eldhamud/boards/
eldhamud/clans/
eldhamud/classes/
eldhamud/councils/
eldhamud/deity/
eldhamud/doc/
eldhamud/doc/DIKU/
eldhamud/doc/MERC/
eldhamud/doc/mudprogs/
eldhamud/houses/
/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
 * Tricops and Fireblade                                      |             *
 * ------------------------------------------------------------------------ *
 * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
 * Chastain, Michael Quan, and Mitchell Tse.                                *
 * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
 * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
 * ------------------------------------------------------------------------ *
 *			      Regular update module			    *
 ****************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"


int     global_exp;
int     global_qp;
int     global_quad;
sh_int  display;
sh_int  qpdisplay;
sh_int  quaddisplay;


/*
 * Local functions.
 */
int	hit_gain	args( ( CHAR_DATA *ch ) );
int	mana_gain	args( ( CHAR_DATA *ch ) );
int	move_gain	args( ( CHAR_DATA *ch ) );
void	mobile_update	args( ( void ) );
void	time_update	args( ( void ) );	/* FB */
void	char_update	args( ( void ) );
void	obj_update	args( ( void ) );
void	aggr_update	args( ( void ) );
void	room_act_update	args( ( void ) );
void	obj_act_update	args( ( void ) );
void	char_check	args( ( void ) );
void    drunk_randoms	args( ( CHAR_DATA *ch ) );
void    hallucinations	args( ( CHAR_DATA *ch ) );
void	subtract_times	args( ( struct timeval *etime, struct timeval *sttime ) );
/* Overland Map movement - Samson 7-31-99 */
bool map_wander( CHAR_DATA *ch, short map, short x, short y, short sector );

/* weather functions - FB */
void	adjust_vectors		args( ( WEATHER_DATA *weather) );
void	get_weather_echo	args( ( WEATHER_DATA *weather) );
void	get_time_echo		args( ( WEATHER_DATA *weather) );

void    quest_update    args( ( void ) ); /* Questmaster */

/*
 * Global Variables
 */

CHAR_DATA *	gch_prev;
OBJ_DATA *	gobj_prev;

CHAR_DATA *	timechar;

char * corpse_descs[] =
  {
    "The corpse of %s is in the last stages of decay.",
    "The corpse of %s is crawling with vermin.",
    "The corpse of %s fills the air with a foul stench.",
    "The corpse of %s is buzzing with flies.",
    "The corpse of %s lies here."
  };

extern int      top_exit;

/*
 * Advancement stuff.
 */
void advance_level( CHAR_DATA *ch )
{
  char buf[MAX_STRING_LENGTH];
  char buf2[MAX_STRING_LENGTH];
  int add_hp;
  int add_mana;
  int add_move;
  int add_prac;

  /*	save_char_obj( ch );*/
  sprintf( buf, "the %s",
           title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] );
  set_title( ch, buf );

  add_hp	= con_app[get_curr_con(ch)].hitp + number_range(
             class_table[ch->class]->hp_min,
             class_table[ch->class]->hp_max );
  add_mana	= class_table[ch->class]->fMana
             ? number_range(2, (3*get_curr_int(ch)+get_curr_wis(ch))/6)
             : 0;
  add_move	= number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/2 );
  add_prac	= wis_app[get_curr_wis(ch)].practice;

  add_hp	= UMAX(  1, add_hp   );
  add_mana	= UMAX(  0, add_mana );
  add_move	= UMAX( 10, add_move );

  /* bonus for deadlies */
  if(IS_PKILL(ch))
    {
      add_mana = add_mana + add_mana*.3;
      add_move = add_move + add_move*.3;
      add_hp +=1; /* bitch at blod if you don't like this :) */
      sprintf(buf,"Gravoc's Pandect steels your sinews.\n\r");
    }

  ch->max_hit 	+= add_hp;
  ch->max_mana	+= add_mana;
  ch->max_move	+= add_move;
  ch->practice	+= add_prac;

  if ( !IS_NPC(ch) )
    xREMOVE_BIT( ch->act, PLR_BOUGHT_PET );

  if ( ch->level == LEVEL_AVATAR )
    {
      DESCRIPTOR_DATA *d;

      sprintf( buf, "%s has just achieved Avatarhood!", ch->name );
      for ( d = first_descriptor; d; d = d->next )
        if ( d->connected == CON_PLAYING && d->character != ch )
          {
            set_char_color( AT_IMMORT, d->character );
            send_to_char( buf,	d->character );
            send_to_char( "\n\r",	d->character );
          }
      set_char_color( AT_WHITE, ch );
      do_help( ch, "M_ADVHERO_" );
    }
  if ( ch->level < LEVEL_IMMORTAL )
    {
      if ( IS_VAMPIRE(ch) )
        sprintf( buf,
                 "Your gain is: %d/%d hp, %d/%d bp, %d/%d mv %d/%d prac.\n\r",
                 add_hp,	ch->max_hit,
                 1,	        ch->level + 10,
                 add_move,	ch->max_move,
                 add_prac,	ch->practice
               );
      else
        sprintf( buf,
                 "Your gain is: %d/%d hp, %d/%d mana, %d/%d mv %d/%d prac.\n\r",
                 add_hp,	ch->max_hit,
                 add_mana,	ch->max_mana,
                 add_move,	ch->max_move,
                 add_prac,	ch->practice
               );
      set_char_color( AT_WHITE, ch );
      send_to_char( buf, ch );
      if ( !IS_NPC( ch ) )
        {
          sprintf( buf2, "&G%-13s  ->&w%-2d  &G-&w  %-5d&G   Rvnum: %-5d   %s %s",
                   ch->name,
                   ch->level,
                   get_age( ch ),
                   ch->in_room == NULL ? 0 : ch->in_room->vnum,
                   capitalize(race_table[ch->race]->race_name),
                   class_table[ch->class]->who_name );
          append_to_file( PLEVEL_FILE, buf2 );
        }
    }
  return;
}



void gain_exp( CHAR_DATA *ch, int gain )
{
  int modgain;
  char buf[MAX_STRING_LENGTH];

  if ( IS_NPC(ch) || ch->level >= LEVEL_AVATAR )
    return;


  /* Bonus for deadly lowbies */
  modgain = gain;
  if(modgain>0 && IS_PKILL(ch) && ch->level<17)
    {
      if(ch->level<=6)
        {
          sprintf(buf,"The Favor of Gravoc fosters your learning.\n\r");
          modgain*=2;
        }
      if(ch->level<=10 && ch->level>=7)
        {
          sprintf(buf,"The Hand of Gravoc hastens your learning.\n\r");
          modgain*=1.75;
        }
      if(ch->level<=13 && ch->level>=11)
        {
          sprintf(buf,"The Cunning of Gravoc succors your learning.\n\r");
          modgain*=1.5;
        }
      if(ch->level<=16 && ch->level>=14)
        {
          sprintf(buf,"The Patronage of Gravoc reinforces your learning.\n\r");
          modgain*=1.25;
        }
      send_to_char(buf, ch);
    }

  /* per-race experience multipliers */
  modgain *= ( race_table[ch->race]->exp_multiplier/100.0);

  /* Deadly exp loss floor is exp floor of level */
  /*   if(IS_PKILL(ch)&& modgain<0)
  {
        if( ch->exp + modgain < exp_level(ch, ch->level))
        {
           modgain = exp_level(ch, ch->level) - ch->exp;
           sprintf(buf,"Gravoc's Pandect protects your insight.\n\r");
        } 
     }*/


  /* xp cap to prevent any one event from giving enuf xp to */
  /* gain more than one level - FB */
  modgain = UMIN(modgain, (exp_level(ch, ch->level+2) - 1) );

  ch->exp = UMAX( 0, ch->exp + modgain );

  if (NOT_AUTHED(ch) && ch->exp >= exp_level(ch, ch->level+1))
    {
      send_to_char("You can not ascend to a higher level until you are authorized.\n\r", ch);
      ch->exp = (exp_level(ch, (ch->level+1)) - 1);
      return;
    }

  while ( ch->level < LEVEL_AVATAR && ch->exp >= exp_level(ch, ch->level+1))
    {
      set_char_color( AT_WHITE + AT_BLINK, ch );
      ch_printf( ch, "You have now obtained experience level %d!\n\r", ++ch->level );
      sprintf( buf, "&R[&CANNOUNCEMENT&R]&c %s has now obtained experience level %d!\n\r",ch->name, ch->level );
      talk_info(AT_GREEN, buf);
      ch->exp = ( ch->exp - exp_level( ch , ( ch->level ) ) );
      advance_level( ch );
      affect_strip(ch,gsn_poison);
      affect_strip(ch,gsn_blindness);
      affect_strip(ch,gsn_sleep);
      affect_strip(ch,gsn_curse);

      ch->hit        = ch->max_hit;
      ch->mana       = ch->max_mana;
      ch->move       = ch->max_move;
      update_pos( ch);
      send_to_char( "The God's have blessed your acheivement and given you the power to continue.", ch );
    }

  return;
}



/*
 * Regeneration stuff.
 */
int hit_gain( CHAR_DATA *ch )
{
  int gain;

  if ( IS_NPC(ch) )
    {
      gain = ch->level * 3 / 2;
    }
  else
    {
      gain = UMIN( 5, ch->level );

      switch ( ch->position )
        {
        case POS_DEAD:
          return 0;
        case POS_MORTAL:
          return -1;
        case POS_INCAP:
          return -1;
        case POS_STUNNED:
          return 1;
        case POS_SLEEPING:
          gain += get_curr_con(ch) * 2.0;
          break;
        case POS_RESTING:
          gain += get_curr_con(ch) * 1.25;
          break;
        }

      if ( ch->pcdata->condition[COND_FULL]   == 0 )
        gain /= 2;

      if ( ch->pcdata->condition[COND_THIRST] == 0 )
        gain /= 2;

    }

  if ( IS_AFFECTED(ch, AFF_POISON) )
    gain /= 4;
  if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE && (ch->on->value[3] > 0))
    gain = gain * ch->on->value[3] / 100;
  return UMIN(gain, ch->max_hit - ch->hit);
}



int mana_gain( CHAR_DATA *ch )
{
  int gain;

  if ( IS_NPC(ch) )
    {
      gain = ch->level;
    }
  else
    {
      gain = UMIN( 5, ch->level / 2 );

      if ( ch->position < POS_SLEEPING )
        return 0;
      switch ( ch->position )
        {
        case POS_SLEEPING:
          gain += get_curr_int(ch) * 3.25;
          break;
        case POS_RESTING:
          gain += get_curr_int(ch) * 1.75;
          break;
        }

      if ( ch->pcdata->condition[COND_FULL]   == 0 )
        gain /= 2;

      if ( ch->pcdata->condition[COND_THIRST] == 0 )
        gain /= 2;

