rm6/
rm6/clans/
rm6/councils/
rm6/deity/
rm6/doc/mudprogs/
rm6/exchange/
rm6/gods/
rm6/homes/
rm6/nations/
rm6/player/
rm6/player/a/
rm6/src/RCS/
rm6/src/dmalloc/
rm6/src/dmalloc/bin/
rm6/src/dmalloc/include/
rm6/src/dmalloc/lib/
rm6/src/scripts/
rm6/src/utils/
/****************************************************************************
 * ResortMUD Version 5.0 was mainly programmed by Ntanel, Garinan, Josh,    *
 * Badastaz, Digifuzz, Senir, Kratas, Scion, Shogar and Tagith.             *
 * ------------------------------------------------------------------------ *
 * Copyright (C) 1996 - 2001 Haslage Net Electronics: MudWorld of Lorain,   *
 * Ohio.    ALL RIGHTS RESERVED    See /doc/RMLicense.txt for more details. *
 ****************************************************************************/

/****************************************************************************
 * [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 <string.h>
#include <time.h>
#include <sys/time.h>
#include "mud.h"

/* Scion arenacode extern function */
void arena_update( void );
/* Trivia -Garinan */
void trivia_update( void );

CHAR_DATA *find_keeper( CHAR_DATA * ch );
void save_world( void );

/* from db.c */
#ifdef COMPRESSION_TEST
void room_update( void );
#endif

/* from comm.c */
bool write_to_descriptor( DESCRIPTOR_DATA * d, char *txt, int length );
void ispell_init( void );
void ispell_done( void );
bool flush_buffer( DESCRIPTOR_DATA * d, bool fPrompt );

#ifdef WEBSVR
/* from websvr.c */
bool init_web args( ( int wport ) );
void shutdown_web args( ( void ) );
#endif

/*
 * 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 char_regen args( ( void ) );   /* Scion */
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 ) );
void quest_update args( ( void ) ); /* Vassago - quest.c */

/* 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 save_timedata args( ( void ) );

CHAR_DATA *timechar;
CHAR_DATA *gch_prev;
OBJ_DATA *gobj_prev;

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, bool level )
{
   char buf[MAX_STRING_LENGTH];
   int add_hp;
   int add_mana;
   int add_move;
   int add_prac;

   if( ch->level2 == -1 && ch->level3 == -1 )
   {
      sprintf( buf, "the %s", title_table[ch->class][ch->level][ch->sex == SEX_FEMALE ? 1 : 0] );

      if( !IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS ) )
         set_title( ch, buf );
   }

   add_hp = con_app[get_curr_con( ch )].hitp + number_range( class_table[ch->class]->hp_min,
                                                             class_table[ch->class]->hp_max );
   add_mana = class_table[ch->class]->fMana ? number_range( 2, ( 2 * ( get_curr_int( ch ) + get_curr_wis( ch ) ) ) / 8 ) : 0;
   add_move = number_range( 5, ( get_curr_con( ch ) + get_curr_dex( ch ) ) / 4 );
   add_prac = wis_app[get_curr_wis( ch )].practice;

   /*
    * Kratas for Remort crap 
    */
   if( ch->level2 != -1 )
   {
      add_hp += number_range( 1, 5 );
      add_mana += number_range( 1, 5 );
      add_move += number_range( 1, 5 );
   }
   if( ch->level3 != -1 )
   {
      add_hp += number_range( 1, 5 );
      add_mana += number_range( 1, 5 );
      add_move += number_range( 1, 5 );
   }

   add_hp += race_table[ch->race]->hit;
   add_mana += race_table[ch->race]->mana;

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

   /*
    * bonus for deadlies 
    */
   if( IS_PKILL( ch ) )
   {
      add_mana = add_mana + add_mana * .3;
      add_move = add_move + add_move * .3;
      add_hp += 1;   /* bitch at blod if you don't like this :) */
   }

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

   /*
    * Restore User HP on level advance. -- Kratas 
    */
   ch->hit = ch->max_hit;

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

   if( ch->level == LEVEL_PCAVATAR )
   {
      sprintf( buf, "%s has just become an Avatar!", ch->name );
      do_info( ch, buf );
   }

   if( ch->level == LEVEL_AVATAR )
   {
      sprintf( buf, "%s has just become a Demi-God!", ch->name );
      do_info( ch, buf );
      set_char_color( AT_WHITE, ch );
      do_help( ch, "M_ADVHERO_" );
   }

   if( ch->level < LEVEL_IMMORTAL && level == TRUE )
   {
      if( IS_VAMPIRE( ch ) )
         sprintf( buf,
                  "Your gain is: %d/%d hp, %d/%d bp, %d/%d mv %d/%d prac.\r\n",
                  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.\r\n",
                  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 );
   }
   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 < 33 )
   {
      if( ch->level <= 9 )
      {
         modgain *= 2;
      }
      if( ch->level <= 18 && ch->level >= 10 )
      {
         modgain *= 1.75;
      }
      if( ch->level <= 27 && ch->level >= 19 )
      {
         modgain *= 1.5;
      }
      if( ch->level <= 28 && ch->level >= 36 )
      {
         modgain *= 1.25;
      }
   }

   if( modgain > 0 && sysdata.double_exp )   /* Double EXP earned -- Kratas */
      modgain *= 2;

   /*
    * 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 ) - exp_level( ch, ch->level + 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.\r\n", 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!\r\n", ++ch->level );
      if( !IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS ) )
      {
         sprintf( buf, "%s has achieved level %d!", ch->name, ch->level );
         do_info( ch, buf );
      }
      advance_level( ch, TRUE );
      do_save( 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 + get_curr_con( ch ) ) / 8 ) );

