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;
#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
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);
}
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 (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)
/* 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);
}
{
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);
}
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;
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 */
/* 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);
}