drm/player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, 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 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.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 "music.h"
#include "lookup.h"

/* used for saving */

int save_number = 0;

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

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

    sprintf ( buf, "the %s",
              title_table[ch->class][ch->level][ch->sex ==
                                                SEX_FEMALE ? 1 : 0] );
    /* set_title( ch, buf ); */

    add_hp =
        con_app[get_curr_stat ( ch, STAT_CON )].hitp +
        number_range ( class_table[ch->class].hp_min,
                       class_table[ch->class].hp_max );
    add_mana =
        number_range ( 4,
                       ( 4 * get_curr_stat ( ch, STAT_INT ) +
                         get_curr_stat ( ch, STAT_WIS ) ) );
    if ( !class_table[ch->class].fMana )
        add_mana /= 2;
    add_move =
        number_range ( 1,
                       ( get_curr_stat ( ch, STAT_CON ) +
                         get_curr_stat ( ch, STAT_DEX ) ) / 5 );
    add_prac = wis_app[get_curr_stat ( ch, STAT_WIS )].practice;

    add_hp = add_hp * 9 / 10;
    add_hp = add_hp * 7 / 4;
    add_mana = add_mana * 9 / 10;
    add_mana = add_mana * 7 / 4;
    add_move = add_move * 9 / 10;
    add_move = add_move * 2;

    add_hp = UMAX ( 4, add_hp );
    add_mana = UMAX ( 4, add_mana );
    add_move = UMAX ( 12, add_move );

    ch->max_hit += add_hp;
    ch->max_mana += add_mana;
    ch->max_move += add_move;
    ch->practice += add_prac;
    ch->train += number_range ( 1, 4 );

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

    sprintf ( buf,
              "\nYour gain is: {r%d{W/{R%ld{Bhp{x {m%d{W/{M%ld{Bm{x {y%d{W/{Y%ld{Bmv {c%d{M/{C%d{Bprac{x.\n\r",
              add_hp, ch->max_hit, add_mana, ch->max_mana, add_move,
              ch->max_move, add_prac, ch->practice );
    send_to_char ( buf, ch );
    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
        if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) )
            update_questobjs ( ch, obj );
    for ( loc = 0; loc < MAX_WEAR; loc++ )
    {
        obj = get_eq_char ( ch, loc );
        if ( obj == NULL )
            continue;
        if ( obj->clan )
        {
            for ( i = 0; i < 4; i++ )
            {
                ch->armor[i] += apply_ac ( ch->level - 1, obj, loc, i );
                ch->armor[i] -= apply_ac ( ch->level, obj, loc, i );
            }
        }
    }
    return;
}

void advance_level_quiet ( CHAR_DATA * ch )
{
    char buf[MAX_STRING_LENGTH];
    int loc, i;
    int add_hp;
    int add_mana;
    int add_move;
    int add_prac;
    OBJ_DATA *obj;

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

    sprintf ( buf, "the %s",
              title_table[ch->class][ch->level][ch->sex ==
                                                SEX_FEMALE ? 1 : 0] );
    /* set_title( ch, buf ); */

    add_hp =
        con_app[get_curr_stat ( ch, STAT_CON )].hitp +
        number_range ( class_table[ch->class].hp_min,
                       class_table[ch->class].hp_max );
    add_mana =
        number_range ( 4,
                       ( 4 * get_curr_stat ( ch, STAT_INT ) +
                         get_curr_stat ( ch, STAT_WIS ) ) / 2 );
    if ( !class_table[ch->class].fMana )
        add_mana /= 2;
    add_move =
        number_range ( 1,
                       ( get_curr_stat ( ch, STAT_CON ) +
                         get_curr_stat ( ch, STAT_DEX ) ) / 5 );
    add_prac = wis_app[get_curr_stat ( ch, STAT_WIS )].practice;

    add_hp = add_hp * 9 / 10;
    add_hp = add_hp * 7 / 4;
    add_mana = add_mana * 9 / 10;
    add_mana = add_mana * 7 / 4;
    add_move = add_move * 9 / 10;
    add_move = add_move * 2;

    add_hp = UMAX ( 4, add_hp );
    add_mana = UMAX ( 4, add_mana );
    add_move = UMAX ( 12, add_move );