      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;
            if( ch->on )
               gain += 5;
            break;
         case POS_RESTING:
            gain += get_curr_con( ch ) * 1.25;
            if( ch->on )
               gain += 2;
            break;
      }

      if( IS_VAMPIRE( ch ) )
      {
         if( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 )
            gain /= 2;
         else if( ch->pcdata->condition[COND_BLOODTHIRST] >= ( 8 + ch->level ) )
            gain *= 2;
         if( IS_OUTSIDE( ch ) )
         {
            switch ( time_info.sunlight )
            {
               case SUN_RISE:
               case SUN_SET:
                  gain /= 2;
                  break;
               case SUN_LIGHT:
                  gain /= 4;
                  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;

   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 + get_curr_int( ch ) ) / 8 ) );

      if( ch->position < POS_SLEEPING )
         return 0;
      switch ( ch->position )
      {
         case POS_SLEEPING:
            gain += get_curr_int( ch ) * 3.25;
            if( ch->on )
               gain += 5;
            break;
         case POS_RESTING:
            gain += get_curr_int( ch ) * 1.75;
            if( ch->on )
               gain += 2;
            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;

   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 + get_curr_dex( ch ) ) / 8 ) );

      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;
            if( ch->on )
               gain += 5;
            break;
         case POS_RESTING:
            gain += get_curr_dex( ch ) * 2.5;
            if( ch->on )
               gain += 2;
            break;
      }

      if( IS_VAMPIRE( ch ) )
      {
         if( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 )
            gain /= 2;
         else if( ch->pcdata->condition[COND_BLOODTHIRST] >= ( 8 + ch->level ) )
            gain *= 2;
         if( IS_OUTSIDE( ch ) )
         {
            switch ( time_info.sunlight )
            {
               case SUN_RISE:
               case SUN_SET:
                  gain /= 2;
                  break;
               case SUN_LIGHT:
                  gain /= 4;
                  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;

   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;

   /*
    * Make away flag go on automagically after 5 mins -- Scion 
    */
   if( ( ch->desc )
       && ( ( ch->desc->connected == CON_PLAYING ) && ( ch->desc->idle > 1200 && !xIS_SET( ch->act, PLR_AFK ) ) ) )
      do_afk( ch, "" );

   condition = ch->pcdata->condition[iCond];

   if( sysdata.neverempty == TRUE && iCond != COND_DRUNK )
   {
      if( iCond != COND_BLOODTHIRST )
         ch->pcdata->condition[iCond] = 40;
      else
         ch->pcdata->condition[iCond] = ( 10 + ch->level );

      if( iCond == COND_BLEEDING )
         ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 );

      return;
   }

   if( condition == -1 )
      return;
/*
    if( race_table[ch->race]->hunger_mod == -1 && iCond == COND_FULL )
        return; */

   if( iCond == COND_BLOODTHIRST )
      ch->pcdata->condition[iCond] = URANGE( 0, condition + value, ( 10 + ch->level ) );
/*    else if ( sysdata.neverempty && (iCond == COND_FULL || iCond == COND_THIRST) ) // Altrag 
	ch->pcdata->condition[iCond]	= 40;*/
   else
      ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );

   if( ch->pcdata->condition[iCond] == 0 )
   {
      switch ( iCond )
      {
         case COND_FULL:
            if( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
            {
               set_char_color( AT_HUNGRY, ch );
               send_to_char( "You are STARVING!\r\n", 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_BLEEDING:
            retcode = rNONE;
            break;

         case COND_THIRST:
            if( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
            {
               set_char_color( AT_THIRSTY, ch );
               send_to_char( "You are DYING of THIRST!\r\n", 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 )
            {
               if( !IS_VAMPIRE( ch ) )
               {
                  bug( "gain_condition: bloodthirst update for non blood ch: %s", ch->name );
                  retcode = rNONE;
               }
               else
               {
                  set_char_color( AT_BLOOD, ch );
                  send_to_char( "You are starved to feast on blood!\r\n", 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.\r\n", 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->race != RACE_VAMPIRE )
            {
               set_char_color( AT_HUNGRY, ch );
               send_to_char( "You are really hungry.\r\n", ch );
               act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM );
               if( number_bits( 1 ) == 0 )
                  worsen_mental_state( ch, 1 );
            }
            break;
         case COND_BLEEDING:
            retcode = rNONE;
            break;
         case COND_THIRST:
            if( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
            {
               set_char_color( AT_THIRSTY, ch );
               send_to_char( "You are really thirsty.\r\n", ch );
               worsen_mental_state( ch, 1 );
               act( AT_THIRSTY, "$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!\r\n", 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.\r\n", ch );
            }
            break;
      }
   }


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

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


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

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

   return;
}



/*
 * 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 )
   {
      if( ( !ch->pcdata ) && !( xIS_SET( ch->act, ACT_IS_NPC ) ) )
      {
         bug( "Mob %d in room %d was not set with the NPC flag!  Fixing...", ch->pIndexData->vnum, ch->in_room->vnum );
         xSET_BIT( ch->act, ACT_IS_NPC );
      }

      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;
//     if ( ch )
         interpret( ch, "shout Scion says, 'Ack! Run for your lives!'" );
      }

      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( IS_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." );


      /*
       * something else is wrong if I have to do this ... but until I can
       * track it down, this will have to do - shogar 
       */
      if( !ch->in_room->area )
      {
         bug( "Room %d for mob %s is not associated with an area?", ch->in_room->vnum, ch->name );
         if( ch->was_in_room )
            bug( "Was in room %d", ch->was_in_room->vnum );
         extract_char( ch, TRUE );
         continue;
      }
      /*
       * 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;

/*	if (number_range(1,5) < 4) {
		CHAR_DATA *keeper;
		OBJ_DATA *obj;
		OBJ_DATA *big_obj;
		bool fBought = FALSE;

		if (((keeper = find_keeper(ch)) != NULL) && (keeper != ch)) {
			big_obj = keeper->last_carrying;
			for ( obj = keeper->last_carrying; obj; obj = obj->prev_content ) {
				if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) {
					if ((obj->cost > big_obj->cost) && (ch->gold >= big_obj->cost)) 
						big_obj = obj;
				}
			}
			if (big_obj!=NULL) { 
				if(!get_obj_wear(ch, big_obj->name)
					&& !get_obj_carry(ch, big_obj->name)) {
					do_buy(ch, big_obj->name);
					if (big_obj == ch->last_carrying)
						fBought=TRUE;
					do_wear(ch, big_obj->name);
				}
			}
			if (fBought == FALSE) {
				for (obj=ch->last_carrying; obj; obj=obj->next_content)
					if (obj->wear_loc==WEAR_NONE)
						do_sell(ch, obj->name);
			}
		}
	} */

