alanthia/area/
alanthia/gods/
alanthia/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 1993-1996 Russ Taylor                         *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@efn.org)				   *
*	    Gabrielle Taylor						   *
*           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 "utils.h"
#include "music.h"

/* command procedures needed */
DECLARE_DO_FUN(do_flee);
DECLARE_DO_FUN(do_quit);
DECLARE_DO_FUN(do_asave);
DECLARE_DO_FUN(do_say);
/*
 * Local functions.
 */
int hit_gain args((CHAR_DATA * ch));
int mana_gain args((CHAR_DATA * ch));
int move_gain args((CHAR_DATA * ch));
void blood_loss 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;


/* used for blood loss */

bool lower_blood = FALSE;


/*
 * 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 = 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(2, (2 * get_curr_stat(ch, STAT_INT)
				+ get_curr_stat(ch, STAT_WIS)) / 5);
    if (!class_table[ch->class].fMana)
	add_mana /= 2;

    if (get_curr_stat(ch, STAT_INT) >= 20 && class_table[ch->class].fMana)
	add_mana += get_curr_stat(ch, STAT_INT) - 18;

    add_move = number_range(1, (get_curr_stat(ch, STAT_CON)
				+ get_curr_stat(ch, STAT_DEX)) / 6);
    add_prac = wis_app[get_curr_stat(ch, STAT_WIS)].practice;

    if (ch->remorts > 0) {
	add_hp = ((add_hp * 9 / 10) * (ch->remorts + 1));
	add_mana = ((add_mana * 9 / 10) * (ch->remorts + 1));
	add_move = ((add_move * 9 / 10) * (ch->remorts + 1));
    } else {
	add_hp = ((add_hp * 9 / 10));
	add_mana = ((add_mana * 9 / 10));
	add_move = ((add_move * 9 / 10));
    }

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

	if(ch->clan) {
		if (ch->in_room->turf_clan && (ch->in_room->turf_clan == ch->clan)) {
			send_to_char( "{yClan turf bonus in effect.{x\r\n", ch);
			add_hp++;
			add_mana++;
			add_move++;
		} else 
		if (ch->in_room->turf_clan && (ch->in_room->turf_clan != ch->clan)) {
			send_to_char( "{yClan turf detriment in effect.{x\r\n", ch);
			add_hp--;
			add_mana--;
			add_move--;
		}
	}

    ch->max_hit += add_hp;
    ch->hit = ch->max_hit;
    ch->max_mana += add_mana;
    ch->mana = ch->max_mana;
    ch->max_move += add_move;
    ch->move = ch->max_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;


    ch->blood += 1;
    ch->max_blood += 1;
    ch->pcdata->perm_blood += 1;

    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_exp(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("You raise a level!!  ", 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);
	sprintf(buf, "{c[{RANNOUNCE{c] $n just made level %d!{x",
		ch->level);
	announce(buf, ch);
	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;

	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)) {
	    if ((!IS_VAMPIRE(ch) || (IS_VAMPIRE(ch) && (DAYTIME)))) {
		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;

    }

    if (IS_AFFECTED(ch, AFF_REGENERATION))
	gain *= 2;

    if (IS_AFFECTED(ch, AFF_LETHARGY))
	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))
	gain /= 2;

    if (!IS_NPC(ch))
	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) / 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))
	gain /= 2;

    if (IS_AFFECTED(ch, AFF_LETHARGY))
	gain *= 2;

    if (!IS_NPC(ch))
	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 / 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))
	gain /= 2;

    if (!IS_NPC(ch))
	gain *= 2;

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


void blood_loss(CHAR_DATA * ch)
{
    if (ch->blood <= -1)
	    return;

    if (ch->blood > ch->max_blood)
	    ch->blood = ch->max_blood;

    if (!lower_blood || IS_IMMORTAL(ch)) 
      return;

    if (IS_DWARF(ch)) {
      ch->blood = (UMAX(0, (ch->blood - 1)));
      return;
    }

    if (DAYTIME) {
	    ch->blood -= 2;
    }

    if (ch->blood < 1) {
	    send_to_char("You have lost too much blood!\n\r", ch);
	    act ("$n, looking very pale and weak, falls to the ground and dies.",
	     ch, NULL, NULL, TO_ROOM);

	  /* Exp loss */

	  if (ch->exp > exp_per_level(ch, ch->pcdata->points) * ch->level)
	    gain_exp(ch, (2 * (exp_per_level(ch, ch->pcdata->points)
        * ch->level - ch->exp) / 3) + 50);
      kill_self(ch);
    } else if (ch->blood == 1)
	    send_to_char("You need blood NOW, or you will surely perish!\n\r", ch);
    else if (ch->blood <= 3)
	    send_to_char("Your body desperately needs blood!\n\r", ch);
    else if (ch->blood <= 5)
	    send_to_char("You need to find some blood, quickly.\n\r", ch);
}


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

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

    condition = ch->pcdata->condition[iCond];

