/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe.    *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
 *  ROM 2.4 is copyright 1993-1998 Russ Taylor                             *
 *  ROM has been brought to you by the ROM consortium                      *
 *      Russ Taylor (rtaylor@hypercube.org)                                *
 *      Gabrielle Taylor (gtaylor@hypercube.org)                           *
 *      Brian Moore (zump@rom.org)                                         *
 *  By using this code, you have agreed to follow the terms of the         *
 *  ROM license, in the file Rom24/doc/rom.license                         *
 ***************************************************************************/

/*
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <cstdio>
#include <cstring>
#include <ctime>
*/
#include <iostream>
#include <vector>
using namespace std;

#include "merc.h"
#include "interp.h"
#include "music.h"
#include "skill.h"

/*
 * Local functions.
 */
int hit_gain args ((CHAR_DATA * ch));
int magic_gain args ((CHAR_DATA * ch, int mag_type));
int move_gain args ((CHAR_DATA * ch));
void mobile_update args ((void));
void weather_update args ((void));
void char_update args ((void));
void obj_update args ((void));
void aggr_update args ((void));

/* used for saving */

int save_number = 0;

/**Add these just before event_update**/
void free_event args((EVENT *ev));
EVENT	*events;

/*
 * Handle events.
 */
void event_update(void)
{
    EVENT *ev = NULL, *ev_next = NULL, *ev_last = NULL;

    for(ev = events; ev; ev = ev->next)
    {        
                
        if (ev->type == EVENT_AFFHANDLE)
        {
            int paf_type = ev->event_args.affhandle.paf->type;
            CHAR_DATA *victim = ev->event_args.affhandle.victim;
            CHAR_DATA *caster = ev->event_args.affhandle.caster;

            //writelogf("Event type is AFFHANDLE", ev->type);
            //writelogf("caster: %s victim: %s paf_type: %d", caster, victim, paf_type);
            //Let's make damn well sure that paf_type is valid, otherwise
            //we will get a nasty segfault as we directly access the
            //SkillTable vector.
            if (paf_type < 0 || paf_type >= COMPILED_MAX_SKILL)
                continue;
            
            //JH below needs to be rewritten 6/30/2004 12:55PM
            ev->event_args.affhandle.paf->duration--;

            if (SkillTable[paf_type].pulse_code)
            {
                (*SkillTable[paf_type].pulse_code) (victim, "");

                if (!SkillTable[paf_type].pulse_self.empty())
                    ch_printf(victim, "%s\n\r", SkillTable[paf_type].pulse_self.c_str());
            }
            if (SkillTable[paf_type].upkeep_code && SkillTable[paf_type].upkeep > 0
                && ++ev->event_args.affhandle.upkeep_timer % SkillTable[paf_type].upkeep == 0)
            {
                if (fail_upkeep_cost(caster, paf_type))
                {
                    ev->delay = 0;
                    ch_printf(caster, "You have run out of mana to upkeep '%s' on %s.\n\r",
                        SkillTable[paf_type].name.c_str(), caster == victim?
                         "yourself" : victim->name);
                }
                else
                {
                    (*SkillTable[paf_type].upkeep_code) (caster, "");
                    if (!SkillTable[paf_type].upkeep_self.empty())
                        ch_printf(caster, "%s\n\r", SkillTable[paf_type].upkeep_self.c_str());
                }                
            }
            
        }
        if(ev->delay-- <= 0)  //Expired, kill it
        {
            ev->kill_event = TRUE; //Kill it next loop
            ev->fire(ev);
            ev->destroy(ev);
        }
    }

    for(ev = events; ev; ev = ev_next)
    {
        ev_next = ev->next;

        if (ev->kill_event)
        {
            if(ev_last)       //We're past the first element of the list.
                ev_last->next = ev_next;
            else              //First element.
                events = ev_next;
            free_event(ev);
        }
        else                  //Not ready yet; start from here.
            ev_last = ev;
    }
}


