/
dist/boards/
dist/councils/
dist/deity/
dist/doc/mudprogs/
dist/guilds/
/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider             |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops  |~'~.VxvxV.~'~*
 * ------------------------------------------------------------------------ *
 * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
 * Chastain, Michael Quan, and Mitchell Tse.                                *
 * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
 * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
 * ------------------------------------------------------------------------ *
 *			      Regular update module			    *
 ****************************************************************************/

#include <sys/types.h>
#include <sys/time.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"


/*
 * Local functions.
 */
int	hit_gain	args( ( CHAR_DATA *ch ) );
int	mana_gain	args( ( CHAR_DATA *ch ) );
int	move_gain	args( ( CHAR_DATA *ch ) );
void	mobile_update	args( ( void ) );
void	weather_update	args( ( void ) );
void	char_update	args( ( void ) );
void	obj_update	args( ( void ) );
void	aggr_update	args( ( void ) );
void	room_act_update	args( ( void ) );
void	obj_act_update	args( ( void ) );
void	char_check	args( ( void ) );
void    drunk_randoms	args( ( CHAR_DATA *ch ) );
void    halucinations	args( ( CHAR_DATA *ch ) );
void	subtract_times	args( ( struct timeval *etime,
				struct timeval *stime ) );

/*
 * Global Variables
 */

CHAR_DATA *	gch_prev;
OBJ_DATA *	gobj_prev;

CHAR_DATA *	timechar;

char * corpse_descs[] =
   { 
     "The corpse of %s is in the last stages of decay.", 
     "The corpse of %s is crawling with vermin.",
     "The corpse of %s fills the air with a foul stench.",
     "The corpse of %s is buzzing with flies.",
     "The corpse of %s lies here."
   };

extern int      top_exit;

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

/*	save_char_obj( ch );*/
    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_con(ch)].hitp + number_range(
		    class_table[ch->class]->hp_min,
		    class_table[ch->class]->hp_max );
    add_mana	= class_table[ch->class]->fMana
		    ? number_range(2, (2*get_curr_int(ch)+get_curr_wis(ch))/8)
		    : 0;
    add_move	= number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/4 );
    add_prac	= wis_app[get_curr_wis(ch)].practice;

    add_hp	= UMAX(  1, add_hp   );
    add_mana	= UMAX(  0, add_mana );
    add_move	= UMAX( 10, add_move );

    /* bonus for deadlies */
    if(IS_PKILL(ch)){
        add_mana = add_mana + add_mana*.3;
        add_move = add_move + add_move*.3;
        add_hp +=1; /* bitch at blod if you don't like this :) */
        sprintf(buf,"Gravoc's Pandect steels your sinews.\n\r");
    }

    ch->max_hit 	+= add_hp;
    ch->max_mana	+= add_mana;
    ch->max_move	+= add_move;
    ch->practice	+= add_prac;

    if ( !IS_NPC(ch) )
	REMOVE_BIT( ch->act, PLR_BOUGHT_PET );

    if ( ch->level == LEVEL_AVATAR )
    {
	DESCRIPTOR_DATA *d;

	sprintf( buf, "%s has just achieved Avatarhood!", ch->name );
	for ( d = first_descriptor; d; d = d->next )
	   if ( d->connected == CON_PLAYING && d->character != ch )
	   {
		set_char_color( AT_IMMORT, d->character );
		send_to_char( buf,	d->character );
		send_to_char( "\n\r",	d->character );
	   }
	set_char_color( AT_WHITE, ch );
	do_help( ch, "M_ADVHERO_" );
    }
    if ( ch->level < LEVEL_IMMORTAL )
    {
      if ( IS_VAMPIRE(ch) )
        sprintf( buf,
	  "Your gain is: %d/%d hp, %d/%d bp, %d/%d mv %d/%d prac.\n\r",
	  add_hp,	ch->max_hit,
	  1,	        ch->level + 10,
	  add_move,	ch->max_move,
	  add_prac,	ch->practice
	  );
      else
        sprintf( buf,
	  "Your gain is: %d/%d hp, %d/%d mana, %d/%d mv %d/%d prac.\n\r",
	  add_hp,	ch->max_hit,
 	  add_mana,	ch->max_mana,
	  add_move,	ch->max_move,
	  add_prac,	ch->practice
	  );
      set_char_color( AT_WHITE, ch );
      send_to_char( buf, ch );
    }
    return;
}   



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

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


    /* Bonus for deadly lowbies */
    modgain = gain;
    if(modgain>0 && IS_PKILL(ch) && ch->level<17){
       if(ch->level<=6){
          sprintf(buf,"The Favor of Gravoc fosters your learning.\n\r");
          modgain*=2;
       }
       if(ch->level<=10 && ch->level>=7){
          sprintf(buf,"The Hand of Gravoc hastens your learning.\n\r");
          modgain*=1.75;
       }
       if(ch->level<=13 && ch->level>=11){
          sprintf(buf,"The Cunning of Gravoc succors your learning.\n\r");
          modgain*=1.5;
       }
       if(ch->level<=16 && ch->level>=14){
          sprintf(buf,"The Patronage of Gravoc reinforces your learning.\n\r");
          modgain*=1.25;
       }
	send_to_char(buf, ch);
    }

    /* Deadly exp loss floor is exp floor of level */
    if(IS_PKILL(ch)&& modgain<0){
       if( ch->exp + modgain < exp_level(ch, ch->level)){
          modgain = exp_level(ch, ch->level) - ch->exp;
          sprintf(buf,"Gravoc's Pandect protects your insight.\n\r");
       }
    }

    ch->exp = UMAX( 0, ch->exp + modgain );

    if (NOT_AUTHED(ch) && ch->exp >= exp_level(ch, ch->level+1))
    {
	send_to_char("You can not ascend to a higher level until you are authorized.\n\r", ch);
	ch->exp = (exp_level(ch, (ch->level+1)) - 1);
	return;
    }

    while ( ch->level < LEVEL_AVATAR && ch->exp >= exp_level(ch, ch->level+1))
    {
	set_char_color( AT_WHITE + AT_BLINK, ch );
	ch_printf( ch, "You have now obtained experience level %d!\n\r", ++ch->level );
	advance_level( ch );
    }

    return;
}



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

    if ( IS_NPC(ch) )
    {
	gain = ch->level * 3 / 2;
    }
    else
    {
	gain = UMIN( 5, ch->level );

	switch ( ch->position )
	{
	case POS_DEAD:	   return 0;
	case POS_MORTAL:   return -1;
	case POS_INCAP:    return -1;
	case POS_STUNNED:  return 1;
	case POS_SLEEPING: gain += get_curr_con(ch);		break;
	case POS_RESTING:  gain += get_curr_con(ch) / 2;	break;
	}

        if ( IS_VAMPIRE(ch) ) {
            if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 )
		gain /= 2;
	    else
	    if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) )
                gain *= 2;
            if ( IS_OUTSIDE( ch ) )
  	    {
    	       switch(weather_info.sunlight)
    	       {
    	          case SUN_RISE:
    		  case SUN_SET:
      	            gain /= 2;
      	            break;
    		  case SUN_LIGHT:
      		    gain /= 4;
      		    break;
      	       }
      	    }
        }

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

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

    }

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

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



int mana_gain( CHAR_DATA *ch )
{
    int gain;

    if ( IS_NPC(ch) )
    {
	gain = ch->level;
    }
    else
    {
	gain = UMIN( 5, ch->level / 2 );

	if ( ch->position < POS_SLEEPING )
	  return 0;
	switch ( ch->position )
	{
	case POS_SLEEPING: gain += get_curr_int(ch) * 2;	break;
	case POS_RESTING:  gain += get_curr_int(ch);		break;
	}

