dxx-rebirth/similar/main/cntrlcen.cpp

616 lines
22 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code for the control center
*
*/
#include <stdlib.h>
#include <stdio.h>
#if !defined(_WIN32) && !defined(macintosh)
#include <unistd.h>
#endif
#include "pstypes.h"
#include "dxxerror.h"
#include "inferno.h"
#include "cntrlcen.h"
#include "game.h"
#include "laser.h"
#include "gameseq.h"
#include "ai.h"
#include "player.h"
#include "multi.h"
#include "fwd-wall.h"
#include "segment.h"
#include "object.h"
#include "robot.h"
#include "physfs-serial.h"
#include "endlevel.h"
#include "state.h"
#include "args.h"
#include "wall.h"
#include "compiler-range_for.h"
#include "d_array.h"
#include "d_levelstate.h"
#include "partial_range.h"
#include "d_zip.h"
namespace dcx {
namespace {
constexpr enumerated_array<uint8_t, NDL, Difficulty_level_type> D1_Alan_pavlish_reactor_times = {{{
50, 45, 40, 35, 30
}}};
}
}
namespace dsx {
std::array<reactor, MAX_REACTORS> Reactors;
#if defined(DXX_BUILD_DESCENT_II)
unsigned Num_reactors;
#endif
namespace {
static window_event_result do_countdown_frame();
// -----------------------------------------------------------------------------
//return the position & orientation of a gun on the control center object
static void calc_controlcen_gun_point(reactor &r, object &obj, const uint_fast32_t gun_num)
{
//instance gun position & orientation
auto &gun_point = obj.ctype.reactor_info.gun_pos[gun_num];
auto &gun_dir = obj.ctype.reactor_info.gun_dir[gun_num];
const auto &&m = vm_transposed_matrix(obj.orient);
vm_vec_rotate(gun_point, r.gun_points[gun_num], m);
vm_vec_add2(gun_point, obj.pos);
vm_vec_rotate(gun_dir, r.gun_dirs[gun_num], m);
}
}
void calc_controlcen_gun_point(object &obj)
{
assert(obj.type == OBJ_CNTRLCEN);
assert(obj.render_type == RT_POLYOBJ);
auto &reactor = get_reactor_definition(get_reactor_id(obj));
for (uint_fast32_t i = reactor.n_guns; i--;)
calc_controlcen_gun_point(reactor, obj, i);
}
namespace {
#if defined(DXX_BUILD_DESCENT_II)
constexpr enumerated_array<uint8_t, NDL, Difficulty_level_type> D2_Alan_pavlish_reactor_times = {{{
90, 60, 45, 35, 30
}}};
#endif
// -----------------------------------------------------------------------------
// Look at control center guns, find best one to fire at *objp.
// Return best gun number (one whose direction dotted with vector to player is largest).
// If best gun has negative dot, return -1, meaning no gun is good.
static int calc_best_gun(const unsigned num_guns, const object &objreactor, const vms_vector &objpos)
{
int i;
fix best_dot;
int best_gun;
auto &gun_pos = objreactor.ctype.reactor_info.gun_pos;
auto &gun_dir = objreactor.ctype.reactor_info.gun_dir;
best_dot = -F1_0*2;
best_gun = -1;
for (i=0; i<num_guns; i++) {
fix dot;
const auto gun_vec = vm_vec_normalized_quick(vm_vec_sub(objpos, gun_pos[i]));
dot = vm_vec_dot(gun_dir[i], gun_vec);
if (dot > best_dot) {
best_dot = dot;
best_gun = i;
}
}
Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere.
if (best_dot < 0)
return -1;
else
return best_gun;
}
}
}
namespace dcx {
control_center_triggers ControlCenterTriggers;
}
namespace dsx {
// -----------------------------------------------------------------------------
// Called every frame. If control center been destroyed, then actually do something.