    }

  if ( IS_AFFECTED(ch, AFF_POISON) )
    gain /= 4;
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE && (ch->on->value[3] > 0))
	gain = gain * ch->on->value[3] / 100;
  return UMIN(gain, ch->max_mana - ch->mana);
}



int move_gain( CHAR_DATA *ch )
{
  int gain;

  if ( IS_NPC(ch) )
    {
      gain = ch->level;
    }
  else
    {
      gain = UMAX( 15, 2 * ch->level );

      switch ( ch->position )
        {
        case POS_DEAD:
          return 0;
        case POS_MORTAL:
          return -1;
        case POS_INCAP:
          return -1;
        case POS_STUNNED:
          return 1;
        case POS_SLEEPING:
          gain += get_curr_dex(ch) * 4.5;
          break;
        case POS_RESTING:
          gain += get_curr_dex(ch) * 2.5;
          break;
        }

      
      if ( ch->pcdata->condition[COND_FULL]   == 0 )
        gain /= 2;

      if ( ch->pcdata->condition[COND_THIRST] == 0 )
        gain /= 2;
    }

  if ( IS_AFFECTED(ch, AFF_POISON) )
    gain /= 4;
    
  if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE && (ch->on->value[3] > 0))
	gain = gain * ch->on->value[3] / 100;

  return UMIN(gain, ch->max_move - ch->move);
}


void gain_condition( CHAR_DATA *ch, int iCond, int value )
{
  int condition;
  ch_ret retcode = rNONE;

  if ( value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL || NOT_AUTHED(ch))
    return;

  condition				= ch->pcdata->condition[iCond];
  if ( iCond == COND_BLOODTHIRST )
    ch->pcdata->condition[iCond]	= URANGE( 0, condition + value,
                                           10 + ch->level );
  else
    ch->pcdata->condition[iCond]	= URANGE( 0, condition + value, 48 );

  if ( ch->pcdata->condition[iCond] == 0 )
    {
      switch ( iCond )
        {
        case COND_FULL:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
            {
              set_char_color( AT_HUNGRY, ch );
              send_to_char( "You are STARVING!\n\r",  ch );
              act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM);
              if ( !IS_PKILL(ch) || number_bits(1) == 0 )
                worsen_mental_state( ch, 1 );
              retcode = damage(ch, ch, 1, TYPE_UNDEFINED);
            }
          break;

        case COND_THIRST:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
            {
              set_char_color( AT_THIRSTY, ch );
              send_to_char( "You are DYING of THIRST!\n\r", ch );
              act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM);
              worsen_mental_state( ch, IS_PKILL(ch) ? 1: 2 );
              retcode = damage(ch, ch, 2, TYPE_UNDEFINED);
            }
          break;

        case COND_BLOODTHIRST:
          if ( ch->level < LEVEL_AVATAR )
            {
              set_char_color( AT_BLOOD, ch );
              send_to_char( "You are starved to feast on blood!\n\r", ch );
              act( AT_BLOOD, "$n is suffering from lack of blood!", ch,
                   NULL, NULL, TO_ROOM);
              worsen_mental_state( ch, 2 );
              retcode = damage(ch, ch, ch->max_hit / 20, TYPE_UNDEFINED);
            }
          break;
        case COND_DRUNK:
          if ( condition != 0 )
            {
              set_char_color( AT_SOBER, ch );
              send_to_char( "You are sober.\n\r", ch );
            }
          retcode = rNONE;
          break;
        default:
          bug( "Gain_condition: invalid condition type %d", iCond );
          retcode = rNONE;
          break;
        }
    }

  if ( retcode != rNONE )
    return;

  if ( ch->pcdata->condition[iCond] == 1 )
    {
      switch ( iCond )
        {
        case COND_FULL:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
            {
              set_char_color( AT_HUNGRY, ch );
              send_to_char( "You are really hungry.\n\r",  ch );
              act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM);
              if ( number_bits(1) == 0 )
                worsen_mental_state( ch, 1 );
            }
          break;

        case COND_THIRST:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
            {
              set_char_color( AT_THIRSTY, ch );
              send_to_char( "You are really thirsty.\n\r", ch );
              worsen_mental_state( ch, 1 );
              act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL, TO_ROOM);
            }
          break;

        case COND_BLOODTHIRST:
          if ( ch->level < LEVEL_AVATAR )
            {
              set_char_color( AT_BLOOD, ch );
              send_to_char( "You have a growing need to feast on blood!\n\r", ch );
              act( AT_BLOOD, "$n gets a strange look in $s eyes...", ch,
                   NULL, NULL, TO_ROOM);
              worsen_mental_state( ch, 1 );
            }
          break;
        case COND_DRUNK:
          if ( condition != 0 )
            {
              set_char_color( AT_SOBER, ch );
              send_to_char( "You are feeling a little less light headed.\n\r", ch );
            }
          break;
        }
    }


  if ( ch->pcdata->condition[iCond] == 2 )
    {
      switch ( iCond )
        {
        case COND_FULL:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
            {
              set_char_color( AT_HUNGRY, ch );
              send_to_char( "You are hungry.\n\r",  ch );
            }
          break;

        case COND_THIRST:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
            {
              set_char_color( AT_THIRSTY, ch );
              send_to_char( "You are thirsty.\n\r", ch );
            }
          break;

        case COND_BLOODTHIRST:
          if ( ch->level < LEVEL_AVATAR )
            {
              set_char_color( AT_BLOOD, ch );
              send_to_char( "You feel an urgent need for blood.\n\r", ch );
            }
          break;
        }
    }

  if ( ch->pcdata->condition[iCond] == 3 )
    {
      switch ( iCond )
        {
        case COND_FULL:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
            {
              set_char_color( AT_HUNGRY, ch );
              send_to_char( "You are a mite peckish.\n\r",  ch );
            }
          break;

        case COND_THIRST:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
            {
              set_char_color( AT_THIRSTY, ch );
              send_to_char( "You could use a sip of something refreshing.\n\r", ch );
            }
          break;

        case COND_BLOODTHIRST:
          if ( ch->level < LEVEL_AVATAR )
            {
              set_char_color( AT_BLOOD, ch );
              send_to_char( "You feel an aching in your fangs.\n\r", ch );
            }
          break;
        }
    }


  return;
}


/*
 * Put this in a seperate function so it isn't called three times per tick
 * This was added after a suggestion from Cronel	--Shaddai
 */

void check_alignment( CHAR_DATA *ch )
{
  /*
   *  Race alignment restrictions, h
   */
  if(ch->alignment<race_table[ch->race]->minalign)
    {
      set_char_color( AT_BLOOD, ch );
      send_to_char( "Your actions have been incompatible with the ideals of your race.  This troubles you.", ch);
    }

  if(ch->alignment>race_table[ch->race]->maxalign)
    {
      set_char_color( AT_BLOOD, ch );
      send_to_char( "Your actions have been incompatible with the ideals of your race.  This troubles you.", ch);
    }
}

/*
 * Mob autonomous action.
 * This function takes 25% to 35% of ALL Mud cpu time.
 */
void mobile_update( void )
{
  char buf[MAX_STRING_LENGTH];
  CHAR_DATA *ch;
  EXIT_DATA *pexit;
  int door;
  ch_ret     retcode;

  retcode = rNONE;

  /* Examine all mobs. */
  for ( ch = last_char; ch; ch = gch_prev )
    {
      set_cur_char( ch );
      if ( ch == first_char && ch->prev )
        {
          bug( "mobile_update: first_char->prev != NULL... fixed", 0 );
          ch->prev = NULL;
        }

      gch_prev = ch->prev;

      if ( gch_prev && gch_prev->next != ch )
        {
          sprintf( buf, "FATAL: Mobile_update: %s->prev->next doesn't point to ch.",
                   ch->name );
          bug( buf, 0 );
          bug( "Short-cutting here", 0 );
          gch_prev = NULL;
          ch->prev = NULL;
          do_shout( ch, "Thoric says, 'Prepare for the worst!'" );
        }

      if ( !IS_NPC(ch) )
        {
          drunk_randoms(ch);
          hallucinations(ch);
          continue;
        }

      if ( !ch->in_room
           ||   IS_AFFECTED(ch, AFF_CHARM)
           ||   IS_AFFECTED(ch, AFF_PARALYSIS) )
        continue;

      /* Clean up 'animated corpses' that are not charmed' - Scryn */

      if ( ch->pIndexData->vnum == 5 && !IS_AFFECTED(ch, AFF_CHARM) )
        {
          if(ch->in_room->first_person)
            act(AT_MAGIC, "$n returns to the dust from whence $e came.", ch, NULL, NULL, TO_ROOM);

          if(IS_NPC(ch)) /* Guard against purging switched? */
            extract_char(ch, TRUE);
          continue;
        }

      if ( !xIS_SET( ch->act, ACT_RUNNING )
           &&   !xIS_SET( ch->act, ACT_SENTINEL )
           &&   !ch->fighting && ch->hunting )
        {
          WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
          /* Commented out temporarily to avoid spam - Scryn
          sprintf( buf, "%s hunting %s from %s.", ch->name,
          	ch->hunting->name,
          ch->in_room->name );
          log_string( buf ); */
          hunt_victim( ch );
          continue;
        }

      /* Examine call for special procedure */
      if ( !xIS_SET( ch->act, ACT_RUNNING )
           &&    ch->spec_fun )
        {
          if ( (*ch->spec_fun) ( ch ) )
            continue;
          if ( char_died(ch) )
            continue;
        }

      /* Check for mudprogram script on mob */
      if ( HAS_PROG( ch->pIndexData, SCRIPT_PROG ) )
        {
          mprog_script_trigger( ch );
          continue;
        }

      if ( ch != cur_char )
        {
          bug( "Mobile_update: ch != cur_char after spec_fun", 0 );
          continue;
        }

      /* That's all for sleeping / busy monster */
      if ( ch->position != POS_STANDING )
        continue;

      if ( xIS_SET(ch->act, ACT_MOUNTED ) )
        {
          if ( xIS_SET(ch->act, ACT_AGGRESSIVE)
               ||   xIS_SET(ch->act, ACT_META_AGGR) )
            do_emote( ch, "snarls and growls." );
          continue;
        }

      if ( xIS_SET(ch->in_room->room_flags, ROOM_SAFE )
           &&  (xIS_SET(ch->act, ACT_AGGRESSIVE) || xIS_SET(ch->act, ACT_META_AGGR)) )
        do_emote( ch, "glares around and snarls." );


      /* MOBprogram random trigger */
      if ( ch->in_room->area->nplayer > 0 )
        {
          mprog_random_trigger( ch );
          if ( char_died(ch) )
            continue;
          if ( ch->position < POS_STANDING )
            continue;
        }

      /* MOBprogram hour trigger: do something for an hour */
      mprog_hour_trigger(ch);

      if ( char_died(ch) )
        continue;

      rprog_hour_trigger(ch);
      if ( char_died(ch) )
        continue;

      if ( ch->position < POS_STANDING )
        continue;

