/
area/city/
area/crypts/
area/guilds/
area/psuedowild/
area/religion/
data/documents/MPDocs/
data/html/
data/mobprogs/
data/quest/
data/world/
data/world/_utilities/
data/world/images/
design/html/
notes/
player/
/***************************************************************************
 *  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 <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "music.h"
#include "bounty.h"
#include "balance.h"
#include "recycle.h"

/*
 * Local functions.
 */

/* used for saving */

int save_number = 0;


void free_event args( (EVENT_DATA *ev) );
EVENT_DATA        *events;

#define kill_event \
                                if(!ev_next)  {   free_event(ev); return; }  \
                                if(ev_last!=NULL) ev_last->next=ev_next;  \
                                             else events=ev_next;  \
                                free_event(ev);  \
                                continue;


/*
 * Advancement stuff.
 */
void advance_level (CHAR_DATA * ch, bool hide)
{
    char buf[MAX_STRING_LENGTH];
    int add_hp;
    int add_mana;
    int add_move;
    int add_prac;

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

    add_hp  = level_char_hp(ch);
    add_mana    = level_char_mana(ch);
    add_move    = level_char_move(ch);
    
    ch->max_hit += add_hp;
    ch->max_mana += add_mana;
    ch->max_move += add_move;
    ch->practice += add_prac;
    ch->train += 1;

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

    if (!hide)
    {
        sprintf (buf,
                 "You gain %d hit point%s, %d mana, %d move, and %d practice%s.\n\r",
                 add_hp, add_hp == 1 ? "" : "s", add_mana, add_move,
                 add_prac, add_prac == 1 ? "" : "s");
        send_to_char (buf, ch);
    }
    return;
}



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

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

    ch->exp = UMAX (exp_per_level (ch, ch->pcdata->points), ch->exp + gain);
    while (ch->level < LEVEL_HERO && ch->exp >=
           exp_per_level (ch, ch->pcdata->points) * (ch->level + 1))
    {
        send_to_char ("{GYou raise a level!!  {x", 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_AFFECTED2(ch, AFF2_MALADY))
        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);
        gain += class_table[ch->class].hp_max - 10;
        number = number_percent ();
        if (number < get_skill (ch, gsn_fast_healing))
        {
            gain += number * gain / 100;
            if (ch->hit < ch->max_hit)
                check_improve (ch, gsn_fast_healing, 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;

    if (IS_AFFECTED2(ch, AFF2_REJUVINATION))
        gain *= 250;
    
    gain = gain * ch->regen[0] / 100;
    
    return UMIN (gain, ch->max_hit - ch->hit);
}



int mana_gain (CHAR_DATA * ch)
{
    int gain;
    int number;

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

    if (IS_AFFECTED2(ch, AFF2_MALADY))
        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_WIS)
                + get_curr_stat (ch, STAT_INT) + ch->level) / 2;
        number = number_percent ();
        if (number < get_skill (ch, gsn_meditation))
        {
            gain += number * gain / 100;
            if (ch->mana < ch->max_mana)
                check_improve (ch, gsn_meditation, TRUE, 8);
        }
        if (!class_table[ch->class].fMana)
            gain /= 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->mana_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;
    

    if (IS_AFFECTED2(ch, AFF2_REJUVINATION))
        gain *= 250;
    
    gain = gain * ch->regen[1] / 100;

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



int move_gain (CHAR_DATA * ch)
{
    int gain;

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


    if (IS_AFFECTED2(ch, AFF2_MALADY))
        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;


    if (IS_AFFECTED2(ch, AFF2_REJUVINATION))
        gain *= 250;
    
    gain = gain * ch->regen[2] / 100;
    
    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;
        }
        
        do_wear(ch, "all");

        if (ch->pIndexData->pShop != NULL)    /* give him some gold */
            if ((ch->gold * 100 + ch->silver) < ch->pIndexData->wealth)
            {
                ch->gold +=
                    ch->pIndexData->wealth * number_range (1, 20) / 5000000;
                ch->silver +=
                    ch->pIndexData->wealth * number_range (1, 20) / 50000;
            }

