muddy/area/
muddy/bin/
muddy/bin/CVS/
muddy/clans/CVS/
muddy/classes/CVS/
muddy/corefiles/
muddy/corefiles/CVS/
muddy/doc/CVS/
muddy/doc/cvsup/
muddy/doc/cvsup/CVS/
muddy/doc/muddy/
muddy/doc/muddy/CVS/
muddy/doc/olc/CVS/
muddy/etc/
muddy/etc/CVS/
muddy/gods/
muddy/gods/CVS/
muddy/lang/CVS/
muddy/msgdb/
muddy/msgdb/CVS/
muddy/notes/
muddy/notes/CVS/
muddy/player/
muddy/races/CVS/
muddy/src/CVS/
muddy/src/comm/CVS/
muddy/src/compat/
muddy/src/compat/CVS/
muddy/src/compat/mkdep/
muddy/src/compat/mkdep/CVS/
muddy/src/compat/regex-win32/CVS/
muddy/src/db/CVS/
muddy/src/mudprogs/CVS/
muddy/src/olc/CVS/
muddy/tmp/CVS/
/*
 * $Id: update.c,v 1.97 1998/12/22 19:03:03 fjoe Exp $
 */

/***************************************************************************
 *     ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT		           *	
 *     ANATOLIA has been brought to you by ANATOLIA consortium		   *
 *	 Serdar BULUT {Chronos}		bulut@rorqual.cc.metu.edu.tr       *
 *	 Ibrahim Canpunar  {Mandrake}	canpunar@rorqual.cc.metu.edu.tr    *	
 *	 Murat BICER  {KIO}		mbicer@rorqual.cc.metu.edu.tr	   *	
 *	 D.Baris ACAR {Powerman}	dbacar@rorqual.cc.metu.edu.tr	   *	
 *     By using this code, you have agreed to follow the terms of the      *
 *     ANATOLIA license, in the file Anatolia/anatolia.licence             *	
 ***************************************************************************/

/***************************************************************************
 *  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			   *
***************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "update.h"
#include "mob_prog.h"
#include "obj_prog.h"
#include "fight.h"

#include "resource.h"

/* command procedures needed */
DECLARE_DO_FUN(do_human		);
DECLARE_DO_FUN(do_murder	);
DECLARE_DO_FUN(do_rescue	);
DECLARE_DO_FUN(do_quit		);
DECLARE_DO_FUN(do_quit_count	);
DECLARE_DO_FUN(do_spellbane	);
DECLARE_DO_FUN(do_stand		);
DECLARE_DO_FUN(do_track		);
DECLARE_DO_FUN(do_yell		);

void	back_home		(CHAR_DATA *ch);

/*
 * Local functions.
 */
int	hit_gain	(CHAR_DATA *ch);
int	mana_gain	(CHAR_DATA *ch);
int	move_gain	(CHAR_DATA *ch);
void	mobile_update	(void);
void	weather_update	(void);
void	char_update	(void);
void	obj_update	(void);
void	aggr_update	(void);
int	potion_cure_level	(OBJ_DATA *potion);
int	potion_arm_level	(OBJ_DATA *potion);
bool	potion_cure_blind	(OBJ_DATA *potion);
bool	potion_cure_poison	(OBJ_DATA *potion);
bool	potion_cure_disease	(OBJ_DATA *potion);

/* below done by chronos */
void    quest_update    args((void));
void	auction_update	args((void));
void	light_update	args((void));
void	room_update	args((void));
void	room_affect_update	args((void));
void	check_reboot	args((void));
void	track_update	args((void));

/* used for saving */

int	save_number = 0;


int	rebooter = 0;

/*
 * Advancement stuff.
 */
void advance_level(CHAR_DATA *ch)
{
	int add_hp;
	int add_mana;
	int add_move;
	int add_prac;
	CLASS_DATA *cl;

	if (IS_NPC(ch)) {
		bug("Advance_level: a mob to advance!", 0);
		return;
	}

	if ((cl = class_lookup(ch->class)) == NULL) {
		log_printf("advance_level", "%s: unknown class %d",
			   ch->name, ch->class);
		return;
	}

	ch->pcdata->last_level = (ch->played +
				  (int) (current_time - ch->logon)) / 3600;
/* Momo	set_title(ch, title_lookup(ch));*/

	if (ch->pcdata->plevels > 0) {
		ch->pcdata->plevels--;
		return;
	}

	add_hp = (con_app[get_curr_stat(ch,STAT_CON)].hitp +
		  number_range(1,5)) - 3;
	add_hp = (add_hp * cl->hp_rate) / 100;
	add_mana = number_range(get_curr_stat(ch,STAT_INT)/2,
				(2*get_curr_stat(ch,STAT_INT) +
				 get_curr_stat(ch,STAT_WIS)/5));
	add_mana = (add_mana * cl->mana_rate) / 100;

	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;

	add_hp = UMAX(3, add_hp);
	add_mana = UMAX(3, add_mana);
	add_move = UMAX(6, add_move);

	if (ch->sex == SEX_FEMALE) {
		add_hp   -= 1;
		add_mana += 2;
	}

	ch->max_hit += add_hp;
	ch->max_mana += add_mana;
	ch->max_move += add_move;
	ch->practice += add_prac;
	ch->train += ch->level % 5 ? 0 : 1;

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

	char_printf(ch, "Your gain is {C%d{x hp, {C%d{x mana, {C%d{x mv {C%d{x prac.\n",
			add_hp, add_mana, add_move, add_prac);
}   

void gain_exp(CHAR_DATA *ch, int gain)
{
	if (IS_NPC(ch) || ch->level >= LEVEL_HERO)
		return;

	if (IS_SET(ch->plr_flags, PLR_NOEXP) && gain > 0) {
		char_puts("You can't gain exp without your spirit.\n", ch);
		return;
	}

	ch->exp += gain;
	ch->exp_tl += gain;

	while (ch->level < LEVEL_HERO && exp_to_level(ch) <= 0) {
		char_nputs(MSG_YOU_RAISE_A_LEVEL, ch);
		ch->level += 1;
		ch->exp_tl = 0;
		info (NULL,0,"{G[{RCONGRATS!{G]{P %s{W has gained a level!\r\n",ch->name);
		if ((ch->class == CLASS_SAMURAI) && (ch->level == 10))
			ch->wimpy = 0;

		if (ch->level == 91)
	        	log_printf("%s made level 91.", ch->name);

		wiznet_printf(ch, NULL, WIZ_LEVELS, 0, 0,
			      "$N has attained level %d!",(int)ch->level);
		advance_level(ch);
		save_char_obj(ch, FALSE);
	}
}