      /* Scavenge */
      if ( xIS_SET(ch->act, ACT_SCAVENGER)
           &&   ch->in_room->first_content
           &&   number_bits( 2 ) == 0 )
        {
          OBJ_DATA *obj;
          OBJ_DATA *obj_best;
          int max;

          max         = 1;
          obj_best    = NULL;
          for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
            {
              if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max
                   && !IS_OBJ_STAT( obj, ITEM_BURIED ) )
                {
                  obj_best    = obj;
                  max         = obj->cost;
                }
            }

          if ( obj_best )
            {
              obj_from_room( obj_best );
              obj_to_char( obj_best, ch );
              act( AT_ACTION, "$n gets $p.", ch, obj_best, NULL, TO_ROOM );
            }
        }
      if( IS_ACT_FLAG( ch, ACT_ONMAP ) )
        {
          short sector = get_terrain( ch->map, ch->x, ch->y );
          short map = ch->map;
          short x = ch->x;
          short y = ch->y;
          short dir = number_bits( 5 );

          if( dir < DIR_SOMEWHERE && dir != DIR_UP && dir != DIR_DOWN )
            {
              switch( dir )
                {
                case DIR_NORTH:
                  if( map_wander( ch, map, x, y-1, sector ) )
                    move_char( ch, NULL, 0, DIR_NORTH );
                  break;
                case DIR_NORTHEAST:
                  if( map_wander( ch, map, x+1, y-1, sector ) )
                    move_char( ch, NULL, 0, DIR_NORTHEAST );
                  break;
                case DIR_EAST:
                  if( map_wander( ch, map, x+1, y, sector ) )
                    move_char( ch, NULL, 0, DIR_EAST );
                  break;
                case DIR_SOUTHEAST:
                  if( map_wander( ch, map, x+1, y+1, sector ) )
                    move_char( ch, NULL, 0, DIR_SOUTHEAST );
                  break;
                case DIR_SOUTH:
                  if( map_wander( ch, map, x, y+1, sector ) )
                    move_char( ch, NULL, 0, DIR_SOUTH );
                  break;
                case DIR_SOUTHWEST:
                  if( map_wander( ch, map, x-1, y+1, sector ) )
                    move_char( ch, NULL, 0, DIR_SOUTHWEST );
                  break;
                case DIR_WEST:
                  if( map_wander( ch, map, x-1, y, sector ) )
                    move_char( ch, NULL, 0, DIR_WEST );
                  break;
                case DIR_NORTHWEST:
                  if( map_wander( ch, map, x-1, y-1, sector ) )
                    move_char( ch, NULL, 0, DIR_NORTHWEST );
                  break;
                }
            }
          if( char_died(ch) )
            continue;
        }
      /* Wander */
      if ( !xIS_SET(ch->act, ACT_RUNNING)
           &&   !xIS_SET(ch->act, ACT_SENTINEL)
           &&   !xIS_SET(ch->act, ACT_PROTOTYPE)
           && ( door = number_bits( 5 ) ) <= 9
           && ( pexit = get_exit(ch->in_room, door) ) != NULL
           &&   pexit->to_room
           /* Map wanderers - Samson 7-29-00 */


           &&   !IS_SET(pexit->exit_info, EX_CLOSED)
           &&   !xIS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
           &&   !xIS_SET(pexit->to_room->room_flags, ROOM_DEATH)
           && ( !xIS_SET(ch->act, ACT_STAY_AREA)
                ||   pexit->to_room->area == ch->in_room->area ) )
        {
          retcode = move_char( ch, pexit, 0, pexit->vdir );
          /* If ch changes position due
          to it's or someother mob's
          movement via MOBProgs,
          continue - Kahn */
          if ( char_died(ch) )
            continue;
          if ( retcode != rNONE || xIS_SET(ch->act, ACT_SENTINEL)
               ||    ch->position < POS_STANDING )
            continue;
        }

      /* Flee */
      if ( ch->hit < ch->max_hit / 2
           && ( door = number_bits( 4 ) ) <= 9
           && ( pexit = get_exit(ch->in_room,door) ) != NULL
           &&   pexit->to_room
           &&   !IS_SET(pexit->exit_info, EX_CLOSED)
           &&   !xIS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) )
        {
          CHAR_DATA *rch;
          bool found;

          found = FALSE;
          for ( rch  = ch->in_room->first_person;
                rch;
                rch  = rch->next_in_room )
            {
              if ( is_fearing(ch, rch) )
                {
                  switch( number_bits(2) )
                    {
                    case 0:
                      sprintf( buf, "Get away from me, %s!", rch->name );
                      break;
                    case 1:
                      sprintf( buf, "Leave me be, %s!", rch->name );
                      break;
                    case 2:
                      sprintf( buf, "%s is trying to kill me!  Help!", rch->name );
                      break;
                    case 3:
                      sprintf( buf, "Someone save me from %s!", rch->name );
                      break;
                    }
                  do_yell( ch, buf );
                  found = TRUE;
                  break;
                }
            }
          if ( found )
            retcode = move_char( ch, pexit, 0, pexit->vdir );
        }
    }

  return;
}



/*
 * Update all chars, including mobs.
 * This function is performance sensitive.
 */
void char_update( void )
{
  CHAR_DATA *ch;
  CHAR_DATA *ch_save;
  sh_int save_count = 0;

  ch_save	= NULL;
  for ( ch = last_char; ch; ch = gch_prev )
    {
      if ( ch == first_char && ch->prev )
        {
          bug( "char_update: first_char->prev != NULL... fixed", 0 );
          ch->prev = NULL;
        }
      gch_prev = ch->prev;
      set_cur_char( ch );
      if ( gch_prev && gch_prev->next != ch )
        {
          bug( "char_update: ch->prev->next != ch", 0 );
          return;
        }

      /*
      *  Do a room_prog rand check right off the bat
      *   if ch disappears (rprog might wax npc's), continue
      */
      if(!IS_NPC(ch))
        rprog_random_trigger( ch );

      if( char_died(ch) )
        continue;

      if(IS_NPC(ch))
        mprog_time_trigger(ch);

      if( char_died(ch) )
        continue;

      rprog_time_trigger(ch);

      if( char_died(ch) )
        continue;

      /*
       * See if player should be auto-saved.
       */
      if ( !IS_NPC(ch)
           && ( !ch->desc || ch->desc->connected == CON_PLAYING )
           &&    ch->level >= 2
           &&    current_time - ch->save_time > (sysdata.save_frequency*60) )
        ch_save	= ch;
      else
        ch_save	= NULL;

      if ( ch->position >= POS_STUNNED )
        {
          if ( ch->hit  < ch->max_hit )
            ch->hit  += hit_gain(ch);

          if ( ch->mana < ch->max_mana )
            ch->mana += mana_gain(ch);

          if ( ch->move < ch->max_move )
            ch->move += move_gain(ch);
        }

      if ( ch->position == POS_STUNNED )
        update_pos( ch );

      /*   Morph timer expires */

      if ( ch->morph )
        {
          if ( ch->morph->timer > 0 )
            {
              ch->morph->timer--;
              if ( ch->morph->timer == 0 )
                do_unmorph_char( ch );
            }
        }

      /* To make people with a nuisance's flags life difficult
       * --Shaddai
       */

      if ( !IS_NPC(ch) && ch->pcdata->nuisance )
        {
          long int temp;

          if ( ch->pcdata->nuisance->flags < MAX_NUISANCE_STAGE )
            {
              temp = ch->pcdata->nuisance->max_time-ch->pcdata->nuisance->time;
              temp *= ch->pcdata->nuisance->flags;
              temp /= MAX_NUISANCE_STAGE;
              temp += ch->pcdata->nuisance->time;
              if ( temp < current_time )
                ch->pcdata->nuisance->flags++;
            }
        }

      if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL )
        {
          OBJ_DATA *obj;

          if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
               &&   obj->item_type == ITEM_LIGHT
               &&   obj->value[2] > 0 )
            {
              if ( --obj->value[2] == 0 && ch->in_room )
                {
                  ch->in_room->light -= obj->count;
                  if (ch->in_room->light < 0 )
                    ch->in_room->light=0;
                  act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_ROOM );
                  act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_CHAR );
                  if ( obj->serial == cur_obj )
                    global_objcode = rOBJ_EXPIRED;
                  extract_obj( obj );
                }
            }


          if ( ++ch->timer >= 12 )
            {
              if ( !IS_IDLE( ch ) )
                {
                  /*
                      ch->was_in_room = ch->in_room;
                      */
                  if ( ch->fighting )
                    stop_fighting( ch, TRUE );
                  act( AT_ACTION, "$n disappears into the void.",
                       ch, NULL, NULL, TO_ROOM );
                  send_to_char( "You disappear into the void.\n\r", ch );
                  if ( IS_SET( sysdata.save_flags, SV_IDLE ) )
                    save_char_obj( ch );
                  SET_BIT(ch->pcdata->flags, PCFLAG_IDLE);
                  char_from_room( ch );
                  char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
                }
            }

          if ( ch->pcdata->condition[COND_DRUNK] > 8 )
            worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK]/8 );
          if ( ch->pcdata->condition[COND_FULL] > 1 )
            {
              switch( ch->position )
                {
                case POS_SLEEPING:
                  better_mental_state( ch, 4 );
                  break;
                case POS_RESTING:
                  better_mental_state( ch, 3 );
                  break;
                case POS_SITTING:
                case POS_MOUNTED:
                  better_mental_state( ch, 2 );
                  break;
                case POS_STANDING:
                  better_mental_state( ch, 1 );
                  break;
                case POS_FIGHTING:
                case POS_EVASIVE:
                case POS_DEFENSIVE:
                case POS_AGGRESSIVE:
                case POS_BERSERK:
                  if ( number_bits(2) == 0 )
                    better_mental_state( ch, 1 );
                  break;
                }
            }
          if ( ch->pcdata->condition[COND_THIRST] > 1 )
            {
              switch( ch->position )
                {
                case POS_SLEEPING:
                  better_mental_state( ch, 5 );
                  break;
                case POS_RESTING:
                  better_mental_state( ch, 3 );
                  break;
                case POS_SITTING:
                case POS_MOUNTED:
                  better_mental_state( ch, 2 );
                  break;
                case POS_STANDING:
                  better_mental_state( ch, 1 );
                  break;
                case POS_FIGHTING:
                case POS_EVASIVE:
                case POS_DEFENSIVE:
                case POS_AGGRESSIVE:
                case POS_BERSERK:
                  if ( number_bits(2) == 0 )
                    better_mental_state( ch, 1 );
                  break;
                }
            }
          /*
           * Function added on suggestion from Cronel
           */
          check_alignment( ch );
          gain_condition( ch, COND_DRUNK,  -1 );
          gain_condition( ch, COND_FULL,  -.25 + race_table[ch->race]->hunger_mod );

          if ( ch->class == CLASS_VAMPIRE && ch->level >= 10 )
            {
              if ( time_info.hour < 21 && time_info.hour > 5 )
                gain_condition( ch, COND_BLOODTHIRST, -1 );
            }

          if ( CAN_PKILL( ch ) && ch->pcdata->condition[COND_THIRST] - 9 > 10 )
            gain_condition( ch, COND_THIRST, -9 );

          if ( !IS_NPC( ch ) && ch->pcdata->nuisance )
            {
              int value;

              value = ((0 - ch->pcdata->nuisance->flags)*ch->pcdata->nuisance->power);
              gain_condition ( ch, COND_THIRST, value );
              gain_condition ( ch, COND_FULL, --value );
            }

          if ( ch->in_room )
            {
              int sector;

              if( IS_PLR_FLAG( ch, PLR_ONMAP ) )
                sector = get_terrain( ch->map, ch->x, ch->y );
              else
                sector = ch->in_room->sector_type;

              switch( sector )
                {
                default:
                  gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod);
                  break;
                case SECT_DESERT:
                  gain_condition( ch, COND_THIRST, -3 + race_table[ch->race]->thirst_mod);
                  break;
                case SECT_UNDERWATER:
                case SECT_OCEANFLOOR:
                  if ( number_bits(1) == 0 )
                    gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod);
                  break;
                }
            }

        }
      if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->pcdata->release_date > 0 &&
           ch->pcdata->release_date <= current_time )
        {
          ROOM_INDEX_DATA *location;
          if ( ch->pcdata->clan )
            location = get_room_index( ch->pcdata->clan->recall );
          else
            location = get_room_index(ROOM_VNUM_TEMPLE);
          if ( !location )
            location = ch->in_room;
          MOBtrigger = FALSE;
          char_from_room(ch);
          char_to_room( ch, location );
          send_to_char( "The gods have released you from hell as your sentance is up!\n\r", ch );
          do_look( ch, "auto" ); //do_look
          STRFREE( ch->pcdata->helled_by );
          ch->pcdata->helled_by = NULL;
          ch->pcdata->release_date = 0;
          save_char_obj( ch );
        }

      if ( !char_died(ch) )
        {
          /*
           * Careful with the damages here,
           *   MUST NOT refer to ch after damage taken, without checking
           *   return code and/or char_died as it may be lethal damage.
           */
          if ( IS_AFFECTED(ch, AFF_POISON) )
            {
              act( AT_POISON, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
              act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR );
              ch->mental_state = URANGE( 20, ch->mental_state
                                         + (IS_NPC(ch) ? 2 : IS_PKILL(ch) ? 3 : 4), 100 );
              damage( ch, ch, 6, gsn_poison );
            }
          else
            if ( ch->position == POS_INCAP )
              damage( ch, ch, 1, TYPE_UNDEFINED );
            else
              if ( ch->position == POS_MORTAL )
                damage( ch, ch, 4, TYPE_UNDEFINED );
          if ( char_died(ch) )
            continue;