      /*
       * Scavenge 
       */
      if( ch->in_room->first_content && number_bits( 2 ) == 0 )
      {
         OBJ_DATA *obj;
         OBJ_DATA *obj_best;
         int gmax;
         int smax;
         int cmax;

         if( !xIS_SET( ch->act, ACT_SCAVENGER ) && number_percent(  ) < 70 )
         {
            gmax = 1;
            smax = 1;
            cmax = 1;
            obj_best = NULL;
            for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
            {
               if( ( CAN_WEAR( obj, ITEM_TAKE ) && ( ( obj->gold_cost > gmax )
                                                     || ( obj->silver_cost > smax ) || ( obj->copper_cost > cmax ) )
                     && ( !IS_OBJ_STAT( obj, ITEM_BURIED ) || IS_AFFECTED( ch, AFF_TRUESIGHT ) ) )
                   || ( ch->in_room->area->weather->precip > 10 ) )
               {
                  obj_best = obj;
                  gmax = obj->gold_cost;
                  smax = obj->silver_cost;
                  cmax = obj->copper_cost;
               }
            }

            if( obj_best && CAN_WEAR( obj_best, ITEM_TAKE ) )
            {
               if( ch->in_room->area->weather->precip > 10 )
                  xREMOVE_BIT( obj_best->extra_flags, ITEM_BURIED );

               else if( IS_OBJ_STAT( obj_best, ITEM_BURIED ) )
               {
                  act( AT_ACTION, "$n digs up $p.", ch, obj_best, NULL, TO_ROOM );
                  xREMOVE_BIT( obj_best->extra_flags, ITEM_BURIED );
               }
               else
                  do_get( ch, obj_best->name );
               /*
                * Removed by request of Ntanel...
                * * Don't automatically wear objects
                * * do_wear(ch, "all");
                */
            }
         }
      }

      /*
       * Handle objects in inventory -- Scion 
       */
      /*
       * Removed by request of Ntanel...
       * * Don't automatically wear objects
       * *
       * * if (ch->last_carrying && find_keeper(ch)!=ch)
       * *          do_wear(ch, "all");
       * *
       */

      /*
       * Wander 
       */
      if( !xIS_SET( ch->act, ACT_RUNNING ) && !xIS_SET( ch->act, ACT_SENTINEL ) && !xIS_SET( ch->act, ACT_PROTOTYPE ) && ( door = number_bits( 5 ) ) <= 11  /* Was 9, 11 is secret+closed */
          && ( pexit = get_exit( ch->in_room, door ) ) != NULL && pexit->to_room
          /*
           * &&   !IS_SET(pexit->exit_info, EX_CLOSED) <-- Allowing MOBs to open doors! -- Scion 
           */
          && !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
          && !IS_SET( pexit->to_room->room_flags, ROOM_DEATH )
          && ( !xIS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) )
      {
         if( ( ( door == 3 ) || ( door == 11 ) ) && ( IS_SET( pexit->exit_info, EX_CLOSED ) ) )
            do_open( ch, pexit->keyword );
         retcode = move_char( ch, pexit, 0 );
         if( ( door == 1 ) && ( number_range( 0, 10 ) < 4 ) )
            do_close( ch, pexit->keyword );
         /*
          * 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 ) && !IS_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, "yell Get away from me, %s!", rch->name );
                     break;
                  case 1:
                     sprintf( buf, "yell Leave me be, %s!", rch->name );
                     break;
                  case 2:
                     sprintf( buf, "yell %s is trying to kill me!  Help!", rch->name );
                     break;
                  case 3:
                     sprintf( buf, "yell Someone save me from %s!", rch->name );
                     break;
               }
               interpret( ch, buf );
               found = TRUE;
               break;
            }
         }
         if( found )
            retcode = move_char( ch, pexit, 0 );
      }
   }

   return;
}

void char_regen( void )
{
   CHAR_DATA *ch;

   for( ch = last_char; ch; ch = gch_prev )
   {
      if( ch == first_char && ch->prev )
      {
         bug( "char_gains: 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_gains: ch->prev->next != ch", 0 );
         return;
      }

      if( char_died( ch ) )
         continue;

      if( !IS_NPC( ch ) && ch->pcdata->condition[COND_BLEEDING] == 0 )
      {
         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 );
         }
      }
      else if( IS_NPC( ch ) )
      {
         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 );
         }
      }

   }
}

void char_condition(  )
{
   CHAR_DATA *ch;

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

      if( IS_NPC( ch ) || IS_IMMORTAL( ch ) )
         continue;

      if( char_died( ch ) )
         continue;


      gain_condition( ch, COND_DRUNK, -1 );
      gain_condition( ch, COND_FULL, -1 + race_table[ch->race]->hunger_mod );
   }
}

/*
 * 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;

/* move to another function -- Scion 
	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);
	}
 end move */

