/** animate skeleton, animate zombie **/
#define NAME "@@query_name:$this_player()$@@"  /* gives greater flexibilty */
#define TARG "@@query_name:$this_object()$@@"
status animate(string targ, mixed alt_type) {
  int type, level, spell_level;
  string spell_name, component;
  string file;
  switch(targ) {
    case "skeleton":
      spell_name = "Animate Skeleton";
      component = "skeleton";
      spell_level = 11;
      file = "skills/obj/skeleton";
    break;
    case "zombie":
      spell_name = "Animate Zombie";
      component = "corpse";
      spell_level = 14;
      file = "skills/obj/zombie";
    break;
  
    default:
      notify_fail("animate skeleton, animate zombie?\n");
      return 0;
    break;
  }
  if(!alt_type) alt_type = "necromancy";
  level = (objectp(alt_type))
      ? (int)alt_type->query_cast_level()  /* wands */
      : (int)call_other(this_player(),"query_"+alt_type);
     
  this_player()->load_spell(({
  "target",            environment(this_player()),
  "name",              spell_name,
  "sphere",            alt_type, 
  "cost",              spell_level,
  "damage",            level,
  "level",             spell_level,
  "cast time",         2,
  "casting msg",       "You pour unlife into the "+ component +".\n",
  "casting msg room",  "You feel a chill as "+ NAME +" pours unlife into "+
                       "the "+ component +".\n",
  "spell object",      file,
  "component",         component,
  "passive",
  }));
  return 1;
}
/* Native Mode Move */
#include <move.h>