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[Refactor] #37353 行動パワー消費解除を take_turn() で再定義。 / Redefine free_turn() for non-consump...
[hengband/hengband.git] / src / racial.c
index 2b52e05..7d6ff76 100644 (file)
  */
 
 #include "angband.h"
-
-/*!
- * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
- * Hook to determine if an object is contertible in an arrow/bolt
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 材料にできるならTRUEを返す
- */
-static bool item_tester_hook_convertible(object_type *o_ptr)
-{
-       if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
-
-       if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
-       /* Assume not */
-       return (FALSE);
-}
-
-/*!
- * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
- * Hook to determine if an object is contertible in an arrow/bolt
- * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
- */
-static bool do_cmd_archer(void)
-{
-       int ext=0;
-       char ch;
-
-       object_type     forge;
-       object_type     *q_ptr;
-
-       char com[80];
-       char o_name[MAX_NLEN];
-
-       q_ptr = &forge;
-
-       if(p_ptr->lev >= 20)
-#ifdef JP
-               sprintf(com, "[S]弾, [A]矢, [B]クロスボウの矢 :");
-#else
-               sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
-#endif
-       else if(p_ptr->lev >= 10)
-#ifdef JP
-               sprintf(com, "[S]弾, [A]矢:");
-#else
-               sprintf(com, "Create [S]hots or Create [A]rrow ?");
-#endif
-       else
-#ifdef JP
-               sprintf(com, "[S]弾:");
-#else
-               sprintf(com, "Create [S]hots ?");
-#endif
-
-       if (p_ptr->confused)
-       {
-#ifdef JP
-               msg_print("混乱してる!");
-#else
-               msg_print("You are too confused!");
-#endif
-               return FALSE;
-       }
-
-       if (p_ptr->blind)
-       {
-#ifdef JP
-               msg_print("目が見えない!");
-#else
-               msg_print("You are blind!");
-#endif
-               return FALSE;
-       }
-
-       while (TRUE)
-       {
-               if (!get_com(com, &ch, TRUE))
-               {
-                       return FALSE;
-               }
-               if (ch == 'S' || ch == 's')
-               {
-                       ext = 1;
-                       break;
-               }
-               if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
-               {
-                       ext = 2;
-                       break;
-               }
-               if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
-               {
-                       ext = 3;
-                       break;
-               }
-       }
-
-       /**********Create shots*********/
-       if (ext == 1)
-       {
-               int x,y, dir;
-               cave_type *c_ptr;
-
-               if (!get_rep_dir(&dir, FALSE)) return FALSE;
-               y = py + ddy[dir];
-               x = px + ddx[dir];
-               c_ptr = &cave[y][x];
-
-               if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
-               {
-#ifdef JP
-                       msg_print("そこには岩石がない。");
-#else
-                       msg_print("You need pile of rubble.");
-#endif
-                       return FALSE;
-               }
-               else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
-               {
-#ifdef JP
-                       msg_print("硬すぎて崩せなかった。");
-#else
-                       msg_print("You failed to make ammo.");
-#endif
-               }
-               else
-               {
-                       s16b slot;
-
-                       /* Get local object */
-                       q_ptr = &forge;
-
-                       /* Hack -- Give the player some small firestones */
-                       object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
-                       q_ptr->number = (byte)rand_range(15,30);
-                       object_aware(q_ptr);
-                       object_known(q_ptr);
-                       apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
-                       q_ptr->discount = 99;
-
-                       slot = inven_carry(q_ptr);
-
-                       object_desc(o_name, q_ptr, 0);
-#ifdef JP
-                       msg_format("%sを作った。", o_name);
-#else
-                       msg_print("You make some ammo.");
-#endif
-
-                       /* Auto-inscription */
-                       if (slot >= 0) autopick_alter_item(slot, FALSE);
-
-                       /* Destroy the wall */
-                       cave_alter_feat(y, x, FF_HURT_ROCK);
-
-                       p_ptr->update |= (PU_FLOW);
-               }
-       }
-       /**********Create arrows*********/
-       else if (ext == 2)
-       {
-               int item;
-               cptr q, s;
-               s16b slot;
-
-               item_tester_hook = item_tester_hook_convertible;
-
-               /* Get an item */
-#ifdef JP
-               q = "どのアイテムから作りますか? ";
-               s = "材料を持っていない。";
-#else
-               q = "Convert which item? ";
-               s = "You have no item to convert.";
-#endif
-               if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
-               /* Get the item (in the pack) */
-               if (item >= 0)
-               {
-                       q_ptr = &inventory[item];
-               }
-
-               /* Get the item (on the floor) */
-               else
-               {
-                       q_ptr = &o_list[0 - item];
-               }
-
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Hack -- Give the player some small firestones */
-               object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
-               q_ptr->number = (byte)rand_range(5, 10);
-               object_aware(q_ptr);
-               object_known(q_ptr);
-               apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
-
-               q_ptr->discount = 99;
-
-               object_desc(o_name, q_ptr, 0);
-#ifdef JP
-               msg_format("%sを作った。", o_name);
-#else
-               msg_print("You make some ammo.");
-#endif
-
-               if (item >= 0)
-               {
-                       inven_item_increase(item, -1);
-                       inven_item_describe(item);
-                       inven_item_optimize(item);
-               }
-               else
-               {
-                       floor_item_increase(0 - item, -1);
-                       floor_item_describe(0 - item);
-                       floor_item_optimize(0 - item);
-               }
-
-               slot = inven_carry(q_ptr);
-
-               /* Auto-inscription */
-               if (slot >= 0) autopick_alter_item(slot, FALSE);
-       }
-       /**********Create bolts*********/
-       else if (ext == 3)
-       {
-               int item;
-               cptr q, s;
-               s16b slot;
-
-               item_tester_hook = item_tester_hook_convertible;
-
-               /* Get an item */
-#ifdef JP
-               q = "どのアイテムから作りますか? ";
-               s = "材料を持っていない。";
-#else
-               q = "Convert which item? ";
-               s = "You have no item to convert.";
-#endif
-               if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
-               /* Get the item (in the pack) */
-               if (item >= 0)
-               {
-                       q_ptr = &inventory[item];
-               }
-
-               /* Get the item (on the floor) */
-               else
-               {
-                       q_ptr = &o_list[0 - item];
-               }
-
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Hack -- Give the player some small firestones */
-               object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
-               q_ptr->number = (byte)rand_range(4, 8);
-               object_aware(q_ptr);
-               object_known(q_ptr);
-               apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
-
-               q_ptr->discount = 99;
-
-               object_desc(o_name, q_ptr, 0);
-#ifdef JP
-               msg_format("%sを作った。", o_name);
-#else
-               msg_print("You make some ammo.");
-#endif
-
-               if (item >= 0)
-               {
-                       inven_item_increase(item, -1);
-                       inven_item_describe(item);
-                       inven_item_optimize(item);
-               }
-               else
-               {
-                       floor_item_increase(0 - item, -1);
-                       floor_item_describe(0 - item);
-                       floor_item_optimize(0 - item);
-               }
-
-               slot = inven_carry(q_ptr);
-
-               /* Auto-inscription */
-               if (slot >= 0) autopick_alter_item(slot, FALSE);
-       }
-       return TRUE;
-}
-
-/*!
- * @brief 魔道具術師の魔力取り込み処理
- * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
- */
-bool gain_magic(void)
-{
-       int item;
-       int pval;
-       int ext = 0;
-       cptr q, s;
-       object_type *o_ptr;
-       char o_name[MAX_NLEN];
-
-       /* Only accept legal items */
-       item_tester_hook = item_tester_hook_recharge;
-
-       /* Get an item */
-#ifdef JP
-q = "どのアイテムの魔力を取り込みますか? ";
-s = "魔力を取り込めるアイテムがない。";
-#else
-       q = "Gain power of which item? ";
-       s = "You have nothing to gain power.";
-#endif
-
-       if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
-       /* Get the item (in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &inventory[item];
-       }
-
-       /* Get the item (on the floor) */
-       else
-       {
-               o_ptr = &o_list[0 - item];
-       }
-
-       if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
-       {
-#ifdef JP
-               msg_print("この杖には発動の為の能力は何も備わっていないようだ。");
-#else
-               msg_print("This staff doesn't have any magical ability.");
-#endif
-               return FALSE;
-       }
-
-
-       if (!object_is_known(o_ptr))
-       {
-#ifdef JP
-               msg_print("鑑定されていないと取り込めない。");
-#else
-               msg_print("You need to identify before absorbing.");
-#endif
-               return FALSE;
-       }
-
-       if (o_ptr->timeout)
-       {
-#ifdef JP
-               msg_print("充填中のアイテムは取り込めない。");
-#else
-               msg_print("This item is still charging.");
-#endif
-               return FALSE;
-       }
-
-       pval = o_ptr->pval;
-       if (o_ptr->tval == TV_ROD)
-               ext = 72;
-       else if (o_ptr->tval == TV_WAND)
-               ext = 36;
-
-       if (o_ptr->tval == TV_ROD)
-       {
-               p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
-               if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
-       }
-       else
-       {
-               int num;
-               for (num = o_ptr->number; num; num--)
-               {
-                       int gain_num = pval;
-                       if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
-                       if (p_ptr->magic_num2[o_ptr->sval + ext])
-                       {
-                               gain_num *= 256;
-                               gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
-                               if (gain_num < 1) gain_num = 1;
-                       }
-                       p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
-                       if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
-                       p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
-                       if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
-                       if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
-                       if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
-               }
-       }
-
-       object_desc(o_name, o_ptr, 0);
-       /* Message */
-#ifdef JP
-       msg_format("%sの魔力を取り込んだ。", o_name);
-#else
-       msg_format("You absorb magic of %s.", o_name);
-#endif
-
-       /* Eliminate the item (from the pack) */
-       if (item >= 0)
-       {
-               inven_item_increase(item, -999);
-               inven_item_describe(item);
-               inven_item_optimize(item);
-       }
-
-       /* Eliminate the item (from the floor) */
-       else
-       {
-               floor_item_increase(0 - item, -999);
-               floor_item_describe(0 - item);
-               floor_item_optimize(0 - item);
-       }
-       energy_use = 100;
-       return TRUE;
-}
-
-/*!
- * @brief 魔法系コマンドを実行できるかの判定を返す
- * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
- */
-static bool can_do_cmd_cast(void)
-{
-       if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
-       {
-#ifdef JP
-               msg_print("ダンジョンが魔法を吸収した!");
-#else
-               msg_print("The dungeon absorbs all attempted magic!");
-#endif
-               msg_print(NULL);
-               return FALSE;
-       }
-       else if (p_ptr->anti_magic)
-       {
-#ifdef JP
-               msg_print("反魔法バリアが魔法を邪魔した!");
-#else
-               msg_print("An anti-magic shell disrupts your magic!");
-#endif
-               return FALSE;
-       }
-       else if (p_ptr->shero)
-       {
-#ifdef JP
-               msg_format("狂戦士化していて頭が回らない!");
-#else
-               msg_format("You cannot think directly!");
-#endif
-               return FALSE;
-       }
-       else
-               return TRUE;
-}
+#include "cmd-magiceat.h"
+#include "cmd-zapwand.h"
+#include "cmd-pet.h"
+#include "melee.h"
+#include "object-hook.h"
+
+#include "mutation.h"
+#include "player-status.h"
+#include "spells-status.h"
+#include "spells-object.h"
+#include "cmd-spell.h"
+#include "realm-hex.h"
 
 /*!
  * @brief 修行僧の構え設定処理
@@ -486,24 +35,9 @@ static bool choose_kamae(void)
        int i;
        char buf[80];
 
-       if (p_ptr->confused)
-       {
-#ifdef JP
-               msg_print("混乱していて構えられない!");
-#else
-               msg_print("Too confused.");
-#endif
-               return FALSE;
-       }
-
-       /* Save screen */
+       if (cmd_limit_confused(p_ptr)) return FALSE;
        screen_save();
-
-#ifdef JP
-       prt(" a) 構えをとく", 2, 20);
-#else
-       prt(" a) No form", 2, 20);
-#endif
+       prt(_(" a) 構えをとく", " a) No form"), 2, 20);
 
        for (i = 0; i < MAX_KAMAE; i++)
        {
@@ -515,11 +49,7 @@ static bool choose_kamae(void)
        }
 
        prt("", 1, 0);
-#ifdef JP
-       prt("        どの構えをとりますか?", 1, 14);
-#else
-       prt("        Choose Form: ", 1, 14);
-#endif
+       prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
 
        while(1)
        {
@@ -537,11 +67,7 @@ static bool choose_kamae(void)
                                set_action(ACTION_NONE);
                        }
                        else
-#ifdef JP
-                               msg_print("もともと構えていない。");
-#else
-                               msg_print("You are not assuming a posture.");
-#endif
+                               msg_print(_("もともと構えていない。", "You are not assuming a posture."));
                        screen_load();
                        return TRUE;
                }
@@ -570,22 +96,14 @@ static bool choose_kamae(void)
 
        if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
        {
-#ifdef JP
-               msg_print("構え直した。");
-#else
-               msg_print("You reassume a posture.");
-#endif
+               msg_print(_("構え直した。", "You reassume a posture."));
        }
        else
        {
                p_ptr->special_defense &= ~(KAMAE_MASK);
                p_ptr->update |= (PU_BONUS);
                p_ptr->redraw |= (PR_STATE);
-#ifdef JP
-               msg_format("%sの構えをとった。",kamae_shurui[new_kamae].desc);
-#else
-               msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
-#endif
+               msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
                p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
        }
        p_ptr->redraw |= PR_STATE;
@@ -604,64 +122,33 @@ static bool choose_kata(void)
        int i;
        char buf[80];
 
