593 lines
21 KiB
C++
593 lines
21 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code for the control center
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*
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#if !defined(_WIN32) && !defined(macintosh)
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#include <unistd.h>
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#endif
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#include "pstypes.h"
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#include "dxxerror.h"
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#include "inferno.h"
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#include "cntrlcen.h"
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#include "game.h"
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#include "laser.h"
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#include "gameseq.h"
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#include "ai.h"
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#include "player.h"
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#include "multi.h"
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#include "fwd-wall.h"
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#include "segment.h"
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#include "object.h"
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#include "robot.h"
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#include "physfs-serial.h"
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#include "endlevel.h"
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#include "state.h"
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#include "args.h"
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#include "wall.h"
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#include "compiler-range_for.h"
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#include "d_levelstate.h"
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#include "partial_range.h"
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#include "d_zip.h"
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namespace dsx {
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std::array<reactor, MAX_REACTORS> Reactors;
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#if defined(DXX_BUILD_DESCENT_II)
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unsigned Num_reactors;
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#endif
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static window_event_result do_countdown_frame();
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// -----------------------------------------------------------------------------
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//return the position & orientation of a gun on the control center object
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static void calc_controlcen_gun_point(reactor &r, object &obj, const uint_fast32_t gun_num)
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{
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//instance gun position & orientation
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auto &gun_point = obj.ctype.reactor_info.gun_pos[gun_num];
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auto &gun_dir = obj.ctype.reactor_info.gun_dir[gun_num];
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const auto &&m = vm_transposed_matrix(obj.orient);
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vm_vec_rotate(gun_point, r.gun_points[gun_num], m);
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vm_vec_add2(gun_point, obj.pos);
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vm_vec_rotate(gun_dir, r.gun_dirs[gun_num], m);
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}
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void calc_controlcen_gun_point(object &obj)
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{
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assert(obj.type == OBJ_CNTRLCEN);
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assert(obj.render_type == RT_POLYOBJ);
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auto &reactor = get_reactor_definition(get_reactor_id(obj));
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for (uint_fast32_t i = reactor.n_guns; i--;)
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calc_controlcen_gun_point(reactor, obj, i);
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}
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// -----------------------------------------------------------------------------
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// Look at control center guns, find best one to fire at *objp.
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// Return best gun number (one whose direction dotted with vector to player is largest).
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// If best gun has negative dot, return -1, meaning no gun is good.
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static int calc_best_gun(const unsigned num_guns, const object &objreactor, const vms_vector &objpos)
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{
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int i;
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fix best_dot;
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int best_gun;
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auto &gun_pos = objreactor.ctype.reactor_info.gun_pos;
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auto &gun_dir = objreactor.ctype.reactor_info.gun_dir;
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best_dot = -F1_0*2;
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best_gun = -1;
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for (i=0; i<num_guns; i++) {
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fix dot;
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const auto gun_vec = vm_vec_normalized_quick(vm_vec_sub(objpos, gun_pos[i]));
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dot = vm_vec_dot(gun_dir[i], gun_vec);
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if (dot > best_dot) {
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best_dot = dot;
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best_gun = i;
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}
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}
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Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere.
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if (best_dot < 0)
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return -1;
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else
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return best_gun;
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}
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}
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namespace dcx {
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control_center_triggers ControlCenterTriggers;
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constexpr int D1_Alan_pavlish_reactor_times[NDL] = {50, 45, 40, 35, 30};
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}
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namespace dsx {
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#if defined(DXX_BUILD_DESCENT_II)
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constexpr int D2_Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
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#endif
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// -----------------------------------------------------------------------------
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// Called every frame. If control center been destroyed, then actually do something.
