/
swrfuss/
swrfuss/boards/
swrfuss/color/
swrfuss/doc/mudprogs/
swrfuss/email/
swrfuss/planets/
swrfuss/space/
/***************************************************************************
*                           STAR WARS REALITY 1.0                          *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code         *
* copyright (c) 1997 by Sean Cooper                                        *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd.                 *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider                           *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,                    *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops                *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
* Chastain, Michael Quan, and Mitchell Tse.                                *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
* ------------------------------------------------------------------------ *
*			      Regular update module			   *
****************************************************************************/

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

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

/*
 * Local functions.
 */
int hit_gain args( ( CHAR_DATA * ch ) );
int mana_gain args( ( CHAR_DATA * ch ) );
int move_gain args( ( CHAR_DATA * ch ) );
void gain_addiction args( ( CHAR_DATA * ch ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void update_taxes args( ( void ) );
void char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
void room_act_update args( ( void ) );
void obj_act_update args( ( void ) );
void char_check args( ( void ) );
void drunk_randoms args( ( CHAR_DATA * ch ) );
void halucinations args( ( CHAR_DATA * ch ) );
void subtract_times args( ( struct timeval * etime, struct timeval * sttime ) );

/*
 * Global Variables
 */

CHAR_DATA *gch_prev;
OBJ_DATA *gobj_prev;

CHAR_DATA *timechar;

char *corpse_descs[] = {
   "The corpse of %s will soon be gone.",
   "The corpse of %s lies here.",
   "The corpse of %s lies here.",
   "The corpse of %s lies here.",
   "The corpse of %s lies here."
};

char *d_corpse_descs[] = {
   "The shattered remains %s will soon be gone.",
   "The shattered remains %s are here.",
   "The shattered remains %s are here.",
   "The shattered remains %s are here.",
   "The shattered remains %s are here."
};

extern int top_exit;

/*
 * Advancement stuff.
 */
int max_level( CHAR_DATA * ch, int ability )
{
   int level = 0;

   if( IS_NPC( ch ) )
      return 100;

   if( IS_IMMORTAL( ch ) )
      return 200;

   if( ability == COMBAT_ABILITY )
   {
      if( ch->main_ability == COMBAT_ABILITY )
         level = 100;
      if( ch->main_ability == FORCE_ABILITY )
         level = 25;
      if( ch->main_ability == HUNTING_ABILITY )
         level = 25;
      if( ch->race == RACE_WOOKIEE )
         level += 30;
      if( ch->race == RACE_NOGHRI )
         level += 50;
      if( ch->race == RACE_GAMORREAN )
         level += 30;
      if( ch->race == RACE_DEFEL )
         level += 25;
      if( ch->race == RACE_TRANDOSHAN )
         level += 20;
      if( ch->race == RACE_DUINUOGWUIN )
         level += 20;
      level += ch->perm_con + ch->perm_dex + ch->perm_str;
   }

   if( ability == PILOTING_ABILITY )
   {
      if( ch->main_ability == ability )
         level = 100;
      if( ch->main_ability == ENGINEERING_ABILITY )
         level = 25;
      if( ch->main_ability == HUNTING_ABILITY )
         level = 25;
      if( ch->main_ability == SMUGGLING_ABILITY )
         level = 50;
      if( ch->main_ability == FORCE_ABILITY )
         level = 25;
      if( ch->race == RACE_HUTT )
         level -= 10;
      if( ch->race == RACE_GAMORREAN )
         level -= 10;
      if( ch->race == RACE_QUARREN )
         level += 10;
      if( ch->race == RACE_DUINUOGWUIN )
         level -= 30;
      level += ch->perm_dex * 2;
   }

   if( ability == ENGINEERING_ABILITY )
   {
      if( ch->main_ability == ability )
         level = 100;
      if( ch->main_ability == PILOTING_ABILITY )
         level = 20;
      if( ch->race == RACE_WOOKIEE )
         level += 10;
      if( ch->race == RACE_RODIAN )
         level -= 10;
      if( ch->race == RACE_HUTT )
         level -= 10;
      if( ch->race == RACE_MON_CALAMARI )
         level += 10;
      if( ch->race == RACE_GAMORREAN )
         level -= 10;
      if( ch->race == RACE_VERPINE )
         level += 50;
      if( ch->race == RACE_TRANDOSHAN )
         level -= 10;
      if( ch->race == RACE_CHADRA_FAN )
         level += 15;
      level += ch->perm_int * 2;
   }

