eldhamud_2.3.3/clans/
eldhamud_2.3.3/councils/
eldhamud_2.3.3/doc/
eldhamud_2.3.3/doc/DIKU/
eldhamud_2.3.3/doc/DIKU/.svn/
eldhamud_2.3.3/doc/DIKU/.svn/prop-base/
eldhamud_2.3.3/doc/DIKU/.svn/text-base/
eldhamud_2.3.3/doc/MERC/
eldhamud_2.3.3/doc/MERC/.svn/
eldhamud_2.3.3/doc/SMAUG/.svn/
eldhamud_2.3.3/doc/SMAUG/mudprogs/
eldhamud_2.3.3/doc/SMAUG/mudprogs/.svn/
eldhamud_2.3.3/doc/mudprogs/
eldhamud_2.3.3/gods/
eldhamud_2.3.3/houses/
eldhamud_2.3.3/player/a/
/****************************************************************************
 *			Eldhamud Codebase V2.2				    *
 * ------------------------------------------------------------------------ *
 *          EldhaMUD code (C) 2003-2008 by Robert Powell (Tommi)            *
 * ------------------------------------------------------------------------ *
 * Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag,        *
 * Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard,        *
 * Grishnakh, Fireblade, and Nivek.                                         *
 *                                                                          *
 * Original MERC 2.1 code by Hatchet, Furey, and Kahn.                      *
 *                                                                          *
 * Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen,      *
 * Michael Seifert, and Sebastian Hammer.                                   *
 * ------------------------------------------------------------------------ *
 *			      Regular update module			    *
 ****************************************************************************/
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "./Headers/mud.h"
int global_exp;
int global_qp;
int global_quad;
short display;
short qpdisplay;
short quaddisplay;
extern void start_arena(  );
extern void do_game(  );
extern int in_start_arena;
extern int ppl_in_arena;
extern int ppl_challenged;
extern int num_in_arena(  );
void mob_reset_map ( int map_number );
/*
 * 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(  );
void update_bots( CHAR_DATA * ch );
/*
 * 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( 10, ( get_curr_int( ch ) + get_curr_wis( ch ) ) / 1.5 ) : 0;
   add_move = number_range( 10, ( get_curr_con( ch ) + get_curr_dex( ch ) ) );
   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 )
   {
      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 );
   /*
    * 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 );
   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_curse );
      ch->hit = ch->max_hit;
      ch->mana = ch->max_mana;
      ch->move = ch->max_move;
      ch->pcdata->condition[COND_FULL]   = 300;
      ch->pcdata->condition[COND_THIRST] = 300;
      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( 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( 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( 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 )
      return;
   condition = ch->pcdata->condition[iCond];
   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 )
            {
               set_char_color( AT_HUNGRY, ch );
               send_to_char( "You are STARVING!\n\r", ch );
               act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM );
            }
            break;
         case COND_THIRST:
            if( ch->level < LEVEL_AVATAR )
            {
               set_char_color( AT_THIRSTY, ch );
               send_to_char( "You are DYING of THIRST!\n\r", ch );
               act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM );
            }
            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 );
            }
            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 )
            {
               set_char_color( AT_HUNGRY, ch );
               send_to_char( "You are really hungry.\n\r", ch );
               act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM );
           }
            break;
         case COND_THIRST:
            if( ch->level < LEVEL_AVATAR )
            {
               set_char_color( AT_THIRSTY, ch );
               send_to_char( "You are really thirsty.\n\r", ch );
               act( AT_THIRSTY, "$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 );
           }
            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 )
            {
               set_char_color( AT_HUNGRY, ch );
               send_to_char( "You are hungry.\n\r", ch );
            }
            break;
         case COND_THIRST:
            if( ch->level < LEVEL_AVATAR )
            {
               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 )
            {
               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 )
            {
               set_char_color( AT_THIRSTY, ch );
               send_to_char( "You could use a sip of something refreshing.\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_yell( ch, "The_Fury says, 'Prepare for the worst!'" );
      }
      if( !IS_NPC( ch ) )
      {
         drunk_randoms( 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;
   short 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 );