-       if (p_ptr->confused)
-       {
-#ifdef JP
-               msg_print("混乱していて構えられない!");
-#else
-               msg_print("Too confused.");
-#endif
-               return FALSE;
-       }
+       if (cmd_limit_confused(p_ptr)) return FALSE;
 
        if (p_ptr->stun)
        {
-#ifdef JP
-               msg_print("意識がはっきりとしない。");
-#else
-               msg_print("You are not clear headed");
-#endif
+               msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
                return FALSE;
        }
 
        if (p_ptr->afraid)
        {
-#ifdef JP
-               msg_print("体が震えて構えられない!");
-#else
-               msg_print("You are trembling with fear!");
-#endif
+               msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
                return FALSE;
        }
-
-       /* Save screen */
        screen_save();
-
-#ifdef JP
-       prt(" a) 型を崩す", 2, 20);
-#else
-       prt(" a) No Form", 2, 20);
-#endif
+       prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
 
        for (i = 0; i < MAX_KATA; i++)
        {
                if (p_ptr->lev >= kata_shurui[i].min_level)
                {
-#ifdef JP
-                       sprintf(buf," %c) %sの型    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
-#else
-                       sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
-#endif
+                       sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
                        prt(buf, 3+i, 20);
                }
        }
 
        prt("", 1, 0);
-#ifdef JP
-       prt("        どの型で構えますか?", 1, 14);
-#else
-       prt("        Choose Form: ", 1, 14);
-#endif
+       prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
 
        while(1)
        {
@@ -679,11 +166,7 @@ static bool choose_kata(void)
                                set_action(ACTION_NONE);
                        }
                        else
-#ifdef JP
-                               msg_print("もともと構えていない。");
-#else
-                               msg_print("You are not assuming posture.");
-#endif
+                               msg_print(_("もともと構えていない。", "You are not assuming posture."));
                        screen_load();
                        return TRUE;
                }
@@ -712,26 +195,16 @@ static bool choose_kata(void)
 
        if (p_ptr->special_defense & (KATA_IAI << new_kata))
        {
-#ifdef JP
-               msg_print("構え直した。");
-#else
-               msg_print("You reassume a posture.");
-#endif
+               msg_print(_("構え直した。", "You reassume a posture."));
        }
        else
        {
                p_ptr->special_defense &= ~(KATA_MASK);
-               p_ptr->update |= (PU_BONUS);
-               p_ptr->update |= (PU_MONSTERS);
-#ifdef JP
-               msg_format("%sの型で構えた。",kata_shurui[new_kata].desc);
-#else
-               msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
-#endif
+               p_ptr->update |= (PU_BONUS | PU_MONSTERS);
+               msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
                p_ptr->special_defense |= (KATA_IAI << new_kata);
        }
-       p_ptr->redraw |= (PR_STATE);
-       p_ptr->redraw |= (PR_STATUS);
+       p_ptr->redraw |= (PR_STATE | PR_STATUS);
        screen_load();
        return TRUE;
 }
@@ -747,12 +220,12 @@ typedef struct power_desc_type power_desc_type;
  */
 struct power_desc_type
 {
-       char name[40];
-       int  level;
-       int  cost;
-       int  stat;
-       int  fail;
-       int  number;
+       GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
+       PLAYER_LEVEL level;     //!<体得レベル
+       int cost;
+       int stat;
+       PERCENTAGE fail;
+       int number;
 };
 
 
@@ -761,15 +234,15 @@ struct power_desc_type
  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
  * @return 成功率(%)を返す
  */
-static int racial_chance(power_desc_type *pd_ptr)
+static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
 {
-       s16b min_level  = pd_ptr->level;
-       int  difficulty = pd_ptr->fail;
+       PLAYER_LEVEL min_level  = pd_ptr->level;
+       PERCENTAGE difficulty = pd_ptr->fail;
 
        int i;
        int val;
        int sum = 0;
-       int stat = p_ptr->stat_cur[pd_ptr->stat];
+       BASE_STATUS stat = p_ptr->stat_cur[pd_ptr->stat];
 
        /* No chance for success */
        if ((p_ptr->lev < min_level) || p_ptr->confused)
@@ -782,11 +255,11 @@ static int racial_chance(power_desc_type *pd_ptr)
        /* Calculate difficulty */
        if (p_ptr->stun)
        {
-               difficulty += p_ptr->stun;
+               difficulty += (PERCENTAGE)p_ptr->stun;
        }
        else if (p_ptr->lev > min_level)
        {
-               int lev_adj = ((p_ptr->lev - min_level) / 3);
+               PERCENTAGE lev_adj = (PERCENTAGE)((p_ptr->lev - min_level) / 3);
                if (lev_adj > 10) lev_adj = 10;
                difficulty -= lev_adj;
        }
@@ -821,10 +294,10 @@ static int  racial_cost;
  */
 static int racial_aux(power_desc_type *pd_ptr)
 {
-       s16b min_level  = pd_ptr->level;
-       int  use_stat   = pd_ptr->stat;
-       int  difficulty = pd_ptr->fail;
-       int  use_hp = 0;
+       PLAYER_LEVEL min_level  = pd_ptr->level;
+       int use_stat   = pd_ptr->stat;
+       int difficulty = pd_ptr->fail;
+       int use_hp = 0;
 
        racial_cost = pd_ptr->cost;
 
@@ -834,40 +307,26 @@ static int racial_aux(power_desc_type *pd_ptr)
        /* Power is not available yet */
        if (p_ptr->lev < min_level)
        {
-#ifdef JP
-               msg_format("この能力を使用するにはレベル %d に達していなければなりません。", min_level);
-#else
-               msg_format("You need to attain level %d to use this power.", min_level);
-#endif
-
-               energy_use = 0;
-               return 0;
+               msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。", 
+                                        "You need to attain level %d to use this power."), min_level);
+
+               free_turn(p_ptr);
+               return FALSE;
        }
 
-       /* Too confused */
-       else if (p_ptr->confused)
+       if (cmd_limit_confused(p_ptr))
        {
-#ifdef JP
-               msg_print("混乱していてその能力は使えない。");
-#else
-               msg_print("You are too confused to use this power.");
-#endif
-
-               energy_use = 0;
-               return 0;
+               free_turn(p_ptr);
+               return FALSE;
        }
 
        /* Risk death? */
        else if (p_ptr->chp < use_hp)
        {
-#ifdef JP
-               if (!get_check("本当に今の衰弱した状態でこの能力を使いますか?"))
-#else
-               if (!get_check("Really use the power in your weakened state? "))
-#endif
+               if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
                {
-                       energy_use = 0;
-                       return 0;
+                       free_turn(p_ptr);
+                       return FALSE;
                }
        }
 
@@ -890,34 +349,20 @@ static int racial_aux(power_desc_type *pd_ptr)
        }
 
        /* take time and pay the price */
-       energy_use = 100;
+       take_turn(p_ptr, 100);;
 
        /* Success? */
-       if (randint1(p_ptr->stat_cur[use_stat]) >=
-           ((difficulty / 2) + randint1(difficulty / 2)))
+       if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
        {
                return 1;
        }
 
        if (flush_failure) flush();
-#ifdef JP
-       msg_print("充分に集中できなかった。");
-#else
-       msg_print("You've failed to concentrate hard enough.");
-#endif
+       msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
 
        return -1;
 }
 
-/*!
- * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
- * @return なし
- */
-void ratial_stop_mouth()
-{
-       if (music_singing_any()) stop_singing();
-       if (hex_spelling_any()) stop_hex_spell_all();
-}
 
 /*!
  * @brief レイシャル・パワー発動処理
@@ -926,8 +371,8 @@ void ratial_stop_mouth()
  */
 static bool cmd_racial_power_aux(s32b command)
 {
-       s16b        plev = p_ptr->lev;
-       int         dir = 0;
+       PLAYER_LEVEL plev = p_ptr->lev;
+       DIRECTION dir = 0;
 
        if (command <= -3)
        {
@@ -935,35 +380,14 @@ static bool cmd_racial_power_aux(s32b command)
                {
                case CLASS_WARRIOR:
                {
-                       int y = 0, x = 0, i;
-                       cave_type       *c_ptr;
-
-                       for (i = 0; i < 6; i++)
-                       {
-                               dir = randint0(8);
-                               y = py + ddy_ddd[dir];
-                               x = px + ddx_ddd[dir];
-                               c_ptr = &cave[y][x];
-
-                               /* Hack -- attack monsters */
-                               if (c_ptr->m_idx)
-                                       py_attack(y, x, 0);
-                               else
-                               {
-#ifdef JP
-                                       msg_print("攻撃が空をきった。");
-#else
-                                       msg_print("You attack the empty air.");
-#endif
-                               }
-                       }
+                       return sword_dancing(p_ptr);
                        break;
                }
                case CLASS_HIGH_MAGE:
                if (p_ptr->realm1 == REALM_HEX)
                {
                        bool retval = stop_hex_spell();
-                       if (retval) energy_use = 10;
+                       if (retval) p_ptr->energy_use = 10;
                        return (retval);
                }
                case CLASS_MAGE:
@@ -989,43 +413,13 @@ static bool cmd_racial_power_aux(s32b command)
                }
                case CLASS_ROGUE:
                {
-                       int x, y;
-
-                       if (!get_rep_dir(&dir, FALSE)) return FALSE;
-                       y = py + ddy[dir];
-                       x = px + ddx[dir];
-                       if (cave[y][x].m_idx)
-                       {
-                               py_attack(y, x, 0);
-                               if (randint0(p_ptr->skill_dis) < 7)
-#ifdef JP
-                                       msg_print("うまく逃げられなかった。");
-#else
-                                       msg_print("You are failed to run away.");
-#endif
-                               else teleport_player(30, 0L);
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("その方向にはモンスターはいません。");
-#else
-                               msg_print("You don't see any monster in this direction");
-#endif
-
-                               msg_print(NULL);
-                       }
+                       if(!panic_hit()) return FALSE;
                        break;
                }
                case CLASS_RANGER:
                case CLASS_SNIPER:
                {
-#ifdef JP
-                       msg_print("敵を調査した...");
-#else
-                       msg_print("You examine your foes...");
-#endif
-
+                       msg_print(_("敵を調査した...", "You examine your foes..."));
                        probing();
                        break;
                }
@@ -1040,79 +434,29 @@ static bool cmd_racial_power_aux(s32b command)
                {
                        if (command == -3)
                        {
-#ifdef JP
-                               int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "HPからMPへの無謀な変換", -1) / 5;
-#else
-                               int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1) / 5;
-#endif
-                               if (gain_sp)
-                               {
-                                       p_ptr->csp += gain_sp;
-                                       if (p_ptr->csp > p_ptr->msp)
-                                       {
-                                               p_ptr->csp = p_ptr->msp;
-                                               p_ptr->csp_frac = 0;
-                                       }
-                               }
-                               else
-#ifdef JP
-                                       msg_print("変換に失敗した。");
-#else
-                                       msg_print("You failed to convert.");
-#endif
+                               return comvert_hp_to_mp(p_ptr);
                        }
                        else if (command == -4)
                        {
-                               if (p_ptr->csp >= p_ptr->lev / 5)
-                               {
-                                       p_ptr->csp -= p_ptr->lev / 5;
-                                       hp_player(p_ptr->lev);
-                               }
-                               else
-#ifdef JP
-                                       msg_print("変換に失敗した。");
-#else
-                                       msg_print("You failed to convert.");
-#endif
+                               return comvert_mp_to_hp(p_ptr);
                        }
-
-                       /* Redraw mana and hp */
-                       p_ptr->redraw |= (PR_HP | PR_MANA);
-
                        break;
                }
                case CLASS_CHAOS_WARRIOR:
                {
-#ifdef JP
-                       msg_print("辺りを睨んだ...");
-#else
-                       msg_print("You glare nearby monsters...");
-#endif
-                       slow_monsters(p_ptr->lev);
-                       stun_monsters(p_ptr->lev * 4);
-                       confuse_monsters(p_ptr->lev * 4);
-                       turn_monsters(p_ptr->lev * 4);
-                       stasis_monsters(p_ptr->lev * 4);
+                       return confusing_light(p_ptr);
                        break;
                }
                case CLASS_MONK:
                {
                        if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
                        {
-#ifdef JP
-                               msg_print("素手じゃないとできません。");
-#else
-                               msg_print("You need to be bare hand.");
-#endif
+                               msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
                                return FALSE;
                        }
                        if (p_ptr->riding)
                        {
-#ifdef JP
-                               msg_print("乗馬中はできません。");
-#else
-                               msg_print("You need to get off a pet.");
-#endif
+                               msg_print(_("乗馬中はできません。", "You need to get off a pet."));
                                return FALSE;
                        }
 
