr->r_idx) continue;//dead?
 
                //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
-
                //先頭モンスター
                if (!last_mons)
                {
@@ -1748,25 +1609,17 @@ void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN
  */
 static void fix_monster_list(player_type *player_ptr)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
-
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
                int w, h;
                Term_get_size(&w, &h);
-
                Term_clear();
-
-               target_set_prepare_look(player_ptr);//モンスター一覧を生成,ソート
+               target_set_prepare_look(player_ptr);
                print_monster_list(player_ptr->current_floor_ptr, 0, 0, h);
                Term_fresh();
                Term_activate(old);
@@ -1782,21 +1635,13 @@ static void fix_monster_list(player_type *player_ptr)
  */
 static void fix_equip(player_type *player_ptr, tval_type item_tester_tval)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
-
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_EQUIP))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
-               /* Display equipment */
                display_equipment(player_ptr, item_tester_tval);
                Term_fresh();
                Term_activate(old);
@@ -1812,21 +1657,14 @@ static void fix_equip(player_type *player_ptr, tval_type item_tester_tval)
  */
 static void fix_spell(player_type *player_ptr)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
 
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_SPELL))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
-               /* Display spell list */
                display_spell_list(player_ptr);
                Term_fresh();
                Term_activate(old);
@@ -1842,20 +1680,14 @@ static void fix_spell(player_type *player_ptr)
  */
 static void fix_player(player_type *player_ptr)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
 
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_PLAYER))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
                update_playtime();
                display_player(player_ptr, 0, map_name);
                Term_fresh();
@@ -1872,34 +1704,21 @@ static void fix_player(player_type *player_ptr)
  */
 static void fix_message(void)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
 
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_MESSAGE))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
                TERM_LEN w, h;
                Term_get_size(&w, &h);
-
-               /* Dump messages */
                for (int i = 0; i < h; i++)
                {
-                       /* Dump the message on the appropriate line */
                        Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
-
-                       /* Cursor */
                        TERM_LEN x, y;
                        Term_locate(&x, &y);
-
-                       /* Clear to end of line */
                        Term_erase(x, y, 255);
                }
 
@@ -1920,22 +1739,15 @@ static void fix_message(void)
  */
 static void fix_overhead(player_type *player_ptr)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
                TERM_LEN wid, hgt;
-
-               /* No window */
                if (!angband_term[j]) continue;
 
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_OVERHEAD))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
-               /* Full map in too small window is useless  */
                Term_get_size(&wid, &hgt);
                if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
                {
@@ -1990,21 +1802,14 @@ static void display_dungeon(player_type *player_ptr)
  */
 static void fix_dungeon(player_type *player_ptr)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
 
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_DUNGEON))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
-               /* Redraw dungeon view */
                display_dungeon(player_ptr);
                Term_fresh();
                Term_activate(old);
@@ -2020,22 +1825,16 @@ static void fix_dungeon(player_type *player_ptr)
  */
 static void fix_monster(player_type *player_ptr)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
 
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_MONSTER))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
-               /* Display monster race info */
                if (player_ptr->monster_race_idx) display_roff(player_ptr);
+
                Term_fresh();
                Term_activate(old);
        }
@@ -2050,22 +1849,16 @@ static void fix_monster(player_type *player_ptr)
  */
 static void fix_object(player_type *player_ptr)
 {
-       /* Scan windows */
        for (int j = 0; j < 8; j++)
        {
                term *old = Term;
-
-               /* No window */
                if (!angband_term[j]) continue;
 
-               /* No relevant flags */
                if (!(window_flag[j] & (PW_OBJECT))) continue;
 
-               /* Activate */
                Term_activate(angband_term[j]);
-
-               /* Display monster race info */
                if (player_ptr->object_kind_idx) display_koff(player_ptr, player_ptr->object_kind_idx);
+
                Term_fresh();
                Term_activate(old);
        }
@@ -2080,7 +1873,6 @@ static void fix_object(player_type *player_ptr)
 bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
 {
        int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
-       /* It is hard to carholdry a heavy bow */
        return (hold < o_ptr->weight / 10);
 }
 
@@ -2094,13 +1886,10 @@ void redraw_stuff(player_type *creature_ptr)
 {
        if (!creature_ptr->redraw) return;
 
-       /* Character is not ready yet, no screen updates */
        if (!current_world_ptr->character_generated) return;
 
-       /* Character is in "icky" mode, no screen updates */
        if (current_world_ptr->character_icky) return;
 
-       /* Hack -- clear the screen */
        if (creature_ptr->redraw & (PR_WIPE))
        {
                creature_ptr->redraw &= ~(PR_WIPE);
@@ -2129,7 +1918,7 @@ void redraw_stuff(player_type *creature_ptr)
        if (creature_ptr->redraw & (PR_EQUIPPY))
        {
                creature_ptr->redraw &= ~(PR_EQUIPPY);
-               print_equippy(creature_ptr); /* To draw / delete equippy chars */
+               print_equippy(creature_ptr);
        }
 
        if (creature_ptr->redraw & (PR_MISC))
@@ -2283,18 +2072,14 @@ void window_stuff(player_type *player_ptr)
 {
        if (!player_ptr->window) return;
 
