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Goober5000andClaude Fable 5 9f27adc31d remove empty destructors so waypoints can be moved
A user-declared destructor, even an empty one, suppresses the implicit
move operations, so waypoint and waypoint_list were silently copy-only:
every Waypoint_lists erase, insert, and reallocation deep-copied entire
lists, and inserting a waypoint mid-path copied every shifted waypoint.
Removing the destructors restores the implicit moves (correct and
noexcept, since the members are vec3d/int and SCP_vector/SCP_string),
turning those shifts into pointer steals.  The implicit deep copies
remain available and unchanged.  Waypoint identity is index-encoded in
Objects[].instance and renumbered on insert/erase, so relocation
semantics are unaffected.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-06-12 04:05:57 -04:00

142 lines
5.0 KiB
C++

#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#ifndef _WAYPOINT_H
#define _WAYPOINT_H
//********************CLASSES********************
class waypoint_list;
class waypoint
{
public:
waypoint();
waypoint(const vec3d *pos);
// accessors
const vec3d *get_pos() const;
int get_objnum() const;
const waypoint_list *get_parent_list() const;
waypoint_list *get_parent_list();
int get_parent_list_index() const;
int get_index() const;
// mutators
void set_pos(const vec3d *pos);
private:
vec3d m_parsed_position; // only relevant until the game object is created, after which the waypoint delegates to the object position
int m_objnum;
friend void waypoint_create_game_object(waypoint *wpt, int list_index, int wpt_index);
};
class waypoint_list
{
public:
waypoint_list();
waypoint_list(const char *name);
// accessors
const char *get_name() const;
const SCP_vector<waypoint> &get_waypoints() const;
SCP_vector<waypoint> &get_waypoints();
// mutators
void set_name(const char *name);
void set_no_draw_lines(bool val);
void set_color(int r, int g, int b);
void clear_color();
void set_fred_layer(const SCP_string& layer) { m_fred_layer = layer; }
// display property accessors
bool get_no_draw_lines() const;
bool get_has_custom_color() const;
int get_color_r() const;
int get_color_g() const;
int get_color_b() const;
const SCP_string& get_fred_layer() const { return m_fred_layer; }
private:
char m_name[NAME_LENGTH];
SCP_vector<waypoint> m_waypoints;
bool m_no_draw_lines;
bool m_has_custom_color;
int m_color_r, m_color_g, m_color_b;
SCP_string m_fred_layer = "Default"; // FRED view layer assignment
};
//********************GLOBALS********************
extern SCP_vector<waypoint_list> Waypoint_lists;
// bah
extern const int INVALID_WAYPOINT_POSITION;
//********************FUNCTIONS********************
void waypoint_level_close();
// Translate between object instance and list information
int calc_waypoint_instance(int waypoint_list_index, int waypoint_index);
void calc_waypoint_indexes(int waypoint_instance, int &waypoint_list_index, int &waypoint_index);
int calc_waypoint_list_index(int waypoint_instance);
int calc_waypoint_index(int waypoint_instance);
// Creates initial waypoints after mission is loaded
void waypoint_create_game_objects();
// Find a waypoint list with the specified name
waypoint_list *find_matching_waypoint_list(const char *name);
int find_matching_waypoint_list_index(const char *name);
// Find a waypoint with the specified name (e.g. Path:1)
waypoint *find_matching_waypoint(const char *name);
// Find a waypoint with the matching object info
waypoint *find_waypoint_with_objnum(int objnum);
waypoint_list *find_waypoint_list_with_instance(int waypoint_instance, int *waypoint_index = NULL);
waypoint *find_waypoint_with_instance(int waypoint_instance);
// Find something at the specified index
waypoint_list *find_waypoint_list_at_index(int index);
waypoint *find_waypoint_at_index(waypoint_list *list, int index);
waypoint *find_waypoint_at_indexes(int list_index, int index);
int find_index_of_waypoint_list(const waypoint_list *wp_list);
int find_index_of_waypoint(const waypoint_list *wp_list, const waypoint *wpt);
// Find a name that doesn't conflict with any current waypoint list
void waypoint_find_unique_name(char *dest_name, int start_index);
// Write a waypoint name to a string buffer. Note that waypoint_num is written verbatim, i.e. not adding or subtracting 1. The buffer size must be at least NAME_LENGTH.
void waypoint_stuff_name(char *dest, const char *waypoint_list_name, int waypoint_num);
// Write a waypoint name to a string buffer. Note that waypoint_num is written verbatim, i.e. not adding or subtracting 1.
void waypoint_stuff_name(SCP_string &dest, const char *waypoint_list_name, int waypoint_num);
template <typename STR>
void waypoint_stuff_name(STR &dest, const waypoint &wpt)
{
waypoint_stuff_name(dest, wpt.get_parent_list()->get_name(), wpt.get_index() + 1);
}
template <typename STR>
void waypoint_stuff_name(STR &dest, int waypoint_instance)
{
int wl_index, wp_index;
calc_waypoint_indexes(waypoint_instance, wl_index, wp_index);
Assertion(Waypoint_lists.in_bounds(wl_index), "Waypoint list index must be in bounds!");
Assertion(Waypoint_lists[wl_index].get_waypoints().in_bounds(wp_index), "Waypoint index must be in bounds!");
waypoint_stuff_name(dest, Waypoint_lists[wl_index].get_name(), wp_index + 1);
}
// Add a new list of waypoints. Called from mission parsing.
void waypoint_add_list(const char *name, const SCP_vector<vec3d> &vec_list);
// Attempts to create a waypoint with the specified instance (used to calculate list and index).
// Returns the object number, or -1 on failure. Used by scripting and FRED.
int waypoint_add(const vec3d *pos, int waypoint_instance, bool first_waypoint_in_list = false);
// Removes a waypoint, including its entire list if it's the last waypoint remaining.
void waypoint_remove(const waypoint *wpt);
#endif //_WAYPOINT_H