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`.
* Add control_info driver sources
* Properly deal with cockpits and their 'objnum's
* Add driven animation sets to weapons and cockpits
* enumify objnums
There was confusion in the lighting code between light indexes and sun indexes. These are usually the same, but not always. This makes several changes to fix light/sun handling.
1. Clarify the distinction between lights and suns and add a `sun_index` field
2. Add a flags field and assign the `dual_cone` boolean to it, as well as a new glare flag
3. Determine light glare by checking the light flag, not the sun (which never worked in the first place as the `stars_sun_has_glare` function checked bitmaps rather than suns)
There was an extra check during ship class parsing that prevented a ship class's type from being set if it had been set already. This dates back to commit 5f3a6ec7 and was added as a parsing safeguard rather than as part of any modular table checks. Since the parsing has changed, this extra check is no longer applicable. Removing the check allows a ship class with a different type to be created using an existing ship class as a template.
The general expectation is that model filenames can be specified as 'none' or '<none>' for no model, but as discovered by no tea, this was not consistent across the code base. For example, `$Model File: none` was handled as expected but `$External Model File: none` was not. This PR makes the handling consistent for all ship, weapon, and shockwave POF files, and also adds some extra checks when models are loaded.
As reported by Trivial Psychic, if the number of subsystems exceeds the max as the result of a modular table, the error message was very misleading. This fixes the error message and also makes it report the correct number of parsed subsystems.
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.
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 advances the versions for Clang to 16 and GCC to 13 along with
fixing any warnings these new versions are detecting now.
The new image versions also include Vulkan so the additional workflow
step for installing that is not necessary anymore.
One of the features requested in #5378 (specifically the one requested in #5274), this adds a new "$Contrails use absolute speed:" option to game_settings.tbl, which makes the `ct_below_limit()` function check `objp->phys_info.speed` instead of `objp->phys_info.fspeed`. This allows contrails to appear when moving in a direction other than forwards.
This option was misleadingly named when originally introduced, so give it a more sensible name. The old name is still accepted for backwards compatibility.
Here's some low-hanging fruit for reducing the memory footprint of `ship_info`. This turns the maneuvering thrusters array into a vector, refactors the names a bit, fixes thruster activation when `-nosound` is active, reduces the number of calls to `ship_get_thruster_status`, adds some const-correctness, and converts the timestamps to the new system.