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count.c
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#include "count.h"
#include "building/building.h"
#include "city/buildings.h"
#include "city/health.h"
#include "figure/figure.h"
#include <string.h>
struct record {
int active;
int total;
};
static struct {
struct record buildings[BUILDING_TYPE_MAX];
struct record industry[RESOURCE_MAX];
} data;
static void clear_counters(void)
{
memset(&data, 0, sizeof(data));
}
static void increase_count(building_type type, int active)
{
++data.buildings[type].total;
if (active) {
++data.buildings[type].active;
}
}
static void increase_industry_count(resource_type resource, int active)
{
++data.industry[resource].total;
if (active) {
++data.industry[resource].active;
}
}
static void limit_hippodrome(void)
{
if (data.buildings[BUILDING_HIPPODROME].total > 1) {
data.buildings[BUILDING_HIPPODROME].total = 1;
}
if (data.buildings[BUILDING_HIPPODROME].active > 1) {
data.buildings[BUILDING_HIPPODROME].active = 1;
}
}
void building_count_update(void)
{
clear_counters();
city_buildings_reset_dock_wharf_counters();
city_health_reset_hospital_workers();
for (int i = 1; i < MAX_BUILDINGS; i++) {
building *b = building_get(i);
if (b->state != BUILDING_STATE_IN_USE || b->house_size) {
continue;
}
int is_entertainment_venue = 0;
int type = b->type;
switch (type) {
// SPECIAL TREATMENT
// entertainment venues
case BUILDING_THEATER:
case BUILDING_AMPHITHEATER:
case BUILDING_COLOSSEUM:
case BUILDING_HIPPODROME:
is_entertainment_venue = 1;
increase_count(type, b->num_workers > 0);
break;
case BUILDING_BARRACKS:
city_buildings_set_barracks(i);
increase_count(type, b->num_workers > 0);
break;
case BUILDING_HOSPITAL:
increase_count(type, b->num_workers > 0);
city_health_add_hospital_workers(b->num_workers);
break;
// water
case BUILDING_RESERVOIR:
case BUILDING_FOUNTAIN:
increase_count(type, b->has_water_access);
break;
// DEFAULT TREATMENT
// education
case BUILDING_SCHOOL:
case BUILDING_LIBRARY:
case BUILDING_ACADEMY:
// health
case BUILDING_BARBER:
case BUILDING_BATHHOUSE:
case BUILDING_DOCTOR:
// government
case BUILDING_FORUM:
case BUILDING_FORUM_UPGRADED:
case BUILDING_SENATE:
case BUILDING_SENATE_UPGRADED:
// entertainment schools
case BUILDING_ACTOR_COLONY:
case BUILDING_GLADIATOR_SCHOOL:
case BUILDING_LION_HOUSE:
case BUILDING_CHARIOT_MAKER:
// distribution
case BUILDING_MARKET:
// military
case BUILDING_MILITARY_ACADEMY:
// religion
case BUILDING_SMALL_TEMPLE_CERES:
case BUILDING_SMALL_TEMPLE_NEPTUNE:
case BUILDING_SMALL_TEMPLE_MERCURY:
case BUILDING_SMALL_TEMPLE_MARS:
case BUILDING_SMALL_TEMPLE_VENUS:
case BUILDING_LARGE_TEMPLE_CERES:
case BUILDING_LARGE_TEMPLE_NEPTUNE:
case BUILDING_LARGE_TEMPLE_MERCURY:
case BUILDING_LARGE_TEMPLE_MARS:
case BUILDING_LARGE_TEMPLE_VENUS:
case BUILDING_ORACLE:
increase_count(type, b->num_workers > 0);
break;
// industry
case BUILDING_WHEAT_FARM:
increase_industry_count(RESOURCE_WHEAT, b->num_workers > 0);
break;
case BUILDING_VEGETABLE_FARM:
increase_industry_count(RESOURCE_VEGETABLES, b->num_workers > 0);