      /*
       * 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 ) );
            }
         }

         /*
          * Function added on suggestion from Cronel
          */
         check_alignment( ch );
         gain_condition( ch, COND_DRUNK, -1 );
         if( number_bits( 3 ) == 0 )
 	 {
           gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod );
           gain_condition( ch, COND_FULL,   -1 + race_table[ch->race]->hunger_mod );
	 }
      }
      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" );
         STRFREE( ch->pcdata->helled_by );
         ch->pcdata->helled_by = NULL;
         ch->pcdata->release_date = 0;
         save_char_obj( ch );
      }
      if( !char_died( ch ) )
      {
         OBJ_DATA *arrow = NULL;
         int dam = 0;
         if( ( arrow = get_eq_char( ch, WEAR_LODGE_RIB ) ) != NULL )
         {
            dam = number_range( ( 2 * arrow->value[1] ), ( 2 * arrow->value[2] ) );
            act( AT_CARNAGE, "$n suffers damage from $p stuck in $s rib.", ch, arrow, NULL, TO_ROOM );
            act( AT_CARNAGE, "You suffer damage from $p stuck in your rib.", ch, arrow, NULL, TO_CHAR );
            damage( ch, ch, dam, TYPE_UNDEFINED );
         }
         else if( ( arrow = get_eq_char( ch, WEAR_LODGE_LEG ) ) != NULL )
         {
            dam = number_range( arrow->value[1], arrow->value[2] );
            act( AT_CARNAGE, "$n suffers damage from $p stuck in $s leg.", ch, arrow, NULL, TO_ROOM );
            act( AT_CARNAGE, "You suffer damage from $p stuck in your leg.", ch, arrow, NULL, TO_CHAR );
            damage( ch, ch, dam, TYPE_UNDEFINED );
         }
         else if( ( arrow = get_eq_char( ch, WEAR_LODGE_ARM ) ) != NULL )
         {
            dam = number_range( arrow->value[1], arrow->value[2] );
            act( AT_CARNAGE, "$n suffers damage from $p stuck in $s arm.", ch, arrow, NULL, TO_ROOM );
            act( AT_CARNAGE, "You suffer damage from $p stuck in your arm.", ch, arrow, NULL, TO_CHAR );
            damage( ch, ch, dam, TYPE_UNDEFINED );
         }
         if( char_died( ch ) )
            continue;
         /*
          * Careful with the damages here,
          *   MUST NOT refer to ch after damage taken, without checking
          *   return code and/or char_died as it may be lethal damage.
          */
         if( IS_AFFECTED( ch, AFF_POISON ) )
         {
            act( AT_POISON, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
            act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR );
            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->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;
   short 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 )
      {
         short 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;
         }
         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;
   short drunk;
   short 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;
}


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 );
      }
   }
}

/*
 * 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;
   static int pulse_start_arena = PULSE_ARENA;
   static int pulse_arena = PULSE_ARENA;

   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 = PULSE_AREA;
      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 = PULSE_TICK;
      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( in_start_arena || ppl_challenged )
      if( --pulse_start_arena <= 0 )
      {
         pulse_start_arena = PULSE_ARENA;
         start_arena(  );
      }
   if( ppl_in_arena )
      if( ( --pulse_arena <= 0 ) || ( num_in_arena(  ) == 1 ) )
      {
         pulse_arena = PULSE_ARENA;
         do_game(  );
      }
   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 %ld.%06ld seconds.\n\r", ( time_t ) etime.tv_sec, ( time_t ) 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 );
         send_to_char( weath->echo, d->character );
      }
   }
   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 );
               send_to_char( weath->echo, d->character );
            }
         }
         break;
      case 24:
         time_info.hour = 0;
         time_info.day++;
         break;
   }
   if( time_info.day >= 29 )
   {
      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" );
    * }
    * 
    * } 
    *///TODO: Turn back on bonuses.
   return;
}