void selectLang() { CLS; string in; cout << "Please Select Language:" << endll; cout << "1.English" << endl; cout << "2.简体中文" << endl; cout << "3.繁体中文" << endll; cout << "Please Select:_\b"; cin >> in; if (in.length() == 1 && isdigit(in[0])) switch (in[0]) { case '1': Game::langFlag = en_us; break; case '2': Game::langFlag = zh_cn; break; case '3': Game::langFlag = zh_tw; break; case '4': cout << "Developing..." << endl; Game::langFlag = en_us; PAUSE; break; default: cout << Game::mainLang.ivldipt << endl; PAUSE; selectLang(); } else { cout << Game::mainLang.ivldipt << endl; PAUSE; selectLang(); } Game::mainLang.setLangStrings(Game::langFlag); }
/** * Draw pause menu */ static void ps_drawPause() { int x, y; #define selectLang(textEN, textPT) \ do { \ if (gl_lang == EN_US) { _op_renderText(textEN, x, y, sizeof(textEN)-1); } \ else if (gl_lang == PT_BR) { _op_renderText(textPT, x, y, sizeof(textPT)-1); } \ } while (0) // Draw the overlay transition_drawPause(); // Render the text x = 14; y = 6; selectLang(" --PAUSED--", "--PAUSADO--"); x = 14; y = 10; _op_renderText("--", x-2, y+_ps_opt, 2); selectLang("CONTINUE", "CONTINUAR"); y++; selectLang("RETRY", "REINICIAR MAPA"); y++; selectLang("OPTIONS", "OPCOES"); y++; selectLang("QUIT TO MENU", "VOLTAR AO MENU"); y++; selectLang("EXIT GAME", "SAIR DO JOGO"); #undef selectLang }
void settings() { CLS; string in; for (int i = 0; i < 4; i++) cout << Game::mainLang.sts[i] << endl; cout << endl << Game::mainLang.sglipt; cin >> in; if (in.length() == 1 && isdigit(in[0])) switch (in[0]) { case '1': #ifdef _WIN32 theme(); #else cout << Game::mainLang.themenspt << endl; PAUSE; #endif break; case '2': selectLang(); break; case '3': isAssistMode(); break; case '0': menu(); default: cout << Game::mainLang.ivldipt << endl; PAUSE; } else { cout << Game::mainLang.ivldipt << endl; PAUSE; } settings(); }
void menu() { CLS; if (firstRun) { selectLang(); isAssistMode(); } firstRun = false; #ifdef _WIN32 system(Game::mainLang.title); #endif Game::mainLang.printVersion(); Game::mainLang.printMenu(); string in; cin >> in; cout << endl; if (in.length() == 1) switch (in[0]) { case '1': Game::AIFlag = NON_AI_MODE; Game::board.init(); Game::humanSide = Black; gameThread(Human, Human); case '2': Game::AIFlag = AI_MODE; Game::board.init(); Game::humanSide = Black; selectSide(); Game::diff = selectdiff(); AchillesInit(Game::diff); if (Game::humanSide == Black) gameThread(Human, AI); else gameThread(AI, Human); case '3': Game::AIFlag = AI_MODE; Game::autoFlag = true; Game::assistFlag = true; Game::board.init(); short diffB, diffW; CLS; cout << Game::mainLang.atplbs << endl << endl; diffB = selectdiff(); CLS; cout << Game::mainLang.atplws << endl << endl; diffW = selectdiff(); autoPlayThread(diffB, diffW); case '4': Game::UIFlag ^= 1; menu(); case '5': Game::board.load(); if (Game::AIFlag) { if (Game::humanSide == Black) gameThread(Human, AI); else gameThread(AI, Human); } else gameThread(Human, Human); case '6': settings(); break; case '7': Game::mainLang.help(); menu(); case '0': exit(0); } else if (in == "ABAB") debugMenu(); if (Game::debugCalled) Game::debugCalled = false; else cout << Game::mainLang.ivldipt << endl; PAUSE; menu(); }