@@ -1123,70 +467,14 @@ static bool cmd_racial_power_aux(s32b command)
                        }
                        else if (command == -4)
                        {
-                               int x, y;
-
-                               if (!get_rep_dir(&dir, FALSE)) return FALSE;
-                               y = py + ddy[dir];
-                               x = px + ddx[dir];
-                               if (cave[y][x].m_idx)
-                               {
-#ifdef JP
-                                       if (one_in_(2)) msg_print("あーたたたたたたたたたたたたたたたたたたたたたた!!!");
-                                       else msg_print("オラオラオラオラオラオラオラオラオラオラオラオラ!!!");
-#else
-                                       if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
-                                       else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
-#endif
-
-                                       py_attack(y, x, 0);
-                                       if (cave[y][x].m_idx)
-                                       {
-                                               handle_stuff();
-                                               py_attack(y, x, 0);
-                                       }
-                                       p_ptr->energy_need += ENERGY_NEED();
-                               }
-                               else
-                               {
-#ifdef JP
-                                       msg_print("その方向にはモンスターはいません。");
-#else
-                                       msg_print("You don't see any monster in this direction");
-#endif
-
-                                       msg_print(NULL);
-                               }
+                               return double_attack(p_ptr);
                        }
                        break;
                }
                case CLASS_MINDCRAFTER:
                case CLASS_FORCETRAINER:
                {
-                       if (total_friends)
-                       {
-#ifdef JP
-                               msg_print("今はペットを操ることに集中していないと。");
-#else
-                               msg_print("You need concentration on the pets now.");
-#endif
-                               return FALSE;
-                       }
-#ifdef JP
-                       msg_print("少し頭がハッキリした。");
-#else
-                       msg_print("You feel your head clear a little.");
-#endif
-
-                       p_ptr->csp += (3 + p_ptr->lev/20);
-                       if (p_ptr->csp >= p_ptr->msp)
-                       {
-                               p_ptr->csp = p_ptr->msp;
-                               p_ptr->csp_frac = 0;
-                       }
-
-                       /* Redraw mana */
-                       p_ptr->redraw |= (PR_MANA);
-                       break;
+                       return clear_mind(p_ptr);
                }
                case CLASS_TOURIST:
                {
@@ -1213,25 +501,25 @@ static bool cmd_racial_power_aux(s32b command)
                        if (command == -3)
                        {
                                if (!get_aim_dir(&dir)) return FALSE;
-                               (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
+                               (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
                        }
                        else if (command == -4)
                        {
-                               project_hack(GF_CONTROL_LIVING, p_ptr->lev);
+                               project_all_los(GF_CHARM_LIVING, p_ptr->lev);
                        }
                        break;
                }
                case CLASS_ARCHER:
                {
-                       if (!do_cmd_archer()) return FALSE;
+                       if (!create_ammo()) return FALSE;
                        break;
                }
                case CLASS_MAGIC_EATER:
                {
                        if (command == -3) {
-                               if (!gain_magic()) return FALSE;
+                               if (!import_magic_device()) return FALSE;
                        } else if (command == -4) {
-                               if (!can_do_cmd_cast()) return FALSE;
+                               if (cmd_limit_cast(p_ptr)) return FALSE;
                                if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
                        }
                        break;
@@ -1239,19 +527,19 @@ static bool cmd_racial_power_aux(s32b command)
                case CLASS_BARD:
                {
                        /* Singing is already stopped */
-                       if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
+                       if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
 
                        stop_singing();
-                       energy_use = 10;
+                       p_ptr->energy_use = 10;
                        break;
                }
                case CLASS_RED_MAGE:
                {
-                       if (!can_do_cmd_cast()) return FALSE;
+                       if (cmd_limit_cast(p_ptr)) return FALSE;
                        handle_stuff();
                        do_cmd_cast();
                        handle_stuff();
-                       if (!p_ptr->paralyzed && can_do_cmd_cast())
+                       if (!p_ptr->paralyzed && !cmd_limit_cast(p_ptr))
                                do_cmd_cast();
                        break;
                }
@@ -1259,51 +547,12 @@ static bool cmd_racial_power_aux(s32b command)
                {
                        if (command == -3)
                        {
-                               int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
-
-                               if (total_friends)
-                               {
-#ifdef JP
-                                       msg_print("今はペットを操ることに集中していないと。");
-#else
-                                       msg_print("You need concentration on the pets now.");
-#endif
-                                       return FALSE;
-                               }
-                               if (p_ptr->special_defense & KATA_MASK)
-                               {
-#ifdef JP
-                                       msg_print("今は構えに集中している。");
-#else
-                                       msg_print("You need concentration on your form.");
-#endif
-                                       return FALSE;
-                               }
-#ifdef JP
-                               msg_print("精神を集中して気合いを溜めた。");
-#else
-                               msg_print("You concentrate to charge your power.");
-#endif
-
-                               p_ptr->csp += p_ptr->msp / 2;
-                               if (p_ptr->csp >= max_csp)
-                               {
-                                       p_ptr->csp = max_csp;
-                                       p_ptr->csp_frac = 0;
-                               }
-
-                               /* Redraw mana */
-                               p_ptr->redraw |= (PR_MANA);
                        }
                        else if (command == -4)
                        {
-                               if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+                               if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
                                {
-#ifdef JP
-                                       msg_print("武器を持たないといけません。");
-#else
-                                       msg_print("You need to wield a weapon.");
-#endif
+                                       msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
                                        return FALSE;
                                }
                                if (!choose_kata()) return FALSE;
@@ -1321,68 +570,16 @@ static bool cmd_racial_power_aux(s32b command)
                        {
                                set_action(ACTION_LEARN);
                        }
-                       energy_use = 0;
+                       free_turn(p_ptr);
                        break;
                }
                case CLASS_CAVALRY:
                {
-                       char m_name[80];
-                       monster_type *m_ptr;
-                       monster_race *r_ptr;
-                       int rlev;
-
-                       if (p_ptr->riding)
-                       {
-#ifdef JP
-                               msg_print("今は乗馬中だ。");
-#else
-                               msg_print("You ARE riding.");
-#endif
-                               return FALSE;
-                       }
-                       if (!do_riding(TRUE)) return TRUE;
-                       m_ptr = &m_list[p_ptr->riding];
-                       r_ptr = &r_info[m_ptr->r_idx];
-                       monster_desc(m_name, m_ptr, 0);
-#ifdef JP
-                       msg_format("%sに乗った。",m_name);
-#else
-                       msg_format("You ride on %s.",m_name);
-#endif
-                       if (is_pet(m_ptr)) break;
-                       rlev = r_ptr->level;
-                       if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
-                       if (rlev > 60) rlev = 60+(rlev-60)/2;
-                       if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
-                           && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
-                           && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
-                           && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
-                       {
-#ifdef JP
-                               msg_format("%sを手なずけた。",m_name);
-#else
-                               msg_format("You tame %s.",m_name);
-#endif
-                               set_pet(m_ptr);
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_format("%sに振り落とされた!",m_name);
-#else
-                               msg_format("You have thrown off by %s.",m_name);
-#endif
-                               rakuba(1,TRUE);
-
-                               /* Paranoia */
-                               /* 落馬処理に失敗してもとにかく乗馬解除 */
-                               p_ptr->riding = 0;
-                       }
-                       break;
+                       return rodeo(p_ptr);
                }
                case CLASS_BERSERKER:
                {
-                       if (!word_of_recall()) return FALSE;
+                       if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
                        break;
                }
                case CLASS_SMITH:
@@ -1406,76 +603,14 @@ static bool cmd_racial_power_aux(s32b command)
                        }
                        else if (command == -4)
                        {
-                               if (total_friends)
-                               {
-#ifdef JP
-                                       msg_print("今はペットを操ることに集中していないと。");
-#else
-                                       msg_print("You need concentration on the pets now.");
-#endif
-                                       return FALSE;
-                               }
-                               if (is_mirror_grid(&cave[py][px]))
-                               {
-#ifdef JP
-                                       msg_print("少し頭がハッキリした。");
-#else
-                                       msg_print("You feel your head clear a little.");
-#endif
-
-                                       p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
-                                       if (p_ptr->csp >= p_ptr->msp)
-                                       {
-                                               p_ptr->csp = p_ptr->msp;
-                                               p_ptr->csp_frac = 0;
-                                       }
-
-                                       /* Redraw mana */
-                                       p_ptr->redraw |= (PR_MANA);
-                               }
-                               else
-                               {
-#ifdef JP
-                                       msg_print("鏡の上でないと集中できない!");
-#else
-                                       msg_print("Here are not any mirrors!");
-#endif
-                               }
+                               return mirror_concentration(p_ptr);
                        }
                        break;
                }
                case CLASS_NINJA:
-               {
-                       if (p_ptr->action == ACTION_HAYAGAKE)
-                       {
-                               set_action(ACTION_NONE);
-                       }
-                       else
-                       {
-                               cave_type *c_ptr = &cave[py][px];
-                               feature_type *f_ptr = &f_info[c_ptr->feat];
-
-                               if (!have_flag(f_ptr->flags, FF_PROJECT) ||
-                                   (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
-                               {
-#ifdef JP
-                                       msg_print("ここでは素早く動けない。");
-#else
-                                       msg_print("You cannot run in here.");
-#endif
-                               }
-                               else
-                               {
-                                       set_action(ACTION_HAYAGAKE);
-                               }
-                       }
-
-
-                       energy_use = 0;
+                       hayagake(p_ptr);
                        break;
                }
-
-               }
        }
        else if (p_ptr->mimic_form)
        {
@@ -1484,87 +619,10 @@ static bool cmd_racial_power_aux(s32b command)
                case MIMIC_DEMON:
                case MIMIC_DEMON_LORD:
                {
-                       int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       ratial_stop_mouth();
-#ifdef JP
-                       msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
-#else
-                       msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
-#endif
-
-                       fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
-                       break;
+                       return demonic_breath(p_ptr);
                }
                case MIMIC_VAMPIRE:
-                       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
-                       {
-#ifdef JP
-                               msg_print("なぜか攻撃することができない。");
-#else
-                               msg_print("Something prevent you from attacking.");
-#endif
-                               return FALSE;
-                       }
-                       else
-                       {
-                               int y, x, dummy = 0;
-                               cave_type *c_ptr;
-
-                               /* Only works on adjacent monsters */
-                               if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
-                               y = py + ddy[dir];
-                               x = px + ddx[dir];
-                               c_ptr = &cave[y][x];
-
-                               ratial_stop_mouth();
-
-                               if (!c_ptr->m_idx)
-                               {
-#ifdef JP
-                                       msg_print("何もない場所に噛みついた!");
-#else
-                                       msg_print("You bite into thin air!");
-#endif
-
-                                       break;
-                               }
-
-#ifdef JP
-                               msg_print("あなたはニヤリとして牙をむいた...");
-#else
-                               msg_print("You grin and bare your fangs...");
-#endif
-
-                               dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
-                               if (drain_life(dir, dummy))
-                               {
-                                       if (p_ptr->food < PY_FOOD_FULL)
-                                               /* No heal if we are "full" */
-                                               (void)hp_player(dummy);
-                                       else
-#ifdef JP
-                                               msg_print("あなたは空腹ではありません。");
-#else
-                                               msg_print("You were not hungry.");
-#endif
-
-                                       /* Gain nutritional sustenance: 150/hp drained */
-                                       /* A Food ration gives 5000 food points (by contrast) */
-                                       /* Don't ever get more than "Full" this way */
-                                       /* But if we ARE Gorged,  it won't cure us */
-                                       dummy = p_ptr->food + MIN(5000, 100 * dummy);
-                                       if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
-                                               (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
-                               }
-                               else
-#ifdef JP
-                                       msg_print("げぇ。ひどい味だ。");
-#else
-                                       msg_print("Yechh. That tastes foul.");
-#endif
-
-                       }
+                       vampirism();
                        break;
                }
        }
@@ -1575,124 +633,54 @@ static bool cmd_racial_power_aux(s32b command)
        switch (p_ptr->prace)
        {
                case RACE_DWARF:
-#ifdef JP
-                       msg_print("周囲を調べた。");
-#else
-                       msg_print("You examine your surroundings.");
-#endif
-
+                       msg_print(_("周囲を調べた。", "You examine your surroundings."));
                        (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
                        (void)detect_doors(DETECT_RAD_DEFAULT);
                        (void)detect_stairs(DETECT_RAD_DEFAULT);
                        break;
 
                case RACE_HOBBIT:
-                       {
-                               object_type *q_ptr;
-                               object_type forge;
-
-                               /* Get local object */
-                               q_ptr = &forge;
-
-                               /* Create the food ration */
-                               object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
-
-                               /* Drop the object from heaven */
-                               (void)drop_near(q_ptr, -1, py, px);
-#ifdef JP
-                               msg_print("食事を料理して作った。");
-#else
-                               msg_print("You cook some food.");
-#endif
-
-                       }
+                       return create_ration(p_ptr);
                        break;
 
