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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 / monster-process.c
index 9336b59..735dc68 100644 (file)
@@ -1426,7 +1426,7 @@ static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
        ARMOUR_CLASS ac;
        DEPTH rlev;
        int pt;
-       GAME_TEXT m_name[80], t_name[80];
+       GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
        char            temp[MAX_NLEN];
        bool            blinked;
        bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
@@ -2111,7 +2111,7 @@ void process_monster(MONSTER_IDX m_idx)
 #ifdef JP
                        msg_print("地面に落とされた。");
 #else
-                       GAME_TEXT m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_desc(m_name, &m_list[p_ptr->riding], 0);
                        msg_format("You have fallen from %s.", m_name);
 #endif
@@ -2142,14 +2142,14 @@ void process_monster(MONSTER_IDX m_idx)
 
                if (see_m)
                {
-                       GAME_TEXT m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_desc(m_name, m_ptr, 0);
                        msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
                }
 
                if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
                {
-                       GAME_TEXT m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
                        do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
                }
@@ -2174,7 +2174,7 @@ void process_monster(MONSTER_IDX m_idx)
 
                        if (see_m)
                        {
-                               GAME_TEXT m_name[80];
+                               GAME_TEXT m_name[MAX_NLEN];
                                monster_desc(m_name, m_ptr, 0);
 
                                msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
@@ -2205,7 +2205,7 @@ void process_monster(MONSTER_IDX m_idx)
 
                if (m_ptr->hp < m_ptr->maxhp/3)
                {
-                       GAME_TEXT m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_desc(m_name, m_ptr, 0);
 
                        if (is_riding_mon && riding_pinch < 2)
@@ -2269,7 +2269,7 @@ void process_monster(MONSTER_IDX m_idx)
                /* Notice the "waking up" */
                if (m_ptr->ml)
                {
-                       GAME_TEXT m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_desc(m_name, m_ptr, 0);
                        msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
                }
@@ -2311,7 +2311,7 @@ void process_monster(MONSTER_IDX m_idx)
        {
                if (is_pet(m_ptr) || see_m)
                {
-                       GAME_TEXT m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
                        msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
                }
@@ -2405,7 +2405,7 @@ void process_monster(MONSTER_IDX m_idx)
                    player_has_los_bold(oy, ox) &&
                    projectable(oy, ox, p_ptr->y, p_ptr->x))
                {
-                       GAME_TEXT m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        char monmessage[1024];
                        cptr filename;
 
@@ -3066,7 +3066,7 @@ void process_monster(MONSTER_IDX m_idx)
                                for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                                {
                                        BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
-                                       GAME_TEXT m_name[80], o_name[MAX_NLEN];
+                                       GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
                                        object_type *o_ptr = &o_list[this_o_idx];
 
                                        /* Acquire next object */
@@ -3254,7 +3254,7 @@ void process_monster(MONSTER_IDX m_idx)
                /* Message if seen */
                if (see_m)
                {
-                       GAME_TEXT m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_desc(m_name, m_ptr, 0);
                        msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
                }