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Merge branch 'master' of git.osdn.net:/gitroot/hengband/hengband
[hengband/hengband.git] / src / cmd-item / cmd-zaprod.c
index 5424218..914c8b8 100644 (file)
@@ -1,38 +1,43 @@
 #include "cmd-item/cmd-zaprod.h"
-#include "cmd/cmd-basic.h"
-#include "floor/floor.h"
+#include "action/action-limited.h"
+#include "core/player-update-types.h"
+#include "core/window-redrawer.h"
+#include "floor/floor-object.h"
 #include "game-option/disturbance-options.h"
-#include "inventory/player-inventory.h"
-#include "io/targeting.h"
 #include "main/sound-definitions-table.h"
 #include "main/sound-of-music.h"
 #include "object-enchant/special-object-flags.h"
 #include "object/item-use-flags.h"
-#include "object/object-hook.h"
-#include "object/object-kind.h"
 #include "object/object-info.h"
+#include "object/object-kind.h"
 #include "perception/object-perception.h"
-#include "player/avatar.h"
+#include "player/attack-defense-types.h"
+#include "player-info/avatar.h"
 #include "player/player-class.h"
-#include "player/player-effects.h"
 #include "player/player-status.h"
+#include "player/special-defense-types.h"
 #include "spell-kind/spells-beam.h"
 #include "spell-kind/spells-detection.h"
 #include "spell-kind/spells-floor.h"
 #include "spell-kind/spells-launcher.h"
 #include "spell-kind/spells-lite.h"
 #include "spell-kind/spells-neighbor.h"
+#include "spell-kind/spells-perception.h"
 #include "spell-kind/spells-random.h"
 #include "spell-kind/spells-sight.h"
 #include "spell-kind/spells-specific-bolt.h"
 #include "spell-kind/spells-teleport.h"
-#include "spell/spells-status.h"
+#include "spell-kind/spells-world.h"
 #include "spell/spell-types.h"
-#include "spell/spells3.h"
+#include "spell/spells-status.h"
+#include "status/action-setter.h"
+#include "status/buff-setter.h"
+#include "status/experience.h"
+#include "status/shape-changer.h"
 #include "sv-definition/sv-other-types.h"
 #include "sv-definition/sv-rod-types.h"
+#include "target/target-getter.h"
 #include "term/screen-processor.h"
-#include "view/display-main-window.h"
 #include "view/display-messages.h"
 