-       /* Scan windows */
        BIT_FLAGS mask = 0L;
        for (int j = 0; j < 8; j++)
        {
-               /* Save usable flags */
                if (angband_term[j]) mask |= window_flag[j];
        }
 
-       /* Apply usable flags */
        player_ptr->window &= mask;
 
-       /* Nothing to do */
        if (!player_ptr->window) return;
 
        if (player_ptr->window & (PW_INVEN))
@@ -2303,63 +2088,54 @@ void window_stuff(player_type *player_ptr)
                fix_inventory(player_ptr, 0); // TODO:2.2.2 まともなtval参照手段を確保
        }
 
-       /* Display equipment */
        if (player_ptr->window & (PW_EQUIP))
        {
                player_ptr->window &= ~(PW_EQUIP);
                fix_equip(player_ptr, 0);  // TODO:2.2.2 まともなtval参照手段を確保
        }
 
-       /* Display spell list */
        if (player_ptr->window & (PW_SPELL))
        {
                player_ptr->window &= ~(PW_SPELL);
                fix_spell(player_ptr);
        }
 
-       /* Display player */
        if (player_ptr->window & (PW_PLAYER))
        {
                player_ptr->window &= ~(PW_PLAYER);
                fix_player(player_ptr);
        }
 
-       /* Display monster list */
        if (player_ptr->window & (PW_MONSTER_LIST))
        {
                player_ptr->window &= ~(PW_MONSTER_LIST);
                fix_monster_list(player_ptr);
        }
 
-       /* Display overhead view */
        if (player_ptr->window & (PW_MESSAGE))
        {
                player_ptr->window &= ~(PW_MESSAGE);
                fix_message();
        }
 
-       /* Display overhead view */
        if (player_ptr->window & (PW_OVERHEAD))
        {
                player_ptr->window &= ~(PW_OVERHEAD);
                fix_overhead(player_ptr);
        }
 
-       /* Display overhead view */
        if (player_ptr->window & (PW_DUNGEON))
        {
                player_ptr->window &= ~(PW_DUNGEON);
                fix_dungeon(player_ptr);
        }
 
-       /* Display monster recall */
        if (player_ptr->window & (PW_MONSTER))
        {
                player_ptr->window &= ~(PW_MONSTER);
                fix_monster(player_ptr);
        }
 
-       /* Display object recall */
        if (player_ptr->window & (PW_OBJECT))
        {
                player_ptr->window &= ~(PW_OBJECT);
@@ -2376,17 +2152,12 @@ void window_stuff(player_type *player_ptr)
  */
 void resize_map()
 {
-       /* Only if the dungeon exists */
        if (!current_world_ptr->character_dungeon) return;
 
-       /* Mega-Hack -- no panel yet */
        panel_row_max = 0;
        panel_col_max = 0;
-
-       /* Reset the panels */
        panel_row_min = p_ptr->current_floor_ptr->height;
        panel_col_min = p_ptr->current_floor_ptr->width;
-
        verify_panel(p_ptr);
 
        p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
@@ -2398,10 +2169,6 @@ void resize_map()
        handle_stuff(p_ptr);
        Term_redraw();
 
-       /*
-        * Waiting command;
-        * Place the cursor on the player
-        */
        if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
 
        Term_fresh();
@@ -2416,7 +2183,6 @@ void resize_map()
  */
 void redraw_window(void)
 {
-       /* Only if the dungeon exists */
        if (!current_world_ptr->character_dungeon) return;
 
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
@@ -2442,16 +2208,13 @@ bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
        TERM_LEN wid, hgt;
        get_screen_size(&wid, &hgt);
 
-       /* Apply the motion */
        POSITION y = panel_row_min + dy * hgt / 2;
        POSITION x = panel_col_min + dx * wid / 2;
 
-       /* Verify the row */
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        if (y > floor_ptr->height - hgt) y = floor_ptr->height - hgt;
        if (y < 0) y = 0;
 
-       /* Verify the col */
        if (x > floor_ptr->width - wid) x = floor_ptr->width - wid;
        if (x < 0) x = 0;
 
@@ -2519,54 +2282,39 @@ void print_map(player_type *player_ptr)
        TERM_LEN wid, hgt;
        Term_get_size(&wid, &hgt);
 
-       /* Remove map offset */
        wid -= COL_MAP + 2;
        hgt -= ROW_MAP + 2;
 
-       /* Access the cursor state */
        int v;
        (void)Term_get_cursor(&v);
 
-       /* Hide the cursor */
        (void)Term_set_cursor(0);
 
-       /* Get bounds */
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        POSITION xmin = (0 < panel_col_min) ? panel_col_min : 0;
        POSITION xmax = (floor_ptr->width - 1 > panel_col_max) ? panel_col_max : floor_ptr->width - 1;
        POSITION ymin = (0 < panel_row_min) ? panel_row_min : 0;
        POSITION ymax = (floor_ptr->height - 1 > panel_row_max) ? panel_row_max : floor_ptr->height - 1;
 
-       /* Bottom section of screen */
        for (POSITION y = 1; y <= ymin - panel_row_prt; y++)
        {
-               /* Erase the section */
                Term_erase(COL_MAP, y, wid);
        }
 
