swr2.0/
swr2.0/area/
swr2.0/boards/
swr2.0/clans/
swr2.0/doc/
swr2.0/planets/
swr2.0/spacecraft/
#include <stdio.h>
#include <string.h>
#include "mud.h"

/* from swskills.c */
void add_reinforcements( CHAR_DATA * ch );

/*
 * Local functions.
 */
int hit_gain( CHAR_DATA * ch );
int mana_gain( CHAR_DATA * ch );
int move_gain( CHAR_DATA * ch );
void mobile_update( void );
void weather_update( void );
void update_taxes( void );
void char_update( void );
void obj_update( void );
void aggr_update( void );
void room_act_update( void );
void obj_act_update( void );
void char_check( void );
void drunk_randoms( CHAR_DATA * ch );
void halucinations( CHAR_DATA * ch );

/*
 * Global Variables
 */

CHAR_DATA *gch_prev = NULL;
OBJ_DATA *gobj_prev = NULL;

CHAR_DATA *timechar = NULL;

extern int top_exit;


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

  if( IS_NPC( ch ) )
  {
    gain = ch->top_level;
  }
  else
  {
    gain = 5;

    switch ( ch->position )
    {
      case POS_DEAD:
	return 0;
      case POS_MORTAL:
	return 0;
      case POS_INCAP:
	return 0;
      case POS_STUNNED:
	return UMAX( 0 - ch->hit + 1, 0 );
      case POS_SLEEPING:
	gain += get_curr_con( ch );
	break;
      case POS_RESTING:
	gain += get_curr_con( ch ) / 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;

  // 
  if ( ch->in_room && IS_SET( ch->in_room->room_flags, ROOM_MEDICAL ) )  
     gain *= CLINIC_HEAL_BONUS;  

  if( gain > 0 && ( ch->hit + gain ) == ch->max_hit
      && number_percent() == 23 )
  {
    send_to_char
      ( "You feel a little bit healthier and a little bit tougher...\r\n",
	ch );
    ch->perm_con++;
    ch->perm_con = UMIN( ch->perm_con, 25 );
  }

  return UMIN( gain, ch->max_hit - ch->hit );
}



int mana_gain( CHAR_DATA * ch )
{
  int gain;

  if( IS_NPC( ch ) )
  {
    gain = ch->top_level;
  }
  else
  {

    gain = 10;

    if( ch->position < POS_SLEEPING )
      return 0;
    switch ( ch->position )
    {
      case POS_SLEEPING:
	gain += get_curr_int( ch ) * 3;
	break;
      case POS_RESTING:
	gain += ( int ) ( get_curr_int( ch ) * 1.5 );
	break;
    }

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

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

  }

  if( IS_AFFECTED( ch, AFF_POISON ) )
    gain /= 4;

  return UMIN( gain, ch->max_mana - ch->mana );
}



int move_gain( CHAR_DATA * ch )
{
  int gain;

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

    switch ( ch->position )
    {
      case POS_DEAD:
	return 0;
      case POS_MORTAL:
	return -1;
      case POS_INCAP:
	return -1;
      case POS_STUNNED:
	return 1;
      case POS_SLEEPING:
	gain += get_curr_dex( ch ) * 2;
	break;
      case POS_RESTING:
	gain += get_curr_dex( ch );
	break;
    }


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

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

  if( IS_AFFECTED( ch, AFF_POISON ) )
    gain /= 4;

  if( get_age( ch ) > 500 )
    gain /= 10;
  else if( get_age( ch ) > 300 )
    gain /= 5;
  else if( get_age( ch ) > 200 )
    gain /= 2;

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

void gain_condition( CHAR_DATA * ch, int iCond, int value )
{
  ch_ret retcode = rNONE;
  int condition = 0;

  if((iCond == COND_FULL || iCond == COND_THIRST) && value < 0) 
    return;
  if( value == 0 || IS_NPC( ch ) || IS_IMMORTAL( ch ) || NOT_AUTHED( ch ) )
    return;

  condition = ch->pcdata->condition[iCond];
  ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );

  if( ch->pcdata->condition[iCond] == 0 )
  {
    switch ( iCond )
    {
      case COND_FULL:
	if( !IS_IMMORTAL( ch ) )
	{
	  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 );
	  worsen_mental_state( ch, 1 );
	  if( ch->hit > 5 )
	    retcode = damage( ch, ch, 5, TYPE_UNDEFINED );
	}
	break;