 /*!
  */
 int rod_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool *use_charge, bool powerful, bool magic)
 {
-       int ident = FALSE;
-       PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
-       POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
-       POSITION rad = powerful ? 3 : 2;
-
-       /* Unused */
-       (void)magic;
-
-       /* Analyze the rod */
-       switch (sval)
-       {
-       case SV_ROD_DETECT_TRAP:
-       {
-               if (detect_traps(creature_ptr, detect_rad, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_DETECT_DOOR:
-       {
-               if (detect_doors(creature_ptr, detect_rad)) ident = TRUE;
-               if (detect_stairs(creature_ptr, detect_rad)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_IDENTIFY:
-       {
-               if (powerful) {
-                       if (!identify_fully(creature_ptr, FALSE, 0)) *use_charge = FALSE;
-               }
-               else {
-                       if (!ident_spell(creature_ptr, FALSE, 0)) *use_charge = FALSE;
-               }
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_RECALL:
-       {
-               if (!recall_player(creature_ptr, randint0(21) + 15)) *use_charge = FALSE;
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_ILLUMINATION:
-       {
-               if (lite_area(creature_ptr, damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_MAPPING:
-       {
-               map_area(creature_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_DETECTION:
-       {
-               detect_all(creature_ptr, detect_rad);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_PROBING:
-       {
-               probing(creature_ptr);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_CURING:
-       {
-               if (true_healing(creature_ptr, 0)) ident = TRUE;
-               if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_HEALING:
-       {
-               if(cure_critical_wounds(creature_ptr, powerful ? 750 : 500)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_RESTORATION:
-       {
-               if(restore_level(creature_ptr)) ident = TRUE;
-               if(restore_all_status(creature_ptr)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_SPEED:
-       {
-               if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_PESTICIDE:
-       {
-               if (dispel_monsters(creature_ptr, powerful ? 8 : 4)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_TELEPORT_AWAY:
-       {
-               int distance = MAX_SIGHT * (powerful ? 8 : 5);
-               if (teleport_monster(creature_ptr, dir, distance)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_DISARMING:
-       {
-               if (disarm_trap(creature_ptr, dir)) ident = TRUE;
-               if (powerful && disarm_traps_touch(creature_ptr)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_LITE:
-       {
-               HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
-               msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
-               (void)lite_line(creature_ptr, dir, dam);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_SLEEP_MONSTER:
-       {
-               if (sleep_monster(creature_ptr, dir, lev)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_SLOW_MONSTER:
-       {
-               if (slow_monster(creature_ptr, dir, lev)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_HYPODYNAMIA:
-       {
-               if (hypodynamic_bolt(creature_ptr, dir, 70 + 3 * lev / 2)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_POLYMORPH:
-       {
-               if (poly_monster(creature_ptr, dir, lev)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_ACID_BOLT:
-       {
-               fire_bolt_or_beam(creature_ptr, 10, GF_ACID, dir, damroll(6 + lev / 7, 8));
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_ELEC_BOLT:
-       {
-               fire_bolt_or_beam(creature_ptr, 10, GF_ELEC, dir, damroll(4 + lev / 9, 8));
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_FIRE_BOLT:
-       {
-               fire_bolt_or_beam(creature_ptr, 10, GF_FIRE, dir, damroll(7 + lev / 6, 8));
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_COLD_BOLT:
-       {
-               fire_bolt_or_beam(creature_ptr, 10, GF_COLD, dir, damroll(5 + lev / 8, 8));
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_ACID_BALL:
-       {
-               fire_ball(creature_ptr, GF_ACID, dir, 60 + lev, rad);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_ELEC_BALL:
-       {
-               fire_ball(creature_ptr, GF_ELEC, dir, 40 + lev, rad);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_FIRE_BALL:
-       {
-               fire_ball(creature_ptr, GF_FIRE, dir, 70 + lev, rad);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_COLD_BALL:
-       {
-               fire_ball(creature_ptr, GF_COLD, dir, 50 + lev, rad);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_HAVOC:
-       {
-               call_chaos(creature_ptr);
-               ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_STONE_TO_MUD:
-       {
-               HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
-               if (wall_to_mud(creature_ptr, dir, dam)) ident = TRUE;
-               break;
-       }
-
-       case SV_ROD_AGGRAVATE:
-       {
-               aggravate_monsters(creature_ptr, 0);
-               ident = TRUE;
-               break;
-       }
-       }
-       return ident;
+    int ident = FALSE;
+    PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
+    POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+    POSITION rad = powerful ? 3 : 2;
+
+    /* Unused */
+    (void)magic;
+
+    /* Analyze the rod */
+    switch (sval) {
+    case SV_ROD_DETECT_TRAP: {
+        if (detect_traps(creature_ptr, detect_rad, (bool)(dir ? FALSE : TRUE)))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_DETECT_DOOR: {
+        if (detect_doors(creature_ptr, detect_rad))
+            ident = TRUE;
+        if (detect_stairs(creature_ptr, detect_rad))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_IDENTIFY: {
+        if (powerful) {
+            if (!identify_fully(creature_ptr, FALSE, 0))
+                *use_charge = FALSE;
+        } else {
+            if (!ident_spell(creature_ptr, FALSE, 0))
+                *use_charge = FALSE;
+        }
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_RECALL: {
+        if (!recall_player(creature_ptr, randint0(21) + 15))
+            *use_charge = FALSE;
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_ILLUMINATION: {
+        if (lite_area(creature_ptr, damroll(2, 8), (powerful ? 4 : 2)))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_MAPPING: {
+        map_area(creature_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_DETECTION: {
+        detect_all(creature_ptr, detect_rad);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_PROBING: {
+        probing(creature_ptr);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_CURING: {
+        if (true_healing(creature_ptr, 0))
+            ident = TRUE;
+        if (set_shero(creature_ptr, 0, TRUE))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_HEALING: {
+        if (cure_critical_wounds(creature_ptr, powerful ? 750 : 500))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_RESTORATION: {
+        if (restore_level(creature_ptr))
+            ident = TRUE;
+        if (restore_all_status(creature_ptr))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_SPEED: {
+        if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_PESTICIDE: {
+        if (dispel_monsters(creature_ptr, powerful ? 8 : 4))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_TELEPORT_AWAY: {
+        int distance = MAX_SIGHT * (powerful ? 8 : 5);
+        if (teleport_monster(creature_ptr, dir, distance))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_DISARMING: {
+        if (disarm_trap(creature_ptr, dir))
+            ident = TRUE;
+        if (powerful && disarm_traps_touch(creature_ptr))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_LITE: {
+        HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
+        msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
+        (void)lite_line(creature_ptr, dir, dam);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_SLEEP_MONSTER: {
+        if (sleep_monster(creature_ptr, dir, lev))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_SLOW_MONSTER: {
+        if (slow_monster(creature_ptr, dir, lev))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_HYPODYNAMIA: {
+        if (hypodynamic_bolt(creature_ptr, dir, 70 + 3 * lev / 2))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_POLYMORPH: {
+        if (poly_monster(creature_ptr, dir, lev))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_ACID_BOLT: {
+        fire_bolt_or_beam(creature_ptr, 10, GF_ACID, dir, damroll(6 + lev / 7, 8));
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_ELEC_BOLT: {
+        fire_bolt_or_beam(creature_ptr, 10, GF_ELEC, dir, damroll(4 + lev / 9, 8));
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_FIRE_BOLT: {
+        fire_bolt_or_beam(creature_ptr, 10, GF_FIRE, dir, damroll(7 + lev / 6, 8));
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_COLD_BOLT: {
+        fire_bolt_or_beam(creature_ptr, 10, GF_COLD, dir, damroll(5 + lev / 8, 8));
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_ACID_BALL: {
+        fire_ball(creature_ptr, GF_ACID, dir, 60 + lev, rad);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_ELEC_BALL: {
+        fire_ball(creature_ptr, GF_ELEC, dir, 40 + lev, rad);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_FIRE_BALL: {
+        fire_ball(creature_ptr, GF_FIRE, dir, 70 + lev, rad);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_COLD_BALL: {
+        fire_ball(creature_ptr, GF_COLD, dir, 50 + lev, rad);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_HAVOC: {
+        call_chaos(creature_ptr);
+        ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_STONE_TO_MUD: {
+        HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+        if (wall_to_mud(creature_ptr, dir, dam))
+            ident = TRUE;
+        break;
+    }
+
+    case SV_ROD_AGGRAVATE: {
+        aggravate_monsters(creature_ptr, 0);
+        ident = TRUE;
+        break;
+    }
+    }
+    return ident;
 }
 