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

	if (ch->in_room == NULL || (cl = class_lookup(ch->class)) == 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, 2 * get_curr_stat(ch,STAT_CON) + (7 * ch->level) / 4); 
		gain = (gain * cl->hp_rate) / 100;
 		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);
		}

		if (number < get_skill(ch, gsn_trance)) {
			gain += number * gain / 150;
			if (ch->mana < ch->max_mana)
				check_improve(ch, gsn_trance, 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 = 0;

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

	gain = gain * ch->in_room->heal_rate / 100;
	
	if (ch->on != NULL && ch->on->pIndexData->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_AFFECTED(ch, AFF_SLOW))
		gain /= 2;

	if (get_curr_stat(ch, STAT_CON) > 20)
		gain = (gain * 14) / 10;

	if (IS_HARA_KIRI(ch))
		gain *= 3;

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

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

	if (ch->in_room == NULL || (cl = class_lookup(ch->class)) == 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)
		      + (2 * get_curr_stat(ch,STAT_INT)) + ch->level;
	gain = (gain * cl->mana_rate) / 100;
	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 (number < get_skill(ch,gsn_trance))
	{
	    gain += number * gain / 100;
	    if (ch->mana < ch->max_mana)
	        check_improve(ch,gsn_trance,TRUE,8);
	}

	if (!IS_SET(cl->flags, CLASS_MAGIC))
		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 = 0;

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

	}

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

	if (ch->on != NULL && ch->on->pIndexData->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_SLOW))
	    gain /= 2 ;
	if (get_curr_stat(ch,STAT_INT) > 20)
	gain = (gain * 13) / 10;
	if (get_curr_stat(ch,STAT_WIS) > 20)
	gain = (gain * 11) / 10;
	if (IS_HARA_KIRI(ch))
	gain *= 3;

	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, 2 * ch->level);

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

	if (ch->pcdata->condition[COND_HUNGER]   < 0)
	    gain = 3;

	if (ch->pcdata->condition[COND_THIRST] < 0)
	    gain = 3;
	}

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

	if (ch->on != NULL && ch->on->pIndexData->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 (get_curr_stat(ch,STAT_DEX) > 20)
	gain *= (14 /10);
	if (IS_HARA_KIRI(ch))
	gain *= 3;

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

void gain_condition(CHAR_DATA *ch, int iCond, int value)
{
	int condition;
	int damage_hunger;
	int fdone;
	CHAR_DATA *vch,*vch_next;

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

	if (HAS_SKILL(ch, gsn_vampire)
	&&  (iCond == COND_THIRST ||
	     iCond == COND_FULL ||
	     iCond == COND_HUNGER))
		return;

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

	ch->pcdata->condition[iCond] = URANGE(-6, condition + value, 96);

	if (iCond == COND_FULL && (ch->pcdata->condition[COND_FULL] < 0))
		ch->pcdata->condition[COND_FULL] = 0;

	if ((iCond == COND_DRUNK) && (condition < 1)) 
		ch->pcdata->condition[COND_DRUNK] = 0;

	if (ch->pcdata->condition[iCond] < 1
	&&  ch->pcdata->condition[iCond] > -6) {
		switch (iCond) {
		case COND_HUNGER:
			char_puts("You are hungry.\n",  ch);
			break;

		case COND_THIRST:
			char_puts("You are thirsty.\n", ch);
			break;
	 
		case COND_DRUNK:
			if (condition != 0)
				char_puts("You are sober.\n", ch);
			break;

		case COND_BLOODLUST:
			if (condition != 0)
				char_puts("You are hungry for blood.\n",
					     ch);
			break;

		case COND_DESIRE:
			if (condition != 0)
				char_puts("You have missed your home.\n",
					     ch);
			break;
		}
	}

	if (ch->pcdata->condition[iCond] == -6 && ch->level >= PK_MIN_LEVEL) {
		switch (iCond) {
		case COND_HUNGER:
			char_puts("You are starving!\n",  ch);
			act("$n is starving!",  ch, NULL, NULL, TO_ROOM);
			damage_hunger = ch->max_hit * number_range(2, 4) / 100;
			if (!damage_hunger)
				damage_hunger = 1;
			damage(ch, ch, damage_hunger, TYPE_HUNGER, DAM_HUNGER,
			       TRUE);
			if (ch->position == POS_SLEEPING) 
				return;       
			break;

		case COND_THIRST:
			char_puts("You are dying of thrist!\n", ch);
			act("$n is dying of thirst!", ch, NULL, NULL, TO_ROOM);
			damage_hunger = ch->max_hit * number_range(2, 4) / 100;
			if (!damage_hunger)
				damage_hunger = 1;
			damage(ch, ch, damage_hunger, TYPE_HUNGER, DAM_THIRST,
			       TRUE);
			if (ch->position == POS_SLEEPING) 
				return;       
			break;

		case COND_BLOODLUST:
			fdone = 0;
			char_puts("You are suffering from thrist of blood!\n",
				  ch);
			act("$n is suffering from thirst of blood!",
			    ch, NULL, NULL, TO_ROOM);
			if (ch->in_room && ch->in_room->people
			&&  ch->fighting == NULL) {
				if (!IS_AWAKE(ch)) do_stand(ch, str_empty);
			        for (vch = ch->in_room->people;
			       	     vch != NULL && ch->fighting == NULL;
				     vch = vch_next) {
			        	vch_next = vch->next_in_room;
			        	if (ch != vch && can_see(ch, vch)
					&&  !is_safe_nomessage(ch, vch)) {
						do_yell(ch,
						        "BLOOD! I NEED BLOOD!");
						do_murder(ch, vch->name);
						fdone = 1;
					}
			         }
			}

			if (fdone)
				break;

			damage_hunger = ch->max_hit * number_range(2, 4) / 100;
			if (!damage_hunger)
				damage_hunger = 1;
			damage(ch, ch, damage_hunger, TYPE_HUNGER, DAM_THIRST,
			       TRUE);
			if (ch->position == POS_SLEEPING) 
				return;       		
			break;

		case COND_DESIRE:
			char_puts("You want to go your home!\n", ch);
			act("$n desires for $s home!", ch, NULL, NULL, TO_ROOM);
			if (ch->position >= POS_STANDING) 
				move_char(ch, number_door(), FALSE);
			break;
		}
	}
}

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

	/* Examine all mobs. */
	for (ch = char_list; ch != NULL; ch = ch_next) {
		bool bust_prompt = FALSE;
		flag_t act;

		ch_next = ch->next;

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

		if (ch->position == POS_FIGHTING)
			SET_FIGHT_TIME(ch);

/* permanent spellbane */
		if (!IS_NPC(ch)) {
			if (ch->level < LEVEL_IMMORTAL
			&&  get_skill(ch, gsn_spellbane)
			&&  !is_affected(ch, gsn_spellbane))
				do_spellbane(ch, str_empty);

/* update ghost state */
			if (ch->last_death_time != -1
			&&  current_time - ch->last_death_time >=
							GHOST_DELAY_TIME
			&&  IS_SET(ch->plr_flags, PLR_GHOST)) {
				char_puts("You return to your normal form.\n",
					  ch);
				REMOVE_BIT(ch->plr_flags, PLR_GHOST);
			}
		}

