#include "render.h" #include #include // strlen counting utf-8 characters as one size_t utf8_strlen(char *s) { size_t len = 0; while (*s) { // if the byte is not a continuation byte (10xxxxxx), it's a new character if ((*s & 0xC0) != 0x80) len++; s++; } return len; } void print_row_separator() { for (size_t i = 0; i < TABLE_LINE_WIDTH; i++) printf("%c", TABLE_ROW_SEPARATOR_CHAR); printf("\n"); } // print string with given color void print_color(char *str, int color) { printf("\033[%dm%s\033[0m", color, str); } void print_center(char *text, int color, size_t width, char padding_char) { size_t post_char_count = (width - strlen(text)) / 2; size_t pre_char_count = width - post_char_count - strlen(text); for (size_t i = 0; i < pre_char_count; i++) printf("%c", padding_char); print_color(text, color); for (size_t i = 0; i < post_char_count; i++) printf("%c", padding_char); } void print_enemy_list(EnemyResults *results, size_t n_enemies) { printf(TABLE_LINE_START); size_t line_length = TABLE_LINE_START_WIDTH; for (size_t i = 0; i < n_enemies; i++) { EnemyResults enemy = results[i]; char enemy_buffer[TABLE_LINE_WIDTH + 1]; sprintf(enemy_buffer, "%s (%d)%s", enemy.name, enemy.level, i < n_enemies - 1 ? ", " : ""); // break line if length would be too big if (line_length + utf8_strlen(enemy_buffer) > TABLE_LINE_WIDTH - TABLE_LINE_END_WIDTH) { printf("%*s\n", (int)(TABLE_LINE_WIDTH - line_length), TABLE_LINE_END); printf(TABLE_LINE_START); line_length = TABLE_LINE_START_WIDTH; } printf("%s", enemy_buffer); line_length += utf8_strlen(enemy_buffer); } printf("%*s\n", (int)(TABLE_LINE_WIDTH - line_length), TABLE_LINE_END); } void print_column_names() { char *names[TABLE_COLUMN_COUNT] = TABLE_COLUMN_NAMES; int colors[TABLE_COLUMN_COUNT] = TABLE_COLUMN_COLORS; size_t widths[TABLE_COLUMN_COUNT] = TABLE_COLUMN_WIDTHS; printf(TABLE_LINE_START); for (size_t i = 0; i < TABLE_COLUMN_COUNT; i++) { print_center(names[i], colors[i], widths[i], ' '); printf(i < TABLE_COLUMN_COUNT - 1 ? TABLE_LINE_SEPARATOR : TABLE_LINE_END); } printf("\n"); } void print_player_rewards(FriendlyResults results) { char buffers[TABLE_COLUMN_COUNT][TABLE_LINE_WIDTH]; size_t widths[TABLE_COLUMN_COUNT] = TABLE_COLUMN_WIDTHS; int colors[TABLE_COLUMN_COUNT] = TABLE_COLUMN_COLORS; sprintf(buffers[0], "%s (%d)", results.name, results.level); sprintf(buffers[1], "%d", results.exp); sprintf(buffers[2], "%d", results.gold); if (results.psycho > 0) sprintf(buffers[3], "%d", results.psycho); else sprintf(buffers[3], "-"); if (results.saturation > 0) sprintf(buffers[4], "%d (%s)", results.saturation, results.saturation_type); else sprintf(buffers[4], "-"); if (results.splinters > 0) sprintf(buffers[5], "%d", results.splinters); else sprintf(buffers[5], "-"); printf(TABLE_LINE_START); for (size_t i = 0; i < TABLE_COLUMN_COUNT; i++) { char to_color[widths[i] + 1]; sprintf(to_color, "%*s", (int)widths[i], buffers[i]); print_color(to_color, colors[i]); printf(i < TABLE_COLUMN_COUNT - 1 ? TABLE_LINE_SEPARATOR : TABLE_LINE_END); } printf("\n"); // TODO: change this when I parse the items etc. to a readable format // needs to utilize utf8_strlen, because right now utf8 characters mess the table up char big_buf[1024]; sprintf(big_buf, "%s - %s - %s", results.items, results.gear, results.drifs); if (strlen(big_buf) > 6) { printf(TABLE_LINE_START); print_center("ITEMS", COLOR_WHITE, TABLE_ITEMS_WIDTH, ' '); printf(TABLE_LINE_END "\n"); for (size_t i = 0; i < strlen(big_buf); i += TABLE_ITEMS_WIDTH) { printf(TABLE_LINE_START "%-*.*s" TABLE_LINE_END "\n", (int)TABLE_ITEMS_WIDTH, (int)TABLE_ITEMS_WIDTH, big_buf + i); } } } void render_fight_results(FightResults results) { print_center("ENEMIES", COLOR_RED, TABLE_LINE_WIDTH, TABLE_ROW_SEPARATOR_CHAR); printf("\n"); print_enemy_list(results.enemy_results, results.num_enemy); print_center("PLAYER REWARDS", COLOR_GREEN, TABLE_LINE_WIDTH, TABLE_ROW_SEPARATOR_CHAR); printf("\n"); print_column_names(); print_row_separator(); for (size_t i = 0; i < results.num_friendly; i++) { print_player_rewards(results.friendly_results[i]); print_row_separator(); } }