-
 /*!
-* @brief ロッドを使うコマンドのサブルーチン /
-* Activate (zap) a Rod
-* @param creature_ptr プレーヤーへの参照ポインタ
-* @param item 使うオブジェクトの所持品ID
-* @return なし
-* @details
-* <pre>
-* Unstack fully charged rods as needed.
-* Hack -- rods of perception/genocide can be "cancelled"
-* All rods can be cancelled at the "Direction?" prompt
-* pvals are defined for each rod in k_info. -LM-
-* </pre>
-*/
+ * @brief ロッドを使うコマンドのサブルーチン /
+ * Activate (zap) a Rod
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param item 使うオブジェクトの所持品ID
+ * @return なし
+ * @details
+ * <pre>
+ * Unstack fully charged rods as needed.
+ * Hack -- rods of perception/genocide can be "cancelled"
+ * All rods can be cancelled at the "Direction?" prompt
+ * pvals are defined for each rod in k_info. -LM-
+ * </pre>
+ */
 void exe_zap_rod(player_type *creature_ptr, INVENTORY_IDX item)
 {
-       int ident, chance, lev, fail;
-       DIRECTION dir = 0;
-       object_type *o_ptr;
-       bool success;
-
-       /* Hack -- let perception get aborted */
-       bool use_charge = TRUE;
-
-       object_kind *k_ptr;
-
-       o_ptr = ref_item(creature_ptr, item);
-
-       /* Mega-Hack -- refuse to zap a pile from the ground */
-       if ((item < 0) && (o_ptr->number > 1))
-       {
-               msg_print(_("まずはロッドを拾わなければ。", "You must first pick up the rods."));
-               return;
-       }
-
-
-       /* Get a direction (unless KNOWN not to need it) */
-       if (((o_ptr->sval >= SV_ROD_MIN_DIRECTION) && (o_ptr->sval != SV_ROD_HAVOC) && (o_ptr->sval != SV_ROD_AGGRAVATE) && (o_ptr->sval != SV_ROD_PESTICIDE)) ||
-               !object_is_aware(o_ptr))
-       {
-               /* Get a direction, allow cancel */
-               if (!get_aim_dir(creature_ptr, &dir)) return;
-       }
-
-
-       take_turn(creature_ptr, 100);
-
-       lev = k_info[o_ptr->k_idx].level;
-
-       /* Base chance of success */
-       chance = creature_ptr->skill_dev;
-
-       /* Confusion hurts skill */
-       if (creature_ptr->confused) chance = chance / 2;
-
-       fail = lev + 5;
-       if (chance > fail) fail -= (chance - fail) * 2;
-       else chance -= (fail - chance) * 2;
-       if (fail < USE_DEVICE) fail = USE_DEVICE;
-       if (chance < USE_DEVICE) chance = USE_DEVICE;
-
-       if (cmd_limit_time_walk(creature_ptr)) return;
-
-       if (creature_ptr->pclass == CLASS_BERSERKER) success = FALSE;
-       else if (chance > fail)
-       {
-               if (randint0(chance * 2) < fail) success = FALSE;
-               else success = TRUE;
-       }
-       else
-       {
-               if (randint0(fail * 2) < chance) success = TRUE;
-               else success = FALSE;
-       }
-
-       /* Roll for usage */
-       if (!success)
-       {
-               if (flush_failure) flush();
-               msg_print(_("うまくロッドを使えなかった。", "You failed to use the rod properly."));
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       k_ptr = &k_info[o_ptr->k_idx];
-
-       /* A single rod is still charging */
-       if ((o_ptr->number == 1) && (o_ptr->timeout))
-       {
-               if (flush_failure) flush();
-               msg_print(_("このロッドはまだ魔力を充填している最中だ。", "The rod is still charging."));
-               return;
-       }
-       /* A stack of rods lacks enough energy. */
-       else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1)))
-       {
-               if (flush_failure) flush();
-               msg_print(_("そのロッドはまだ充填中です。", "The rods are all still charging."));
-               return;
-       }
-
-       sound(SOUND_ZAP);
-
-       ident = rod_effect(creature_ptr, o_ptr->sval, dir, &use_charge, FALSE, FALSE);
-
-       /* Increase the timeout by the rod kind's pval. -LM- */
-       if (use_charge) o_ptr->timeout += k_ptr->pval;
-       creature_ptr->update |= (PU_COMBINE | PU_REORDER);
-
-       if (!(object_is_aware(o_ptr)))
-       {
-               chg_virtue(creature_ptr, V_PATIENCE, -1);