   if( ability == HUNTING_ABILITY )
   {
      if( ch->main_ability == ability )
         level = 100;
      if( ch->race == RACE_WOOKIEE )
         level += 10;
      if( ch->race == RACE_RODIAN )
         level += 50;
      if( ch->race == RACE_TWI_LEK )
         level += 10;
      if( ch->race == RACE_HUTT )
         level -= 20;
      if( ch->race == RACE_MON_CALAMARI )
         level += 30;
      if( ch->race == RACE_JAWA )
         level -= 10;
      if( ch->race == RACE_ADARIAN )
         level -= 30;
      if( ch->race == RACE_TRANDOSHAN )
         level += 30;
      if( ch->race == RACE_CHADRA_FAN )
         level -= 25;
   }

   if( ability == SMUGGLING_ABILITY )
   {
      if( ch->main_ability == ability )
         level = 100;
      if( ch->main_ability == PILOTING_ABILITY )
         level = 20;
      if( ch->main_ability == ENGINEERING_ABILITY )
         level = 25;
      if( ch->race == RACE_TWI_LEK )
         level += 40;
      if( ch->race == RACE_MON_CALAMARI )
         level -= 20;
      if( ch->race == RACE_JAWA )
         level += 30;
      if( ch->race == RACE_ADARIAN )
         level -= 20;
      if( ch->race == RACE_VERPINE )
         level -= 20;
      if( ch->race == RACE_DEFEL )
         level += 25;
      if( ch->race == RACE_QUARREN )
         level += 20;
      if( ch->race == RACE_CHADRA_FAN )
         level += 10;
      if( ch->race == RACE_DUINUOGWUIN )
         level -= 10;
      level += ch->perm_lck * 2;
   }

   if( ability == LEADERSHIP_ABILITY )
   {
      if( ch->main_ability == ability )
         level = 100;
      if( ch->main_ability == COMBAT_ABILITY )
         level = 50;
      if( ch->main_ability == DIPLOMACY_ABILITY )
         level = 50;
      if( ch->race == RACE_TWI_LEK )
         level -= 25;
      if( ch->race == RACE_RODIAN )
         level -= 20;
      if( ch->race == RACE_HUTT )
         level += 50;
      if( ch->race == RACE_MON_CALAMARI )
         level += 30;
      if( ch->race == RACE_JAWA )
         level -= 10;
      if( ch->race == RACE_ADARIAN )
         level += 10;
      if( ch->race == RACE_TRANDOSHAN )
         level -= 10;
      if( ch->race == RACE_QUARREN )
         level -= 10;
      level += ch->perm_wis + ch->perm_cha + ch->perm_int;
   }

   if( ability == DIPLOMACY_ABILITY )
   {
      if( ch->main_ability == ability )
         level = 100;
      if( ch->main_ability == PILOTING_ABILITY )
         level = 10;
      if( ch->main_ability == LEADERSHIP_ABILITY )
         level = 50;
      if( ch->race == RACE_WOOKIEE )
         level -= 50;
      if( ch->race == RACE_TWI_LEK )
         level -= 25;
      if( ch->race == RACE_RODIAN )
         level -= 20;
      if( ch->race == RACE_HUTT )
         level -= 10;
      if( ch->race == RACE_MON_CALAMARI )
         level += 10;
      if( ch->race == RACE_NOGHRI )
         level -= 50;
      if( ch->race == RACE_GAMORREAN )
         level -= 10;
      if( ch->race == RACE_JAWA )
         level -= 10;
      if( ch->race == RACE_ADARIAN )
         level += 40;
      if( ch->race == RACE_VERPINE )
         level -= 10;
      if( ch->race == RACE_DEFEL )
         level -= 30;
      if( ch->race == RACE_TRANDOSHAN )
         level -= 30;
      if( ch->race == RACE_QUARREN )
         level -= 20;
      if( ch->race == RACE_DUINUOGWUIN )
         level += 20;
      level += ch->perm_cha * 3;
   }