/*
 * Advancement stuff.
 */
void advance_level (CHAR_DATA * ch, bool hide)
{
    int add_hp;
    int add_move;
    int add_magic;
    char buf[MSL];
    char cbuf[MSL];

    ch->pcdata->last_level =
        (ch->played + (int) (current_time - ch->logon)) / 3600;

    add_hp = con_app[get_curr_stat (ch, STAT_CON)].hitp;
    add_move = number_range (1, (get_curr_stat (ch, STAT_CON)
                + get_curr_stat (ch, STAT_DEX)) / 6);

    add_hp = add_hp * 9 / 10;
    add_move = add_move * 9 / 10;

    add_hp = UMAX (2, add_hp);
    add_move = UMAX (6, add_move);

    ch->max_hit += add_hp;
    ch->max_move += add_move;

    ch->pcdata->perm_hit += add_hp;
    ch->pcdata->perm_move += add_move;

    sprintf (buf, "{cYou gain {C%d{c hit point%s, {C%d{c move, ",
        add_hp, add_hp == 1 ? "" : "s", add_move);

    for (int i = 0; i < REAL_MAX_MAGIC_TYPE; i++)
    {
        add_magic = ch->magic_levels[MAX_MAGIC_TYPE] * 10 +
            number_range(1, get_curr_stat(ch, STAT_INT) / 3) +
            number_range(1, get_curr_stat(ch, STAT_CHA) / 2);
        add_magic = UMAX (0, add_magic);

        ch->max_magic_points[i] += add_magic;
        ch->pcdata->perm_magic_points[i] += add_magic;

        sprintf(cbuf, "{C%d{c %s energy", add_magic, magic_table[i].name);
        i == (REAL_MAX_MAGIC_TYPE - 1) ? strcat(cbuf, ".") : strcat(cbuf, ", ");
        strcat (buf, cbuf);
    }


    if (!hide)
    {
        send_to_char (buf, ch);
    }
    return;
}


void gain_exp (CHAR_DATA * ch, int gain)
{
    char buf[MAX_STRING_LENGTH];

    if (IS_NPC (ch) || ch->level >= LEVEL_HERO)
        return;

    //19999 xp, gain 100
    // level 1, level should be 2
    ch->exp += UMIN(gain, EXP_PER_LEVEL/5); //just in case
    while (ch->level < LEVEL_HERO && ch->exp >= EXP_PER_LEVEL * (ch->level + 1))
    {
        send_to_char ("{yYou raise a level.{x\n\r", ch);
        ch->level += 1;
        sprintf (buf, "%s gained level %d", ch->name, ch->level);
        log_string (buf);
        sprintf (buf, "$N has attained level %d!", ch->level);
        wiznet (buf, ch, NULL, WIZ_LEVELS, 0, 0);
        advance_level (ch, FALSE);
        save_char_obj (ch);
    }

    return;
}


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

    if (ch->in_room == NULL)
        return 0;

    if (IS_NPC (ch))
    {
        gain = 5 + ch->level;
        if (IS_AFFECTED (ch, AFF_REGENERATION))
            gain *= 2;

        switch (ch->position)
        {
            default:
                gain /= 2;
                break;
            case POS_SLEEPING:
                gain = 3 * gain / 2;
                break;
            case POS_RESTING:
                break;
            case POS_FIGHTING:
                gain /= 3;
                break;
        }


    }
    else
    {
        gain = UMAX (3, get_curr_stat (ch, STAT_CON) - 3 + ch->level / 2);
        number = number_percent ();
        if (number < get_skill (ch, gsn_dummy))
        {
            gain += number * gain / 100;
            if (ch->hit < ch->max_hit)
                check_improve (ch, gsn_dummy, TRUE, 8);
        }

        switch (ch->position)
        {
            default:
                gain /= 4;
                break;
            case POS_SLEEPING:
                break;
            case POS_RESTING:
                gain /= 2;
                break;
            case POS_FIGHTING:
                gain /= 6;
                break;
        }