-               chg_virtue(creature_ptr, V_CHANCE, 1);
-               chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
-       }
-
-       /* Tried the object */
-       object_tried(o_ptr);
-
-       /* Successfully determined the object function */
-       if (ident && !object_is_aware(o_ptr))
-       {
-               object_aware(creature_ptr, o_ptr);
-               gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
-       }
-
-       creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+    int ident, chance, lev, fail;
+    DIRECTION dir = 0;
+    object_type *o_ptr;
+    bool success;
+
+    /* Hack -- let perception get aborted */
+    bool use_charge = TRUE;
+
+    object_kind *k_ptr;
+
+    o_ptr = ref_item(creature_ptr, item);
+
+    /* Mega-Hack -- refuse to zap a pile from the ground */
+    if ((item < 0) && (o_ptr->number > 1)) {
+        msg_print(_("まずはロッドを拾わなければ。", "You must first pick up the rods."));
+        return;
+    }
+
+    /* Get a direction (unless KNOWN not to need it) */
+    if (((o_ptr->sval >= SV_ROD_MIN_DIRECTION) && (o_ptr->sval != SV_ROD_HAVOC) && (o_ptr->sval != SV_ROD_AGGRAVATE) && (o_ptr->sval != SV_ROD_PESTICIDE))
+        || !object_is_aware(o_ptr)) {
+        /* Get a direction, allow cancel */
+        if (!get_aim_dir(creature_ptr, &dir))
+            return;
+    }
+
+    take_turn(creature_ptr, 100);
+
+    lev = k_info[o_ptr->k_idx].level;
+
+    /* Base chance of success */
+    chance = creature_ptr->skill_dev;
+
+    /* Confusion hurts skill */
+    if (creature_ptr->confused)
+        chance = chance / 2;
+
+    fail = lev + 5;
+    if (chance > fail)
+        fail -= (chance - fail) * 2;
+    else
+        chance -= (fail - chance) * 2;
+    if (fail < USE_DEVICE)
+        fail = USE_DEVICE;
+    if (chance < USE_DEVICE)
+        chance = USE_DEVICE;
+
+    if (cmd_limit_time_walk(creature_ptr))
+        return;
+
+    if (creature_ptr->pclass == CLASS_BERSERKER)
+        success = FALSE;
+    else if (chance > fail) {
+        if (randint0(chance * 2) < fail)
+            success = FALSE;
+        else
+            success = TRUE;
+    } else {
+        if (randint0(fail * 2) < chance)
+            success = TRUE;
+        else
+            success = FALSE;
+    }
+
+    /* Roll for usage */
+    if (!success) {
+        if (flush_failure)
+            flush();
+        msg_print(_("うまくロッドを使えなかった。", "You failed to use the rod properly."));
+        sound(SOUND_FAIL);
+        return;
+    }
+
+    k_ptr = &k_info[o_ptr->k_idx];
+
+    /* A single rod is still charging */
+    if ((o_ptr->number == 1) && (o_ptr->timeout)) {
+        if (flush_failure)
+            flush();
+        msg_print(_("このロッドはまだ魔力を充填している最中だ。", "The rod is still charging."));
+        return;
+    }
+    /* A stack of rods lacks enough energy. */
+    else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1))) {
+        if (flush_failure)
+            flush();
+        msg_print(_("そのロッドはまだ充填中です。", "The rods are all still charging."));
+        return;
+    }
+
+    sound(SOUND_ZAP);
+
+    ident = rod_effect(creature_ptr, o_ptr->sval, dir, &use_charge, FALSE, FALSE);
+
+    /* Increase the timeout by the rod kind's pval. -LM- */
+    if (use_charge)
+        o_ptr->timeout += k_ptr->pval;
+    creature_ptr->update |= (PU_COMBINE | PU_REORDER);
+
+    if (!(object_is_aware(o_ptr))) {
+        chg_virtue(creature_ptr, V_PATIENCE, -1);
+        chg_virtue(creature_ptr, V_CHANCE, 1);
+        chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
+    }
+
+    /* Tried the object */
+    object_tried(o_ptr);
+
+    /* Successfully determined the object function */
+    if (ident && !object_is_aware(o_ptr)) {
+        object_aware(creature_ptr, o_ptr);
+        gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
+    }
+
+    creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
 }
 
