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.
A mission in Mantle caused an invalid vector access when checking whether to vaporize a ship whose ship type was -1. Turns out having "no type" is actually allowed, so I audited all `class_type` accesses throughout the code for potential -1 accesses. Most were properly checked but a few were not. A few others needed to be tweaked.
(I suspect this is something that would be on the Coverity list if it isn't already.)
Add "tactical" versions of disable and disarm goals which only perform the specific task without implying anything else. The target ship is not protected and attack goals are not cleared from other ships.
There is also a new AI profiles flag to make this the default hud squad message command instead of the classic disable/disarm.
The ai-fly-to-ship goal was added early in FSO's development but never worked right. Until recently it could crash; and even aside from the crash the AI would try to reach the target's exact position, causing repeated collisions. This folds ai-fly-to-ship into ai-stay-near-ship, since the behaviors are conceptually the same except for fly-to being satisfied as soon as the target is in range.
This also adds a new "escort" mode usable by both behaviors. The default Volition behavior is to swoop toward the target in a long, graceful arc; the new mode generates a goal point and flies directly to that point. These can be toggled via an optional sexp parameter.
There is also some minor cleanup and a new vec3d operator for convenience.
Needed for Scroll; depends on #5667.
Adds a `DEATH_ROLL` status to specifically cover the state after ships have been destroyed but before they exit. I've also audited all code that interacts with the ship registry to use the correct state with this new state taken into consideration.
This fixes access to exploding ships that was broken when the ship registry framework was introduced. In particular, the `when destroyed X beam-lock-all X` QoL feature now works again.
As reported by Woutersmits, the GTT Nova did not dock with the GTD Hall in the first mission of Black Horizon. Attempting to run a debug build caused a CTD. Investigation showed that there was an invalid dockpoint triggering an Int3(). The dockpoint has been fixed, but to aid troubleshooting in the future, the Int3()'s in this function have been changed to more appropriate functions.
Three fixes:
1. In commit fa0878b6b3 for PR #5338, the optional distance parameter was inadvertently changed to a bool. This fixes the parameter.
2. The distance parameter was previously parsed using `atoi` which works for number literals, so change to `eval_num` to allow sexp return values.
3. Make `eval_num` consistent with `eval_sexp` in the sense that evaluating an empty list is valid and returns false or 0.
Also takes advantage of the fact that `is_sexp_true` works for empty lists to streamline optional arguments in `ai_add_goal_sub_sexp`.
Follow-up to #5040. This extends the checks to most iterations over `obj_used_list` in FSO. There are a few exceptions such as `waypoint_add` and `waypoint_remove`, plus a few others. And none of the object iterations in FRED have the guard because FRED does not use the same object life cycle as FSO.
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object. This fixes#4990 and adds defense-in-depth checks to guard against similar errors elsewhere.
I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.
* Fix Remove-Order not working for Play Dead Orders
Play-dead orders set a special case of the ai mode (AIM_PLAY_DEAD), which had special handling to return early in the AI frame function. Remove-order does not change the ai mode though, and thus even when a play-dead order was removed the `AIM_PLAY_DEAD' remained, which would continually trigger an early out in AI frame, which in turn would make turrets not fire on ships, even when the play-dead order was removed. No other orders had this early return, which is why remove order works for them.
This PR accounts for that special handling case. There also seemed to be an extra cleanup line for rearm and repair, so this was added right after that step.
Tested and works as expected.
* make fix flag enabled
* appease clang
This goal was missed in `ai_remove_goal_sexp_sub`, so add handling for it. Also make the error message clearer in case another goal is missed in the future.
* add subsystem indexer and ensure that ship_get_indexed_subsys and ship_get_first_subsys are independent
* also add reverse lookup from subsys to index
* update indexer to accommodate subsystem pointers being changed
* use clearer function names, and fix the type of subsys_list_indexer
* add assertions
* address latest feedbcak
* Add callback for user specified availability status
* Add target restrict hook
* Fix Restrict hook and add not self restrict type
* Fix documentation
* Fix typo
* scope the ai achievability enum
* fix scoped achievabiliy