      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( ch->timer == 12 && ch->in_room )
            {
               /*
                * 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.\r\n", ch );
               if( IS_SET( sysdata.save_flags, SV_IDLE ) )
                  save_char_obj( ch );
               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:
                  better_mental_state( ch, 3 );
                  break;
               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:
                  better_mental_state( ch, 3 );
                  break;
               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;
            }
         }
/*
	    gain_condition( ch, COND_FULL,   -1 );
*/
         /*
          * moved to another function
          * gain_condition( ch, COND_DRUNK,  -1 );
          * gain_condition( ch, COND_FULL,  -1 + race_table[ch->race]->hunger_mod );
          */
         if( IS_VAMPIRE( ch ) && 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 )
            switch ( ch->in_room->sector_type )
            {
               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 sentence is up!\r\n", ch );
         do_look( ch, "auto" );
         STRFREE( ch->pcdata->helled_by );
         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, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
            act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR );
            ch->mental_state = URANGE( 20, ch->mental_state + ( IS_NPC( ch ) ? 2 : IS_PKILL( ch ) ? 3 : 4 ), 100 );
            damage( ch, ch, 6, gsn_poison );
         }
         /*
          * Bleeding update code -Seven 
          */
         if( !IS_NPC( ch ) )
         {
            if( ch->pcdata->condition[COND_BLEEDING] > 0 )
            {
               switch ( ch->pcdata->condition[COND_BLEEDING] )
               {
                  default:
                  {
                     act( AT_BLOOD, "You are bleeding profusely!", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "$n is bleeding profusely.", ch, NULL, NULL, TO_ROOM );
                  }
                     break;
                  case 1:
                  {
                     act( AT_BLOOD, "Blood drips slowly from your wounds...", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "Blood drips slowly from $n's wounds.", ch, NULL, NULL, TO_ROOM );
                  }
                     break;
                  case 2:
                  {
                     act( AT_BLOOD, "Blood drips slowly from your wounds...", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "Blood drips slowly from $n's wounds.", ch, NULL, NULL, TO_ROOM );
                  }
                     break;
                  case 3:
                  {
                     act( AT_BLOOD, "Blood is dripping quickly from your wounds...", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "Blood is dripping quickly from $n's wounds.", ch, NULL, NULL, TO_ROOM );
                  }
                     break;
                  case 4:
                  {
                     act( AT_BLOOD, "Blood is dripping quickly from your wounds...", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "Blood is dripping quickly from $n's wounds.", ch, NULL, NULL, TO_ROOM );
                  }
                     break;
                  case 5:
                  {
                     act( AT_BLOOD, "Blood is dripping quickly from your wounds...", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "Blood is dripping quickly from $n's wounds.", ch, NULL, NULL, TO_ROOM );
                  }
                     break;
                  case 6:
                  {
                     act( AT_BLOOD, "Blood runs freely from your wounds...", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "Blood runs freely from $n's wounds.", ch, NULL, NULL, TO_ROOM );
                  }
                     break;
                  case 7:
                  {
                     act( AT_BLOOD, "Blood runs freely from your wounds...", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "Blood runs freely from $n's wounds.", ch, NULL, NULL, TO_ROOM );
                  }
                  case 8:
                  {
                     act( AT_BLOOD, "Blood runs freely from your wounds...", ch, NULL, NULL, TO_CHAR );
                     act( AT_BLOOD, "Blood runs freely from $n's wounds.", ch, NULL, NULL, TO_ROOM );
                  }
                     break;
               }
               /*
                * 7 in 8 chance to slow bleeding on a tick
                * * A work in progress... --Josh Increased chance to heal
                */
               if( number_range( 1, 8 ) > 1 )
               {
                  if( ch->pcdata->condition[COND_BLEEDING] != 1
                      && ( ch->position == POS_SITTING || ch->position == POS_SLEEPING || ch->position == POS_RESTING ) )
                  {
                     gain_condition( ch, COND_BLEEDING, -2 );
                     if( ch->pcdata->condition[COND_BLEEDING] == 0 )
                        send_to_char( "Your bleeding stops.\r\n", ch );
                     else
                        send_to_char( "Your bleeding slows...\r\n", ch );
                  }
                  else
                  {
                     gain_condition( ch, COND_BLEEDING, -1 );
                     if( ch->pcdata->condition[COND_BLEEDING] == 0 )
                        send_to_char( "Your bleeding stops.\r\n", ch );
                     else
                        send_to_char( "Your bleeding slows a little...\r\n", ch );
                  }
               }
               make_blood( ch );
               worsen_mental_state( ch, ch->pcdata->condition[COND_BLEEDING] );
               gain_condition( ch, COND_THIRST, -1 );
               /*
                * Damage moved to the end of the code to prevent characters who
                * * have bled to death from being addressed after the fact (crash bug fix)
                */
               /*
                * Josh changed mod from 50 to 150 to decrease hp loss per tick 
                */
               if( ch->pcdata->condition[COND_BLEEDING] == 0 )
                  damage( ch, ch, ( ch->max_hit * 1 / 150 ), TYPE_UNDEFINED );
               else
                  damage( ch, ch, ( ch->pcdata->condition[COND_BLEEDING] * ( ch->max_hit * 1 / 150 ) ), TYPE_UNDEFINED );
            }
         }
         /*
          * End of bleeding update code 
          */


         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 );
         }


         /*
          *  Race alignment restrictions, h
          */
         if( !IS_NPC( ch ) )
         {
            if( ch->alignment < race_table[ch->race]->minalign )
            {
               set_char_color( AT_BLOOD, ch );
               send_to_char( "Your evil actions trouble you, clouding your judgement.\r\n", ch );
               worsen_mental_state( ch, 10 );
            }

