1. Allow `ship_get_eye` to be used for any objects, not just ships
2. Remove the unused `from_origin` parameter and add `local_pos` and `local_orient` instead
3. Simplify the implementation and take advantage of upgrades to `model_instance_local_to_global_*` functions
4. Consolidate `ship_get_eye_local` into `ship_get_eye`
1. Refactor `num_hits` to `num_sparks` and `MAX_SHIP_HITS` to `MAX_SHIP_SPARKS` to be consistent with their current (since FS1 pre-release) usage.
2. Remove the unused `HP_SCALE`.
3. Always initialize at least one spark pair. If `choose_next_spark()` was entered when `num_sparks` was 1, `num_spark_pairs` would be 0 and none of the spark pairs would be initialized. Consequently, accessing the pair at index 0 would return garbage data.
4. Iterate through `num_spark_pairs` when counting the indexes, rather than the hardcoded (and incorrect) magic number 6.
Fixes a crash discovered by Dawnesya that can only occur when a ship has both the "fighter" and "cruiser" flags. Normally, fighters never enter the `choose_next_spark()` function and 'big' ships always have at least 3 sparks.
* Make Cockpit Deferred an In-game Option
After testing and consideration, this PR adds the Cockpit Deferred setting to the in-game options. Also adds a parser to the new default_settings.tbl.
* cleanup comments
* Fix incorrect ship legacy particle curve assignment
* Setup trigger radius
* Properly attach particle sources to objects and subobjects
* Add trigger velocity for weapon impacts
* Onetime particle source timing fix
* Warnings
* Allow global_to_local to work with no submodel
* Allow global_to_local to work with no submodel, again
Make `SCP_vector`, `SCP_list`, `SCP_set`, and `SCP_multiset` subclasses of their STL counterparts. This allows helper functions to be added to each, including the `contains()` function which is not available until C++20. (This has minor effects on other parts of the codebase that treated `SCP_` and `std::` as synonyms.) Since there is now a nontrivial amount of code that needs to be in a .cpp file, create vmallocator.cpp.
Note that `SCP_string` truncation has been refactored to use length rather than C-string size to be consistent with other `std::basic_string` functions.
Also, remove some enum class hashing code which is no longer necessary now that the codebase is at C++17.
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.
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
* Add Mod Option to Limit 'Show Ship' when Toggling Cockpits
FotG uses cockpits and 'show ship', and also provides a way for players to toggle off cockpits. Unfortunately, if the player disables cockpits, 'show ship' still appears and looks very odd (since it appears the player is flying a ship with a hole in the center where the cockpit would be). Other mods have made entire ships with their cockpits, but FotG needs to use 'show ship' to match team colors and moving external ship animations.
This PR adds a game_settings option that allows mods to set to only use 'show ship' if cockpits are enabled.
Tested and works as expected.
* simplify logic
* fix typo
There is a rather large design flaw in FreeSpace debriefings... debriefing SEXPs can refer to in-mission ship data, while all ships (and all objects) are deleted as soon as the mission completes. Specifically, `obj_delete()` is called which sets all objects to `OBJ_NONE` and marks them as freed, although the data still exists in the various arrays. This is the use-after-free problem, but applied to the in-game object system, rather than memory accessed by pointers.
It's probably best to defer fixes to an as-needed basis. As for hitpoint SEXPs, this change updates them to use the object and ship references from the ship registry, since the ship registry is not cleared by the time the debriefing is loaded. (Using `objp->instance` and `shipp->objnum` at this point would be problematic.) Since subsystems are also cleared at this point, this also updates the warning messages in those functions.
Fixes an Assert seen in debug mode in Inferno.
* fix some usages of std::transform
* change parse_string_flag_list to use a reference
* add a variant of parse_string_flag_list that can use a SCP_set, and make a templated version of flag_def_list
Many SEXP operators that work on subsystems use very similar code. This new function allows the operator implementations to be streamlined and makes future modifications easier. For example, the `change-ai-class` operator now works with names such as `<all turrets>` as well as specific subsystems.
Many beams are lumped into the #Primary Weapons section of weapons.tbl, which will mark them as WP_LASER. Fix the few instances of code that are intended for beams that may have omitted most beams by mistake.
Randomization of weapon impact particle radius is also affected, but since this affects existing visual effects, it was not changed.
A recent-ish FSO feature, `$Turret Name:`, allows turrets to be displayed differently on the HUD depending on the weapon they carry. It is useful for scripts to be aware of this, so this PR adds a `TurretName` virtvar for weapon classes, as well as a `NameOnHUD` virtvar for subsystems. The `NameOnHUD` virtvar shares exactly the same code as the HUD uses, so any future HUD modifications will be reflected in scripting as well. This required a small amount of refactoring: changing `get_turret_subsys_name()` to return a value rather than stuffing a string, renaming it to `ship_subsys_get_name_on_hud()`, and moving it to ship.cpp.
1. Don't set the `can_use_for_bank` flag to FALSE if the bank is primary but the weapon is secondary, or vice versa
2. Make sure to only restrict the weapons by bank if the ship has per-bank restrictions
In support of this, add `is_primary()` and `is_secondary()` helper functions to `weapon_info` and use them in logical places.
Follow-up to #6434. Fixes a few subtle bugs from that PR.
A few addenda to PR #6364:
1. Use `std::swap` in the move constructor, since the fields are specifically being moved, not assigned
2. Fix off-by-one error when parsing firing patterns, and make the pattern count non-fatal
3. Standardize the setting of fire points since it's done in three different places, and in the case of `ship_set_default_weapons()`, `primary_firepoint_next_to_fire_index` was not reset to 0. It might be useful to refactor this code into its own function.
4. Make the setting of `primary_firepoint_next_to_fire_index` consistent between forward and reverse cycling
5. Remove a couple redundant `.clear()` calls and fix a typo