          /*
           * Recurring spell affect
           */
          if ( IS_AFFECTED(ch, AFF_RECURRINGSPELL) )
            {
              AFFECT_DATA *paf, *paf_next;
              SKILLTYPE *skill;
              bool found = FALSE, died = FALSE;

              for ( paf = ch->first_affect; paf; paf = paf_next )
                {
                  paf_next = paf->next;
                  if ( paf->location == APPLY_RECURRINGSPELL )
                    {
                      found = TRUE;
                      if ( IS_VALID_SN(paf->modifier)
                           &&  (skill=skill_table[paf->modifier]) != NULL
                           &&   skill->type == SKILL_SPELL )
                        {
                          if ( (*skill->spell_fun)(paf->modifier, ch->level, ch, ch) == rCHAR_DIED
                               ||   char_died(ch) )
                            {
                              died = TRUE;
                              break;
                            }
                        }
                    }
                }
              if ( died )
                continue;
              if ( !found )
                xREMOVE_BIT(ch->affected_by, AFF_RECURRINGSPELL);
            }

          if ( ch->mental_state >= 30 )
            switch( (ch->mental_state+5) / 10 )
              {
              case  3:
                send_to_char( "You feel feverish.\n\r", ch );
                act( AT_ACTION, "$n looks kind of out of it.", ch, NULL, NULL, TO_ROOM );
                break;
              case  4:
                send_to_char( "You do not feel well at all.\n\r", ch );
                act( AT_ACTION, "$n doesn't look too good.", ch, NULL, NULL, TO_ROOM );
                break;
              case  5:
                send_to_char( "You need help!\n\r", ch );
                act( AT_ACTION, "$n looks like $e could use your help.", ch, NULL, NULL, TO_ROOM );
                break;
              case  6:
                send_to_char( "Seekest thou a cleric.\n\r", ch );
                act( AT_ACTION, "Someone should fetch a healer for $n.", ch, NULL, NULL, TO_ROOM );
                break;
              case  7:
                send_to_char( "You feel reality slipping away...\n\r", ch );
                act( AT_ACTION, "$n doesn't appear to be aware of what's going on.", ch, NULL, NULL, TO_ROOM );
                break;
              case  8:
                send_to_char( "You begin to understand... everything.\n\r", ch );
                act( AT_ACTION, "$n starts ranting like a madman!", ch, NULL, NULL, TO_ROOM );
                break;
              case  9:
                send_to_char( "You are ONE with the universe.\n\r", ch );
                act( AT_ACTION, "$n is ranting on about 'the answer', 'ONE' and other mumbo-jumbo...", ch, NULL, NULL, TO_ROOM );
                break;
              case 10:
                send_to_char( "You feel the end is near.\n\r", ch );
                act( AT_ACTION, "$n is muttering and ranting in tongues...", ch, NULL, NULL, TO_ROOM );
                break;
              }
          if ( ch->mental_state <= -30 )
            switch( (abs(ch->mental_state)+5) / 10 )
              {
              case  10:
                if ( ch->position > POS_SLEEPING )
                  {
                    if ( (ch->position == POS_STANDING
                          ||    ch->position < POS_FIGHTING)
                         &&    number_percent()+10 < abs(ch->mental_state) )
                      do_sleep( ch, "" );
                    else
                      send_to_char( "You're barely conscious.\n\r", ch );
                  }
                break;
              case   9:
                if ( ch->position > POS_SLEEPING )
                  {
                    if ( (ch->position == POS_STANDING
                          ||    ch->position < POS_FIGHTING)
                         &&   (number_percent()+20) < abs(ch->mental_state) )
                      do_sleep( ch, "" );
                    else
                      send_to_char( "You can barely keep your eyes open.\n\r", ch );
                  }
                break;
              case   8:
                if ( ch->position > POS_SLEEPING )
                  {
                    if ( ch->position < POS_SITTING
                         &&  (number_percent()+30) < abs(ch->mental_state) )
                      do_sleep( ch, "" );
                    else
                      send_to_char( "You're extremely drowsy.\n\r", ch );
                  }
                break;
              case   7:
                if ( ch->position > POS_RESTING )
                  send_to_char( "You feel very unmotivated.\n\r", ch );
                break;
              case   6:
                if ( ch->position > POS_RESTING )
                  send_to_char( "You feel sedated.\n\r", ch );
                break;
              case   5:
                if ( ch->position > POS_RESTING )
                  send_to_char( "You feel sleepy.\n\r", ch );
                break;
              case   4:
                if ( ch->position > POS_RESTING )
                  send_to_char( "You feel tired.\n\r", ch );
                break;
              case   3:
                if ( ch->position > POS_RESTING )
                  send_to_char( "You could use a rest.\n\r", ch );
                break;
              }
          if ( ch->timer > 24 )
            do_quit( ch, "" );
          else
            if ( ch == ch_save && IS_SET( sysdata.save_flags, SV_AUTO )
                 &&   ++save_count < 10 )	/* save max of 10 per tick */
              save_char_obj( ch );
        }
    }

  return;
}

void update_bonuses()
{

  char buf[MAX_INPUT_LENGTH];
  if ( global_exp-- >= -1 )
    {
      display++;

      if ( display >= 3 && global_exp > 0 )
        {
          sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BThere are %d Minutes of double exp left.{x\n\r", global_exp );
          talk_info(AT_GREEN, buf);
          display = 0;
          return;
        }

      if (global_exp == 0)
        {
          sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BDouble exp has run out!{x\n\r" );
          talk_info(AT_GREEN, buf);
          double_exp = FALSE;
          return;
        }
    }

  if ( global_qp-- >= 0 )
    {
      qpdisplay++;

      if ( qpdisplay >= 3 && global_qp > 0 )
        {
          sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BThere are %d Minutes of double questpoints left.{x\n\r", global_qp );
          talk_info(AT_GREEN, buf);
          qpdisplay = 0;
          return;
        }

      if ( global_qp == 0 )
        {
          sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BDouble questpoints has run out!{x\n\r" );
          talk_info(AT_GREEN, buf);
          double_qp = FALSE;
          return;
        }

    }

  if ( global_quad-- >= 0 )
    {
      quaddisplay++;

      if ( quaddisplay >= 3 && global_quad > 0 )
        {
          sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BThere are %d Minutes of quad damage left.{x\n\r", global_quad );
          talk_info(AT_GREEN, buf);
          quaddisplay = 0;
          return;
        }

      if ( global_quad == 0 )
        {
          sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BQuad damage has run out!{x\n\r" );
          talk_info(AT_GREEN, buf);
          quad_damage = FALSE;
          return;
        }
    }
}


/*
 * Update all objs.
 * This function is performance sensitive.
 */
void obj_update( void )
{
  OBJ_DATA *obj;
  sh_int AT_TEMP;

  for ( obj = last_object; obj; obj = gobj_prev )
    {
      CHAR_DATA *rch;
      char *message;

      if ( obj == first_object && obj->prev )
        {
          bug( "obj_update: first_object->prev != NULL... fixed", 0 );
          obj->prev = NULL;
        }
      gobj_prev = obj->prev;
      if ( gobj_prev && gobj_prev->next != obj )
        {
          bug( "obj_update: obj->prev->next != obj", 0 );
          return;
        }
      set_cur_obj( obj );
      if ( obj->carried_by )
        oprog_random_trigger( obj );
      else
        if( obj->in_room && obj->in_room->area->nplayer > 0 )
          oprog_random_trigger( obj );

      if( obj_extracted(obj) )
        continue;

      if ( obj->item_type == ITEM_PIPE )
        {
          if ( IS_SET( obj->value[3], PIPE_LIT ) )
            {
              if ( --obj->value[1] <= 0 )
                {
                  obj->value[1] = 0;
                  REMOVE_BIT( obj->value[3], PIPE_LIT );
                }
              else
                if ( IS_SET( obj->value[3], PIPE_HOT ) )
                  REMOVE_BIT( obj->value[3], PIPE_HOT );
                else
                  {
                    if ( IS_SET( obj->value[3], PIPE_GOINGOUT ) )
                      {
                        REMOVE_BIT( obj->value[3], PIPE_LIT );
                        REMOVE_BIT( obj->value[3], PIPE_GOINGOUT );
                      }
                    else
                      SET_BIT( obj->value[3], PIPE_GOINGOUT );
                  }
              if ( !IS_SET( obj->value[3], PIPE_LIT ) )
                SET_BIT( obj->value[3], PIPE_FULLOFASH );
            }
          else
            REMOVE_BIT( obj->value[3], PIPE_HOT );
        }


      /* Corpse decay (npc corpses decay at 8 times the rate of pc corpses) - Narn */

      if ( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC )
        {
          sh_int timerfrac = UMAX(1, obj->timer - 1);
          if ( obj->item_type == ITEM_CORPSE_PC )
            timerfrac = (int)(obj->timer / 8 + 1);

          if ( obj->timer > 0 && obj->value[2] > timerfrac )
            {
              char buf[MAX_STRING_LENGTH];
              char name[MAX_STRING_LENGTH];
              char *bufptr;
              bufptr = one_argument( obj->short_descr, name );
              bufptr = one_argument( bufptr, name );
              bufptr = one_argument( bufptr, name );

              separate_obj(obj);
              obj->value[2] = timerfrac;
              sprintf( buf, corpse_descs[ UMIN( timerfrac - 1, 4 ) ],
                       bufptr );

              STRFREE( obj->description );
              obj->description = STRALLOC( buf );
            }
        }

      /* don't let inventory decay */
      if ( IS_OBJ_STAT(obj, ITEM_INVENTORY) )
        continue;

      /* groundrot items only decay on the ground */
      if ( IS_OBJ_STAT(obj, ITEM_GROUNDROT) && !obj->in_room )
        continue;

      if ( ( obj->timer <= 0 || --obj->timer > 0 ) )
        continue;

