#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "perception/object-perception.h"
+#include "player-status/player-energy.h"
#include "player/player-status-table.h"
-#include "player/player-status.h"
#include "specific-object/chest.h"
#include "status/bad-status-setter.h"
#include "status/experience.h"
{
grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
- take_turn(creature_ptr, 100);
+ PlayerEnergy(creature_ptr).set_player_turn_energy(100);
if (!has_flag(f_ptr->flags, FF_OPEN)) {
msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_info[get_feat_mimic(g_ptr)].name.c_str());
return FALSE;
grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
FEAT_IDX old_feat = g_ptr->feat;
bool more = FALSE;
- take_turn(creature_ptr, 100);
+ PlayerEnergy(creature_ptr).set_player_turn_energy(100);
if (!has_flag(f_info[old_feat].flags, FF_CLOSE))
return more;
{
bool more = FALSE;
object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[o_idx];
- take_turn(creature_ptr, 100);
+ PlayerEnergy(creature_ptr).set_player_turn_energy(100);
int i = creature_ptr->skill_dis;
if (creature_ptr->blind || no_lite(creature_ptr))
i = i / 10;
int power = f_ptr->power;
bool more = FALSE;
int i = creature_ptr->skill_dis;
- take_turn(creature_ptr, 100);
+ PlayerEnergy(creature_ptr).set_player_turn_energy(100);
if (creature_ptr->blind || no_lite(creature_ptr))
i = i / 10;
int temp = f_ptr->power;
bool more = FALSE;
concptr name = f_info[get_feat_mimic(g_ptr)].name.c_str();
- take_turn(creature_ptr, 100);
+ PlayerEnergy(creature_ptr).set_player_turn_energy(100);
msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
temp = (bash - (temp * 10));
if (creature_ptr->pclass == CLASS_BERSERKER)