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

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

    }

    gain = gain * ch->in_room->heal_rate / 100;

    if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
        gain = gain * ch->on->value[3] / 100;

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

    if (IS_AFFECTED (ch, AFF_PLAGUE))
        gain /= 8;

    if (IS_AFFECTED (ch, AFF_HASTE) || IS_AFFECTED (ch, AFF_SLOW))
        gain /= 2;

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



int magic_gain (CHAR_DATA * ch, int mag_type)
{
    int gain;

    if (ch->in_room == NULL)
        return 0;

    if (IS_NPC (ch))
    {
        gain = 5 + ch->level;
        switch (ch->position)
        {
            default:
                gain /= 2;
                break;
            case POS_SLEEPING:
                gain = 3 * gain / 2;
                break;
            case POS_RESTING:
                break;
            case POS_FIGHTING:
                gain /= 3;
                break;
        }
    }
    else
    {
        gain = (get_curr_stat (ch, STAT_CHA)
                + get_curr_stat (ch, STAT_INT) + ch->level) / 2;
        switch (ch->position)
        {
            default:
                gain /= 4;
                break;
            case POS_SLEEPING:
                break;
            case POS_RESTING:
                gain /= 2;
                break;
            case POS_FIGHTING:
                gain /= 6;
                break;
        }

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

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

    }

    gain = gain * ch->in_room->mregen_rate / 100;

    if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
        gain = gain * ch->on->value[4] / 100;

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

    if (IS_AFFECTED (ch, AFF_PLAGUE))
        gain /= 8;

    if (IS_AFFECTED (ch, AFF_HASTE) || IS_AFFECTED (ch, AFF_SLOW))
        gain /= 2;

    return UMIN (gain, ch->max_magic_points[mag_type] - ch->magic_points[mag_type]);
}



int move_gain (CHAR_DATA * ch)
{
    int gain;

    if (ch->in_room == NULL)
        return 0;

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

        switch (ch->position)
        {
            case POS_SLEEPING:
                gain += get_curr_stat (ch, STAT_DEX);
                break;
            case POS_RESTING:
                gain += get_curr_stat (ch, STAT_DEX) / 2;
                break;
        }

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

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

    gain = gain * ch->in_room->heal_rate / 100;

    if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
        gain = gain * ch->on->value[3] / 100;

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

    if (IS_AFFECTED (ch, AFF_PLAGUE))
        gain /= 8;

    if (IS_AFFECTED (ch, AFF_HASTE) || IS_AFFECTED (ch, AFF_SLOW))
        gain /= 2;

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



void gain_condition (CHAR_DATA * ch, int iCond, int value)
{
    int condition;

    if (value == 0 || IS_NPC (ch) || ch->level >= LEVEL_IMMORTAL)
        return;

    condition = ch->pcdata->condition[iCond];
    if (condition == -1)
        return;
    ch->pcdata->condition[iCond] = URANGE (0, condition + value, 48);

    if (ch->pcdata->condition[iCond] == 0)
    {
        switch (iCond)
        {
            case COND_HUNGER:
                send_to_char ("You are hungry.\n\r", ch);
                break;

            case COND_THIRST:
                send_to_char ("You are thirsty.\n\r", ch);
                break;

            case COND_DRUNK:
                if (condition != 0)
                    send_to_char ("You are sober.\n\r", ch);
                break;
        }
    }

    return;
}



/*
 * Mob autonomous action.
 * This function takes 25% to 35% of ALL Merc cpu time.
 * -- Furey
 */
void mobile_update (void)
{
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    EXIT_DATA *pexit;
    int door;

