When waypoint start index and direction were added in #5698 / 42fc989 et seq., the `Fix_ai_path_order_bug` flag needed to be updated to account for those new options. This fixes that.
Fixes#6052.
* Add AI Flag to `align to target when guarding stationary ship`
When a ship is ordered to guard another ship that is stationary and not incredibly large, the AI will fly to a position then turn and face away from the targeted ship. This behavior is not ideal in various scenarios, including both blockade style formations and overall visuals.
The PR adds a flag that tells the AI to align to the target ship it is guarding once the AI has reached it's guarding position in this situation, which allows all the guarding ships to have the same orientation and look much better and work better for directional defenses.
Tested and works as expected. Also changed some `NULL` to `nullptr` in this function for cleanup.
* remove duplicate brackets
Turn `Parse_names` into a vector and add SCP_string overloads of ship registry functions. Refactor calling code to use registry as appropriate. Remove an unused overload of `mission_parse_get_parse_object`.
`ai_get_weapon` is not guaranteed to return a valid `wip`, so check for that here. This should now cover all uses of `ai_get_weapon` in the codebase.
Fixes an Event Horizon crash reported in Discord. Follow-up to #5842, commit 8dbe0e7.
Use a simpler, more robust, and more correct method of sharing the fire direction among beams: replicate the actual beam vector for all firing points. This further cleans up and simplifies the beam firing code and also clarifies some vector math.
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
This refactors the ship registry and the OSWPT struct to store data as indexes rather than pointers. This is a prerequisite for making these collections dynamic in the future. See also #5800.
This option was misleadingly named when originally introduced, so give it a more sensible name. The old name is still accepted for backwards compatibility.
In many calls to `ship_get_subsystem_strength`, the caller doesn't care about the actual number, just whether the subsystem type is destroyed. So this adds an optimization to check specifically for that. In the case of `SUBSYSTEM_ENGINE`, this avoids an iteration over every subsystem on the ship which, for a ship with many turrets, can be significant.
Some of the `frand_range` calls were used for integer calculations, so we can use `Random::next` now.
This also reduces the number of C-style casts in the codebase.
Add `const` to the `eval_enemy_obj_struct` struct so its values aren't inadvertently overwritten. Handle a bit of const-correctness propagation. Also add default member initialization to the struct.
1. The player can target other object types besides ships, so when creating an `object_ship_wing_point_team`, make sure it is a ship
2. A few recent mission features require a version bump, but not all missions use these features; so do a "soft bump" where the mission version is updated only if necessary
3. Remove an unneeded #include by adding a `struct team_data` declaration (see #5599)