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.
This expands the existing system which only worked on Windows to all
supported platforms.
If the MSVC debug runtime is not present then its behavior is emulated
by adding a header to each allocated memory block.
Bombs can give points for being shot down. This was being handled by a full-blown pair of damage_ship/damage_ship_id arrays, just like ships have for scoring purposes. This is ridiculous overkill when most bombs are shot down with a single pull of the trigger and means we were storing a couple hundred bytes of data that would be completely unused for the vast majority of projectiles. Now, whoever shoots down a bomb gets the points for it; period. Simple, and we can remove all scoring data from the weapon struct.
Lots of references to Weapons[A->instance] and Weapons[B->instance], despite having created pointers for them earlier in the function. Also, I have no idea what was up with the override conditional.
This seems preferable to storing an entire mc_info object on every weapon, when the vast majority of projectiles (by the very nature of the fact that they still exist) won't have collided with anything.
On the other hand, I'm not wild about allocating and freeing memory every time a weapon collides with a ship or debris. If anyone has a better solution, I'm all ears.
This is a renaming of the Dumb_rotation infrastructure, which is now called Intrinsic_rotation. Intrinsic rotations are automatically applied to submodels without the need for an associated subsystem. Dumb rotations are now a type of intrinsic rotation, and look_at rotations will be added in a future PR. The same code will handle both; the only difference is in how the intrinsic rotation is calculated. (In the case of dumb-rotation, it is calculated the same way as normal rotation; in the case of look-at, it will be calculated using submodel_look_at.)
Somewhat related to PR #528, this changes the branch that assumes constant velocity from checking for an absence of the WIF_TURNS flag to checking for the presence of the PF_CONST_VEL flag (because non-turning weapons can be given an acceleration time).
Could cause problems with recycled objects (specifically, I had a crash once because "Objects[B->parent].instance" was well over MAX_SHIPS due to being a weapon instead of a ship, causing the "Ships[Objects[B->parent].instance].team" reference to fail hard).
Consolidated a few sequential calls, corrected a few instances of "ObjectB" being removed when "Object" was set, and removed a couple instances of hook variables that weren't set being removed.
CHA_ONTURRETFIRED wasn't clearing its hook variables. Neither was CHA_ONWPEQUIPPED or CHA_ONWPFIRED, CHA_PRIMARYFIRE, CHA_SECONDARYFIRE, CHA_ONWPSELECTED, or CHA_ONWPDESELECTED.