roh/conf/area/
roh/game/talk/
roh/help/
roh/monsters/ocean/
roh/objects/ocean/
roh/player/
roh/rooms/area/1/
roh/rooms/misc/
roh/rooms/ocean/
roh/src-2.44b/
/*
 * 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