Mostly renaming of fields and functions, and moving some modelread sections into functions. This reorganization will put the code on a better footing for the model translation feature. No model translation code is included yet, and there should be no change in functionality.
By anchoring a dockpoint to a submodel, the dockpoint will move when the submodel moves. Historically this has been done by inspecting the path associated with a dockpoint, but this method will not work if there is no path or no rotation mode specified. Here is an alternate method that allows the submodel to be specified explicitly through a dockpoint property.
For a long time, bay door animations would not trigger if the player was arriving from the bay as the the only ship in the wing. This was fixed by adding a check for the player. This check uses the `Player_obj` to check if the ship is as player, which does not work on standalones since the `Player_obj` is always the Standalone Ship.
This PR changes the check to check if the flag `Player_ship` is set, which is a common strategy used to make these kinds of checks work on standalones.
Tests show the old behavior still works as expected.
* Allow AI flag for bay orientation to account for parent `uvec`
The previously added flag `Fighterbay_arrivals_use_carrier_orient` (#3698) incorporated the parent ship's `rvec`, which greatly helped align emerging ships from fighter bays. In parent some ships though, emerging ships still showed a `uvec` that did not match the parent ship (such as FotG's Star Destroyer). This PR allows the `Fighterbay_arrivals_use_carrier_orient` flag to take parent `uvec` into account.
Note, that departing the mission into a bay already has code to ensure a `wheels-down` landing.
PR is tested and works as expected/fixes `uvec` issue.
* only set uvec as lazy option
* Add AI to Fix Negative Turret Ammo
Previously, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo.
This was because of the check `ammo[bank_to_fire] >= 0`, in `aiturret.cpp`. This PR adds an AI flag to have the turret only fire if the ammo is greater than 0 (`ammo[bank_to_fire] > 0`), as opposed to greater than or equal to 0.
Tested and the flag fix works as expected.
* feedback
* set to on for target 22
The Rotators_locked flag was created specifically as a lab option that didn't affect animations or intrinsic rotations, so return it to that scope. Also rename it to clarify that it applies to subsystems and to be future-proof for submodel translation.
This moves submodel rotation out of the AI pipeline and into object movement. With the exception of turret rotation (which remains in the AI code) this now allows all types of submodel rotation to happen in the same place. Many associated functions have also been cleaned up.
In addition to making the code cleaner and clearer, this will make it much easier for intrinsic rotations and new animations to be applied to non-ship objects, such as weapons.
* Deleted a line that blanked target_num on homing weapons but still let them home
* This whole block of code about missiles missing turns out to be a logical dead end anyway, ripped it out by the roots.
1) Several AI profiles options were getting reset on every iteration through the loop. They should only be reset when the profile is initially created.
2) Keeping track of AI hits on the player ship was added by Sushi in 9246a2f74d and needs to be guarded by a flag. This flag has been enabled for mods that set the required FSO version.
* wip
* basics are working
* turret case is handled
* better fighter beam handling
* missing commit?
* handle missile spawn
* clean up, commenting and ssb handling
* random in sphere and per burst rot counts for "share random" flag
* clean up, clarity and comments
* accidental whitespace changes
* bugfix
* NULL -> nullptr
* more efficiency/clarity
* review tweaks and bugfixes