-#include "core/player-processor.h"
+#include "core/player-processor.h"
#include "action/run-execution.h"
#include "action/travel-execution.h"
#include "core/disturbance.h"
#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()) {
const auto effects = player_ptr->effects();
if (player_ptr->riding && !effects->confusion()->is_confused() && !effects->blindness()->is_blind()) {
auto *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
- auto *r_ptr = &monraces_info[m_ptr->r_idx];
+ auto *r_ptr = &m_ptr->get_monrace();
if (m_ptr->is_asleep()) {
const auto m_name = monster_desc(player_ptr, m_ptr, 0);
(void)set_monster_csleep(player_ptr, player_ptr->riding, 0);
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);
continue;
}
- r_ptr = &monraces_info[m_ptr->ap_r_idx];
+ r_ptr = &m_ptr->get_appearance_monrace();
// モンスターのシンボル/カラーの更新
if (m_ptr->ml && r_ptr->visual_flags.has_any_of({ MonsterVisualType::MULTI_COLOR, MonsterVisualType::SHAPECHANGER })) {