      /* if we get this far, object's timer has expired. */

      AT_TEMP = AT_PLAIN;
      switch ( obj->item_type )
        {
        default:
          message = "$p mysteriously vanishes.";
          AT_TEMP = AT_PLAIN;
          break;
        case ITEM_CONTAINER:
          message = "$p falls apart, tattered from age.";
          AT_TEMP = AT_OBJECT;
          break;
        case ITEM_PORTAL:
          message = "$p unravels and winks from existence.";
          remove_portal(obj);
          obj->item_type = ITEM_TRASH;		/* so extract_obj	 */
          AT_TEMP = AT_MAGIC;			/* doesn't remove_portal */
          break;
        case ITEM_FOUNTAIN:
          message = "$p dries up.";
          AT_TEMP = AT_BLUE;
          break;
        case ITEM_CORPSE_NPC:
          message = "$p decays into dust and blows away.";
          AT_TEMP = AT_OBJECT;
          break;
        case ITEM_CORPSE_PC:
          message = "$p is sucked into a swirling vortex of colors...";
          AT_TEMP = AT_MAGIC;
          break;
        case ITEM_COOK:
        case ITEM_FOOD:
          message = "$p is devoured by a swarm of maggots.";
          AT_TEMP = AT_HUNGRY;
          break;
        case ITEM_BLOOD:
          message = "$p slowly seeps into the ground.";
          AT_TEMP = AT_BLOOD;
          break;
        case ITEM_BLOODSTAIN:
          message = "$p dries up into flakes and blows away.";
          AT_TEMP = AT_BLOOD;
          break;
        case ITEM_SCRAPS:
          message = "$p crumble and decay into nothing.";
          AT_TEMP = AT_OBJECT;
          break;
        case ITEM_FIRE:
          /* This is removed because it is done in obj_from_room
           * Thanks to gfinello@mail.karmanet.it for pointing this out.
           * --Shaddai
          if (obj->in_room)
          {
            --obj->in_room->light;
            if ( obj->in_room->light < 0 )
          obj->in_room->light = 0;
          }
          */
          message = "$p burns out.";
          AT_TEMP = AT_FIRE;
        }

      if ( obj->carried_by )
        {
          act( AT_TEMP, message, obj->carried_by, obj, NULL, TO_CHAR );
        }
      else if ( obj->in_room
                &&      ( rch = obj->in_room->first_person ) != NULL
                &&	!IS_OBJ_STAT( obj, ITEM_BURIED ) )
        {
          act( AT_TEMP, message, rch, obj, NULL, TO_ROOM );
          act( AT_TEMP, message, rch, obj, NULL, TO_CHAR );
        }

      if ( obj->serial == cur_obj )
        global_objcode = rOBJ_EXPIRED;
      extract_obj( obj );
    }
  return;
}


/*
 * Function to check important stuff happening to a player
 * This function should take about 5% of mud cpu time
 */
void char_check( void )
{
  CHAR_DATA *ch, *ch_next;
  OBJ_DATA *obj;
  EXIT_DATA *pexit;
  static int cnt = 0;
  int door, retcode;

  /* This little counter can be used to handle periodic events */
  cnt = (cnt+1) % SECONDS_PER_TICK;

  for ( ch = first_char; ch; ch = ch_next )
    {
      set_cur_char(ch);
      ch_next = ch->next;
      will_fall(ch, 0);

      if ( char_died( ch ) )
        continue;

      if ( IS_NPC( ch ) )
        {
          if ( (cnt & 1) )
            continue;

          /* running mobs	-Thoric */
          if ( xIS_SET(ch->act, ACT_RUNNING) )
            {
              if ( !xIS_SET(ch->act, ACT_SENTINEL)
                   &&   !ch->fighting && ch->hunting )
                {
                  WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
                  hunt_victim( ch );
                  continue;
                }

              if ( ch->spec_fun )
                {
                  if ( (*ch->spec_fun) ( ch ) )
                    continue;
                  if ( char_died(ch) )
                    continue;
                }
              /* Map wanderers - Samson 7-28-00 */
              if( IS_ACT_FLAG( ch, ACT_ONMAP ) )
                {
                  short sector = ch->sector;
                  short map = ch->map;
                  short x = ch->x;
                  short y = ch->y;
                  int dir = number_bits( 5 );

                  if( dir < DIR_SOMEWHERE && dir != DIR_UP && dir != DIR_DOWN )
                    {
                      switch( dir )
                        {
                        case DIR_NORTH:
                          if( map_wander( ch, map, x, y-1, sector ) )
                            move_char( ch, NULL, 0, DIR_NORTH );
                          break;
                        case DIR_NORTHEAST:
                          if( map_wander( ch, map, x+1, y-1, sector ) )
                            move_char( ch, NULL, 0, DIR_NORTHEAST );
                          break;
                        case DIR_EAST:
                          if( map_wander( ch, map, x+1, y, sector ) )
                            move_char( ch, NULL, 0, DIR_EAST );
                          break;
                        case DIR_SOUTHEAST:
                          if( map_wander( ch, map, x+1, y+1, sector ) )
                            move_char( ch, NULL, 0, DIR_SOUTHEAST );
                          break;
                        case DIR_SOUTH:
                          if( map_wander( ch, map, x, y+1, sector ) )
                            move_char( ch, NULL, 0, DIR_SOUTH );
                          break;
                        case DIR_SOUTHWEST:
                          if( map_wander( ch, map, x-1, y+1, sector ) )
                            move_char( ch, NULL, 0, DIR_SOUTHWEST );
                          break;
                        case DIR_WEST:
                          if( map_wander( ch, map, x-1, y, sector ) )
                            move_char( ch, NULL, 0, DIR_WEST );
                          break;
                        case DIR_NORTHWEST:
                          if( map_wander( ch, map, x-1, y-1, sector ) )
                            move_char( ch, NULL, 0, DIR_NORTHWEST );
                          break;
                        }
                    }
                  if( char_died(ch) )
                    continue;
                }
              if ( !xIS_SET(ch->act, ACT_SENTINEL)
                   &&   !xIS_SET(ch->act, ACT_PROTOTYPE)
                   && ( door = number_bits( 4 ) ) <= 9
                   && ( pexit = get_exit(ch->in_room, door) ) != NULL
                   &&   pexit->to_room
                   &&   !IS_SET(pexit->exit_info, EX_CLOSED)
                   &&   !xIS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
                   &&   !xIS_SET(pexit->to_room->room_flags, ROOM_DEATH)
                   && ( !xIS_SET(ch->act, ACT_STAY_AREA)
                        ||   pexit->to_room->area == ch->in_room->area ) )
                {
                  retcode = move_char( ch, pexit, 0, pexit->vdir );
                  if ( char_died(ch) )
                    continue;
                  if ( retcode != rNONE || xIS_SET(ch->act, ACT_SENTINEL)
                       ||    ch->position < POS_STANDING )
                    continue;
                }
            }
          continue;
        }
      else
        {
          if ( ch->mount
               &&   ch->in_room != ch->mount->in_room )
            {
              xREMOVE_BIT( ch->mount->act, ACT_MOUNTED );
              ch->mount = NULL;
              ch->position = POS_STANDING;
              send_to_char( "No longer upon your mount, you fall to the ground...\n\rOUCH!\n\r", ch );
            }

          if ( ( ch->in_room && ch->in_room->sector_type == SECT_UNDERWATER )
               || ( ch->in_room && ch->in_room->sector_type == SECT_OCEANFLOOR ) )
            {
              if ( !IS_AFFECTED( ch, AFF_AQUA_BREATH ) )
                {
                  if ( ch->level < LEVEL_IMMORTAL )
                    {
                      int dam;

                      /* Changed level of damage at Brittany's request. -- Narn */
                      dam = number_range( ch->max_hit / 100, ch->max_hit / 50 );
                      dam = UMAX( 1, dam );
                      if ( number_bits(3) == 0 )
                        send_to_char( "You cough and choke as you try to breathe water!\n\r", ch );
                      damage( ch, ch, dam, TYPE_UNDEFINED );
                    }
                }
            }

          if ( char_died( ch ) )
            continue;

          if ( ch->in_room
               && (( ch->in_room->sector_type == SECT_WATER_NOSWIM )
                   ||  ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) )
            {
              if ( !IS_AFFECTED( ch, AFF_FLYING )
                   && !IS_AFFECTED( ch, AFF_FLOATING )
                   && !IS_AFFECTED( ch, AFF_AQUA_BREATH )
                   && !ch->mount )
                {
                  for ( obj = ch->first_carrying; obj; obj = obj->next_content )
                    if ( obj->item_type == ITEM_BOAT )
                      break;

                  if ( !obj )
                    {
                      if ( ch->level < LEVEL_IMMORTAL )
                        {
                          int mov;
                          int dam;

                          if ( ch->move > 0 )
                            {
                              mov = number_range( ch->max_move / 20, ch->max_move / 5 );
                              mov = UMAX( 1, mov );

                              if ( ch->move - mov < 0 )
                                ch->move = 0;
                              else
                                ch->move -= mov;
                            }
                          else
                            {
                              dam = number_range( ch->max_hit / 20, ch->max_hit / 5 );
                              dam = UMAX( 1, dam );

                              if ( number_bits(3) == 0 )
                                send_to_char( "Struggling with exhaustion, you choke on a mouthful of water.\n\r", ch );
                              damage( ch, ch, dam, TYPE_UNDEFINED );
                            }
                        }
                    }
                }
            }

          /* beat up on link dead players */
          if ( !ch->desc )
            {
              CHAR_DATA *wch, *wch_next;

              for ( wch = ch->in_room->first_person; wch; wch = wch_next )
                {
                  wch_next	= wch->next_in_room;

                  if (!IS_NPC(wch)
                      ||   wch->fighting
                      ||   IS_AFFECTED(wch, AFF_CHARM)
                      ||   !IS_AWAKE(wch)
                      || (xIS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch) )
                      ||   !can_see( wch, ch, FALSE ) )
                    continue;

                  if ( is_hating( wch, ch ) )
                    {
                      found_prey( wch, ch );
                      continue;
                    }

                  if ( (!xIS_SET(wch->act, ACT_AGGRESSIVE)
                        &&    !xIS_SET(wch->act, ACT_META_AGGR))
                       ||    xIS_SET(wch->act, ACT_MOUNTED)
                       ||    xIS_SET(wch->in_room->room_flags, ROOM_SAFE ) )
                    continue;
                  global_retcode = multi_hit( wch, ch, TYPE_UNDEFINED );
                }
            }
        }
    }
}


/*
 * Aggress.
 *
 * for each descriptor
 *     for each mob in room
 *         aggress on some random PC
 *
 * This function should take 5% to 10% of ALL mud cpu time.
 * Unfortunately, checking on each PC move is too tricky,
 *   because we don't the mob to just attack the first PC
 *   who leads the party into the room.
 *
 */
void aggr_update( void )
{
  DESCRIPTOR_DATA *d, *dnext;
  CHAR_DATA *wch;
  CHAR_DATA *ch;
  CHAR_DATA *ch_next;
  CHAR_DATA *vch;
  CHAR_DATA *vch_next;
  CHAR_DATA *victim;
  struct act_prog_data *apdtmp;

#ifdef UNDEFD
  /*
   *  GRUNT!  To do
   *
   */
  if ( IS_NPC( wch ) && wch->mpactnum > 0
       && wch->in_room->area->nplayer > 0 )
    {
      MPROG_ACT_LIST * tmp_act, *tmp2_act;
      for ( tmp_act = wch->mpact; tmp_act;
            tmp_act = tmp_act->next )
        {
          oprog_wordlist_check( tmp_act->buf,wch, tmp_act->ch,
                                tmp_act->obj, tmp_act->vo, ACT_PROG );
          DISPOSE( tmp_act->buf );
        }
      for ( tmp_act = wch->mpact; tmp_act; tmp_act = tmp2_act )
        {
          tmp2_act = tmp_act->next;
          DISPOSE( tmp_act );
        }
      wch->mpactnum = 0;
      wch->mpact    = NULL;
    }
#endif

  /* check mobprog act queue */
  while ( (apdtmp = mob_act_list) != NULL )
    {
      wch = mob_act_list->vo;
      if ( !char_died(wch) && wch->mpactnum > 0 )
        {
          MPROG_ACT_LIST * tmp_act;

          while ( (tmp_act = wch->mpact) != NULL )
            {
              if ( tmp_act->obj && obj_extracted(tmp_act->obj) )
                tmp_act->obj = NULL;
              if ( tmp_act->ch && !char_died(tmp_act->ch) )
                mprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch,
                                      tmp_act->obj, tmp_act->vo, ACT_PROG );
              wch->mpact = tmp_act->next;
              DISPOSE(tmp_act->buf);
              DISPOSE(tmp_act);
            }
          wch->mpactnum = 0;
          wch->mpact    = NULL;
        }
      mob_act_list = apdtmp->next;
      DISPOSE( apdtmp );
    }