   level = URANGE( 1, level, 150 );

   if( ability == FORCE_ABILITY )
   {
      if( ch->main_ability == ability )
         level = 20;
      else
         level = 0;
      level += ch->perm_frc * 5;
   }

   return level;
}

void advance_level( CHAR_DATA * ch, int ability )
{

   if( ch->top_level < ch->skill_level[ability] && ch->top_level < LEVEL_HERO )
   {
      ch->top_level = URANGE( 1, ch->skill_level[ability], LEVEL_HERO );
   }

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

   return;
}

void gain_exp( CHAR_DATA * ch, int gain, int ability )
{

   if( IS_NPC( ch ) )
      return;

   ch->experience[ability] = UMAX( 0, ch->experience[ability] + gain );

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

   while( ch->experience[ability] >= exp_level( ch->skill_level[ability] + 1 ) )
   {
      if( ch->skill_level[ability] >= max_level( ch, ability ) )
      {
         ch->experience[ability] = ( exp_level( ch->skill_level[ability] + 1 ) - 1 );
         return;
      }
      set_char_color( AT_WHITE + AT_BLINK, ch );
      ch_printf( ch, "You have now obtained %s level %d!\r\n", ability_name[ability], ++ch->skill_level[ability] );
      advance_level( ch, ability );
   }

   return;
}



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

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

      switch ( ch->position )
      {
         case POS_DEAD:
            return 0;
         case POS_MORTAL:
            return -25;
         case POS_INCAP:
            return -20;
         case POS_STUNNED:
            return get_curr_con( ch ) * 2;
         case POS_SLEEPING:
            gain += get_curr_con( ch ) * 1.5;
            break;
         case POS_RESTING:
            gain += get_curr_con( 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 ) > 800 )
   {
      send_to_char( "You are very old.\r\nYou are becoming weaker with every moment.\r\nSoon you will die.\r\n", ch );
      return -10;
   }
   else if( get_age( ch ) > 500 )
      gain /= 10;
   else if( get_age( ch ) > 400 )
      gain /= 5;
   else if( get_age( ch ) > 300 )
      gain /= 2;

   if( ch->race == RACE_TRANDOSHAN )
      gain *= 2;

   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
   {
      if( ch->skill_level[FORCE_ABILITY] <= 1 )
         return ( 0 - ch->mana );

      gain = UMIN( 5, ch->skill_level[FORCE_ABILITY] / 2 );

      if( ch->position < POS_SLEEPING )
         return 0;
      switch ( ch->position )
      {
         case POS_SLEEPING:
            gain += get_curr_int( ch ) * 3;
            break;
         case POS_RESTING:
            gain += 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_addiction( CHAR_DATA * ch )
{
   short drug;
   ch_ret retcode;
   AFFECT_DATA af;

   for( drug = 0; drug <= 9; drug++ )
   {

      if( ch->pcdata->addiction[drug] < ch->pcdata->drug_level[drug] )
         ch->pcdata->addiction[drug]++;

      if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 150 )
      {
         switch ( ch->pcdata->addiction[drug] )
         {
            default:
            case SPICE_GLITTERSTIM:
               if( !IS_AFFECTED( ch, AFF_BLIND ) )
               {
                  af.type = gsn_blindness;
                  af.location = APPLY_AC;
                  af.modifier = 10;
                  af.duration = ch->pcdata->addiction[drug];
                  af.bitvector = AFF_BLIND;
                  affect_to_char( ch, &af );
               }
            case SPICE_CARSANUM:
               if( !IS_AFFECTED( ch, AFF_WEAKEN ) )
               {
                  af.type = -1;
                  af.location = APPLY_DAMROLL;
                  af.modifier = -10;
                  af.duration = ch->pcdata->addiction[drug];
                  af.bitvector = AFF_WEAKEN;
                  affect_to_char( ch, &af );
               }
            case SPICE_RYLL:
               if( !IS_AFFECTED( ch, AFF_WEAKEN ) )
               {
                  af.type = -1;
                  af.location = APPLY_DEX;
                  af.modifier = -5;
                  af.duration = ch->pcdata->addiction[drug];
                  af.bitvector = AFF_WEAKEN;
                  affect_to_char( ch, &af );
               }
            case SPICE_ANDRIS:
               if( !IS_AFFECTED( ch, AFF_WEAKEN ) )
               {
                  af.type = -1;
                  af.location = APPLY_CON;
                  af.modifier = -5;
                  af.duration = ch->pcdata->addiction[drug];
                  af.bitvector = AFF_WEAKEN;
                  affect_to_char( ch, &af );
               }
         }
      }