    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;

    for ( loc = 0; loc < MAX_WEAR; loc++ )
    {
        obj = get_eq_char ( ch, loc );
        if ( obj == NULL )
            continue;
        if ( obj->clan )
        {
            for ( i = 0; i < 4; i++ )
            {
                ch->armor[i] += apply_ac ( ch->level - 1, obj, loc, i );
                ch->armor[i] -= apply_ac ( ch->level, obj, loc, i );
            }
        }
    }
    return;
}

void gain_exp ( CHAR_DATA * ch, int gain )
{
    char buf[MAX_STRING_LENGTH];
/*    DESCRIPTOR_DATA*d;*/
    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 ( "{YYou raise a level{R!!{x  ", ch );
        ch->level += 1;
        sprintf ( buf, "{R%s {Bhas {Rattained {Blevel{Y %d{G!{g!{G!{g!{x",
                  ch->name, ch->level );
        wiznet ( buf, ch, NULL, WIZ_LEVELS, 0, 0 );
        advance_level ( ch );
        affect_strip ( ch, gsn_plague );
        affect_strip ( ch, gsn_poison );
        affect_strip ( ch, gsn_blindness );
        affect_strip ( ch, gsn_sleep );
        affect_strip ( ch, gsn_curse );

        ch->hit = ch->max_hit;
        ch->mana = ch->max_mana;
        ch->move = ch->max_move;
        update_pos ( ch );
        send_to_char
            ( "{WYour body and soul have been healed, you have been given the {Rpower{W to continue.{x\n\r",
              ch );
        save_char_obj ( ch );
        if ( ch->level > 49 && !is_clan ( ch ) )
        {
            send_to_char
                ( "{YYou have now been made a member of {RFr{re{Wel{ran{Rce{Y a PK loner clan, you "
                  "may still join any clan you wish.{x\n\r", ch );
            ch->clan = clan_lookup ( "loner" );
        }
/*
for(d = descriptor_list; d != NULL; d = d->next)
{
         if(d->connected == CON_PLAYING 
             && !IS_SET(d->character->comm, COMM_QUIET));
           printf_to_char(d->character, "{r!{R*{r!{w-{W>{YC{GH{YE{GE{YR{W<{w-{r!{R*{r! {*%s {Dhas attained level {*%d{Y!{G!{Y!{x\n\r",ch->name,ch->level);
}

    }
*/
    }
    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 );
        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 / 90;
    if ( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE )
        gain = gain * ch->on->value[3] / 90;
    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 mana_gain ( CHAR_DATA * ch )
{
    int gain;
    int number;
    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_WIS ) +
                get_curr_stat ( ch, STAT_INT ) + ch->level ) / 3 ) * 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 / 90;
    if ( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE )
        gain = gain * ch->on->value[4] / 90;
    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_mana - ch->mana );
}

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 / 90;
    if ( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE )
        gain = gain * ch->on->value[3] / 90;
    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 platinum */
            if ( ( ch->platinum * 100 + ch->gold ) < ch->pIndexData->wealth )
            {
                ch->platinum +=
                    ch->pIndexData->wealth * number_range ( 1, 20 ) / 5000000;
                ch->gold +=
                    ch->pIndexData->wealth * number_range ( 1, 20 ) / 50000;
            }

        /* 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, 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 );
        }
    }
/*
        if ( time_info.hour < 9 || time_info.hour > 17 )
           {
            if (IS_SET(class_table[ch->class].name, Revenant))
            || (IS_SET(class_table[ch->class].name, Vampire))
            || (IS_SET(class_table[ch->class].name, Lich))
            || (IS_SET(class_table[ch->class].name, Cainite))
            {
            printf_to_char(ch,"The damaging rays of the sun {Rb{Yu{Rr{Yn{x your skin!{X\n\r");
            damage = ch->level/20;
            }
          }
*/
    return;
}

/*
 * Update the bank system
 * (C) 1996 The Maniac from Mythran Mud
 *
 * This updates the shares value (I hope)
 */
void bank_update ( void )
{
    FILE *fp;
    if ( time_info.hour < 9 || time_info.hour > 17 )
        return;
    share_value += number_range ( 1, 10 );
    if ( share_value > 300 )
        share_value -= 7;       /* Price stabilization */
    else
        share_value -= 3;
    if ( ( fp = file_open ( BANK_FILE, "w" ) ) == NULL )
    {
        bug ( "bank_update:  fopen of BANK_FILE failed", 0 );
        file_close ( fp );
        return;
    }
    fprintf ( fp, "SHARE_VALUE %d\n", share_value );
    file_close ( fp );
}

/*
 * 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 ( IS_NPC ( ch ) && ch->hastimer )
        {
            if ( ++ch->timer > 5 )
            {
                act ( "$n decays into dust.", ch, NULL, NULL, TO_ROOM );
                extract_char ( ch, TRUE );
            }
        }

        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 )
                return;
            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 );
                return;
            }

            if ( af->level == 1 )
                return;
            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_old ( ch, ch, dam, gsn_plague, DAM_DISEASE, FALSE );
        }
        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_old ( ch, ch, poison->level / 10 + 1, gsn_poison,
                             DAM_POISON, FALSE );
            }
        }

        else 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 );
        }
    }                           /*
                                   else if (is_affected(ch, gsn_garrote) && ch != NULL) 
                                   { 