break;
case BUILDING_FRUIT_FARM:
increase_industry_count(RESOURCE_FRUIT, b->num_workers > 0);
break;
case BUILDING_OLIVE_FARM:
increase_industry_count(RESOURCE_OLIVES, b->num_workers > 0);
break;
case BUILDING_VINES_FARM:
increase_industry_count(RESOURCE_VINES, b->num_workers > 0);
break;
case BUILDING_PIG_FARM:
increase_industry_count(RESOURCE_MEAT, b->num_workers > 0);
break;
case BUILDING_MARBLE_QUARRY:
increase_industry_count(RESOURCE_MARBLE, b->num_workers > 0);
break;
case BUILDING_IRON_MINE:
increase_industry_count(RESOURCE_IRON, b->num_workers > 0);
break;
case BUILDING_TIMBER_YARD:
increase_industry_count(RESOURCE_TIMBER, b->num_workers > 0);
break;
case BUILDING_CLAY_PIT:
increase_industry_count(RESOURCE_CLAY, b->num_workers > 0);
break;
case BUILDING_WINE_WORKSHOP:
increase_industry_count(RESOURCE_WINE, b->num_workers > 0);
break;
case BUILDING_OIL_WORKSHOP:
increase_industry_count(RESOURCE_OIL, b->num_workers > 0);
break;
case BUILDING_WEAPONS_WORKSHOP:
increase_industry_count(RESOURCE_WEAPONS, b->num_workers > 0);
break;
case BUILDING_FURNITURE_WORKSHOP:
increase_industry_count(RESOURCE_FURNITURE, b->num_workers > 0);
break;
case BUILDING_POTTERY_WORKSHOP:
increase_industry_count(RESOURCE_POTTERY, b->num_workers > 0);
break;
// water-side
case BUILDING_WHARF:
if (b->num_workers > 0) {
city_buildings_add_working_wharf(!b->data.industry.fishing_boat_id);
}
break;
case BUILDING_DOCK:
if (b->num_workers > 0 && b->has_water_access) {
city_buildings_add_working_dock(i);
}
break;
default:
continue;
}
if (b->immigrant_figure_id) {
figure *f = figure_get(b->immigrant_figure_id);
if (f->state != FIGURE_STATE_ALIVE || f->destination_building_id != i) {
b->immigrant_figure_id = 0;
}
}
if (is_entertainment_venue) {
// update number of shows
int shows = 0;
if (b->data.entertainment.days1 > 0) {
--b->data.entertainment.days1;
++shows;
}
if (b->data.entertainment.days2 > 0) {
--b->data.entertainment.days2;
++shows;
}
b->data.entertainment.num_shows = shows;
}
}
limit_hippodrome();
}
int building_count_active(building_type type)
{
return data.buildings[type].active;
}
int building_count_total(building_type type)
{
return data.buildings[type].total;
}
int building_count_industry_active(resource_type resource)
{
return data.industry[resource].active;
}
int building_count_industry_total(resource_type resource)
{
return data.industry[resource].total;
}
void building_count_save_state(buffer *industry, buffer *culture1, buffer *culture2,
buffer *culture3, buffer *military, buffer *support)
{
// industry
for (int i = 0; i < RESOURCE_MAX; i++) {
buffer_write_i32(industry, data.industry[i].total);
}
for (int i = 0; i < RESOURCE_MAX; i++) {
buffer_write_i32(industry, data.industry[i].active);
}
// culture 1
buffer_write_i32(culture1, data.buildings[BUILDING_THEATER].total);
buffer_write_i32(culture1, data.buildings[BUILDING_THEATER].active);
buffer_write_i32(culture1, data.buildings[BUILDING_AMPHITHEATER].total);
buffer_write_i32(culture1, data.buildings[BUILDING_AMPHITHEATER].active);