            if( ch->alignment > race_table[ch->race]->maxalign )
            {
               set_char_color( AT_BLOOD, ch );
               send_to_char( "Being so good is beginning to take its toll...  Your strength is leaving you!\r\n", ch );
               worsen_mental_state( ch, 10 );
            }
         }
         if( ch->mental_state >= 30 )
            switch ( ( ch->mental_state + 5 ) / 10 )
            {
               case 3:
                  send_to_char( "You feel feverish.\r\n", ch );
                  act( AT_ACTION, "$n looks kind of out of it.", ch, NULL, NULL, TO_ROOM );
                  break;
               case 4:
                  send_to_char( "You do not feel well at all.\r\n", ch );
                  act( AT_ACTION, "$n doesn't look too good.", ch, NULL, NULL, TO_ROOM );
                  break;
               case 5:
                  send_to_char( "You need help!\r\n", 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.\r\n", ch );
                  act( AT_ACTION, "Someone should fetch a healer for $n.", ch, NULL, NULL, TO_ROOM );
                  break;
               case 7:
                  send_to_char( "You feel reality slipping away...\r\n", ch );
                  act( AT_ACTION, "$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.\r\n", ch );
                  act( AT_ACTION, "$n starts ranting like a madman!", ch, NULL, NULL, TO_ROOM );
                  break;
               case 9:
                  send_to_char( "You are ONE with the universe.\r\n", ch );
                  act( AT_ACTION, "$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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", ch );
                  }
                  break;
               case 7:
                  if( ch->position > POS_RESTING )
                     send_to_char( "You feel very unmotivated.\r\n", ch );
                  break;
               case 6:
                  if( ch->position > POS_RESTING )
                     send_to_char( "You feel sedated.\r\n", ch );
                  break;
               case 5:
                  if( ch->position > POS_RESTING )
                     send_to_char( "You feel sleepy.\r\n", ch );
                  break;
               case 4:
                  if( ch->position > POS_RESTING )
                     send_to_char( "You feel tired.\r\n", ch );
                  break;
               case 3:
                  if( ch->position > POS_RESTING )
                     send_to_char( "You could use a rest.\r\n", 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;
}

/*
 * 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. 
       */

      if( xIS_SET( obj->extra_flags, ITEM_POISONED ) )
      {
         separate_obj( obj );
         xREMOVE_BIT( obj->extra_flags, ITEM_POISONED );
         return;
      }

      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:
         case ITEM_CORPSE_PC:
            message = "$p decays into dust and blows away.";
            /*
             * dump all the eq on the ground instead of making is disappear -- Scion 
             */
            {
               OBJ_DATA *obj1;

               for( obj1 = obj->first_content; obj1; obj1 = obj->first_content )
               {
                  obj_from_obj( obj1 );
                  if( obj->in_room )
                     obj_to_room( obj1, obj->in_room );
                  else
                  {
                     bug( "Obj %d could not be removed from corpse, put in limbo.", obj1->pIndexData->vnum );
                     obj_to_room( obj1, get_room_index( ROOM_VNUM_LIMBO ) );
                  }
               }
            }
            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:
            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;
            }

            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 )
                && !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
                && !IS_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 );
               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...\r\nOUCH!\r\n", 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!\r\n", 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.\r\n", 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 ) )
                  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 ) || IS_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 ) )
            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 ) || IS_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 ) )
            {
               if( number_range( 0, count ) == 0 )
                  victim = vch;
               count++;
            }
         }

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

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

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

   return;
}

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

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

/*
 * 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.\r\n";
            break;
         case 2:
            t = "You're tingling all over.\r\n";
            break;
         case 3:
            t = "Your skin is crawling.\r\n";
            break;
         case 4:
            t = "You suddenly feel that something is terribly wrong.\r\n";
            break;
         case 5:
            t = "Those damn little fairies keep laughing at you!\r\n";
            break;
         case 6:
            t = "You can hear your mother crying...\r\n";
            break;
         case 7:
            t = "Have you been here before, or not?  You're not sure...\r\n";
            break;
         case 8:
            t = "Painful childhood memories flash through your mind.\r\n";
            break;
         case 9:
            t = "You hear someone call your name in the distance...\r\n";
            break;
         case 10:
            t = "Your head is pulsating... you can't think straight.\r\n";
            break;
         case 11:
            t = "The ground... seems to be squirming...\r\n";
            break;
         case 12:
            t = "You're not quite sure what is real anymore.\r\n";
            break;
         case 13:
            t = "It's all a dream... or is it?\r\n";
            break;
         case 14:
            t = "You hear your grandchildren praying for you to watch over them.\r\n";
            break;
         case 15:
            t = "They're coming to get you... coming to take you away...\r\n";
            break;
         case 16:
            t = "You begin to feel all powerful!\r\n";
            break;
         case 17:
            t = "You're light as air... the heavens are yours for the taking.\r\n";
            break;
         case 18:
            t = "Your whole life flashes by... and your future...\r\n";
            break;
         case 19:
            t = "You are everywhere and everything... you know all and are all!\r\n";
            break;
         case 20:
            t = "You feel immortal!\r\n";
            break;
         case 21:
            t = "Ahh... the power of a Supreme Entity... what to do...\r\n";
            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( IS_SET( tele->room->room_flags, ROOM_TELESHOWDESC ) )
               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:\r\n" );
   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\r\n", victim->name,
                  victim->desc->host, race_table[victim->race]->race_name, class_table[victim->class]->who_name );
         strcat( log_buf, buf );
      }
   }
   if( found_hit )
   {
      to_channel( log_buf, "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;
   static int pulse_arena; /* Scion arenacode */
   static int pulse_regen;
   static int pulse_condition;
#ifdef COMPRESSION_TEST
   static int pulse_decomp;   /* Decompression -- Kratas */
#endif
   struct timeval sttime;
   struct timeval etime;

   if( timechar )
   {
      set_char_color( AT_PLAIN, timechar );
      send_to_char( "Starting update timer.\r\n", timechar );
      gettimeofday( &sttime, NULL );
   }
   if( --pulse_houseauc <= 0 )
   {
      pulse_houseauc = 1800 * PULSE_PER_SECOND;
      homebuy_update(  );
   }
#ifdef COMPRESSION_TEST
   if( --pulse_decomp <= 0 )
   {
      pulse_decomp = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
      room_update(  );
   }
#endif
   if( --pulse_area <= 0 )
   {
      pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
      quest_update(  );
      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 */
   }

   if( --pulse_condition <= 0 )
   {
      pulse_condition = number_range( PULSE_TICK * 0.75 * 4, PULSE_TICK * 1.25 * 4 );

      char_condition(  );  /* Slowed down by 4 times of normal */
   }

   if( --pulse_regen <= 0 )
   {
      /*
       * Sped up regen to 4 times normal, left everything else in char_update -- Scion 
       */
      pulse_regen = number_range( ( PULSE_TICK * 0.75 / 8 ), ( PULSE_TICK * 1.25 / 8 ) );
      char_regen(  );   /* Now 8 -- Kratas */
   }