                case RACE_GNOME:
-#ifdef JP
-                       msg_print("パッ!");
-#else
-                       msg_print("Blink!");
-#endif
-
+                       msg_print(_("パッ!", "Blink!"));
                        teleport_player(10, 0L);
                        break;
 
                case RACE_HALF_ORC:
-#ifdef JP
-                       msg_print("勇気を出した。");
-#else
-                       msg_print("You play tough.");
-#endif
-
+                       msg_print(_("勇気を出した。", "You play tough."));
                        (void)set_afraid(0);
                        break;
 
                case RACE_HALF_TROLL:
-#ifdef JP
-                       msg_print("うがぁぁ!");
-#else
-                       msg_print("RAAAGH!");
-#endif
-
-                       (void)set_afraid(0);
-                       (void)set_shero(10 + randint1(plev), FALSE);
-                       (void)hp_player(30);
+                       msg_print(_("うがぁぁ!", "RAAAGH!"));
+                       (void)berserk(10 + randint1(plev));
                        break;
 
                case RACE_AMBERITE:
                        if (command == -1)
                        {
-#ifdef JP
-                               msg_print("あなたは歩き周り始めた。");
-#else
-                               msg_print("You start walking around. ");
-#endif
+                               msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
                                alter_reality();
                        }
                        else if (command == -2)
                        {
-#ifdef JP
-                               msg_print("あなたは「パターン」を心に描いてその上を歩いた...");
-#else
-                               msg_print("You picture the Pattern in your mind and walk it...");
-#endif
-
-                               (void)set_poisoned(0);
-                               (void)set_image(0);
-                               (void)set_stun(0);
-                               (void)set_cut(0);
-                               (void)set_blind(0);
-                               (void)set_afraid(0);
-                               (void)do_res_stat(A_STR);
-                               (void)do_res_stat(A_INT);
-                               (void)do_res_stat(A_WIS);
-                               (void)do_res_stat(A_DEX);
-                               (void)do_res_stat(A_CON);
-                               (void)do_res_stat(A_CHR);
+                               msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
+
+                               (void)true_healing(0);
+                               (void)restore_all_status();
                                (void)restore_level();
                        }
                        break;
 
                case RACE_BARBARIAN:
-#ifdef JP
-                       msg_print("うぉぉおお!");
-#else
-                       msg_print("Raaagh!");
-#endif
-
-                       (void)set_afraid(0);
-                       (void)set_shero(10 + randint1(plev), FALSE);
-                       (void)hp_player(30);
+                       msg_print(_("うぉぉおお!", "Raaagh!"));
+                       (void)berserk(10 + randint1(plev));
                        break;
 
                case RACE_HALF_OGRE:
-#ifdef JP
-                       msg_print("爆発のルーンを慎重に仕掛けた...");
-#else
-                       msg_print("You carefully set an explosive rune...");
-#endif
-
+                       msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
                        explosive_rune();
                        break;
 
@@ -1702,69 +690,39 @@ static bool cmd_racial_power_aux(s32b command)
                        break;
 
                case RACE_HALF_TITAN:
-#ifdef JP
-                       msg_print("敵を調査した...");
-#else
-                       msg_print("You examine your foes...");
-#endif
-
+                       msg_print(_("敵を調査した...", "You examine your foes..."));
                        probing();
                        break;
 
                case RACE_CYCLOPS:
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("巨大な岩を投げた。");
-#else
-                       msg_print("You throw a huge boulder.");
-#endif
-
+                       msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
                        fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
                        break;
 
                case RACE_YEEK:
                        if (!get_aim_dir(&dir)) return FALSE;
-                       ratial_stop_mouth();
-#ifdef JP
-                       msg_print("身の毛もよだつ叫び声を上げた!");
-#else
-                       msg_print("You make a horrible scream!");
-#endif
-
+                       stop_mouth();
+                       msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
                        (void)fear_monster(dir, plev);
                        break;
 
                case RACE_KLACKON:
                        if (!get_aim_dir(&dir)) return FALSE;
-                       ratial_stop_mouth();
-#ifdef JP
-                       msg_print("酸を吐いた。");
-#else
-                       msg_print("You spit acid.");
-#endif
-
+                       stop_mouth();
+                       msg_print(_("酸を吐いた。", "You spit acid."));
                        if (plev < 25) fire_bolt(GF_ACID, dir, plev);
                        else fire_ball(GF_ACID, dir, plev, 2);
                        break;
 
                case RACE_KOBOLD:
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("毒のダーツを投げた。");
-#else
-                       msg_print("You throw a dart of poison.");
-#endif
-
+                       msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
                        fire_bolt(GF_POIS, dir, plev);
                        break;
 
                case RACE_NIBELUNG:
-#ifdef JP
-                       msg_print("周囲を調査した。");
-#else
-                       msg_print("You examine your surroundings.");
-#endif
-
+                       msg_print(_("周囲を調査した。", "You examine your surroundings."));
                        (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
                        (void)detect_doors(DETECT_RAD_DEFAULT);
                        (void)detect_stairs(DETECT_RAD_DEFAULT);
@@ -1772,232 +730,17 @@ static bool cmd_racial_power_aux(s32b command)
 
                case RACE_DARK_ELF:
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("マジック・ミサイルを放った。");
-#else
-                       msg_print("You cast a magic missile.");
-#endif
-
-                       fire_bolt_or_beam(10, GF_MISSILE, dir,
-                           damroll(3 + ((plev - 1) / 5), 4));
+                       msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
+                       fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
                        break;
 
                case RACE_DRACONIAN:
-                       {
-                               int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
-#ifdef JP
-                               cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
-#else
-                               cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
-#endif
-
-                               if (!get_aim_dir(&dir)) return FALSE;
-
-                               if (randint1(100) < plev)
-                               {
-                                       switch (p_ptr->pclass)
-                                       {
-                                               case CLASS_WARRIOR:
-                                               case CLASS_BERSERKER:
-                                               case CLASS_RANGER:
-                                               case CLASS_TOURIST:
-                                               case CLASS_IMITATOR:
-                                               case CLASS_ARCHER:
-                                               case CLASS_SMITH:
-                                                       if (one_in_(3))
-                                                       {
-                                                               Type = GF_MISSILE;
-#ifdef JP
-                                                               Type_desc = "エレメント";
-#else
-                                                               Type_desc = "the elements";
-#endif
-                                                       }
-                                                       else
-                                                       {
-                                                               Type = GF_SHARDS;
-#ifdef JP
-                                                               Type_desc = "破片";
-#else
-                                                               Type_desc = "shards";
-#endif
-                                                       }
-                                                       break;
-                                               case CLASS_MAGE:
-                                               case CLASS_WARRIOR_MAGE:
-                                               case CLASS_HIGH_MAGE:
-                                               case CLASS_SORCERER:
-                                               case CLASS_MAGIC_EATER:
-                                               case CLASS_RED_MAGE:
-                                               case CLASS_BLUE_MAGE:
-                                               case CLASS_MIRROR_MASTER:
-                                                       if (one_in_(3))
-                                                       {
-                                                               Type = GF_MANA;
-#ifdef JP
-                                                               Type_desc = "魔力";
-#else
-                                                               Type_desc = "mana";
-#endif
-                                                       }
-                                                       else
-                                                       {
-                                                               Type = GF_DISENCHANT;
-#ifdef JP
-                                                               Type_desc = "劣化";
-#else
-                                                               Type_desc = "disenchantment";
-#endif
-                                                       }
-                                                       break;
-                                               case CLASS_CHAOS_WARRIOR:
-                                                       if (!one_in_(3))
-                                                       {
-                                                               Type = GF_CONFUSION;
-#ifdef JP
-                                                               Type_desc = "混乱";
-#else
-                                                               Type_desc = "confusion";
-#endif
-                                                       }
-                                                       else
-                                                       {
-                                                               Type = GF_CHAOS;
-#ifdef JP
-                                                               Type_desc = "カオス";
-#else
-                                                               Type_desc = "chaos";
-#endif
-                                                       }
-                                                       break;
-                                               case CLASS_MONK:
-                                               case CLASS_SAMURAI:
-                                               case CLASS_FORCETRAINER:
-                                                       if (!one_in_(3))
-                                                       {
-                                                               Type = GF_CONFUSION;
-#ifdef JP
-                                                               Type_desc = "混乱";
-#else
-                                                               Type_desc = "confusion";
-#endif
-                                                       }
-                                                       else
-                                                       {
-                                                               Type = GF_SOUND;
-#ifdef JP
-                                                               Type_desc = "轟音";
-#else
-                                                               Type_desc = "sound";
-#endif
-                                                       }
-                                                       break;
-                                               case CLASS_MINDCRAFTER:
-                                                       if (!one_in_(3))
-                                                       {
-                                                               Type = GF_CONFUSION;
-#ifdef JP
-                                                               Type_desc = "混乱";
-#else
-                                                               Type_desc = "confusion";
-#endif
-                                                       }
-                                                       else
-                                                       {
-                                                               Type = GF_PSI;
-#ifdef JP
-                                                               Type_desc = "精神エネルギー";
-#else
-                                                               Type_desc = "mental energy";
-#endif
-                                                       }
-                                                       break;
-                                               case CLASS_PRIEST:
-                                               case CLASS_PALADIN:
-                                                       if (one_in_(3))
-                                                       {
-                                                               Type = GF_HELL_FIRE;
-#ifdef JP
-                                                               Type_desc = "地獄の劫火";
-#else
-                                                               Type_desc = "hellfire";
-#endif
-                                                       }
-                                                       else
-                                                       {
-                                                               Type = GF_HOLY_FIRE;
-#ifdef JP
-                                                               Type_desc = "聖なる炎";
-#else
-                                                               Type_desc = "holy fire";
-#endif
-                                                       }
-                                                       break;
-                                               case CLASS_ROGUE:
-                                               case CLASS_NINJA:
-                                                       if (one_in_(3))
-                                                       {
-                                                               Type = GF_DARK;
-#ifdef JP
-                                                               Type_desc = "暗黒";
-#else
-                                                               Type_desc = "darkness";
-#endif
-                                                       }
-                                                       else
-                                                       {
-                                                               Type = GF_POIS;
-#ifdef JP
-                                                               Type_desc = "毒";
-#else
-                                                               Type_desc = "poison";
-#endif
-                                                       }
-                                                       break;
-                                               case CLASS_BARD:
-                                                       if (!one_in_(3))
-                                                       {
-                                                               Type = GF_SOUND;
-#ifdef JP
-                                                               Type_desc = "轟音";
-#else
-                                                               Type_desc = "sound";
-#endif
-                                                       }
-                                                       else
-                                                       {
-                                                               Type = GF_CONFUSION;
-#ifdef JP
-                                                               Type_desc = "混乱";
-#else
-                                                               Type_desc = "confusion";
-#endif
-                                                       }
-                                                       break;
-                                       }
-                               }
-
-                               ratial_stop_mouth();
-
-#ifdef JP
-                               msg_format("あなたは%sのブレスを吐いた。", Type_desc);
-#else
-                               msg_format("You breathe %s.", Type_desc);
-#endif
-
-                               fire_ball(Type, dir, plev * 2,
-                                   -(plev / 15) - 1);
-                       }
+                       return draconian_breath(p_ptr);
                        break;
 
                case RACE_MIND_FLAYER:
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("あなたは集中し、目が赤く輝いた...");
-#else
-                       msg_print("You concentrate and your eyes glow red...");
-#endif
-
+                       msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
                        fire_bolt(GF_PSI, dir, plev);
                        break;
 