-       /* Top section of screen */
        for (POSITION y = ymax - panel_row_prt; y <= hgt; y++)
        {
-               /* Erase the section */
                Term_erase(COL_MAP, y, wid);
        }
 
-       /* Dump the map */
        for (POSITION y = ymin; y <= ymax; y++)
        {
-               /* Scan the columns of row "y" */
                for (POSITION x = xmin; x <= xmax; x++)
                {
                        TERM_COLOR a;
                        SYMBOL_CODE c;
-
                        TERM_COLOR ta;
                        SYMBOL_CODE tc;
-
-                       /* Determine what is there */
                        map_info(player_ptr, y, x, &a, &c, &ta, &tc);
-
-                       /* Hack -- fake monochrome */
                        if (!use_graphics)
                        {
                                if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
@@ -2574,29 +2322,21 @@ void print_map(player_type *player_ptr)
                                else if (player_ptr->wraith_form) a = TERM_L_DARK;
                        }
 
-                       /* Efficiency -- Redraw that grid of the map */
                        Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
                }
        }
 
-       /* Display player */
        lite_spot(player_ptr, player_ptr->y, player_ptr->x);
-
-       /* Restore the cursor */
        (void)Term_set_cursor(v);
 }
 
 
-/*!
- * 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes
- */
+/* 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes */
 static char image_monster_hack[] = \
 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
 
 
-/*!
- * 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) /  Hack -- Legal object codes
- */
+/* 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) /  Hack -- Legal object codes */
 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
 
 
@@ -2653,13 +2393,10 @@ static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
  */
 static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
 {
-       /* Normally, assume monsters */
        if (randint0(100) < 75)
        {
                image_monster(ap, cp);
        }
-
-       /* Otherwise, assume objects */
        else
        {
                image_object(ap, cp);
@@ -2753,346 +2490,140 @@ void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_cha
 