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

    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");
            weather_info.xalaiaix_phase++;
            break;

        case 24:
            time_info.hour = 0;
            time_info.day++;
                if (!(fp = fopen (TIME_FILE,"w+")))
                {
                        log_string ("creation of new time_file failed");
                }
                else
                {
                        int total;
                        total = fprintf (fp, "%d %d %d %d",
                                time_info.hour,
                                time_info.day,
                                time_info.month,
                                time_info.year);
                                if (total<4)
                                        log_string("failed fprintf to time_file");
                                fclose(fp);
                }
            break;
    }

    if (weather_info.xalaiaix_phase == 8)
        weather_info.xalaiaix_phase = 0;
    
    if (time_info.day >= 35)
    {
        time_info.day = 0;
        time_info.month++;
    }

    if (time_info.month >= 12)
    {
        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)
    {
        AFFECT_DATA *paf;
        AFFECT_DATA *paf_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;

            if (ch->mana < ch->max_mana)
                ch->mana += mana_gain (ch);
            else
                ch->mana = ch->max_mana;

            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);
        }

        for (paf = ch->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_off)
                    {
                        send_to_char (skill_table[paf->type].msg_off, ch);
                        send_to_char ("\n\r", ch);
                    }
                }

                affect_remove (ch, paf);
            }
        }

        /*
         * 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, gsn_plague) && ch != NULL)
        {
            AFFECT_DATA *af, plague;
            CHAR_DATA *vch;
            int dam;

            if (ch->in_room == NULL)
                continue;

            act ("$n writhes in agony as plague sores erupt from $s skin.",
                 ch, NULL, NULL, TO_ROOM);
            send_to_char ("You writhe in agony from the plague.\n\r", ch);
            for (af = ch->affected; af != NULL; af = af->next)
            {
                if (af->type == gsn_plague)
                    break;
            }

            if (af == NULL)
            {
                REMOVE_BIT (ch->affected_by, AFF_PLAGUE);
                continue;
            }

            if (af->level == 1)
                continue;

            plague.where = TO_AFFECTS;
            plague.type = gsn_plague;
            plague.level = af->level - 1;
            plague.duration = number_range (1, 2 * plague.level);
            plague.location = APPLY_STR;
            plague.modifier = -5;
            plague.bitvector = AFF_PLAGUE;

            for (vch = ch->in_room->people; vch != NULL;
                 vch = vch->next_in_room)
            {
                if (!saves_spell (plague.level - 2, vch, DAM_DISEASE)
                    && !IS_IMMORTAL (vch)
                    && !IS_AFFECTED (vch, AFF_PLAGUE) && number_bits (4) == 0)
                {
                    send_to_char ("You feel hot and feverish.\n\r", vch);
                    act ("$n shivers and looks very ill.", vch, NULL, NULL,
                         TO_ROOM);
                    affect_join (vch, &plague);
                }
            }

            dam = UMIN (ch->level, af->level / 5 + 1);
            ch->mana -= dam;
            ch->move -= dam;
            damage (ch, ch, dam, gsn_plague, DAM_DISEASE, FALSE, TRUE);
        }
        else if (IS_AFFECTED (ch, AFF_POISON) && ch != NULL
                 && !IS_AFFECTED (ch, AFF_SLOW))
        {
            AFFECT_DATA *poison;

            poison = affect_find (ch->affected, gsn_poison);

            if (poison != NULL)
            {
                act ("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM);
                send_to_char ("You shiver and suffer.\n\r", ch);
                damage (ch, ch, poison->level / 10 + 1, gsn_poison,
                        DAM_POISON, FALSE, TRUE);
            }
        }

        else if (ch->position == POS_INCAP && number_range (0, 1) == 0)
        {
            damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE, FALSE);
        }
        else if (ch->position == POS_MORTAL)
        {
            damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE, 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;
        
        /* Ok make chests */
        if (is_name("rand_chest", obj->name))
            generate_crypt_loot(obj);

        /* 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->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;
}

void sleep_update(void)
{
    SLEEP_DATA *temp = first_sleep, *temp_next;
    
    for( ; temp != NULL; temp = temp_next)
    {
        bool delete = FALSE;
        
        temp_next = temp->next;
        
        /* checks to make sure the mob still exists*/
        if(!temp->mob)
            delete = TRUE;
        /*checks to make sure the character is still in the same room as the mob*/
        else if(temp->mob && temp->ch && temp->mob->in_room != temp->ch->in_room)
           delete = TRUE;
         if(delete)
        {
            /* some slick linked list manipulation */
            if(temp->prev)
                temp->prev->next = temp->next;
            if(temp->next)
                temp->next->prev = temp->prev;
            if( temp == first_sleep && (temp->next == NULL || temp->prev == NULL) )
                first_sleep = temp->next;
            free_sleep_data(temp);
            continue;
        }
        
        if(--temp->timer <= 0)
        {
            program_flow(temp->vnum, temp->prog->code, temp->mob, temp->ch, NULL, NULL, temp->line);
            
