Before, if any parsing call failed it would throw an exception which
would have been propagated to the exception handler in main() which
terminates the program. This should fix that.
Upgrades and deprecates the original jettison-cargo-delay sexp by removing the unused delay parameter and adding a new parameter to control the speed of jettisoning. It further fixes the physics calculations by using the dockpoint normal instead of the vector between the center of the host ship to the center of the cargo.
See also the thread on HLP: http://www.hard-light.net/forums/index.php?topic=92844.0
Fix unlimited transfer of energy to shields (energy lost)
Fix thresholds in ai balance shields, rearm timer & call4help
Fix scaling in shield pain flash
Fix variable number of shield segments in shield pain flash
Lastly includes formatting tidy-up in shield pain flash
See also my comments on #762. The flag is almost entirely redundant, so this PR removes it in all instances where it's used in the ballistic primaries code. There are one or two places where removing it was not a no-op, so I adjusted the rest of the code accordingly (most notably in the parsing validation when it checks that primary weapon cargo has been assigned). I also added a few divide-by-zero checks and slightly tweaked the support ship rearm code. The use of the SIF_BALLISTIC_PRIMARIES flag in the ingame_join code was replaced with a dummy value to avoid bumping the multiplayer packet version number.
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
Coverity defects 1320483, 1320484, 1320485, and 1320486 noted that several values were being set and then immediately overwritten before they could do anything. These appear to be related to behavior that Volition disabled before release that would allow the AI to slow down while attacking capital ships. It seemed a shame to waste this code, so I've added a flag to enable the behavior.
OBJ_RECALC_PAIRS unsets then sets the OF_COLLIDES flag, so when a ship
with "no collide" set on it warps out, the flag is essentially ignored
and the ship can collide during the warp sequence.
Normally, ships whose weapons or engines subsystems are destroyed will
self-destruct after 90 seconds if they are part of a wing (see
ai_maybe_self_destruct). This adds a ship flag to prevent that from
happening.