Author: mordante
Date: Sat Sep 13 19:13:04 2008
New Revision: 29441

URL: http://svn.gna.org/viewcvs/wesnoth?rev=29441&view=rev
Log:
Update doxygen comment style.

Modified:
    trunk/src/gamestatus.cpp
    trunk/src/gamestatus.hpp

Modified: trunk/src/gamestatus.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/gamestatus.cpp?rev=29441&r1=29440&r2=29441&view=diff
==============================================================================
--- trunk/src/gamestatus.cpp (original)
+++ trunk/src/gamestatus.cpp Sat Sep 13 19:13:04 2008
@@ -12,8 +12,10 @@
    See the COPYING file for more details.
 */
 
-//! @file gamestatus.cpp
-//! Maintain status of a game, load&save games.
+/**
+ * @file gamestatus.cpp
+ * Maintain status of a game, load&save games.
+ */
 
 #include "global.hpp"
 
@@ -54,13 +56,15 @@
 #ifdef _WIN32
 #include <windows.h>
 
-//! conv_ansi_utf8()
-//!   - Convert a string between ANSI encoding (for Windows filename) and UTF-8
-//!  string &name
-//!     - filename to be converted
-//!  bool a2u
-//!     - if true, convert the string from ANSI to UTF-8.
-//!     - if false, reverse. (convert it from UTF-8 to ANSI)
+/**
+ * conv_ansi_utf8()
+ *   - Convert a string between ANSI encoding (for Windows filename) and UTF-8
+ *  string &name
+ *     - filename to be converted
+ *  bool a2u
+ *     - if true, convert the string from ANSI to UTF-8.
+ *     - if false, reverse. (convert it from UTF-8 to ANSI)
+ */
 void conv_ansi_utf8(std::string &name, bool a2u) {
        int wlen = MultiByteToWideChar(a2u ? CP_ACP : CP_UTF8, 0,
                                    name.c_str(), -1, NULL, 0);
@@ -185,8 +189,6 @@
        }
 }
 
-//! Reads turns and time information from parameters.
-//! It sets random starting ToD and current_tod to config.
 gamestatus::gamestatus(const config& time_cfg, int num_turns, game_state* 
s_o_g) :
                teams(0),
                times_(),
@@ -248,8 +250,6 @@
        }
 }
 
-//! Returns time of day object in the turn.
-//! Correct time is calculated from current time.
 time_of_day gamestatus::get_time_of_day_turn(int nturn) const
 {
        VALIDATE(times_.size(), _("No time of day has been defined."));
@@ -264,7 +264,6 @@
        return times_[time];
 }
 
-//! ~eturns time of day object for current turn.
 time_of_day gamestatus::get_time_of_day() const
 {
        VALIDATE(times_.size(), _("No time of day has been defined."));
@@ -277,9 +276,6 @@
        return get_time_of_day_turn(turn()-1);
 }
 
-//! Returns time of day object in the turn.
-//! It first tries to look for specified.
-//! If no area time specified in location, it returns global time.
 time_of_day gamestatus::get_time_of_day(int illuminated, const 
gamemap::location& loc, int n_turn) const
 {
        time_of_day res = get_time_of_day_turn(n_turn);
@@ -307,8 +303,6 @@
        return get_time_of_day(illuminated,loc,turn());
 }
 
-//! Sets global time of day in this turn.
-//! Time is a number between 0 and n-1, where n is number of ToDs.
 bool gamestatus::set_time_of_day(int newTime)
 {
        // newTime can come from network so have to take run time test
@@ -611,8 +605,7 @@
        out.write_key_val("can_recruit", can_recruit_str);
 }
 
-
-//! @deprecated, use other write_game below.
+/** @deprecated, use other write_game below. */
 void write_game(const game_state& gamestate, config& cfg, WRITE_GAME_MODE mode)
 {
        log_scope("write_game");
@@ -732,8 +725,10 @@
        }
 }
 
-//! A structure for comparing to save_info objects based on their modified 
time.
-//! If the times are equal, will order based on the name.
+/**
+ * A structure for comparing to save_info objects based on their modified time.
+ * If the times are equal, will order based on the name.
+ */
 struct save_info_less_time {
        bool operator()(const save_info& a, const save_info& b) const {
                if (a.time_modified > b.time_modified) {
@@ -981,7 +976,7 @@
 
        // Find the first human leader so we can display their icon in the load 
menu.
 