  /*
   * Just check descriptors here for victims to aggressive mobs
   * We can check for linkdead victims in char_check	-Thoric
   */
  for ( d = first_descriptor; d; d = dnext )
    {
      dnext = d->next;
      if ( d->connected != CON_PLAYING || (wch=d->character) == NULL )
        continue;

      if ( char_died(wch)
           ||   IS_NPC(wch)
           ||   wch->level >= LEVEL_IMMORTAL
           ||  !wch->in_room )
        continue;

      for ( ch = wch->in_room->first_person; ch; ch = ch_next )
        {
          int count;

          ch_next	= ch->next_in_room;

          if ( !IS_NPC(ch)
               ||   ch->fighting
               ||   IS_AFFECTED(ch, AFF_CHARM)
               ||   !IS_AWAKE(ch)
               ||   (xIS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
               ||   !can_see( ch, wch, FALSE ) )
            continue;

          if ( is_hating(ch, wch) )
            {
              found_prey(ch, wch);
              continue;
            }

          if ( (!xIS_SET(ch->act, ACT_AGGRESSIVE)
                &&    !xIS_SET(ch->act, ACT_META_AGGR))
               ||     xIS_SET(ch->act, ACT_MOUNTED)
               ||     xIS_SET(ch->in_room->room_flags, ROOM_SAFE ) )
            continue;

          /*
           * Ok we have a 'wch' player character and a 'ch' npc aggressor.
           * Now make the aggressor fight a RANDOM pc victim in the room,
           *   giving each 'vch' an equal chance of selection.
           *
           * Depending on flags set, the mob may attack another mob
           */
          count	= 0;
          victim	= NULL;
          for ( vch = wch->in_room->first_person; vch; vch = vch_next )
            {
              vch_next = vch->next_in_room;

              if ( (!IS_NPC(vch) || xIS_SET(ch->act, ACT_META_AGGR)
                    ||    xIS_SET(vch->act, ACT_ANNOYING))
                   &&   vch->level < LEVEL_IMMORTAL
                   &&   (!xIS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
                   &&   can_see( ch, vch, FALSE ) )
                {
                  if ( number_range( 0, count ) == 0 )
                    victim = vch;
                  count++;
                }
            }

          if ( !victim )
            {
              bug( "Aggr_update: null victim.", count );
              continue;
            }

          /* backstabbing mobs (Thoric) */
          if ( IS_NPC(ch) && xIS_SET(ch->attacks, ATCK_BACKSTAB ) )
            {
              OBJ_DATA *obj;

              if ( !ch->mount
                   && (obj = get_eq_char( ch, WEAR_WIELD )) != NULL
                   && (obj->value[3] == 11 || obj->value[3] == 2)
                   && !victim->fighting
                   && victim->hit >= victim->max_hit )
                {
                  check_attacker( ch, victim );
                  WAIT_STATE( ch, skill_table[gsn_backstab]->beats );
                  if ( !IS_AWAKE(victim)
                       ||   number_percent( )+5 < ch->level )
                    {
                      global_retcode = multi_hit( ch, victim, gsn_backstab );
                      continue;
                    }
                  else
                    {
                      global_retcode = damage( ch, victim, 0, gsn_backstab );
                      continue;
                    }
                }
            }
          global_retcode = multi_hit( ch, victim, TYPE_UNDEFINED );
        }
    }

  return;
}

/* From interp.c */
bool check_social  args( ( CHAR_DATA *ch, char *command, char *argument ) );

/*
 * drunk randoms	- Tricops
 * (Made part of mobile_update	-Thoric)
 */
void drunk_randoms( CHAR_DATA *ch )
{
  CHAR_DATA *rvch = NULL;
  CHAR_DATA *vch;
  sh_int drunk;
  sh_int position;

  if ( IS_NPC( ch ) || ch->pcdata->condition[COND_DRUNK] <= 0 )
    return;

  if ( number_percent() < 30 )
    return;

  drunk = ch->pcdata->condition[COND_DRUNK];
  position = ch->position;
  ch->position = POS_STANDING;

  if ( number_percent() < (2*drunk / 20) )
    check_social( ch, "burp", "" );
  else
    if ( number_percent() < (2*drunk / 20) )
      check_social( ch, "hiccup", "" );
    else
      if ( number_percent() < (2*drunk / 20) )
        check_social( ch, "drool", "" );
      else
        if ( number_percent() < (2*drunk / 20) )
          check_social( ch, "fart", "" );
        else
          if ( drunk > (10+(get_curr_con(ch)/5))
               &&   number_percent() < ( 2 * drunk / 18 ) )
            {
              for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
                if ( number_percent() < 10 )
                  rvch = vch;
              check_social( ch, "puke", (rvch ? rvch->name : "") );
            }

  ch->position = position;
  return;
}

/*
 * Random hallucinations for those suffering from an overly high mentalstate
 * (Hats off to Albert Hoffman's "problem child")	-Thoric
 */
void hallucinations( CHAR_DATA *ch )
{
  if ( ch->mental_state >= 30 && number_bits(5 - (ch->mental_state >= 50) - (ch->mental_state >= 75)) == 0 )
    {
      char *t;

      switch( number_range( 1, UMIN(21, (ch->mental_state+5) / 5)) )
        {
        default:
        case  1:
          t = "You feel very restless... you can't sit still.\n\r";
          break;
        case  2:
          t = "You're tingling all over.\n\r";
          break;
        case  3:
          t = "Your skin is crawling.\n\r";
          break;
        case  4:
          t = "You suddenly feel that something is terribly wrong.\n\r";
          break;
        case  5:
          t = "Those damn little fairies keep laughing at you!\n\r";
          break;
        case  6:
          t = "You can hear your mother crying...\n\r";
          break;
        case  7:
          t = "Have you been here before, or not?  You're not sure...\n\r";
          break;
        case  8:
          t = "Painful childhood memories flash through your mind.\n\r";
          break;
        case  9:
          t = "You hear someone call your name in the distance...\n\r";
          break;
        case 10:
          t = "Your head is pulsating... you can't think straight.\n\r";
          break;
        case 11:
          t = "The ground... seems to be squirming...\n\r";
          break;
        case 12:
          t = "You're not quite sure what is real anymore.\n\r";
          break;
        case 13:
          t = "It's all a dream... or is it?\n\r";
          break;
        case 14:
          t = "You hear your grandchildren praying for you to watch over them.\n\r";
          break;
        case 15:
          t = "They're coming to get you... coming to take you away...\n\r";
          break;
        case 16:
          t = "You begin to feel all powerful!\n\r";
          break;
        case 17:
          t = "You're light as air... the heavens are yours for the taking.\n\r";
          break;
        case 18:
          t = "Your whole life flashes by... and your future...\n\r";
          break;
        case 19:
          t = "You are everywhere and everything... you know all and are all!\n\r";
          break;
        case 20:
          t = "You feel immortal!\n\r";
          break;
        case 21:
          t = "Ahh... the power of a Supreme Entity... what to do...\n\r";
          break;
        }
      send_to_char( t, ch );
    }
  return;
}

void tele_update( void )
{
  TELEPORT_DATA *tele, *tele_next;

  if ( !first_teleport )
    return;

  for ( tele = first_teleport; tele; tele = tele_next )
    {
      tele_next = tele->next;
      if ( --tele->timer <= 0 )
        {
          if ( tele->room->first_person )
            {
              if ( xIS_SET( tele->room->room_flags, ROOM_TELEPORT ) )
                teleport( tele->room->first_person, tele->room->tele_vnum,
                          TELE_SHOWDESC | TELE_TRANSALL );
              else
                teleport( tele->room->first_person, tele->room->tele_vnum,
                          TELE_TRANSALL );
            }
          UNLINK( tele, first_teleport, last_teleport, next, prev );
          DISPOSE( tele );
        }
    }
}

#if FALSE
/*
 * Write all outstanding authorization requests to Log channel - Gorog
 */
void auth_update( void )
{
  CHAR_DATA *victim;
  DESCRIPTOR_DATA *d;
  char log_buf [MAX_INPUT_LENGTH];
  bool first_time = TRUE;         /* so titles are only done once */

  for ( d = first_descriptor; d; d = d->next )
    {
      victim = d->character;
      if ( victim && IS_WAITING_FOR_AUTH(victim) )
        {
          if ( first_time )
            {
              first_time = FALSE;
              strcpy (log_buf, "Pending authorizations:" );
              /*log_string( log_buf ); */
              to_channel( log_buf, CHANNEL_AUTH, "Auth", 1);
            }
          sprintf( log_buf, " %s@%s new %s %s", victim->name,
                   victim->desc->host, race_table[victim->race]->race_name,
                   class_table[victim->class]->who_name );
          /*         log_string( log_buf ); */
          to_channel( log_buf, CHANNEL_AUTH, "Auth", 1);
        }
    }
}
#endif

void auth_update( void )
{
  CHAR_DATA *victim;
  DESCRIPTOR_DATA *d;
  char buf [MAX_INPUT_LENGTH];
  bool found_hit = FALSE;         /* was at least one found? */

  strcpy (log_buf, "Pending authorizations:\n\r" );
  for ( d = first_descriptor; d; d = d->next )
    {
      if ( (victim = d->character) && IS_WAITING_FOR_AUTH(victim) )
        {
          found_hit = TRUE;
          sprintf( buf, " %s@%s new %s %s\n\r", victim->name,
                   victim->desc->host, race_table[victim->race]->race_name,
                   class_table[victim->class]->who_name );
          strcat (log_buf, buf);
        }
    }
  if (found_hit)
    {
      /*	log_string( log_buf ); */
      to_channel( log_buf, CHANNEL_AUTH, "Auth", 1);
    }
}

/*
 * Handle all kinds of updates.
 * Called once per pulse from game loop.
 * Random times to defeat tick-timing clients and players.
 */
void update_handler( void )
{
  static  int     pulse_area;
  static  int     pulse_mobile;
  static  int     pulse_violence;
  static  int     pulse_point;
  static  int	    pulse_second;
  static  int     pulse_houseauc;
  struct timeval sttime;
  struct timeval etime;

  if ( timechar )
    {
      set_char_color(AT_PLAIN, timechar);
      send_to_char( "Starting update timer.\n\r", timechar );
      gettimeofday(&sttime, NULL);
    }

  if ( --pulse_houseauc  <= 0 )
    {
      pulse_houseauc = 1800 * PULSE_PER_SECOND;
      homebuy_update();
    }

  if ( --pulse_area     <= 0 )
    {
      pulse_area	= number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
      area_update	( );