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window_event_result do_controlcen_dead_frame()
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{
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auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vmobjptridx = Objects.vmptridx;
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if ((Game_mode & GM_MULTI) && (get_local_player().connected != CONNECT_PLAYING)) // if out of level already there's no need for this
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return window_event_result::ignored;
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const auto Dead_controlcen_object_num = LevelUniqueControlCenterState.Dead_controlcen_object_num;
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if (Dead_controlcen_object_num != object_none && LevelUniqueControlCenterState.Countdown_seconds_left > 0)
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if (d_rand() < FrameTime*4)
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#if defined(DXX_BUILD_DESCENT_I)
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#define CC_FIREBALL_SCALE F1_0*3
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#elif defined(DXX_BUILD_DESCENT_II)
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#define CC_FIREBALL_SCALE F1_0
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#endif
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create_small_fireball_on_object(vmobjptridx(Dead_controlcen_object_num), CC_FIREBALL_SCALE, 1);
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if (LevelUniqueControlCenterState.Control_center_destroyed && !Endlevel_sequence)
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return do_countdown_frame();
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return window_event_result::ignored;
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}
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#define COUNTDOWN_VOICE_TIME fl2f(12.75)
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window_event_result do_countdown_frame()
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{
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auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
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fix old_time;
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if (!LevelUniqueControlCenterState.Control_center_destroyed)
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return window_event_result::ignored;
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#if defined(DXX_BUILD_DESCENT_II)
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if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE) // get countdown in OEM and SHAREWARE only
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{
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// On last level, we don't want a countdown.
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if (PLAYING_BUILTIN_MISSION && Current_level_num == Current_mission->last_level)
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{
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if (!(Game_mode & GM_MULTI))
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return window_event_result::ignored;
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if (Game_mode & GM_MULTI_ROBOTS)
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return window_event_result::ignored;
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}
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}
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#endif
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// Control center destroyed, rock the player's ship.
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if (d_tick_step)
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{
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auto &rotvel = ConsoleObject->mtype.phys_info.rotvel;
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const auto get_base_disturbance = [fc = std::min(LevelUniqueControlCenterState.Countdown_seconds_left, 16)]() {
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return fixmul(d_rand() - 16384, 3 * F1_0 / 16 + (F1_0 * (16 - fc)) / 32);
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};
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fix disturb_x = get_base_disturbance(), disturb_z = get_base_disturbance();
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// At Trainee, decrease rocking of ship by 4x.
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if (GameUniqueState.Difficulty_level == Difficulty_0)
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{
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disturb_x /= 4;
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disturb_z /= 4;
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}
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rotvel.x += disturb_x;
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rotvel.z += disturb_z;
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}
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// Hook in the rumble sound effect here.
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old_time = LevelUniqueControlCenterState.Countdown_timer;
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LevelUniqueControlCenterState.Countdown_timer -= FrameTime;
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const auto Countdown_timer = LevelUniqueControlCenterState.Countdown_timer;
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const auto Countdown_seconds_left = LevelUniqueControlCenterState.Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
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if (old_time > COUNTDOWN_VOICE_TIME && Countdown_timer <= COUNTDOWN_VOICE_TIME)
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{
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digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
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}
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if (f2i(old_time + F1_0 * 7 / 8) != Countdown_seconds_left)
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{
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if (Countdown_seconds_left >= 0 && Countdown_seconds_left < 10)
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digi_play_sample(SOUND_COUNTDOWN_0_SECS + Countdown_seconds_left, F3_0);
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if (Countdown_seconds_left == LevelUniqueControlCenterState.Total_countdown_time - 1)
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digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
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}
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if (Countdown_timer > 0) {
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fix size,old_size;
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const auto Total_countdown_time = LevelUniqueControlCenterState.Total_countdown_time;
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size = (i2f(Total_countdown_time) - Countdown_timer) / fl2f(0.65);
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old_size = (i2f(Total_countdown_time) - old_time) / fl2f(0.65);
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if (size != old_size && Countdown_seconds_left < Total_countdown_time - 5)
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{ // Every 2 seconds!
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//@@if (Dead_controlcen_object_num != -1) {
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//@@ vms_vector vp; //,v,c;
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//@@ compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
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//@@ object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
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//@@}
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digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
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}
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} else {
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int flash_value;
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if (old_time > 0)
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digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
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flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
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PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
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if (PaletteBlueAdd > 64 ) {
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gr_set_default_canvas();
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gr_clear_canvas(*grd_curcanv, BM_XRGB(31,31,31)); //make screen all white to match palette effect
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reset_palette_add(); //restore palette for death message
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//controlcen->MaxCapacity = Fuelcen_max_amount;
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//gauge_message( "Control Center Reset" );
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return DoPlayerDead(); //kill_player();
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}
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}
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return window_event_result::handled;
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}
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// -----------------------------------------------------------------------------
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// Called when control center gets destroyed.