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

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

    }

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

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



int move_gain( CHAR_DATA *ch )
{
    int gain;

    if ( IS_NPC(ch) )
    {
	gain = ch->level;
    }
    else
    {
	gain = UMAX( 15, 2 * ch->level );

	switch ( ch->position )
	{
	case POS_DEAD:	   return 0;
	case POS_MORTAL:   return -1;
	case POS_INCAP:    return -1;
	case POS_STUNNED:  return 1;
	case POS_SLEEPING: gain += get_curr_dex(ch);		break;
	case POS_RESTING:  gain += get_curr_dex(ch) / 2;	break;
	}

        if ( IS_VAMPIRE(ch) ) {
            if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 )
		gain /= 2;
	    else
	    if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) )
                gain *= 2;
            if ( IS_OUTSIDE( ch ) )
  	    {
    	       switch(weather_info.sunlight)
    	       {
    	          case SUN_RISE:
    		  case SUN_SET:
      	            gain /= 2;
      	            break;
    		  case SUN_LIGHT:
      		    gain /= 4;
      		    break;
      	       }
      	    }
        }

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

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

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

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


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

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

    condition				= ch->pcdata->condition[iCond];
    if ( iCond == COND_BLOODTHIRST )
      ch->pcdata->condition[iCond]    = URANGE( 0, condition + value,
                                                10 + ch->level );
    else
      ch->pcdata->condition[iCond]    = URANGE( 0, condition + value, 48 );

    if ( ch->pcdata->condition[iCond] == 0 )
    {
	switch ( iCond )
	{
	case COND_FULL:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
          {
            set_char_color( AT_HUNGRY, ch );
	    send_to_char( "You are STARVING!\n\r",  ch );
            act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM);
	    if ( !IS_PKILL(ch) || number_bits(1) == 0 )
		worsen_mental_state( ch, 1 );
	    retcode = damage(ch, ch, 1, TYPE_UNDEFINED);
          }
          break;

	case COND_THIRST:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
          {
            set_char_color( AT_THIRSTY, ch );
	    send_to_char( "You are DYING of THIRST!\n\r", ch );
            act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM);
	    worsen_mental_state( ch, IS_PKILL(ch) ? 1: 2 );
	    retcode = damage(ch, ch, 2, TYPE_UNDEFINED);
          }
          break;

        case COND_BLOODTHIRST:
          if ( ch->level < LEVEL_AVATAR )
          {
            set_char_color( AT_BLOOD, ch );
            send_to_char( "You are starved to feast on blood!\n\r", ch );
            act( AT_BLOOD, "$n is suffering from lack of blood!", ch,
                 NULL, NULL, TO_ROOM);
	    worsen_mental_state( ch, 2 );
	    retcode = damage(ch, ch, ch->max_hit / 20, TYPE_UNDEFINED);
          }
          break;
	case COND_DRUNK:
	    if ( condition != 0 ) {
                set_char_color( AT_SOBER, ch );
		send_to_char( "You are sober.\n\r", ch );
	    }
	    retcode = rNONE;
	    break;
	default:
	    bug( "Gain_condition: invalid condition type %d", iCond );
	    retcode = rNONE;
	    break;
	}
    }

    if ( retcode != rNONE )
      return;

    if ( ch->pcdata->condition[iCond] == 1 )
    {
	switch ( iCond )
	{
	case COND_FULL:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
          {
            set_char_color( AT_HUNGRY, ch );
	    send_to_char( "You are really hungry.\n\r",  ch );
            act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM);
	    if ( number_bits(1) == 0 )
		worsen_mental_state( ch, 1 );
          } 
	  break;

	case COND_THIRST:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
          {
            set_char_color( AT_THIRSTY, ch );
	    send_to_char( "You are really thirsty.\n\r", ch );
	    worsen_mental_state( ch, 1 );
	    act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL, TO_ROOM);
          } 
	  break;

        case COND_BLOODTHIRST:
          if ( ch->level < LEVEL_AVATAR )
          {
            set_char_color( AT_BLOOD, ch );
            send_to_char( "You have a growing need to feast on blood!\n\r", ch );
            act( AT_BLOOD, "$n gets a strange look in $s eyes...", ch,
                 NULL, NULL, TO_ROOM);
	    worsen_mental_state( ch, 1 );
          }
          break;
	case COND_DRUNK:
	    if ( condition != 0 ) {
                set_char_color( AT_SOBER, ch );
		send_to_char( "You are feeling a little less light headed.\n\r", ch );
            }
	    break;
	}
    }


    if ( ch->pcdata->condition[iCond] == 2 )
    {
	switch ( iCond )
	{
	case COND_FULL:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
          {
            set_char_color( AT_HUNGRY, ch );
	    send_to_char( "You are hungry.\n\r",  ch );
          } 
	  break;

	case COND_THIRST:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
          {
            set_char_color( AT_THIRSTY, ch );
	    send_to_char( "You are thirsty.\n\r", ch );
          } 
	  break;

        case COND_BLOODTHIRST:
          if ( ch->level < LEVEL_AVATAR )
          {
            set_char_color( AT_BLOOD, ch );
            send_to_char( "You feel an urgent need for blood.\n\r", ch );
          }  
          break;
	}
    }

    if ( ch->pcdata->condition[iCond] == 3 )
    {
	switch ( iCond )
	{
	case COND_FULL:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
          {
            set_char_color( AT_HUNGRY, ch );
	    send_to_char( "You are a mite peckish.\n\r",  ch );
          } 
	  break;

	case COND_THIRST:
          if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
          {
            set_char_color( AT_THIRSTY, ch );
	    send_to_char( "You could use a sip of something refreshing.\n\r", ch );
          } 
	  break;

        case COND_BLOODTHIRST:
          if ( ch->level < LEVEL_AVATAR )
          {
            set_char_color( AT_BLOOD, ch );
            send_to_char( "You feel an aching in your fangs.\n\r", ch );
          }
          break;
	}
    }
    return;
}



/*
 * Mob autonomous action.
 * This function takes 25% to 35% of ALL Mud cpu time.
 */
void mobile_update( void )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *ch;
    EXIT_DATA *pexit;
    int door;
    ch_ret     retcode;

    retcode = rNONE;

    /* Examine all mobs. */
    for ( ch = last_char; ch; ch = gch_prev )
    {
	set_cur_char( ch );
	if ( ch == first_char && ch->prev )
	{
	    bug( "mobile_update: first_char->prev != NULL... fixed", 0 );
	    ch->prev = NULL;
	}
	  
	gch_prev = ch->prev;
	
	if ( gch_prev && gch_prev->next != ch )
	{
	    sprintf( buf, "FATAL: Mobile_update: %s->prev->next doesn't point to ch.",
		ch->name );
	    bug( buf, 0 );	    
	    bug( "Short-cutting here", 0 );
	    gch_prev = NULL;
	    ch->prev = NULL;
	    do_shout( ch, "Thoric says, 'Prepare for the worst!'" );
	}

	if ( !IS_NPC(ch) )
	{
	    drunk_randoms(ch);
	    halucinations(ch);
	    continue;
	}

	if ( !ch->in_room
	||   IS_AFFECTED(ch, AFF_CHARM)
	||   IS_AFFECTED(ch, AFF_PARALYSIS) )
	    continue;

/* Clean up 'animated corpses' that are not charmed' - Scryn */

        if ( ch->pIndexData->vnum == 5 && !IS_AFFECTED(ch, AFF_CHARM) )
	{
	  if(ch->in_room->first_person)
	    act(AT_MAGIC, "$n returns to the dust from whence $e came.", ch, NULL, NULL, TO_ROOM);
          
   	  if(IS_NPC(ch)) /* Guard against purging switched? */
	    extract_char(ch, TRUE);
	  continue;
	}

	if ( !IS_SET( ch->act, ACT_RUNNING )
	&&   !IS_SET( ch->act, ACT_SENTINEL )
	&&   !ch->fighting && ch->hunting )
	{
	  WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
	  /* Commented out temporarily to avoid spam - Scryn 
	  sprintf( buf, "%s hunting %s from %s.", ch->name,
	  	ch->hunting->name,
		ch->in_room->name );
	  log_string( buf ); */
	  hunt_victim( ch );
	  continue;
	}  