    }

  if ( --pulse_mobile   <= 0 )
    {
      pulse_mobile	= PULSE_MOBILE;
      mobile_update  ( );
    }

  if ( --pulse_violence <= 0 )
    {
      pulse_violence	= PULSE_VIOLENCE;
      violence_update	( );
    }

  if ( --pulse_point    <= 0 )
    {
      pulse_point     = number_range( PULSE_TICK * 0.75, PULSE_TICK * 1.25 );

      auth_update     ( );			/* Gorog */
      time_update	( );
      weather_update	( );
      char_update	( );
      obj_update	( );
      clear_vrooms	( );			/* remove virtual rooms */
      quest_update     ( );
      update_bonuses();
    }

  if ( --pulse_second   <= 0 )
    {
      pulse_second	= PULSE_PER_SECOND;
      char_check( );
      check_pfiles( 0 );
    }

  if ( --auction->pulse <= 0 )
    {
      auction->pulse = PULSE_AUCTION;
      auction_update( );
    }
  mpsleep_update(); /* Check for sleeping mud progs -rkb */
  tele_update( );
  aggr_update( );
  obj_act_update ( );
  room_act_update( );
  clean_obj_queue();		/* dispose of extracted objects */
  clean_char_queue();		/* dispose of dead mobs/quitting chars */
  if ( timechar )
    {
      gettimeofday(&etime, NULL);
      set_char_color(AT_PLAIN, timechar);
      send_to_char( "Update timing complete.\n\r", timechar );
      subtract_times(&etime, &sttime);
      ch_printf( timechar, "Timing took %d.%06d seconds.\n\r",
                 etime.tv_sec, etime.tv_usec );
      timechar = NULL;
    }
  tail_chain( );
  return;
}


void remove_portal( OBJ_DATA *portal )
{
  ROOM_INDEX_DATA *fromRoom, *toRoom;
  EXIT_DATA *pexit;
  bool found;

  if ( !portal )
    {
      bug( "remove_portal: portal is NULL", 0 );
      return;
    }

  fromRoom = portal->in_room;
  found = FALSE;
  if ( !fromRoom )
    {
      bug( "remove_portal: portal->in_room is NULL", 0 );
      return;
    }

  for ( pexit = fromRoom->first_exit; pexit; pexit = pexit->next )
    if ( IS_SET( pexit->exit_info, EX_PORTAL ) )
      {
        found = TRUE;
        break;
      }

  if ( !found )
    {
      bug( "remove_portal: portal not found in room %d!", fromRoom->vnum );
      return;
    }

  if ( pexit->vdir != DIR_PORTAL )
    bug( "remove_portal: exit in dir %d != DIR_PORTAL", pexit->vdir );

  if ( ( toRoom = pexit->to_room ) == NULL )
    bug( "remove_portal: toRoom is NULL", 0 );

  extract_exit( fromRoom, pexit );

  return;
}

/* the auction update*/

void auction_update (void)
{
  int tax, pay;
  char buf[MAX_STRING_LENGTH];

  if(!auction->item)
    {
      if(AUCTION_MEM > 0 && auction->history[0] &&
          ++auction->hist_timer == 6*AUCTION_MEM)
        {
          int i;

          for(i = AUCTION_MEM - 1; i >= 0; i--)
            {
              if(auction->history[i])
                {
                  auction->history[i] = NULL;
                  auction->hist_timer = 0;
                  break;
                }
            }
        }
      return;
    }

  switch (++auction->going) /* increase the going state */
    {
    case 1 : /* going once */
    case 2 : /* going twice */
      if (auction->bet > auction->starting)
        sprintf (buf, "%s: going %s for %s.", auction->item->short_descr,
                 ((auction->going == 1) ? "once" : "twice"), num_punct( auction->bet ) );
      else
        sprintf (buf, "%s: going %s (bid not received yet).",  auction->item->short_descr,
                 ((auction->going == 1) ? "once" : "twice"));

      talk_auction (buf);
      break;

    case 3 : /* SOLD! */
      if (!auction->buyer && auction->bet)
        {
          bug( "Auction code reached SOLD, with NULL buyer, but %d gold bid", auction->bet );
          auction->bet = 0;
        }
      if (auction->bet > 0 && auction->buyer != auction->seller)
        {
          sprintf (buf, "%s sold to %s for %s.",
                   auction->item->short_descr,
                   IS_NPC(auction->buyer) ? auction->buyer->short_descr : auction->buyer->name,
                   num_punct(auction->bet) );
          talk_auction(buf);

          act(AT_ACTION, "The auctioneer materializes before you, and hands you $p.",
              auction->buyer, auction->item, NULL, TO_CHAR);
          act(AT_ACTION, "The auctioneer materializes before $n, and hands $m $p.",
              auction->buyer, auction->item, NULL, TO_ROOM);

          if ( (auction->buyer->carry_weight
                +     get_obj_weight( auction->item ))
               >     can_carry_w( auction->buyer ) )
            {
              act( AT_PLAIN, "$p is too heavy for you to carry with your current inventory.", auction->buyer, auction->item, NULL, TO_CHAR );
              act( AT_PLAIN, "$n is carrying too much to also carry $p, and $e drops it.", auction->buyer, auction->item, NULL, TO_ROOM );
              obj_to_room( auction->item, auction->buyer->in_room, NULL );
            }
          else
            obj_to_char( auction->item, auction->buyer );
          pay = (int)auction->bet * 0.9;
          tax = (int)auction->bet * 0.1;
          boost_economy( auction->seller->in_room->area, tax );
          auction->seller->gold += pay; /* give him the money, tax 10 % */
          ch_printf( auction->seller, "The auctioneer pays you %s gold, charging an auction fee of ",
                     num_punct(pay));
          ch_printf( auction->seller, "%s.\n\r", num_punct(tax));

          auction->item = NULL; /* reset item */
          if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
            {
              save_char_obj( auction->buyer );
              save_char_obj( auction->seller );
            }
        }
      else /* not sold */
        {
          sprintf (buf, "No bids received for %s - removed from auction.\n\r",auction->item->short_descr);
          talk_auction(buf);
          act (AT_ACTION, "The auctioneer appears before you to return $p to you.",
               auction->seller,auction->item,NULL,TO_CHAR);
          act (AT_ACTION, "The auctioneer appears before $n to return $p to $m.",
               auction->seller,auction->item,NULL,TO_ROOM);
          if ( (auction->seller->carry_weight
                +     get_obj_weight( auction->item ))
               >     can_carry_w( auction->seller ) )
            {
              act( AT_PLAIN, "You drop $p as it is just too much to carry"
                   " with everything else you're carrying.", auction->seller,
                   auction->item, NULL, TO_CHAR );
              act( AT_PLAIN, "$n drops $p as it is too much extra weight"
                   " for $m with everything else.", auction->seller,
                   auction->item, NULL, TO_ROOM );
              obj_to_room( auction->item, auction->seller->in_room, NULL );
            }
          else
            obj_to_char (auction->item,auction->seller);
          tax = (int)auction->item->cost * 0.05;
          boost_economy( auction->seller->in_room->area, tax );
          sprintf(buf, "The auctioneer charges you an auction fee of %s.\n\r", num_punct(tax) );
          send_to_char(buf, auction->seller);
          if ((auction->seller->gold - tax) < 0)
            auction->seller->gold = 0;
          else
            auction->seller->gold -= tax;
          if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
            save_char_obj( auction->seller );
        } /* else */
      auction->item = NULL; /* clear auction */
    } /* switch */
} /* func */

void subtract_times(struct timeval *etime, struct timeval *sttime)
{
  etime->tv_sec -= sttime->tv_sec;
  etime->tv_usec -= sttime->tv_usec;
  while ( etime->tv_usec < 0 )
    {
      etime->tv_usec += 1000000;
      etime->tv_sec--;
    }
  return;
}

/*
 * Function to update weather vectors according to climate
 * settings, random effects, and neighboring areas.
 * Last modified: July 18, 1997
 * - Fireblade
 */
void adjust_vectors(WEATHER_DATA *weather)
{
  NEIGHBOR_DATA *neigh;
  double dT, dP, dW;

  if(!weather)
    {
      bug("adjust_vectors: NULL weather data.", 0);
      return;
    }

  dT = 0;
  dP = 0;
  dW = 0;

  /* Add in random effects */
  dT += number_range(-rand_factor, rand_factor);
  dP += number_range(-rand_factor, rand_factor);
  dW += number_range(-rand_factor, rand_factor);

  /* Add in climate effects*/
  dT += climate_factor *
        (((weather->climate_temp - 2)*weath_unit) -
         (weather->temp))/weath_unit;
  dP += climate_factor *
        (((weather->climate_precip - 2)*weath_unit) -
         (weather->precip))/weath_unit;
  dW += climate_factor *
        (((weather->climate_wind - 2)*weath_unit) -
         (weather->wind))/weath_unit;


  /* Add in effects from neighboring areas */
  for(neigh = weather->first_neighbor; neigh;
      neigh = neigh->next)
    {
      /* see if we have the area cache'd already */
      if(!neigh->address)
        {
          /* try and find address for area */
          neigh->address = get_area(neigh->name);

          /* if couldn't find area ditch the neigh */
          if(!neigh->address)
            {
              NEIGHBOR_DATA *temp;
              bug("adjust_weather: "
                  "invalid area name.", 0);
              temp = neigh->prev;
              UNLINK(neigh,
                     weather->first_neighbor,
                     weather->last_neighbor,
                     next,
                     prev);
              STRFREE(neigh->name);
              DISPOSE(neigh);
              neigh = temp;
              continue;
            }
        }

      dT +=(neigh->address->weather->temp -
            weather->temp) / neigh_factor;
      dP +=(neigh->address->weather->precip -
            weather->precip) / neigh_factor;
      dW +=(neigh->address->weather->wind -
            weather->wind) / neigh_factor;
    }

  /* now apply the effects to the vectors */
  weather->temp_vector += (int)dT;
  weather->precip_vector += (int)dP;
  weather->wind_vector += (int)dW;

  /* Make sure they are within the right range */
  weather->temp_vector = URANGE(-max_vector,
                                weather->temp_vector, max_vector);
  weather->precip_vector = URANGE(-max_vector,
                                  weather->precip_vector, max_vector);
  weather->wind_vector = URANGE(-max_vector,
                                weather->wind_vector, max_vector);

  return;
}

/*
 * function updates weather for each area
 * Last Modified: July 31, 1997
 * Fireblade
 */
void weather_update()
{
  AREA_DATA *pArea;
  DESCRIPTOR_DATA *d;
  int limit;

  limit = 3 * weath_unit;

  for(pArea = first_area; pArea;
      pArea = (pArea == last_area) ? first_build : pArea->next)
    {
      /* Apply vectors to fields */
      pArea->weather->temp +=
        pArea->weather->temp_vector;
      pArea->weather->precip +=
        pArea->weather->precip_vector;
      pArea->weather->wind +=
        pArea->weather->wind_vector;

      /* Make sure they are within the proper range */
      pArea->weather->temp = URANGE(-limit,
                                    pArea->weather->temp, limit);
      pArea->weather->precip = URANGE(-limit,
                                      pArea->weather->precip, limit);
      pArea->weather->wind = URANGE(-limit,
                                    pArea->weather->wind, limit);

      /* get an appropriate echo for the area */
      get_weather_echo(pArea->weather);
    }

  for(pArea = first_area; pArea;
      pArea = (pArea == last_area) ? first_build : pArea->next)
    {
      adjust_vectors(pArea->weather);
    }

  /* display the echo strings to the appropriate players */
  for(d = first_descriptor; d; d = d->next)
    {
      WEATHER_DATA *weath;

      if(d->connected == CON_PLAYING &&
          xIS_OUTSIDE(d->character) &&
          !NO_WEATHER_SECT(d->character->in_room->sector_type) &&
          IS_AWAKE(d->character))
        {
          weath = d->character->in_room->area->weather;
          if(!weath->echo)
            continue;
          set_char_color(weath->echo_color, d->character);
          ch_printf(d->character, weath->echo);
        }
    }

  return;
}

/*
 * get weather echo messages according to area weather...
 * stores echo message in weath_data.... must be called before
 * the vectors are adjusted
 * Last Modified: August 10, 1997
 * Fireblade
 */
void get_weather_echo(WEATHER_DATA *weath)
{
  int n;
  int temp, precip, wind;
  int dT, dP, dW;
  int tindex, pindex, windex;

  /* set echo to be nothing */
  weath->echo = NULL;
  weath->echo_color = AT_GREY;

  /* get the random number */
  n = number_bits(2);