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// This code is common to whether control center is implicitly imbedded in a boss,
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// or is an object of its own.
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// if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
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void do_controlcen_destroyed_stuff(const imobjidx_t objp)
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{
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auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
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int i;
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#if defined(DXX_BUILD_DESCENT_II)
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if ((Game_mode & GM_MULTI_ROBOTS) && LevelUniqueControlCenterState.Control_center_destroyed)
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return; // Don't allow resetting if control center and boss on same level
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#endif
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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auto &vmwallptr = Walls.vmptr;
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// Must toggle walls whether it is a boss or control center.
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for (i=0;i<ControlCenterTriggers.num_links;i++)
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wall_toggle(vmwallptr, vmsegptridx(ControlCenterTriggers.seg[i]), ControlCenterTriggers.side[i]);
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// And start the countdown stuff.
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LevelUniqueControlCenterState.Control_center_destroyed = 1;
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const auto Difficulty_level = GameUniqueState.Difficulty_level;
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int Total_countdown_time;
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#if defined(DXX_BUILD_DESCENT_II)
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// If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
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if (Current_level_num < 0)
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PHYSFS_delete(SECRETC_FILENAME);
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const auto Base_control_center_explosion_time = LevelSharedControlCenterState.Base_control_center_explosion_time;
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if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
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Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
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else if (!EMULATING_D1)
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Total_countdown_time = D2_Alan_pavlish_reactor_times[Difficulty_level];
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else
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#endif
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Total_countdown_time = D1_Alan_pavlish_reactor_times[Difficulty_level];
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LevelUniqueControlCenterState.Total_countdown_time = Total_countdown_time;
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LevelUniqueControlCenterState.Countdown_timer = i2f(Total_countdown_time);
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if (!LevelUniqueControlCenterState.Control_center_present || objp==object_none)
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return;
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LevelUniqueControlCenterState.Dead_controlcen_object_num = objp;
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}
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// -----------------------------------------------------------------------------
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//do whatever this thing does in a frame
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void do_controlcen_frame(const vmobjptridx_t obj)
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{
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auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
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int best_gun_num;
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vmobjptr = Objects.vmptr;
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// If a boss level, then Control_center_present will be 0.
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if (!LevelUniqueControlCenterState.Control_center_present)
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return;
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#ifndef NDEBUG
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if (cheats.robotfiringsuspended || (Game_suspended & SUSP_ROBOTS))
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return;
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#else
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if (cheats.robotfiringsuspended)
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return;
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#endif
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auto &plrobj = get_local_plrobj();
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if (!(LevelUniqueControlCenterState.Control_center_been_hit || player_is_visible(LevelUniqueControlCenterState.Control_center_player_been_seen)))
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{
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if (!(d_tick_count % 8)) { // Do every so often...
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// This is a hack. Since the control center is not processed by
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// ai_do_frame, it doesn't know to deal with cloaked dudes. It
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// seems to work in single-player mode because it is actually using
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// the value of Believed_player_position that was set by the last
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// person to go through ai_do_frame. But since a no-robots game
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// never goes through ai_do_frame, I'm making it so the control
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// center can spot cloaked dudes.
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if (Game_mode & GM_MULTI)
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Believed_player_pos = plrobj.pos;
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// Hack for special control centers which are isolated and not reachable because the
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// real control center is inside the boss.
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const shared_segment &objseg = vcsegptr(obj->segnum);
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auto &children = objseg.children;
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if (std::none_of(children.begin(), children.end(), IS_CHILD))
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return;
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auto vec_to_player = vm_vec_sub(ConsoleObject->pos, obj->pos);
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auto dist_to_player = vm_vec_normalize_quick(vec_to_player);
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if (dist_to_player < F1_0*200) {
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LevelUniqueControlCenterState.Control_center_player_been_seen = player_is_visible_from_object(obj, obj->pos, 0, vec_to_player);
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LevelUniqueControlCenterState.Frametime_until_next_fire = 0;
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}
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}
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return;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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// Periodically, make the reactor fall asleep if player not visible.