	/* Examine call for special procedure */
	if ( !IS_SET( ch->act, ACT_RUNNING )
	&&    ch->spec_fun )
	{
	    if ( (*ch->spec_fun) ( ch ) )
		continue;
	    if ( char_died(ch) )
		continue;
	}

	/* Check for mudprogram script on mob */
	if ( IS_SET( ch->pIndexData->progtypes, SCRIPT_PROG ) )
	{
	    mprog_script_trigger( ch );
	    continue;
	}

	if ( ch != cur_char )
	{
	    bug( "Mobile_update: ch != cur_char after spec_fun", 0 );
	    continue;
	}

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

	if ( IS_SET(ch->act, ACT_MOUNTED ) )
	{
	    if ( IS_SET(ch->act, ACT_AGGRESSIVE) )
		do_emote( ch, "snarls and growls." );
	    continue;
	}

	if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE )
	&&   IS_SET(ch->act, ACT_AGGRESSIVE) )
	    do_emote( ch, "glares around and snarls." );


	/* MOBprogram random trigger */
	if ( ch->in_room->area->nplayer > 0 )
	{
	    mprog_random_trigger( ch );
	    if ( char_died(ch) )
		continue;
	    if ( ch->position < POS_STANDING )
	        continue;
	}

        /* MOBprogram hour trigger: do something for an hour */
        mprog_hour_trigger(ch);

	if ( char_died(ch) )
	  continue;

	rprog_hour_trigger(ch);
	if ( char_died(ch) )
	  continue;

	if ( ch->position < POS_STANDING )
	  continue;

	/* Scavenge */
	if ( IS_SET(ch->act, ACT_SCAVENGER)
	&&   ch->in_room->first_content
	&&   number_bits( 2 ) == 0 )
	{
	    OBJ_DATA *obj;
	    OBJ_DATA *obj_best;
	    int max;

	    max         = 1;
	    obj_best    = NULL;
	    for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
	    {
		if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max 
		&& !IS_OBJ_STAT( obj, ITEM_BURRIED ) )
		{
		    obj_best    = obj;
		    max         = obj->cost;
		}
	    }

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

	/* Wander */
	if ( !IS_SET(ch->act, ACT_RUNNING)
	&&   !IS_SET(ch->act, ACT_SENTINEL)
	&&   !IS_SET(ch->act, ACT_PROTOTYPE)
	&& ( door = number_bits( 5 ) ) <= 9
	&& ( pexit = get_exit(ch->in_room, door) ) != NULL
	&&   pexit->to_room
	&&   !IS_SET(pexit->exit_info, EX_CLOSED)
	&&   !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
	&&   !IS_SET(pexit->to_room->room_flags, ROOM_DEATH)
	&& ( !IS_SET(ch->act, ACT_STAY_AREA)
	||   pexit->to_room->area == ch->in_room->area ) )
	{
	    retcode = move_char( ch, pexit, 0 );
						/* If ch changes position due
						to it's or someother mob's
						movement via MOBProgs,
						continue - Kahn */
	    if ( char_died(ch) )
	      continue;
	    if ( retcode != rNONE || IS_SET(ch->act, ACT_SENTINEL)
	    ||    ch->position < POS_STANDING )
	        continue;
	}

	/* Flee */
	if ( ch->hit < ch->max_hit / 2
	&& ( door = number_bits( 4 ) ) <= 9
	&& ( pexit = get_exit(ch->in_room,door) ) != NULL
	&&   pexit->to_room
	&&   !IS_SET(pexit->exit_info, EX_CLOSED)
	&&   !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) )
	{
	    CHAR_DATA *rch;
	    bool found;

	    found = FALSE;
	    for ( rch  = ch->in_room->first_person;
		  rch;
		  rch  = rch->next_in_room )
	    {
		if ( is_fearing(ch, rch) )
		{
		    switch( number_bits(2) )
		    {
			case 0:
			  sprintf( buf, "Get away from me, %s!", rch->name );
			  break;
			case 1:
			  sprintf( buf, "Leave me be, %s!", rch->name );
			  break;
			case 2:
			  sprintf( buf, "%s is trying to kill me!  Help!", rch->name );
			  break;
			case 3:
			  sprintf( buf, "Someone save me from %s!", rch->name );
			  break;
		    }
		    do_yell( ch, buf );
		    found = TRUE;
		    break;
		}
	    }
	    if ( found )
		retcode = move_char( ch, pexit, 0 );
	}
    }

    return;
}



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

    buf[0] = '\0';

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

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

    case 12:
        weather_info.sunlight = SUN_LIGHT;
        strcat( buf, "It's noon." ); 
        AT_TEMP = AT_YELLOW;
   	break;
	
    case 19:
	weather_info.sunlight = SUN_SET;
	strcat( buf, "The sun slowly disappears in the west." );
        AT_TEMP = AT_BLOOD;
  	break;

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

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

    if ( time_info.day   >= 30 )
    {
	time_info.day = 0;
	time_info.month++;
    }

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

    if ( buf[0] != '\0' )
    {
	for ( d = first_descriptor; d; d = d->next )
	{
	    if ( d->connected == CON_PLAYING
	    &&   IS_OUTSIDE(d->character)
	    &&   IS_AWAKE(d->character) )
		act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
	}
        buf[0] = '\0';
    }
    /*
     * 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);

    AT_TEMP = AT_GREY;
    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." );
	    weather_info.sky = SKY_CLOUDY;
            AT_TEMP = AT_GREY;
	}
	break;

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

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

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

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

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

    if ( buf[0] != '\0' )
    {
	for ( d = first_descriptor; d; d = d->next )
	{
	    if ( d->connected == CON_PLAYING
	    &&   IS_OUTSIDE(d->character)
	    &&   IS_AWAKE(d->character) )
		act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
	}
    }

    return;
}



/*
 * Update all chars, including mobs.
 * This function is performance sensitive.
 */
void char_update( void )
{   
    CHAR_DATA *ch;
    CHAR_DATA *ch_save;
    sh_int save_count = 0;

    ch_save	= NULL;
    for ( ch = last_char; ch; ch = gch_prev )
    {
	if ( ch == first_char && ch->prev )
	{
	    bug( "char_update: first_char->prev != NULL... fixed", 0 );
	    ch->prev = NULL;
	}
	gch_prev = ch->prev;
	set_cur_char( ch );
	if ( gch_prev && gch_prev->next != ch )
	{
	    bug( "char_update: ch->prev->next != ch", 0 );
	    return;
	}

        /*
	 *  Do a room_prog rand check right off the bat
	 *   if ch disappears (rprog might wax npc's), continue
	 */
	if(!IS_NPC(ch))
	    rprog_random_trigger( ch );

	if( char_died(ch) )
	    continue;

	if(IS_NPC(ch))
	    mprog_time_trigger(ch);   

	if( char_died(ch) )
	    continue;

	rprog_time_trigger(ch);

	if( char_died(ch) )
	    continue;

	/*
	 * See if player should be auto-saved.
	 */
	if ( !IS_NPC(ch)
	&& ( !ch->desc || ch->desc->connected == CON_PLAYING )
	&&    ch->level >= 2
	&&    current_time - ch->save_time > (sysdata.save_frequency*60) )
	    ch_save	= ch;
	else
	    ch_save	= NULL;

	if ( ch->position >= POS_STUNNED )
	{
	    if ( ch->hit  < ch->max_hit )
		ch->hit  += hit_gain(ch);

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

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

	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 )
		{
		    ch->in_room->light -= obj->count;
		    act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_ROOM );
		    act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_CHAR );
		    if ( obj->serial == cur_obj )
		      global_objcode = rOBJ_EXPIRED;
		    extract_obj( obj );
		}
	    }