/* update pumped state */
		if (ch->last_fight_time != -1
		&&  current_time - ch->last_fight_time >= FIGHT_DELAY_TIME
		&&  IS_PUMPED(ch)) {
			REMOVE_BIT((ch)->plr_flags, PLR_PUMPED);
			if (!IS_NPC(ch) && ch->desc != NULL
			&&  ch->desc->pString == NULL 
			&&  (ch->last_death_time == -1 ||
			     ch->last_death_time < ch->last_fight_time))
				char_nputs(MSG_YOU_SETTLE_DOWN, ch);
		}

		if (IS_AFFECTED(ch, AFF_REGENERATION) && ch->in_room != NULL) {
			ch->hit = UMIN(ch->hit + ch->level / 10, ch->max_hit);
			if (ch->race == 18 /* troll */)
				ch->hit = UMIN(ch->hit + ch->level / 10,
					       ch->max_hit);
			if (ch->hit != ch->max_hit)
				bust_prompt = TRUE;
		}

		if (IS_AFFECTED(ch, AFF_CORRUPTION) && ch->in_room != NULL) {
			ch->hit -=  ch->level / 10;
			if (ch->hit < 1) {
				ch->position = POS_DEAD;
				handle_death(ch, ch);
				continue;
			}
			bust_prompt = TRUE;
		}

		if (!IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && bust_prompt
		&&  ch->desc != NULL && ch->desc->pString == NULL
		&&  ch->desc->showstr_point == NULL)
			char_puts(str_empty, ch);

/*
 * that's all for PCs and charmed mobiles
 */
		if (!IS_NPC(ch)
		||  IS_AFFECTED(ch, AFF_CHARM))
			continue;

		act = ch->pIndexData->act;
		if (IS_SET(act, ACT_HUNTER) && ch->hunting)
			hunt_victim(ch);

		if (ch->in_room->area->empty
		&&  !IS_SET(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 */
		||  (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) {
			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;
			}
		}

/* potion using and stuff for intelligent mobs */

		if (ch->pIndexData->pShop == NULL
		&&  (ch->position == POS_STANDING ||
		     ch->position == POS_RESTING ||
		     ch->position == POS_FIGHTING)
		&&  get_curr_stat(ch, STAT_INT) > 15
		&&  (ch->hit < ch->max_hit * 90 / 100 ||
		     IS_AFFECTED(ch, AFF_BLIND) ||
		     IS_AFFECTED(ch, AFF_POISON) ||
		     IS_AFFECTED(ch, AFF_PLAGUE) ||
		     ch->fighting != NULL)) {
			for (obj = ch->carrying; obj; obj = obj->next_content) {
				if (obj->pIndexData->item_type != ITEM_POTION)
					continue;

				if (ch->hit < ch->max_hit * 90 / 100) {
					int cl = potion_cure_level(obj);
					if (cl > 0) {
						if (ch->hit < ch->max_hit*0.5
						&&  cl > 3) {
							quaff_obj(ch, obj);
							continue;
						}
						if (ch->hit < ch->max_hit*0.7) {
							quaff_obj(ch, obj);
							continue;
						}
					}
				}

				if (IS_AFFECTED(ch, AFF_POISON)
				&&  potion_cure_poison(obj)) {
					quaff_obj(ch, obj);
					continue;
				}

				if (IS_AFFECTED(ch, AFF_PLAGUE)
				&&  potion_cure_disease(obj)) {
					quaff_obj(ch, obj);
					continue;
				}

				if (IS_AFFECTED(ch, AFF_BLIND)
				&&  potion_cure_blind(obj)) {
					quaff_obj(ch, obj);
					continue;
				}

				if (ch->fighting) {
					int al = potion_arm_level(obj);

					if (ch->level - ch->fighting->level < 7
					&&  al > 3) {
						quaff_obj(ch, obj);
						continue;
					}

					if (ch->level - ch->fighting->level < 8
					&&  al > 2) {
						quaff_obj(ch, obj);
						continue;
					}

					if (ch->level - ch->fighting->level < 9
					&&  al > 1) {
						quaff_obj(ch, obj);
						continue;
					}

					if (ch->level - ch->fighting->level < 10
					&&  al > 0) {
						quaff_obj(ch, obj);
						continue;
					}
				}
			}
		}

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

/* Scavenge */
		if (IS_SET(act, ACT_SCAVENGER)
		&&  ch->in_room->contents != NULL
		&&  number_bits(6) == 0) {
			OBJ_DATA *obj;
			OBJ_DATA *obj_best = NULL;
			int max = 1;

			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_best = obj;
					max	 = obj->cost;
				}
			}

			if (obj_best)
				get_obj(ch, obj_best, NULL);
		}

/* Wander */
		if (!IS_SET(act, ACT_SENTINEL) 
		&&  number_bits(3) == 0
		&&  (door = number_bits(5)) <= 5
		&&  !RIDDEN(ch)
		&&  (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_NOMOB)
		&&  (!IS_SET(act, ACT_STAY_AREA) ||
		     pexit->u1.to_room->area == ch->in_room->area) 
		&&  (!IS_SET(act, ACT_AGGRESSIVE) ||
		     !IS_SET(pexit->u1.to_room->room_flags,
			     ROOM_PEACE | ROOM_SAFE))
		&&  (!IS_SET(act, ACT_OUTDOORS) ||
		     !IS_SET(pexit->u1.to_room->room_flags, ROOM_INDOORS)) 
		&&  (!IS_SET(act, ACT_INDOORS) ||
		     IS_SET(pexit->u1.to_room->room_flags, ROOM_INDOORS)))
			move_char(ch, door, FALSE);
	}
}

int potion_cure_level(OBJ_DATA *potion)
{
int cl;
int i;
  cl = 0;
  for (i=1;i<5;i++)
  {
	if (sn_lookup("cure critical") == potion->value[i])
	  cl += 3;
	if (sn_lookup("cure light") == potion->value[i])
	  cl += 1;
	if (sn_lookup("cure serious") == potion->value[i])
	  cl += 2;
	if (sn_lookup("heal") == potion->value[i])
	  cl += 4;
  }
  return(cl);
}
int potion_arm_level(OBJ_DATA *potion)
{
int al;
int i;
  al = 0;
  for (i=1;i<5;i++)
  {
	if (sn_lookup("armor") == potion->value[i])
	  al += 1;
	if (sn_lookup("shield") == potion->value[i])
	  al += 1;
	if (sn_lookup("stone skin") == potion->value[i])
	  al += 2;
	if (sn_lookup("sanctuary") == potion->value[i])
	  al += 4;
	if (sn_lookup("protection") == potion->value[i])
	  al += 3;
  }
  return(al);
}

bool potion_cure_blind(OBJ_DATA *potion)
{
int i;
  for (i=0;i<5;i++)
  {
	if (sn_lookup("cure blindness") == potion->value[i])
	  return(TRUE);
  }
  return(FALSE);
}
bool potion_cure_poison(OBJ_DATA *potion)
{
int i;
  for (i=0;i<5;i++)
  {
	if (sn_lookup("cure poison") == potion->value[i])
	  return(TRUE);
  }
  return(FALSE);
}
bool potion_cure_disease(OBJ_DATA *potion)
{
int i;
  for (i=0;i<5;i++)
  {
	if (sn_lookup("cure disease") == potion->value[i])
	  return(TRUE);
  }
  return(FALSE);
}