@@ -2005,22 +748,12 @@ static bool cmd_racial_power_aux(s32b command)
                        if (!get_aim_dir(&dir)) return FALSE;
                        if (plev >= 30)
                        {
-#ifdef JP
-                               msg_print("ファイア・ボールを放った。");
-#else
-                               msg_print("You cast a ball of fire.");
-#endif
-
+                               msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
                                fire_ball(GF_FIRE, dir, plev, 2);
                        }
                        else
                        {
-#ifdef JP
-                               msg_print("ファイア・ボルトを放った。");
-#else
-                               msg_print("You cast a bolt of fire.");
-#endif
-
+                               msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
                                fire_bolt(GF_FIRE, dir, plev);
                        }
                        break;
@@ -2031,122 +764,29 @@ static bool cmd_racial_power_aux(s32b command)
 
                case RACE_SKELETON:
                case RACE_ZOMBIE:
-#ifdef JP
-                       msg_print("あなたは失ったエネルギーを取り戻そうと試みた。");
-#else
-                       msg_print("You attempt to restore your lost energies.");
-#endif
-
+                       msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
                        (void)restore_level();
                        break;
 
                case RACE_VAMPIRE:
-                       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
-                       {
-#ifdef JP
-                               msg_print("なぜか攻撃することができない。");
-#else
-                               msg_print("Something prevent you from attacking.");
-#endif
-                               return FALSE;
-                       }
-                       else
-                       {
-                               int y, x, dummy = 0;
-                               cave_type *c_ptr;
-
-                               /* Only works on adjacent monsters */
-                               if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
-                               y = py + ddy[dir];
-                               x = px + ddx[dir];
-                               c_ptr = &cave[y][x];
-
-                               ratial_stop_mouth();
-
-                               if (!c_ptr->m_idx)
-                               {
-#ifdef JP
-                                       msg_print("何もない場所に噛みついた!");
-#else
-                                       msg_print("You bite into thin air!");
-#endif
-
-                                       break;
-                               }
-
-#ifdef JP
-                               msg_print("あなたはニヤリとして牙をむいた...");
-#else
-                               msg_print("You grin and bare your fangs...");
-#endif
-
-                               dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
-                               if (drain_life(dir, dummy))
-                               {
-                                       if (p_ptr->food < PY_FOOD_FULL)
-                                               /* No heal if we are "full" */
-                                               (void)hp_player(dummy);
-                                       else
-#ifdef JP
-                                               msg_print("あなたは空腹ではありません。");
-#else
-                                               msg_print("You were not hungry.");
-#endif
-
-                                       /* Gain nutritional sustenance: 150/hp drained */
-                                       /* A Food ration gives 5000 food points (by contrast) */
-                                       /* Don't ever get more than "Full" this way */
-                                       /* But if we ARE Gorged,  it won't cure us */
-                                       dummy = p_ptr->food + MIN(5000, 100 * dummy);
-                                       if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
-                                               (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
-                               }
-                               else
-#ifdef JP
-                                       msg_print("げぇ。ひどい味だ。");
-#else
-                                       msg_print("Yechh. That tastes foul.");
-#endif
-
-                       }
+                       vampirism();
                        break;
 
                case RACE_SPECTRE:
                        if (!get_aim_dir(&dir)) return FALSE;
-                       ratial_stop_mouth();
-#ifdef JP
-                       msg_print("あなたはおどろおどろしい叫び声をあげた!");
-#else
-                       msg_print("You emit an eldritch howl!");
-#endif
-
+                       stop_mouth();
+                       msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
                        (void)fear_monster(dir, plev);
                        break;
 
                case RACE_SPRITE:
-#ifdef JP
-                       msg_print("あなたは魔法の粉を投げつけた...");
-#else
-                       msg_print("You throw some magic dust...");
-#endif
-
+                       msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
                        if (plev < 25) sleep_monsters_touch();
                        else (void)sleep_monsters(plev);
                        break;
 
                case RACE_DEMON:
-                       {
-                               int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               ratial_stop_mouth();
-#ifdef JP
-                               msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
-#else
-                               msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
-#endif
-
-                               fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
-                       }
+                       return demonic_breath(p_ptr); 
                        break;
 
                case RACE_KUTAR:
@@ -2154,62 +794,12 @@ static bool cmd_racial_power_aux(s32b command)
                        break;
 
                case RACE_ANDROID:
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       if (plev < 10)
-                       {
-#ifdef JP
-                               msg_print("レイガンを発射した。");
-#else
-                               msg_print("You fire your ray gun.");
-#endif
-                               fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
-                       }
-                       else if (plev < 25)
-                       {
-#ifdef JP
-                               msg_print("ブラスターを発射した。");
-#else
-                               msg_print("You fire your blaster.");
-#endif
-                               fire_bolt(GF_MISSILE, dir, plev);
-                       }
-                       else if (plev < 35)
-                       {
-#ifdef JP
-                               msg_print("バズーカを発射した。");
-#else
-                               msg_print("You fire your bazooka.");
-#endif
-                               fire_ball(GF_MISSILE, dir, plev * 2, 2);
-                       }
-                       else if (plev < 45)
-                       {
-#ifdef JP
-                               msg_print("ビームキャノンを発射した。");
-#else
-                               msg_print("You fire a beam cannon.");
-#endif
-                               fire_beam(GF_MISSILE, dir, plev * 2);
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("ロケットを発射した。");
-#else
-                               msg_print("You fire a rocket.");
-#endif
-                               fire_rocket(GF_ROCKET, dir, plev * 5, 2);
-                       }
+                       return android_inside_weapon(p_ptr);
                        break;
 
                default:
-#ifdef JP
-                       msg_print("この種族は特殊な能力を持っていません。");
-#else
-                       msg_print("This race has no bonus power.");
-#endif
-
-                       energy_use = 0;
+                       msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
+                       free_turn(p_ptr);
        }
        }
        return TRUE;
@@ -2222,15 +812,17 @@ static bool cmd_racial_power_aux(s32b command)
 void do_cmd_racial_power(void)
 {
        power_desc_type power_desc[36];
-       int             num, i = 0;
-       int             ask = TRUE;
-       int             lvl = p_ptr->lev;
+       int num;
+       COMMAND_CODE i = 0;
+       int ask = TRUE;
+       PLAYER_LEVEL lvl = p_ptr->lev;
        bool            flag, redraw, cast = FALSE;
        bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
        char            choice;
        char            out_val[160];
        int menu_line = (use_menu ? 1 : 0);
 
+       if (p_ptr->wild_mode) return;
 
        for (num = 0; num < 36; num++)
        {
@@ -2240,15 +832,9 @@ void do_cmd_racial_power(void)
 
        num = 0;
 
-       if (p_ptr->confused)
+       if (cmd_limit_confused(p_ptr))
        {
-#ifdef JP
-msg_print("混乱していて特殊能力を使えません!");
-#else
-               msg_print("You are too confused to use any powers!");
-#endif
-
-               energy_use = 0;
+               free_turn(p_ptr);
                return;
        }
 
@@ -2261,12 +847,7 @@ msg_print("混乱していて特殊能力を使えません!");
        {
        case CLASS_WARRIOR:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "剣の舞い");
-#else
-               strcpy(power_desc[num].name, "Sword Dancing");
-#endif
-
+               strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
                power_desc[num].level = 40;
                power_desc[num].cost = 75;
                power_desc[num].stat = A_DEX;
@@ -2277,11 +858,7 @@ strcpy(power_desc[num].name, "剣の舞い");
        case CLASS_HIGH_MAGE:
        if (p_ptr->realm1 == REALM_HEX)
        {
-#ifdef JP
-               strcpy(power_desc[num].name, "詠唱をやめる");
-#else
-               strcpy(power_desc[num].name, "Stop spelling");
-#endif
+               strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
                power_desc[num].level = 1;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_INT;
@@ -2293,12 +870,7 @@ strcpy(power_desc[num].name, "剣の舞い");
        /* case CLASS_HIGH_MAGE: */
        case CLASS_SORCERER:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "魔力食い");
-#else
-               strcpy(power_desc[num].name, "Eat Magic");
-#endif
-
+               strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
                power_desc[num].level = 25;
                power_desc[num].cost = 1;
                power_desc[num].stat = A_INT;
@@ -2310,12 +882,7 @@ strcpy(power_desc[num].name, "魔力食い");
        {
                if (is_good_realm(p_ptr->realm1))
                {
-#ifdef JP
-strcpy(power_desc[num].name, "武器祝福");
-#else
-                       strcpy(power_desc[num].name, "Bless Weapon");
-#endif
-
+                       strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
                        power_desc[num].level = 35;
                        power_desc[num].cost = 70;
                        power_desc[num].stat = A_WIS;
@@ -2324,12 +891,7 @@ strcpy(power_desc[num].name, "武器祝福");
                }
                else
                {
-#ifdef JP
-strcpy(power_desc[num].name, "召魂");
-#else
-                       strcpy(power_desc[num].name, "Evocation");
-#endif
-
+                       strcpy(power_desc[num].name, _("召魂", "Evocation"));
                        power_desc[num].level = 42;
                        power_desc[num].cost = 40;
                        power_desc[num].stat = A_WIS;
@@ -2340,12 +902,7 @@ strcpy(power_desc[num].name, "召魂");
        }
        case CLASS_ROGUE:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "ヒット&アウェイ");
-#else
-               strcpy(power_desc[num].name, "Hit and Away");
-#endif
-
+               strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
                power_desc[num].level = 8;
                power_desc[num].cost = 12;
                power_desc[num].stat = A_DEX;
@@ -2356,12 +913,7 @@ strcpy(power_desc[num].name, "ヒット&アウェイ");
        case CLASS_RANGER:
        case CLASS_SNIPER:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "モンスター調査");
-#else
-               strcpy(power_desc[num].name, "Probe Monster");
-#endif
-
+               strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
                power_desc[num].level = 15;
                power_desc[num].cost = 20;
                power_desc[num].stat = A_INT;
@@ -2373,12 +925,7 @@ strcpy(power_desc[num].name, "モンスター調査");
        {
                if (is_good_realm(p_ptr->realm1))
                {
-#ifdef JP
-strcpy(power_desc[num].name, "ホーリー・ランス");
-#else
-                       strcpy(power_desc[num].name, "Holy Lance");
-#endif
-
+                       strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
                        power_desc[num].level = 30;
                        power_desc[num].cost = 30;
                        power_desc[num].stat = A_WIS;
@@ -2387,12 +934,7 @@ strcpy(power_desc[num].name, "ホーリー・ランス");
                }
                else
                {
-#ifdef JP
-strcpy(power_desc[num].name, "ヘル・ランス");
-#else
-                       strcpy(power_desc[num].name, "Hell Lance");
-#endif
-
+                       strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
                        power_desc[num].level = 30;
                        power_desc[num].cost = 30;
                        power_desc[num].stat = A_WIS;
@@ -2403,23 +945,14 @@ strcpy(power_desc[num].name, "ヘル・ランス");
        }
        case CLASS_WARRIOR_MAGE:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "変換: HP→MP");
-#else
-               strcpy(power_desc[num].name, "Convert HP to SP");
-#endif
-
+               strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
                power_desc[num].level = 25;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_INT;
                power_desc[num].fail = 10;
                power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "変換: MP→HP");
-#else
-               strcpy(power_desc[num].name, "Convert SP to HP");
-#endif
-
+                       
+               strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
                power_desc[num].level = 25;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_INT;
@@ -2429,12 +962,7 @@ strcpy(power_desc[num].name, "変換: MP→HP");
        }
        case CLASS_CHAOS_WARRIOR:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "幻惑の光");
-#else
-               strcpy(power_desc[num].name, "Confusing Light");
-#endif
-
+               strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
                power_desc[num].level = 40;
                power_desc[num].cost = 50;
                power_desc[num].stat = A_INT;
@@ -2444,23 +972,14 @@ strcpy(power_desc[num].name, "幻惑の光");
        }
        case CLASS_MONK:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "構える");
-#else
-               strcpy(power_desc[num].name, "Assume a Posture");
-#endif
-
+               strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
                power_desc[num].level = 25;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_DEX;
                power_desc[num].fail = 0;
                power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "百裂拳");
-#else
-               strcpy(power_desc[num].name, "Double Attack");
-#endif
-
+                       
+               strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
                power_desc[num].level = 30;
                power_desc[num].cost = 30;
                power_desc[num].stat = A_STR;
@@ -2471,12 +990,7 @@ strcpy(power_desc[num].name, "百裂拳");
        case CLASS_MINDCRAFTER:
        case CLASS_FORCETRAINER:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "明鏡止水");
-#else
-               strcpy(power_desc[num].name, "Clear Mind");
-#endif
-
+               strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
                power_desc[num].level = 15;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_WIS;
@@ -2486,23 +1000,14 @@ strcpy(power_desc[num].name, "明鏡止水");
        }
        case CLASS_TOURIST:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "写真撮影");
-#else
-               strcpy(power_desc[num].name, "Take a Photograph");
-#endif
-
+               strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
                power_desc[num].level = 1;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_DEX;
                power_desc[num].fail = 0;
                power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "真・鑑定");
-#else
-               strcpy(power_desc[num].name, "Identify True");
-#endif
-
+               
+               strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
                power_desc[num].level = 25;
                power_desc[num].cost = 20;
                power_desc[num].stat = A_INT;
@@ -2512,12 +1017,7 @@ strcpy(power_desc[num].name, "真・鑑定");
        }
        case CLASS_IMITATOR:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "倍返し");
-#else
-               strcpy(power_desc[num].name, "Double Revenge");
-#endif
-
+               strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
                power_desc[num].level = 30;
                power_desc[num].cost = 100;
                power_desc[num].stat = A_DEX;
@@ -2527,23 +1027,14 @@ strcpy(power_desc[num].name, "倍返し");
        }
        case CLASS_BEASTMASTER:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "生物支配");
-#else
-               strcpy(power_desc[num].name, "Dominate a Living Thing");
-#endif
-
+               strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
                power_desc[num].level = 1;
                power_desc[num].cost = (p_ptr->lev+3)/4;
                power_desc[num].stat = A_CHR;
                power_desc[num].fail = 10;
                power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "真・生物支配");
-#else
-               strcpy(power_desc[num].name, "Dominate Living Things");
-#endif
-
+               
+               strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
                power_desc[num].level = 30;
                power_desc[num].cost = (p_ptr->lev+20)/2;
                power_desc[num].stat = A_CHR;
@@ -2553,12 +1044,7 @@ strcpy(power_desc[num].name, "真・生物支配");
        }
        case CLASS_ARCHER:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "弾/矢の製造");
-#else
-               strcpy(power_desc[num].name, "Create Ammo");
-#endif
-
+               strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
                power_desc[num].level = 1;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_DEX;
@@ -2568,12 +1054,7 @@ strcpy(power_desc[num].name, "弾/矢の製造");
        }
        case CLASS_MAGIC_EATER:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "魔力の取り込み");
-#else
-               strcpy(power_desc[num].name, "Absorb Magic");
-#endif
-
+               strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
                power_desc[num].level = 1;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_INT;
@@ -2590,12 +1071,7 @@ strcpy(power_desc[num].name, "魔力の取り込み");
        }
        case CLASS_BARD:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "歌を止める");
-#else
-               strcpy(power_desc[num].name, "Stop Singing");
-#endif
-
+               strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
                power_desc[num].level = 1;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_CHR;
@@ -2605,12 +1081,7 @@ strcpy(power_desc[num].name, "歌を止める");
        }
        case CLASS_RED_MAGE:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "連続魔");
-#else
-               strcpy(power_desc[num].name, "Double Magic");
-#endif
-
+               strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
                power_desc[num].level = 48;
                power_desc[num].cost = 20;
                power_desc[num].stat = A_INT;
@@ -2620,23 +1091,14 @@ strcpy(power_desc[num].name, "連続魔");
        }
        case CLASS_SAMURAI:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "気合いため");
-#else
-               strcpy(power_desc[num].name, "Concentration");
-#endif
-
+               strcpy(power_desc[num].name, _("気合いため", "Concentration"));
                power_desc[num].level = 1;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_WIS;
                power_desc[num].fail = 0;
                power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "型");
-#else
-               strcpy(power_desc[num].name, "Assume a Posture");
-#endif
-
+               
+               strcpy(power_desc[num].name, _("型", "Assume a Posture"));
                power_desc[num].level = 25;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_DEX;
@@ -2646,12 +1108,7 @@ strcpy(power_desc[num].name, "型");
        }
        case CLASS_BLUE_MAGE:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "ラーニング");
-#else
-               strcpy(power_desc[num].name, "Learning");
-#endif
-
+               strcpy(power_desc[num].name, _("ラーニング", "Learning"));
                power_desc[num].level = 1;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_INT;
@@ -2661,12 +1118,7 @@ strcpy(power_desc[num].name, "ラーニング");
        }
        case CLASS_CAVALRY:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "荒馬ならし");
-#else
-               strcpy(power_desc[num].name, "Rodeo");
-#endif
-
+               strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
                power_desc[num].level = 10;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_STR;
@@ -2676,12 +1128,7 @@ strcpy(power_desc[num].name, "荒馬ならし");
        }
        case CLASS_BERSERKER:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "帰還");
-#else
-               strcpy(power_desc[num].name, "Recall");
-#endif
-
+               strcpy(power_desc[num].name, _("帰還", "Recall"));
                power_desc[num].level = 10;
                power_desc[num].cost = 10;
                power_desc[num].stat = A_DEX;
@@ -2691,23 +1138,14 @@ strcpy(power_desc[num].name, "帰還");
        }
        case CLASS_MIRROR_MASTER:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "鏡割り");
-#else
-               strcpy(power_desc[num].name, "Break Mirrors");
-#endif
-
+               strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
                power_desc[num].level = 1;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_INT;
                power_desc[num].fail = 0;
                power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "静水");
-#else
-               strcpy(power_desc[num].name, "Mirror Concentration");
-#endif
-
+               
+               strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
                power_desc[num].level = 30;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_INT;
@@ -2717,12 +1155,7 @@ strcpy(power_desc[num].name, "静水");
        }
        case CLASS_SMITH:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "目利き");
-#else
-               strcpy(power_desc[num].name, "Judgment");
-#endif
-
+               strcpy(power_desc[num].name, _("目利き", "Judgment"));
                power_desc[num].level = 5;
                power_desc[num].cost = 15;
                power_desc[num].stat = A_INT;
@@ -2732,12 +1165,7 @@ strcpy(power_desc[num].name, "目利き");
        }
        case CLASS_NINJA:
        {
-#ifdef JP
-strcpy(power_desc[num].name, "速駆け");
-#else
-               strcpy(power_desc[num].name, "Quick Walk");
-#endif
-
+               strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
                power_desc[num].level = 20;
                power_desc[num].cost = 0;
                power_desc[num].stat = A_DEX;
@@ -2746,12 +1174,7 @@ strcpy(power_desc[num].name, "速駆け");
                break;
        }
        default:
-#ifdef JP
-strcpy(power_desc[0].name, "(なし)");
-#else
-               strcpy(power_desc[0].name, "(none)");
-#endif
-
+               strcpy(power_desc[0].name, _("(なし)", "(none)"));
        }
 