buffer_write_i32(culture1, data.buildings[BUILDING_COLOSSEUM].total);
buffer_write_i32(culture1, data.buildings[BUILDING_COLOSSEUM].active);
buffer_write_i32(culture1, data.buildings[BUILDING_HIPPODROME].total);
buffer_write_i32(culture1, data.buildings[BUILDING_HIPPODROME].active);
buffer_write_i32(culture1, data.buildings[BUILDING_SCHOOL].total);
buffer_write_i32(culture1, data.buildings[BUILDING_SCHOOL].active);
buffer_write_i32(culture1, data.buildings[BUILDING_LIBRARY].total);
buffer_write_i32(culture1, data.buildings[BUILDING_LIBRARY].active);
buffer_write_i32(culture1, data.buildings[BUILDING_ACADEMY].total);
buffer_write_i32(culture1, data.buildings[BUILDING_ACADEMY].active);
buffer_write_i32(culture1, data.buildings[BUILDING_BARBER].total);
buffer_write_i32(culture1, data.buildings[BUILDING_BARBER].active);
buffer_write_i32(culture1, data.buildings[BUILDING_BATHHOUSE].total);
buffer_write_i32(culture1, data.buildings[BUILDING_BATHHOUSE].active);
buffer_write_i32(culture1, data.buildings[BUILDING_DOCTOR].total);
buffer_write_i32(culture1, data.buildings[BUILDING_DOCTOR].active);
buffer_write_i32(culture1, data.buildings[BUILDING_HOSPITAL].total);
buffer_write_i32(culture1, data.buildings[BUILDING_HOSPITAL].active);
buffer_write_i32(culture1, data.buildings[BUILDING_SMALL_TEMPLE_CERES].total);
buffer_write_i32(culture1, data.buildings[BUILDING_SMALL_TEMPLE_NEPTUNE].total);
buffer_write_i32(culture1, data.buildings[BUILDING_SMALL_TEMPLE_MERCURY].total);
buffer_write_i32(culture1, data.buildings[BUILDING_SMALL_TEMPLE_MARS].total);
buffer_write_i32(culture1, data.buildings[BUILDING_SMALL_TEMPLE_VENUS].total);
buffer_write_i32(culture1, data.buildings[BUILDING_LARGE_TEMPLE_CERES].total);
buffer_write_i32(culture1, data.buildings[BUILDING_LARGE_TEMPLE_NEPTUNE].total);
buffer_write_i32(culture1, data.buildings[BUILDING_LARGE_TEMPLE_MERCURY].total);
buffer_write_i32(culture1, data.buildings[BUILDING_LARGE_TEMPLE_MARS].total);
buffer_write_i32(culture1, data.buildings[BUILDING_LARGE_TEMPLE_VENUS].total);
buffer_write_i32(culture1, data.buildings[BUILDING_ORACLE].total);
// culture 2
buffer_write_i32(culture2, data.buildings[BUILDING_ACTOR_COLONY].total);
buffer_write_i32(culture2, data.buildings[BUILDING_ACTOR_COLONY].active);
buffer_write_i32(culture2, data.buildings[BUILDING_GLADIATOR_SCHOOL].total);
buffer_write_i32(culture2, data.buildings[BUILDING_GLADIATOR_SCHOOL].active);
buffer_write_i32(culture2, data.buildings[BUILDING_LION_HOUSE].total);
buffer_write_i32(culture2, data.buildings[BUILDING_LION_HOUSE].active);
buffer_write_i32(culture2, data.buildings[BUILDING_CHARIOT_MAKER].total);
buffer_write_i32(culture2, data.buildings[BUILDING_CHARIOT_MAKER].active);
// culture 3
buffer_write_i32(culture3, data.buildings[BUILDING_SMALL_TEMPLE_CERES].active);
buffer_write_i32(culture3, data.buildings[BUILDING_SMALL_TEMPLE_NEPTUNE].active);
buffer_write_i32(culture3, data.buildings[BUILDING_SMALL_TEMPLE_MERCURY].active);
buffer_write_i32(culture3, data.buildings[BUILDING_SMALL_TEMPLE_MARS].active);