/*
 * Update the weather.
 */
void weather_update(void)
{
	CHAR_DATA *ch;
	int diff;
	const char *msg_daytime = NULL;
	const char *msg_weather = NULL;

	switch (++time_info.hour) {
	case  5:
		weather_info.sunlight = SUN_LIGHT;
		msg_daytime = "The day has begun.";
		break;

	case  6:
		weather_info.sunlight = SUN_RISE;
		msg_daytime = "The sun rises in the east.";
		break;

	case 19:
		weather_info.sunlight = SUN_SET;
		msg_daytime = "The sun slowly disappears in the west.";
		break;

	case 20:
		weather_info.sunlight = SUN_DARK;
		msg_daytime = "The night has begun.";
		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)) {
			msg_weather = "The sky is getting cloudy.";
			weather_info.sky = SKY_CLOUDY;
		}
		break;

	case SKY_CLOUDY:
		if (weather_info.mmhg < 970
		||  (weather_info.mmhg < 990 && number_bits(2) == 0)) {
			msg_weather = "It starts to rain.";
			weather_info.sky = SKY_RAINING;
		}
		else if (weather_info.mmhg > 1030 && number_bits(2) == 0) {
			msg_weather = "The clouds disappear.";
			weather_info.sky = SKY_CLOUDLESS;
		}
		break;

	case SKY_RAINING:
		if (weather_info.mmhg > 1030
		||  (weather_info.mmhg > 1010 && number_bits(2) == 0)) {
			msg_weather = "The rain stopped.";
			weather_info.sky = SKY_CLOUDY;
		}
		else if (weather_info.mmhg < 970 && number_bits(2) == 0) {
			msg_weather = "Lightning flashes in the sky.";
			weather_info.sky = SKY_LIGHTNING;
		}
		break;

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

	if (!msg_daytime && !msg_weather)
		return;

	for (ch = char_list; ch; ch = ch->next) {
		if (IS_NPC(ch) && !HAS_TRIGGER(ch, TRIG_ACT))
			continue;
		if (!IS_OUTSIDE(ch) || !IS_AWAKE(ch))
			continue;

		act(msg_daytime, ch, NULL, NULL, TO_CHAR);
		act(msg_weather, ch, NULL, NULL, TO_CHAR);
	}
}

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

	static time_t last_save_time = -1;

	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;
		int chance;
		RACE_DATA *r = race_lookup(ch->race);

		ch_next = ch->next;
		if (!r)
			continue;

		/* reset path find */
		if (!IS_NPC(ch) && (chance = get_skill(ch, gsn_path_find))) {
			if (number_percent() < chance) {
				ch->endur += chance / 2;
				check_improve(ch, gsn_path_find, TRUE, 8);
			}
			else
				check_improve(ch, gsn_path_find, FALSE, 16);
		}
		
		if (!ch->fighting) {
			flag_t skip = AFF_FLYING;

			affect_check(ch, TO_AFFECTS, -1);

			/* Remove caltrops effect after fight off */
			if (is_affected(ch, gsn_caltrops))
				affect_strip(ch, gsn_caltrops);

			if (!MOUNTED(ch)) {
				if (!IS_AFFECTED(ch, AFF_HIDE) 
				&&  (r->aff & AFF_HIDE))
					char_puts("You step back into the shadows.\n", ch);

				if (!IS_AFFECTED(ch, AFF_SNEAK)
				&&  (r->aff & AFF_SNEAK))
					char_puts("You move silently again.\n", ch);
			}
			else
				skip |= AFF_HIDE | AFF_FADE | AFF_INVIS |
					AFF_IMP_INVIS | AFF_SNEAK |
					AFF_CAMOUFLAGE;

			SET_BIT(ch->affected_by, r->aff & ~skip);
		}

		/* Remove vampire effect when morning. */
		if (is_affected(ch, gsn_vampire)
		&&  (weather_info.sunlight == SUN_LIGHT ||
		     weather_info.sunlight == SUN_RISE))
			do_human(ch, str_empty);

		if (!IS_NPC(ch) && is_affected(ch, gsn_thumbling)) {
			if (dice(5, 6) > get_curr_stat(ch, STAT_DEX)) {
				act("You failed to reach the true source of tennis ball power.", ch, NULL, NULL, TO_CHAR);
				act("$n falls to the ground flat on $s face.", ch, NULL, NULL, TO_ROOM);
				affect_strip(ch, gsn_thumbling);
			}
		}

		if (ch->timer > 20 && !IS_NPC(ch))
	        	ch_quit = ch;

		if (ch->position >= POS_STUNNED) {
			int old_hit = ch->hit;
			int old_mana = ch->mana;
			int old_move = ch->move;

			/* check to see if we need to go home */
			if (IS_NPC(ch) && ch->zone != NULL 
			&&  ch->in_room != NULL
			&&  ch->zone != ch->in_room->area && ch->desc == NULL 
			&&  ch->fighting == NULL
/* && ch->progtypes==0 */
			&& !IS_AFFECTED(ch,AFF_CHARM) && ch->last_fought == NULL
			&& !RIDDEN(ch)) {
				if (ch->in_mind != NULL 
				&& ch->pIndexData->vnum > 100)
					back_home(ch);
				else {
					act_nprintf(ch, NULL, NULL, TO_ROOM,
						POS_RESTING, MSG_N_WANDERS_ON_HOME);
					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_NPC(ch) && ch->level < LEVEL_IMMORTAL
			&&  ch->desc != NULL && ch->desc->pString == NULL
			&&  ch->desc->showstr_point == NULL
			&&  (old_hit != ch->hit || old_mana != ch->mana ||
			     old_move != ch->move))
				char_puts(str_empty, ch);
		}

