/* * 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