-       //! @todo Ideally we should grab all leaders if there's more than 1 
human player?
+       /** @todo Ideally we should grab all leaders if there's more than 1 
human player? */
        std::string leader;
 
        for(std::map<std::string, player_info>::const_iterator p = 
gamestate.players.begin();
@@ -1062,7 +1057,7 @@
 
        // Find the first human leader so we can display their icon in the load 
menu.
 
-       //! @todo Ideally we should grab all leaders if there's more than 1 
human player?
+       /** @todo Ideally we should grab all leaders if there's more than 1 
human player? */
        std::string leader;
 
        const config::child_list& players = cfg_save.get_children("player");
@@ -1172,9 +1167,6 @@
        }
 }
 
-//! Loads the recall list.
-//!
-//! @param players      Reference to the players section to load.
 void game_state::load_recall_list(const config::child_list& players)
 {
        if(!players.empty()) {

Modified: trunk/src/gamestatus.hpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/gamestatus.hpp?rev=29441&r1=29440&r2=29441&view=diff
==============================================================================
--- trunk/src/gamestatus.hpp (original)
+++ trunk/src/gamestatus.hpp Sat Sep 13 19:13:04 2008
@@ -12,9 +12,7 @@
    See the COPYING file for more details.
 */
 
-//! @file gamestatus.hpp
-//!
-//!
+/** @file gamestatus.hpp */
 
 #ifndef GAME_STATUS_HPP_INCLUDED
 #define GAME_STATUS_HPP_INCLUDED
@@ -45,7 +43,7 @@
        config command;
 };
 
-//! Information on a particular player of the game.
+/** Information on a particular player of the game. */
 struct player_info
 {
        player_info() :
@@ -56,13 +54,15 @@
                can_recruit()
        {}
 
-       std::string name;                  //!< Stores the current_player name
-       int gold;                          //!< Amount of gold the player has 
saved
-       bool gold_add;                     //!< Amount of gold is added to the
-                                          //!< starting gold, if not it uses 
the highest
-                                          //!< of the two.
-       std::vector<unit> available_units; //!< Units the player may recall
-       std::set<std::string> can_recruit; //!< Units the player has the 
ability to recruit
+       std::string name;                  /**< Stores the current_player name 
*/
+       int gold;                          /**< Amount of gold the player has 
saved */
+       bool gold_add;                     /**< 
+                                                                               
* Amount of gold is added to the
+                                                                               
* starting gold, if not it uses the
+                                                                               
* highest of the two.
+                                                                               
*/
+       std::vector<unit> available_units; /**< Units the player may recall */
+       std::set<std::string> can_recruit; /**< Units the player has the 
ability to recruit */
 
        void debug();
 };
@@ -76,27 +76,28 @@
 
        ~game_state();
        game_state& operator=(const game_state& state);
-       std::string label;                               //!< Name of the game 
(e.g. name of save file).
-       std::string version;                             //!< Version game was 
created with.
-       std::string campaign_type;                       //!< Type of the game 
- campaign, multiplayer etc.
-
-       std::string campaign_define;                     //!< If there is a 
define the campaign uses to customize data
-       std::vector<std::string> campaign_xtra_defines;  //!< more 
customization of data
-
-       std::string campaign;                            //!< the campaign 
being played
-       std::string history;                             //!< ancestral IDs
-       std::string abbrev;                              //!< the campaign 
abbreviation
-       std::string scenario;                            //!< the scenario 
being played
-       std::string next_scenario;                       //!< the scenario 
coming next (for campaigns)
-       std::string completion;                          //!< running. victory, 
or defeat
-
-       //! Information about campaign players who carry resources
-       //! from previous levels, indexed by a string identifier
-       // (which is the leader name by default, but can be set
-       // with the "id" attribute of the "side" tag).
+       std::string label;                               /**< Name of the game 
(e.g. name of save file). */
+       std::string version;                             /**< Version game was 
created with. */
+       std::string campaign_type;                       /**< Type of the game 
- campaign, multiplayer etc. */
+
+       std::string campaign_define;                     /**< If there is a 
define the campaign uses to customize data */
+       std::vector<std::string> campaign_xtra_defines;  /**< more 
customization of data */
+
+       std::string campaign;                            /**< the campaign 
being played */
+       std::string history;                             /**< ancestral IDs */
+       std::string abbrev;                              /**< the campaign 
abbreviation */
+       std::string scenario;                            /**< the scenario 
being played */
+       std::string next_scenario;                       /**< the scenario 
coming next (for campaigns) */
+       std::string completion;                          /**< running. victory, 
or defeat */
+
+       /**
+        * Information about campaign players who carry resources from previous
+        * levels, indexed by a string identifier (which is the leader name by
+        * default, but can be set with the "id" attribute of the "side" tag).
+        */
        std::map<std::string, player_info> players;
 
