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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / melee1.c
index a399ad5..64a4b2a 100644 (file)
@@ -13,6 +13,7 @@
 
 #include "angband.h"
 #include "cmd-pet.h"
+#include "player-damage.h"
 
 
 
@@ -25,7 +26,7 @@
  * @return 命中と判定された場合TRUEを返す
  * @note Always miss 5%, always hit 5%, otherwise random.
  */
-bool test_hit_norm(int chance, int ac, int vis)
+bool test_hit_norm(int chance, ARMOUR_CLASS ac, int vis)
 {
        int k;
 
@@ -62,7 +63,7 @@ bool test_hit_norm(int chance, int ac, int vis)
 * @param mode オプションフラグ
 * @return クリティカル修正が入ったダメージ値
 */
-HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
+HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
 {
        int i, k;
 
@@ -116,7 +117,7 @@ HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_F
  * and which also do at least 20 damage, or, sometimes, N damage.
  * This is used only to determine "cuts" and "stuns".
  */
-static int monster_critical(int dice, int sides, HIT_POINT dam)
+static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
 {
        int max = 0;
        int total = dice * sides;
@@ -156,7 +157,7 @@ static int monster_critical(int dice, int sides, HIT_POINT dam)
  * Always miss 5% of the time, Always hit 5% of the time.
  * Otherwise, match monster power against player armor.
  */
-static int check_hit(int power, int level, int stun)
+static int check_hit(int power, DEPTH level, int stun)
 {
        int i, k, ac;
 
@@ -244,7 +245,7 @@ static cptr desc_moan[] =
 * @return なし
 */
 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
-       int(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
+       HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
 {
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
@@ -363,7 +364,6 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
        /* Test for hit */
        if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
        {
-               /* Sound */
                sound(SOUND_HIT);
                msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
 
@@ -415,10 +415,8 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
        /* Player misses */
        else
        {
-               /* Sound */
                sound(SOUND_MISS);
 
-               /* Message */
                msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
        }
 }
@@ -436,9 +434,9 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
 * @details
 * If no "weapon" is available, then "punch" the monster one time.
 */
-static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
+static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
 {
-       int             num = 0, bonus, chance, vir;
+       int num = 0, bonus, chance, vir;
        HIT_POINT k;
 
        cave_type       *c_ptr = &cave[y][x];
@@ -465,7 +463,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT
        bool            can_drain = FALSE;
        int             num_blow;
        int             drain_left = MAX_VAMPIRIC_DRAIN;
-       u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
+       BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
        bool            is_human = (r_ptr->d_char == 'p');
        bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
        bool            zantetsu_mukou, e_j_mukou;
@@ -603,10 +601,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT
                {
                        int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
 
-                       /* Sound */
                        sound(SOUND_HIT);
 
-                       /* Message */
                        if (backstab) msg_format(_("あなたは冷酷にも眠っている無力な%sを突き刺した!", "You cruelly stab the helpless, sleeping %s!"), m_name);
                        else if (fuiuchi) msg_format(_("不意を突いて%sに強烈な一撃を喰らわせた!", "You make surprise attack, and hit %s with a powerful blow!"), m_name);
                        else if (stab_fleeing) msg_format(_("逃げる%sを背中から突き刺した!", "You backstab the fleeing %s!"), m_name);
@@ -670,7 +666,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT
                                int min_level = 1;
                                const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
                                int resist_stun = 0;
-                               int weight = 8;
+                               WEIGHT weight = 8;
 
                                if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
                                if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
@@ -1199,12 +1195,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT
                        {
                                u32b flgs_aux[TR_FLAG_SIZE];
 
-                               /* Sound */
                                sound(SOUND_HIT);
 
-                               /* Message */
                                msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
-                               /* Message */
                                msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
 
                                /* Extract the flags */
@@ -1296,10 +1289,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT
                        }
                        else
                        {
-                               /* Sound */
                                sound(SOUND_MISS);
 
-                               /* Message */
                                msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
                        }
                }
@@ -1337,7 +1328,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT
 * @details
 * If no "weapon" is available, then "punch" the monster one time.
 */
-bool py_attack(int y, int x, BIT_FLAGS mode)
+bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
 {
        bool            fear = FALSE;
        bool            mdeath = FALSE;
@@ -1348,8 +1339,7 @@ bool py_attack(int y, int x, BIT_FLAGS mode)
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
        char            m_name[80];
 