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

	    if ( ch->pcdata->condition[COND_DRUNK] > 8 )
		worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK]/8 );
	    if ( ch->pcdata->condition[COND_FULL] > 1 )
	    {
		switch( ch->position )
		{
		    case POS_SLEEPING:  better_mental_state( ch, 4 );	break;
		    case POS_RESTING:   better_mental_state( ch, 3 );	break;
		    case POS_SITTING:
		    case POS_MOUNTED:   better_mental_state( ch, 2 );	break;
		    case POS_STANDING:  better_mental_state( ch, 1 );	break;
		    case POS_FIGHTING:
			if ( number_bits(2) == 0 )
			    better_mental_state( ch, 1 );
			break;
		}
	    }
	    if ( ch->pcdata->condition[COND_THIRST] > 1 )
	    {
		switch( ch->position )
		{
		    case POS_SLEEPING:  better_mental_state( ch, 5 );	break;
		    case POS_RESTING:   better_mental_state( ch, 3 );	break;
		    case POS_SITTING:
		    case POS_MOUNTED:   better_mental_state( ch, 2 );	break;
		    case POS_STANDING:  better_mental_state( ch, 1 );	break;
		    case POS_FIGHTING:
			if ( number_bits(2) == 0 )
			    better_mental_state( ch, 1 );
			break;
		}
	    }
	    gain_condition( ch, COND_DRUNK,  -1 );
	    gain_condition( ch, COND_FULL,   -1 );
            if ( ch->class == CLASS_VAMPIRE && ch->level >= 10 )
	      gain_condition( ch, COND_BLOODTHIRST, -1 );

	    if ( ch->in_room )
	      switch( ch->in_room->sector_type )
	      {
		default:
		    gain_condition( ch, COND_THIRST, -1 );  break;
		case SECT_DESERT:
		    gain_condition( ch, COND_THIRST, -2 );  break;
		case SECT_UNDERWATER:
		case SECT_OCEANFLOOR:
		    if ( number_bits(1) == 0 )
			gain_condition( ch, COND_THIRST, -1 );  break;
	      }

	}

	if ( !char_died(ch) )
	{
	    /*
	     * 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, AFF_POISON) )
	    {
		act( AT_POISON, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
		act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR );
		ch->mental_state = URANGE( 20, ch->mental_state
				 + (IS_PKILL(ch) ? 3 : 4), 100 );
		damage( ch, ch, 2, gsn_poison );
	    }
	    else
	    if ( ch->position == POS_INCAP )
		damage( ch, ch, 1, TYPE_UNDEFINED );
	    else
	    if ( ch->position == POS_MORTAL )
		damage( ch, ch, 2, TYPE_UNDEFINED );
	    if ( char_died(ch) )
		continue;
	    if ( ch->mental_state >= 30 )
		switch( (ch->mental_state+5) / 10 )
		{
		    case  3:
		    	send_to_char( "You feel feverish.\n\r", ch );
			act( AT_ACTION, "$n looks kind of out of it.", ch, NULL, NULL, TO_ROOM );
		    	break;
		    case  4:
		    	send_to_char( "You do not feel well at all.\n\r", ch );
			act( AT_ACTION, "$n doesn't look too good.", ch, NULL, NULL, TO_ROOM );
		    	break;
		    case  5:
		    	send_to_char( "You need help!\n\r", ch );
			act( AT_ACTION, "$n looks like he could use your help.", ch, NULL, NULL, TO_ROOM );
		    	break;
		    case  6:
		    	send_to_char( "Seekest thou a cleric.\n\r", ch );
			act( AT_ACTION, "Someone should fetch a healer for $n.", ch, NULL, NULL, TO_ROOM );
		    	break;
		    case  7:
		    	send_to_char( "You feel reality slipping away...\n\r", ch );
			act( AT_ACTION, "$n doesn't appear to be aware of what's going on.", ch, NULL, NULL, TO_ROOM );
		    	break;
		    case  8:
		    	send_to_char( "You begin to understand... everything.\n\r", ch );
			act( AT_ACTION, "$n starts ranting like a madman!", ch, NULL, NULL, TO_ROOM );
		    	break;
		    case  9:
		    	send_to_char( "You are ONE with the universe.\n\r", ch );
			act( AT_ACTION, "$n is ranting on about 'the answer', 'ONE' and other mumbo-jumbo...", ch, NULL, NULL, TO_ROOM );
		    	break;
		    case 10:
		    	send_to_char( "You feel the end is near.\n\r", ch );
			act( AT_ACTION, "$n is muttering and ranting in tongues...", ch, NULL, NULL, TO_ROOM );
		    	break;
		}
	    if ( ch->mental_state <= -30 )
		switch( (abs(ch->mental_state)+5) / 10 )
		{
		    case  10:
			if ( ch->position > POS_SLEEPING )
			{
			   if ( (ch->position == POS_STANDING
			   ||    ch->position < POS_FIGHTING)
			   &&    number_percent()+10 < abs(ch->mental_state) )
				do_sleep( ch, "" );
			   else
				send_to_char( "You're barely conscious.\n\r", ch );
			}
			break;
		    case   9:
			if ( ch->position > POS_SLEEPING )
			{
			   if ( (ch->position == POS_STANDING
			   ||    ch->position < POS_FIGHTING)
			   &&   (number_percent()+20) < abs(ch->mental_state) )
				do_sleep( ch, "" );
			   else
				send_to_char( "You can barely keep your eyes open.\n\r", ch );
			}
			break;
		    case   8:
			if ( ch->position > POS_SLEEPING )
			{
			   if ( ch->position < POS_SITTING
			   &&  (number_percent()+30) < abs(ch->mental_state) )
				do_sleep( ch, "" );
			   else
				send_to_char( "You're extremely drowsy.\n\r", ch );
			}
			break;
		    case   7:
			if ( ch->position > POS_RESTING )
			   send_to_char( "You feel very unmotivated.\n\r", ch );
			break;
		    case   6:
			if ( ch->position > POS_RESTING )
			   send_to_char( "You feel sedated.\n\r", ch );
			break;
		    case   5:
			if ( ch->position > POS_RESTING )
			   send_to_char( "You feel sleepy.\n\r", ch );
			break;
		    case   4:
			if ( ch->position > POS_RESTING )
			   send_to_char( "You feel tired.\n\r", ch );
			break;
		    case   3:
			if ( ch->position > POS_RESTING )
			   send_to_char( "You could use a rest.\n\r", ch );
			break;
		}
	    if ( ch->timer > 24 )
		do_quit( ch, "" );
	    else
	    if ( ch == ch_save && IS_SET( sysdata.save_flags, SV_AUTO )
	    &&   ++save_count < 10 )	/* save max of 10 per tick */
		save_char_obj( ch );
	}
    }

    return;
}



/*
 * Update all objs.
 * This function is performance sensitive.
 */
void obj_update( void )
{   
    OBJ_DATA *obj;
    sh_int AT_TEMP;

    for ( obj = last_object; obj; obj = gobj_prev )
    {
	CHAR_DATA *rch;
	char *message;

	if ( obj == first_object && obj->prev )
	{
	    bug( "obj_update: first_object->prev != NULL... fixed", 0 );
	    obj->prev = NULL;
	}
	gobj_prev = obj->prev;
	if ( gobj_prev && gobj_prev->next != obj )
	{
	    bug( "obj_update: obj->prev->next != obj", 0 );
	    return;
	}
	set_cur_obj( obj );
	if ( obj->carried_by )
	  oprog_random_trigger( obj ); 
	else
	if( obj->in_room && obj->in_room->area->nplayer > 0 )
	  oprog_random_trigger( obj ); 

        if( obj_extracted(obj) )
	  continue;

	if ( obj->item_type == ITEM_PIPE )
	{
	    if ( IS_SET( obj->value[3], PIPE_LIT ) )
	    {
		if ( --obj->value[1] <= 0 )
		{
		  obj->value[1] = 0;
		  REMOVE_BIT( obj->value[3], PIPE_LIT );
		}
		else
		if ( IS_SET( obj->value[3], PIPE_HOT ) )
		  REMOVE_BIT( obj->value[3], PIPE_HOT );
		else
		{
		  if ( IS_SET( obj->value[3], PIPE_GOINGOUT ) )
		  {
		    REMOVE_BIT( obj->value[3], PIPE_LIT );
		    REMOVE_BIT( obj->value[3], PIPE_GOINGOUT );
		  }
		  else
		    SET_BIT( obj->value[3], PIPE_GOINGOUT );
		}
		if ( !IS_SET( obj->value[3], PIPE_LIT ) )
		  SET_BIT( obj->value[3], PIPE_FULLOFASH );
	    }
	    else
	      REMOVE_BIT( obj->value[3], PIPE_HOT );
	}