                                   AFFECT_DATA *garrote; 
                                   garrote = affect_find(ch->affected,gsn_garrote); 
                                   if (garrote != NULL) 
                                   { 
                                   act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); 
                                   send_to_char( "You choke and gag.\n\r", ch ); 
                                   damage(ch,ch,garrote->level + 300,gsn_garrote, 
                                   DAM_ENERGY,FALSE); 
                                   } 
                                   } 
                                   else 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 )
    {
        if ( !IS_VALID ( ch ) )
        {
            bug ( "char_update: trying to work with invalid character", 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_quit ( ch, "" );
    }

    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->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 = "$p fades out of existence.";
                break;
            case ITEM_CONTAINER:
            case ITEM_PIT:
                if ( CAN_WEAR ( obj, ITEM_WEAR_FLOAT ) )
                    if ( obj->contains )
                        message =
                            "$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->item_type == ITEM_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_area;
    static int pulse_mobile;
    static int pulse_violence;
    static int pulse_point;
    static int pulse_music;
    static int pulse_auction;
    // static  int           pulse_tele;
    static int pulse_quest;
    if ( --pulse_area <= 0 )
    {
        pulse_area = PULSE_AREA;
        /* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */
        //       quest_update();   
        olcautosave (  );
        area_update (  );
        //   gquest_update();
        // gquest_wait();
    }
/*
    if ( --pulse_tele <= 0 )
    {
	pulse_tele	= PULSE_TELEPORT;
	tele_update	( );
    }    
*/
    if ( --pulse_music <= 0 )
    {
        pulse_music = PULSE_MUSIC;
        song_update (  );
    }

    if ( --pulse_quest <= 0 )
    {
        pulse_quest = PULSE_QUEST;
        quest_update (  );
    }

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

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

    if ( --pulse_auction <= 0 )
    {
        pulse_auction = PULSE_AUCTION;
        update_auc (  );
    }

    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 (  );
        bank_update (  );
        randomize_entrances ( ROOM_VNUM_CHAIN );
    }

    aggr_update (  );
    tail_chain (  );
    return;
}

/*

void tele_update ( void ) 
{
	CHAR_DATA 	*ch;
 	CHAR_DATA	*ch_next;
	ROOM_INDEX_DATA *pRoomIndex;
     

	for (ch = char_list ; ch != NULL; ch = ch_next )
	{
	  ch_next = ch->next;
	  if ( IS_SET(ch->in_room->room_flags, ROOM_TELEPORT ) )
	   {
             
        if (IS_IMMORTAL(ch) && IS_SET(ch->act,PLR_NOSUMMON))
        {
        return;
        }
		do_look ( ch, "tele" );
        	if ( ch->in_room->tele_dest == 0 )
		  pRoomIndex = get_random_room (ch);
		else
		  pRoomIndex = get_room_index(ch->in_room->tele_dest);

		send_to_char ("You have been teleported!!!\n\r", ch);
		act("$n vanishes!!!\n\r", ch, NULL, NULL, TO_ROOM);
		char_from_room(ch);
		char_to_room(ch, pRoomIndex);
		act("$n slowly fades into existence.\n\r", ch, NULL, NULL,TO_ROOM);
		do_look(ch, "auto");
            }
	}
}*/

void olcautosave ( void )
{
    AREA_DATA *pArea;
    DESCRIPTOR_DATA *d;
    char buf[MAX_INPUT_LENGTH];
/*  if you're still adding areas manually, you may need to remove the next line - Chance */
    save_area_list (  );
    for ( d = descriptor_list; d != NULL; d = d->next )
    {
        if ( d->editor )
            send_to_char ( "OLC Autosaving:\n\r", d->character );
    }
    sprintf ( buf, "None.\n\r" );
    for ( pArea = area_first; pArea; pArea = pArea->next )
    {
        /* Save changed areas. */
        if ( IS_SET ( pArea->area_flags, AREA_CHANGED ) )
        {
            save_area ( pArea );
            sprintf ( buf, "%24s - '%s'", pArea->name, pArea->file_name );
            for ( d = descriptor_list; d != NULL; d = d->next )
            {
                if ( d->editor )
                {
                    send_to_char ( buf, d->character );
                    send_to_char ( "\n\r", d->character );
                }
            }
            REMOVE_BIT ( pArea->area_flags, AREA_CHANGED );
        }
    }
    if ( !str_cmp ( buf, "None.\n\r" ) )
    {
        for ( d = descriptor_list; d != NULL; d = d->next )
        {
            if ( d->editor )
                send_to_char ( buf, d->character );
        }
    }
    return;
}