  /* variables for convenience */
  temp = weath->temp;
  precip = weath->precip;
  wind = weath->wind;

  dT = weath->temp_vector;
  dP = weath->precip_vector;
  dW = weath->wind_vector;

  tindex = (temp + 3*weath_unit - 1)/weath_unit;
  pindex = (precip + 3*weath_unit - 1)/weath_unit;
  windex = (wind + 3*weath_unit - 1)/weath_unit;

  /* get the echo string... mainly based on precip */
  switch(pindex)
    {
    case 0:
      if(precip - dP > -2*weath_unit)
        {
          char *echo_strings[4] =
            {
              "The clouds disappear.\n\r",
              "The clouds disappear.\n\r",
              "The sky begins to break through "
              "the clouds.\n\r",
              "The clouds are slowly "
              "evaporating.\n\r"
            };

          weath->echo = echo_strings[n];
          weath->echo_color = AT_WHITE;
        }
      break;

    case 1:
      if(precip - dP <= -2*weath_unit)
        {
          char *echo_strings[4] =
            {
              "The sky is getting cloudy.\n\r",
              "The sky is getting cloudy.\n\r",
              "Light clouds cast a haze over "
              "the sky.\n\r",
              "Billows of clouds spread through "
              "the sky.\n\r"
            };
          weath->echo = echo_strings[n];
          weath->echo_color = AT_GREY;
        }
      break;

    case 2:
      if(precip - dP > 0)
        {
          if(tindex > 1)
            {
              char *echo_strings[4] =
                {
                  "The rain stops.\n\r",
                  "The rain stops.\n\r",
                  "The rainstorm tapers "
                  "off.\n\r",
                  "The rain's intensity "
                  "breaks.\n\r"
                };
              weath->echo = echo_strings[n];
              weath->echo_color = AT_CYAN;
            }
          else
            {
              char *echo_strings[4] =
                {
                  "The snow stops.\n\r",
                  "The snow stops.\n\r",
                  "The snow showers taper "
                  "off.\n\r",
                  "The snow flakes disappear "
                  "from the sky.\n\r"
                };
              weath->echo = echo_strings[n];
              weath->echo_color = AT_WHITE;
            }
        }
      break;

    case 3:
      if(precip - dP <= 0)
        {
          if(tindex > 1)
            {
              char *echo_strings[4] =
                {
                  "It starts to rain.\n\r",
                  "It starts to rain.\n\r",
                  "A droplet of rain falls "
                  "upon you.\n\r",
                  "The rain begins to "
                  "patter.\n\r"
                };
              weath->echo = echo_strings[n];
              weath->echo_color = AT_CYAN;
            }
          else
            {
              char *echo_strings[4] =
                {
                  "It starts to snow.\n\r",
                  "It starts to snow.\n\r",
                  "Crystal flakes begin to "
                  "fall from the "
                  "sky.\n\r",
                  "Snow flakes drift down "
                  "from the clouds.\n\r"
                };
              weath->echo = echo_strings[n];
              weath->echo_color = AT_WHITE;
            }
        }
      else if(tindex < 2 && temp - dT > -weath_unit)
        {
          char *echo_strings[4] =
            {
              "The temperature drops and the rain "
              "becomes a light snow.\n\r",
              "The temperature drops and the rain "
              "becomes a light snow.\n\r",
              "Flurries form as the rain freezes.\n\r",
              "Large snow flakes begin to fall "
              "with the rain.\n\r"
            };
          weath->echo = echo_strings[n];
          weath->echo_color = AT_WHITE;
        }
      else if(tindex > 1 && temp - dT <= -weath_unit)
        {
          char *echo_strings[4] =
            {
              "The snow flurries are gradually "
              "replaced by pockets of rain.\n\r",
              "The snow flurries are gradually "
              "replaced by pockets of rain.\n\r",
              "The falling snow turns to a cold drizzle.\n\r",
              "The snow turns to rain as the air warms.\n\r"
            };
          weath->echo = echo_strings[n];
          weath->echo_color = AT_CYAN;
        }
      break;

    case 4:
      if(precip - dP > 2*weath_unit)
        {
          if(tindex > 1)
            {
              char *echo_strings[4] =
                {
                  "The lightning has stopped.\n\r",
                  "The lightning has stopped.\n\r",
                  "The sky settles, and the "
                  "thunder surrenders.\n\r",
                  "The lightning bursts fade as "
                  "the storm weakens.\n\r"
                };
              weath->echo = echo_strings[n];
              weath->echo_color = AT_GREY;
            }
        }
      else if(tindex < 2 && temp - dT > -weath_unit)
        {
          char *echo_strings[4] =
            {
              "The cold rain turns to snow.\n\r",
              "The cold rain turns to snow.\n\r",
              "Snow flakes begin to fall "
              "amidst the rain.\n\r",
              "The driving rain begins to freeze.\n\r"
            };
          weath->echo = echo_strings[n];
          weath->echo_color = AT_WHITE;
        }
      else if(tindex > 1 && temp - dT <= -weath_unit)
        {
          char *echo_strings[4] =
            {
              "The snow becomes a freezing rain.\n\r",
              "The snow becomes a freezing rain.\n\r",
              "A cold rain beats down on you "
              "as the snow begins to melt.\n\r",
              "The snow is slowly replaced by a heavy "
              "rain.\n\r"
            };
          weath->echo = echo_strings[n];
          weath->echo_color = AT_CYAN;
        }
      break;

    case 5:
      if(precip - dP <= 2*weath_unit)
        {
          if(tindex > 1)
            {
              char *echo_strings[4] =
                {
                  "Lightning flashes in the "
                  "sky.\n\r",
                  "Lightning flashes in the "
                  "sky.\n\r",
                  "A flash of lightning splits "
                  "the sky.\n\r",
                  "The sky flashes, and the "
                  "ground trembles with "
                  "thunder.\n\r"
                };
              weath->echo = echo_strings[n];
              weath->echo_color = AT_YELLOW;
            }
        }
      else if(tindex > 1 && temp - dT <= -weath_unit)
        {
          char *echo_strings[4] =
            {
              "The sky rumbles with thunder as "
              "the snow changes to rain.\n\r",
              "The sky rumbles with thunder as "
              "the snow changes to rain.\n\r",
              "The falling turns to freezing rain "
              "amidst flashes of "
              "lightning.\n\r",
              "The falling snow begins to melt as "
              "thunder crashes overhead.\n\r"
            };
          weath->echo = echo_strings[n];
          weath->echo_color = AT_WHITE;
        }
      else if(tindex < 2 && temp - dT > -weath_unit)
        {
          char *echo_strings[4] =
            {
              "The lightning stops as the rainstorm "
              "becomes a blinding "
              "blizzard.\n\r",
              "The lightning stops as the rainstorm "
              "becomes a blinding "
              "blizzard.\n\r",
              "The thunder dies off as the "
              "pounding rain turns to "
              "heavy snow.\n\r",
              "The cold rain turns to snow and "
              "the lightning stops.\n\r"
            };
          weath->echo = echo_strings[n];
          weath->echo_color = AT_CYAN;
        }
      break;

    default:
      bug("echo_weather: invalid precip index");
      weath->precip = 0;
      break;
    }

  return;
}

/*
 * get echo messages according to time changes...
 * some echoes depend upon the weather so an echo must be
 * found for each area
 * Last Modified: August 10, 1997
 * Fireblade
 */
void get_time_echo(WEATHER_DATA *weath)
{
  int n;
  int pindex;

  n = number_bits(2);
  pindex = (weath->precip + 3*weath_unit - 1)/weath_unit;
  weath->echo = NULL;
  weath->echo_color = AT_GREY;

  switch(time_info.hour)
    {
    case 5:
      {
        char *echo_strings[4] =
          {
            "The day has begun.\n\r",
            "The day has begun.\n\r",
            "The sky slowly begins to glow.\n\r",
            "The sun slowly embarks upon a new day.\n\r"
          };
        time_info.sunlight = SUN_RISE;
        weath->echo = echo_strings[n];
        weath->echo_color = AT_YELLOW;
        break;
      }
    case 6:
      {
        char *echo_strings[4] =
          {
            "The sun rises in the east.\n\r",
            "The sun rises in the east.\n\r",
            "The hazy sun rises over the horizon.\n\r",
            "Day breaks as the sun lifts into the sky.\n\r"
          };
        time_info.sunlight = SUN_LIGHT;
        weath->echo = echo_strings[n];
        weath->echo_color = AT_ORANGE;
        break;
      }
    case 12:
      {
        if(pindex > 0)
          {
            weath->echo = "It's noon.\n\r";
          }
        else
          {
            char *echo_strings[2] =
              {
                "The intensity of the sun "
                "heralds the noon hour.\n\r",
                "The sun's bright rays beat down "
                "upon your shoulders.\n\r"
              };
            weath->echo = echo_strings[n%2];
          }
        time_info.sunlight = SUN_LIGHT;
        weath->echo_color = AT_WHITE;
        break;
      }
    case 19:
      {
        char *echo_strings[4] =
          {
            "The sun slowly disappears in the west.\n\r",
            "The reddish sun sets past the horizon.\n\r",
            "The sky turns a reddish orange as the sun "
            "ends its journey.\n\r",
            "The sun's radiance dims as it sinks in the "
            "sky.\n\r"
          };
        time_info.sunlight = SUN_SET;
        weath->echo = echo_strings[n];
        weath->echo_color = AT_RED;
        break;
      }
    case 20:
      {
        if(pindex > 0)
          {
            char *echo_strings[2] =
              {
                "The night begins.\n\r",
                "Twilight descends around you.\n\r"
              };
            weath->echo = echo_strings[n%2];
          }
        else
          {
            char *echo_strings[2] =
              {
                "The moon's gentle glow diffuses "
                "through the night sky.\n\r",
                "The night sky gleams with "
                "glittering starlight.\n\r"
              };
            weath->echo = echo_strings[n%2];
          }
        time_info.sunlight = SUN_DARK;
        weath->echo_color = AT_DBLUE;
        break;
      }
    }

  return;
}

/*
 * update the time
 */
void time_update()
{
  AREA_DATA *pArea;
  DESCRIPTOR_DATA *d;
  WEATHER_DATA *weath;

  switch(++time_info.hour)
    {
    case 5:
    case 6:
    case 12:
    case 19:
    case 20:
      for(pArea = first_area; pArea;
          pArea = (pArea == last_area) ? first_build : pArea->next)
        {
          get_time_echo(pArea->weather);
        }

      for(d = first_descriptor; d; d = d->next)
        {
          if(d->connected == CON_PLAYING &&
              xIS_OUTSIDE(d->character) &&
              IS_AWAKE(d->character))
            {
              weath = d->character->in_room->area->weather;
              if(!weath->echo)
                continue;
              set_char_color(weath->echo_color,
                             d->character);
              ch_printf(d->character, weath->echo);
            }
        }
      break;
    case 24:
      time_info.hour = 0;
      time_info.day++;
      break;
    }
    
  if(time_info.day >= 30)
    {
      time_info.day = 0;
      time_info.month++;
    }

  if(time_info.month >= 12)
    {
      time_info.month = 0;
      time_info.year++;
    } 

  if(time_info.day == 29)
    {
      if (double_exp == FALSE)
        {
          do_double(NULL, "exp on 15");
        }
      
    }
  if(time_info.day == 19)
    {
      if (double_qp == FALSE)
        {
          do_double(NULL, "quest on 15");
        }
      
    }
    if(time_info.day == 9)
    {
      if (quad_damage == FALSE)
        {
          do_double(NULL, "quad on 15");
        }
      
    }
                
  return;
}