window_event_result do_controlcen_dead_frame()
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
if ((Game_mode & GM_MULTI) && (get_local_player().connected != player_connection_status::playing)) // if out of level already there's no need for this
return window_event_result::ignored;
const auto Dead_controlcen_object_num = LevelUniqueControlCenterState.Dead_controlcen_object_num;
if (Dead_controlcen_object_num != object_none && LevelUniqueControlCenterState.Countdown_seconds_left > 0)
if (d_rand() < FrameTime*4)
#if defined(DXX_BUILD_DESCENT_I)
#define CC_FIREBALL_SCALE F1_0*3
#elif defined(DXX_BUILD_DESCENT_II)
#define CC_FIREBALL_SCALE F1_0
#endif
create_small_fireball_on_object(vmobjptridx(Dead_controlcen_object_num), CC_FIREBALL_SCALE, 1);
if (LevelUniqueControlCenterState.Control_center_destroyed && !Endlevel_sequence)
return do_countdown_frame();
return window_event_result::ignored;
}
#define COUNTDOWN_VOICE_TIME fl2f(12.75)
namespace {
window_event_result do_countdown_frame()
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
fix old_time;
if (!LevelUniqueControlCenterState.Control_center_destroyed)
return window_event_result::ignored;
#if defined(DXX_BUILD_DESCENT_II)
if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE) // get countdown in OEM and SHAREWARE only
{
// On last level, we don't want a countdown.
if (PLAYING_BUILTIN_MISSION && Current_level_num == Current_mission->last_level)
{
if (!(Game_mode & GM_MULTI))
return window_event_result::ignored;
if (Game_mode & GM_MULTI_ROBOTS)
return window_event_result::ignored;
}
}
#endif
// Control center destroyed, rock the player's ship.
if (d_tick_step)
{
auto &rotvel = ConsoleObject->mtype.phys_info.rotvel;
const auto get_base_disturbance = [fc = std::min(LevelUniqueControlCenterState.Countdown_seconds_left, 16)]() {
return fixmul(d_rand() - 16384, 3 * F1_0 / 16 + (F1_0 * (16 - fc)) / 32);
};
fix disturb_x = get_base_disturbance(), disturb_z = get_base_disturbance();
// At Trainee, decrease rocking of ship by 4x.
if (GameUniqueState.Difficulty_level == Difficulty_level_type::_0)
{
disturb_x /= 4;
disturb_z /= 4;
}
rotvel.x += disturb_x;
rotvel.z += disturb_z;
}
// Hook in the rumble sound effect here.
old_time = LevelUniqueControlCenterState.Countdown_timer;
LevelUniqueControlCenterState.Countdown_timer -= FrameTime;
const auto Countdown_timer = LevelUniqueControlCenterState.Countdown_timer;
const auto Countdown_seconds_left = LevelUniqueControlCenterState.Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
if (old_time > COUNTDOWN_VOICE_TIME && Countdown_timer <= COUNTDOWN_VOICE_TIME)
{
digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
}
if (f2i(old_time + F1_0 * 7 / 8) != Countdown_seconds_left)
{
if (Countdown_seconds_left >= 0 && Countdown_seconds_left < 10)
digi_play_sample(SOUND_COUNTDOWN_0_SECS + Countdown_seconds_left, F3_0);
if (Countdown_seconds_left == LevelUniqueControlCenterState.Total_countdown_time - 1)
digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
}
if (Countdown_timer > 0) {
fix size,old_size;
const auto Total_countdown_time = LevelUniqueControlCenterState.Total_countdown_time;
size = (i2f(Total_countdown_time) - Countdown_timer) / fl2f(0.65);
old_size = (i2f(Total_countdown_time) - old_time) / fl2f(0.65);
if (size != old_size && Countdown_seconds_left < Total_countdown_time - 5)
{ // Every 2 seconds!
//@@if (Dead_controlcen_object_num != -1) {
//@@ vms_vector vp; //,v,c;
//@@ compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
//@@ object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
//@@}
digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
}
} else {
int flash_value;
if (old_time > 0)
digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
if (PaletteBlueAdd > 64 ) {
gr_set_default_canvas();
gr_clear_canvas(*grd_curcanv, BM_XRGB(31,31,31)); //make screen all white to match palette effect
reset_palette_add(); //restore palette for death message
//controlcen->MaxCapacity = Fuelcen_max_amount;
//gauge_message( "Control Center Reset" );
return DoPlayerDead(); //kill_player();
}
}
return window_event_result::handled;
}
}
// -----------------------------------------------------------------------------
// Called when control center gets destroyed.
// This code is common to whether control center is implicitly imbedded in a boss,
// or is an object of its own.
