(svn r20283) -Codechange: Unify start of doygen comments.
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@@ -2153,7 +2153,8 @@ bool AfterLoadGame()
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return true;
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}
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/** Reload all NewGRF files during a running game. This is a cut-down
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/**
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* Reload all NewGRF files during a running game. This is a cut-down
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* version of AfterLoadGame().
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* XXX - We need to reset the vehicle position hash because with a non-empty
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* hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles()
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@@ -14,7 +14,8 @@
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#include "saveload.h"
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/** Save and load the mapping between the airport id in the AirportSpec array
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/**
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* Save and load the mapping between the airport id in the AirportSpec array
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* and the grf file it came from. */
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static const SaveLoad _airport_id_mapping_desc[] = {
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SLE_VAR(EntityIDMapping, grfid, SLE_UINT32),
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@@ -66,7 +66,8 @@ void Order::ConvertFromOldSavegame()
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}
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}
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/** Unpacks a order from savegames with version 4 and lower
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/**
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* Unpacks a order from savegames with version 4 and lower
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* @param packed packed order
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* @return unpacked order
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*/
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@@ -75,7 +76,8 @@ static Order UnpackVersion4Order(uint16 packed)
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return Order(GB(packed, 8, 8) << 16 | GB(packed, 4, 4) << 8 | GB(packed, 0, 4));
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}
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/** Unpacks a order from savegames made with TTD(Patch)
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/**
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* Unpacks a order from savegames made with TTD(Patch)
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* @param packed packed order
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* @return unpacked order
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*/
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@@ -7,7 +7,8 @@
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file saveload.cpp
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/**
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* @file saveload.cpp
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* All actions handling saving and loading goes on in this file. The general actions
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* are as follows for saving a game (loading is analogous):
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* <ol>
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@@ -432,7 +433,8 @@ static inline size_t SlGetOffs()
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return _sl.offs_base - (_sl.bufe - _sl.bufp);
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}
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/** Flush the output buffer by writing to disk with the given reader.
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/**
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* Flush the output buffer by writing to disk with the given reader.
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* If the buffer pointer has not yet been set up, set it up now. Usually
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* only called when the buffer is full, or there is no more data to be processed
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*/
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@@ -451,7 +453,8 @@ static void SlWriteFill()
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_sl.bufe = _sl.buf + _sl.bufsize;
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}
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/** Read in a single byte from file. If the temporary buffer is full,
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/**
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* Read in a single byte from file. If the temporary buffer is full,
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* flush it to its final destination
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* @return return the read byte from file
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*/
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@@ -464,7 +467,8 @@ static inline byte SlReadByteInternal()
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/** Wrapper for SlReadByteInternal */
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byte SlReadByte() {return SlReadByteInternal();}
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/** Write away a single byte from memory. If the temporary buffer is full,
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/**
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* Write away a single byte from memory. If the temporary buffer is full,
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* flush it to its destination (file)
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* @param b the byte that is currently written
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*/
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@@ -514,7 +518,8 @@ static inline void SlWriteUint64(uint64 x)
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SlWriteUint32((uint32)x);
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}
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/** Read in bytes from the file/data structure but don't do
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/**
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* Read in bytes from the file/data structure but don't do
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* anything with them, discarding them in effect
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* @param length The amount of bytes that is being treated this way
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*/
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@@ -1244,7 +1249,8 @@ static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
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return true;
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}
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/** Are we going to load this variable when loading a savegame or not?
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/**
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* Are we going to load this variable when loading a savegame or not?
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* @note If the variable is skipped it is skipped in the savegame
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* bytestream itself as well, so there is no need to skip it somewhere else */
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static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
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@@ -2066,7 +2072,8 @@ static void SaveFileError()
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SaveFileDone();
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}
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/** We have written the whole game into memory, _memory_savegame, now find
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/**
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* We have written the whole game into memory, _memory_savegame, now find
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* and appropiate compressor and start writing to file.
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*/
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static SaveOrLoadResult SaveFileToDisk(bool threaded)
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@@ -94,7 +94,8 @@ enum ChunkType {
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CH_AUTO_LENGTH = 16,
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};
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/** VarTypes is the general bitmasked magic type that tells us
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/**
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* VarTypes is the general bitmasked magic type that tells us
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* certain characteristics about the variable it refers to. For example
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* SLE_FILE_* gives the size(type) as it would be in the savegame and
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* SLE_VAR_* the size(type) as it is in memory during runtime. These are
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@@ -251,7 +252,8 @@ typedef SaveLoad SaveLoadGlobVarList;
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#define SLEG_END() {true, SL_END, 0, 0, 0, 0, NULL}
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/** Checks if the savegame is below major.minor.
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/**
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* Checks if the savegame is below major.minor.
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*/
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static inline bool CheckSavegameVersionOldStyle(uint16 major, byte minor)
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{
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@@ -260,7 +262,8 @@ static inline bool CheckSavegameVersionOldStyle(uint16 major, byte minor)
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return (_sl_version < major) || (_sl_version == major && _sl_minor_version < minor);
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}
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/** Checks if the savegame is below version.
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/**
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* Checks if the savegame is below version.
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*/
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static inline bool CheckSavegameVersion(uint16 version)
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{
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@@ -268,7 +271,8 @@ static inline bool CheckSavegameVersion(uint16 version)
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return _sl_version < version;
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}
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/** Checks if some version from/to combination falls within the range of the
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/**
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* Checks if some version from/to combination falls within the range of the
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* active savegame version */
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static inline bool SlIsObjectCurrentlyValid(uint16 version_from, uint16 version_to)
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{
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@@ -310,7 +314,8 @@ static inline bool IsNumericType(VarType conv)
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return GetVarMemType(conv) <= SLE_VAR_U64;
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}
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/** Get the address of the variable. Which one to pick depends on the object
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/**
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* Get the address of the variable. Which one to pick depends on the object
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* pointer. If it is NULL we are dealing with global variables so the address
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* is taken. If non-null only the offset is stored in the union and we need
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* to add this to the address of the object */
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