-       /* Disturb the player */
-       disturb(0, 1);
+       disturb(FALSE, TRUE);
 
        p_ptr->energy_use = 100;
 
@@ -1425,7 +1415,6 @@ bool py_attack(int y, int x, BIT_FLAGS mode)
        /* Handle player fear */
        if (p_ptr->afraid)
        {
-               /* Message */
                if (m_ptr->ml)
                        msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
                else
@@ -1434,7 +1423,6 @@ bool py_attack(int y, int x, BIT_FLAGS mode)
                /* Disturb the monster */
                (void)set_monster_csleep(c_ptr->m_idx, 0);
 
-               /* Done */
                return FALSE;
        }
 
@@ -1512,10 +1500,8 @@ bool py_attack(int y, int x, BIT_FLAGS mode)
        /* Hack -- delay fear messages */
        if (fear && m_ptr->ml && !mdeath)
        {
-               /* Sound */
                sound(SOUND_FLEE);
 
-               /* Message */
                msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
        }
 
@@ -1540,7 +1526,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
        int ap_cnt;
 
-       int i, k, tmp, ac, rlev;
+       INVENTORY_IDX i;
+       int k, tmp, ac, rlev;
        int do_cut, do_stun;
 
        s32b gold;
@@ -1639,7 +1626,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
                {
                        /* Always disturbing */
-                       disturb(1, 1);
+                       disturb(TRUE, TRUE);
 
 
                        /* Hack -- Apply "protection from evil" */
@@ -1651,7 +1638,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                /* Remember the Evil-ness */
                                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
 
-                               /* Message */
 #ifdef JP
                                if (abbreviate)
                                    msg_format("撃退した。");
@@ -1939,7 +1925,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
                        }
 
-                       /* Message */
                        if (act)
                        {
                                if (do_silly_attack)
@@ -1996,20 +1981,17 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                msg_print(_("痛恨の一撃!", "It was a critical hit!"));
                                                tmp_damage = MAX(damage, tmp_damage*2);
 
-                                               /* Take damage */
                                                get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
                                                break;
                                        }
                                }
                                case RBE_HURT:
                                {
-                                       /* Obvious */
                                        obvious = TRUE;
 
                                        /* Hack -- Player armor reduces total damage */
                                        damage -= (damage * ((ac < 150) ? ac : 150) / 250);
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        break;
@@ -2073,7 +2055,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        for (k = 0; k < 10; k++)
                                        {
                                                /* Pick an item */
-                                               i = randint0(INVEN_PACK);
+                                               i = (INVENTORY_IDX)randint0(INVEN_PACK);
 
                                                /* Obtain the item */
                                                o_ptr = &inventory[i];
@@ -2094,10 +2076,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        /* Don't heal more than max hp */
                                                        heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
 
-                                                       /* Message */
                                                        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 */
                                                        obvious = TRUE;
 
                                                        /* Heal the monster */
@@ -2113,10 +2093,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        /* Combine / Reorder the pack */
                                                        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
 
-                                                       /* Window stuff */
                                                        p_ptr->window |= (PW_INVEN);
 
-                                                       /* Done */
                                                        break;
                                                }
                                        }
@@ -2134,7 +2112,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
                                        /* Saving throw (unless paralyzed) based on dex and level */
@@ -2177,7 +2154,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Redraw gold */
                                                p_ptr->redraw |= (PR_GOLD);
 
-                                               /* Window stuff */
                                                p_ptr->window |= (PW_PLAYER);
 
                                                /* Blink away */
@@ -2208,10 +2184,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Occasional "blink" anyway */
                                                blinked = TRUE;
 
-                                               /* Obvious */
                                                obvious = TRUE;
 
-                                               /* Done */
                                                break;
                                        }
 
@@ -2221,7 +2195,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                s16b o_idx;
 
                                                /* Pick an item */
-                                               i = randint0(INVEN_PACK);
+                                               i = (INVENTORY_IDX)randint0(INVEN_PACK);
 
                                                /* Obtain the item */
                                                o_ptr = &inventory[i];
@@ -2235,7 +2209,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Get a description */
                                                object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
-                                               /* Message */
 #ifdef JP
                                                msg_format("%s(%c)を%s盗まれた!",
                                                           o_name, index_to_label(i),
@@ -2293,13 +2266,11 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                inven_item_increase(i, -1);
                                                inven_item_optimize(i);
 
-                                               /* Obvious */
                                                obvious = TRUE;
 
                                                /* Blink away */
                                                blinked = TRUE;
 