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

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

			if ((obj = get_eq_char(ch, WEAR_LIGHT))
			&&  obj->pIndexData->item_type == ITEM_LIGHT
			&&  obj->value[2] > 0) {
				if (--obj->value[2] == 0) {
					if (ch->in_room->light > 0)
						--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)
					act("$p flickers.",
					    ch, obj, NULL, TO_CHAR);
			}

			if (++ch->timer >= 12) {
				if (ch->was_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);
					char_puts("You disappear "
						  "into the void.\n", ch);
					if (ch->level > 1)
						save_char_obj(ch, FALSE);
  					char_from_room(ch);
					char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO));
				}
			}

			if (!ch->was_in_room) {
				gain_condition(ch, COND_DRUNK, -1);
				if (HAS_SKILL(ch, gsn_vampire))
					gain_condition(ch, COND_BLOODLUST, -1);
				gain_condition(ch, COND_FULL, 
					     ch->size > SIZE_MEDIUM ? -4 : -2);
				if (ch->in_room->sector_type == SECT_DESERT)
					gain_condition(ch, COND_THIRST, -3);
				else
					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) {
				SKILL_DATA *sk;

				if ((paf_next == NULL ||
				     paf_next->type != paf->type ||
				     paf_next->duration > 0)
				&&  paf->type > 0
				&&  (sk = skill_lookup(paf->type))
				&&  !IS_NULLSTR(sk->msg_off)) 
					char_printf(ch, "%s\n", sk->msg_off);
				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_witch_curse)) {
			AFFECT_DATA *af, witch;
	
			if (ch->in_room == NULL)
				continue;

			act("The witch curse makes $n feel $s life slipping away.",
			    ch, NULL, NULL, TO_ROOM);
			char_puts("The witch curse makes you feeling your life slipping away.\n", ch);
	
			for (af = ch->affected; af!= NULL; af = af->next)
				if (af->type == gsn_witch_curse)
					break;

			if (af == NULL)
				continue;

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

			witch.where = af->where;
			witch.type  = af->type;
			witch.level = af->level;
			witch.duration = af->duration;
			witch.location = af->location;
			witch.modifier = af->modifier * 2;
			witch.bitvector = 0;
	
			affect_remove(ch, af);
			affect_to_char(ch ,&witch);
			ch->hit = UMIN(ch->hit, ch->max_hit);
			if (ch->hit < 1) {
				ch->position = POS_DEAD;
				handle_death(ch, ch);
				continue;
			}
		}

		if (IS_AFFECTED(ch, AFF_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);
			char_puts("You writhe in agony from the plague.\n", 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(2) == 0) {
					char_puts("You feel hot and feverish.\n", vch);
					act_nprintf(vch, NULL, NULL, TO_ROOM,
						POS_RESTING ,MSG_N_SHIVERS_ILL);
					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);
			if (number_range(1, 100) < 70)
				damage(ch, ch, UMAX(ch->max_hit/20, 50), 
				       gsn_plague, DAM_DISEASE, 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); 
				char_puts("You shiver and suffer.\n", ch);
				damage(ch, ch, poison->level/10 + 1, gsn_poison,
				       DAM_POISON, TRUE);
			}
		}
		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);
	} /* global for */

	/*
	 * Autosave and autoquit.
	 * Check that these chars still exist.
	 */

	if (last_save_time == -1 || current_time - last_save_time > 300) {
		last_save_time = current_time;
		for (ch = char_list; ch != NULL; ch = ch_next) {
			ch_next = ch->next;
			if (!IS_NPC(ch))
				save_char_obj(ch, FALSE);
			if (ch == ch_quit || ch->timer > 20)
				do_quit(ch, str_empty);
		}
	}

	return;
}



void water_float_update(void)
{
	OBJ_DATA *obj_next;
	OBJ_DATA *obj;
	CHAR_DATA *ch;

	for (obj = object_list; obj != NULL; obj = obj_next) {
		obj_next = obj->next;

		if (!obj->in_room || !IS_WATER(obj->in_room))
			continue;

		obj->water_float = obj->water_float > 0 ?
						obj->water_float - 1 : -1;

		if (obj->pIndexData->item_type == ITEM_DRINK_CON) {
			obj->value[1] = URANGE(1, obj->value[1]+8,
					       obj->value[0]);
			if ((ch = obj->in_room->people))
				act("$p makes bubbles on the water.", ch, obj,
				    NULL, TO_ALL);
			obj->water_float = obj->value[0]-obj->value[1];
			obj->value[2] = 0;
		}
		if (obj->water_float == 0) {
			if((ch = obj->in_room->people))
				act("$p sinks down the water.", ch, obj, NULL,
				    TO_ALL); 
			extract_obj(obj);
		}
	}
}

void update_obj_affects(OBJ_DATA *obj)
{
	AFFECT_DATA *paf, *paf_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--;
			/* spell strength fades with time */
        		if (number_range(0,4) == 0 && paf->level > 0)
				paf->level--;
        	}
		else if (paf->duration == 0) {
			SKILL_DATA *sk;

			if ((paf_next == NULL || paf_next->type != paf->type ||
			     paf_next->duration > 0)
			&&  paf->type > 0
			&&  (sk = skill_lookup(paf->type))
			&&  !IS_NULLSTR(sk->msg_obj)) {
				if (obj->carried_by != NULL) 
					act(sk->msg_obj, obj->carried_by,
					   obj, NULL, TO_CHAR);

				if (obj->in_room != NULL 
				&&  obj->in_room->people)
					act(sk->msg_obj, obj->in_room->people,
					   obj, NULL, TO_ALL);
                	}
			affect_remove_obj(obj, paf);
        	}
	}
}

bool update_ice_obj(OBJ_DATA *obj)
{
	if (obj->carried_by != NULL
	&&  obj->carried_by->in_room->sector_type == SECT_DESERT
	&&  number_percent() < 40) {
		act("The extreme heat melts $p.", obj->carried_by, obj, NULL,
		    TO_CHAR);
		extract_obj(obj);
		return TRUE;
	}
	if (obj->in_room != NULL
	&&  obj->in_room->sector_type == SECT_DESERT
	&&  number_percent() < 50) {
		act("The extreme heat melts $p.", obj->in_room->people, obj,
		    NULL, TO_ALL);
		extract_obj(obj);
		return TRUE;
	}
	return FALSE;
}

bool update_glass_obj(OBJ_DATA *obj)
{
	if (obj->carried_by
	&&  obj->carried_by->in_room->sector_type == SECT_DESERT
	&&  !IS_NPC(obj->carried_by)
	&&  number_percent() < 20)  {
		act("$p evaporates.", obj->carried_by, obj, NULL, TO_CHAR);
		extract_obj(obj);
		return TRUE;
	}
	if (obj->in_room
	&&  obj->in_room->sector_type == SECT_DESERT
	&&  number_percent() < 30) {
		act("$p evaporates by the extream heat.", obj->in_room->people,
		    obj, NULL, TO_ROOM);
		act("$p evaporates by the extream heat.", obj->in_room->people,
		    obj, NULL, TO_CHAR);
		extract_obj(obj);
		return TRUE;
	}
	return FALSE;
}

void update_pit(OBJ_DATA *obj)
{
	OBJ_DATA *t_obj, *next_obj;
	static int pit_count = 1;
	/* more or less an hour */
	pit_count = ++pit_count % 120;

	if (obj_is_pit(obj) && !pit_count)
		for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) {
			next_obj = t_obj->next_content;
			obj_from_obj(t_obj);
			extract_obj(t_obj);
		}
}

void update_one_obj(OBJ_DATA *obj)
{
	OBJ_DATA *pit, *t_obj;
	CHAR_DATA *rch;
	char *message;

	update_obj_affects(obj);