      if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 200 )
      {
         ch_printf( ch, "You feel like you are going to die. You NEED %s\r\n.", spice_table[drug] );
         worsen_mental_state( ch, 2 );
         retcode = damage( ch, ch, 5, TYPE_UNDEFINED );
      }
      else if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 100 )
      {
         ch_printf( ch, "You need some %s.\r\n", spice_table[drug] );
         worsen_mental_state( ch, 2 );
      }
      else if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 50 )
      {
         ch_printf( ch, "You really crave some %s.\r\n", spice_table[drug] );
         worsen_mental_state( ch, 1 );
      }
      else if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 25 )
      {
         ch_printf( ch, "Some more %s would feel quite nice.\r\n", spice_table[drug] );
      }
      else if( ch->pcdata->addiction[drug] < ch->pcdata->drug_level[drug] - 50 )
      {
         act( AT_POISON, "$n bends over and vomits.\r\n", ch, NULL, NULL, TO_ROOM );
         act( AT_POISON, "You vomit.\r\n", ch, NULL, NULL, TO_CHAR );
         ch->pcdata->drug_level[drug] -= 10;
      }

      if( ch->pcdata->drug_level[drug] > 1 )
         ch->pcdata->drug_level[drug] -= 2;
      else if( ch->pcdata->drug_level[drug] > 0 )
         ch->pcdata->drug_level[drug] -= 1;
      else if( ch->pcdata->addiction[drug] > 0 && ch->pcdata->drug_level[drug] <= 0 )
         ch->pcdata->addiction[drug]--;
   }

}

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

   if( value == 0 || IS_NPC( ch ) || get_trust( ch ) >= LEVEL_IMMORTAL || 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( ch->top_level <= LEVEL_AVATAR )
            {
               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 );
               retcode = damage( ch, ch, 5, TYPE_UNDEFINED );
            }
            break;

         case COND_THIRST:
            if( ch->top_level <= LEVEL_AVATAR )
            {
               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 );
               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( ch->top_level <= LEVEL_AVATAR )
            {
               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( ch->top_level <= LEVEL_AVATAR )
            {
               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( ch->top_level <= LEVEL_AVATAR )
            {
               set_char_color( AT_HUNGRY, ch );
               send_to_char( "You are hungry.\r\n", ch );
            }
            break;

         case COND_THIRST:
            if( ch->top_level <= LEVEL_AVATAR )
            {
               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( ch->top_level <= LEVEL_AVATAR )
            {
               set_char_color( AT_HUNGRY, ch );
               send_to_char( "You are a mite peckish.\r\n", ch );
            }
            break;

         case COND_THIRST:
            if( ch->top_level <= LEVEL_AVATAR )
            {
               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;
   EXIT_DATA *pexit;
   int door;
   ch_ret retcode;

   retcode = rNONE;

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

      gch_prev = ch->prev;

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

      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;

/* 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( !IS_SET( ch->act, ACT_RUNNING ) && !IS_SET( ch->act, ACT_SENTINEL ) && !ch->fighting && ch->hunting )
      {
         if( ch->top_level < ( LEVEL_HERO * 0.2 ) )
            WAIT_STATE( ch, 6 * PULSE_PER_SECOND );
         else if( ch->top_level < ( LEVEL_HERO * 0.4 ) )
            WAIT_STATE( ch, 5 * PULSE_PER_SECOND );
         else if( ch->top_level < ( LEVEL_HERO * 0.6 ) )
            WAIT_STATE( ch, 4 * PULSE_PER_SECOND );
         else if( ch->top_level < ( LEVEL_HERO * 0.8 ) )
            WAIT_STATE( ch, 3 * PULSE_PER_SECOND );
         else if( ch->top_level < LEVEL_HERO )
            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 ) )
            do_emote( ch, "snarls and growls." );
         continue;
      }