/* Corpse decay (npc corpses decay at 8 times the rate of pc corpses) - Narn */

	if ( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC )
	{
	  sh_int timerfrac = UMAX(1, obj->timer - 1);
	  if ( obj->item_type == ITEM_CORPSE_PC )
	    timerfrac = (int)(obj->timer / 8 + 1);

	  if ( obj->timer > 0 && obj->value[2] > timerfrac )
	  {
            char buf[MAX_STRING_LENGTH];
            char name[MAX_STRING_LENGTH];
            char *bufptr;
            bufptr = one_argument( obj->short_descr, name ); 
            bufptr = one_argument( bufptr, name ); 
            bufptr = one_argument( bufptr, name ); 

	    separate_obj(obj);
            obj->value[2] = timerfrac; 
            sprintf( buf, corpse_descs[ UMIN( timerfrac - 1, 4 ) ],
                          capitalize( bufptr ) ); 

            STRFREE( obj->description );
            obj->description = STRALLOC( buf ); 
          }  
	}
       
	/* don't let inventory decay */
	if ( IS_OBJ_STAT(obj, ITEM_INVENTORY) )
	  continue;

	if ( ( obj->timer <= 0 || --obj->timer > 0 ) )
	  continue;
	
	/* if we get this far, object's timer has expired. */
 
         AT_TEMP = AT_PLAIN;
	 switch ( obj->item_type )
	 {
	 default:
	   message = "$p mysteriously vanishes.";
           AT_TEMP = AT_PLAIN;
	   break;
	 case ITEM_PORTAL:
	   message = "$p winks out of existence.";
           remove_portal(obj);
	   obj->item_type = ITEM_TRASH;		/* so extract_obj	 */
           AT_TEMP = AT_MAGIC;			/* doesn't remove_portal */
	   break;
	 case ITEM_FOUNTAIN:
	   message = "$p dries up.";
           AT_TEMP = AT_BLUE;
	   break;
	 case ITEM_CORPSE_NPC:
	   message = "$p decays into dust and blows away.";
           AT_TEMP = AT_OBJECT;
	   break;
	 case ITEM_CORPSE_PC:
	   message = "$p is sucked into a swirling vortex of colors...";
           AT_TEMP = AT_MAGIC;
	   break;
	 case ITEM_FOOD:
	   message = "$p is devoured by a swarm of maggots.";
           AT_TEMP = AT_HUNGRY;
	   break;
         case ITEM_BLOOD:
           message = "$p slowly seeps into the ground.";
           AT_TEMP = AT_BLOOD;
           break;
         case ITEM_BLOODSTAIN:
           message = "$p dries up into flakes and blows away.";
           AT_TEMP = AT_BLOOD;
	   break;
         case ITEM_SCRAPS:
           message = "$p crumbles and decays into nothing.";
           AT_TEMP = AT_OBJECT;
	   break;
	 case ITEM_FIRE:
	   if (obj->in_room)
	     --obj->in_room->light;
	   message = "$p burns out.";
	   AT_TEMP = AT_FIRE;
	 }

	if ( obj->carried_by )
	{
	    act( AT_TEMP, message, obj->carried_by, obj, NULL, TO_CHAR );
	}
	else if ( obj->in_room
	&&      ( rch = obj->in_room->first_person ) != NULL
	&&	!IS_OBJ_STAT( obj, ITEM_BURRIED ) )
	{
	    act( AT_TEMP, message, rch, obj, NULL, TO_ROOM );
            act( AT_TEMP, message, rch, obj, NULL, TO_CHAR );
	}

	if ( obj->serial == cur_obj )
	  global_objcode = rOBJ_EXPIRED;
	extract_obj( obj );
    }
    return;
}


/*
 * Function to check important stuff happening to a player
 * This function should take about 5% of mud cpu time
 */
void char_check( void )
{
    CHAR_DATA *ch, *ch_next;
    OBJ_DATA *obj;
    EXIT_DATA *pexit;
    static int cnt = 0;
    int door, retcode;

    cnt = (cnt+1) % 2;

    for ( ch = first_char; ch; ch = ch_next )
    {
	set_cur_char(ch);
	ch_next = ch->next;
	will_fall(ch, 0);

	if ( char_died( ch ) )
	  continue;

	if ( IS_NPC( ch ) )
	{
	    if ( cnt != 0 )
		continue;

	    /* running mobs	-Thoric */
	    if ( IS_SET(ch->act, ACT_RUNNING) )
	    {
		if ( !IS_SET( ch->act, ACT_SENTINEL )
		&&   !ch->fighting && ch->hunting )
		{
		    WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
		    hunt_victim( ch );
		    continue;
		}

		if ( ch->spec_fun )
		{
		    if ( (*ch->spec_fun) ( ch ) )
			continue;
		    if ( char_died(ch) )
			continue;
		}

		if ( !IS_SET(ch->act, ACT_SENTINEL)
		&&   !IS_SET(ch->act, ACT_PROTOTYPE)
		&& ( door = number_bits( 4 ) ) <= 9
		&& ( pexit = get_exit(ch->in_room, door) ) != NULL
		&&   pexit->to_room
		&&   !IS_SET(pexit->exit_info, EX_CLOSED)
		&&   !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
		&&   !IS_SET(pexit->to_room->room_flags, ROOM_DEATH)
		&& ( !IS_SET(ch->act, ACT_STAY_AREA)
		||   pexit->to_room->area == ch->in_room->area ) )
		{
		    retcode = move_char( ch, pexit, 0 );
		    if ( char_died(ch) )
			continue;
		    if ( retcode != rNONE || IS_SET(ch->act, ACT_SENTINEL)
		    ||    ch->position < POS_STANDING )
			continue;
		}
	    }
	    continue;
	}
	else
	{
	    if ( ch->mount
	    &&   ch->in_room != ch->mount->in_room )
	    {
		REMOVE_BIT( ch->mount->act, ACT_MOUNTED );
		ch->mount = NULL;
		ch->position = POS_STANDING;
		send_to_char( "No longer upon your mount, you fall to the ground...\n\rOUCH!\n\r", ch );
	    }

	    if ( ( ch->in_room && ch->in_room->sector_type == SECT_UNDERWATER )
	    || ( ch->in_room && ch->in_room->sector_type == SECT_OCEANFLOOR ) )
	    {
		if ( !IS_AFFECTED( ch, AFF_AQUA_BREATH ) )
		{
		    if ( ch->level < LEVEL_IMMORTAL )
		    {
			int dam;

