OSDN Git Service

[Refactor] #37353 コメント整理。 / Refactor comments.
authorDeskull <deskull@users.sourceforge.jp>
Wed, 9 Jan 2019 13:30:26 +0000 (22:30 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Wed, 9 Jan 2019 13:30:26 +0000 (22:30 +0900)
src/init1.c
src/spells1.c
src/spells2.c
src/xtra2.c

index e0b94ae..e643c20 100644 (file)
@@ -4137,8 +4137,6 @@ static errr process_dungeon_file_aux(char *buf, int ymin, int xmin, int ymax, in
                                        object_type *q_ptr = &forge;
 
                                        object_prep(q_ptr, k_idx);
-
-                                       /* Drop it in the dungeon */
                                        drop_here(q_ptr, *y, *x);
                                }
                                else
index cf17c13..5a40f3b 100644 (file)
@@ -5055,8 +5055,6 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                /* Mark the item as fully known */
                q_ptr->ident |= (IDENT_MENTAL);
-
-               /* Drop it in the dungeon */
                (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
        }
 
index 671cc6c..9a0fd47 100644 (file)
@@ -3871,8 +3871,6 @@ bool kawarimi(bool success)
        object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
 
        q_ptr->pval = MON_NINJA;
-
-       /* Drop it in the dungeon */
        (void)drop_near(q_ptr, -1, y, x);
 
 #ifdef JP
index 934abab..e55a578 100644 (file)
@@ -471,8 +471,6 @@ void check_quest_completion(monster_type *m_ptr)
 
                        /* Make a great object */
                        make_object(o_ptr, AM_GOOD | AM_GREAT);
-
-                       /* Drop it in the dungeon */
                        (void)drop_near(o_ptr, -1, y, x);
                }
        }
@@ -640,8 +638,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                        /* Prepare to make a prize */
                        object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
                        apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-                       /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, y, x);
                }
 
@@ -704,8 +700,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
 
                q_ptr->pval = m_ptr->r_idx;
-
-               /* Drop it in the dungeon */
                (void)drop_near(q_ptr, -1, y, x);
        }
 
@@ -751,8 +745,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                        object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
 
                        apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
-
-                       /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, y, x);
                }
                break;
@@ -771,8 +763,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                        /* Make a book */
                        make_object(q_ptr, mo_mode);
-
-                       /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, y, x);
                }
                break;
@@ -873,8 +863,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                /* Mega-Hack -- Actually create "Grond" */
                apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
-               /* Drop it in the dungeon */
                (void)drop_near(q_ptr, -1, y, x);
                q_ptr = &forge;
 
@@ -886,8 +874,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                /* Mega-Hack -- Actually create "Chaos" */
                apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
-               /* Drop it in the dungeon */
                (void)drop_near(q_ptr, -1, y, x);
                break;
 
@@ -898,8 +884,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                        /* Prepare to make a broken sword */
                        object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-
-                       /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, y, x);
                }
                break;
@@ -915,8 +899,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                        object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
 
                        apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-                       /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, y, x);
                }
                break;
@@ -944,8 +926,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                                /* Make a cloak */
                                make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
                                (void)drop_near(q_ptr, -1, y, x);
                        }
                        break;
@@ -961,8 +941,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                                /* Make a poleweapon */
                                make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
                                (void)drop_near(q_ptr, -1, y, x);
                        }
                        break;
@@ -978,8 +956,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                                /* Make a hard armor */
                                make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
                                (void)drop_near(q_ptr, -1, y, x);
                        }
                        break;
@@ -995,8 +971,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                                /* Make a hafted weapon */
                                make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
                                (void)drop_near(q_ptr, -1, y, x);
                        }
                        break;
@@ -1012,8 +986,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                                /* Make a sword */
                                make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
                                (void)drop_near(q_ptr, -1, y, x);
                        }
                        break;
@@ -1087,8 +1059,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                object_prep(q_ptr, k_idx);
 
                                apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
-
-                               /* Drop it in the dungeon */
                                (void)drop_near(q_ptr, -1, y, x);
                        }
                        msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
@@ -1142,8 +1112,6 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                        dump_item++;
                }
-
-               /* Drop it in the dungeon */
                (void)drop_near(q_ptr, -1, y, x);
        }
 
@@ -4324,8 +4292,6 @@ void gain_level_reward(int chosen_reward)
                        q_ptr->to_d = 3 + randint1(dun_level) % 10;
                        one_resistance(q_ptr);
                        q_ptr->name2 = EGO_CHAOTIC;
-
-                       /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
                        reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
                        break;