        if (p_ptr->mimic_form)
@@ -2760,12 +1183,7 @@ strcpy(power_desc[0].name, "(なし)");
                {
                case MIMIC_DEMON:
                case MIMIC_DEMON_LORD:
-#ifdef JP
-sprintf(power_desc[num].name, "地獄/火炎のブレス (ダメージ %d)", lvl * 3);
-#else
-                       sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
-#endif
-
+                       sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
                        power_desc[num].level = 15;
                        power_desc[num].cost = 10+lvl/3;
                        power_desc[num].stat = A_CON;
@@ -2773,12 +1191,7 @@ sprintf(power_desc[num].name, "地獄/火炎のブレス (ダメージ %d)", lvl
                        power_desc[num++].number = -1;
                        break;
                case MIMIC_VAMPIRE:
-#ifdef JP
-strcpy(power_desc[num].name, "生命力吸収");
-#else
-                       strcpy(power_desc[num].name, "Drain Life");
-#endif
-
+                       strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
                        power_desc[num].level = 2;
                        power_desc[num].cost = 1 + (lvl / 3);
                        power_desc[num].stat = A_CON;
@@ -2792,12 +1205,7 @@ strcpy(power_desc[num].name, "生命力吸収");
        switch (p_ptr->prace)
        {
                case RACE_DWARF:
-#ifdef JP
-strcpy(power_desc[num].name, "ドアと罠 感知");
-#else
-                       strcpy(power_desc[num].name, "Detect Doors+Traps");
-#endif
-
+                       strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
                        power_desc[num].level = 5;
                        power_desc[num].cost = 5;
                        power_desc[num].stat = A_WIS;
@@ -2805,12 +1213,7 @@ strcpy(power_desc[num].name, "ドアと罠 感知");
                        power_desc[num++].number = -1;
                        break;
                case RACE_NIBELUNG:
-#ifdef JP
-strcpy(power_desc[num].name, "ドアと罠 感知");
-#else
-                       strcpy(power_desc[num].name, "Detect Doors+Traps");
-#endif
-
+                       strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
                        power_desc[num].level = 10;
                        power_desc[num].cost = 5;
                        power_desc[num].stat = A_WIS;
@@ -2818,12 +1221,7 @@ strcpy(power_desc[num].name, "ドアと罠 感知");
                        power_desc[num++].number = -1;
                        break;
                case RACE_HOBBIT:
-#ifdef JP
-strcpy(power_desc[num].name, "食糧生成");
-#else
-                       strcpy(power_desc[num].name, "Create Food");
-#endif
-
+                       strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
                        power_desc[num].level = 15;
                        power_desc[num].cost = 10;
                        power_desc[num].stat = A_INT;
@@ -2831,12 +1229,7 @@ strcpy(power_desc[num].name, "食糧生成");
                        power_desc[num++].number = -1;
                        break;
                case RACE_GNOME:
-#ifdef JP
-sprintf(power_desc[num].name, "ショート・テレポート");
-#else
-                       sprintf(power_desc[num].name, "Blink");
-#endif
-
+                       sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
                        power_desc[num].level = 5;
                        power_desc[num].cost = 5;
                        power_desc[num].stat = A_INT;
@@ -2844,12 +1237,7 @@ sprintf(power_desc[num].name, "ショート・テレポート");
                        power_desc[num++].number = -1;
                        break;
                case RACE_HALF_ORC:
-#ifdef JP
-strcpy(power_desc[num].name, "恐怖除去");
-#else
-                       strcpy(power_desc[num].name, "Remove Fear");
-#endif
-
+                       strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
                        power_desc[num].level = 3;
                        power_desc[num].cost = 5;
                        power_desc[num].stat = A_WIS;
@@ -2857,12 +1245,7 @@ strcpy(power_desc[num].name, "恐怖除去");
                        power_desc[num++].number = -1;
                        break;
                case RACE_HALF_TROLL:
-#ifdef JP
-strcpy(power_desc[num].name, "狂戦士化");
-#else
-                       strcpy(power_desc[num].name, "Berserk");
-#endif
-
+                       strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
                        power_desc[num].level = 10;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_STR;
@@ -2870,12 +1253,7 @@ strcpy(power_desc[num].name, "狂戦士化");
                        power_desc[num++].number = -1;
                        break;
                case RACE_BARBARIAN:
-#ifdef JP
-strcpy(power_desc[num].name, "狂戦士化");
-#else
-                       strcpy(power_desc[num].name, "Berserk");
-#endif
-
+                       strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
                        power_desc[num].level = 8;
                        power_desc[num].cost = 10;
                        power_desc[num].stat = A_STR;
@@ -2883,23 +1261,14 @@ strcpy(power_desc[num].name, "狂戦士化");
                        power_desc[num++].number = -1;
                        break;
                case RACE_AMBERITE:
-#ifdef JP
-strcpy(power_desc[num].name, "シャドウ・シフト");
-#else
-                       strcpy(power_desc[num].name, "Shadow Shifting");
-#endif
-
+                       strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
                        power_desc[num].level = 30;
                        power_desc[num].cost = 50;
                        power_desc[num].stat = A_INT;
                        power_desc[num].fail = 50;
                        power_desc[num++].number = -1;
-#ifdef JP
-strcpy(power_desc[num].name, "パターン・ウォーク");
-#else
-                       strcpy(power_desc[num].name, "Pattern Mindwalking");
-#endif
-
+                       
+                       strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
                        power_desc[num].level = 40;
                        power_desc[num].cost = 75;
                        power_desc[num].stat = A_WIS;
@@ -2907,12 +1276,7 @@ strcpy(power_desc[num].name, "パターン・ウォーク");
                        power_desc[num++].number = -2;
                        break;
                case RACE_HALF_OGRE:
-#ifdef JP
-strcpy(power_desc[num].name, "爆発のルーン");
-#else
-                       strcpy(power_desc[num].name, "Explosive Rune");
-#endif
-
+                       strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
                        power_desc[num].level = 25;
                        power_desc[num].cost = 35;
                        power_desc[num].stat = A_INT;
@@ -2920,12 +1284,7 @@ strcpy(power_desc[num].name, "爆発のルーン");
                        power_desc[num++].number = -1;
                        break;
                case RACE_HALF_GIANT:
-#ifdef JP
-strcpy(power_desc[num].name, "岩石溶解");
-#else
-                       strcpy(power_desc[num].name, "Stone to Mud");
-#endif
-
+                       strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
                        power_desc[num].level = 20;
                        power_desc[num].cost = 10;
                        power_desc[num].stat = A_STR;
@@ -2933,12 +1292,7 @@ strcpy(power_desc[num].name, "岩石溶解");
                        power_desc[num++].number = -1;
                        break;
                case RACE_HALF_TITAN:
-#ifdef JP
-strcpy(power_desc[num].name, "スキャン・モンスター");
-#else
-                       strcpy(power_desc[num].name, "Probing");
-#endif
-
+                       strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
                        power_desc[num].level = 15;
                        power_desc[num].cost = 10;
                        power_desc[num].stat = A_INT;
@@ -2946,12 +1300,7 @@ strcpy(power_desc[num].name, "スキャン・モンスター");
                        power_desc[num++].number = -1;
                        break;
                case RACE_CYCLOPS:
-#ifdef JP
-sprintf(power_desc[num].name, "岩石投げ(ダメージ %d)", (3 * lvl) / 2);
-#else
-                       sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
-#endif
-
+                       sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
                        power_desc[num].level = 20;
                        power_desc[num].cost = 15;
                        power_desc[num].stat = A_STR;
@@ -2959,12 +1308,7 @@ sprintf(power_desc[num].name, "岩石投げ(ダメージ %d)", (3 * lvl) / 2
                        power_desc[num++].number = -1;
                        break;
                case RACE_YEEK:
-#ifdef JP
-strcpy(power_desc[num].name, "モンスター恐慌");
-#else
-                       strcpy(power_desc[num].name, "Scare Monster");
-#endif
-
+                       strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
                        power_desc[num].level = 15;
                        power_desc[num].cost = 15;
                        power_desc[num].stat = A_WIS;
@@ -2972,12 +1316,7 @@ strcpy(power_desc[num].name, "モンスター恐慌");
                        power_desc[num++].number = -1;
                        break;
                case RACE_SPECTRE:
-#ifdef JP
-strcpy(power_desc[num].name, "モンスター恐慌");
-#else
-                       strcpy(power_desc[num].name, "Scare Monster");
-#endif
-
+                       strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
                        power_desc[num].level = 4;
                        power_desc[num].cost = 6;
                        power_desc[num].stat = A_INT;
@@ -2985,12 +1324,7 @@ strcpy(power_desc[num].name, "モンスター恐慌");
                        power_desc[num++].number = -1;
                        break;
                case RACE_KLACKON:
-#ifdef JP
-sprintf(power_desc[num].name, "酸の唾 (ダメージ %d)", lvl);
-#else
-                       sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
-#endif
-
+                       sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
                        power_desc[num].level = 9;
                        power_desc[num].cost = 9;
                        power_desc[num].stat = A_DEX;
@@ -2998,12 +1332,7 @@ sprintf(power_desc[num].name, "酸の唾 (ダメージ %d)", lvl);
                        power_desc[num++].number = -1;
                        break;
                case RACE_KOBOLD:
-#ifdef JP
-sprintf(power_desc[num].name, "毒のダーツ (ダメージ %d)", lvl);
-#else
-                       sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
-#endif
-
+                       sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
                        power_desc[num].level = 12;
                        power_desc[num].cost = 8;
                        power_desc[num].stat = A_DEX;
@@ -3011,12 +1340,7 @@ sprintf(power_desc[num].name, "毒のダーツ (ダメージ %d)", lvl);
                        power_desc[num++].number = -1;
                        break;
                case RACE_DARK_ELF:
-#ifdef JP
-sprintf(power_desc[num].name, "マジック・ミサイル (ダメージ %dd%d)", 3 + ((lvl - 1) / 5), 4);
-#else
-                       sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
-#endif
-
+                       sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4);
                        power_desc[num].level = 2;
                        power_desc[num].cost = 2;
                        power_desc[num].stat = A_INT;
@@ -3024,12 +1348,7 @@ sprintf(power_desc[num].name, "マジック・ミサイル (ダメージ %dd%d)"
                        power_desc[num++].number = -1;
                        break;
                case RACE_DRACONIAN:
-#ifdef JP
-sprintf(power_desc[num].name, "ブレス (ダメージ %d)", lvl * 2);
-#else
-                       sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
-#endif
-
+                       sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
                        power_desc[num].level = 1;
                        power_desc[num].cost = lvl;
                        power_desc[num].stat = A_CON;
@@ -3037,12 +1356,7 @@ sprintf(power_desc[num].name, "ブレス (ダメージ %d)", lvl * 2);
                        power_desc[num++].number = -1;
                        break;
                case RACE_MIND_FLAYER:
-#ifdef JP
-sprintf(power_desc[num].name, "精神攻撃 (ダメージ %d)", lvl);
-#else
-                       sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
-#endif
-
+                       sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
                        power_desc[num].level = 15;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_INT;
@@ -3050,12 +1364,7 @@ sprintf(power_desc[num].name, "精神攻撃 (ダメージ %d)", lvl);
                        power_desc[num++].number = -1;
                        break;
                case RACE_IMP:
-#ifdef JP
-sprintf(power_desc[num].name, "ファイア・ボルト/ボール (ダメージ %d)", lvl);
-#else
-                       sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
-#endif
-
+                       sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl);
                        power_desc[num].level = 9;
                        power_desc[num].cost = 15;
                        power_desc[num].stat = A_WIS;
@@ -3063,12 +1372,7 @@ sprintf(power_desc[num].name, "ファイア・ボルト/ボール (ダメージ
                        power_desc[num++].number = -1;
                        break;
                case RACE_GOLEM:
-#ifdef JP
-strcpy(power_desc[num].name, "肌石化 (期間 1d20+30)");
-#else
-                       strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
-#endif
-
+                       strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
                        power_desc[num].level = 20;
                        power_desc[num].cost = 15;
                        power_desc[num].stat = A_CON;
@@ -3077,12 +1381,7 @@ strcpy(power_desc[num].name, "肌石化 (期間 1d20+30)");
                        break;
                case RACE_SKELETON:
                case RACE_ZOMBIE:
-#ifdef JP
-strcpy(power_desc[num].name, "経験値復活");
-#else
-                       strcpy(power_desc[num].name, "Restore Experience");
-#endif
-
+                       strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
                        power_desc[num].level = 30;
                        power_desc[num].cost = 30;
                        power_desc[num].stat = A_WIS;
@@ -3090,12 +1389,7 @@ strcpy(power_desc[num].name, "経験値復活");
                        power_desc[num++].number = -1;
                        break;
                case RACE_VAMPIRE:
-#ifdef JP
-strcpy(power_desc[num].name, "生命力吸収");
-#else
-                       strcpy(power_desc[num].name, "Drain Life");
-#endif
-
+                       strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
                        power_desc[num].level = 2;
                        power_desc[num].cost = 1 + (lvl / 3);
                        power_desc[num].stat = A_CON;
@@ -3103,12 +1397,7 @@ strcpy(power_desc[num].name, "生命力吸収");
                        power_desc[num++].number = -1;
                        break;
                case RACE_SPRITE:
-#ifdef JP
-strcpy(power_desc[num].name, "眠り粉");
-#else
-                       strcpy(power_desc[num].name, "Sleeping Dust");
-#endif
-
+                       strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
                        power_desc[num].level = 12;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_INT;
@@ -3116,12 +1405,7 @@ strcpy(power_desc[num].name, "眠り粉");
                        power_desc[num++].number = -1;
                        break;
                case RACE_DEMON:
-#ifdef JP
-sprintf(power_desc[num].name, "地獄/火炎のブレス (ダメージ %d)", lvl * 3);
-#else
-                       sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
-#endif
-
+                       sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
                        power_desc[num].level = 15;
                        power_desc[num].cost = 10+lvl/3;
                        power_desc[num].stat = A_CON;
@@ -3129,12 +1413,7 @@ sprintf(power_desc[num].name, "地獄/火炎のブレス (ダメージ %d)", lvl
                        power_desc[num++].number = -1;
                        break;
                case RACE_KUTAR:
-#ifdef JP
-strcpy(power_desc[num].name, "横に伸びる");
-#else
-                       strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
-#endif
-
+                       strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
                        power_desc[num].level = 20;
                        power_desc[num].cost = 15;
                        power_desc[num].stat = A_CHR;
@@ -3144,60 +1423,35 @@ strcpy(power_desc[num].name, "横に伸びる");
                case RACE_ANDROID:
                        if (p_ptr->lev < 10)
                        {
-#ifdef JP
-strcpy(power_desc[num].name, "レイガン");
-#else
-                               strcpy(power_desc[num].name, "Ray Gun");
-#endif
-
+                               strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
                                power_desc[num].level = 1;
                                power_desc[num].cost = 7;
                                power_desc[num].fail = 8;
                        }
                        else if (p_ptr->lev < 25)
                        {
-#ifdef JP
-strcpy(power_desc[num].name, "ブラスター");
-#else
-                               strcpy(power_desc[num].name, "Blaster");
-#endif
-
+                               strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
                                power_desc[num].level = 10;
                                power_desc[num].cost = 13;
                                power_desc[num].fail = 10;
                        }
                        else if (p_ptr->lev < 35)
                        {
-#ifdef JP
-strcpy(power_desc[num].name, "バズーカ");
-#else
-                               strcpy(power_desc[num].name, "Bazooka");
-#endif
-
+                               strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
                                power_desc[num].level = 25;
                                power_desc[num].cost = 26;
                                power_desc[num].fail = 12;
                        }
                        else if (p_ptr->lev < 45)
                        {
-#ifdef JP
-strcpy(power_desc[num].name, "ビームキャノン");
-#else
-                               strcpy(power_desc[num].name, "Beam Cannon");
-#endif
-
+                               strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
                                power_desc[num].level = 35;
                                power_desc[num].cost = 40;
                                power_desc[num].fail = 15;
                        }
                        else
                        {
-#ifdef JP
-strcpy(power_desc[num].name, "ロケット");
-#else
-                               strcpy(power_desc[num].name, "Rocket");
-#endif
-
+                               strcpy(power_desc[num].name, _("ロケット", "Rocket"));
                                power_desc[num].level = 45;
                                power_desc[num].cost = 60;
                                power_desc[num].fail = 18;
@@ -3216,12 +1470,7 @@ strcpy(power_desc[num].name, "ロケット");
        {
                if (p_ptr->muta1 & MUT1_SPIT_ACID)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "酸の唾");
-#else
-                       strcpy(power_desc[num].name, "Spit Acid");
-#endif
-
+                       strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
                        power_desc[num].level = 9;
                        power_desc[num].cost = 9;
                        power_desc[num].stat = A_DEX;
@@ -3231,12 +1480,7 @@ strcpy(power_desc[num].name, "酸の唾");
 