        		/* Changed level of damage at Brittany's request. -- Narn */	
			dam = number_range( ch->max_hit / 100, ch->max_hit / 50 );
			dam = UMAX( 1, dam );
			if ( number_bits(3) == 0 )
			  send_to_char( "You cough and choke as you try to breathe water!\n\r", ch );
			damage( ch, ch, dam, TYPE_UNDEFINED );
		    }
		}
	    }
	
	    if ( char_died( ch ) )
		continue; 

	    if ( ch->in_room
	    && (( ch->in_room->sector_type == SECT_WATER_NOSWIM )
	    ||  ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) )
	    {
		if ( !IS_AFFECTED( ch, AFF_FLYING )
		&& !IS_AFFECTED( ch, AFF_FLOATING ) 
		&& !IS_AFFECTED( ch, AFF_AQUA_BREATH )
		&& !ch->mount )
		{
		    for ( obj = ch->first_carrying; obj; obj = obj->next_content )
		      if ( obj->item_type == ITEM_BOAT ) break;

		    if ( !obj )
		    {
			if ( ch->level < LEVEL_IMMORTAL )
			{
			    int mov;
			    int dam;

			    if ( ch->move > 0 )
			    {
				mov = number_range( ch->max_move / 20, ch->max_move / 5 );
				mov = UMAX( 1, mov );

				if ( ch->move - mov < 0 )
				    ch->move = 0;
				else
				    ch->move -= mov;
			    }
			    else
			    {
				dam = number_range( ch->max_hit / 20, ch->max_hit / 5 );
				dam = UMAX( 1, dam );

				if ( number_bits(3) == 0 )
				   send_to_char( "Struggling with exhaustion, you choke on a mouthful of water.\n\r", ch );
				damage( ch, ch, dam, TYPE_UNDEFINED );
			    }
			}
		    }
		}
	    }

	    /* beat up on link dead players */
	    if ( !ch->desc )
	    {
		CHAR_DATA *wch, *wch_next;

		for ( wch = ch->in_room->first_person; wch; wch = wch_next )
		{
		    wch_next	= wch->next_in_room;

		    if (!IS_NPC(wch)
		    ||   wch->fighting
		    ||   IS_AFFECTED(wch, AFF_CHARM)
		    ||   !IS_AWAKE(wch)
		    || ( IS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch) )
		    ||   !can_see( wch, ch ) )
			continue;

		    if ( is_hating( wch, ch ) )
		    {
			found_prey( wch, ch );
			continue;
		    }

		    if ( !IS_SET(wch->act, ACT_AGGRESSIVE)
		    ||    IS_SET(wch->act, ACT_MOUNTED)
		    ||    IS_SET(wch->in_room->room_flags, ROOM_SAFE ) )
			continue;
		    global_retcode = multi_hit( wch, ch, TYPE_UNDEFINED );
		}
	    }
	}
    }
}


/*
 * Aggress.
 *
 * for each descriptor
 *     for each mob in room
 *         aggress on some random PC
 *
 * This function should take 5% to 10% of ALL mud 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.
 *
 */
void aggr_update( void )
{
    DESCRIPTOR_DATA *d, *dnext;
    CHAR_DATA *wch;
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    CHAR_DATA *victim;
    struct act_prog_data *apdtmp;

#ifdef UNDEFD
  /*
   *  GRUNT!  To do
   *
   */
        if ( IS_NPC( wch ) && wch->mpactnum > 0
	    && wch->in_room->area->nplayer > 0 )
        {
            MPROG_ACT_LIST * tmp_act, *tmp2_act;
	    for ( tmp_act = wch->mpact; tmp_act;
		 tmp_act = tmp_act->next )
	    {
                 oprog_wordlist_check( tmp_act->buf,wch, tmp_act->ch,
				      tmp_act->obj, tmp_act->vo, ACT_PROG );
                 DISPOSE( tmp_act->buf );
            }
	    for ( tmp_act = wch->mpact; tmp_act; tmp_act = tmp2_act )
	    {
                 tmp2_act = tmp_act->next;
                 DISPOSE( tmp_act );
            }
            wch->mpactnum = 0;
            wch->mpact    = NULL;
        }
#endif

    /* check mobprog act queue */
    while ( (apdtmp = mob_act_list) != NULL )
    {
	wch = mob_act_list->vo;
	if ( !char_died(wch) && wch->mpactnum > 0 )
	{
	    MPROG_ACT_LIST * tmp_act;

	    while ( (tmp_act = wch->mpact) != NULL )
	    {
		if ( tmp_act->obj && obj_extracted(tmp_act->obj) )
		  tmp_act->obj = NULL;
		if ( tmp_act->ch && !char_died(tmp_act->ch) )
		  mprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch,
					tmp_act->obj, tmp_act->vo, ACT_PROG );
		wch->mpact = tmp_act->next;
		DISPOSE(tmp_act->buf);
		DISPOSE(tmp_act);
	    }
	    wch->mpactnum = 0;
	    wch->mpact    = NULL;
        }
	mob_act_list = apdtmp->next;
	DISPOSE( apdtmp );
    }


    /*
     * Just check descriptors here for victims to aggressive mobs
     * We can check for linkdead victims to mobile_update	-Thoric
     */
    for ( d = first_descriptor; d; d = dnext )
    {
	dnext = d->next;
	if ( d->connected != CON_PLAYING || (wch=d->character) == NULL )
	   continue;

	if ( char_died(wch)
	||   IS_NPC(wch)
	||   wch->level >= LEVEL_IMMORTAL
	||  !wch->in_room )
	    continue;

	for ( ch = wch->in_room->first_person; ch; ch = ch_next )
	{
	    int count;

	    ch_next	= ch->next_in_room;

	    if ( !IS_NPC(ch)
	    ||   ch->fighting
	    ||   IS_AFFECTED(ch, AFF_CHARM)
	    ||   !IS_AWAKE(ch)
	    ||   ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
	    ||   !can_see( ch, wch ) )
		continue;

	    if ( is_hating( ch, wch ) )
	    {
		found_prey( ch, wch );
		continue;
	    }

	    if ( !IS_SET(ch->act, ACT_AGGRESSIVE)
	    ||    IS_SET(ch->act, ACT_MOUNTED)
	    ||    IS_SET(ch->in_room->room_flags, ROOM_SAFE ) )
		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->first_person; vch; vch = vch_next )
	    {
		vch_next = vch->next_in_room;

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

	    if ( !victim )
	    {
		bug( "Aggr_update: null victim.", count );
		continue;
	    }

	    if ( IS_NPC(ch) && IS_SET(ch->attacks, ATCK_BACKSTAB ) )
	    {
		OBJ_DATA *obj;

		if ( !ch->mount
    		&& (obj = get_eq_char( ch, WEAR_WIELD )) != NULL
    		&& obj->value[3] == 11
		&& !victim->fighting
		&& victim->hit >= victim->max_hit )
		{
		    check_attacker( ch, victim );
		    WAIT_STATE( ch, skill_table[gsn_backstab]->beats );
		    if ( !IS_AWAKE(victim)
		    ||   number_percent( )+5 < ch->level )
		    {
			global_retcode = multi_hit( ch, victim, gsn_backstab );
			continue;
		    }
		    else
		    {
			global_retcode = damage( ch, victim, 0, gsn_backstab );
			continue;
		    }
		}
	    }
	    global_retcode = multi_hit( ch, victim, TYPE_UNDEFINED );
	}
    }

    return;
}

/* From interp.c */
bool check_social  args( ( CHAR_DATA *ch, char *command, char *argument ) );