 /*!
  * @brief Mコマンドによる縮小マップの表示を行う / Extract the attr/char to display at the given (legal) map location
- * @details
- * Basically, we "paint" the chosen attr/char in several passes, starting\n
- * with any known "terrain features" (defaulting to darkness), then adding\n
- * any known "objects", and finally, adding any known "monsters".  This\n
- * is not the fastest method but since most of the calls to this function\n
- * are made for grids with no monsters or objects, it is fast enough.\n
- *\n
- * Note that this function, if used on the grid containing the "player",\n
- * will return the attr/char of the grid underneath the player, and not\n
- * the actual player attr/char itself, allowing a lot of optimization\n
- * in various "display" functions.\n
- *\n
- * Note that the "zero" entry in the feature/object/monster arrays are\n
- * used to provide "special" attr/char codes, with "monster zero" being\n
- * used for the player attr/char, "object zero" being used for the "stack"\n
- * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
- * though this function makes use of only "feature zero".\n
- *\n
- * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
- * which means their color changes, and "ATTR_CLEAR", which means they take\n
- * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
- * they take the symbol of whatever is under them.  Technically, the flag\n
- * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
- * examined, but this flag is currently ignored.\n
- *\n
- * Currently, we do nothing with multi-hued objects, because there are\n
- * not any.  If there were, they would have to set "shimmer_objects"\n
- * when they were created, and then new "shimmer" code in "dungeon.c"\n
- * would have to be created handle the "shimmer" effect, and the code\n
- * in floor would have to be updated to create the shimmer effect.\n
- *\n
- * Note the effects of hallucination.  Objects always appear as random\n
- * "objects", monsters as random "monsters", and normal grids occasionally\n
- * appear as random "monsters" or "objects", but note that these random\n
- * "monsters" and "objects" are really just "colored ascii symbols".\n
- *\n
- * Note that "floors" and "invisible traps" (and "zero" features) are\n
- * drawn as "floors" using a special check for optimization purposes,\n
- * and these are the only features which get drawn using the special\n
- * lighting effects activated by "view_special_lite".\n
- *\n
- * Note the use of the "mimic" field in the "terrain feature" processing,\n
- * which allows any feature to "pretend" to be another feature.  This is\n
- * used to "hide" secret doors, and to make all "doors" appear the same,\n
- * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
- * It is possible to use this field to make a feature "look" like a floor,\n
- * but the "special lighting effects" for floors will not be used.\n
- *\n
- * Note the use of the new "terrain feature" information.  Note that the\n
- * assumption that all interesting "objects" and "terrain features" are\n
- * memorized allows extremely optimized processing below.  Note the use\n
- * of separate flags on objects to mark them as memorized allows a grid\n
- * to have memorized "terrain" without granting knowledge of any object\n
- * which may appear in that grid.\n
- *\n
- * Note the efficient code used to determine if a "floor" grid is\n
- * "memorized" or "viewable" by the player, where the test for the\n
- * grid being "viewable" is based on the facts that (1) the grid\n
- * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
- * line of sight, and (3) the player must not be blind, and uses the\n
- * assumption that all torch-lit grids are in line of sight.\n
- *\n
- * Note that floors (and invisible traps) are the only grids which are\n
- * not memorized when seen, so only these grids need to check to see if\n
- * the grid is "viewable" to the player (if it is not memorized).  Since\n
- * most non-memorized grids are in fact walls, this induces *massive*\n
- * efficiency, at the cost of *forcing* the memorization of non-floor\n
- * grids when they are first seen.  Note that "invisible traps" are\n
- * always treated exactly like "floors", which prevents "cheating".\n
- *\n
- * Note the "special lighting effects" which can be activated for floor\n
- * grids using the "view_special_lite" option (for "white" floor grids),\n
- * causing certain grids to be displayed using special colors.  If the\n
- * player is "blind", we will use "dark gray", else if the grid is lit\n
- * by the torch, and the "view_yellow_lite" option is set, we will use\n
- * "yellow", else if the grid is "dark", we will use "dark gray", else\n
- * if the grid is not "viewable", and the "view_bright_lite" option is\n
- * set, and the we will use "slate" (gray).  We will use "white" for all\n
- * other cases, in particular, for illuminated viewable floor grids.\n
- *\n
- * Note the "special lighting effects" which can be activated for wall\n
- * grids using the "view_granite_lite" option (for "white" wall grids),\n
- * causing certain grids to be displayed using special colors.  If the\n
- * player is "blind", we will use "dark gray", else if the grid is lit\n
- * by the torch, and the "view_yellow_lite" option is set, we will use\n
- * "yellow", else if the "view_bright_lite" option is set, and the grid\n
- * is not "viewable", or is "dark", or is glowing, but not when viewed\n
- * from the player's current location, we will use "slate" (gray).  We\n
- * will use "white" for all other cases, in particular, for correctly\n
- * illuminated viewable wall grids.\n
- *\n
- * Note that, when "view_granite_lite" is set, we use an inline version\n
- * of the "player_can_see_bold()" function to check the "viewability" of\n
- * grids when the "view_bright_lite" option is set, and we do NOT use\n
- * any special colors for "dark" wall grids, since this would allow the\n
- * player to notice the walls of illuminated rooms from a hallway that\n
- * happened to run beside the room.  The alternative, by the way, would\n
- * be to prevent the generation of hallways next to rooms, but this\n
- * would still allow problems when digging towards a room.\n
- *\n
- * Note that bizarre things must be done when the "attr" and/or "char"\n
- * codes have the "high-bit" set, since these values are used to encode\n
- * various "special" pictures in some versions, and certain situations,\n
- * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
- * to be "scrambled" in various ways.\n
- *\n
- * Note that eventually we may use the "&" symbol for embedded treasure,\n
- * and use the "*" symbol to indicate multiple objects, though this will\n
- * have to wait for Angband 2.8.0 or later.  Note that currently, this\n
- * is not important, since only one object or terrain feature is allowed\n
- * in each grid.  If needed, "k_info[0]" will hold the "stack" attr/char.\n
- *\n
- * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
- * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
- * then a whole lot of code should be changed...  XXX XXX\n
  */
 void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
 {
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        grid_type *g_ptr = &floor_ptr->grid_array[y][x];
-
        OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       /* Feature code (applying "mimic" field) */
        FEAT_IDX feat = get_feat_mimic(g_ptr);
-
-       /* Access floor */
        feature_type *f_ptr = &f_info[feat];
-
        TERM_COLOR a;
        SYMBOL_CODE c;
-
-       /* Boring grids (floors, etc) */
        if (!have_flag(f_ptr->flags, FF_REMEMBER))
        {
-               /*
-                * Handle Memorized or visible floor
-                *
-                * No visual when blinded.
-                *   (to prevent strange effects on darkness breath)
-                * otherwise,
-                * - Can see grids with CAVE_MARK.
-                * - Can see grids with CAVE_LITE or CAVE_MNLT.
-                *   (Such grids also have CAVE_VIEW)
-                * - Can see grids with CAVE_VIEW unless darkened by monsters.
-                */
                if (!player_ptr->blind &&
                        ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
                        ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || player_ptr->see_nocto))))
                {
-                       /* Normal attr/char */
                        a = f_ptr->x_attr[F_LIT_STANDARD];
                        c = f_ptr->x_char[F_LIT_STANDARD];
-
                        if (player_ptr->wild_mode)
                        {
-                               /* Special lighting effects */
-                               /* Handle "night" */
                                if (view_special_lite && !is_daytime())
                                {
-                                       /* Use a darkened colour/tile */
