void Program_Options::check_options() { bool loop = true; int verify = main_options(); if(verify != 0) { while(loop) { if (command == "help") { for (auto c : *command_container) { if ( subcommand == c.first) { cout << get_help(c.first, c.second).str(); loop = false; } } if(loop){ cout << get_main_help() << endl ; loop = false; } } else if (check_command() == true && loop == true) { loop = false; } if(loop){ cout << get_main_help() << endl ; loop = false; } } } }
Sint32 vbutton::do_call(Sint32 whatfunc, Sint32 arg) { switch (whatfunc) { case BEGINMENU: return beginmenu(arg); case CREATE_TEAM_MENU: return create_team_menu(arg); case SET_PLAYER_MODE: return set_player_mode(arg); case QUIT_MENU: quit(arg); return 1; case CREATE_VIEW_MENU: return create_view_menu(arg); case CREATE_TRAIN_MENU: return create_train_menu(arg); case CREATE_HIRE_MENU: return create_hire_menu(arg); case CREATE_LOAD_MENU: return create_load_menu(arg); case CREATE_SAVE_MENU: return create_save_menu(arg); case GO_MENU: return go_menu(arg); case RETURN_MENU: return arg; case CYCLE_TEAM_GUY: return cycle_team_guy(arg); case DECREASE_STAT: return decrease_stat(arg); case INCREASE_STAT: return increase_stat(arg); case EDIT_GUY: return edit_guy(arg); case CYCLE_GUY: return cycle_guy(arg); case ADD_GUY: return add_guy(arg); case DO_SAVE: return do_save(arg); case DO_LOAD: return do_load(arg); case NAME_GUY: // name some guy return name_guy(arg); case CREATE_DETAIL_MENU: return create_detail_menu(NULL); case DO_SET_SCEN_LEVEL: return do_set_scen_level(arg); case DO_PICK_CAMPAIGN: return do_pick_campaign(arg); case SET_DIFFICULTY: return set_difficulty(); case CHANGE_TEAM: return change_teamnum(arg); case CHANGE_HIRE_TEAM: return change_hire_teamnum(arg); case ALLIED_MODE: return change_allied(); case DO_LEVEL_EDIT: return level_editor(); case YES_OR_NO: return yes_or_no(arg); case MAIN_OPTIONS: return main_options(); case TOGGLE_SOUND: toggle_effect("sound", "sound"); return REDRAW; case TOGGLE_RENDERING_ENGINE: toggle_rendering_engine(); return REDRAW; case TOGGLE_FULLSCREEN: toggle_effect("graphics", "fullscreen"); myscreen->set_fullscreen(cfg.is_on("graphics", "fullscreen")); return REDRAW; case OVERSCAN_ADJUST: return overscan_adjust(arg); case TOGGLE_MINI_HP_BAR: toggle_effect("effects", "mini_hp_bar"); return REDRAW; case TOGGLE_HIT_FLASH: toggle_effect("effects", "hit_flash"); return REDRAW; case TOGGLE_HIT_RECOIL: toggle_effect("effects", "hit_recoil"); return REDRAW; case TOGGLE_ATTACK_LUNGE: toggle_effect("effects", "attack_lunge"); return REDRAW; case TOGGLE_HIT_ANIM: toggle_effect("effects", "hit_anim"); return REDRAW; case TOGGLE_DAMAGE_NUMBERS: toggle_effect("effects", "damage_numbers"); return REDRAW; case TOGGLE_HEAL_NUMBERS: toggle_effect("effects", "heal_numbers"); return REDRAW; case TOGGLE_GORE: toggle_effect("effects", "gore"); return REDRAW; case RESTORE_DEFAULT_SETTINGS: restore_default_settings(); cfg.load_settings(); return REDRAW; default: return OK; } }