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

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

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

      if( char_died( ch ) )
         continue;

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

      if( ch->position < POS_STANDING )
         continue;

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

         max = 1;
         obj_best = NULL;
         for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
         {
            if ( 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 )
          && ( !IS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) )
      {
         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 ) )
      {
         CHAR_DATA *rch;
         bool found;

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

   return;
}

void update_taxes( void )
{
   PLANET_DATA *planet;
   CLAN_DATA *clan;

   for( planet = first_planet; planet; planet = planet->next )
   {
      clan = planet->governed_by;
      if( clan )
      {
         int sCount = 0;
         CLAN_DATA *subclan = NULL;

         if( clan->first_subclan )
         {
            for( subclan = clan->first_subclan; subclan; subclan = subclan->next_subclan )
               sCount++;

            for( subclan = clan->first_subclan; subclan; subclan = subclan->next_subclan )
            {
               subclan->funds += get_taxes( planet ) / 1440 / sCount;
               save_clan( subclan );
            }

            clan->funds += get_taxes( planet ) / 1440;
            save_clan( clan );
         }
         else
         {
            clan->funds += get_taxes( planet ) / 720;
            save_clan( clan );
         }
         save_planet( planet );
      }
   }

}


/*
 * 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 );
      }
   }

   return;
}



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

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

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

      if( char_died( ch ) )
         continue;

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

      if( char_died( ch ) )
         continue;

      rprog_time_trigger( ch );

      if( char_died( ch ) )
         continue;

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

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

         if( ch->mana < ch->max_mana || ch->skill_level[FORCE_ABILITY] == 1 )
            ch->mana += mana_gain( ch );

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

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

      if( ch->pcdata )
         gain_addiction( ch );


      if( !IS_NPC( ch ) && ch->top_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;
               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( !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, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
            act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR );
            ch->mental_state = URANGE( 20, ch->mental_state + 4, 100 );
            damage( ch, ch, 6, gsn_poison );
         }
         else if( ch->position == POS_INCAP )
            damage( ch, ch, 1, TYPE_UNDEFINED );
         else if( ch->position == POS_MORTAL )
            damage( ch, ch, 4, TYPE_UNDEFINED );
         if( char_died( ch ) )
            continue;
         if( ch->mental_state >= 30 )
            switch ( ( ch->mental_state + 5 ) / 10 )
            {
               case 3:
                  send_to_char( "You feel feverish.\r\n", ch );
                  act( AT_ACTION, "$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, "" );
                     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->backup_wait > 0 )
         {
            --ch->backup_wait;
            if( ch->backup_wait == 0 )
               add_reinforcements( ch );
         }

         if( !IS_NPC( ch ) )
         {
            if( ++ch->timer > 15 && !ch->desc )
            {
               if( ch->in_room )
                  char_from_room( ch );
               char_to_room( ch, get_room_index( ROOM_PLUOGUS_QUIT ) );
               ch->position = POS_RESTING;
               ch->hit = UMAX( 1, ch->hit );
               save_char_obj( ch );
               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 = 0;

   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_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[3] != WEAPON_BOWCASTER && obj->value[3] != WEAPON_FORCE_PIKE )
      {
         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 );
            }
         }
      }

      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 || 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_GRENADE:
            explode( obj );
            return;
            break;

         case ITEM_PORTAL:
            message = "$p winks out of existence.";
            remove_portal( obj );
            obj->item_type = ITEM_TRASH;  /* so extract_obj  */
            AT_TEMP = AT_MAGIC;  /* doesn't remove_portal */
            break;
         case ITEM_FOUNTAIN:
            message = "$p dries up.";
            AT_TEMP = AT_BLUE;
            break;
         case ITEM_CORPSE_NPC:
            message = "$p decays into dust and blows away.";
            AT_TEMP = AT_OBJECT;
            break;
         case ITEM_DROID_CORPSE:
            message = "$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_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 = "$p crumbles and decays into nothing.";
            AT_TEMP = AT_OBJECT;
            break;
         case ITEM_FIRE:
            if( obj->in_room )
               --obj->in_room->light;
            message = "$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_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, *ch_next;
   EXIT_DATA *pexit;
   static int cnt = 0;
   int door, retcode;

