Restored retval docs.

This commit is contained in:
mcclure 2017-10-20 13:53:43 -04:00
parent fc4c64c782
commit 324cfdd415
3 changed files with 53 additions and 15 deletions

View file

@ -123,7 +123,9 @@ static int has_scuba(struct char_data *ch)
* @param ch The character structure to attempt to move.
* @param dir The defined direction (NORTH, SOUTH, etc...) to attempt to
* move into.
* @param need_specials_check If TRUE will cause */
* @param need_specials_check If TRUE will cause
* @retval int 1 for a successful move (ch is now in a new location)
* or 0 for a failed move (ch is still in the original location). */
int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
{
/* Begin Local variable definitions */

View file

@ -52,7 +52,8 @@ void event_init(void)
* event fires. It is func's job to cast event_obj. If event_obj is not needed,
* pass in NULL.
* @param when Number of pulses between firing(s) of this event.
* */
* @retval event * Returns a pointer to the newly created event.
**/
struct event *event_create(EVENTFUNC(*func), void *event_obj, long when)
{
struct event *new_event;
@ -136,7 +137,8 @@ void event_process(void)
}
/** Returns the time remaining before the event as how many pulses from now.
* @param event Check this event for it's scheduled activation time. */
* @param event Check this event for its scheduled activation time.
* @retval long Number of pulses before this event will fire. */
long event_time(struct event *event)
{
long when;
@ -153,7 +155,9 @@ void event_free_all(void)
}
/** Boolean function to tell whether an event is queued or not. Does this by
* checking if event->q_el points to anything but null. */
* checking if event->q_el points to anything but null.
* @retval int 1 if the event has been queued, 0 if the event has not.
**/
int event_is_queued(struct event *event)
{
if (event->q_el)
@ -168,7 +172,8 @@ int event_is_queued(struct event *event)
/***************************************************************************
* Begin generic (abstract) priority queue functions
**************************************************************************/
/** Create a new, empty, priority queue and return it. */
/** Create a new, empty, priority queue and return it.
* @retval dg_queue * Pointer to the newly created queue structure. */
struct dg_queue *queue_init(void)
{
struct dg_queue *q;
@ -185,7 +190,9 @@ struct dg_queue *queue_init(void)
* @param data The data to be associated with, and theoretically used, when
* the element comes up in q. data is wrapped in a new q_element.
* @param key Indicates where this event should be located in the queue, and
* when the element should be activated. */
* when the element should be activated.
* @retval q_element Pointer to the created q_element that contains
* the data. */
struct q_element *queue_enq(struct dg_queue *q, void *data, long key)
{
struct q_element *qe, *i;
@ -260,7 +267,9 @@ void queue_deq(struct dg_queue *q, struct q_element *qe)
* @pre pulse must be defined. This is a multi-headed queue, the current
* head is determined by the current pulse.
* @post the q->head is dequeued.
* @param q The queue to return the head of. */
* @param q The queue to return the head of.
* @retval void * NULL if there is not a currently available head, pointer
* to any data object associated with the queue element. */
void *queue_head(struct dg_queue *q)
{
void *dg_data;
@ -279,7 +288,9 @@ void *queue_head(struct dg_queue *q)
/** Returns the key of the head element of the priority queue.
* @pre pulse must be defined. This is a multi-headed queue, the current
* head is determined by the current pulse.
* @param q Queue to check for. */
* @param q Queue to check for.
* @retval long Return the key element of the head q_element. If no head
* q_element is available, return LONG_MAX. */
long queue_key(struct dg_queue *q)
{
int i;
@ -293,7 +304,8 @@ long queue_key(struct dg_queue *q)
}
/** Returns the key of queue element qe.
* @param qe Pointer to the keyed q_element. */
* @param qe Pointer to the keyed q_element.
* @retval long Key of qe. */
long queue_elmt_key(struct q_element *qe)
{
return qe->key;