                                        a = f_ptr->x_attr[F_LIT_DARK];
                                        c = f_ptr->x_char[F_LIT_DARK];
                                }
                        }
-
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
                        else if (darkened_grid(player_ptr, g_ptr))
                        {
-                               /* Unsafe grid -- idea borrowed from Unangband */
                                feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                               /* Access darkness */
                                f_ptr = &f_info[feat];
-
-                               /* Char and attr of darkness */
                                a = f_ptr->x_attr[F_LIT_STANDARD];
                                c = f_ptr->x_char[F_LIT_STANDARD];
                        }
-
-                       /* Special lighting effects */
                        else if (view_special_lite)
                        {
-                               /* Handle "torch-lit" grids */
                                if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
                                {
-                                       /* Torch lite */
                                        if (view_yellow_lite)
                                        {
-                                               /* Use a brightly lit colour/tile */
                                                a = f_ptr->x_attr[F_LIT_LITE];
                                                c = f_ptr->x_char[F_LIT_LITE];
                                        }
                                }
-
-                               /* Handle "dark" grids */
                                else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
                                {
-                                       /* Use a darkened colour/tile */
                                        a = f_ptr->x_attr[F_LIT_DARK];
                                        c = f_ptr->x_char[F_LIT_DARK];
                                }
-
-                               /* Handle "out-of-sight" grids */
                                else if (!(g_ptr->info & CAVE_VIEW))
                                {
-                                       /* Special flag */
                                        if (view_bright_lite)
                                        {
-                                               /* Use a darkened colour/tile */
                                                a = f_ptr->x_attr[F_LIT_DARK];
                                                c = f_ptr->x_char[F_LIT_DARK];
                                        }
                                }
                        }
                }
-
-               /* Unknown */
                else
                {
-                       /* Unsafe grid -- idea borrowed from Unangband */
                        feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                       /* Access darkness */
                        f_ptr = &f_info[feat];
-
-                       /* Normal attr/char */
                        a = f_ptr->x_attr[F_LIT_STANDARD];
                        c = f_ptr->x_char[F_LIT_STANDARD];
                }
        }
-
-       /* Interesting grids (non-floors) */
        else
        {
-               /* Memorized grids */
                if (g_ptr->info & CAVE_MARK)
                {
-                       /* Normal attr/char */
                        a = f_ptr->x_attr[F_LIT_STANDARD];
                        c = f_ptr->x_char[F_LIT_STANDARD];
-
                        if (player_ptr->wild_mode)
                        {
-                               /* Special lighting effects */
-                               /* Handle "blind" or "night" */
                                if (view_granite_lite && (player_ptr->blind || !is_daytime()))
                                {
-                                       /* Use a darkened colour/tile */
                                        a = f_ptr->x_attr[F_LIT_DARK];
                                        c = f_ptr->x_char[F_LIT_DARK];
                                }
                        }
-
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
                        else if (darkened_grid(player_ptr, g_ptr) && !player_ptr->blind)
                        {
                                if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
                                {
-                                       /* Unsafe grid -- idea borrowed from Unangband */
                                        feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                                       /* Access darkness */
                                        f_ptr = &f_info[feat];
-
-                                       /* Char and attr of darkness */
                                        a = f_ptr->x_attr[F_LIT_STANDARD];
                                        c = f_ptr->x_char[F_LIT_STANDARD];
                                }
                                else if (view_granite_lite && view_bright_lite)
                                {
-                                       /* Use a darkened colour/tile */
                                        a = f_ptr->x_attr[F_LIT_DARK];
                                        c = f_ptr->x_char[F_LIT_DARK];
                                }
                        }
-
-                       /* Special lighting effects */
                        else if (view_granite_lite)
                        {
-                               /* Handle "blind" */
                                if (player_ptr->blind)
                                {
-                                       /* Use a darkened colour/tile */
                                        a = f_ptr->x_attr[F_LIT_DARK];
                                        c = f_ptr->x_char[F_LIT_DARK];
                                }
-
-                               /* Handle "torch-lit" grids */
                                else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
                                {
-                                       /* Torch lite */
                                        if (view_yellow_lite)
                                        {
-                                               /* Use a brightly lit colour/tile */
                                                a = f_ptr->x_attr[F_LIT_LITE];
                                                c = f_ptr->x_char[F_LIT_LITE];
                                        }
                                }
-
-                               /* Handle "view_bright_lite" */
                                else if (view_bright_lite)
                                {
-                                       /* Not viewable */
                                        if (!(g_ptr->info & CAVE_VIEW))
                                        {
-                                               /* Use a darkened colour/tile */
                                                a = f_ptr->x_attr[F_LIT_DARK];
                                                c = f_ptr->x_char[F_LIT_DARK];
                                        }
-
-                                       /* Not glowing */
                                        else if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
                                        {
-                                               /* Use a darkened colour/tile */
                                                a = f_ptr->x_attr[F_LIT_DARK];
                                                c = f_ptr->x_char[F_LIT_DARK];
                                        }
-
-                                       /* Not glowing correctly */
                                        else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(player_ptr, y, x))
                                        {
-                                               /* Use a darkened colour/tile */
                                                a = f_ptr->x_attr[F_LIT_DARK];
                                                c = f_ptr->x_char[F_LIT_DARK];
                                        }
                                }
                        }
                }
-
-               /* Unknown */
                else
                {
-                       /* Unsafe grid -- idea borrowed from Unangband */
                        feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                       /* Access feature */
                        f_ptr = &f_info[feat];
-
-                       /* Normal attr/char */
                        a = f_ptr->x_attr[F_LIT_STANDARD];
                        c = f_ptr->x_char[F_LIT_STANDARD];
                }
@@ -3100,26 +2631,19 @@ void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, S
 
