int main(void) { Engine::Core gamecore; Display::Window gamewin(&gamecore); if (!gamecore.init()) return (EXIT_FAILURE); if (!gamewin.create()) return (EXIT_FAILURE); gamewin.run(); return (EXIT_SUCCESS); }
void back::examine(gamelevel* level) { string ainput; bool winput = false; string einput; do { cout<<"#############"<<endl; cout<<"#############"<<endl; cout<<"#############"<<endl; cout<<"#############"<<endl; cout<<"#"<<endl; cout<<level->description<<endl; if(level->interactable == true) { cout<<"#"<<endl; cout<<"#############"<<endl; cout<<"#"<<endl; if(level->menuname == "windage knob" || level->menuname == "elevation knob") { cout<<"# "<<level->clicks<<" "<<level->state<<endl; } else if(level->menuname == "rangefinder"&& rangefound == true) { cout<<"#"<<endl; cout<<"# distance: "<<dist<<endl; cout<<"#"<<endl; cout<<"# windspeed: "<<wisp<<endl; } else if(level->menuname == "binoculars" && win == true) { gamewin(); } else { cout<<"# "<<level->state<<endl; } } cout<<"#"<<endl; cout<<"#############"<<endl; cout<<"#"<<endl; cout<<"# back"<<endl; getline(cin,einput); if(einput == level->interaction) { actionchoice(level); } else if(einput == "back") { EImenu(level->up); } else { cout<<"#"<<endl; cout<<"# wrong input"<<endl; winput = true; } } while(winput == true); }