Cargo lists storing lists of cargo for each carrier
Persistent game state encodes "who carries what" by storing the carrier uid in the cargo. Cargo lists augment that: they store lists of cargo for each carrier. They are not persistent. New unit_cargo_init() to compute the cargo lists from game state. Call it in ef_init_srv() and at the end of update_main(). New unit_onresize() to resize the cargo list data structure. Installed as units' struct empfile callback onresize to make them resize automatically with the unit files. New unit_carrier_change() to update cargo lists when carriers change in game state. Convenience wrappers pln_carrier_change(), lnd_carrier_change() and nuk_carrier_change(). Call them from prewrite callbacks to keep cargo lists in sync with game state. To make that work, unused units must not point to a carrier. Add new pln_oninit(), lnd_oninit() and nuk_oninit() take care of newly created units. Change lnd_prewrite() and nuk_prewrite() to take dead land units and nukes off their carrier. pln_prewrite() did that already. New unit_cargo_first(), unit_cargo_next() to traverse cargo lists. Convenience wrappers lnd_first_on_ship(), lnd_first_on_land(), lnd_next_on_unit(), pln_first_on_ship(), pln_first_on_land(), pln_next_on_unit() and nuk_on_plane(). The latter is disabled for now because it clashes with an existing function.
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11 changed files with 478 additions and 10 deletions
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@ -159,6 +159,12 @@ extern int lnd_acc(struct lndstr *);
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extern int lnd_dam(struct lndstr *);
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extern int lnd_aaf(struct lndstr *);
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/* src/lib/common/cargo.c */
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extern void lnd_carrier_change(struct lndstr *, int, int, int);
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extern int lnd_first_on_ship(struct shpstr *);
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extern int lnd_first_on_land(struct lndstr *);
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extern int lnd_next_on_unit(int);
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extern int lnd_fire(struct lndstr *);
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extern double lnd_fire_range(struct lndstr *);
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