      case COND_THIRST:
	if( !IS_IMMORTAL( ch ) )
	{
	  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, 2 );
	  if( ch->hit > 5 )
	    retcode = damage( ch, ch, 5, 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( !IS_IMMORTAL( ch ) )
	{
	  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_THIRST:
	if( !IS_IMMORTAL( ch ) )
	{
	  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_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( !IS_IMMORTAL( ch ) )
	{
	  set_char_color( AT_HUNGRY, ch );
	  send_to_char( "You are hungry.\r\n", ch );
	}
	break;

      case COND_THIRST:
	if( !IS_IMMORTAL( ch ) )
	{
	  set_char_color( AT_THIRSTY, ch );
	  send_to_char( "You are thirsty.\r\n", ch );
	}
	break;

    }
  }

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

      case COND_THIRST:
	if( !IS_IMMORTAL( ch ) )
	{
	  set_char_color( AT_THIRSTY, ch );
	  send_to_char
	    ( "You could use a sip of something refreshing.\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 = NULL;
  EXIT_DATA *pexit = NULL;
  int door = 0;
  ch_ret retcode = rNONE;

  /* Examine all mobs. */
  for( ch = last_char; ch; ch = gch_prev )
  {
    set_cur_char( ch );

    if( ch == first_char && ch->prev )
    {
      bug( "mobile_update: first_char->prev != NULL... fixed", 0 );
      ch->prev = NULL;
    }

    gch_prev = ch->prev;

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

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

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

    if( !IS_SET( ch->act, ACT_RUNNING )
	&& !IS_SET( ch->act, ACT_SENTINEL )
	&& !ch->fighting && ch->hunting )
    {
      if( ch->top_level < 20 )
	WAIT_STATE( ch, 6 * PULSE_PER_SECOND );
      else if( ch->top_level < 40 )
	WAIT_STATE( ch, 5 * PULSE_PER_SECOND );
      else if( ch->top_level < 60 )
	WAIT_STATE( ch, 4 * PULSE_PER_SECOND );
      else if( ch->top_level < 80 )
	WAIT_STATE( ch, 3 * PULSE_PER_SECOND );
      else if( ch->top_level < 100 )
	WAIT_STATE( ch, 2 * PULSE_PER_SECOND );
      else
	WAIT_STATE( ch, 1 * PULSE_PER_SECOND );

      hunt_victim( ch );
      continue;
    }
    else if( !ch->fighting && !ch->hunting
	&& !IS_SET( ch->act, ACT_RUNNING )
	&& ch->was_sentinel && ch->position >= POS_STANDING )
    {
      act( AT_ACTION, "$n leaves.", ch, NULL, NULL, TO_ROOM );
      char_from_room( ch );
      char_to_room( ch, ch->was_sentinel );
      act( AT_ACTION, "$n arrives.", ch, NULL, NULL, TO_ROOM );
      SET_BIT( ch->act, ACT_SENTINEL );
      ch->was_sentinel = NULL;
    }

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

      if( char_died( ch ) )
	continue;
    }

    if( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_2 )
    {
      if( ( *ch->spec_2 ) ( ch ) )
	continue;
      if( char_died( ch ) )
	continue;
    }

    /* Check for mudprogram script on mob */
    if( IS_SET( ch->pIndexData->progtypes, 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( IS_SET( ch->act, ACT_MOUNTED ) )
    {
      if( IS_SET( ch->act, ACT_AGGRESSIVE ) )
	{
	  char snarl[MAX_STRING_LENGTH];
	  snprintf( snarl, MAX_STRING_LENGTH, "%s", "snarls and growls." );
	  do_emote( ch, snarl );
	}

      continue;
    }

    if( IS_SET( ch->in_room->room_flags, ROOM_SAFE )
	&& IS_SET( ch->act, ACT_AGGRESSIVE ) )
      {
	char snarl[MAX_STRING_LENGTH];
	snprintf( snarl, MAX_STRING_LENGTH, "%s", "glares around and snarls.");
	do_emote( ch, snarl );
      }

    if( last_descriptor )
      mprog_random_trigger( ch );

    if( char_died( ch ) )
      continue;

    if( ch->position < POS_STANDING )
      continue;

