Moved the scenes up one directory level, subdirs no longer needed
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "in_combat.hpp"
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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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ConfigUtility* const argConfig,
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UDPNetworkUtility* const argNetwork,
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex
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):
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config(*argConfig),
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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex)
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{
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//
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}
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InCombat::~InCombat() {
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//
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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::RenderFrame() {
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SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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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::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::MAINMENU);
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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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//-------------------------
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//Network handlers
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//-------------------------
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//TODO: network handlers
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//-------------------------
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//Server control
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//-------------------------
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//TODO: server control
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