    
    //dwarves used drunk to increase BP
    if (iCond == COND_DRUNK) {
      if (IS_DWARF(ch))
        ch->blood += value;
      if (ch->blood > ch->max_blood)
        ch->blood = ch->max_blood;
    }

    if (condition == -1)
	    return;

		if(condition + value > 100)
			ch->pcdata->condition[iCond] = 100;
		else
			ch->pcdata->condition[iCond] = condition + value;
		/*
    //ch->pcdata->condition[iCond] = condition + value;
    ch->pcdata->condition[iCond] = URANGE(0, condition + value, ch->level);
    printf("update.c: ch->drunk = %d\r\n", ch->pcdata->condition[iCond]);
		*/

    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;

	      case COND_QUICK:
	        if (condition != 0) {
		        send_to_char("Your no longer ill. \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, seed;

    /* 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 < ch->pIndexData->wealth) {
		ch->gold += 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(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, FALSE);
	}

	seed = number_range(1, 50);
	switch (seed) {
	case 10:
//        interpret( ch, social_table[number_range(0, MAX_SOCIALS)].name);
	    break;

	}

    }

    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;

    /* update blood counter by toggling true/false */
    lower_blood = !lower_blood;

    for (ch = char_list; ch != NULL; ch = ch_next) {
	AFFECT_DATA *paf;
	AFFECT_DATA *paf_next;

	ch_next = ch->next;

	if (ch->timer > 10)
	    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 ( IS_VAMPIRE(ch) || IS_DWARF(ch) )
		    blood_loss(ch);
	    else if (ch->blood < ch->max_blood)
		    ch->blood += 1;
	    else
		    ch->blood = ch->max_blood;

	}
	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->position == POS_MORPHED)
		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));
		}
	    }

	    update_condition(ch);

	}
	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;

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

	    act
		("{G$n writhes in agony as plague sores erupt from $s skin.{x",
		 ch, NULL, NULL, TO_ROOM);
	    send_to_char("{GYou writhe in agony from the plague.\n\r{x",
			 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);
		}
	    }

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

	    if (ch->in_room->vnum < 1)
		return;

	    dam = UMIN(ch->level, af->level / 5 + 1);
	    ch->mana -= dam;
	    ch->move -= dam;
	    damage(ch, ch, dam, gsn_plague, DAM_DISEASE, FALSE);
	} else if (IS_AFFECTED(ch, AFF_POISON) && ch != NULL) {
	    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 / 5 + 10, 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);
	}

    }

    /*
     * Autosave and autoquit.
     * Check that these chars still exist.
     */
    for (ch = char_list; ch != NULL; ch = ch_next) {
	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);
	    }
	}


	/*
	 * this is a long way of saying 'if object timer equals
	 *      or is gonna equal zero this tick.. 
	 */

	if (obj->timer <= 0 || --obj->timer > 0) {

	    /* 
	     * special case it immediately: if obj isn't going to be 
	     * destroyed, we drop it thru the air
	     */

	    if (obj->in_room &&
		obj->in_room->sector_type == SECT_AIR &&
		(obj->wear_flags & ITEM_TAKE) &&
		obj->in_room->exit[5] && obj->in_room->exit[5]->u1.to_room) {
		ROOM_INDEX_DATA *new_room =
		    obj->in_room->exit[5]->u1.to_room;

		if ((rch = obj->in_room->people) != NULL) {
		    act("$p falls away.", rch, obj, NULL, TO_ROOM);
		    act("$p falls away.", rch, obj, NULL, TO_CHAR);
		}
		obj_from_room(obj);
		obj_to_room(obj, new_room);

		if ((rch = obj->in_room->people) != NULL) {
		    act("$p floats by.", rch, obj, NULL, TO_ROOM);
		    act("$p floats by.", rch, obj, NULL, TO_CHAR);
		}
	    }
	    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 = "$p decomposes.";
	    break;
	case ITEM_BLOOD_POOL:
	    message = "$p seeps into a crack in the ground.";
	    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->gold += 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_MISC_PIT
		   || obj->in_obj->pIndexData->vnum == OBJ_VNUM_MISC_PIT
		   || obj->in_obj->pIndexData->vnum == OBJ_VNUM_MISC_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;

	    if (IS_NPC(ch) && can_see(ch, wch)) {
		MEM_DATA *remember;
		if ((remember = get_mem_data(ch, wch)) != NULL) {
		    if (IS_SET(remember->reaction, MEM_AFRAID)
			&& IS_SET(ch->act, ACT_WIMPY)
			&& ch->wait < PULSE_VIOLENCE / 2
			&& number_bits(2) == 1)
			do_flee(ch, "self");
		    if (IS_SET(remember->reaction, MEM_HOSTILE)
			&& ch->fighting == NULL)
			multi_hit(ch, wch, TYPE_UNDEFINED);
		}
	    }


	    /*
	     * 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_turf;
    static int pulse_mobile;
    static int pulse_violence;
    static int pulse_point;
    static int pulse_music;
    static int pulse_arena;

    if (--pulse_turf <= 0) {
		pulse_turf = PULSE_TURF;
		turf_save();
    }

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

    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;
    	weather_update();
    	char_update();
    	obj_update();
    	do_asave(NULL, "races");	/* OLC */
    	do_asave(NULL, "changed");	/* OLC */
    }
    if (--pulse_arena <= 0) {
    	pulse_arena = PULSE_ARENA;
    	arena_update();
    }

    aggr_update();
    tail_chain();
    return;
}