actually rendering a table

This commit is contained in:
Tenari
2026-02-06 08:02:52 -06:00
parent 90cf7272a8
commit 067ce881e5
3 changed files with 205 additions and 2 deletions
+122
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@@ -0,0 +1,122 @@
space-trader-multiplayer-boardgame-esque:
- projector shows the star-map with everyone's positions
- players all have a laptop to control their character
- choose a starting ship
- you have 10_000 credits, and the down-payment % of the ship total value affects the interest rate you get
- Ships:
- attributes:
- cargo space
- Alcubierre Drive efficiency
- Passenger space
- Passenger amenities
- smugglers holds
- life-support system
- Sparrow [2, 1, 0, shared-bunk, 1, 0, 1, 100k]
- Dart [5, 8, 2, shared-bunk, 0, 1, 2, 150k]
- Hauler-Prime Z-1 [120, 2, 0, X, 2, 1, 4, 180k]
- NX-400 [15, 4, 8, shared-bunk, 0, 2, 3, 280k]
- CabinRun 40-X [40, 3, 45, shared-bunk, 1, 4, 6, 380k]
- IronBulk X7 [350, 3, 0, X, 3, 2, 8, 420k]
- Solaris-200 [25, 6, 24, shared-bunk, 0, 3, 4, 520k]
- Merchant's Run [180, 5, 12, shared-bunk, 1, 2, 5, 620k]
- Genesis-Long-Haul V2 [100, 4, 80, shared-bunk, 2, 6, 10, 720k]
- Titan-Class HC-3000 [800, 4, 0, X, 3, 3, 15, 890k]
- Steady Hand [420, 6, 25, shared-bunk, 1, 4, 7, 1.1m]
- Pathfinder [60, 6, 65, shared-bunk, 0, 5, 8, 1.4m]
- Ark-Class Transport A1 [250, 5, 95, shared-bunk, 3, 8, 18, 1.6m]
- Starlight [8, 9, 5, private-apartment, 0, 3, 2, 2.1m]
- Leviathan's Route [900, 7, 40, shared-bunk, 2, 6, 12, 2.3m]
- Voyager's Dream [140, 7, 100, shared-bunk, 1, 8, 12, 2.8m]
- Apex-5000 Deluxe [150, 8, 18, private-apartment, 0, 4, 6, 3.2m]
- Aurora Crown [18, 10, 35, private-apartment, 0, 4, 5, 3.8m]
- TerraFreight Luxe-900 [380, 9, 30, private-apartment, 0, 5, 8, 4.5m]
- Odyssey [320, 8, 100, shared-bunk, 2, 10, 20, 5.4m]
- Celestial Palace [55, 9, 85, private-apartment, 0, 7, 10, 6.2m]
- Sovereign Expanse [950, 10, 60, private-apartment, 1, 8, 20, 8.7m]
- Nexus-Elite-7 [120, 10, 100, private-apartment, 0, 9, 14, 9.1m]
- Infinity's Embrace [280, 10, 100, private-apartment, 1, 10, 22, 10m]
- turn-based. Everyone does their trading at the same time, and then flies to the next station
- instead of making journeys take longer, for game-sake, longer journeys just cost more fuel.
- "faster" drives are actually just more fuel efficient
- the prices of goods are supply/demand based on quantity produced/consumed at planets/stations
- the prices/goods available at a place are only visible to those who are in the station
- stations may build "reputation" prices for repeat suppliers/buyers.
- players can trade with each other while at the same station
- certain stations have shipyards, with mortgages available for trade-in/upgrading ships drives/storage capacity, etc.
- all systems have a safety rating, indicating likelyhood of piracy. High risk systems often have higher profitablilty
- AI station trading agent for haggling deal-making?
- transport contracts available at stations randomly.
- in a system, you can fly out to the asteroid belt and try to buy from miners directly, but it's a gamble on even finding any of them.
- game ends when someone pays off their ship's mortgage.
- passengers/VIP transport
- playstyles:
- Mass-Cargo hauler
- Fast-expensive-goods transport (precious metals)
- passenger transport
- commodities:
- Hydrogen (Fuel)
- Oxygen
- Water
- Food: (plants provide seed versions as well)
- Wheat
- rice
- corn
- potatoes
- beef
- chicken
- butter
- olive oil
- alcohol
- fertilizer
- cleaning supplies
- air filters
- Chemicals
- clothes
- textiles
- Electronics
- Construction parts
- 3D printer parts
- clothing fabricator
- hand tools
- machine tools
- cutlery
- robots
- plastics
- hand weapons
- batteries
- solar panels
- medicines
- optical components
- glass
- Metals (Ore-form and Purified-form):
- Lithium
- Berylium
- Magnesium
- Aluminium
- Silicon
- Scandium
- Titanium
- Vanadium
- Chromium
- Manganese
- Iron
- Cobalt
- Nickel
- Copper
- Zinc
- Selenium
- Zirconium
- Molybdenum
- Ruthenium
- Rhodium
- Palladium
- Silver
- Cadmium
- Tin
- Tungsten
- Rhenium
- Iridium
- Platinum
- Gold
- Mercury
- Lead
+47 -1
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@@ -492,7 +492,6 @@ fn bool updateAndRender(TuiState* tui, void* s, u8* input_buffer, u64 loop_count
state->screen = ScreenMainGame; state->screen = ScreenMainGame;
} }
} }
if (state->menu.selected_index >= state->menu.len) { if (state->menu.selected_index >= state->menu.len) {