        if (feat_priority == -1) feat_priority = f_ptr->priority;
 
-       /* Save the terrain info for the transparency effects */
        (*tap) = a;
        (*tcp) = c;
-
-       /* Save the info */
        (*ap) = a;
        (*cp) = c;
 
-       /* Hack -- rare random hallucination, except on outer dungeon walls */
        if (player_ptr->image && one_in_(256))
                image_random(ap, cp);
 
-       /* Objects */
        for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
                o_ptr = &floor_ptr->o_list[this_o_idx];
                next_o_idx = o_ptr->next_o_idx;
-
-               /* Memorized objects */
                if (!(o_ptr->marked & OM_FOUND)) continue;
 
                if (display_autopick)
@@ -3143,21 +2667,14 @@ void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, S
                        }
                }
 
-               /* Normal char */
                (*cp) = object_char(o_ptr);
-
-               /* Normal attr */
                (*ap) = object_attr(o_ptr);
-
                feat_priority = 20;
-
-               /* Hack -- hallucination */
                if (player_ptr->image) image_object(ap, cp);
 
                break;
        }
 
-       /* Handle monsters */
        if (g_ptr->m_idx && display_autopick != 0)
        {
                set_term_color(player_ptr, y, x, ap, cp);
@@ -3165,26 +2682,16 @@ void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, S
        }
 
        monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
-
-       /* Visible monster */
        if (!m_ptr->ml)
        {
                set_term_color(player_ptr, y, x, ap, cp);
                return;
        }
 
-
        monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
-
        feat_priority = 30;
-
-       /* Hallucination */
        if (player_ptr->image)
        {
-               /*
-                * Monsters with both CHAR_CLEAR and ATTR_CLEAR
-                * flags are always unseen.
-                */
                if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
                {
                        /* Do nothing */
@@ -3198,39 +2705,29 @@ void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, S
                return;
        }
 
-       /* Monster attr/char */
        a = r_ptr->x_attr;
        c = r_ptr->x_char;
-
        if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
                | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
        {
-               /* Desired monster attr/char */
                *ap = a;
                *cp = c;
                set_term_color(player_ptr, y, x, ap, cp);
                return;
        }
 
-       /*
-        * Monsters with both CHAR_CLEAR and ATTR_CLEAR
-        * flags are always unseen.
-        */
        if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
        {
                set_term_color(player_ptr, y, x, ap, cp);
                return;
        }
 
-       /***  Monster's attr  ***/
        if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
        {
-               /* Clear-attr */
                /* Do nothing */
        }
        else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
        {
-               /* Multi-hued attr */
                if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
                else switch (randint1(7))
                {
@@ -3245,16 +2742,13 @@ void map_info(player_type *player_ptr, POSITION y, POSITION x, TERM_COLOR *ap, S
        }
        else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
        {
-               /* Use semi-random attr (usually mimics' colors vary) */
                *ap = g_ptr->m_idx % 15 + 1;
        }
        else
        {
-               /* Normal case */
                *ap = a;
        }
 
-       /***  Monster's char  ***/
        if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
        {
                set_term_color(player_ptr, y, x, ap, cp);
@@ -3408,15 +2902,11 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
        SYMBOL_CODE **mc;
        byte **mp;
 
-       /* Save lighting effects */
        bool old_view_special_lite = view_special_lite;
        bool old_view_granite_lite = view_granite_lite;
-
        TERM_LEN hgt, wid, yrat, xrat;
-
        int **match_autopick_yx;
        object_type ***object_autopick_yx;
-
        Term_get_size(&wid, &hgt);
        hgt -= 2;
        wid -= 14;
@@ -3425,67 +2915,47 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        yrat = (floor_ptr->height + hgt - 1) / hgt;
        xrat = (floor_ptr->width + wid - 1) / wid;
-
-       /* Disable lighting effects */
        view_special_lite = FALSE;
        view_granite_lite = FALSE;
 
-       /* Allocate the maps */
        C_MAKE(ma, (hgt + 2), TERM_COLOR *);
        C_MAKE(mc, (hgt + 2), char_ptr);
        C_MAKE(mp, (hgt + 2), byte_ptr);
        C_MAKE(match_autopick_yx, (hgt + 2), int*);
        C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
-
-       /* Allocate and wipe each line map */
        for (y = 0; y < (hgt + 2); y++)
        {
-               /* Allocate one row each array */
                C_MAKE(ma[y], (wid + 2), TERM_COLOR);
                C_MAKE(mc[y], (wid + 2), char);
                C_MAKE(mp[y], (wid + 2), byte);
                C_MAKE(match_autopick_yx[y], (wid + 2), int);
                C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
-
                for (x = 0; x < wid + 2; ++x)
                {
                        match_autopick_yx[y][x] = -1;
                        object_autopick_yx[y][x] = NULL;
-
-                       /* Nothing here */
                        ma[y][x] = TERM_WHITE;
                        mc[y][x] = ' ';
-
-                       /* No priority */
                        mp[y][x] = 0;
                }
        }
 
-       /* Allocate the maps */
        C_MAKE(bigma, (floor_ptr->height + 2), TERM_COLOR *);
        C_MAKE(bigmc, (floor_ptr->height + 2), char_ptr);
        C_MAKE(bigmp, (floor_ptr->height + 2), byte_ptr);
-
-       /* Allocate and wipe each line map */
        for (y = 0; y < (floor_ptr->height + 2); y++)
        {
-               /* Allocate one row each array */
                C_MAKE(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
                C_MAKE(bigmc[y], (floor_ptr->width + 2), char);
                C_MAKE(bigmp[y], (floor_ptr->width + 2), byte);
-
                for (x = 0; x < floor_ptr->width + 2; ++x)
                {
-                       /* Nothing here */
                        bigma[y][x] = TERM_WHITE;
                        bigmc[y][x] = ' ';
-
-                       /* No priority */
                        bigmp[y][x] = 0;
                }
        }
 