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if (!EMULATING_D1 && (LevelUniqueControlCenterState.Control_center_been_hit || player_is_visible(LevelUniqueControlCenterState.Control_center_player_been_seen)))
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{
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if (LevelUniqueControlCenterState.Last_time_cc_vis_check + F1_0 * 5 < GameTime64 || LevelUniqueControlCenterState.Last_time_cc_vis_check > GameTime64)
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{
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LevelUniqueControlCenterState.Last_time_cc_vis_check = GameTime64;
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fix dist_to_player;
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auto vec_to_player = vm_vec_sub(ConsoleObject->pos, obj->pos);
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dist_to_player = vm_vec_normalize_quick(vec_to_player);
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if (dist_to_player < F1_0*120) {
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LevelUniqueControlCenterState.Control_center_player_been_seen = player_is_visible_from_object(obj, obj->pos, 0, vec_to_player);
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if (!player_is_visible(LevelUniqueControlCenterState.Control_center_player_been_seen))
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LevelUniqueControlCenterState.Control_center_been_hit = 0;
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}
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}
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}
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#endif
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constexpr fix Relative_frametime_cease_fire = F1_0 * 2;
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auto &Frametime_since_player_died = LevelUniqueControlCenterState.Frametime_since_player_died;
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if (Player_dead_state != player_dead_state::no)
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{
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if (Frametime_since_player_died <= Relative_frametime_cease_fire)
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Frametime_since_player_died += FrameTime;
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}
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else
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Frametime_since_player_died = 0;
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if (LevelUniqueControlCenterState.Frametime_until_next_fire < 0 && !(Frametime_since_player_died > Relative_frametime_cease_fire))
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{
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auto &player_info = plrobj.ctype.player_info;
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const auto &player_pos = (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) ? Believed_player_pos : ConsoleObject->pos;
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best_gun_num = calc_best_gun(
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get_reactor_definition(get_reactor_id(obj)).n_guns,
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obj,
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player_pos
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);
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if (best_gun_num != -1) {
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fix delta_fire_time;
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auto vec_to_goal = vm_vec_sub(player_pos, obj->ctype.reactor_info.gun_pos[best_gun_num]);
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auto dist_to_player = vm_vec_normalize_quick(vec_to_goal);
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if (dist_to_player > F1_0*300)
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{
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LevelUniqueControlCenterState.Control_center_been_hit = 0;
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LevelUniqueControlCenterState.Control_center_player_been_seen = player_visibility_state::no_line_of_sight;
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return;
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}
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if (Game_mode & GM_MULTI)
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multi_send_controlcen_fire(vec_to_goal, best_gun_num, obj);
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Laser_create_new_easy( vec_to_goal, obj->ctype.reactor_info.gun_pos[best_gun_num], obj, weapon_id_type::CONTROLCEN_WEAPON_NUM, 1);
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int count = 0;
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#if defined(DXX_BUILD_DESCENT_I)
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const unsigned scale_divisor = 4;
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if (d_rand() < 32767/4)
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#elif defined(DXX_BUILD_DESCENT_II)
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const unsigned scale_divisor = 6;
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int rand_prob;
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// some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
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rand_prob = F1_0/(abs(Current_level_num)/4+2);
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while ((d_rand() > rand_prob) && (count < 4))
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#endif
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{
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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( vec_to_goal, obj->ctype.reactor_info.gun_pos[best_gun_num], obj, weapon_id_type::CONTROLCEN_WEAPON_NUM, count == 0);
|
|
count++;
|
|
}
|
|
|
|
const auto Difficulty_level = GameUniqueState.Difficulty_level;
|
|
delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (Difficulty_level == 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(void)
|
|
{
|
|
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
|
|
imobjptr_t cntrlcen_objnum = nullptr, boss_objnum = nullptr;
|
|
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptridx = Objects.vmptridx;
|
|
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
|
|
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 - 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);
|
|
}
|
|
|
|
}
|