-       //! Return the Nth player, or NULL if no such player exists.
+       /** Return the Nth player, or NULL if no such player exists. */
        player_info* get_player(const std::string& id);
 
        std::vector<scoped_wml_variable*> scoped_variables;
@@ -123,92 +124,146 @@
         const rand_rng::simple_rng& rng() const { return rng_; }
         rand_rng::simple_rng& rng() { return rng_; }
 
-       std::string difficulty; //!< The difficulty level the game is being 
played on.
-
-       //! If the game is saved mid-level, we have a series of replay steps
-       //! to take the game up to the position it was saved at.
+       std::string difficulty; /**< The difficulty level the game is being 
played on. */
+
+       /**
+        * If the game is saved mid-level, we have a series of replay steps
+        * to take the game up to the position it was saved at.
+        */
        config replay_data;
 
-       //! Saved starting state of the game.
-       //! For multiplayer games, the position the game started in
-       //! may be different to the scenario,
+       /**
+        * Saved starting state of the game.
+        *
+        * For multiplayer games, the position the game started in may be 
different
+        * to the scenario.
+        */
        config starting_pos;
 
-       //! Snapshot of the game's current contents.
-       //! i.e. unless the player selects to view a replay,
-       //! the game's settings are read in from this object.
+       /**
+        * Snapshot of the game's current contents.
+        *
+        * i.e. unless the player selects to view a replay, the game's settings 
are
+        * read in from this object.
+        */
        config snapshot;
 
-       //! the last location where a select event fired.
+       /** the last location where a select event fired. */
        gamemap::location last_selected;
 
 private:
   rand_rng::simple_rng rng_ ;
        config variables;
        mutable config temporaries; // lengths of arrays, etc.
-       const rand_rng::set_random_generator generator_setter; //! Make sure 
that rng is initialized first
+       const rand_rng::set_random_generator generator_setter; /**< Make sure 
that rng is initialized first */
        friend struct variable_info;
 
-       //! Loads the recall list.
+       /**
+        * Loads the recall list.
+        *
+        * @param players      Reference to the players section to load.
+        */
        void load_recall_list(const config::child_list& players);
 };
 
-
-//! Contains the global status of the game.
-//! Namely the current turn, the number of turns, and the time of day.
+/**
+ * Contains the global status of the game.
+ *
+ * Namely the current turn, the number of turns, and the time of day.
+ */
 class gamestatus
 {
 public:
+       /**
+        * Reads turns and time information from parameters.
+        *
+        * It sets random starting ToD and current_tod to config.
+        */
        gamestatus(const config& time_cfg, int num_turns, game_state* s_o_g = 
NULL);
        void write(config& cfg) const;
 
+       /** Returns time of day object for current turn. */
        time_of_day get_time_of_day() const;
        time_of_day get_previous_time_of_day() const;
        time_of_day get_time_of_day(int illuminated, const gamemap::location& 
loc) const;
+
+       /**
+        * Returns time of day object in the turn.
+        *
+        * It first tries to look for specified. If no area time specified in
+        * location, it returns global time.
+        */
        time_of_day get_time_of_day(int illuminated, const gamemap::location& 
loc, int n_turn) const;
-       bool set_time_of_day(int);
+
+       /**
+        * Sets global time of day in this turn.
+        *
+        * Time is a number between 0 and n-1, where n is number of ToDs.
+        */
+       bool set_time_of_day(int newTime);
        size_t turn() const;
        int number_of_turns() const;
        void modify_turns(const std::string& mod);
        void add_turns(int num);
 
-       //! Dynamically change the current turn number.
+       /** Dynamically change the current turn number. */
        void set_turn(unsigned int num);
 
-       //! Function to move to the next turn.
-       //! Returns true if time has not expired.
+       /**
+        * Function to move to the next turn.
+        *
+        * @returns                   True if time has not expired.
+        */
        bool next_turn();
 
        static bool is_start_ToD(const std::string&);
        