            /* more slick linked list manipulation */
            if(temp->prev)
                temp->prev->next = temp->next;
            if(temp->next)
                temp->next->prev = temp->prev;
            if( temp == first_sleep && (temp->next == NULL || temp->prev == NULL) )
                first_sleep = temp->next;
            free_sleep_data(temp);
        }
    }
}


/*
 * Handle all kinds of updates.
 * Called once per pulse from game loop.
 * Random times to defeat tick-timing clients and players.
 */

void update_handler (void)
{
    static int pulse_area;
    static int pulse_mobile;
    static int pulse_violence;
    static int pulse_point;
    static int pulse_music;
    static int pulse_event;
    static int pulse_who;

    if (--pulse_area <= 0)
    {
        pulse_area = PULSE_AREA;
        area_update ();
    }
    
    if (--pulse_who <= 0)
    {
        pulse_who = 20;
        who_html_update();
    }

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

    if(--pulse_event <= 0)
    {
        pulse_event = PULSE_EVENT;
        event_update();
    }

    if (--pulse_mobile <= 0)
    {
        pulse_mobile = PULSE_MOBILE;
        mobile_update ();
    }
    
    if (--pulse_violence <= 0)
    {
        pulse_violence = 1;
        magic_update();
        violence_update ();
        sleep_update();
    }

    if (--pulse_point <= 0)
    {
        wiznet ("TICK!", NULL, NULL, WIZ_TICKS, 0, 0);
        pulse_point = PULSE_TICK;
        weather_update ();
        char_update ();
        obj_update ();
        update_bounty();
        quest_update();
        generate_random_bounty();
    }

    aggr_update ();
    sleep_update();
    tail_chain ();
    return;
}


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


   if(!events) return;

   for( ev = events; ev; ev = ev_next)
   {
        ev_next = ev->next;
        if(ev->delay-- <= 0)
        {
            switch(ev->action)
            {
                case ACTION_PRINT:
                  if( ( !ev->args[0]) || (! ev->argv[0] ) )
                  {
                      kill_event
                  }
                  stc( ev->args[0], ev->argv[0] );
                  break;

                case ACTION_FUNCTION:
                  if( !ev->args[0] )
                  {
                      kill_event
                  }
                  do_function(ev->argv[0], ev->do_fun, ev->args[0]);
                  break;

                case ACTION_WAIT:
                  if(!ev->argv[0])
                  {
                      kill_event
                  }
                  WAIT_STATE(ev->to,PULSE_PER_SECOND*ev->argi[0]);
                  break;

                case ACTION_ACT:
                  if(!ev->args[0] || !ev->argv[0])
                  {
                       kill_event
                  }
                  act(ev->args[0], ev->argv[0], ev->argv[1],ev->argv[2],ev->argi[0]);
                  break;
            }

            if(!ev_next)
            {
                 if( (ev != events) && (ev_last != NULL) )
                 {
                      if( ev_last->next == ev )
                         ev_last->next=NULL;
                 }
                 else
                 {
                 if( ev == events)
                    events = NULL;
                 }
                 free_event( ev );
                 return;
            }

            if( ev_last != NULL)
                ev_last->next = ev_next;
            else
                events = ev_next;

            free_event( ev );
            continue;
        } /* end delay */

        ev_last = ev;

   } /* end loop */
return;
}


void update_casting( CHAR_DATA *ch )
{
    int msg = 0;

  if ( --ch->spell_vars[3] == 0)
    release_spell( ch->spell_vars[0], ch->spell_vars[1], ch, ch->vo, ch->spell_vars[2]);
  else
  {
    ch->cast_count--;        /* A quick hack for less spammy shit ;) */

    switch (ch->cast_count)
    {    default:
        break;
        case 4:
        case 8:
        case 12:
        case 16:
        case 20:
        case 24:
        case 28:
        case 32:
        case 36:
        msg = 1;
        break;
    }


    if (msg == 1)
    {
        stc("You continue to draw energy for the spell.\n\r", ch);
        act("$n continues to recite a spell.", ch, NULL, NULL, TO_ROOM);
    }
  }

return;
}

void magic_update (void)
{
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;

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

        if ( ch->action[0] == ACTION_CASTING )
          update_casting(ch);
    }

    return;
}