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

   if( --auction->pulse <= 0 )
   {
      auction->pulse = PULSE_AUCTION;
      auction_update(  );
   }

   if( --pulse_arena <= 0 )   /* Scion arenacode */
   {
      pulse_arena = PULSE_AREA;  /* 1 minute */
      arena_update(  );
      trivia_update(  );
   }

   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.\r\n", timechar );
      subtract_times( &etime, &sttime );
      ch_printf( timechar, "Timing took %ld.%06ld seconds.\r\n", 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;
}

void reboot_check( time_t reset )
{
   static char *tmsg[] = { "&R[&WINFO&R] &cThis realm will be cleansed and rebuilt anew in one minute.&w",
      "&R[&WINFO&R] &cThis realm will be cleansed and rebuilt anew in two minutes.&w",
      "&R[&WINFO&R] &cThis realm will be cleansed and rebuilt anew in three minutes.&w",
      "&R[&WINFO&R] &cThis realm will be cleansed and rebuilt anew in four minutes.&w",
      "&R[&WINFO&R] &cThis realm will be cleansed and rebuilt anew in five minutes.&w",
      "&R[&WINFO&R] &cThis realm will be cleansed and rebuilt anew in ten minutes.&w",
      "&R[&WINFO&R] &cThis realm will be cleansed and rebuilt anew in fifteen minutes.&w",
      "&R[&WINFO&R] &cThis realm will be cleansed and rebuilt anew in thirty minutes.&w"
   };
   static const int times[] = { 60, 120, 180, 240, 300, 600, 900, 1800 };
   static const int timesize = UMIN( sizeof( times ) / sizeof( *times ), sizeof( tmsg ) / sizeof( *tmsg ) );
   char buf[MAX_STRING_LENGTH];
   static int trun;
   static bool init = FALSE;

   if( !init || reset >= current_time )
   {
      for( trun = timesize - 1; trun >= 0; trun-- )
         if( reset >= current_time + times[trun] )
            break;
      init = TRUE;
      return;
   }

   if( ( current_time % 1800 ) == 0 )
   {
      sprintf( buf, "%.24s: %d players", ctime( &current_time ), num_descriptors );
      append_to_file( USAGE_FILE, buf );
      sprintf( buf, "%.24s:  %dptn  %dpll  %dsc %dbr  %d gold loot  %d silver loot   %d Copper loot",
               ctime( &current_time ),
               sysdata.upotion_val,
               sysdata.upill_val,
               sysdata.scribed_used,
               sysdata.brewed_used, sysdata.global_gold_looted, sysdata.global_silver_looted, sysdata.global_copper_looted );

      append_to_file( ECONOMY_FILE, buf );
   }

   if( new_boot_time_t - boot_time < 60 * 60 * 18 && !set_boot_time->manual )
      return;

   if( new_boot_time_t <= current_time )
   {
      CHAR_DATA *vch;

      if( auction->item )
      {
         sprintf( buf, "Sale of %s has been stopped by mud.", auction->item->short_descr );
         talk_auction( buf );
         obj_to_char( auction->item, auction->seller );
         auction->item = NULL;
         if( auction->buyer && auction->buyer != auction->seller )
         {
            auction->buyer->gold += auction->bet;
            send_to_char( "Your money has been returned.\r\n", auction->buyer );
         }
      }
      echo_to_all( AT_YELLOW, "You are forced from these realms by a strong "
                   "magical presence\r\nas life here is reconstructed.", ECHOTAR_ALL );
      log_string( "Automatic Reboot" );
      for( vch = first_char; vch; vch = vch->next )
         if( !IS_NPC( vch ) )
            save_char_obj( vch );
      mud_down = TRUE;
      return;
   }

   if( trun != -1 && new_boot_time_t - current_time <= times[trun] )
   {
      echo_to_all( AT_YELLOW, tmsg[trun], ECHOTAR_ALL );
      if( trun <= 5 )
         sysdata.DENY_NEW_PLAYERS = TRUE;
      --trun;
      return;
   }
   return;
}

/* the auction update*/

void auction_update( void )
{
   int tax, pay;
   char buf[MAX_STRING_LENGTH];
   char buf2[MAX_STRING_LENGTH];
   int gbid = 0;
   int sbid = 0;
   int cbid = 0;
   int wealth = 0;
   int tmpvalue = 0;

   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 )
         {
            tmpvalue = auction->bet;
            gbid = tmpvalue / 10000;
            tmpvalue = tmpvalue % 10000;
            sbid = tmpvalue / 100;
            tmpvalue = tmpvalue % 100;
            cbid = tmpvalue;
            sprintf( buf, "%s: going %s for ", auction->item->short_descr, ( ( auction->going == 1 ) ? "once" : "twice" ) );
            if( gbid > 0 && sbid > 0 && cbid > 0 )
               sprintf( buf2, "%d gold, %d silver, and %d copper.", gbid, sbid, cbid );
            else if( gbid > 0 && sbid > 0 && cbid <= 0 )
               sprintf( buf2, "%d gold and %d silver.", gbid, sbid );
            else if( gbid > 0 && sbid <= 0 && cbid > 0 )
               sprintf( buf2, "%d gold and %d copper.", gbid, cbid );
            else if( gbid > 0 && sbid <= 0 && cbid <= 0 )
               sprintf( buf2, "%d gold.", gbid );
            else if( gbid <= 0 && sbid > 0 && cbid <= 0 )
               sprintf( buf2, "%d silver.", sbid );
            else if( gbid <= 0 && sbid <= 0 && cbid > 0 )
               sprintf( buf2, "%d copper.", cbid );
            else if( gbid <= 0 && sbid > 0 && cbid > 0 )
               sprintf( buf2, "%d silver and %d copper.", sbid, cbid );
            else
               sprintf( buf2, "Error in update_auction report to Ddruid!" );
            strcat( buf, buf2 );
         }
         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 )
         {
            tmpvalue = auction->bet;
            gbid = tmpvalue / 10000;
            tmpvalue = tmpvalue % 10000;
            sbid = tmpvalue / 100;
            tmpvalue = tmpvalue % 100;
            cbid = tmpvalue;