state->menu.selected_index = 0; state->menu.selected_index = 0;
} }
@@ -511,6 +510,52 @@ fn bool updateAndRender(TuiState* tui, void* s, u8* input_buffer, u64 loop_count
// TODO: game-specific character creation stuff // TODO: game-specific character creation stuff
// 3. draw the ship choices // 3. draw the ship choices
str ship_label = "Choose your starting ship:"; str ship_label = "Choose your starting ship:";
line++;
// the table
str cols[SHIP_DETAIL_COUNT] = {"Type", "Cost", "DriveEff", "LifeSupp", "V.Cargo", "C.Cargo", "Passengers", "SmugglersHold"};
u32 table_x = 5;
u32 table_col_pad = 1;
// render the headers
u32 col_x_pos = 0;
for (u32 i = 0; i < SHIP_DETAIL_COUNT; col_x_pos += SHIP_FIELDS[i].width+table_col_pad, i++) {
renderStrToBuffer(tui->frame_buffer, table_x+col_x_pos, line, cols[i], screen_dimensions);
for (u32 ii = 0; ii < SHIP_FIELDS[i].width; ii++) {
renderUtf8CharToBuffer(tui->frame_buffer, table_x+col_x_pos+ii, line+1, "", screen_dimensions);
}
}
line++;
line++;
// render the columns
char tmp_buffer[32] = {0};
for (u32 i = 0; i < ShipType_Count; line++, i++) {
col_x_pos = 0;
ShipTemplate ship = SHIPS[i];
for (u32 ii = 0; ii < SHIP_DETAIL_COUNT; col_x_pos += SHIP_FIELDS[ii].width+table_col_pad, ii++) {
FieldDescriptor details = SHIP_FIELDS[ii];
void *field_ptr = (char *)&ship + details.offset;
switch (details.type) {
case FieldTypeEnum: {
renderStrToBuffer(tui->frame_buffer, table_x+col_x_pos, line, details.enum_vals[ship.type], screen_dimensions);
} break;
case FieldTypeU8: {
MemoryZero(tmp_buffer, 32);
sprintf(tmp_buffer, "%d", *(u8 *)field_ptr);
renderStrToBuffer(tui->frame_buffer, table_x+col_x_pos, line, tmp_buffer, screen_dimensions);
} break;
case FieldTypeU16: {
MemoryZero(tmp_buffer, 32);
sprintf(tmp_buffer, "%d", *(u16 *)field_ptr);
renderStrToBuffer(tui->frame_buffer, table_x+col_x_pos, line, tmp_buffer, screen_dimensions);
} break;
case FieldTypeU32: {
MemoryZero(tmp_buffer, 32);
sprintf(tmp_buffer, "%d", *(u32 *)field_ptr);
renderStrToBuffer(tui->frame_buffer, table_x+col_x_pos, line, tmp_buffer, screen_dimensions);
} break;
}
}
}
/*
renderStrToBuffer(tui->frame_buffer, 5, ++line, ship_label, screen_dimensions); renderStrToBuffer(tui->frame_buffer, 5, ++line, ship_label, screen_dimensions);
line++; line++;
renderChoiceMenu( renderChoiceMenu(
@@ -523,6 +568,7 @@ fn bool updateAndRender(TuiState* tui, void* s, u8* input_buffer, u64 loop_count
state->menu.selected_index, state->menu.selected_index,
NULL NULL
); );
*/
} break; } break;
case ScreenMainGame: { case ScreenMainGame: {
// SIMULATION // SIMULATION
+36 -1
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@@ -33,12 +33,14 @@ typedef enum ShipType {
ShipNX400, ShipNX400,
ShipType_Count, ShipType_Count,
} ShipType; } ShipType;
static const char* SHIP_TYPE_STRINGS[] = { global str SHIP_TYPE_STRINGS[] = {
"Sparrow", "Sparrow",
"Dart", "Dart",
"Hauler-Prime Z-1", "Hauler-Prime Z-1",
"NX-400", "NX-400",
}; };
#define SHIP_DETAIL_COUNT (8)
typedef struct ShipTemplate { typedef struct ShipTemplate {
ShipType type; ShipType type;
u8 drive_efficiency; u8 drive_efficiency;
@@ -77,6 +79,39 @@ global ShipTemplate SHIPS[] = {
}, },
}; };
typedef enum {
FieldTypeU8,
FieldTypeU16,
FieldTypeU32,
FieldTypeFloat,
FieldTypeString,
FieldTypeEnum,
FieldType_Count,
} FieldType;
typedef struct FieldDescriptor {
str name;
FieldType type;
size_t offset;
int width; // column width for display
str* enum_vals;
} FieldDescriptor;
// Define field metadata using offsetof
#define offsetof(st, m) ((size_t)&(((st*)0)->m))
// Field descriptors for Employee
global FieldDescriptor SHIP_FIELDS[SHIP_DETAIL_COUNT] = {
{ "Type", FieldTypeEnum, offsetof(ShipTemplate, type), 16, (str*)&SHIP_TYPE_STRINGS },
{ "Cost", FieldTypeU32, offsetof(ShipTemplate, base_cost), 8 },
{ "DriveEff", FieldTypeU8, offsetof(ShipTemplate, drive_efficiency), 8 },
{ "LifeSupp", FieldTypeU8, offsetof(ShipTemplate, life_support_efficiency), 8 },
{ "V.Cargo", FieldTypeU16, offsetof(ShipTemplate, vacuum_cargo_slots), 7 },
{ "C.Cargo", FieldTypeU16, offsetof(ShipTemplate, climate_cargo_slots), 7 },
{ "Passengers", FieldTypeU16, offsetof(ShipTemplate, passenger_berths), 10 },
{ "SmugglersHold", FieldTypeU16, offsetof(ShipTemplate, smugglers_hold_cu_m), 13 },
};
typedef struct PlayerShip { typedef struct PlayerShip {
ShipType type; ShipType type;
u8 drive_efficiency; u8 drive_efficiency;