-
 /*!
-* @brief ロッドを使うコマンドのメインルーチン /
-* @param creature_ptr プレーヤーへの参照ポインタ
-* @return なし
-*/
+ * @brief ロッドを使うコマンドのメインルーチン /
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ */
 void do_cmd_zap_rod(player_type *creature_ptr)
 {
-       OBJECT_IDX item;
-       concptr q, s;
+    OBJECT_IDX item;
+    concptr q, s;
 
-       if (creature_ptr->wild_mode)
-       {
-               return;
-       }
+    if (creature_ptr->wild_mode) {
+        return;
+    }
 
-       if (cmd_limit_arena(creature_ptr)) return;
+    if (cmd_limit_arena(creature_ptr))
+        return;
 
-       if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
-       {
-               set_action(creature_ptr, ACTION_NONE);
-       }
+    if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
+        set_action(creature_ptr, ACTION_NONE);
+    }
 
-       q = _("どのロッドを振りますか? ", "Zap which rod? ");
-       s = _("使えるロッドがない。", "You have no rod to zap.");
+    q = _("どのロッドを振りますか? ", "Zap which rod? ");
+    s = _("使えるロッドがない。", "You have no rod to zap.");
 
-       if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_ROD)) return;
+    if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_ROD))
+        return;
 
-       /* Zap the rod */
-       exe_zap_rod(creature_ptr, item);
+    /* Zap the rod */
+    exe_zap_rod(creature_ptr, item);
 }