/*
* missile.cpp
* All code dealing with missile weapons.
* ____ _
* | _ \ ___ __ _| |_ __ ___ ___
* | |_) / _ \/ _` | | '_ ` _ \/ __|
* | _ < __/ (_| | | | | | | \__ \
* |_| \_\___|\__,_|_|_| |_| |_|___/
*
* Permission to use, modify and distribute is granted via the
* Creative Commons - Attribution - Non Commercial - Share Alike 3.0 License
* http://creativecommons.org/licenses/by-nc-sa/3.0/
*
* Copyright (C) 2007-2009 Jason Mitchell, Randi Mitchell
* Contributions by Tim Callahan, Jonathan Hseu
* Based on Mordor (C) Brooke Paul, Brett J. Vickers, John P. Freeman
*
*/
#if 0
#include <limits.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <time.h>
#include "structs.h"
#include "mextern.h"
int shoot(Creature* player, cmd* cmnd) {
int fd = player->fd, attack_loop;
long i,t = time(0);
Creature* creature=0;
Object *weapon=0;
Room* room = player->parent_rom;
ctag *cp = 0;
otag *op = 0;
if(!player->ableToDoCommand())
return(0);
if(player->ready[WIELD-1]) {
weapon = player->ready[WIELD-1];
if(weapon->type != MISSILE)
weapon=0;
else
weapon = player->ready[WIELD-1];
}
if(!weapon && player->ready[HELD-1]) {
weapon = player->ready[HELD-1];
if(weapon->type != MISSILE)
weapon=0;
else
weapon = player->ready[HELD-1];
}
if(player->ready[WIELD-1] && player->ready[HELD-1] &&
player->ready[WIELD-1]->type == MISSILE &&
player->ready[HELD-1]->type == MISSILE) {
oldPrint(fd, "You may not have more than one missile weapon wielded at a time.\n");
return(0);
}
if(!weapon) {
oldPrint(fd, "You're not wielding a missile weapon.\n");
return(0);
}
if(cmnd->num < 2) {
oldPrint(fd, "Shoot at whom?\n");
return(0);
}
}
#endif