                if (p_ptr->muta1 & MUT1_BR_FIRE)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "炎のブレス");
-#else
-                       strcpy(power_desc[num].name, "Fire Breath");
-#endif
-
+                       strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
                        power_desc[num].level = 20;
                        power_desc[num].cost = lvl;
                        power_desc[num].stat = A_CON;
@@ -3246,12 +1490,7 @@ strcpy(power_desc[num].name, "炎のブレス");
 
                if (p_ptr->muta1 & MUT1_HYPN_GAZE)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "催眠睨み");
-#else
-                       strcpy(power_desc[num].name, "Hypnotic Gaze");
-#endif
-
+                       strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
                        power_desc[num].level = 12;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_CHR;
@@ -3261,12 +1500,7 @@ strcpy(power_desc[num].name, "催眠睨み");
 
                if (p_ptr->muta1 & MUT1_TELEKINES)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "念動力");
-#else
-                       strcpy(power_desc[num].name, "Telekinesis");
-#endif
-
+                       strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
                        power_desc[num].level = 9;
                        power_desc[num].cost = 9;
                        power_desc[num].stat = A_WIS;
@@ -3276,12 +1510,7 @@ strcpy(power_desc[num].name, "念動力");
 
                if (p_ptr->muta1 & MUT1_VTELEPORT)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "テレポート");
-#else
-                       strcpy(power_desc[num].name, "Teleport");
-#endif
-
+                       strcpy(power_desc[num].name, _("テレポート", "Teleport"));
                        power_desc[num].level = 7;
                        power_desc[num].cost = 7;
                        power_desc[num].stat = A_WIS;
@@ -3291,12 +1520,7 @@ strcpy(power_desc[num].name, "テレポート");
 
                if (p_ptr->muta1 & MUT1_MIND_BLST)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "精神攻撃");
-#else
-                       strcpy(power_desc[num].name, "Mind Blast");
-#endif
-
+                       strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
                        power_desc[num].level = 5;
                        power_desc[num].cost = 3;
                        power_desc[num].stat = A_WIS;
@@ -3306,12 +1530,7 @@ strcpy(power_desc[num].name, "精神攻撃");
 
                if (p_ptr->muta1 & MUT1_RADIATION)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "放射能");
-#else
-                       strcpy(power_desc[num].name, "Emit Radiation");
-#endif
-
+                       strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
                        power_desc[num].level = 15;
                        power_desc[num].cost = 15;
                        power_desc[num].stat = A_CON;
@@ -3321,12 +1540,7 @@ strcpy(power_desc[num].name, "放射能");
 
                if (p_ptr->muta1 & MUT1_VAMPIRISM)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "吸血ドレイン");
-#else
-                       strcpy(power_desc[num].name, "Vampiric Drain");
-#endif
-
+                       strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
                        power_desc[num].level = 2;
                        power_desc[num].cost = (1 + (lvl / 3));
                        power_desc[num].stat = A_CON;
@@ -3336,12 +1550,7 @@ strcpy(power_desc[num].name, "吸血ドレイン");
 
                if (p_ptr->muta1 & MUT1_SMELL_MET)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "金属嗅覚");
-#else
-                       strcpy(power_desc[num].name, "Smell Metal");
-#endif
-
+                       strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
                        power_desc[num].level = 3;
                        power_desc[num].cost = 2;
                        power_desc[num].stat = A_INT;
@@ -3351,12 +1560,7 @@ strcpy(power_desc[num].name, "金属嗅覚");
 
                if (p_ptr->muta1 & MUT1_SMELL_MON)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "敵臭嗅覚");
-#else
-                       strcpy(power_desc[num].name, "Smell Monsters");
-#endif
-
+                       strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
                        power_desc[num].level = 5;
                        power_desc[num].cost = 4;
                        power_desc[num].stat = A_INT;
@@ -3366,12 +1570,7 @@ strcpy(power_desc[num].name, "敵臭嗅覚");
 
                if (p_ptr->muta1 & MUT1_BLINK)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "ショート・テレポート");
-#else
-                       strcpy(power_desc[num].name, "Blink");
-#endif
-
+                       strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
                        power_desc[num].level = 3;
                        power_desc[num].cost = 3;
                        power_desc[num].stat = A_WIS;
@@ -3381,12 +1580,7 @@ strcpy(power_desc[num].name, "ショート・テレポート");
 