-       /* Fill in the map */
        for (i = 0; i < floor_ptr->width; ++i)
        {
                for (j = 0; j < floor_ptr->height; ++j)
@@ -3496,13 +2966,8 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
                        match_autopick = -1;
                        autopick_obj = NULL;
                        feat_priority = -1;
-
-                       /* Extract the current attr/char at that map location */
                        map_info(player_ptr, j, i, &ta, &tc, &ta, &tc);
-
-                       /* Extract the priority */
                        tp = (byte)feat_priority;
-
                        if (match_autopick != -1
                                && (match_autopick_yx[y][x] == -1
                                        || match_autopick_yx[y][x] > match_autopick))
@@ -3512,7 +2977,6 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
                                tp = 0x7f;
                        }
 
-                       /* Save the char, attr and priority */
                        bigmc[j + 1][i + 1] = tc;
                        bigma[j + 1][i + 1] = ta;
                        bigmp[j + 1][i + 1] = tp;
@@ -3529,8 +2993,6 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
                        tc = bigmc[j + 1][i + 1];
                        ta = bigma[j + 1][i + 1];
                        tp = bigmp[j + 1][i + 1];
-
-                       /* rare feature has more priority */
                        if (mp[y][x] == tp)
                        {
                                int t;
@@ -3546,10 +3008,8 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
                                        tp++;
                        }
 
-                       /* Save "best" */
                        if (mp[y][x] < tp)
                        {
-                               /* Save the char, attr and priority */
                                mc[y][x] = tc;
                                ma[y][x] = ta;
                                mp[y][x] = tp;
@@ -3557,32 +3017,21 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
                }
        }
 
-       /* Corners */
        x = wid + 1;
        y = hgt + 1;
 
-       /* Draw the corners */
        mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
-
-       /* Draw the horizontal edges */
        for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
 
-       /* Draw the vertical edges */
        for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
 
-       /* Display each map line in order */
        for (y = 0; y < hgt + 2; ++y)
        {
-               /* Start a new line */
                Term_gotoxy(COL_MAP, y);
-
-               /* Display the line */
                for (x = 0; x < wid + 2; ++x)
                {
                        ta = ma[y][x];
                        tc = mc[y][x];
-
-                       /* Hack -- fake monochrome */
                        if (!use_graphics)
                        {
                                if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
@@ -3590,7 +3039,6 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
                                else if (player_ptr->wraith_form) ta = TERM_L_DARK;
                        }
 
-                       /* Add the character */
                        Term_add_bigch(ta, tc);
                }
        }
@@ -3607,28 +3055,22 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
                        }
                }
 
-               /* Clear old display */
                Term_putstr(0, y, 12, 0, "            ");
-
                if (match_autopick != -1)
                        display_shortened_item_name(player_ptr, autopick_obj, y);
        }
 
-       /* Player location */
        (*cy) = player_ptr->y / yrat + 1 + ROW_MAP;
        if (!use_bigtile)
                (*cx) = player_ptr->x / xrat + 1 + COL_MAP;
        else
                (*cx) = (player_ptr->x / xrat + 1) * 2 + COL_MAP;
 
-       /* Restore lighting effects */
        view_special_lite = old_view_special_lite;
        view_granite_lite = old_view_granite_lite;
 
-       /* Free each line map */
        for (y = 0; y < (hgt + 2); y++)
        {
-               /* Free one row each array */
                C_KILL(ma[y], (wid + 2), TERM_COLOR);
                C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
                C_KILL(mp[y], (wid + 2), byte);
@@ -3636,23 +3078,18 @@ void display_map(player_type *player_ptr, int *cy, int *cx)
                C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
        }
 
-       /* Free each line map */
        C_KILL(ma, (hgt + 2), TERM_COLOR *);
        C_KILL(mc, (hgt + 2), char_ptr);
        C_KILL(mp, (hgt + 2), byte_ptr);
        C_KILL(match_autopick_yx, (hgt + 2), int*);
        C_KILL(object_autopick_yx, (hgt + 2), object_type **);
-
-       /* Free each line map */
        for (y = 0; y < (floor_ptr->height + 2); y++)
        {
-               /* Free one row each array */
                C_KILL(bigma[y], (floor_ptr->width + 2), TERM_COLOR);
                C_KILL(bigmc[y], (floor_ptr->width + 2), SYMBOL_CODE);
                C_KILL(bigmp[y], (floor_ptr->width + 2), byte);
        }
 
-       /* Free each line map */
        C_KILL(bigma, (floor_ptr->height + 2), TERM_COLOR *);
        C_KILL(bigmc, (floor_ptr->height + 2), char_ptr);
        C_KILL(bigmp, (floor_ptr->height + 2), byte_ptr);
@@ -3668,42 +3105,31 @@ void do_cmd_view_map(player_type *player_ptr)
 {
        screen_save();
        prt(_("お待ち下さい...", "Please wait..."), 0, 0);
-
        Term_fresh();
        Term_clear();
-
        display_autopick = 0;
 
