#include "monster-floor/place-monster-types.h"
#include "monster-race/monster-race-hook.h"
#include "monster-race/monster-race.h"
-#include "monster-race/race-flags1.h"
#include "monster/monster-describer.h"
#include "monster/monster-flag-types.h"
#include "monster/monster-list.h"
#include "spell-realm/spells-hex.h"
#include "spell-realm/spells-song.h"
#include "status/action-setter.h"
+#include "system/angband-system.h"
#include "system/dungeon-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
player_ptr->invoking_midnight_curse = false;
}
- if (player_ptr->phase_out) {
+ const auto &system = AngbandSystem::get_instance();
+ if (system.is_phase_out()) {
for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
if (!m_ptr->is_valid()) {
energy.reset_player_turn();
auto is_knocked_out = effects->stun()->is_knocked_out();
auto is_paralyzed = effects->paralysis()->is_paralyzed();
- if (player_ptr->phase_out) {
+ if (system.is_phase_out()) {
move_cursor_relative(player_ptr->y, player_ptr->x);
command_cmd = SPECIAL_KEY_BUILDING;
process_command(player_ptr);