From 297414164135627266438efef673ace008410519 Mon Sep 17 00:00:00 2001 From: alberth Date: Sun, 21 Nov 2010 12:12:23 +0000 Subject: (svn r21281) -Doc: Add doxygen comments to saveload code. --- src/saveload/saveload.cpp | 6 +- src/saveload/saveload.h | 280 +++++++++++++++++++++++++++++++++++++++------- 2 files changed, 245 insertions(+), 41 deletions(-) (limited to 'src') diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp index 557ea29f1..cf2ddb2b5 100644 --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -304,6 +304,7 @@ extern const ChunkHandler _labelmaps_chunk_handlers[]; extern const ChunkHandler _airport_chunk_handlers[]; extern const ChunkHandler _object_chunk_handlers[]; +/** Array of all chunks in a savegame, \c NULL terminated. */ static const ChunkHandler * const _chunk_handlers[] = { _gamelog_chunk_handlers, _map_chunk_handlers, @@ -2273,6 +2274,7 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded) } } +/** Thread run function for saving the file to disk. */ static void SaveFileToDiskThread(void *arg) { SaveFileToDisk(true); @@ -2291,10 +2293,10 @@ void WaitTillSaved() * Main Save or Load function where the high-level saveload functions are * handled. It opens the savegame, selects format and checks versions * @param filename The name of the savegame being created/loaded - * @param mode Save or load. Load can also be a TTD(Patch) game. Use SL_LOAD, SL_OLD_LOAD or SL_SAVE + * @param mode Save or load mode. Load can also be a TTD(Patch) game. Use #SL_LOAD, #SL_OLD_LOAD, #SL_LOAD_CHECK, or #SL_SAVE. * @param sb The sub directory to save the savegame in * @param threaded True when threaded saving is allowed - * @return Return the results of the action. SL_OK, SL_ERROR or SL_REINIT ("unload" the game) + * @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game) */ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded) { diff --git a/src/saveload/saveload.h b/src/saveload/saveload.h index cf7ff8213..7bb84e81f 100644 --- a/src/saveload/saveload.h +++ b/src/saveload/saveload.h @@ -27,14 +27,15 @@ enum SaveOrLoadResult { SL_REINIT = 2, ///< error that was caught in the middle of updating game state, need to clear it. (can only happen during load) }; +/** Save or load mode. @see SaveOrLoad */ enum SaveOrLoadMode { - SL_INVALID = -1, - SL_LOAD = 0, - SL_SAVE = 1, - SL_OLD_LOAD = 2, - SL_PNG = 3, - SL_BMP = 4, - SL_LOAD_CHECK = 5, + SL_INVALID = -1, ///< Invalid mode. + SL_LOAD = 0, ///< Load game. + SL_SAVE = 1, ///< Save game. + SL_OLD_LOAD = 2, ///< Load old game. + SL_PNG = 3, ///< Load PNG file (height map). + SL_BMP = 4, ///< Load BMP file (height map). + SL_LOAD_CHECK = 5, ///< Load for game preview. }; /** Types of save games. */ @@ -58,39 +59,43 @@ void DoExitSave(); typedef void ChunkSaveLoadProc(); typedef void AutolengthProc(void *arg); +/** Handlers and description of chunk. */ struct ChunkHandler { - uint32 id; - ChunkSaveLoadProc *save_proc; - ChunkSaveLoadProc *load_proc; - ChunkSaveLoadProc *ptrs_proc; - ChunkSaveLoadProc *load_check_proc; - uint32 flags; + uint32 id; ///< Unique ID (4 letters). + ChunkSaveLoadProc *save_proc; ///< Save procedure of the chunk. + ChunkSaveLoadProc *load_proc; ///< Load procedure of the chunk. + ChunkSaveLoadProc *ptrs_proc; ///< Manipulate pointers in the chunk. + ChunkSaveLoadProc *load_check_proc; ///< Load procedure for game preview. + uint32 flags; ///< Flags of the chunk. @see ChunkType }; struct NullStruct { byte null; }; +/** Type of reference (#SLE_REF, #SLE_CONDREF). */ enum SLRefType { - REF_ORDER = 0, - REF_VEHICLE = 1, - REF_STATION = 2, - REF_TOWN = 3, - REF_VEHICLE_OLD = 4, - REF_ROADSTOPS = 5, - REF_ENGINE_RENEWS = 6, - REF_CARGO_PACKET = 7, - REF_ORDERLIST = 8, + REF_ORDER = 0, ///< Load/save a reference to an order. + REF_VEHICLE = 1, ///< Load/save a reference to a vehicle. + REF_STATION = 2, ///< Load/save a reference to a station. + REF_TOWN = 3, ///< Load/save a reference to a town. + REF_VEHICLE_OLD = 4, ///< Load/save an old-style reference to a vehicle (for pre-4.4 savegames). + REF_ROADSTOPS = 5, ///< Load/save a reference to a bus/truck stop. + REF_ENGINE_RENEWS = 6, ///< Load/save a reference to an engine renewal (autoreplace). + REF_CARGO_PACKET = 7, ///< Load/save