void GameSpecificMenu (){ char c; BOOLEAN cont = TRUE; while(cont) { printf("\n\nCurrent %dx%d board: \n", width, length); PrintPosition(gInitialPosition, "Gamesman", 0); printf("\tGame Options:\n\n" "\tc)\t(C)hange the board size (nxn), currently: %dx%d\n" //"\ti)\tSet the (I)nitial position\n" "\tr)\t(R)eset to default settings\n" "\tb)\t(B)ack to the main menu\n" "\nSelect an option: ", width, length); c = GetMyChar(); switch(c) { case 'c': case 'C': ChangeBoardSize(); break; case 'i': case 'I': GetInitialPosition(); break; case 'r': case 'R': Reset(); SetupGame(); break; case 'b': case 'B': cont = FALSE; break; default: printf("Invalid option!\n"); } } //InitializeHelpStrings(); }
void GameSpecificMenu() { do { printf("\n\t----- Game-specific options for %s -----\n\n", kGameName); printf("\tCurrent Initial Position:\n"); PrintPosition(gInitialPosition, gPlayerName[kPlayerOneTurn], kHumansTurn); printf("\tI)\tChoose the (I)nitial position\n"); printf("\tT)\t(T)rapping opponent toggle from %s to %s\n", gToTrapIsToWin ? "GOOD (WINNING)" : "BAD (LOSING)", !gToTrapIsToWin ? "GOOD (WINNING)" : "BAD (LOSING)"); printf("\tD)\tChange the number of (D)ragons (Currently %d)\n", gNumDragons); printf("\n\n\tb)\t(B)ack = Return to previous activity.\n"); printf("\n\nSelect an option: "); switch(GetMyChar()) { case 'Q': case 'q': ExitStageRight(); case 'H': case 'h': HelpMenus(); break; case 'I': case 'i': gInitialPosition = GetInitialPosition(); break; case 'T': case 't': gToTrapIsToWin = !gToTrapIsToWin; break; case 'D': case 'd': printf("How many dragons [%d-%d]? ", MIN_DRAGONS, MAX_DRAGONS); /*scanf("%d", &gNumDragons);*/ gNumDragons = GetMyInt(); while (gNumDragons > MAX_DRAGONS || gNumDragons < MIN_DRAGONS) { printf("Invalid entry. Please try again\n"); printf("How many dragons [%d-%d]? ", MIN_DRAGONS, MAX_DRAGONS); /*scanf("%d", &gNumDragons);*/ gNumDragons = GetMyInt(); } InitializeGame(); break; case 'b': case 'B': return; default: printf("\nSorry, I don't know that option. Try another.\n"); HitAnyKeyToContinue(); break; } } while(TRUE); }
void CDrawView::OnInsertObject() { // Invoke the standard Insert Object dialog box to obtain information // for new CDrawItem object. COleInsertDialog dlg; if (dlg.DoModal() != IDOK) return; BeginWaitCursor(); // First create the C++ object CDrawOleObj* pObj = new CDrawOleObj(GetInitialPosition()); ASSERT_VALID(pObj); CDrawItem* pItem = new CDrawItem(GetDocument(), pObj); ASSERT_VALID(pItem); pObj->m_pClientItem = pItem; // Now create the OLE object/item TRY { if (!dlg.CreateItem(pObj->m_pClientItem)) AfxThrowMemoryException(); // add the object to the document /*GetDocument()->*/g_pGuiManager->AddBack(pObj); pObj->m_pDocument = GetDocument(); GetDocument()->SetModifiedFlag(); // try to get initial presentation data pItem->UpdateLink(); pItem->UpdateExtent(); // if insert new object -- initially show the object if (dlg.GetSelectionType() == COleInsertDialog::createNewItem) pItem->DoVerb(OLEIVERB_SHOW, this); } CATCH_ALL(e) { // clean up item pItem->Delete(); pObj->m_pClientItem = NULL; /*GetDocument()->*/g_pGuiManager->Remove(pObj); GetDocument()->SetModifiedFlag(TRUE); pObj->Remove(); AfxMessageBox(IDP_FAILED_TO_CREATE); } END_CATCH_ALL EndWaitCursor(); }
void GameSpecificMenu() { do { printf("\n\t----- Game-specific options for %s -----\n\n", kGameName); printf("\tCurrent Initial Position:\n"); PrintPosition(gInitialPosition, gPlayerName[kPlayerOneTurn], kHumansTurn); printf("\n\tI)\tChoose the (I)nitial position\n"); printf("\tC)\tCreate a (C)ustom board\n"); printf("\tD)\tUse (D)efault board\n"); printf("\n\n\tB)\t(B)ack = Return to previous activity.\n"); printf("\n\nSelect an option: "); switch(GetMyChar()) { case 'Q': case 'q': ExitStageRight(); case 'H': case 'h': HelpMenus(); break; case '1': case 'I': case 'i': gInitialPosition = GetInitialPosition(); break; case 'c': case 'C': kUseCustomBoard = TRUE; gCreateCustomBoard(); break; case 'd': case 'D': kUseCustomBoard = FALSE; break; case 'b': case 'B': return; default: printf("\nSorry, I don't know that option. Try another.\n"); HitAnyKeyToContinue(); break; } } while(TRUE); }