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[Refactor] #38836 名称用文字配列のマジックナンバー処理。 / Delete magic number from naming string array.
[hengband/hengband.git] / src / cmd2.c
index 8c86849..17a260b 100644 (file)
@@ -2926,7 +2926,7 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
                                /* Handle visible monster */
                                else
                                {
-                                       GAME_TEXT m_name[80];
+                                       GAME_TEXT m_name[MAX_NLEN];
 
                                        /* Get "the monster" or "it" */
                                        monster_desc(m_name, m_ptr, 0);
@@ -2948,7 +2948,7 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
                                        if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
                                                && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
                                        {
-                                               GAME_TEXT m_name[80];
+                                               GAME_TEXT m_name[MAX_NLEN];
 
                                                /* Get "the monster" or "it" */
                                                monster_desc(m_name, m_ptr, 0);
@@ -3006,7 +3006,7 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
                                        if (object_is_fixed_artifact(q_ptr) &&
                                                (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
                                        {
-                                               GAME_TEXT m_name[80];
+                                               GAME_TEXT m_name[MAX_NLEN];
 
                                                monster_desc(m_name, m_ptr, 0);
 
@@ -3021,7 +3021,7 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
 
                                        if (fear && m_ptr->ml)
                                        {
-                                               GAME_TEXT m_name[80];
+                                               GAME_TEXT m_name[MAX_NLEN];
                                                sound(SOUND_FLEE);
                                                monster_desc(m_name, m_ptr, 0);
                                                msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
@@ -3515,7 +3515,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                                /* Handle visible monster */
                                else
                                {
-                                       GAME_TEXT m_name[80];
+                                       GAME_TEXT m_name[MAX_NLEN];
                                        monster_desc(m_name, m_ptr, 0);
                                        msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
 
@@ -3588,7 +3588,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                                        if (fear && m_ptr->ml)
                                        {
                                                sound(SOUND_FLEE);
-                                               GAME_TEXT m_name[80];
+                                               GAME_TEXT m_name[MAX_NLEN];
                                                monster_desc(m_name, m_ptr, 0);
                                                msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
                                        }
@@ -3635,7 +3635,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                                    is_friendly(&m_list[cave[y][x].m_idx]) &&
                                    !MON_INVULNER(m_ptr))
                                {
-                                       GAME_TEXT m_name[80];
+                                       GAME_TEXT m_name[MAX_NLEN];
                                        monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
                                        msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
                                        set_hostile(&m_list[cave[y][x].m_idx]);