-                                               /* Done */
                                                break;
                                        }
 
@@ -2317,9 +2288,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        for (k = 0; k < 10; k++)
                                        {
                                                /* Pick an item from the pack */
-                                               i = randint0(INVEN_PACK);
+                                               i = (INVENTORY_IDX)randint0(INVEN_PACK);
 
-                                               /* Get the item */
                                                o_ptr = &inventory[i];
 
                                                /* Skip non-objects */
@@ -2331,26 +2301,18 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Get a description */
                                                object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
-                                               /* Message */
 #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" : ""));
+                                               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));
+                                               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(i, -1);
                                                inven_item_optimize(i);
 
-                                               /* Obvious */
                                                obvious = TRUE;
 
-                                               /* Done */
                                                break;
                                        }
 
@@ -2374,14 +2336,12 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                o_ptr->xtra4 -= (s16b)(250 + randint1(250));
                                                if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
 
-                                               /* Notice */
                                                if (!p_ptr->blind)
                                                {
                                                        msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
                                                        obvious = TRUE;
                                                }
 
-                                               /* Window stuff */
                                                p_ptr->window |= (PW_EQUIP);
                                        }
 
@@ -2391,10 +2351,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                case RBE_ACID:
                                {
                                        if (explode) break;
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Message */
                                        msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
 
                                        /* Special damage */
@@ -2412,10 +2370,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                case RBE_ELEC:
                                {
                                        if (explode) break;
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Message */
                                        msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
 
                                        /* Special damage */
@@ -2430,10 +2386,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                case RBE_FIRE:
                                {
                                        if (explode) break;
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Message */
                                        msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
 
                                        /* Special damage */
@@ -2448,10 +2402,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                case RBE_COLD:
                                {
                                        if (explode) break;
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Message */
                                        msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
 
                                        /* Special damage */
@@ -2465,7 +2417,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_BLIND:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -2493,7 +2444,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                case RBE_CONFUSE:
                                {
                                        if (explode) break;
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -2515,7 +2465,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_TERRIFY:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -2551,7 +2500,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_PARALYZE:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -2590,12 +2538,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_STR:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_STR)) obvious = TRUE;
 
                                        break;
@@ -2603,12 +2548,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_INT:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_INT)) obvious = TRUE;
 
                                        break;
@@ -2616,12 +2558,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_WIS:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_WIS)) obvious = TRUE;
 
                                        break;
@@ -2629,12 +2568,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_DEX:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_DEX)) obvious = TRUE;
 
                                        break;
@@ -2642,12 +2578,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_CON:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_CON)) obvious = TRUE;
 
                                        break;
@@ -2655,12 +2588,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_CHR:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_CHR)) obvious = TRUE;
 
                                        break;
@@ -2668,7 +2598,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_ALL:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -2686,13 +2615,11 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_SHATTER:
                                {
-                                       /* Obvious */
                                        obvious = TRUE;
 
                                        /* Hack -- Reduce damage based on the player armor class */
                                        damage -= (damage * ((ac < 150) ? ac : 150) / 250);
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        /* Radius 8 earthquake centered at the monster */
@@ -2708,10 +2635,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -2724,10 +2649,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -2740,10 +2663,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -2756,10 +2677,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -2867,10 +2786,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
                                        bool resist_drain;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -2924,7 +2841,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
                                case RBE_DR_MANA:
                                {
-                                       /* Obvious */
                                        obvious = TRUE;
 
                                        if (CHECK_MULTISHADOW())
@@ -2935,7 +2851,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        {
                                                do_cut = 0;
 
-                                               /* Take damage */
                                                p_ptr->csp -= damage;
                                                if (p_ptr->csp < 0)
                                                {
@@ -2953,7 +2868,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
                                case RBE_INERTIA:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -2975,7 +2889,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
                                case RBE_STUN:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -3313,7 +3226,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                {
                                                        int j;
                                                        BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                                                       int typ[4][2] = {
+                                                       EFFECT_ID typ[4][2] = {
                                                                { INVEN_HEAD, GF_OLD_CONF },
                                                                { INVEN_LARM,  GF_OLD_SLEEP },
                                                                { INVEN_HANDS, GF_TURN_ALL },
@@ -3361,9 +3274,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                if (m_ptr->ml)
                                {
                                        /* Disturbing */
-                                       disturb(1, 1);
+                                       disturb(TRUE, TRUE);
 
-                                       /* Message */
 #ifdef JP
                                        if (abbreviate)
                                            msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");