// if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
void do_controlcen_destroyed_stuff(const imobjidx_t objp)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
int i;
#if defined(DXX_BUILD_DESCENT_II)
if ((Game_mode & GM_MULTI_ROBOTS) && LevelUniqueControlCenterState.Control_center_destroyed)
return; // Don't allow resetting if control center and boss on same level
#endif
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vmwallptr = Walls.vmptr;
// Must toggle walls whether it is a boss or control center.
for (i=0;i<ControlCenterTriggers.num_links;i++)
wall_toggle(vmwallptr, vmsegptridx(ControlCenterTriggers.seg[i]), ControlCenterTriggers.side[i]);
// And start the countdown stuff.
LevelUniqueControlCenterState.Control_center_destroyed = 1;
const auto Difficulty_level = GameUniqueState.Difficulty_level;
int Total_countdown_time;
#if defined(DXX_BUILD_DESCENT_II)
// If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
if (Current_level_num < 0)
PHYSFS_delete(SECRETC_FILENAME);
const auto Base_control_center_explosion_time = LevelSharedControlCenterState.Base_control_center_explosion_time;
if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL - underlying_value(Difficulty_level) - 1) / 2;
else if (!EMULATING_D1)
Total_countdown_time = D2_Alan_pavlish_reactor_times[Difficulty_level];
else
#endif
Total_countdown_time = D1_Alan_pavlish_reactor_times[Difficulty_level];
LevelUniqueControlCenterState.Total_countdown_time = Total_countdown_time;
LevelUniqueControlCenterState.Countdown_timer = i2f(Total_countdown_time);
if (!LevelUniqueControlCenterState.Control_center_present || objp==object_none)
return;
LevelUniqueControlCenterState.Dead_controlcen_object_num = objp;
}
// -----------------------------------------------------------------------------
//do whatever this thing does in a frame
void do_controlcen_frame(const d_robot_info_array &Robot_info, const vmobjptridx_t obj)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
int best_gun_num;
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// If a boss level, then Control_center_present will be 0.
if (!LevelUniqueControlCenterState.Control_center_present)
return;
#ifndef NDEBUG
if (cheats.robotfiringsuspended || (Game_suspended & SUSP_ROBOTS))
return;
#else
if (cheats.robotfiringsuspended)
return;
#endif
auto &plrobj = get_local_plrobj();
if (!(LevelUniqueControlCenterState.Control_center_been_hit || player_is_visible(LevelUniqueControlCenterState.Control_center_player_been_seen)))
{
if (!(d_tick_count % 8)) { // Do every so often...
// This is a hack. Since the control center is not processed by
// ai_do_frame, it doesn't know to deal with cloaked dudes. It
// seems to work in single-player mode because it is actually using
// the value of Believed_player_position that was set by the last
// person to go through ai_do_frame. But since a no-robots game
// never goes through ai_do_frame, I'm making it so the control
// center can spot cloaked dudes.
if (Game_mode & GM_MULTI)
Believed_player_pos = plrobj.pos;
// Hack for special control centers which are isolated and not reachable because the
// real control center is inside the boss.
const shared_segment &objseg = vcsegptr(obj->segnum);
auto &children = objseg.children;
if (std::none_of(children.begin(), children.end(), IS_CHILD))
return;
auto vec_to_player = vm_vec_sub(ConsoleObject->pos, obj->pos);
auto dist_to_player = vm_vec_normalize_quick(vec_to_player);
if (dist_to_player < F1_0*200) {
LevelUniqueControlCenterState.Control_center_player_been_seen = player_is_visible_from_object(Robot_info, obj, obj->pos, 0, vec_to_player);
LevelUniqueControlCenterState.Frametime_until_next_fire = 0;
}
}
return;
}
#if defined(DXX_BUILD_DESCENT_II)
// Periodically, make the reactor fall asleep if player not visible.