    /* Examine all mobs. */
    for (ch = char_list; ch != NULL; ch = ch_next)
    {
        ch_next = ch->next;

        if (!IS_NPC (ch) || ch->in_room == NULL
                || IS_AFFECTED (ch, AFF_CHARM)) continue;

        if (ch->in_room->area->empty && !IS_SET (ch->act, ACT_UPDATE_ALWAYS))
            continue;

        /* Examine call for special procedure */
        if (ch->spec_fun != 0)
        {
            if ((*ch->spec_fun) (ch))
                continue;
        }

        if (ch->pIndexData->pShop != NULL)    /* give him some gold */
            if ((ch->gold * 10 + ch->silver) < ch->pIndexData->wealth)
            {
                ch->gold +=
                    ch->pIndexData->wealth * number_range (1, 20) / 500000;
                ch->silver +=
                    ch->pIndexData->wealth * number_range (1, 20) / 5000;
            }

        /*
         * Check triggers only if mobile still in default position
         */
        if (ch->position == ch->pIndexData->default_pos)
        {
            /* Delay */
            if (HAS_TRIGGER_MOB (ch, TRIG_DELAY) && ch->mprog_delay > 0)
            {
                if (--ch->mprog_delay <= 0)
                {
                    p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_DELAY);
                    continue;
                }
            }
            if (HAS_TRIGGER_MOB (ch, TRIG_RANDOM))
            {
                if (p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_RANDOM))
                    continue;
            }
        }

        /* That's all for sleeping / busy monster, and empty zones */
        if (ch->position != POS_STANDING)
            continue;

        /* Scavenge */
        if (IS_SET (ch->act, ACT_SCAVENGER)
                && ch->in_room->contents != NULL && number_bits (6) == 0)
        {
            OBJ_DATA *obj;
            OBJ_DATA *obj_best;
            int max;

            max = 1;
            obj_best = 0;
            for (obj = ch->in_room->contents; obj; obj = obj->next_content)
            {
                if (CAN_WEAR (obj, ITEM_TAKE) && can_loot (ch, obj)
                        && obj->cost > max && obj->cost > 0)
                {
                    obj_best = obj;
                    max = obj->cost;
                }
            }

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

        /* Wander */
        if (!IS_SET (ch->act, ACT_SENTINEL)
                && number_bits (3) == 0
                && (door = number_bits (5)) <= 5
                && (pexit = ch->in_room->exit[door]) != NULL
                && pexit->u1.to_room != NULL
                && !IS_SET (pexit->exit_info, EX_CLOSED)
                && !IS_SET (pexit->u1.to_room->room_flags, ROOM_NO_MOB)
                && (!IS_SET (ch->act, ACT_STAY_AREA)
                    || pexit->u1.to_room->area == ch->in_room->area)
                && (!IS_SET (ch->act, ACT_OUTDOORS)
                    || !IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS))
                && (!IS_SET (ch->act, ACT_INDOORS)
                    || IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS)))
        {
            move_char (ch, door, FALSE);
        }
    }

    return;
}



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

    buf[0] = '\0';

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

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

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

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

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

    if (time_info.day >= 35)
    {
        time_info.day = 0;
        time_info.month++;
    }

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

    /*
     * 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);

    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.\n\r");
                weather_info.sky = SKY_CLOUDY;
            }
            break;

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

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

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

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

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

    if (buf[0] != '\0')
    {
        for (d = descriptor_list; d != NULL; d = d->next)
        {
            if (d->connected == CON_PLAYING && IS_OUTSIDE (d->character)
                    && IS_AWAKE (d->character))
                send_to_char (buf, d->character);
        }
    }

    return;
}



/*
 * Update all chars, including mobs.
 */
void char_update (void)
{
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    CHAR_DATA *ch_quit;

    ch_quit = NULL;

