* @brief 生い立ちメッセージをファイルからロードする。
* @return なし
*/
-static bool do_cmd_histpref(player_type *creature_ptr)
+static bool do_cmd_histpref(player_type *creature_ptr, void(*process_autopick_file_command)(char*))
{
char buf[80];
errr err;
#else
sprintf(buf, "histpref-%s.prf", creature_ptr->base_name);
#endif
- err = process_histpref_file(creature_ptr, buf);
+ err = process_histpref_file(creature_ptr, buf, process_autopick_file_command);
/* Process 'hist????.prf' if 'hist????-<name>.prf' doesn't exist */
if (0 > err)
#else
strcpy(buf, "histpref.prf");
#endif
- err = process_histpref_file(creature_ptr, buf);
+ err = process_histpref_file(creature_ptr, buf, process_autopick_file_command);
}
if (err)
* @brief 生い立ちメッセージを編集する。/Character background edit-mode
* @return なし
*/
-static void edit_history(player_type *creature_ptr)
+static void edit_history(player_type *creature_ptr, void(*process_autopick_file_command)(char*))
{
char old_history[4][60];
TERM_LEN y = 0, x = 0;
}
else if (c == KTRL('A'))
{
- if (do_cmd_histpref(creature_ptr))
+ if (do_cmd_histpref(creature_ptr, process_autopick_file_command))
{
#ifdef JP
if ((x > 0) && (iskanji2(creature_ptr->history[y], x - 1))) x--;
* expensive CPU wise. And it cuts down on player stupidity.
* @return なし
*/
-static bool player_birth_aux(player_type *creature_ptr)
+static bool player_birth_aux(player_type *creature_ptr, void(*process_autopick_file_command)(char*))
{
int i, k, n, cs, os;
process_player_name(creature_ptr, current_world_ptr->creating_savefile);
/*** Edit character background ***/
- edit_history(creature_ptr);
+ edit_history(creature_ptr, process_autopick_file_command);
/*** Finish up ***/
* fields, so we must be sure to clear them first.
* @return なし
*/
-void player_birth(player_type *creature_ptr)
+void player_birth(player_type *creature_ptr, void(*process_autopick_file_command)(char*))
{
int i, j;
char buf[80];
while (TRUE)
{
/* Roll up a new character */
- if (player_birth_aux(creature_ptr)) break;
+ if (player_birth_aux(creature_ptr, process_autopick_file_command)) break;
/* Wipe the player */
player_wipe_without_name(creature_ptr);