	/* find the uppest obj container */
	for(t_obj = obj; t_obj->in_obj; t_obj = t_obj->in_obj)
		;

	if ((t_obj->in_room != NULL &&
	     t_obj->in_room->area->nplayer > 0)
        ||  (t_obj->carried_by &&
	     t_obj->carried_by->in_room &&
	     t_obj->carried_by->in_room->area->nplayer > 0))
		oprog_call(OPROG_AREA, obj, NULL, NULL);

	if (check_material(obj, "ice") 
	&&  update_ice_obj(obj))
		return;

	if (check_material(obj, "glass")
	&&  obj->pIndexData->item_type == ITEM_POTION
	&&  update_glass_obj(obj))
		return;

	if (obj->condition > -1 && (obj->timer <= 0 || --obj->timer > 0))
		return;

	switch (obj->pIndexData->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);
		}
	if (obj->in_room && (rch = obj->in_room->people)
	&&  !(obj->in_obj && obj_is_pit(obj->in_obj)
	      && !CAN_WEAR(obj->in_obj, ITEM_TAKE)))
		act(message, rch, obj, NULL, TO_ALL);

	if ((obj->pIndexData->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);

			/* in another object */
			if (obj->in_obj)
				obj_to_obj(t_obj, obj->in_obj);
			/* carried */
			else if (obj->carried_by)
				if (obj->wear_loc == WEAR_FLOAT
				&&  obj->carried_by->in_room)
					obj_to_room(t_obj,
						    obj->carried_by->in_room);
				else
					obj_to_char(t_obj, obj->carried_by);
			/* to the pit */
			else {
				for (pit = get_room_index(obj->altar)->contents;
				     pit && pit->pIndexData->vnum != obj->pit;
				     pit = pit->next);
				if (pit)
					obj_to_obj(t_obj, pit);
				else if(obj->in_room)
					obj_to_room(t_obj, obj->in_room);
			}
		}
	}
	extract_obj(obj);
}

OBJ_DATA *last_updated_obj;

void obj_update_list(OBJ_DATA *obj)
{
	int i;
	OBJ_DATA *obj_next;


/* some diagnostics */
	obj_next = obj;
	for (i = 0; obj && obj->extracted; obj = obj->next, i++)
		;
	if (i)
		log_printf("obj_update_list: skipped %d extracted objs, "
			   "object_list == %p, obj == %p, "
			   "last_updated_obj == %p, "
			   "last_updated_obj->next == %p",
			   i, object_list, obj_next,
			   last_updated_obj, last_updated_obj->next);

	for (; obj; obj = obj_next) {
		obj_next = obj->next;

		if (obj->extracted) {
			obj_update_list(last_updated_obj ?
					last_updated_obj->next : object_list);
			return;
		}

		update_one_obj(obj);

		if (!obj->extracted)
			last_updated_obj = obj;
	}
}

/*
 * Update all objs.
 * This function is performance sensitive.
 */
void obj_update(void)
{   
	last_updated_obj = NULL;
	obj_update_list(object_list);
}

/*
 * 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, *wch_next;
	CHAR_DATA *ch, *ch_next;
	CHAR_DATA *vch, *vch_next;
	CHAR_DATA *victim;

	for (wch = char_list; wch != NULL; wch = wch_next) {
		wch_next = wch->next;
		if (IS_AWAKE(wch)
		&&  IS_AFFECTED(wch, AFF_BLOODTHIRST)
		&&  wch->fighting == NULL) {
			for (vch = wch->in_room->people;
			     vch != NULL && wch->fighting == NULL;
			     vch = vch_next) {
				vch_next = vch->next_in_room;
				if (wch != vch && can_see(wch,vch)
				&&  !is_safe_nomessage(wch,vch)) {
					act_puts("{RMORE BLOOD! MORE BLOOD! MORE BLOOD!!!{x", wch,NULL,NULL,TO_CHAR,POS_RESTING);
					do_murder(wch,vch->name);
				}
			}
		}


		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;
			flag_t act;

			ch_next = ch->next_in_room;

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

			/* Mad mob attacks! */
			if (ch->last_fought == wch
			&&  !IS_AFFECTED(ch, AFF_SCREAM)) {
				doprintf(do_yell, ch, "%s! Now you die!",
					 PERS(wch,ch));
				wch = check_guard(wch, ch); 
				multi_hit(ch, wch, TYPE_UNDEFINED);
				continue;
			}

			if (ch->last_fought != NULL)
				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(act, ACT_WIMPY)
				||   !IS_AWAKE(vch))
				&&  can_see(ch, vch)
				/* do not attack vampires */
				&&  !HAS_SKILL(vch, gsn_vampire)
				/* good vs good :( */
				&&  !(IS_GOOD(ch) && IS_GOOD(vch))) {
					if (number_range(0, count) == 0)
						victim = vch;
					count++;
				}
			}

			if (victim == NULL)
				continue;

			if (!is_safe_nomessage(ch, victim)) {
				int dt = TYPE_UNDEFINED;
				int bs_chance;

				victim = check_guard(victim, ch); 
				if (get_dam_type(ch,
						 get_eq_char(ch, WEAR_WIELD),
						 &dt) == DAM_PIERCE
				&&  (bs_chance = get_skill(ch, gsn_backstab))
				&&  backstab_ok(NULL, victim))
					backstab(ch, victim, bs_chance);
				else
					multi_hit(ch, victim, TYPE_UNDEFINED);
			}
		}
	}
}



/*
 * 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_water_float;
	static int pulse_raffect;
	static int pulse_track;

	if (--pulse_area <= 0) {
		wiznet("AREA & ROOM TICK!", NULL, NULL, WIZ_TICKS, 0, 0);
		pulse_area = PULSE_AREA; 
		area_update();
		room_update();
	}

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

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

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

	if (--pulse_water_float <= 0) {
		pulse_water_float = PULSE_WATER_FLOAT;
		water_float_update();
	}

	if (--pulse_raffect <= 0) {
		pulse_raffect = PULSE_RAFFECT;
		room_affect_update();
	}

	if (--pulse_track <= 0) {
		pulse_track = PULSE_TRACK;
		track_update();
	}

	if (--pulse_point <= 0) {
		CHAR_DATA *ch;

		wiznet("CHAR TICK!",NULL,NULL,WIZ_TICKS,0,0);
		pulse_point = PULSE_TICK;
		weather_update();
		char_update();
		quest_update(); 
		obj_update();
		check_reboot();