                if (p_ptr->muta1 & MUT1_EAT_ROCK)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "岩食い");
-#else
-                       strcpy(power_desc[num].name, "Eat Rock");
-#endif
-
+                       strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
                        power_desc[num].level = 8;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_CON;
@@ -3396,12 +1590,7 @@ strcpy(power_desc[num].name, "岩食い");
 
                if (p_ptr->muta1 & MUT1_SWAP_POS)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "位置交換");
-#else
-                       strcpy(power_desc[num].name, "Swap Position");
-#endif
-
+                       strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
                        power_desc[num].level = 15;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_DEX;
@@ -3411,12 +1600,7 @@ strcpy(power_desc[num].name, "位置交換");
 
                if (p_ptr->muta1 & MUT1_SHRIEK)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "叫び");
-#else
-                       strcpy(power_desc[num].name, "Shriek");
-#endif
-
+                       strcpy(power_desc[num].name, _("叫び", "Shriek"));
                        power_desc[num].level = 20;
                        power_desc[num].cost = 14;
                        power_desc[num].stat = A_CON;
@@ -3426,12 +1610,7 @@ strcpy(power_desc[num].name, "叫び");
 
                if (p_ptr->muta1 & MUT1_ILLUMINE)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "照明");
-#else
-                       strcpy(power_desc[num].name, "Illuminate");
-#endif
-
+                       strcpy(power_desc[num].name, _("照明", "Illuminate"));
                        power_desc[num].level = 3;
                        power_desc[num].cost = 2;
                        power_desc[num].stat = A_INT;
@@ -3441,12 +1620,7 @@ strcpy(power_desc[num].name, "照明");
 
                if (p_ptr->muta1 & MUT1_DET_CURSE)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "呪い感知");
-#else
-                       strcpy(power_desc[num].name, "Detect Curses");
-#endif
-
+                       strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
                        power_desc[num].level = 7;
                        power_desc[num].cost = 14;
                        power_desc[num].stat = A_WIS;
@@ -3456,12 +1630,7 @@ strcpy(power_desc[num].name, "呪い感知");
 
                if (p_ptr->muta1 & MUT1_BERSERK)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "狂戦士化");
-#else
-                       strcpy(power_desc[num].name, "Berserk");
-#endif
-
+                       strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
                        power_desc[num].level = 8;
                        power_desc[num].cost = 8;
                        power_desc[num].stat = A_STR;
@@ -3471,12 +1640,7 @@ strcpy(power_desc[num].name, "狂戦士化");
 
                if (p_ptr->muta1 & MUT1_POLYMORPH)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "変身");
-#else
-                       strcpy(power_desc[num].name, "Polymorph");
-#endif
-
+                       strcpy(power_desc[num].name, _("変身", "Polymorph"));
                        power_desc[num].level = 18;
                        power_desc[num].cost = 20;
                        power_desc[num].stat = A_CON;
@@ -3486,12 +1650,7 @@ strcpy(power_desc[num].name, "変身");
 
                if (p_ptr->muta1 & MUT1_MIDAS_TCH)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "ミダスの手");
-#else
-                       strcpy(power_desc[num].name, "Midas Touch");
-#endif
-
+                       strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
                        power_desc[num].level = 10;
                        power_desc[num].cost = 5;
                        power_desc[num].stat = A_INT;
@@ -3501,12 +1660,7 @@ strcpy(power_desc[num].name, "ミダスの手");
 
                if (p_ptr->muta1 & MUT1_GROW_MOLD)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "カビ発生");
-#else
-                       strcpy(power_desc[num].name, "Grow Mold");
-#endif
-
+                       strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
                        power_desc[num].level = 1;
                        power_desc[num].cost = 6;
                        power_desc[num].stat = A_CON;
@@ -3516,12 +1670,7 @@ strcpy(power_desc[num].name, "カビ発生");
 
                if (p_ptr->muta1 & MUT1_RESIST)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "エレメント耐性");
-#else
-                       strcpy(power_desc[num].name, "Resist Elements");
-#endif
-
+                       strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
                        power_desc[num].level = 10;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_CON;
@@ -3531,12 +1680,7 @@ strcpy(power_desc[num].name, "エレメント耐性");
 
                if (p_ptr->muta1 & MUT1_EARTHQUAKE)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "地震");
-#else
-                       strcpy(power_desc[num].name, "Earthquake");
-#endif
-
+                       strcpy(power_desc[num].name, _("地震", "Earthquake"));
                        power_desc[num].level = 12;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_STR;
@@ -3546,12 +1690,7 @@ strcpy(power_desc[num].name, "地震");
 
                if (p_ptr->muta1 & MUT1_EAT_MAGIC)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "魔力食い");
-#else
-                       strcpy(power_desc[num].name, "Eat Magic");
-#endif
-
+                       strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
                        power_desc[num].level = 17;
                        power_desc[num].cost = 1;
                        power_desc[num].stat = A_WIS;
@@ -3561,12 +1700,7 @@ strcpy(power_desc[num].name, "魔力食い");
 
                if (p_ptr->muta1 & MUT1_WEIGH_MAG)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "魔力感知");
-#else
-                       strcpy(power_desc[num].name, "Weigh Magic");
-#endif
-
+                       strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
                        power_desc[num].level = 6;
                        power_desc[num].cost = 6;
                        power_desc[num].stat = A_INT;
@@ -3576,12 +1710,7 @@ strcpy(power_desc[num].name, "魔力感知");
 
                if (p_ptr->muta1 & MUT1_STERILITY)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "増殖阻止");
-#else
-                       strcpy(power_desc[num].name, "Sterilize");
-#endif
-
+                       strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
                        power_desc[num].level = 12;
                        power_desc[num].cost = 23;
                        power_desc[num].stat = A_CHR;
@@ -3591,12 +1720,7 @@ strcpy(power_desc[num].name, "増殖阻止");
 
                if (p_ptr->muta1 & MUT1_PANIC_HIT)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "ヒット&アウェイ");
-#else
-                       strcpy(power_desc[num].name, "Panic Hit");
-#endif
-
+                       strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
                        power_desc[num].level = 10;
                        power_desc[num].cost = 12;
                        power_desc[num].stat = A_DEX;
@@ -3606,12 +1730,7 @@ strcpy(power_desc[num].name, "ヒット&アウェイ");
 
                if (p_ptr->muta1 & MUT1_DAZZLE)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "眩惑");
-#else
-                       strcpy(power_desc[num].name, "Dazzle");
-#endif
-
+                       strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
                        power_desc[num].level = 7;
                        power_desc[num].cost = 15;
                        power_desc[num].stat = A_CHR;
@@ -3621,12 +1740,7 @@ strcpy(power_desc[num].name, "眩惑");
 
                if (p_ptr->muta1 & MUT1_LASER_EYE)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "レーザー・アイ");
-#else
-                       strcpy(power_desc[num].name, "Laser Eye");
-#endif
-
+                       strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
                        power_desc[num].level = 7;
                        power_desc[num].cost = 10;
                        power_desc[num].stat = A_WIS;
@@ -3636,12 +1750,7 @@ strcpy(power_desc[num].name, "レーザー・アイ");
 
                if (p_ptr->muta1 & MUT1_RECALL)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "帰還");
-#else
-                       strcpy(power_desc[num].name, "Recall");
-#endif
-
+                       strcpy(power_desc[num].name, _("帰還", "Recall"));
                        power_desc[num].level = 17;
                        power_desc[num].cost = 50;
                        power_desc[num].stat = A_INT;
@@ -3651,12 +1760,7 @@ strcpy(power_desc[num].name, "帰還");
 
                if (p_ptr->muta1 & MUT1_BANISH)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "邪悪消滅");
-#else
-                       strcpy(power_desc[num].name, "Banish Evil");
-#endif
-
+                       strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
                        power_desc[num].level = 25;
                        power_desc[num].cost = 25;
                        power_desc[num].stat = A_WIS;
@@ -3666,12 +1770,7 @@ strcpy(power_desc[num].name, "邪悪消滅");
 
                if (p_ptr->muta1 & MUT1_COLD_TOUCH)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "凍結の手");
-#else
-                       strcpy(power_desc[num].name, "Cold Touch");
-#endif
-
+                       strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
                        power_desc[num].level = 2;
                        power_desc[num].cost = 2;
                        power_desc[num].stat = A_CON;
@@ -3681,12 +1780,7 @@ strcpy(power_desc[num].name, "凍結の手");
 
                if (p_ptr->muta1 & MUT1_LAUNCHER)
                {
-#ifdef JP
-strcpy(power_desc[num].name, "アイテム投げ");
-#else
-                       strcpy(power_desc[num].name, "Throw Object");
-#endif
-
+                       strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
                        power_desc[num].level = 1;
                        power_desc[num].cost = lvl;
                        power_desc[num].stat = A_STR;
@@ -3703,17 +1797,11 @@ strcpy(power_desc[num].name, "アイテム投げ");
        redraw = FALSE;
 
        /* Build a prompt */
-#ifdef JP
-(void) strnfmt(out_val, 78, "(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?",
-#else
-       (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
-#endif
-
-               I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
+       (void) strnfmt(out_val, 78, 
+                               _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
+                               I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
 
-#ifdef ALLOW_REPEAT
 if (!repeat_pull(&i) || i<0 || i>=num) {
-#endif /* ALLOW_REPEAT */
        if (use_menu) screen_save();
         /* Get a spell from the user */
 
@@ -3730,7 +1818,7 @@ if (!repeat_pull(&i) || i<0 || i>=num) {
                                case '0':
                                {
                                        screen_load();
-                                       energy_use = 0;
+                                       free_turn(p_ptr);
                                        return;
                                }
 
@@ -3785,30 +1873,20 @@ if (!repeat_pull(&i) || i<0 || i>=num) {
                                int ctr = 0;
                                char dummy[80];
                                char letter;
-                               int x1, y1;
+                               TERM_LEN x1, y1;
 
                                strcpy(dummy, "");
 
                                /* Show list */
                                redraw = TRUE;
-
-                               /* Save the screen */
                                if (!use_menu) screen_save();
 
                                /* Print header(s) */
                                if (num < 18)
-#ifdef JP
-prt("                            Lv   MP 失率", y++, x);
-#else
-                                       prt("                            Lv Cost Fail", y++, x);
-#endif
-
+                                       prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
                                else
-#ifdef JP
-prt("                            Lv   MP 失率                            Lv   MP 失率", y++, x);
-#else
-                                       prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
-#endif
+                               prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
+                                         "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
 
 
                                /* Print list */
@@ -3819,11 +1897,7 @@ prt("                            Lv   MP 失率                            Lv
 
                                        if (use_menu)
                                        {
-#ifdef JP
-                                               if (ctr == (menu_line-1)) strcpy(dummy, " 》 ");
-#else
-                                               if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
-#endif
+                                               if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
                                                else strcpy(dummy, "    ");
                                        }
                                        else
@@ -3848,8 +1922,6 @@ prt("                            Lv   MP 失率                            Lv
                        {
                                /* Hide list */
                                redraw = FALSE;
-
-                               /* Restore the screen */
                                screen_load();
                        }
 
@@ -3870,7 +1942,7 @@ prt("                            Lv   MP 失率                            Lv
                                ask = (isupper(choice));
 
                                /* Lowercase */
-                               if (ask) choice = tolower(choice);
+                               if (ask) choice = (char)tolower(choice);
 
                                /* Extract request */
                                i = (islower(choice) ? A2I(choice) : -1);
@@ -3896,12 +1968,7 @@ prt("                            Lv   MP 失率                            Lv
                        char tmp_val[160];
 
                        /* Prompt */
-#ifdef JP
-(void) strnfmt(tmp_val, 78, "%sを使いますか? ", power_desc[i].name);
-#else
-                       (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
-#endif
-
+                       (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
 
                        /* Belay that order */
                        if (!get_check(tmp_val)) continue;
@@ -3910,20 +1977,16 @@ prt("                            Lv   MP 失率                            Lv
                /* Stop the loop */
                flag = TRUE;
        }
-
-       /* Restore the screen */
        if (redraw) screen_load();
 
        /* Abort if needed */
        if (!flag)
        {
-               energy_use = 0;
+               free_turn(p_ptr);
                return;
        }
-#ifdef ALLOW_REPEAT
        repeat_push(i);
        } /*if (!repeat_pull(&i) || ...)*/
-#endif /* ALLOW_REPEAT */
        switch (racial_aux(&power_desc[i]))
        {
        case 1:
@@ -3951,22 +2014,17 @@ prt("                            Lv   MP 失率                            Lv
                        {
                                actual_racial_cost -= p_ptr->csp;
                                p_ptr->csp = 0;
-#ifdef JP
-                               take_hit(DAMAGE_USELIFE, actual_racial_cost, "過度の集中", -1);
-#else
-                               take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
-#endif
+                               take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
                        }
                        else p_ptr->csp -= actual_racial_cost;
 
                        /* Redraw mana and hp */
                        p_ptr->redraw |= (PR_HP | PR_MANA);
 
-                       /* Window stuff */
                        p_ptr->window |= (PW_PLAYER | PW_SPELL);
                }
        }
-       else energy_use = 0;
+       else free_turn(p_ptr);
 
        /* Success */
        return;