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

    if( char_died( ch ) )
      continue;

    rprog_hour_trigger( ch );

    if( char_died( ch ) )
      continue;

    if( ch->position < POS_STANDING )
      continue;

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

      for( obj = ch->in_room->first_content; obj;
	  obj = obj->next_content )
      {
	if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE )
	    && !IS_SET( ch->act, ACT_PROTOTYPE ) )
	  continue;

	if( CAN_WEAR( obj, ITEM_TAKE ) && obj->cost > max
	    && !IS_OBJ_STAT( obj, ITEM_BURRIED ) )
	{
	  obj_best = obj;
	  max = obj->cost;
	}
      }

      if( obj_best )
      {
	obj_from_room( obj_best );
	obj_to_char( obj_best, ch );
	act( AT_ACTION, "$n gets $p.", ch, obj_best, NULL, TO_ROOM );
      }
    }

    /* Wander */
    if( !IS_SET( ch->act, ACT_RUNNING )
	&& !IS_SET( ch->act, ACT_SENTINEL )
	&& !IS_SET( ch->act, ACT_PROTOTYPE )
	&& ( door = number_bits( 5 ) ) <= 9
	&& ( pexit = get_exit( ch->in_room, door ) ) != NULL
	&& pexit->to_room
	&& !IS_SET( pexit->exit_info, EX_WINDOW )
	&& !IS_SET( pexit->exit_info, EX_CLOSED )
	&& !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
	&& ( ch->guard_data
	  || pexit->to_room->sector_type == ch->in_room->sector_type ) )
    {
      retcode = move_char( ch, pexit, 0 );

      /* 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 || IS_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_WINDOW )
	&& !IS_SET( pexit->exit_info, EX_CLOSED )
	&& !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
	&& ( ch->guard_data
	  || pexit->to_room->sector_type == ch->in_room->sector_type ) )
    {
      CHAR_DATA *rch = NULL;
      bool found = FALSE;

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

	  found = TRUE;
	  break;
	}
      }

      if( found )
	retcode = move_char( ch, pexit, 0 );
    }
  }
}

void update_taxes( void )
{
  PLANET_DATA *planet = NULL;
  CLAN_DATA *clan = NULL;
  DESCRIPTOR_DATA *d = NULL;
  CHAR_DATA *ch = NULL;
  CHAR_DATA *och = NULL;
  int pay = 0;

  for( planet = first_planet; planet; planet = planet->next )
  {
    clan = planet->governed_by;

    if( clan )
    {
      clan->funds += get_taxes( planet ) / 720;

      if( clan->funds < 0 )
      {
	clan->funds = 0;
	planet->pop_support -= 1;

	if( planet->pop_support < -100 )
	  planet->pop_support = -100;
      }

      save_clan( clan );
      save_planet( planet );
    }
  }

  for( d = last_descriptor; d; d = d->prev )
  {
    if( ( d->connected != CON_PLAYING && d->connected != CON_EDITING )
	|| d->original )
      continue;

    ch = d->character;
    och = d->original ? d->original : d->character;

    if( !och->pcdata || !och->pcdata->clan )
      continue;

    clan = och->pcdata->clan;
    pay = UMIN( clan->salary, clan->funds );
    pay = UMAX( pay, 0 );
    clan->funds -= pay;
    och->pcdata->bank += pay;
    ch_printf( ch,
	"%d credits are deposited into your bank account,\r\ncourtesy of %s.\r\n",
	pay, clan->name );
  }
}


/*
 * Update the weather.
 */
void weather_update( void )
{
  char buf[MAX_STRING_LENGTH];
  DESCRIPTOR_DATA *d;
  int diff;
  short AT_TEMP = AT_PLAIN;

  buf[0] = '\0';

  switch ( ++time_info.hour )
  {
    case 5:
      weather_info.sunlight = SUN_LIGHT;
      strcat( buf, "The day has begun." );
      AT_TEMP = AT_YELLOW;
      break;

    case 6:
      weather_info.sunlight = SUN_RISE;
      strcat( buf, "The sun rises in the east." );
      AT_TEMP = AT_ORANGE;
      break;

    case 12:
      weather_info.sunlight = SUN_LIGHT;
      strcat( buf, "It's noon." );
      AT_TEMP = AT_YELLOW;
      break;