   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 )
                && ( !IS_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 || 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( get_trust( ch ) < LEVEL_IMMORTAL )
               {
                  int dam;


                  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( get_trust( ch ) < LEVEL_IMMORTAL )
               {
                  int dam;

                  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, *dnext;
   CHAR_DATA *wch, *ch, *ch_next, *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 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 ) || wch->top_level >= LEVEL_IMMORTAL || !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;

            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 );
      }
   }

   return;
}

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

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

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

   if( number_percent(  ) < 30 )
      return;

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

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

   ch->position = position;
   return;
}

void halucinations( 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( 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 );
      }
   }
}

#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:" );
            to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1 );
         }
         sprintf( log_buf, " %s@%s new %s", victim->name, victim->desc->host, race_table[victim->race].race_name );
         to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 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\r\n", victim->name, victim->desc->host, race_table[victim->race].race_name );
         strcat( log_buf, buf );
      }
   }
   if( found_hit )
   {
      log_string( log_buf );
      to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 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_taxes;
   static int pulse_area;
   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 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_area <= 0 )
   {
      pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
      area_update(  );
   }

   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(  );
      update_bus(  );
      update_traffic(  );
   }

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

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

   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 */
      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, &sttime );
      ch_printf( timechar, "Timing took %d.%06d 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;
   CHAR_DATA *ch;
   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 );
   /*
    * rendunancy 
    */
   /*
    * send a message to fromRoom 
    */
   /*
    * ch = fromRoom->first_person; 
    */
   /*
    * if(ch!=NULL) 
    */
   /*
    * act( AT_PLAIN, "A magical portal below winks from existence.", ch, NULL, NULL, TO_ROOM ); 
    */

   /*
    * send a message to toRoom 
    */
   if( toRoom && ( ch = toRoom->first_person ) != NULL )
      act( AT_PLAIN, "A magical portal above winks from existence.", ch, NULL, NULL, TO_ROOM );

   /*
    * remove the portal obj: looks better to let update_obj do this 
    */
   /*
    * extract_obj(portal);  
    */

   return;
}

void reboot_check( time_t reset )
{
   static 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; // UMIN( sizeof( times ) / sizeof( *times ), sizeof( tmsg ) / sizeof( *tmsg ) );
   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;

      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 "
                   "presence\r\nas life here is reconstructed.", ECHOTAR_ALL );

      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;
}

#if 0
void reboot_check( char *arg )
{
   char buf[MAX_STRING_LENGTH];
   /*
    * struct tm *timestruct;
    * int timecheck;
    */
   CHAR_DATA *vch;

   /*
    * Bools to show which pre-boot echoes we've done. 
    */
   static bool thirty = FALSE;
   static bool fifteen = FALSE;
   static bool ten = FALSE;
   static bool five = FALSE;
   static bool four = FALSE;
   static bool three = FALSE;
   static bool two = FALSE;
   static bool one = FALSE;

   /*
    * This function can be called by do_setboot when the reboot time
    * is being manually set to reset all the bools. 
    */
   if( !str_cmp( arg, "reset" ) )
   {
      thirty = FALSE;
      fifteen = FALSE;
      ten = FALSE;
      five = FALSE;
      four = FALSE;
      three = FALSE;
      two = FALSE;
      one = FALSE;
      return;
   }

   /*
    * If the mud has been up less than 18 hours and the boot time 
    * wasn't set manually, forget it. 
    */
/* Usage monitor */

   if( ( current_time % 1800 ) == 0 )
   {
      sprintf( buf, "%s: %d players", ctime( &current_time ), num_descriptors );
      append_to_file( USAGE_FILE, buf );
   }

