void PlayerAi::PrintAttributeOnCharacterSheet(TCODConsole &con, Attribute *currAttr, int32_t baseRow, int32_t baseColumn) { con.setDefaultForeground(TCODColor::white); con.print(baseColumn, baseRow, "%s:", currAttr->GetName()); if (currAttr->GetCurrValue() > currAttr->GetBaseValue()) { con.setDefaultForeground(TCODColor::green); } else if (currAttr->GetCurrValue() < currAttr->GetBaseValue()) { con.setDefaultForeground(TCODColor::red); } con.print(baseColumn + 15, baseRow, "%3d", currAttr->GetCurrValue()); con.setDefaultForeground(TCODColor::white); }
void g_debugmsg(const char *mes, ...) { int x = 0; int y = 3; va_list ap; va_start(ap, mes); char buff[2048]; vsprintf(buff, mes, ap); va_end(ap); x = strlen(buff)+8; // +7 because of added DEBUG: tag if (x < 29) x = 29; TCODConsole *bugger = new TCODConsole(x, y); // should this stay preserved in GAME object? bugger->setAlignment(TCOD_LEFT); TCODConsole::setColorControl(TCOD_COLCTRL_1,TCODColor::red,TCODColor::black); TCODConsole::setColorControl(TCOD_COLCTRL_2,TCODColor::yellow,TCODColor::black); std::cout << "DEBUG: " << buff << std::endl; bugger->print(0,0, "%cDEBUG: %c%c%s%c", TCOD_COLCTRL_1,TCOD_COLCTRL_STOP,TCOD_COLCTRL_2, buff, TCOD_COLCTRL_STOP); bugger->print(0,2, "<Press a key to continue...>"); TCODConsole::blit(bugger,0,0,x,3,TCODConsole::root, 5, 5); TCODConsole::flush(); TCODConsole::waitForKeypress(true); delete bugger; }