    case 19:
      weather_info.sunlight = SUN_SET;
      strcat( buf, "The sun slowly disappears in the west." );
      AT_TEMP = AT_BLOOD;
      break;

    case 20:
      weather_info.sunlight = SUN_DARK;
      strcat( buf, "The night has begun." );
      AT_TEMP = AT_DGREY;
      break;

    case 24:
      time_info.hour = 0;
      time_info.day++;
      break;
  }

  if( time_info.day >= 30 )
  {
    time_info.day = 0;
    time_info.month++;
  }

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

  if( buf[0] != '\0' )
  {
    for( d = first_descriptor; d; d = d->next )
    {
      if( d->connected == CON_PLAYING
	  && IS_OUTSIDE( d->character )
	  && IS_AWAKE( d->character )
	  && d->character->in_room
	  && d->character->in_room->sector_type != SECT_UNDERWATER
	  && d->character->in_room->sector_type != SECT_OCEANFLOOR
	  && d->character->in_room->sector_type != SECT_UNDERGROUND )
	act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
    }
    buf[0] = '\0';
  }
  /*
   * Weather change.
   */
  if( time_info.month >= 9 && time_info.month <= 16 )
    diff = weather_info.mmhg > 985 ? -2 : 2;
  else
    diff = weather_info.mmhg > 1015 ? -2 : 2;

  weather_info.change += diff * dice( 1, 4 ) + dice( 2, 6 ) - dice( 2, 6 );
  weather_info.change = UMAX( weather_info.change, -12 );
  weather_info.change = UMIN( weather_info.change, 12 );

  weather_info.mmhg += weather_info.change;
  weather_info.mmhg = UMAX( weather_info.mmhg, 960 );
  weather_info.mmhg = UMIN( weather_info.mmhg, 1040 );

  AT_TEMP = AT_GREY;
  switch ( weather_info.sky )
  {
    default:
      bug( "Weather_update: bad sky %d.", weather_info.sky );
      weather_info.sky = SKY_CLOUDLESS;
      break;

    case SKY_CLOUDLESS:
      if( weather_info.mmhg < 990
	  || ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) )
      {
	strcat( buf, "The sky is getting cloudy." );
	weather_info.sky = SKY_CLOUDY;
	AT_TEMP = AT_GREY;
      }
      break;

    case SKY_CLOUDY:
      if( weather_info.mmhg < 970
	  || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) )
      {
	strcat( buf, "It starts to rain." );
	weather_info.sky = SKY_RAINING;
	AT_TEMP = AT_BLUE;
      }

      if( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
      {
	strcat( buf, "The clouds disappear." );
	weather_info.sky = SKY_CLOUDLESS;
	AT_TEMP = AT_WHITE;
      }
      break;

    case SKY_RAINING:
      if( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
      {
	strcat( buf, "Lightning flashes in the sky." );
	weather_info.sky = SKY_LIGHTNING;
	AT_TEMP = AT_YELLOW;
      }

      if( weather_info.mmhg > 1030
	  || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )
      {
	strcat( buf, "The rain stopped." );
	weather_info.sky = SKY_CLOUDY;
	AT_TEMP = AT_WHITE;
      }
      break;

    case SKY_LIGHTNING:
      if( weather_info.mmhg > 1010
	  || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) )
      {
	strcat( buf, "The lightning has stopped." );
	weather_info.sky = SKY_RAINING;
	AT_TEMP = AT_GREY;
	break;
      }
      break;
  }

  if( buf[0] != '\0' )
  {
    for( d = first_descriptor; d; d = d->next )
    {
      if( d->connected == CON_PLAYING
	  && IS_OUTSIDE( d->character ) && IS_AWAKE( d->character ) )
	act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
    }
  }
}