/* Change by Scryn - if mud has not been up 18 hours at boot time - still 
 * allow for warnings even if not up 18 hours 
 */
   if( new_boot_time_t - boot_time < 60 * 60 * 18 && set_boot_time->manual == 0 )
   {
      return;
   }
/*
    timestruct = localtime( &current_time);

    if ( timestruct->tm_hour == set_boot_time->hour        
         && timestruct->tm_min  == set_boot_time->min )*/
   if( new_boot_time_t <= current_time )
   {
      /*
       * Return auction item to seller 
       */
      if( auction->item != NULL )
      {
         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 != NULL && auction->seller != auction->buyer ) /* return money to the buyer */
         {
            auction->buyer->gold += auction->bet;
            send_to_char( "Your money has been returned.\r\n", auction->buyer );
         }
      }

      sprintf( buf, "You are forced from these realms by a strong magical presence" );
      echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
      sprintf( buf, "as life here is reconstructed." );
      echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );

      /*
       * Save all characters before booting. 
       */
      for( vch = first_char; vch; vch = vch->next )
      {
         if( !IS_NPC( vch ) )
            save_char_obj( vch );
      }
      mud_down = TRUE;
   }

   /*
    * How many minutes to the scheduled boot? 
    */
/*  timecheck = ( set_boot_time->hour * 60 + set_boot_time->min )
              - ( timestruct->tm_hour * 60 + timestruct->tm_min );

  if ( timecheck > 30  || timecheck < 0 ) return;

  if ( timecheck <= 1 ) */
   if( new_boot_time_t - current_time <= 60 )
   {
      if( one == FALSE )
      {
         sprintf( buf, "You feel the ground shake as the end comes near!" );
         echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
         one = TRUE;
         sysdata.DENY_NEW_PLAYERS = TRUE;
      }
      return;
   }

/*  if ( timecheck == 2 )*/
   if( new_boot_time_t - current_time <= 120 )
   {
      if( two == FALSE )
      {
         sprintf( buf, "Lightning crackles in the sky above!" );
         echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
         two = TRUE;
         sysdata.DENY_NEW_PLAYERS = TRUE;
      }
      return;
   }

/*  if ( timecheck == 3 )*/
   if( new_boot_time_t - current_time <= 180 )
   {
      if( three == FALSE )
      {
         sprintf( buf, "Crashes of thunder sound across the land!" );
         echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
         three = TRUE;
         sysdata.DENY_NEW_PLAYERS = TRUE;
      }
      return;
   }

/*  if ( timecheck == 4 )*/
   if( new_boot_time_t - current_time <= 240 )
   {
      if( four == FALSE )
      {
         sprintf( buf, "The sky has suddenly turned midnight black." );
         echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
         four = TRUE;
         sysdata.DENY_NEW_PLAYERS = TRUE;
      }
      return;
   }

/*  if ( timecheck == 5 )*/
   if( new_boot_time_t - current_time <= 300 )
   {
      if( five == FALSE )
      {
         sprintf( buf, "You notice the life forms around you slowly dwindling away." );
         echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
         five = TRUE;
         sysdata.DENY_NEW_PLAYERS = TRUE;
      }
      return;
   }

/*  if ( timecheck == 10 )*/
   if( new_boot_time_t - current_time <= 600 )
   {
      if( ten == FALSE )
      {
         sprintf( buf, "The seas across the realm have turned frigid." );
         echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
         ten = TRUE;
      }
      return;
   }

/*  if ( timecheck == 15 )*/
   if( new_boot_time_t - current_time <= 900 )
   {
      if( fifteen == FALSE )
      {
         sprintf( buf, "The aura of magic which once surrounded the realms seems slightly unstable." );
         echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
         fifteen = TRUE;
      }
      return;
   }

/*  if ( timecheck == 30 )*/
   if( new_boot_time_t - current_time <= 1800 )
   {
      if( thirty == FALSE )
      {
         sprintf( buf, "You sense a change in the magical forces surrounding you." );
         echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
         thirty = TRUE;
      }
      return;
   }

   return;
}
#endif

/* the auction update*/

void auction_update( void )
{
   int tax, pay;
   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;
            boost_economy( auction->seller->in_room->area, tax );
            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;
            boost_economy( auction->seller->in_room->area, tax );
            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 */

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;
}