-       //! Adds a new local time area from config, making it follow its own
-       //! time-of-day sequence.
-       //! @param cfg Config object containing x,y range/list of locations,
-       //!            and desired [time] information.
+       /**
+        * Adds a new local time area from config, making it follow its own
+        * time-of-day sequence.
+        *
+        * @param cfg                 Config object containing x,y range/list 
of 
+        *                            locations and desired [time] information.
+        */
        void add_time_area(const config& cfg);
 
-       //! Adds a new local time area from a set of locations, making those
-       //! follow a different time-of-day sequence.
-       //! @param id          Identifier string to associate this time area 
with.
-       //! @param locs        Set of locations to be affected.
-       //! @param time_cfg    Config object containing [time] information
+       /**
+        * Adds a new local time area from a set of locations, making those
+        * follow a different time-of-day sequence.
+        *
+        * @param id                  Identifier string to associate this time 
area
+        *                            with.
+        * @param locs                Set of locations to be affected.
+        * @param time_cfg            Config object containing [time] 
information.
+        */
        void add_time_area(const std::string& id, const 
std::set<gamemap::location>& locs,
                           const config& time_cfg);
 
-       //! Removes a time area from config, making it follow the scenario's
-       //! normal time-of-day sequence.
-       //! @param id Identifier of time_area to remove. Supply an empty one
-       //!           to remove all local time areas.
+       /**
+        * Removes a time area from config, making it follow the scenario's
+        * normal time-of-day sequence.
+        *
+        * @param id                  Identifier of time_area to remove. Supply 
an
+        *                            empty one to remove all local time areas.
+        */
        void remove_time_area(const std::string& id);
 
-       //! @todo FIXME: since gamestatus may be constructed with NULL 
game_state* (by default),
-       //! you should not rely on this function to return the current 
game_state.
+       /**
+        * @todo FIXME: since gamestatus may be constructed with NULL 
game_state* (by default),
+        * you should not rely on this function to return the current 
game_state.
+        */
        const game_state& sog() const{return(*state_of_game_);}
 
        std::vector<team> *teams;
 
 private:
        void set_start_ToD(config&, game_state*);
+
+       /**
+        * Returns time of day object in the turn.
+        *
+        * Correct time is calculated from current time.
+        */
        time_of_day get_time_of_day_turn(int nturn) const;
        void next_time_of_day();
 
@@ -239,16 +294,19 @@
 
 std::string generate_game_uuid();
 
-//! Holds all the data needed to start a scenario.
-//! I.e. this is the object serialized to disk when saving/loading a game.
-//! It is also the object which needs to be created to start a new game.
+/**
+ * Holds all the data needed to start a scenario.
+ *
+ * I.e. this is the object serialized to disk when saving/loading a game.
+ * It is also the object which needs to be created to start a new game.
+ */
 struct save_info {
        save_info(const std::string& n, time_t t) : name(n), time_modified(t) {}
        std::string name;
        time_t time_modified;
 };
 
-//! Get a list of available saves.
+/** Get a list of available saves. */
 std::vector<save_info> get_saves_list(const std::string* dir = NULL, const 
std::string* filter = NULL);
 
 enum WRITE_GAME_MODE { WRITE_SNAPSHOT_ONLY, WRITE_FULL_GAME };
@@ -258,20 +316,21 @@
 void write_game(const game_state& gamestate, config& cfg, WRITE_GAME_MODE 
mode=WRITE_FULL_GAME);
 void write_game(config_writer &out, const game_state& gamestate, 
WRITE_GAME_MODE mode=WRITE_FULL_GAME);
 
-//! Returns true iff there is already a savegame with that name.
+/** Returns true iff there is already a savegame with that name. */
 bool save_game_exists(const std::string & name);
 
-//! Throws game::save_game_failed
+/** Throws game::save_game_failed. */
 scoped_ostream open_save_game(const std::string &label);
 void finish_save_game(config_writer &out, const game_state& gamestate, const 
std::string &label);
 
-//! Load/Save games.
+/** Load/Save games. */
 void load_game(const std::string& name, game_state& gamestate, std::string* 
error_log);
 void load_game_summary(const std::string& name, config& cfg_summary, 
std::string* error_log);
-//! Throws gamestatus::save_game_failed
+
+/** Throws gamestatus::save_game_failed. */
 void save_game(const game_state& gamestate);
 
-//! Delete a savegame.
+/** Delete a savegame. */
 void delete_game(const std::string& name);
 
 config& save_summary(const std::string& save);


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