(svn r21281) -Doc: Add doxygen comments to saveload code.

pull/155/head
alberth 14 years ago
parent 0b8697bad4
commit 41041dda9a

@ -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)
{

@ -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)

Loading…
Cancel
Save