/*
 * drunk randoms	- Tricops
 * (Made part of mobile_update	-Thoric)
 */
void drunk_randoms( CHAR_DATA *ch )
{
    CHAR_DATA *rvch = NULL;
    CHAR_DATA *vch;
    sh_int drunk;
    sh_int position;

    if ( IS_NPC( ch ) || ch->pcdata->condition[COND_DRUNK] <= 0 )
	return;

    if ( number_percent() < 30 )
	return;

    drunk = ch->pcdata->condition[COND_DRUNK];
    position = ch->position;
    ch->position = POS_STANDING;

    if ( number_percent() < (2*drunk / 20) )
	check_social( ch, "burp", "" );
    else
    if ( number_percent() < (2*drunk / 20) )
	check_social( ch, "hiccup", "" );
    else
    if ( number_percent() < (2*drunk / 20) )
	check_social( ch, "drool", "" );
    else
    if ( number_percent() < (2*drunk / 20) )
	check_social( ch, "fart", "" );
    else
    if ( drunk > (10+(get_curr_con(ch)/5))
    &&   number_percent() < ( 2 * drunk / 18 ) )
    {
	for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
	    if ( number_percent() < 10 )
		rvch = vch;
	check_social( ch, "puke", (rvch ? rvch->name : "") );
    }

    ch->position = position;
    return;
}

void halucinations( CHAR_DATA *ch )
{
    if ( ch->mental_state >= 30 && number_bits(5 - (ch->mental_state >= 50) - (ch->mental_state >= 75)) == 0 )
    {
	char *t;

	switch( number_range( 1, UMIN(20, (ch->mental_state+5) / 5)) )
	{
	    default:
	    case  1: t = "You feel very restless... you can't sit still.\n\r";		break;
	    case  2: t = "You're tingling all over.\n\r";				break;
	    case  3: t = "Your skin is crawling.\n\r";					break;
	    case  4: t = "You suddenly feel that something is terribly wrong.\n\r";	break;
	    case  5: t = "Those damn little fairies keep laughing at you!\n\r";		break;
	    case  6: t = "You can hear your mother crying...\n\r";			break;
	    case  7: t = "Have you been here before, or not?  You're not sure...\n\r";	break;
	    case  8: t = "Painful childhood memories flash through your mind.\n\r";	break;
	    case  9: t = "You hear someone call your name in the distance...\n\r";	break;
	    case 10: t = "Your head is pulsating... you can't think straight.\n\r";	break;
	    case 11: t = "The ground... seems to be squirming...\n\r";			break;
	    case 12: t = "You're not quite sure what is real anymore.\n\r";		break;
	    case 13: t = "It's all a dream... or is it?\n\r";				break;
	    case 14: t = "They're coming to get you... coming to take you away...\n\r";	break;
	    case 15: t = "You begin to feel all powerful!\n\r";				break;
	    case 16: t = "You're light as air... the heavens are yours for the taking.\n\r";	break;
	    case 17: t = "Your whole life flashes by... and your future...\n\r";	break;
	    case 18: t = "You are everywhere and everything... you know all and are all!\n\r";	break;
	    case 19: t = "You feel immortal!\n\r";					break;
	    case 20: t = "Ahh... the power of a Supreme Entity... what to do...\n\r";	break;
	}
	send_to_char( t, ch );
    }
    return;
}

void tele_update( void )
{
    TELEPORT_DATA *tele, *tele_next;

    if ( !first_teleport )
      return;
    
    for ( tele = first_teleport; tele; tele = tele_next )
    {
	tele_next = tele->next;
	if ( --tele->timer <= 0 )
	{
	    if ( tele->room->first_person )
	    {
		if ( IS_SET( tele->room->room_flags, ROOM_TELESHOWDESC ) )
		  teleport( tele->room->first_person, tele->room->tele_vnum,
			TELE_SHOWDESC | TELE_TRANSALL );
		else
		  teleport( tele->room->first_person, tele->room->tele_vnum,
			TELE_TRANSALL );
	    }
	    UNLINK( tele, first_teleport, last_teleport, next, prev );
	    DISPOSE( tele );
	}
    }
}

#if FALSE
/* 
 * Write all outstanding authorization requests to Log channel - Gorog
 */ 
void auth_update( void ) 
{ 
  CHAR_DATA *victim; 
  DESCRIPTOR_DATA *d; 
  char log_buf [MAX_INPUT_LENGTH];
  bool first_time = TRUE;         /* so titles are only done once */

  for ( d = first_descriptor; d; d = d->next ) 
      {
      victim = d->character;
      if ( victim && IS_WAITING_FOR_AUTH(victim) )
         {
         if ( first_time )
            {
            first_time = FALSE;
            strcpy (log_buf, "Pending authorizations:" ); 
            log_string( log_buf ); 
            to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1);
            }
         sprintf( log_buf, " %s@%s new %s %s", victim->name,
            victim->desc->host, race_table[victim->race].race_name, 
            class_table[victim->class]->who_name ); 
         log_string( log_buf ); 
         to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1);
         }
      }
} 
#endif

void auth_update( void ) 
{ 
    CHAR_DATA *victim; 
    DESCRIPTOR_DATA *d; 
    char buf [MAX_INPUT_LENGTH], log_buf [MAX_INPUT_LENGTH];
    bool found_hit = FALSE;         /* was at least one found? */

    strcpy (log_buf, "Pending authorizations:\n\r" );
    for ( d = first_descriptor; d; d = d->next ) 
    {
	if ( (victim = d->character) && IS_WAITING_FOR_AUTH(victim) )
	{
	    found_hit = TRUE;
	    sprintf( buf, " %s@%s new %s %s\n\r", victim->name,
		victim->desc->host, race_table[victim->race].race_name, 
		class_table[victim->class]->who_name );
	    strcat (log_buf, buf);
	}
    }
    if (found_hit)
    {
	log_string( log_buf ); 
	to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1);
    }
} 

/*
 * 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_second;
    struct timeval stime;
    struct timeval etime;

    if ( timechar )
    {
      set_char_color(AT_PLAIN, timechar);
      send_to_char( "Starting update timer.\n\r", timechar );
      gettimeofday(&stime, NULL);
    }
    
    if ( --pulse_area     <= 0 )
    {
	pulse_area	= number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
	area_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 )
    {
	pulse_point     = number_range( PULSE_TICK * 0.75, PULSE_TICK * 1.25 );

        auth_update     ( );			/* Gorog */
	weather_update	( );
	char_update	( );
	obj_update	( );
	clear_vrooms	( );			/* remove virtual rooms */
    }

    if ( --pulse_second   <= 0 )
    {
	pulse_second	= PULSE_PER_SECOND;
	char_check( );
 	/*reboot_check( "" ); Disabled to check if its lagging a lot - Scryn*/
    }

    if ( auction->item && --auction->pulse <= 0 )
    {                                                  
	auction->pulse = PULSE_AUCTION;                     
	auction_update( );
    }

    tele_update( );
    aggr_update( );
    obj_act_update ( );
    room_act_update( );
    clean_obj_queue();		/* dispose of extracted objects */
    clean_char_queue();		/* dispose of dead mobs/quitting chars */
    if ( timechar )
    {
      gettimeofday(&etime, NULL);
      set_char_color(AT_PLAIN, timechar);
      send_to_char( "Update timing complete.\n\r", timechar );
      subtract_times(&etime, &stime);
      ch_printf( timechar, "Timing took %d.%06d seconds.\n\r",
          etime.tv_sec, etime.tv_usec );
      timechar = NULL;
    }
    tail_chain( );
    return;
}


void remove_portal( OBJ_DATA *portal )
{
    ROOM_INDEX_DATA *fromRoom, *toRoom;
    CHAR_DATA *ch;
    EXIT_DATA *pexit;
    bool found;

    if ( !portal )
    {
	bug( "remove_portal: portal is NULL", 0 );
	return;
    }

    fromRoom = portal->in_room;
    found = FALSE;
    if ( !fromRoom )
    {
	bug( "remove_portal: portal->in_room is NULL", 0 );
	return;
    }

    for ( pexit = fromRoom->first_exit; pexit; pexit = pexit->next )
	if ( IS_SET( pexit->exit_info, EX_PORTAL ) )
	{
	    found = TRUE;
	    break;
	}

    if ( !found )
    {
	bug( "remove_portal: portal not found in room %d!", fromRoom->vnum );
	return;
    }

    if ( pexit->vdir != DIR_PORTAL )
	bug( "remove_portal: exit in dir %d != DIR_PORTAL", pexit->vdir );

    if ( ( toRoom = pexit->to_room ) == NULL )
      bug( "remove_portal: toRoom is NULL", 0 );
 
    extract_exit( fromRoom, pexit );
    /* rendunancy */
    /* send a message to fromRoom */
    /* ch = fromRoom->first_person; */
    /* if(ch!=NULL) */
    /* act( AT_PLAIN, "A magical portal below winks from existence.", ch, NULL, NULL, TO_ROOM ); */