if (!EMULATING_D1 && (LevelUniqueControlCenterState.Control_center_been_hit || player_is_visible(LevelUniqueControlCenterState.Control_center_player_been_seen)))
{
if (LevelUniqueControlCenterState.Last_time_cc_vis_check + F1_0 * 5 < GameTime64 || LevelUniqueControlCenterState.Last_time_cc_vis_check > GameTime64)
{
LevelUniqueControlCenterState.Last_time_cc_vis_check = GameTime64;
fix dist_to_player;
auto vec_to_player = vm_vec_sub(ConsoleObject->pos, obj->pos);
dist_to_player = vm_vec_normalize_quick(vec_to_player);
if (dist_to_player < F1_0*120) {
LevelUniqueControlCenterState.Control_center_player_been_seen = player_is_visible_from_object(Robot_info, obj, obj->pos, 0, vec_to_player);
if (!player_is_visible(LevelUniqueControlCenterState.Control_center_player_been_seen))
LevelUniqueControlCenterState.Control_center_been_hit = 0;
}
}
}
#endif
constexpr fix Relative_frametime_cease_fire = F1_0 * 2;
auto &Frametime_since_player_died = LevelUniqueControlCenterState.Frametime_since_player_died;
if (Player_dead_state != player_dead_state::no)
{
if (Frametime_since_player_died <= Relative_frametime_cease_fire)
Frametime_since_player_died += FrameTime;
}
else
Frametime_since_player_died = 0;
if (LevelUniqueControlCenterState.Frametime_until_next_fire < 0 && !(Frametime_since_player_died > Relative_frametime_cease_fire))
{
auto &player_info = plrobj.ctype.player_info;
const auto &player_pos = (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) ? Believed_player_pos : ConsoleObject->pos;
best_gun_num = calc_best_gun(
get_reactor_definition(get_reactor_id(obj)).n_guns,
obj,
player_pos
);
if (best_gun_num != -1) {
fix delta_fire_time;
auto vec_to_goal = vm_vec_sub(player_pos, obj->ctype.reactor_info.gun_pos[best_gun_num]);
auto dist_to_player = vm_vec_normalize_quick(vec_to_goal);
if (dist_to_player > F1_0*300)
{
LevelUniqueControlCenterState.Control_center_been_hit = 0;
LevelUniqueControlCenterState.Control_center_player_been_seen = player_visibility_state::no_line_of_sight;
return;
}
if (Game_mode & GM_MULTI)
multi_send_controlcen_fire(vec_to_goal, best_gun_num, obj);
Laser_create_new_easy(Robot_info, vec_to_goal, obj->ctype.reactor_info.gun_pos[best_gun_num], obj, weapon_id_type::CONTROLCEN_WEAPON_NUM, weapon_sound_flag::audible);
int count = 0;
#if defined(DXX_BUILD_DESCENT_I)
const unsigned scale_divisor = 4;
if (d_rand() < 32767/4)
#elif defined(DXX_BUILD_DESCENT_II)
const unsigned scale_divisor = 6;
int rand_prob;
// some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
rand_prob = F1_0/(abs(Current_level_num)/4+2);
while ((d_rand() > rand_prob) && (count < 4))
#endif
{
vm_vec_scale_add2(vec_to_goal, make_random_vector(), F1_0/scale_divisor);
vm_vec_normalize_quick(vec_to_goal);
if (Game_mode & GM_MULTI)
multi_send_controlcen_fire(vec_to_goal, best_gun_num, obj);
Laser_create_new_easy(Robot_info, vec_to_goal, obj->ctype.reactor_info.gun_pos[best_gun_num], obj, weapon_id_type::CONTROLCEN_WEAPON_NUM, count == 0 ? weapon_sound_flag::audible : weapon_sound_flag::silent);
count++;
}
const auto Difficulty_level = GameUniqueState.Difficulty_level;
delta_fire_time = (NDL - underlying_value(Difficulty_level)) * F1_0/4;
#if defined(DXX_BUILD_DESCENT_II)
if (Difficulty_level == Difficulty_level_type::_0)
delta_fire_time += F1_0/2;
#endif
if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
delta_fire_time *= 2;
LevelUniqueControlCenterState.Frametime_until_next_fire = delta_fire_time;
}
} else
LevelUniqueControlCenterState.Frametime_until_next_fire -= FrameTime;
}
// -----------------------------------------------------------------------------
// This must be called at the start of each level.