            sprintf( buf, "%s sold to %s for ",
                     auction->item->short_descr,
                     IS_NPC( auction->buyer ) ? auction->buyer->short_descr : auction->buyer->name );
            if( gbid > 0 && sbid > 0 && cbid > 0 )
               sprintf( buf2, "%d gold, %d silver, and %d copper.", gbid, sbid, cbid );
            else if( gbid > 0 && sbid > 0 && cbid <= 0 )
               sprintf( buf2, "%d gold and %d silver.", gbid, sbid );
            else if( gbid > 0 && sbid <= 0 && cbid > 0 )
               sprintf( buf2, "%d gold and %d copper.", gbid, cbid );
            else if( gbid > 0 && sbid <= 0 && cbid <= 0 )
               sprintf( buf2, "%d gold.", gbid );
            else if( gbid <= 0 && sbid > 0 && cbid <= 0 )
               sprintf( buf2, "%d silver.", sbid );
            else if( gbid <= 0 && sbid <= 0 && cbid > 0 )
               sprintf( buf2, "%d copper.", cbid );
            else if( gbid <= 0 && sbid > 0 && cbid > 0 )
               sprintf( buf2, "%d silver and %d copper.", sbid, cbid );
            else
               sprintf( buf2, "Error in update_auction report to Ddruid!" );
            strcat( buf, buf2 );
            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 );
            }
            else
               obj_to_char( auction->item, auction->buyer );
            pay = ( int )auction->bet * 0.9;
            tax = ( int )auction->bet * 0.1;
            tmpvalue = pay;
            gbid = tmpvalue / 10000;
            tmpvalue = tmpvalue % 10000;
            sbid = tmpvalue / 100;
            tmpvalue = tmpvalue % 100;
            cbid = tmpvalue;
            boost_economy( auction->seller->in_room->area, tax );
            auction->seller->gold += gbid;   /* give him the money, tax 10 % */
            auction->seller->silver += sbid;
            auction->seller->copper += cbid;
            ch_printf( auction->seller, "The auctioneer pays you " );
            if( gbid > 0 && sbid > 0 && cbid > 0 )
               ch_printf( auction->seller, "%d gold, %d silver, and %d copper.\r\n", gbid, sbid, cbid );
            else if( gbid > 0 && sbid > 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d gold and %d silver.\r\n", gbid, sbid );
            else if( gbid > 0 && sbid <= 0 && cbid > 0 )
               ch_printf( auction->seller, "%d gold and %d copper.\r\n", gbid, cbid );
            else if( gbid > 0 && sbid <= 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d gold.\r\n", gbid );
            else if( gbid <= 0 && sbid > 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d silver.\r\n", sbid );
            else if( gbid <= 0 && sbid <= 0 && cbid > 0 )
               ch_printf( auction->seller, "%d copper.\r\n", cbid );
            else if( gbid <= 0 && sbid > 0 && cbid > 0 )
               ch_printf( auction->seller, "%d silver and %d copper.\r\n", sbid, cbid );
            else
               bug( "Error in update_auction report to Ddruid!" );
            tmpvalue = tax;
            gbid = tmpvalue / 10000;
            tmpvalue = tmpvalue % 10000;
            sbid = tmpvalue / 100;
            tmpvalue = tmpvalue % 100;
            cbid = tmpvalue;
            ch_printf( auction->seller, "The auctioneer charged a fee of " );
            if( gbid > 0 && sbid > 0 && cbid > 0 )
               ch_printf( auction->seller, "%d gold, %d silver, and %d copper.\r\n", gbid, sbid, cbid );
            else if( gbid > 0 && sbid > 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d gold and %d silver.\r\n", gbid, sbid );
            else if( gbid > 0 && sbid <= 0 && cbid > 0 )
               ch_printf( auction->seller, "%d gold and %d copper.\r\n", gbid, cbid );
            else if( gbid > 0 && sbid <= 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d gold.\r\n", gbid );
            else if( gbid <= 0 && sbid > 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d silver.\r\n", sbid );
            else if( gbid <= 0 && sbid <= 0 && cbid > 0 )
               ch_printf( auction->seller, "%d copper.\r\n", cbid );
            else if( gbid <= 0 && sbid > 0 && cbid > 0 )
               ch_printf( auction->seller, "%d silver and %d copper.\r\n", sbid, cbid );
            else
               bug( "Error in update_auction report to Ddruid!" );

            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.\r\n", 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 );
            }
            else
               obj_to_char( auction->item, auction->seller );
            tax =
               ( int )get_value( auction->item->gold_cost, auction->item->silver_cost, auction->item->copper_cost ) * 0.05;
            /*
             * tax = (int)cost * 0.05;
             */
            boost_economy( auction->seller->in_room->area, tax );
            ch_printf( auction->seller, "The auctioneer charges you an auction fee of " );
            tmpvalue = tax;
            gbid = tmpvalue / 10000;
            tmpvalue = tmpvalue % 10000;
            sbid = tmpvalue / 100;
            tmpvalue = tmpvalue % 100;
            cbid = tmpvalue;
            if( gbid > 0 && sbid > 0 && cbid > 0 )
               ch_printf( auction->seller, "%d gold, %d silver, and %d copper.\r\n", gbid, sbid, cbid );
            else if( gbid > 0 && sbid > 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d gold and %d silver.\r\n", gbid, sbid );
            else if( gbid > 0 && sbid <= 0 && cbid > 0 )
               ch_printf( auction->seller, "%d gold and %d copper.\r\n", gbid, cbid );
            else if( gbid > 0 && sbid <= 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d gold.\r\n", gbid );
            else if( gbid <= 0 && sbid > 0 && cbid <= 0 )
               ch_printf( auction->seller, "%d silver.\r\n", sbid );
            else if( gbid <= 0 && sbid <= 0 && cbid > 0 )
               ch_printf( auction->seller, "%d copper.\r\n", cbid );
            else if( gbid <= 0 && sbid > 0 && cbid > 0 )
               ch_printf( auction->seller, "%d silver and %d copper.\r\n", sbid, cbid );
            else
               bug( "Error in update_auction report to Ddruid!" );
            wealth = get_value( auction->seller->gold, auction->seller->silver, auction->seller->copper );
            if( ( wealth - tax ) < 0 )
            {
               auction->seller->gold = 0;
               auction->seller->silver = 0;
               auction->seller->copper = 0;
            }
            else if( auction->seller->gold < gbid || auction->seller->silver < sbid || auction->seller->copper < cbid )
            {
               tmpvalue = wealth - tax;
               conv_currency( auction->seller, tmpvalue );
               send_to_char( "You hand your coins to the auctioneer who quickly makes change.\r\n", auction->seller );
            }
            else
            {
               auction->seller->gold -= gbid;
               auction->seller->silver -= sbid;
               auction->seller->copper -= cbid;
            }
            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 &&
          IS_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.\r\n",
               "The clouds disappear.\r\n",
               "The sky begins to break through " "the clouds.\r\n",
               "The clouds are slowly " "evaporating.\r\n"
            };