    /* update save counter */
    save_number++;

    if (save_number > 29)
        save_number = 0;

    for (ch = char_list; ch != NULL; ch = ch_next)
    {
        ch_next = ch->next;

        if (ch->timer > 30)
            ch_quit = ch;

        if (ch->position >= POS_STUNNED)
        {
            /* check to see if we need to go home */
            if (IS_NPC (ch) && ch->zone != NULL
                    && ch->zone != ch->in_room->area && ch->desc == NULL
                    && ch->fighting == NULL && !IS_AFFECTED (ch, AFF_CHARM)
                    && number_percent () < 5)
            {
                act ("$n wanders on home.", ch, NULL, NULL, TO_ROOM);
                extract_char (ch, TRUE);
                continue;
            }

            if (ch->hit < ch->max_hit)
                ch->hit += hit_gain (ch);
            else
                ch->hit = ch->max_hit;

            for (int i = 0; i < MAX_MAGIC_TYPE; i++)
            {
                if (ch->magic_points[i] < ch->max_magic_points[i])
                    ch->magic_points[i] += magic_gain(ch, i);
            }

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

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

        if (!IS_NPC (ch) && ch->level < LEVEL_IMMORTAL)
        {
            OBJ_DATA *obj;

            if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL
                    && obj->item_type == ITEM_LIGHT && obj->value[2] > 0)
            {
                if (--obj->value[2] == 0 && ch->in_room != NULL)
                {
                    --ch->in_room->light;
                    act ("$p goes out.", ch, obj, NULL, TO_ROOM);
                    act ("$p flickers and goes out.", ch, obj, NULL, TO_CHAR);
                    extract_obj (obj);
                }
                else if (obj->value[2] <= 5 && ch->in_room != NULL)
                    act ("$p flickers.", ch, obj, NULL, TO_CHAR);
            }

            if (IS_IMMORTAL (ch))
                ch->timer = 0;

            if (++ch->timer >= 12)
            {
                if (ch->was_in_room == NULL && ch->in_room != NULL)
                {
                    ch->was_in_room = ch->in_room;
                    if (ch->fighting != NULL)
                        stop_fighting (ch, TRUE);
                    act ("$n disappears into the void.",
                            ch, NULL, NULL, TO_ROOM);
                    send_to_char ("You disappear into the void.\n\r", ch);
                    if (ch->level > 1)
                        save_char_obj (ch);
                    char_from_room (ch);
                    char_to_room (ch, get_room_index (ROOM_VNUM_LIMBO));
                }
            }

            gain_condition (ch, COND_DRUNK, -1);
            gain_condition (ch, COND_FULL, ch->size > SIZE_MEDIUM ? -4 : -2);
            gain_condition (ch, COND_THIRST, -1);
            gain_condition (ch, COND_HUNGER,
                    ch->size > SIZE_MEDIUM ? -2 : -1);
        }


        /*
         * Careful with the damages here,
         *   MUST NOT refer to ch after damage taken,
         *   as it may be lethal damage (on NPC).
         */

        //plague shite

        if (ch->position == POS_INCAP && number_range (0, 1) == 0)
        {
            damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE);
        }
        else if (ch->position == POS_MORTAL)
        {
            damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE);
        }
    }

    /*
     * Autosave and autoquit.
     * Check that these chars still exist.
     */
    for (ch = char_list; ch != NULL; ch = ch_next)
    {
        /*
         * Edwin's fix for possible pet-induced problem
         * JR -- 10/15/00
         */
        if (!IS_VALID(ch))
        {
            bug("update_char: Trying to work with an invalidated character.\n",0);
            break;
        }

        ch_next = ch->next;

        if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number)
        {
            save_char_obj (ch);
        }

        if (ch == ch_quit)
        {
            do_function (ch, &do_quit, "");
        }
    }

    return;
}




/*
 * Update all objs.
 * This function is performance sensitive.
 */
void obj_update (void)
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    AFFECT_DATA *paf, *paf_next;

    for (obj = object_list; obj != NULL; obj = obj_next)
    {
        CHAR_DATA *rch;
        char *message;

        obj_next = obj->next;