// If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
// If this level contains a boss and mode == multiplayer, do control center stuff.
void init_controlcen_for_level(const d_robot_info_array &Robot_info)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
imobjptr_t cntrlcen_objnum = nullptr, boss_objnum = nullptr;
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
range_for (const auto &&objp, vmobjptridx)
{
if (objp->type == OBJ_CNTRLCEN)
{
if (cntrlcen_objnum == nullptr)
cntrlcen_objnum = objp;
}
else if (objp->type == OBJ_ROBOT && (Robot_info[get_robot_id(objp)].boss_flag))
{
if (boss_objnum == nullptr)
boss_objnum = objp;
}
}
if (boss_objnum != nullptr && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)))
{
if (cntrlcen_objnum != nullptr)
{
auto &objp = *cntrlcen_objnum;
objp.type = OBJ_GHOST;
objp.control_source = object::control_type::None;
objp.render_type = RT_NONE;
LevelUniqueControlCenterState.Control_center_present = 0;
}
}
else if (cntrlcen_objnum != nullptr)
{
// Compute all gun positions.
object &objp = cntrlcen_objnum;
calc_controlcen_gun_point(objp);
LevelUniqueControlCenterState.Control_center_present = 1;
#if defined(DXX_BUILD_DESCENT_I)
const unsigned secret_level_shield_multiplier = 100;
#elif defined(DXX_BUILD_DESCENT_II)
const unsigned secret_level_shield_multiplier = 150;
const auto Reactor_strength = LevelSharedControlCenterState.Reactor_strength;
if (Reactor_strength != -1)
objp.shields = i2f(Reactor_strength);
else
#endif
{ //use old defaults
// Boost control center strength at higher levels.
if (Current_level_num >= 0)
objp.shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
else
objp.shields = F1_0*200 - Current_level_num*F1_0*secret_level_shield_multiplier;
}
}
// Say the control center has not yet been hit.
LevelUniqueControlCenterState.Control_center_been_hit = 0;
LevelUniqueControlCenterState.Control_center_player_been_seen = player_visibility_state::no_line_of_sight;
LevelUniqueControlCenterState.Frametime_until_next_fire = 0;
LevelUniqueControlCenterState.Dead_controlcen_object_num = object_none;
}
#if defined(DXX_BUILD_DESCENT_II)
void special_reactor_stuff()
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
if (LevelUniqueControlCenterState.Control_center_destroyed) {
const auto Base_control_center_explosion_time = LevelSharedControlCenterState.Base_control_center_explosion_time;
LevelUniqueControlCenterState.Countdown_timer += i2f(Base_control_center_explosion_time + (NDL - 1 - underlying_value(GameUniqueState.Difficulty_level)) * Base_control_center_explosion_time / (NDL - 1));
LevelUniqueControlCenterState.Total_countdown_time = f2i(LevelUniqueControlCenterState.Countdown_timer) + 2; // Will prevent "Self destruct sequence activated" message from replaying.
}
}
/*
* reads n reactor structs from a PHYSFS_File
*/
void reactor_read_n(PHYSFS_File *fp, partial_range_t<reactor *> r)
{
range_for (auto &i, r)
{
i.model_num = PHYSFSX_readInt(fp);
i.n_guns = PHYSFSX_readInt(fp);
range_for (auto &j, i.gun_points)
PHYSFSX_readVector(fp, j);
range_for (auto &j, i.gun_dirs)
PHYSFSX_readVector(fp, j);
}
}
#endif
}
namespace dcx {
DEFINE_SERIAL_UDT_TO_MESSAGE(v1_control_center_triggers, cct, (cct.num_links, cct.seg, cct.side));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(v1_control_center_triggers, 42);
v1_control_center_triggers::v1_control_center_triggers(PHYSFS_File *fp)
{
PHYSFSX_serialize_read(fp, *this);
}
v1_control_center_triggers::v1_control_center_triggers(const control_center_triggers &cct) :
num_links(cct.num_links), seg(cct.seg)
{
for (auto &&[w, r] : zip(side, cct.side))
w = underlying_value(r);
}
/*
* reads n control_center_triggers structs from a PHYSFS_File and swaps if specified
*/
void control_center_triggers_read(control_center_triggers &cct, PHYSFS_File *fp)
{
const v1_control_center_triggers v1cct{fp};
cct.seg = {};
cct.side = {};
const auto num_links = cct.num_links = v1cct.num_links;
if (unlikely(!num_links))
return;
for (auto &&[w, r] : zip(partial_range(cct.seg, num_links), v1cct.seg))
w = r;
for (auto &&[w, r] : zip(unchecked_partial_range(cct.side, num_links), v1cct.side))
w = build_sidenum_from_untrusted(r).value();
}
void control_center_triggers_write(const control_center_triggers &cct, PHYSFS_File *fp)
{
const v1_control_center_triggers v1cct{cct};
PHYSFSX_serialize_write(fp, v1cct);
}
}