buffer_write_i32(culture3, data.buildings[BUILDING_SMALL_TEMPLE_VENUS].active);
buffer_write_i32(culture3, data.buildings[BUILDING_LARGE_TEMPLE_CERES].active);
buffer_write_i32(culture3, data.buildings[BUILDING_LARGE_TEMPLE_NEPTUNE].active);
buffer_write_i32(culture3, data.buildings[BUILDING_LARGE_TEMPLE_MERCURY].active);
buffer_write_i32(culture3, data.buildings[BUILDING_LARGE_TEMPLE_MARS].active);
buffer_write_i32(culture3, data.buildings[BUILDING_LARGE_TEMPLE_VENUS].active);
// military
buffer_write_i32(military, data.buildings[BUILDING_MILITARY_ACADEMY].total);
buffer_write_i32(military, data.buildings[BUILDING_MILITARY_ACADEMY].active);
buffer_write_i32(military, data.buildings[BUILDING_BARRACKS].total);
buffer_write_i32(military, data.buildings[BUILDING_BARRACKS].active);
// support
buffer_write_i32(support, data.buildings[BUILDING_MARKET].total);
buffer_write_i32(support, data.buildings[BUILDING_MARKET].active);
buffer_write_i32(support, data.buildings[BUILDING_RESERVOIR].total);
buffer_write_i32(support, data.buildings[BUILDING_RESERVOIR].active);
buffer_write_i32(support, data.buildings[BUILDING_FOUNTAIN].total);
buffer_write_i32(support, data.buildings[BUILDING_FOUNTAIN].active);
}
void building_count_load_state(buffer *industry, buffer *culture1, buffer *culture2,
buffer *culture3, buffer *military, buffer *support)
{
// industry
for (int i = 0; i < RESOURCE_MAX; i++) {
data.industry[i].total = buffer_read_i32(industry);
}
for (int i = 0; i < RESOURCE_MAX; i++) {
data.industry[i].active = buffer_read_i32(industry);
}
// culture 1
data.buildings[BUILDING_THEATER].total = buffer_read_i32(culture1);
data.buildings[BUILDING_THEATER].active = buffer_read_i32(culture1);
data.buildings[BUILDING_AMPHITHEATER].total = buffer_read_i32(culture1);
data.buildings[BUILDING_AMPHITHEATER].active = buffer_read_i32(culture1);
data.buildings[BUILDING_COLOSSEUM].total = buffer_read_i32(culture1);
data.buildings[BUILDING_COLOSSEUM].active = buffer_read_i32(culture1);
data.buildings[BUILDING_HIPPODROME].total = buffer_read_i32(culture1);
data.buildings[BUILDING_HIPPODROME].active = buffer_read_i32(culture1);
data.buildings[BUILDING_SCHOOL].total = buffer_read_i32(culture1);
data.buildings[BUILDING_SCHOOL].active = buffer_read_i32(culture1);
data.buildings[BUILDING_LIBRARY].total = buffer_read_i32(culture1);
data.buildings[BUILDING_LIBRARY].active = buffer_read_i32(culture1);
data.buildings[BUILDING_ACADEMY].total = buffer_read_i32(culture1);
data.buildings[BUILDING_ACADEMY].active = buffer_read_i32(culture1);
data.buildings[BUILDING_BARBER].total = buffer_read_i32(culture1);
data.buildings[BUILDING_BARBER].active = buffer_read_i32(culture1);
data.buildings[BUILDING_BATHHOUSE].total = buffer_read_i32(culture1);
data.buildings[BUILDING_BATHHOUSE].active = buffer_read_i32(culture1);
data.buildings[BUILDING_DOCTOR].total = buffer_read_i32(culture1);
data.buildings[BUILDING_DOCTOR].active = buffer_read_i32(culture1);
data.buildings[BUILDING_HOSPITAL].total = buffer_read_i32(culture1);
