Created the client program's framework
There are six scenes here, each of which representing roughly one part of the final program's backbone.
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#include "in_combat.hpp"
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#include <iostream>
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using namespace std;
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//-------------------------
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//Public access members
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//-------------------------
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InCombat::InCombat() {
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#ifdef DEBUG
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cout << "entering InCombat" << endl;
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#endif
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}
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InCombat::~InCombat() {
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#ifdef DEBUG
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cout << "leaving InCombat" << endl;
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#endif
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InCombat::FrameStart() {
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//
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}
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void InCombat::Update(double delta) {
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//
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}
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void InCombat::FrameEnd() {
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//
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}
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void InCombat::Render(SDL_Surface* const screen) {
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//
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//
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}
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void InCombat::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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//
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}
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void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//
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}
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void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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}
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void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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