View file

@ -81,7 +81,9 @@ static EVENTFUNC(trig_wait_event);
* a match.
* @todo Move this function to string util library.
* @param cs The string to search.
* @param ct What to search for in cs. */
* @param ct What to search for in cs.
* @retval char * NULL if ct is not a substring of cs, or pointer to the
* location in cs where substring ct begins. */
char *str_str(char *cs, char *ct)
{
char *s, *t;
@ -112,7 +114,9 @@ char *str_str(char *cs, char *ct)
}
/** Returns the number of people in a room.
* @param vnum The virtual number of a room. */
* @param vnum The virtual number of a room.
* @retval int Returns -1 if the room does not exist, or the total number of
* PCs and NPCs in the room. */
int trgvar_in_room(room_vnum vnum)
{
room_rnum rnum = real_room(vnum);
@ -135,6 +139,8 @@ int trgvar_in_room(room_vnum vnum)
* @param name Either the unique id of an object or a string identifying the
* object. Note the unique id must be prefixed with UID_CHAR.
* @param list The list of objects to look through.
* @retval obj_data * Pointer to the object if it is found in the list of
* objects, NULL if the object is not found in the list.
*/
obj_data *get_obj_in_list(char *name, obj_data *list)
{
@ -161,6 +167,8 @@ obj_data *get_obj_in_list(char *name, obj_data *list)
* @param ch Pointer to the NPC/PC to search through.
* @param name String describing either the name of the object or the unique
* id of the object. Note the unique id must be prefixed with UID_CHAR.
* @retval obj_data * Either a pointer to the first object found that matches
* the name argument, or the NULL if the object isn't found.
*/
obj_data *get_object_in_equip(char_data * ch, char *name)
{
@ -203,6 +211,8 @@ obj_data *get_object_in_equip(char_data * ch, char *name)
* Byron Ellacott.
* @param arg Either the name of the position, or the number of a wear
* location definition to check for.
* @retval int If arg is not a valid wear location name or number, return
* -1, else return the defined number of the wear location.
*/
int find_eq_pos_script(char *arg)
{
@ -246,6 +256,7 @@ int find_eq_pos_script(char *arg)
/** Figures out if an object can be worn on a defined wear location.
* @param obj The object to check.
* @param pos The defined wear location to check.
* @retval int TRUE if obj can be worn on pos, FALSE if not.
*/
int can_wear_on_pos(struct obj_data *obj, int pos)
{
@ -274,6 +285,8 @@ int can_wear_on_pos(struct obj_data *obj, int pos)
/** Search for an NPC or PC by number routines.
* @param n The unique ID (PC or NPC) to look for.
* @retval char_data * Pointer to the character structure if it exists, or NULL
* if it cannot be found.
*/
struct char_data *find_char(long n)
{
@ -285,6 +298,8 @@ struct char_data *find_char(long n)
/** Search for an object by number routines.
* @param n The unique ID to look for.
* @retval obj_data * Pointer to the object if it exists, or NULL if it cannot
* be found.
*/
static obj_data *find_obj(long n)
{
@ -296,6 +311,8 @@ static obj_data *find_obj(long n)
/* Search for a room with UID n.
* @param n the Unique ID to look for.
* @retval room_data * Pointer to the room if it exists, or NULL if it cannot
* be found.
*/
static room_data *find_room(long n)
{
@ -315,7 +332,8 @@ static room_data *find_room(long n)
/* Generic searches based only on name. */
/** Search the entire world for an NPC or PC by name.
* @param name String describing the name or the unique id of the char.
* Note the unique id must be prefixed with UID_CHAR. */
* Note the unique id must be prefixed with UID_CHAR.
* @retval char_data * Pointer to the char or NULL if char is not found. */
char_data *get_char(char *name)
{
char_data *i;
@ -341,7 +359,9 @@ char_data *get_char(char *name)
* @param obj An object that will constrain the search to the location that
* the object is in *if* the name argument is not a unique id.
* @param name Character name keyword to search for, or unique ID. Unique
* id must be prefixed with UID_CHAR. */
* id must be prefixed with UID_CHAR.
* @retval char_data * Pointer to the the char if found, NULL if not. Will
* only find god characters if DG_ALLOW_GODS is on. */
char_data *get_char_near_obj(obj_data *obj, char *name)
{
char_data *ch;
@ -369,11 +389,14 @@ char_data *get_char_near_obj(obj_data *obj, char *name)
* @param room A room that will constrain the search to that location
* *if* the name argument is not a unique id.
* @param name Character name keyword to search for, or unique ID. Unique
* id must be prefixed with UID_CHAR. */
* id must be prefixed with UID_CHAR.
* @retval char_data * Pointer to the the char if found, NULL if not. Will
* only find god characters if DG_ALLOW_GODS is on. */
char_data *get_char_in_room(room_data *room, char *name)
{
char_data *ch;
if (*name == UID_CHAR) {
ch = find_char(atoi(name + 1));
@ -394,7 +417,8 @@ char_data *get_char_in_room(room_data *room, char *name)
* @param obj The obj with which to constrain the search.
* @param name The keyword of the object to search for. If 'self' or 'me'
* are passed in as arguments, obj is returned. Can also be a unique object
* id, and if so it must be prefixed with UID_CHAR. */
* id, and if so it must be prefixed with UID_CHAR.
* @retval obj_data * Pointer to the object if found, NULL if not. */
obj_data *get_obj_near_obj(obj_data *obj, char *name)
{
obj_data *i = NULL;