data.buildings[BUILDING_HOSPITAL].active = buffer_read_i32(culture1);
data.buildings[BUILDING_SMALL_TEMPLE_CERES].total = buffer_read_i32(culture1);
data.buildings[BUILDING_SMALL_TEMPLE_NEPTUNE].total = buffer_read_i32(culture1);
data.buildings[BUILDING_SMALL_TEMPLE_MERCURY].total = buffer_read_i32(culture1);
data.buildings[BUILDING_SMALL_TEMPLE_MARS].total = buffer_read_i32(culture1);
data.buildings[BUILDING_SMALL_TEMPLE_VENUS].total = buffer_read_i32(culture1);
data.buildings[BUILDING_LARGE_TEMPLE_CERES].total = buffer_read_i32(culture1);
data.buildings[BUILDING_LARGE_TEMPLE_NEPTUNE].total = buffer_read_i32(culture1);
data.buildings[BUILDING_LARGE_TEMPLE_MERCURY].total = buffer_read_i32(culture1);
data.buildings[BUILDING_LARGE_TEMPLE_MARS].total = buffer_read_i32(culture1);
data.buildings[BUILDING_LARGE_TEMPLE_VENUS].total = buffer_read_i32(culture1);
data.buildings[BUILDING_ORACLE].total = buffer_read_i32(culture1);
// culture 2
data.buildings[BUILDING_ACTOR_COLONY].total = buffer_read_i32(culture2);
data.buildings[BUILDING_ACTOR_COLONY].active = buffer_read_i32(culture2);
data.buildings[BUILDING_GLADIATOR_SCHOOL].total = buffer_read_i32(culture2);
data.buildings[BUILDING_GLADIATOR_SCHOOL].active = buffer_read_i32(culture2);
data.buildings[BUILDING_LION_HOUSE].total = buffer_read_i32(culture2);
data.buildings[BUILDING_LION_HOUSE].active = buffer_read_i32(culture2);
data.buildings[BUILDING_CHARIOT_MAKER].total = buffer_read_i32(culture2);
data.buildings[BUILDING_CHARIOT_MAKER].active = buffer_read_i32(culture2);
// culture 3
data.buildings[BUILDING_SMALL_TEMPLE_CERES].active = buffer_read_i32(culture3);
data.buildings[BUILDING_SMALL_TEMPLE_NEPTUNE].active = buffer_read_i32(culture3);
data.buildings[BUILDING_SMALL_TEMPLE_MERCURY].active = buffer_read_i32(culture3);
data.buildings[BUILDING_SMALL_TEMPLE_MARS].active = buffer_read_i32(culture3);
data.buildings[BUILDING_SMALL_TEMPLE_VENUS].active = buffer_read_i32(culture3);
data.buildings[BUILDING_LARGE_TEMPLE_CERES].active = buffer_read_i32(culture3);
data.buildings[BUILDING_LARGE_TEMPLE_NEPTUNE].active = buffer_read_i32(culture3);
data.buildings[BUILDING_LARGE_TEMPLE_MERCURY].active = buffer_read_i32(culture3);
data.buildings[BUILDING_LARGE_TEMPLE_MARS].active = buffer_read_i32(culture3);
data.buildings[BUILDING_LARGE_TEMPLE_VENUS].active = buffer_read_i32(culture3);
// military
data.buildings[BUILDING_MILITARY_ACADEMY].total = buffer_read_i32(military);
data.buildings[BUILDING_MILITARY_ACADEMY].active = buffer_read_i32(military);
data.buildings[BUILDING_BARRACKS].total = buffer_read_i32(military);
data.buildings[BUILDING_BARRACKS].active = buffer_read_i32(military);
// support
data.buildings[BUILDING_MARKET].total = buffer_read_i32(support);
data.buildings[BUILDING_MARKET].active = buffer_read_i32(support);
data.buildings[BUILDING_RESERVOIR].total = buffer_read_i32(support);
data.buildings[BUILDING_RESERVOIR].active = buffer_read_i32(support);
data.buildings[BUILDING_FOUNTAIN].total = buffer_read_i32(support);
data.buildings[BUILDING_FOUNTAIN].active = buffer_read_i32(support);
}