#include "ok_buildings.h" #include "ok_map.h" #include void ok_buildings_init(OkWorld *w) { // Initialize buildings array - for now we'll use a simple approach // In a more complete implementation, we'd have an actual building array } void ok_buildings_place(OkWorld *w, int x, int y, OkBuildingKind kind, OkFaction faction) { // Check if placement is valid (walkable tile and not occupied) if (!ok_map_walkable(w, x, y)) { return; } // For now, we'll just update the resource count when a building is placed int cost = 0; switch (kind) { case OK_BUILDING_HQ: cost = 50; break; case OK_BUILDING_BARRACKS: cost = 30; break; default: return; } // Check if faction has enough resources int *resources = (faction == OK_FACTION_A) ? &w->resources_a : &w->resources_b; if (*resources < cost) { return; } // Deduct cost and mark building as placed *resources -= cost; printf("Faction %d placed %s at (%d,%d)\n", faction, (kind == OK_BUILDING_HQ) ? "HQ" : "Barracks", x, y); } void ok_buildings_update(OkWorld *w) { // Simple building update logic - in a real implementation this would handle // building construction, production, etc. }