if (a_scroll)
{
- GAME_TEXT dummy_name[80] = "";
+ GAME_TEXT dummy_name[MAX_NLEN] = "";
cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
/* Identify it fully */
*/
void quest_discovery(QUEST_IDX q_idx)
{
- quest_type *q_ptr = &quest[q_idx];
- monster_race *r_ptr = &r_info[q_ptr->r_idx];
- int q_num = q_ptr->max_num;
- char name[80];
+ quest_type *q_ptr = &quest[q_idx];
+ monster_race *r_ptr = &r_info[q_ptr->r_idx];
+ MONSTER_NUMBER q_num = q_ptr->max_num;
+ GAME_TEXT name[MAX_NLEN];
/* No quest index */
if (!q_idx) return;
}
else if (cave[y][x].m_idx)
{
- 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が邪魔だ!", "%^s is stand in your way."), m_name);
p_ptr->energy_use = 0;
for (i = 0; i < max_pet; i++)
{
bool delete_this;
- GAME_TEXT friend_name[80];
+ GAME_TEXT friend_name[MAX_NLEN];
bool kakunin;
/* Access the monster */
{
if (record_named_pet && 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_DISMISS, m_name);
if (MON_CSLEEP(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
(void)set_monster_csleep(c_ptr->m_idx, 0);
msg_format(_("%sを起こした。", "You have waked %s up."), m_name);
{
monster_type *m_ptr;
char out_val[20];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
bool old_name = FALSE;
bool old_target_pet = target_pet;
{
int i, y, x, oy, ox;
int sn = 0, sy = 0, sx = 0;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool fall_dam = FALSE;
monster_type *riding_m_ptr = &m_list[p_ptr->riding];
monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
bool p_can_kill_walls = FALSE;
}
else if (MON_MONFEAR(riding_m_ptr))
{
- GAME_TEXT steed_name[80];
+ GAME_TEXT steed_name[MAX_NLEN];
monster_desc(steed_name, riding_m_ptr, 0);
msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
oktomove = FALSE;
if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
{
- GAME_TEXT steed_name[80];
+ GAME_TEXT steed_name[MAX_NLEN];
monster_desc(steed_name, riding_m_ptr, 0);
msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
oktomove = FALSE;
/* 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);
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);
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);
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);
/* 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);
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);
}
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]);
{
int day, hour, min;
FILE *fff = NULL;
- GAME_TEXT file_name[80];
+ GAME_TEXT file_name[MAX_NLEN];
char buf[1024];
cptr note_level = "";
bool do_level = TRUE;
}
case NIKKI_RAND_QUEST_C:
{
- char name[80];
+ char name[MAX_NLEN];
strcpy(name, r_name+r_info[quest[num].r_idx].name);
fprintf(fff, _(" %2d:%02d %20s ランダムクエスト(%s)を達成した。\n",
" %2d:%02d %20s completed random quest '%s'\n"), hour, min, note_level, name);
}
case NIKKI_RAND_QUEST_F:
{
- char name[80];
+ char name[MAX_NLEN];
strcpy(name, r_name+r_info[quest[num].r_idx].name);
fprintf(fff, _(" %2d:%02d %20s ランダムクエスト(%s)から逃げ出した。\n",
" %2d:%02d %20s ran away from quest '%s'.\n"), hour, min, note_level, name);
static void do_cmd_disp_nikki(void)
{
char nikki_title[256];
- GAME_TEXT file_name[80];
+ GAME_TEXT file_name[MAX_NLEN];
char buf[1024];
char tmp[80];
#ifdef JP
*/
static void do_cmd_erase_nikki(void)
{
- GAME_TEXT file_name[80];
+ GAME_TEXT file_name[MAX_NLEN];
char buf[256];
FILE *fff = NULL;
/* Dump objects */
for (k_idx = 0; k_idx < max_k_idx; k_idx++)
{
- GAME_TEXT o_name[80];
+ GAME_TEXT o_name[MAX_NLEN];
object_kind *k_ptr = &k_info[k_idx];
/* Skip non-entries */
int i;
FILE *fff;
monster_type *m_ptr;
- GAME_TEXT pet_name[80];
+ GAME_TEXT pet_name[MAX_NLEN];
int t_friends = 0;
int show_upkeep = 0;
GAME_TEXT file_name[1024];
/* Display lines until done */
for (i = 0; i < per_page && (object_idx[object_top + i] >= 0); i++)
{
- GAME_TEXT o_name[80];
+ GAME_TEXT o_name[MAX_NLEN];
TERM_COLOR a;
byte c;
object_kind *flavor_k_ptr;
{
char tmp_str[120];
char rand_tmp_str[120] = "\0";
- char name[80];
+ char name[MAX_NLEN];
monster_race *r_ptr;
IDX i;
int rand_level = 100;
}
else if ((number_mon-1) == 0)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *wm_ptr;
wm_ptr = &m_list[win_m_idx];
x = p_ptr->x + ddx[p_ptr->fishing_dir];
if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
{
- 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が釣れた!", "You have a good catch!"), m_name);