/*
 * 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 )
	&& !NOT_AUTHED( ch )
	&& current_time - ch->save_time > ( sysdata.save_frequency * 60 ) )
      ch_save = ch;
    else
      ch_save = NULL;


    if( !IS_NPC( ch ) && !IS_IMMORTAL( ch ) )
    {
      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;
	  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->pcdata->condition[COND_DRUNK] > 8 )
	worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK] / 8 );
      if( ch->pcdata->condition[COND_FULL] > 1 )
      {
	switch ( ch->position )
	{
	  case POS_SLEEPING:
	    better_mental_state( ch, 4 );
	    break;
	  case POS_RESTING:
	    better_mental_state( ch, 3 );
	    break;
	  case POS_SITTING:
	  case POS_MOUNTED:
	    better_mental_state( ch, 2 );
	    break;
	  case POS_STANDING:
	    better_mental_state( ch, 1 );
	    break;
	  case POS_FIGHTING:
	    if( number_bits( 2 ) == 0 )
	      better_mental_state( ch, 1 );
	    break;
	}
      }
      if( ch->pcdata->condition[COND_THIRST] > 1 )
      {
	switch ( ch->position )
	{
	  case POS_SLEEPING:
	    better_mental_state( ch, 5 );
	    break;
	  case POS_RESTING:
	    better_mental_state( ch, 3 );
	    break;
	  case POS_SITTING:
	  case POS_MOUNTED:
	    better_mental_state( ch, 2 );
	    break;
	  case POS_STANDING:
	    better_mental_state( ch, 1 );
	    break;
	  case POS_FIGHTING:
	    if( number_bits( 2 ) == 0 )
	      better_mental_state( ch, 1 );
	    break;
	}
      }
      gain_condition( ch, COND_DRUNK, -1 );
      gain_condition( ch, COND_FULL, -1 );
      if( ch->in_room )
	switch ( ch->in_room->sector_type )
	{
	  default:
	    gain_condition( ch, COND_THIRST, -1 );
	    break;
	  case SECT_DESERT:
	    gain_condition( ch, COND_THIRST, -2 );
	    break;
	  case SECT_UNDERWATER:
	  case SECT_OCEANFLOOR:
	    if( number_bits( 1 ) == 0 )
	      gain_condition( ch, COND_THIRST, -1 );
	    break;
	}

    }

    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 );

    update_pos( ch );

    if( !char_died( ch ) )
    {
      /*
       * Careful with the damages here,
       *   MUST NOT refer to ch after damage taken,
       *   as it may be lethal damage (on NPC).
       */
      if( IS_AFFECTED( ch, AFF_POISON ) )
      {
	act( AT_POISON, "$n shivers and suffers.", ch, NULL, NULL,
	    TO_ROOM );
	act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL,
	    TO_CHAR );
	ch->mental_state = URANGE( 20, ch->mental_state + 4, 100 );
	damage( ch, ch, 6, gsn_poison );
      }
      else if( ch->position == POS_INCAP )
	damage( ch, ch, 1, TYPE_UNDEFINED );
      else if( ch->position == POS_MORTAL )
	damage( ch, ch, 5, TYPE_UNDEFINED );
      if( char_died( ch ) )
	continue;
      if( ch->mental_state >= 30 )
	switch ( ( ch->mental_state + 5 ) / 10 )
	{
	  case 3:
	    send_to_char( "You feel feverish.\r\n", ch );
	    act( AT_ACTION, "$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, STRLIT_EMPTY );
	      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, STRLIT_EMPTY );
	      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, STRLIT_EMPTY );
	      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->backup_wait > 0 )
      {
	--ch->backup_wait;
	if( ch->backup_wait == 0 )
	  add_reinforcements( ch );
      }

      if( !IS_NPC( ch ) )
      {
	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 = NULL;
  short AT_TEMP = 0;

  for( obj = last_object; obj; obj = gobj_prev )
  {
    CHAR_DATA *rch;
    const 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 && last_descriptor )
      oprog_random_trigger( obj );

    if( obj_extracted( obj ) )
      continue;

    if( obj->item_type == ITEM_WEAPON && obj->carried_by &&
	( obj->wear_loc == WEAR_WIELD || obj->wear_loc == WEAR_DUAL_WIELD )
	&& obj->value[3] != WEAPON_BLASTER && obj->value[4] > 0 )
    {
      obj->value[4]--;
      if( obj->value[4] <= 0 )
      {
	if( obj->value[3] == WEAPON_LIGHTSABER )
	{
	  act( AT_PLAIN, "$p fizzles and dies.", obj->carried_by, obj,
	      NULL, TO_CHAR );
	  act( AT_PLAIN, "$n's lightsaber fizzles and dies.",
	      obj->carried_by, NULL, NULL, TO_ROOM );
	}
	else if( obj->value[3] == WEAPON_VIBRO_BLADE )
	{
	  act( AT_PLAIN, "$p stops vibrating.", obj->carried_by, obj,
	      NULL, TO_CHAR );
	}
      }
    }