        /* go through affects and decrement */
        for (paf = obj->affected; paf != NULL; paf = paf_next)
        {
            paf_next = paf->next;
            if (paf->duration > 0)
            {
                paf->duration--;
                if (number_range (0, 4) == 0 && paf->level > 0)
                    paf->level--;    /* spell strength fades with time */
            }
            else if (paf->duration < 0);
            else
            {
                if (paf_next == NULL
                        || paf_next->type != paf->type || paf_next->duration > 0)
                {
                    /*if (paf->type > 0 && skill_table[paf->type].msg_obj)
                      {
                      if (obj->carried_by != NULL)
                      {
                      rch = obj->carried_by;
                      act (skill_table[paf->type].msg_obj,
                      rch, obj, NULL, TO_CHAR);
                      }
                      if (obj->in_room != NULL
                      && obj->in_room->people != NULL)
                      {
                      rch = obj->in_room->people;
                      act (skill_table[paf->type].msg_obj,
                      rch, obj, NULL, TO_ALL);
                      }
                      }*/
                }

                affect_remove_obj (obj, paf);
            }
        }

        if ( obj->in_room || (obj->carried_by && obj->carried_by->in_room))
        {
            if ( HAS_TRIGGER_OBJ( obj, TRIG_DELAY ) && obj->oprog_delay > 0 )
            {
                if ( --obj->oprog_delay <= 0 )
                    p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_DELAY );
            }
            else if ( ((obj->in_room && !obj->in_room->area->empty)
                        || obj->carried_by ) && HAS_TRIGGER_OBJ( obj, TRIG_RANDOM ) )
                p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_RANDOM );
        }

        /* Make sure the object is still there before proceeding */
        if ( !obj )
            continue;

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

        switch (obj->item_type)
        {
            default:
                message = "$p crumbles into dust.";
                break;
            case ITEM_FOUNTAIN:
                message = "$p dries up.";
                break;
            case ITEM_CORPSE_NPC:
                message = "$p decays into dust.";
                break;
            case ITEM_CORPSE_PC:
                message = "$p decays into dust.";
                break;
            case ITEM_FOOD:
                message = "$p decomposes.";
                break;
            case ITEM_POTION:
                message = "$p has evaporated from disuse.";
                break;
            case ITEM_PORTAL:
                message = "$p fades out of existence.";
                break;
            case ITEM_CONTAINER:
                if (CAN_WEAR (obj, ITEM_WEAR_FLOAT))
                    if (obj->contains)
                        message =
                            "$p flickers and vanishes, spilling its contents on the floor.";
                    else
                        message = "$p flickers and vanishes.";
                else
                    message = "$p crumbles into dust.";
                break;
        }

        if (obj->carried_by != NULL)
        {
            if (IS_NPC (obj->carried_by)
                    && obj->carried_by->pIndexData->pShop != NULL)
                obj->carried_by->silver += obj->cost / 5;
            else
            {
                act (message, obj->carried_by, obj, NULL, TO_CHAR);
                if (obj->wear_loc == WEAR_FLOAT)
                    act (message, obj->carried_by, obj, NULL, TO_ROOM);
            }
        }
        else if (obj->in_room != NULL && (rch = obj->in_room->people) != NULL)
        {
            if (!(obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT
                        && !CAN_WEAR (obj->in_obj, ITEM_TAKE)))
            {
                act (message, rch, obj, NULL, TO_ROOM);
                act (message, rch, obj, NULL, TO_CHAR);
            }
        }

        if ((obj->item_type == ITEM_CORPSE_PC || obj->wear_loc == WEAR_FLOAT)
                && obj->contains)
        {                        /* save the contents */
            OBJ_DATA *t_obj, *next_obj;

            for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
            {
                next_obj = t_obj->next_content;
                obj_from_obj (t_obj);

                if (obj->in_obj)    /* in another object */
                    obj_to_obj (t_obj, obj->in_obj);

