eldhamud/boards/
eldhamud/clans/
eldhamud/classes/
eldhamud/councils/
eldhamud/deity/
eldhamud/doc/
eldhamud/doc/DIKU/
eldhamud/doc/MERC/
eldhamud/doc/mudprogs/
eldhamud/houses/
eldhamud/src/o/CVS/
/****************************************************************************
 * [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 */
void    update_all_qobjs(CHAR_DATA * ch);
void    mud_recv_message();
/*
 * 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 );
  update_all_qobjs(ch);

  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   = add_hp   + add_hp*.3;
    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, 200 );

  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;
    }

    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;
    }
  }

  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;
    }

    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;
    }

  }

  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;
    }

    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[4] == WEP_DAGGER)
            && !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 );
    mud_recv_message  ( );
  }

  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;
}