    /* 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
	|| obj->item_type == ITEM_DROID_CORPSE )
    {
      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;
	if( obj->item_type == ITEM_DROID_CORPSE )
	  sprintf( buf, d_corpse_descs[UMIN( timerfrac - 1, 4 )],
	      bufptr );
	else
	  sprintf( buf, corpse_descs[UMIN( timerfrac - 1, 4 )],
	      capitalize( bufptr ) );

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

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

    if( obj->timer > 0 && obj->timer < 5 && obj->item_type == ITEM_ARMOR )
    {
      if( obj->carried_by )
      {
	act( AT_TEMP, "$p is almost dead.", obj->carried_by, obj, NULL,
	    TO_CHAR );
      }
    }

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


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

    AT_TEMP = AT_PLAIN;
    switch ( obj->item_type )
    {
      default:
	message = "$p has depleted itself.";
	AT_TEMP = AT_PLAIN;
	break;

      case ITEM_FOUNTAIN:
	message = "$p dries up.";
	AT_TEMP = AT_BLUE;
	break;
      case ITEM_CORPSE_NPC:
	message = "$p decays into dust and blows away.";
	AT_TEMP = AT_OBJECT;
	break;
      case ITEM_DROID_CORPSE:
	message = "$p rusts away into oblivion.";
	AT_TEMP = AT_OBJECT;
	break;
      case ITEM_CORPSE_PC:
	message = "$p decays into dust and is blown away...";
	AT_TEMP = AT_MAGIC;
	break;
      case ITEM_FOOD:
	message = "$p is devoured by a swarm of maggots.";
	AT_TEMP = AT_HUNGRY;
	break;
      case ITEM_SCRAPS:
	message = "$p crumbles and decays into nothing.";
	AT_TEMP = AT_OBJECT;
	break;
    }

    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_BURRIED ) )
    {
      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 = NULL, *ch_next = NULL;
  EXIT_DATA *pexit = NULL;
  static int cnt = 0;
  int door = 0, retcode = rNONE;

  cnt = ( cnt + 1 ) % 2;

  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 != 0 )
	continue;

      /* running mobs       -Thoric */
      if( IS_SET( ch->act, ACT_RUNNING ) )
      {
	if( !IS_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( ch->spec_2 )
	{
	  if( ( *ch->spec_2 ) ( ch ) )
	    continue;
	  if( char_died( ch ) )
	    continue;
	}

	if( !IS_SET( ch->act, ACT_SENTINEL )
	    && !IS_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 )
	    && ( ch->guard_data
	      || pexit->to_room->sector_type ==
	      ch->in_room->sector_type ) )
	{
	  retcode = move_char( ch, pexit, 0 );

	  if( char_died( ch ) )
	    continue;

	  if( retcode != rNONE || IS_SET( ch->act, ACT_SENTINEL )
	      || ch->position < POS_STANDING )
	    continue;
	}
      }

      continue;
    }
    else
    {
      if( ch->mount && ch->in_room != ch->mount->in_room )
      {
	REMOVE_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( !IS_IMMORTAL( ch ) )
	  {
	    int dam = number_range( ch->max_hit / 50,
		ch->max_hit / 30 );
	    dam = UMAX( 1, dam );

	    if( ch->hit <= 0 )
	      dam = UMIN( 10, 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 )
	{
	  if( !IS_IMMORTAL( ch ) )
	  {
	    int dam = 0;

	    if( ch->move > 0 )
	    {
	      ch->move--;
	    }
	    else
	    {
	      dam =
		number_range( ch->max_hit / 50,
		    ch->max_hit / 30 );
	      dam = UMAX( 1, dam );

	      if( ch->hit <= 0 )
		dam = UMIN( 10, 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 );
	    }
	  }
	}
      }
    }
  }
}


/*
 * 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 = NULL, *dnext = NULL;
  CHAR_DATA *wch = NULL;
  CHAR_DATA *ch = NULL;
  CHAR_DATA *ch_next = NULL;
  CHAR_DATA *victim = NULL;
  struct act_prog_data *apdtmp = NULL;