		/* room counting */
		for (ch = char_list; ch != NULL; ch = ch->next)
			if (!IS_NPC(ch) && ch->in_room != NULL)
				ch->in_room->area->count++;
	}

	aggr_update();
	auction_update();
	tail_chain();

	return;
}

void light_update(void)
{   
	CHAR_DATA *ch;
	int dam_light;
	DESCRIPTOR_DATA *d;


	for (d = descriptor_list; d != NULL; d = d->next) {
		if (d->connected != CON_PLAYING)
			continue;

		ch = (d->original != NULL) ? d->original : d->character;

		if (IS_IMMORTAL(ch))
			continue;

		/* also checks vampireness */
		if ((dam_light = isn_dark_safe(ch)) == 0) 	
			continue;	

		if (dam_light != 2
		&&  number_percent() < get_skill(ch, gsn_light_resistance)) {
			check_improve(ch, gsn_light_resistance, TRUE, 32);
			continue;
		}

		if (dam_light == 1)
			char_puts("The light in the room disturbs you.\n", ch);
		else
			char_puts("Sun light disturbs you.\n",ch);

		dam_light = 1 + (ch->max_hit * 4)/ 100;
		damage(ch, ch, dam_light, TYPE_HUNGER, DAM_LIGHT_V, TRUE);

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

		if (number_percent() < 10)
			gain_condition(ch, COND_DRUNK,  -1);
	}
}

void room_update(void)
{   
	ROOM_INDEX_DATA *room;
	ROOM_INDEX_DATA *room_next;

	for (room = top_affected_room; room; room = room_next) {
		AFFECT_DATA *paf;
		AFFECT_DATA *paf_next;

		room_next = room->aff_next;

		for (paf = room->affected; paf != NULL; paf = paf_next) {
			paf_next = paf->next;

			if (paf->duration > 0) {
				paf->duration--;
/*
 * spell strength shouldn't fade with time 
 * because of checks in safe_rspell with af->level 
				if (number_range(0,4) == 0 && paf->level > 0)
					paf->level--;
*/
			}
			else if (paf->duration == 0)
				affect_remove_room(room, paf);
		}
	}
}

void room_affect_update(void)
{   
	ROOM_INDEX_DATA *room;
	ROOM_INDEX_DATA *room_next;

	for (room = top_affected_room; room ; room = room_next)
	{
	room_next = room->aff_next;

	    while (IS_ROOM_AFFECTED(room, RAFF_PLAGUE) && room->people != NULL)
	    {
	        AFFECT_DATA *af, plague;
	        CHAR_DATA *vch;

	        for (af = room->affected; af != NULL; af = af->next)
	        {
	        	if (af->type == gsn_black_death)
	                break;
	        }
	    
	        if (af == NULL)
	        {
	        	REMOVE_BIT(room->affected_by,RAFF_PLAGUE);
	        	break;
	        }

	        if (af->level == 1)
	        	af->level = 2;
	
	    plague.where		= TO_AFFECTS;
	        plague.type 		= gsn_plague;
	        plague.level 		= af->level - 1; 
	        plague.duration 		= number_range(1,((plague.level/2)+1));
	        plague.location		= APPLY_NONE;
	        plague.modifier 		= -5;
	        plague.bitvector 		= AFF_PLAGUE;
	    
	        for (vch = room->people; vch != NULL; vch = vch->next_in_room)
	        {
	            if (!saves_spell(plague.level ,vch,DAM_DISEASE) 
		&&  !IS_IMMORTAL(vch)
		&&  !is_safe_rspell(af->level,vch)
	        	&&  !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(3) == 0)
	        	{
	        	    char_puts("You feel hot and feverish.\n",vch);
	        	    act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM);
	        	    affect_join(vch,&plague);
	        	}
	        }
	 break;
	    }

	    while (IS_ROOM_AFFECTED(room, RAFF_POISON) && room->people != NULL)
	    {
	        AFFECT_DATA *af, paf;
	        CHAR_DATA *vch;

	        for (af = room->affected; af != NULL; af = af->next)
	        {
	        	if (af->type == gsn_deadly_venom)
	                break;
	        }
	    
	        if (af == NULL)
	        {
	        	REMOVE_BIT(room->affected_by,RAFF_POISON);
	        	break;
	        }

	        if (af->level == 1)
	        	af->level = 2;
	
	    paf.where		= TO_AFFECTS;
	        paf.type 		= gsn_poison;
	        paf.level 		= af->level - 1; 
	        paf.duration 	= number_range(1,((paf.level/5)+1));
	        paf.location	= APPLY_NONE;
	        paf.modifier 	= -5;
	        paf.bitvector 	= AFF_POISON;
	    
	        for (vch = room->people; vch != NULL; vch = vch->next_in_room)
	        {
	            if (!saves_spell(paf.level ,vch,DAM_POISON) 
		&&  !IS_IMMORTAL(vch)
		&&  !is_safe_rspell(af->level,vch)
	        	&&  !IS_AFFECTED(vch,AFF_POISON) && number_bits(3) == 0)
	        	{
	        	    char_puts("You feel very sick.\n",vch);
	        	    act("$n looks very ill.",vch,NULL,NULL,TO_ROOM);
	        	    affect_join(vch,&paf);
	        	}
	        }
	 break;
	    }

	    while (IS_ROOM_AFFECTED(room, RAFF_SLOW) && room->people != NULL)
	    {
	        AFFECT_DATA *af, paf;
	        CHAR_DATA *vch;

	        for (af = room->affected; af != NULL; af = af->next)
	        {
	        	if (af->type == gsn_lethargic_mist)
	                break;
	        }
	    
	        if (af == NULL)
	        {
	        	REMOVE_BIT(room->affected_by,RAFF_SLOW);
	        	break;
	        }

	        if (af->level == 1)
	        	af->level = 2;
	
	    paf.where		= TO_AFFECTS;
	        paf.type 		= gsn_slow;
	        paf.level 		= af->level - 1; 
	        paf.duration 	= number_range(1,((paf.level/5)+1));
	        paf.location	= APPLY_NONE;
	        paf.modifier 	= -5;
	        paf.bitvector 	= AFF_SLOW;
	    
	        for (vch = room->people; vch != NULL; vch = vch->next_in_room)
	        {
	            if (!saves_spell(paf.level ,vch,DAM_OTHER) 
		&&  !IS_IMMORTAL(vch)
		&&  !is_safe_rspell(af->level,vch)
	        	&&  !IS_AFFECTED(vch,AFF_SLOW) && number_bits(3) == 0)
	        	{
	        	    char_puts("You start to move less quickly.\n",vch);
	        	    act("$n is moving less quickly.",vch,NULL,NULL,TO_ROOM);
	        	    affect_join(vch,&paf);
	        	}
	        }
	 break;
	    }