            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.\r\n",
               "The sky is getting cloudy.\r\n",
               "Light clouds cast a haze over " "the sky.\r\n",
               "Billows of clouds spread through " "the sky.\r\n"
            };
            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.\r\n",
                  "The rain stops.\r\n",
                  "The rainstorm tapers " "off.\r\n",
                  "The rain's intensity " "breaks.\r\n"
               };
               weath->echo = echo_strings[n];
               weath->echo_color = AT_CYAN;
            }
            else
            {
               char *echo_strings[4] = {
                  "The snow stops.\r\n",
                  "The snow stops.\r\n",
                  "The snow showers taper " "off.\r\n",
                  "The snow flakes disappear " "from the sky.\r\n"
               };
               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.\r\n",
                  "It starts to rain.\r\n",
                  "A droplet of rain falls " "upon you.\r\n",
                  "The rain begins to " "patter.\r\n"
               };
               weath->echo = echo_strings[n];
               weath->echo_color = AT_CYAN;
            }
            else
            {
               char *echo_strings[4] = {
                  "It starts to snow.\r\n",
                  "It starts to snow.\r\n",
                  "Crystal flakes begin to " "fall from the " "sky.\r\n",
                  "Snow flakes drift down " "from the clouds.\r\n"
               };
               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.\r\n",
               "The temperature drops and the rain " "becomes a light snow.\r\n",
               "Flurries form as the rain freezes.\r\n",
               "Large snow flakes begin to fall " "with the rain.\r\n"
            };
            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.\r\n",
               "The snow flurries are gradually " "replaced by pockets of rain.\r\n",
               "The falling snow turns to a cold drizzle.\r\n",
               "The snow turns to rain as the air warms.\r\n"
            };
            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.\r\n",
                  "The lightning has stopped.\r\n",
                  "The sky settles, and the " "thunder surrenders.\r\n",
                  "The lightning bursts fade as " "the storm weakens.\r\n"
               };
               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.\r\n",
               "The cold rain turns to snow.\r\n",
               "Snow flakes begin to fall " "amidst the rain.\r\n",
               "The driving rain begins to freeze.\r\n"
            };
            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.\r\n",
               "The snow becomes a freezing rain.\r\n",
               "A cold rain beats down on you " "as the snow begins to melt.\r\n",
               "The snow is slowly replaced by a heavy " "rain.\r\n"
            };
            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.\r\n",
                  "Lightning flashes in the " "sky.\r\n",
                  "A flash of lightning splits " "the sky.\r\n",
                  "The sky flashes, and the " "ground trembles with " "thunder.\r\n"
               };
               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.\r\n",
               "The sky rumbles with thunder as " "the snow changes to rain.\r\n",
               "The falling turns to freezing rain " "amidst flashes of " "lightning.\r\n",
               "The falling snow begins to melt as " "thunder crashes overhead.\r\n"
            };
            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.\r\n",
               "The lightning stops as the rainstorm " "becomes a blinding " "blizzard.\r\n",
               "The thunder dies off as the " "pounding rain turns to " "heavy snow.\r\n",
               "The cold rain turns to snow and " "the lightning stops.\r\n"
            };
            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.\r\n",
            "The day has begun.\r\n",
            "The sky slowly begins to glow.\r\n",
            "The sun slowly embarks upon a new day.\r\n"
         };
         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.\r\n",
            "The sun rises in the east.\r\n",
            "The hazy sun rises over the horizon.\r\n",
            "Day breaks as the sun lifts into the sky.\r\n"
         };
         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.\r\n";
         }
         else
         {
            char *echo_strings[2] = {
               "The intensity of the sun " "heralds the noon hour.\r\n",
               "The sun's bright rays beat down " "upon your shoulders.\r\n"
            };
            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.\r\n",
            "The reddish sun sets past the horizon.\r\n",
            "The sky turns a reddish orange as the sun " "ends its journey.\r\n",
            "The sun's radiance dims as it sinks in the " "sky.\r\n"
         };
         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.\r\n",
               "Twilight descends around you.\r\n"
            };
            weath->echo = echo_strings[n % 2];
         }
         else
         {
            char *echo_strings[2] = {
               "The moon's gentle glow diffuses " "through the night sky.\r\n",
               "The night sky gleams with " "glittering starlight.\r\n"
            };
            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:
         save_world( );
      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 && IS_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++;
         save_world( );
         break;
   }

   if( time_info.day >= 29 )
   {
      time_info.day = 0;
      time_info.month++;
   }

   if( time_info.month >= 17 )
   {
      time_info.month = 0;
      time_info.year++;
   }

   /*
    * Save game world time - Samson 1-21-99 
    */
   save_timedata(  );

   return;
}