success = TRUE;
if (MON_CSLEEP(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Recover fully */
(void)set_monster_csleep(p_ptr->riding, 0);
if (set_monster_stunned(p_ptr->riding,
(randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
}
if (set_monster_confused(p_ptr->riding,
(randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
}
if(set_monster_monfear(p_ptr->riding,
(randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
}
int i;
bool pet = FALSE;
bool pet_settings = FALSE;
- GAME_TEXT pet_name[80];
+ GAME_TEXT pet_name[MAX_NLEN];
for (i = m_max - 1; i >= 1; i--)
{
for (i = m_max - 1; i >=1; i--)
{
monster_type *m_ptr = &m_list[i];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
if (!m_ptr->r_idx) continue;
if (!is_pet(m_ptr)) continue;
if (is_seen(m_ptr))
{
- 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);
}
{
monster_type *m_ptr = &party_mon[i];
monster_race *r_ptr = real_r_ptr(m_ptr);
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
{
monster_type *m_ptr;
monster_race *r_ptr;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
if (!target_set(TARGET_KILL)) return FALSE;
if (!cave[target_row][target_col].m_idx) break;
IDX target_m_idx;
monster_type *m_ptr;
monster_race *r_ptr;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
if (!target_set(TARGET_KILL)) return FALSE;
target_m_idx = cave[target_row][target_col].m_idx;
if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
{
- GAME_TEXT mon_name[80];
+ GAME_TEXT mon_name[MAX_NLEN];
int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
/* Hack -- Get the "died from" name */
int n_weight = 0;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
int dice_num, dice_side;
/* Access the weapon */
object_type *o_ptr = &inventory[INVEN_RARM + hand];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
bool success_hit = FALSE;
bool backstab = FALSE;
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
disturb(FALSE, TRUE);
GAME_TEXT o_name[MAX_NLEN];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
char ddesc[80];
if (p_ptr->riding && damage)
{
- char m_steed_name[80];
+ char m_steed_name[MAX_NLEN];
monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
if (rakuba((damage > 200) ? 200 : damage, FALSE))
{
if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
{
- char m_target_name[80];
+ char m_target_name[MAX_NLEN];
monster_desc(m_target_name, m_ptr, 0);
p_ptr->csp -= 7;
{
monster_type *m_ptr;
MONSTER_IDX m_idx;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
int i;
int path_n;
u16b path_g[512];
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);
}
/* 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_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
}
{
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
}
/* Message if visible */
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
}
/* Message if visible */
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
}
/* Visual note */
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
#ifndef JP
char m_poss[80];
{
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
}
void dispel_monster_status(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (set_monster_invulner(m_idx, 0, TRUE))
if (vs_player)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (who == 1)
if (m_ptr->exp >= r_ptr->next_exp)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
int old_hp = m_ptr->hp;
int old_maxhp = m_ptr->max_maxhp;
int old_r_idx = m_ptr->r_idx;
r_name + rf_ptr->name));
#else
bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
- char name[80];
+ char name[MAX_NLEN];
strcpy(name, r_name + rf_ptr->name);
if(plural) plural_aux(name);
hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
if (p_ptr->inside_battle) return;
if (is_friendly(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは怒った!", "%^s gets angry!"), 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_COMPACT, m_name);
}
if (!necro && m_ptr)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
power = r_ptr->level / 2;
else if(!necro)
{
monster_race *r_ptr;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
cptr desc;
get_mon_num_prep(get_nightmare, NULL);
int oldmaxhp;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr;
- char old_m_name[80];
+ char old_m_name[MAX_NLEN];
bool old_unique = FALSE;
int old_r_idx = m_ptr->r_idx;