	    while (IS_ROOM_AFFECTED(room, RAFF_SLEEP) && room->people != NULL)
	    {
	        AFFECT_DATA *af, paf;
	        CHAR_DATA *vch;

	        for (af = room->affected; af != NULL; af = af->next)
	        {
	        	if (af->type == gsn_mysterious_dream)
	                break;
	        }
	    
	        if (af == NULL)
	        {
	        	REMOVE_BIT(room->affected_by,RAFF_SLEEP);
	        	break;
	        }

	        if (af->level == 1)
	        	af->level = 2;
	
	    paf.where		= TO_AFFECTS;
	        paf.type 		= gsn_sleep;
	        paf.level 		= af->level - 1; 
	        paf.duration 	= number_range(1,((paf.level/10)+1));
	        paf.location	= APPLY_NONE;
	        paf.modifier 	= -5;
	        paf.bitvector 	= AFF_SLEEP;
	    
	        for (vch = room->people; vch != NULL; vch = vch->next_in_room)
	        {
	            if (!saves_spell(paf.level - 4,vch,DAM_CHARM) 
		&&  !IS_IMMORTAL(vch)
		&&  !is_safe_rspell(af->level,vch)
		&&  !(IS_NPC(vch) && IS_SET(vch->pIndexData->act, ACT_UNDEAD))
	        	&&  !IS_AFFECTED(vch,AFF_SLEEP) && number_bits(3) == 0)
	        	{
		  if (IS_AWAKE(vch))
		   {
	        	    char_puts("You feel very sleepy.......zzzzzz.\n",vch);
	        	    act("$n goes to sleep.",vch,NULL,NULL,TO_ROOM);
		    vch->position = POS_SLEEPING;
		   }		    
	      	  affect_join(vch,&paf);
	        	}
	        }
	 break;
	    }


	    while (IS_ROOM_AFFECTED(room, RAFF_ESPIRIT) && room->people != NULL)
	    {
	        AFFECT_DATA *af, paf;
	        CHAR_DATA *vch;

	        for (af = room->affected; af != NULL; af = af->next)
	        {
	        	if (af->type == gsn_evil_spirit)
	                break;
	        }
	    
	        if (af == NULL)
	        {
	        	REMOVE_BIT(room->affected_by,RAFF_ESPIRIT);
	        	break;
	        }

	        if (af->level == 1)
	        	af->level = 2;
	
	    paf.where		= TO_AFFECTS;
	        paf.type 		= gsn_evil_spirit;
	        paf.level 		= af->level; 
	        paf.duration 	= number_range(1,(paf.level/30));
	        paf.location	= APPLY_NONE;
	        paf.modifier 	= 0;
	        paf.bitvector 	= 0;
	    
	        for (vch = room->people; vch != NULL; vch = vch->next_in_room)
	        {
	            if (!saves_spell(paf.level + 2,vch,DAM_MENTAL) 
		&&  !IS_IMMORTAL(vch)
		&&  !is_safe_rspell(af->level,vch)
	        	&&  !is_affected(vch,gsn_evil_spirit) && number_bits(3) == 0)
	        	{
	        	    char_puts("You feel worse than ever.\n",vch);
	        	    act("$n looks more evil.",vch,NULL,NULL,TO_ROOM);
	        	    affect_join(vch,&paf);
	        	}
	        }
	 break;
	    }

/* new ones here
	    while (IS_ROOM_AFFECTED(room, RAFF_) && room->people != NULL)
	    {
	        AFFECT_DATA *af, paf;
	        CHAR_DATA *vch;

	        for (af = room->affected; af != NULL; af = af->next)
	        {
	        	if (af->type == gsn_)
	                break;
	        }
	    
	        if (af == NULL)
	        {
	        	REMOVE_BIT(room->affected_by,RAFF_);
	        	break;
	        }

	        if (af->level == 1)
	        	af->level = 2;
	
	    paf.where		= TO_AFFECTS;
	        paf.type 		= gsn_;
	        paf.level 		= af->level - 1; 
	        paf.duration 	= number_range(1,((paf.level/5)+1));
	        paf.location	= APPLY_NONE;
	        paf.modifier 	= -5;
	        paf.bitvector 	= AFF_;
	    
	        for (vch = room->people; vch != NULL; vch = vch->next_in_room)
	        {
	            if (!saves_spell(paf.level + 2,vch,DAM_) 
		&&  !IS_IMMORTAL(vch)
		&&  !is_safe_rspell(af->level,vch)
	        	&&  !IS_AFFECTED(vch,AFF_) && number_bits(3) == 0)
	        	{
	        	    char_puts("You feel hot and feverish.\n",vch);
	        	    act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM);
	        	    affect_join(vch,&paf);
	        	}
	        }
	 break;
	    }
*/
	}
	return;
}


void check_reboot(void)
{
	DESCRIPTOR_DATA *d;

	switch(reboot_counter) {
	case -1:
		break;
	case 0:
		reboot_muddy();
		return;
	case 1:
	case 2:
	case 3:
	case 4:
	case 5:
	case 10:
	case 15:
		for (d = descriptor_list; d != NULL; d = d->next) 
			if (d->character != NULL)
				if (rebooter || !IS_IMMORTAL(d->character))
					char_printf(d->character, 
						    "{*{W*****{R REBOOT IN {W%d{R MIN. {W*****{x\n",
					    	    reboot_counter);
				else
					char_printf(d->character, 
						    "{*{W*****{R AUTOMAGIC REBOOT IN {W%d{R MIN. {W*****{x\n",
					    	    reboot_counter);

		/* FALLTHRU */
	default: 
		reboot_counter--;
		break;
	}
}

void track_update(void)
{   
	CHAR_DATA *ch, *ch_next;

	for (ch = char_list; ch != NULL; ch = ch_next) {
		CHAR_DATA *vch, *vch_next;

		ch_next = ch->next;
		if (!IS_NPC(ch)
		||  IS_AFFECTED(ch, AFF_CALM | AFF_CHARM)
	        ||  ch->fighting
		||  !ch->in_room
	        ||  !IS_AWAKE(ch) 
	        ||  IS_SET(ch->pIndexData->act, ACT_NOTRACK)
		||  RIDDEN(ch)
		||  IS_AFFECTED(ch, AFF_SCREAM))
			continue;

		if (ch->last_fought != NULL
		&&  ch->in_room != ch->last_fought->in_room) {
			do_track(ch, ch->last_fought->name);
			continue;
		}

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

		for (vch = ch->in_room->people; vch; vch = vch_next) {
			vch_next = vch->next_in_room;

			if (IS_IMMORTAL(vch)
			||  !can_see(ch,vch)
			||  is_safe_nomessage(ch,vch)
			||  !is_name(vch->name,ch->in_mind))
				continue;
			doprintf(do_yell, ch,
			         "So we meet again, %s", vch->name);
			do_murder(ch, vch->name);
		}
	}
}