… | |
… | |
498 | { |
498 | { |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
501 | return 0; |
501 | return 0; |
502 | } |
502 | } |
|
|
503 | |
503 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | if (time < 1) |
505 | if (time < 1) |
505 | time = 1; |
506 | time = 1; |
506 | |
507 | |
507 | /* value of speed really doesn't make much difference, as long as it is |
508 | /* value of speed really doesn't make much difference, as long as it is |
… | |
… | |
515 | |
516 | |
516 | /* If we could take advantage of enter_player_savebed() here, it would be |
517 | /* If we could take advantage of enter_player_savebed() here, it would be |
517 | * nice, but until the map load fails, we can't. |
518 | * nice, but until the map load fails, we can't. |
518 | */ |
519 | */ |
519 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | |
523 | |
523 | (void) insert_ob_in_ob (dummy, op); |
524 | (void) insert_ob_in_ob (dummy, op); |
524 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
525 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
525 | return 1; |
526 | return 1; |
526 | } |
527 | } |