#ifdef UNDEFD
  /*
   *  GRUNT!  To do
   *
   */
  if( IS_NPC( wch ) && wch->mpactnum > 0 && last_descriptor )
  {
    MPROG_ACT_LIST *tmp_act = NULL, *tmp2_act = NULL;
    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 = ( CHAR_DATA * ) mob_act_list->vo;

    if( !char_died( wch ) && wch->mpactnum > 0 )
    {
      MPROG_ACT_LIST *tmp_act = NULL;

      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 to mobile_update       -Thoric
   */
  for( d = first_descriptor; d; d = dnext )
  {
    dnext = d->next;
    if( ( d->connected != CON_PLAYING && d->connected != CON_EDITING )
	|| ( wch = d->character ) == NULL )
      continue;

    if( char_died( wch )
	|| IS_NPC( wch ) || IS_IMMORTAL( wch ) || !wch->in_room )
      continue;

    for( ch = wch->in_room->first_person; ch; ch = ch_next )
    {
      int count = 0;

      ch_next = ch->next_in_room;

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

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

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

      victim = wch;

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

      if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
	continue;

      if( IS_NPC( ch ) && IS_SET( ch->attacks, ATCK_BACKSTAB ) )
      {
	OBJ_DATA *obj = NULL;

	if( !ch->mount
	    && ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
	    && obj->value[3] == 11
	    && !victim->fighting && victim->hit >= victim->max_hit )
	{
	  WAIT_STATE( ch, skill_table[gsn_backstab]->beats );

	  if( !IS_AWAKE( victim )
	      || number_percent() + 5 < ch->top_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 );
    }
  }
}

/* From interp.c */
bool check_social( CHAR_DATA * ch, const char *command, const 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", STRLIT_EMPTY );
  else if( number_percent() < ( 2 * drunk / 20 ) )
    check_social( ch, "hiccup", STRLIT_EMPTY );
  else if( number_percent() < ( 2 * drunk / 20 ) )
    check_social( ch, "drool", STRLIT_EMPTY );
  else if( number_percent() < ( 2 * drunk / 20 ) )
    check_social( ch, "fart", STRLIT_EMPTY );
  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 : STRLIT_EMPTY ) );
    }

  ch->position = position;
  return;
}

void halucinations( CHAR_DATA * ch )
{
  if( ch->mental_state >= 30
      && number_bits( 5 - ( ch->mental_state >= 50 ) -
	( ch->mental_state >= 75 ) ) == 0 )
  {
    const char *t;

    switch ( number_range( 1, UMIN( 20, ( 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 = "They're coming to get you... coming to take you away...\r\n";
	break;
      case 15:
	t = "You begin to feel all powerful!\r\n";
	break;
      case 16:
	t =
	  "You're light as air... the heavens are yours for the taking.\r\n";
	break;
      case 17:
	t = "Your whole life flashes by... and your future...\r\n";
	break;
      case 18:
	t =
	  "You are everywhere and everything... you know all and are all!\r\n";
	break;
      case 19:
	t = "You feel immortal!\r\n";
	break;
      case 20:
	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 )
      {
	teleport( tele->room->first_person, tele->room->tele_vnum,
	    TELE_TRANSALL );
      }

      UNLINK( tele, first_teleport, last_teleport, next, prev );
      DISPOSE( tele );
    }
  }
}

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

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

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

  if( --pulse_savearea <= 0 )
  {
    pulse_savearea = 10 * PULSE_MINUTE;
    save_some_areas();
  }

  if( --pulse_taxes <= 0 )
  {
    pulse_taxes = PULSE_TAXES;
    update_taxes();
  }

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

  if( --pulse_space <= 0 )
  {
    pulse_space = PULSE_SPACE;
    update_space();
  }

  if( --pulse_recharge <= 0 )
  {
    pulse_recharge = PULSE_SPACE / 3;
    recharge_ships();
  }

  if( --pulse_ship <= 0 )
  {
    pulse_ship = PULSE_SPACE / 10;
    move_missiles();
    move_ships();
  }