a reference to a cargo packet. + REF_ORDERLIST = 8, ///< Load/save a reference to an orderlist. }; +/** Highest possible savegame version. */ #define SL_MAX_VERSION 255 +/** Flags of a chunk. */ enum ChunkType { CH_RIFF = 0, CH_ARRAY = 1, CH_SPARSE_ARRAY = 2, CH_TYPE_MASK = 3, - CH_LAST = 8, + CH_LAST = 8, ///< Last chunk in this array. CH_AUTO_LENGTH = 16, }; @@ -175,12 +180,13 @@ enum VarTypes { typedef uint32 VarType; +/** Type of data saved. */ enum SaveLoadTypes { - SL_VAR = 0, - SL_REF = 1, - SL_ARR = 2, - SL_STR = 3, - SL_LST = 4, + SL_VAR = 0, ///< Save/load a variable. + SL_REF = 1, ///< Save/load a reference. + SL_ARR = 2, ///< Save/load an array. + SL_STR = 3, ///< Save/load a string. + SL_LST = 4, ///< Save/load a list. /* non-normal save-load types */ SL_WRITEBYTE = 8, SL_VEH_INCLUDE = 9, @@ -188,7 +194,7 @@ enum SaveLoadTypes { SL_END = 15 }; -typedef byte SaveLoadType; +typedef byte SaveLoadType; ///< Save/load type. @see SaveLoadTypes /** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */ struct SaveLoad { @@ -205,56 +211,247 @@ struct SaveLoad { void *address; ///< address of variable OR offset of variable in the struct (max offset is 65536) }; -/* Same as SaveLoad but global variables are used (for better readability); */ +/** Same as #SaveLoad but global variables are used (for better readability); */ typedef SaveLoad SaveLoadGlobVarList; -/* Simple variables, references (pointers) and arrays */ +/** + * Storage of simple variables, references (pointers), and arrays. + * @param cmd Load/save type. @see SaveLoadType + * @param base Name of the class or struct containing the variable. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + * @param from First savegame version that has the field. + * @param to Last savegame version that has the field. + * @note In general, it is better to use one of the SLE_* macros below. + */ #define SLE_GENERAL(cmd, base, variable, type, length, from, to) {false, cmd, type, length, from, to, (void*)cpp_offsetof(base, variable)} + +/** + * Storage of a variable in some savegame versions. + * @param base Name of the class or struct containing the variable. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + * @param from First savegame version that has the field. + * @param to Last savegame version that has the field. + */ #define SLE_CONDVAR(base, variable, type, from, to) SLE_GENERAL(SL_VAR, base, variable, type, 0, from, to) + +/** + * Storage of a reference in some savegame versions. + * @param base Name of the class or struct containing the variable. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Type of the reference, a value from #SLRefType. + * @param from First savegame version that has the field. + * @param to Last savegame version that has the field. + */ #define SLE_CONDREF(base, variable, type, from, to) SLE_GENERAL(SL_REF, base, variable, type, 0, from, to) + +/** + * Storage of an array in some savegame versions. + * @param base Name of the class or struct containing the array. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + * @param length Number of elements in the array. + * @param from First savegame version that has the array. + * @param to Last savegame version that has the array. + */ #define SLE_CONDARR(base, variable, type, length, from, to) SLE_GENERAL(SL_ARR, base, variable, type, length, from, to) + +/** + * Storage of a string in some savegame versions. + * @param base Name of the class or struct containing the string. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + * @param length Number of elements in the string (only used for fixed size buffers). + * @param from First savegame version that has the string. + * @param to Last savegame version that has the string. + */ #define SLE_CONDSTR(base, variable, type, length, from, to) SLE_GENERAL(SL_STR, base, variable, type, length, from, to) + +/** + * Storage of a list in some savegame versions. + * @param base Name of the class or struct containing the list. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + * @param from First savegame version that has the list. + * @param to Last savegame version that has the list. + */ #define SLE_CONDLST(base, variable, type, from, to) SLE_GENERAL(SL_LST, base, variable, type, 0, from, to) +/** + * Storage of a variable in every version of a savegame. + * @param base Name of the class or struct containing the variable. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + */ #define SLE_VAR(base, variable, type) SLE_CONDVAR(base, variable, type, 0, SL_MAX_VERSION) + +/** + * Storage of a reference in every version of a savegame. + * @param base Name of the class or struct containing the variable. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Type of the reference, a value from #SLRefType. + */ #define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, 0, SL_MAX_VERSION) + +/** + * Storage of an array in every version of a savegame. + * @param base Name of the class or struct containing the array. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + * @param length Number of elements in the array. + */ #define SLE_ARR(base, variable, type, length) SLE_CONDARR(base, variable, type, length, 0, SL_MAX_VERSION) + +/** + * Storage of a string in every savegame version. + * @param base Name of the class or struct containing the string. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + * @param length Number of elements in the string (only used for fixed size buffers). + */ #define SLE_STR(base, variable, type, length) SLE_CONDSTR(base, variable, type, length, 0, SL_MAX_VERSION) + +/** + * Storage of a list in every savegame version. + * @param base Name of the class or struct containing the list. + * @param variable Name of the variable in the class or struct referenced by \a base. + * @param type Storage of the data in memory and in the savegame. + */ #define SLE_LST(base, variable, type) SLE_CONDLST(base, variable, type, 0, SL_MAX_VERSION) + +/** + * Empty space in every savegame version. + * @param length Length of the empty space. + */ #define SLE_NULL(length) SLE_CONDNULL(length, 0, SL_MAX_VERSION) +/** + * Empty space in some savegame versions. + * @param length Length of the empty space. + * @param from First savegame version that has the empty space. + * @param to Last savegame version that has the empty space. + */ #define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to) -/* Translate values ingame to different values in the savegame and vv */ +/** Translate values ingame to different values in the savegame and vv. */ #define SLE_WRITEBYTE(base, variable, value) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, value, value) #define SLE_VEH_INCLUDE() {false, SL_VEH_INCLUDE, 0, 0, 0, SL_MAX_VERSION, NULL} #define SLE_ST_INCLUDE() {false, SL_ST_INCLUDE, 0, 0, 0, SL_MAX_VERSION, NULL} -/* End marker */ +/** End marker of a struct/class save or load. */ #define SLE_END() {false, SL_END, 0, 0, 0, 0, NULL} -/* Simple variables, references (pointers) and arrays, but for global variables */ +/** + * Storage of global simple variables, references (pointers), and arrays. + * @param cmd Load/save type. @see SaveLoadType + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + * @param from First savegame version that has the field. + * @param to Last savegame version that has the field. + * @note In general, it is better to use one of the SLEG_* macros below. + */ #define SLEG_GENERAL(cmd, variable, type, length, from, to) {true, cmd, type, length, from, to, (void*)&variable} +/** + * Storage of a global variable in some savegame versions. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + * @param from First savegame version that has the field. + * @param to Last savegame version that has the field. + */ #define SLEG_CONDVAR(variable, type, from, to) SLEG_GENERAL(SL_VAR, variable, type, 0, from, to) + +/** + * Storage of a global reference in some savegame versions. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + * @param from First savegame version that has the field. + * @param to Last savegame version that has the field. + */ #define SLEG_CONDREF(variable, type, from, to) SLEG_GENERAL(SL_REF, variable, type, 0, from, to) + +/** + * Storage of a global array in some savegame versions. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + * @param length Number of elements in the array. + * @param from First savegame version that has the array. + * @param to Last savegame version that has the array. + */ #define SLEG_CONDARR(variable, type, length, from, to) SLEG_GENERAL(SL_ARR, variable, type, length, from, to) + +/** + * Storage of a global string in some savegame versions. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + * @param length Number of elements in the string (only used for fixed size buffers). + * @param from First savegame version that has the string. + * @param to Last savegame version that has the string. + */ #define SLEG_CONDSTR(variable, type, length, from, to) SLEG_GENERAL(SL_STR, variable, type, length, from, to) + +/** + * Storage of a global list in some savegame versions. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + * @param from First savegame version that has the list. + * @param to Last savegame version that has the list. + */ #define SLEG_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, from, to) +/** + * Storage of a global variable in every savegame version. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + */ #define SLEG_VAR(variable, type) SLEG_CONDVAR(variable, type, 0, SL_MAX_VERSION) + +/** + * Storage of a global reference in every savegame version. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + */ #define SLEG_REF(variable, type) SLEG_CONDREF(variable, type, 0, SL_MAX_VERSION) + +/** + * Storage of a global array in every savegame version. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + */ #define SLEG_ARR(variable, type) SLEG_CONDARR(variable, type, lengthof(variable), 0, SL_MAX_VERSION) + +/** + * Storage of a global string in every savegame version. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + */ #define SLEG_STR(variable, type) SLEG_CONDSTR(variable, type, lengthof(variable), 0, SL_MAX_VERSION) + +/** + * Storage of a global list in every savegame version. + * @param variable Name of the global variable. + * @param type Storage of the data in memory and in the savegame. + */ #define SLEG_LST(variable, type) SLEG_CONDLST(variable, type, 0, SL_MAX_VERSION) +/** + * Empty global space in some savegame versions. + * @param length Length of the empty space. + * @param from First savegame version that has the empty space. + * @param to Last savegame version that has the empty space. + */ #define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to, (void*)NULL} +/** End marker of global variables save or load. */ #define SLEG_END() {true, SL_END, 0, 0, 0, 0, NULL} /** - * Checks if the savegame is below major.minor. + * Checks if the savegame is below \a major.\a minor. + * @param major Major number of the version to check against. + * @param minor Minor number of the version to check against. + * @return Savegame version is less than the \a major version, or has equal \a major version and a smaller \a minor version. */ static inline bool CheckSavegameVersionOldStyle(uint16 major, byte minor) { @@ -264,7 +461,9 @@ static inline bool CheckSavegameVersionOldStyle(uint16 major, byte minor) } /** - * Checks if the savegame is below version. + * Checks if the savegame is below \a version. + * @param version First version that is too large. + * @return Savegame version equal or larger than \a version. */ static inline bool CheckSavegameVersion(uint16 version) { @@ -274,7 +473,10 @@ static inline bool CheckSavegameVersion(uint16 version) /** * Checks if some version from/to combination falls within the range of the - * active savegame version + * active savegame version. + * @param version_from Lowest version number that falls within the range. + * @param version_to Highest version number that falls within the range. + * @return Active savegame version falls within the given range. */ static inline bool SlIsObjectCurrentlyValid(uint16 version_from, uint16 version_to) { @@ -296,9 +498,9 @@ static inline VarType GetVarMemType(VarType type) } /** - * Get the FileType of a setting. This describes the integer type + * Get the #FileType of a setting. This describes the integer type * as it is represented in a savegame/file - * @param type VarType holding information about the variable-type + * @param type VarType holding information about the file-type * @param return the SLE_FILE_* part of a variable-type description */ static inline VarType GetVarFileType(VarType type) -- cgit v1.2.3-54-g00ecf