-       /* Display the map */
        int cy, cx;
        display_map(player_ptr, &cy, &cx);
-
        if ((max_autopick == 0) || player_ptr->wild_mode)
        {
                put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
-               /* Hilite the player */
                move_cursor(cy, cx);
-               /* Get any key */
                inkey();
                screen_load();
                return;
        }
 
        display_autopick = ITEM_DISPLAY;
-
        while (TRUE)
        {
                int wid, hgt;
                Term_get_size(&wid, &hgt);
                int row_message = hgt - 1;
-
                put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
                        " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
-
                move_cursor(cy, cx);
-
                int i = inkey();
-
                byte flag;
                if ('M' == i)
                        flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
@@ -3717,11 +3143,11 @@ void do_cmd_view_map(player_type *player_ptr)
                        break;
 
                Term_fresh();
-
                if (~display_autopick & flag)
                        display_autopick |= flag;
                else
                        display_autopick &= ~flag;
+
                display_map(player_ptr, &cy, &cx);
        }
 
@@ -3738,13 +3164,9 @@ void do_cmd_view_map(player_type *player_ptr)
  */
 void health_track(player_type *player_ptr, MONSTER_IDX m_idx)
 {
-       /* Mount monster is already tracked */
        if (m_idx && m_idx == player_ptr->riding) return;
 
-       /* Track a new guy */
        player_ptr->health_who = m_idx;
-
-       /* Redraw (later) */
        player_ptr->redraw |= (PR_HEALTH);
 }
 
@@ -3754,10 +3176,7 @@ void health_track(player_type *player_ptr, MONSTER_IDX m_idx)
  */
 void move_cursor_relative(int row, int col)
 {
-       /* Real co-ords convert to screen positions */
        row -= panel_row_prt;
-
-       /* Go there */
        Term_gotoxy(panel_col_of(col), row);
 }
 
@@ -3774,20 +3193,15 @@ void print_path(player_type *player_ptr, POSITION y, POSITION x)
        if (!display_path) return;
        if (project_length == -1) return;
 
-       /* Get projection path */
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        path_n = project_path(player_ptr, path_g, (project_length ? project_length : MAX_RANGE), player_ptr->y, player_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
-
        player_ptr->redraw |= (PR_MAP);
        handle_stuff(player_ptr);
-
-       /* Draw path */
        for (int i = 0; i < path_n; i++)
        {
                POSITION ny = GRID_Y(path_g[i]);
                POSITION nx = GRID_X(path_g[i]);
                grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
-
                if (panel_contains(ny, nx))
                {
                        TERM_COLOR a = default_color;
@@ -3798,7 +3212,6 @@ void print_path(player_type *player_ptr, POSITION y, POSITION x)
 
                        if (g_ptr->m_idx && floor_ptr->m_list[g_ptr->m_idx].ml)
                        {
-                               /* Determine what is there */
                                map_info(player_ptr, ny, nx, &a, &c, &ta, &tc);
 
                                if (!IS_ASCII_GRAPHICS(a))
@@ -3817,22 +3230,18 @@ void print_path(player_type *player_ptr, POSITION y, POSITION x)
                        }
 
                        c = '*';
-
-                       /* Hack -- Queue it */
                        Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
                }
 
-               /* Known Wall */
                if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
 
-               /* Change color */
                if (nx == x && ny == y) default_color = TERM_L_DARK;
        }
 }
 
 
 /*
- * Hack -- track the given monster race
+ * Track the given monster race
  */
 void monster_race_track(player_type *player_ptr, MONRACE_IDX r_idx)
 {
@@ -3842,7 +3251,7 @@ void monster_race_track(player_type *player_ptr, MONRACE_IDX r_idx)
 
 
 /*
- * Hack -- track the given object kind
+ * Track the given object kind
  */
 void object_kind_track(player_type *player_ptr, KIND_OBJECT_IDX k_idx)
 {
@@ -3856,7 +3265,6 @@ void object_kind_track(player_type *player_ptr, KIND_OBJECT_IDX k_idx)
  */
 void update_playtime(void)
 {
-       /* Check if the game has started */
        if (current_world_ptr->start_time != 0)
        {
                u32b tmp = (u32b)time(NULL);
@@ -3867,12 +3275,11 @@ void update_playtime(void)
 
 
 /*
- * Mega-Hack -- Delayed visual update
+ * Delayed visual update
  * Only used if update_view(), update_lite() or update_mon_lite() was called
  */
 void delayed_visual_update(player_type *player_ptr)
 {
-       /* Update needed grids */
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        for (int i = 0; i < floor_ptr->redraw_n; i++)
        {
@@ -3880,22 +3287,15 @@ void delayed_visual_update(player_type *player_ptr)
                POSITION x = floor_ptr->redraw_x[i];
                grid_type *g_ptr;
                g_ptr = &floor_ptr->grid_array[y][x];
-
-               /* Update only needed grids (prevent multiple updating) */
                if (!(g_ptr->info & CAVE_REDRAW)) continue;
 
-               /* If required, note */
                if (g_ptr->info & CAVE_NOTE) note_spot(player_ptr, y, x);
 
                lite_spot(player_ptr, y, x);
-
-               /* Hack -- Visual update of monster on this grid */
                if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
 
-               /* No longer in the array */
                g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
        }
 
-       /* None left */
        floor_ptr->redraw_n = 0;
 }