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

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

    weather_update();
    char_update();
    obj_update();
    clear_vrooms();		/* remove virtual rooms */
  }

  if( --pulse_second <= 0 )
  {
    pulse_second = PULSE_PER_SECOND;
    char_check();
    /*reboot_check( "" ); Disabled to check if its lagging a lot - Scryn */
    /* Much faster version enabled by Altrag..
       although I dunno how it could lag too much, it was just a bunch
       of comparisons.. */
    reboot_check( 0 );
  }

  if( auction->item && --auction->pulse <= 0 )
  {
    auction->pulse = PULSE_AUCTION;
    auction_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, &start_time );
    ch_printf( timechar, "Timing took %d.%06d seconds.\r\n",
	etime.tv_sec, etime.tv_usec );
    timechar = NULL;
  }
}

void remove_portal( OBJ_DATA * portal )
{
  ROOM_INDEX_DATA *fromRoom = NULL, *toRoom = NULL;
  CHAR_DATA *ch = NULL;
  EXIT_DATA *pexit = NULL;
  bool found = FALSE;

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

  fromRoom = portal->in_room;

  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 );

  if( toRoom && ( ch = toRoom->first_person ) != NULL )
    act( AT_PLAIN, "A magical portal above winks from existence.",
	ch, NULL, NULL, TO_ROOM );
}

void reboot_check( time_t reset )
{
  static const char *tmsg[] = { "SYSTEM: Reboot in 10 seconds.",
    "SYSTEM: Reboot in 30 seconds.",
    "SYSTEM: Reboot in 1 minute.",
    "SYSTEM: Reboot in 2 minutes.",
    "SYSTEM: Reboot in 3 minutes.",
    "SYSTEM: Reboot in 4 minutes.",
    "SYSTEM: Reboot in 5 minutes.",
    "SYSTEM: Reboot in 10 minutes.",
  };
  static const int times[] = { 10, 30, 60, 120, 180, 240, 300, 600 };
  static const int timesize = 8;
  char buf[MAX_STRING_LENGTH];
  static int trun;
  static bool init;

  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 );
  }

  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;
    extern bool mud_down;

    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, "Rebooting... see you soon.", ECHOTAR_ALL );

    save_some_areas();

    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 = 0, pay = 0;
  char buf[MAX_STRING_LENGTH];

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

      talk_auction( buf );
      break;

    case 3:			/* SOLD! */
      if( !auction->buyer && auction->bet )
      {
	bug( "Auction code reached SOLD, with NULL buyer, but %d gold bid",
	    auction->bet );
	auction->bet = 0;
      }

      if( auction->bet > 0 && auction->buyer != auction->seller )
      {
	sprintf( buf, "%s sold to %s for %d.",
	    auction->item->short_descr,
	    IS_NPC( auction->buyer ) ? auction->buyer->
	    short_descr : auction->buyer->name, auction->bet );
	talk_auction( buf );

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

	if( ( auction->buyer->carry_weight
	      + get_obj_weight( auction->item ) )
	    > can_carry_w( auction->buyer ) )
	{
	  act( AT_PLAIN,
	      "$p is too heavy for you to carry with your current inventory.",
	      auction->buyer, auction->item, NULL, TO_CHAR );
	  act( AT_PLAIN,
	      "$n is carrying too much to also carry $p, and $e drops it.",
	      auction->buyer, auction->item, NULL, TO_ROOM );
	  obj_to_room( auction->item, auction->buyer->in_room );
	}
	else
	{
	  obj_to_char( auction->item, auction->buyer );
	}

	pay = ( int ) ( auction->bet * 0.9 );
	tax = ( int ) ( auction->bet * 0.1 );
	auction->seller->gold += pay;	/* give him the money, tax 10 % */
	sprintf( buf,
	    "The auctioneer pays you %d gold, charging an auction fee of %d.\r\n",
	    pay, tax );
	send_to_char( buf, auction->seller );
	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 - object has been 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 ) ( auction->item->cost * 0.05 );
	sprintf( buf,
	    "The auctioneer charges you an auction fee of %d.\r\n",
	    tax );
	send_to_char( buf, auction->seller );

	if( ( auction->seller->gold - tax ) < 0 )
	  auction->seller->gold = 0;
	else
	  auction->seller->gold -= tax;

	if( IS_SET( sysdata.save_flags, SV_AUCTION ) )
	  save_char_obj( auction->seller );
      }			/* else */

      auction->item = NULL;	/* clear auction */
  }				/* switch */
}				/* func */