if (m_idx == p_ptr->riding)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
if (!(r_ptr->flags7 & RF7_RIDING))
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Get the monster name */
monster_desc(m_name, m_ptr, 0);
BIT_FLAGS f4, f5, f6;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
#ifndef JP
char m_poss[80];
#endif
{
monster_type *m_ptr;
monster_race *r_ptr;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
if (!target_set(TARGET_KILL)) return FALSE;
if (!cave[target_row][target_col].m_idx) break;
MONSTER_IDX target_m_idx;
monster_type *m_ptr;
monster_race *r_ptr;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
if (!target_set(TARGET_KILL)) return FALSE;
target_m_idx = cave[target_row][target_col].m_idx;
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- GAME_TEXT m_name[80], t_name[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
*/
void spell_RF4_DISPEL(MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- GAME_TEXT m_name[80], t_name[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- GAME_TEXT m_name[80], t_name[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- GAME_TEXT t_name[80];
+ GAME_TEXT t_name[MAX_NLEN];
monster_name(t_idx, t_name);
HIT_POINT spell_RF5_DRAIN_MANA(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
HIT_POINT dam;
- GAME_TEXT m_name[80], t_name[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
monster_type *m_ptr = &m_list[m_idx];
bool seen = (!p_ptr->blind && m_ptr->ml);
HIT_POINT dam;
- GAME_TEXT m_name[80], t_name[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
monster_type *m_ptr = &m_list[m_idx];
bool seen = (!p_ptr->blind && m_ptr->ml);
HIT_POINT dam;
- GAME_TEXT m_name[80], t_name[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
*/
void spell_RF5_CAUSE(int GF_TYPE, HIT_POINT dam, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, cptr msg1, cptr msg2, cptr msg3, int MS_TYPE, int TARGET_TYPE)
{
- GAME_TEXT m_name[80], t_name[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool see_t = see_monster(t_idx);
bool known = monster_near_player(m_idx, t_idx);
- GAME_TEXT m_name[80], t_name[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
cptr msg1;
- GAME_TEXT t_name[80];
+ GAME_TEXT t_name[MAX_NLEN];
monster_name(t_idx, t_name);
if (streq(t_name, "it"))
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
cptr msg1;
- GAME_TEXT t_name[80];
+ GAME_TEXT t_name[MAX_NLEN];
monster_name(t_idx, t_name);
if (streq(t_name, "it"))
{
bool see_m = see_monster(m_idx);
monster_type *m_ptr = &m_list[m_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
monspell_message_base(m_idx, t_idx,
monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
bool seen = (!p_ptr->blind && m_ptr->ml);
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
*/
void spell_RF6_BLINK(MONSTER_IDX m_idx, int TARGET_TYPE)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
*/
void spell_RF6_TPORT(MONSTER_IDX m_idx, int TARGET_TYPE)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
{
monster_type *m_ptr = &m_list[m_idx];
MONSTER_IDX who = 0;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
bool monster_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
bool monster_to_monster = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool direct = player_bold(y, x);
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
bool resists_tele = FALSE;
- GAME_TEXT t_name[80];
+ GAME_TEXT t_name[MAX_NLEN];
monster_name(t_idx, t_name);
if (tr_ptr->flagsr & RFR_RES_TELE)
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
bool resists_tele = FALSE;
- GAME_TEXT t_name[80];
+ GAME_TEXT t_name[MAX_NLEN];
monster_name(t_idx, t_name);
if (tr_ptr->flagsr & RFR_RES_TELE)
bool can_use_lite_area = FALSE;
bool monster_to_monster = TARGET_TYPE == MONSTER_TO_MONSTER;
bool monster_to_player = TARGET_TYPE == MONSTER_TO_PLAYER;
- GAME_TEXT t_name[80];
+ GAME_TEXT t_name[MAX_NLEN];
monster_name(t_idx, t_name);
if ((p_ptr->pclass == CLASS_NINJA) &&
*/
void spell_RF6_TRAPS(POSITION y, POSITION x, MONSTER_IDX m_idx)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
void spell_RF6_FORGET(MONSTER_IDX m_idx)
{
int rlev = monster_level_idx(m_idx);
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int rlev = monster_level_idx(m_idx);
int count = 0;
- GAME_TEXT m_name[80], t_name[80], m_poss[80];
+ GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN], m_poss[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
int count = 0, k;
POSITION cy = y;
POSITION cx = x;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
if (p_ptr->blind)
monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
int k, count = 0;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
{
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_GENOCIDE, m_name);
}
*/
struct power_desc_type
{
- char name[80]; //!<レイシャル名
+ char name[MAX_NLEN]; //!<レイシャル名
PLAYER_LEVEL level; //!<体得レベル
int cost;
int stat;
}
case CLASS_CAVALRY:
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr;
monster_race *r_ptr;
int rlev;
POSITION oy = y, ox = x;
MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
{
if (!monster_living(m_ptr->r_idx))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
{
if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Extract monster name */
monster_desc(m_name, m_ptr, 0);
bool heal_leper = FALSE;
/* Hold the monster name */
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
char m_poss[10];
PARAMETER_VALUE photo = 0;
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m2_name[80];
+ char m2_name[MAX_NLEN];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
monster_type *m_ptr = NULL;
/* Monster name (for attacks) */
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Monster name (for damage) */
char killer[80];
bool jump = FALSE;
/* Attacker's name (prepared before polymorph)*/
- GAME_TEXT who_name[80];
+ GAME_TEXT who_name[MAX_NLEN];
/* Can the player see the source of this effect? */
bool see_s_msg = TRUE;
if (p_ptr->riding)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, &m_list[p_ptr->riding], 0);
{
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_GENOCIDE, m_name);
if (resist && player_cast)
{
bool see_m = is_seen(m_ptr);
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (see_m)
/* Probe visible monsters */
if (m_ptr->ml)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Start the message */
if (!probe)
{
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_DESTROY, m_name);
if (m_idx)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &m_list[m_idx];
/* Get the monster's real name */
if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
!(r_ptr->flags2 & (RF2_PASS_WALL)))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Assume not safe */
sn = 0;
{
if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
{
- char m2_name[80];
+ char m2_name[MAX_NLEN];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
/* Uniques resist discharging */
if (r_ptr->flags1 & RF1_UNIQUE)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0x00);
msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
delete_monster_idx(i);
if (record_named_pet && 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_BLAST, m_name);
/* 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);
}
else if (!player_bold(ty, tx))
{
/* Hold the monster name */
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Get the monster name (BEFORE polymorphing) */
monster_desc(m_name, m_ptr, 0);
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m2_name[80];
+ char m2_name[MAX_NLEN];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
cave_type *c_ptr;
feature_type *f_ptr;
monster_type *m_ptr;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Prevent vasishing of quest levels and town */
if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
TERM_LEN y, x;
int m[9];
const magic_type *s_ptr;
- char name[80];
+ char name[MAX_NLEN];
char out_val[160];
MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
{
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_WIZ_ZAP, 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_WIZ_ZAP, 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, 3, m_name);
p_ptr->arena_number++;
if (record_arena)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Extract monster name */
monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
/* It is dead now */
if (m_ptr->hp < 0)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
{
{
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
bool recall = FALSE;
/* Not boring */
}
else
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_desc(m_name, m_ptr, 0);
}
else
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_desc(m_name, m_ptr, 0);