Several changes related to the volumetrics model fix:
1. Update the `model_load()` prototype with better parameter names, including a new `ErrorType` enum defined in pstypes.h
2. Update the `MIN`, `MAX`, and `CLAMP` macros, all of which were susceptible to performance issues because they duplicated their tokens. This could cause functions or calculations to be re-run unnecessarily. Since the codebase is now on C++17, `std::clamp()` can be used.
3. Update the rest of the codebase to fix any associated issues.
The recent cycle expansion PR (#6364) causes a CTD when change-ship-type is used. This PR fixes that crash by using `pm->n_guns` instead of 'MAX_SHIP_PRIMARY_BANKS' and clarifies the definition comment for the `pm->n_guns` to help avoid this kind of quandary in the furture.
Tested and works as expected.
1. Since we already handle `<all engines>` and `<all turrets>`, it's simple to extend this to all generic subsystems of any type
2. Add an `<all subsystems>` case for handling every subsystem on a ship
3. Add some compiler directives to enforce preconditions for subsystem type `#define`s
Model textures that are too long will cause a very unfriendly and hard-to-track down "ERANGE: String" error. The situation can be greatly improved by checking the string length ahead of time, printing a friendly Warning, and truncating the filename. This will alert the modder to the source of the problem while also allowing gameplay to continue.
* Remove old interpolate angles quick
* Remove old interpolate functions
These are no longer used.
* Add linear interpolate vm function
More clearing functions
* Add physics snapshot struct to silo interpolation
Two of these two functions require an object pointer, so they cannot be in physics_state.cpp
With doxygen documentation
* Try to placate Linux
* Address Feedback
* And update declaration, of course
* Attempt to appease linter
* Move replacement textures from ship to modelinstance
* Actually set pmi
* Fix texture replace in fred as well
* Fix bad indent
* incorporate feedback
* Add control_info driver sources
* Properly deal with cockpits and their 'objnum's
* Add driven animation sets to weapons and cockpits
* enumify objnums
1. make `check_ok_to_fire` return a boolean (like `check_los`)
2. make `check_ok_to_fire` and `check_los` both use a position argument since we don't need the whole turret
3. remove the redundant position prediction code from `ship_get_global_turret_gun_info` (since that needs to be a "pure" function) while making sure "share fire direction" still works
4. skip calculation of the vector in `ship_get_global_turret_gun_info` if we don't need it
5. move the position prediction code out of `aifft_rotate_turret` and into its own function
6. prune some gun position calculation calls since in most cases one will suffice
7. fix position "jitter" with weapon subsystem damage in missions that use gravity
8. `model_rotate_gun` now uses a nullptr position for a reset instead of an extra boolean argument
9. use a more efficient method to calculate gun barrel length
10. a couple variable name changes for clarity
* Add global to local for matrices
* Add lua integration
* Get Submodel from Submodel instance
* Add submodel functions
* Add model instance from submodel instance
* Fix index
* Fix copy paste error
Add `const` to the `mc_info` struct so its values aren't inadvertently overwritten. Tweak some of the collision code to prevent overwrites.
Also remove the `flak_muzzle_flash` declaration since that function no longer exists.
See title. There were some cascade effects, but the changes are mostly contained to the model code. The calls to `gr_render_model` and `g3_render_primitives` use `const_cast` because constifying that API would require a whole other PR.
This initializes `mc_info` to the correct values when it is constructed, removing the need for `mc_info_init`.
This PR also fixes a group of incorrectly inverted assignments in beam.cpp.
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
* Update `$POF file Techroom:` Usage
Currently `$POF file Techroom:` is only used in the weapons loadout screen (despite having techroom in the name). This PR expands the use of the `$POF file Techroom:` to shiploadout select and the actual techroom.
If it is desired I can put it behind a game settings flag, but IMO it would make the most sense for modders to have this just work as the actual name implies.
* clean up code with feedback
* typo fix in comment
* more cleanup in preparation for model translation
1) Clean up stepped rotation, fixing some logic, adding safeguards for invalid values, and allowing rotations to go in the opposite direction
2) Add more specific SEXP error checking for AWACS and rotating subsystems
3) Assorted refactoring and polishing
* address feedback, plus a bit of extra cleanup