                else if (obj->carried_by)    /* carried */
                    if (obj->wear_loc == WEAR_FLOAT)
                        if (obj->carried_by->in_room == NULL)
                            extract_obj (t_obj);
                        else
                            obj_to_room (t_obj, obj->carried_by->in_room);
                    else
                        obj_to_char (t_obj, obj->carried_by);

                else if (obj->in_room == NULL)    /* destroy it */
                    extract_obj (t_obj);

                else            /* to a room */
                    obj_to_room (t_obj, obj->in_room);
            }
        }

        extract_obj (obj);
    }

    return;
}



/*
 * Aggress.
 *
 * for each mortal PC
 *     for each mob in room
 *         aggress on some random PC
 *
 * This function takes 25% to 35% of ALL Merc 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.
 *
 * -- Furey
 */
void aggr_update (void)
{
    CHAR_DATA *wch;
    CHAR_DATA *wch_next;
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    CHAR_DATA *victim;

    for (wch = char_list; wch != NULL; wch = wch_next)
    {
        wch_next = wch->next;
        if (IS_NPC (wch)
                || wch->level >= LEVEL_IMMORTAL
                || wch->in_room == NULL || wch->in_room->area->empty) continue;

        for (ch = wch->in_room->people; ch != NULL; ch = ch_next)
        {
            int count;

            ch_next = ch->next_in_room;

            if (!IS_NPC (ch)
                    || !IS_SET (ch->act, ACT_AGGRESSIVE)
                    || IS_SET (ch->in_room->room_flags, ROOM_SAFE)
                    || IS_AFFECTED (ch, AFF_CALM)
                    || ch->fighting != NULL || IS_AFFECTED (ch, AFF_CHARM)
                    || !IS_AWAKE (ch)
                    || (IS_SET (ch->act, ACT_WIMPY) && IS_AWAKE (wch))
                    || !can_see (ch, wch) || number_bits (1) == 0)
                continue;

            /*
             * Ok we have a 'wch' player character and a 'ch' npc aggressor.
             * Now make the aggressor fight a RANDOM pc victim in the room,
             *   giving each 'vch' an equal chance of selection.
             */
            count = 0;
            victim = NULL;
            for (vch = wch->in_room->people; vch != NULL; vch = vch_next)
            {
                vch_next = vch->next_in_room;

                if (!IS_NPC (vch)
                        && vch->level < LEVEL_IMMORTAL
                        && ch->level >= vch->level - 5
                        && (!IS_SET (ch->act, ACT_WIMPY) || !IS_AWAKE (vch))
                        && can_see (ch, vch))
                {
                    if (number_range (0, count) == 0)
                        victim = vch;
                    count++;
                }
            }

            if (victim == NULL)
                continue;

            multi_hit (ch, victim, TYPE_UNDEFINED);
        }
    }

    return;
}



/*
 * 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_event;
    static int pulse_area;
    static int pulse_mobile;
    static int pulse_violence;
    static int pulse_point;
    static int pulse_music;

    if ( --pulse_event <= 0 )
    {
        pulse_event = PULSE_EVENT;
        event_update();
    }
    if (--pulse_area <= 0)
    {
        pulse_area = PULSE_AREA;
        /* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */
        area_update ();
    }

    if (--pulse_music <= 0)
    {
        pulse_music = PULSE_MUSIC;
        song_update ();
    }

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

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

    if (--pulse_point <= 0)
    {
        wiznet ("TICK!", NULL, NULL, WIZ_TICKS, 0, 0);
        pulse_point = PULSE_TICK;
        /* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */
        weather_update ();
        char_update ();
        obj_update ();
    }

    aggr_update ();
    tail_chain ();
    return;
}

//Just for now.  I promise I'll get rid of it soon, baby.
// JH 3/28/2004 4:56PM
void check_improve (CHAR_DATA * ch, int sn, bool success, int multiplier)
{
    return;
}