    /* send a message to toRoom */
    if ( toRoom && (ch = toRoom->first_person) != NULL )
      act( AT_PLAIN, "A magical portal above winks from existence.", ch, NULL, NULL, TO_ROOM );

    /* remove the portal obj: looks better to let update_obj do this */
    /* extract_obj(portal);  */

    return;
}

void reboot_check( char *arg )
{
    char buf[MAX_STRING_LENGTH];
    extern bool mud_down;
    /*struct tm *timestruct;
    int timecheck;*/
    CHAR_DATA *vch;

    /*Bools to show which pre-boot echoes we've done. */
    static bool thirty  = FALSE;
    static bool fifteen = FALSE;
    static bool ten     = FALSE;
    static bool five    = FALSE;
    static bool four    = FALSE;
    static bool three   = FALSE;
    static bool two     = FALSE;
    static bool one     = FALSE;

    /* This function can be called by do_setboot when the reboot time
       is being manually set to reset all the bools. */
    if ( !str_cmp( arg, "reset" ) )
    {
      thirty  = FALSE;
      fifteen = FALSE;
      ten     = FALSE;
      five    = FALSE;
      four    = FALSE;
      three   = FALSE;
      two     = FALSE;
      one     = FALSE;
      return;
    }

    /* If the mud has been up less than 18 hours and the boot time 
       wasn't set manually, forget it. */ 
/* Usage monitor */

if ((current_time % 1800) == 0)
{
  sprintf(buf, "%s: %d players", ctime(&current_time), num_descriptors);  
  append_to_file(USAGE_FILE, buf);
}

/* Change by Scryn - if mud has not been up 18 hours at boot time - still 
 * allow for warnings even if not up 18 hours 
 */
    if ( new_boot_time_t - boot_time < 60*60*18 
         && set_boot_time->manual == 0 )
    {
      return;
    }
/*
    timestruct = localtime( &current_time);

    if ( timestruct->tm_hour == set_boot_time->hour        
         && timestruct->tm_min  == set_boot_time->min )*/
    if ( new_boot_time_t <= current_time )
    {
       /* Return auction item to seller */
       if (auction->item != NULL)
       {
        sprintf (buf,"Sale of %s has been stopped by mud.",
                 auction->item->short_descr);
        talk_auction (buf);
        obj_to_char (auction->item, auction->seller);
        auction->item = NULL;
        if (auction->buyer != NULL && auction->seller != auction->buyer) /* return money to the buyer */
        {
            auction->buyer->gold += auction->bet;
            send_to_char ("Your money has been returned.\n\r",auction->buyer);
        }
       }      

       sprintf( buf, "You are forced from these realms by a strong magical presence" ); 
       echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
       sprintf( buf, "as life here is reconstructed." );
       echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );

       /* Save all characters before booting. */
       for ( vch = first_char; vch; vch = vch->next )
       {
         if ( !IS_NPC( vch ) )
           save_char_obj( vch );
       }
       mud_down = TRUE;
    }

  /* How many minutes to the scheduled boot? */
/*  timecheck = ( set_boot_time->hour * 60 + set_boot_time->min )
              - ( timestruct->tm_hour * 60 + timestruct->tm_min );

  if ( timecheck > 30  || timecheck < 0 ) return;

  if ( timecheck <= 1 ) */
  if ( new_boot_time_t - current_time <= 60 )
  {
    if ( one == FALSE )
    {
	sprintf( buf, "You feel the ground shake as the end comes near!" );
	echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
	one = TRUE;
	sysdata.DENY_NEW_PLAYERS = TRUE;
    }
    return;   
  }

/*  if ( timecheck == 2 )*/
  if ( new_boot_time_t - current_time <= 120 )
  {
    if ( two == FALSE )
    {
	sprintf( buf, "Lightning crackles in the sky above!" );
	echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
	two = TRUE;
	sysdata.DENY_NEW_PLAYERS = TRUE;
    }
    return;   
  }

/*  if ( timecheck == 3 )*/ 
  if (new_boot_time_t - current_time <= 180 )
  {
    if ( three == FALSE )
    {
	sprintf( buf, "Crashes of thunder sound across the land!" );
	echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
	three = TRUE;
	sysdata.DENY_NEW_PLAYERS = TRUE;
    }
    return;   
  }

/*  if ( timecheck == 4 )*/
  if( new_boot_time_t - current_time <= 240 )
  {
    if ( four == FALSE )
    {
	sprintf( buf, "The sky has suddenly turned midnight black." );
	echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
	four = TRUE;
	sysdata.DENY_NEW_PLAYERS = TRUE;
    }
    return;   
  }

/*  if ( timecheck == 5 )*/
  if( new_boot_time_t - current_time <= 300 )
  {
    if ( five == FALSE )
    {
	sprintf( buf, "You notice the life forms around you slowly dwindling away." );
	echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
	five = TRUE;
	sysdata.DENY_NEW_PLAYERS = TRUE;
    }
    return;   
  }

/*  if ( timecheck == 10 )*/
  if( new_boot_time_t - current_time <= 600 )
  {
    if ( ten == FALSE )
    {
	sprintf( buf, "The seas across the realm have turned frigid." );
	echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
	ten = TRUE;
    }
    return;   
  }

/*  if ( timecheck == 15 )*/
  if( new_boot_time_t - current_time <= 900 )
  {
    if ( fifteen == FALSE )
    {
	sprintf( buf, "The aura of magic which once surrounded the realms seems slightly unstable." );
	echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
	fifteen = TRUE;
    }
    return;   
  }

/*  if ( timecheck == 30 )*/
  if( new_boot_time_t - current_time <= 1800 )
  { 
    if ( thirty == FALSE )
    {
	sprintf( buf, "You sense a change in the magical forces surrounding you." );
	echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
	thirty = TRUE;
    }
    return;   
  }

  return;
}

/* the auction update*/

void auction_update (void)
{
    int tax, pay;
    char buf[MAX_STRING_LENGTH];

    switch (++auction->going) /* increase the going state */
    {
	case 1 : /* going once */
	case 2 : /* going twice */
	    if (auction->bet > auction->starting)
		sprintf (buf, "%s: going %s for %d.", auction->item->short_descr,
			((auction->going == 1) ? "once" : "twice"), auction->bet);
	    else
		sprintf (buf, "%s: going %s (bid not received yet).", auction->item->short_descr,
			((auction->going == 1) ? "once" : "twice"));

	    talk_auction (buf);
	    break;

	case 3 : /* SOLD! */
	    if (!auction->buyer && auction->bet)
	    {
		bug( "Auction code reached SOLD, with NULL buyer, but %d gold bid", auction->bet );
		auction->bet = 0;
	    }
	    if (auction->bet > 0 && auction->buyer != auction->seller)
	    {
		sprintf (buf, "%s sold to %s for %d.",
			auction->item->short_descr,
			IS_NPC(auction->buyer) ? auction->buyer->short_descr : auction->buyer->name,
			auction->bet);
		talk_auction(buf);

		act(AT_ACTION, "The auctioneer materializes before you, and hands you $p.",
			auction->buyer, auction->item, NULL, TO_CHAR);
		act(AT_ACTION, "The auctioneer materializes before $n, and hands $m $p.",
			auction->buyer, auction->item, NULL, TO_ROOM);

		if ( (auction->buyer->carry_weight 
		+     get_obj_weight( auction->item ))
		>     can_carry_w( auction->buyer ) )
		{
		    act( AT_PLAIN, "$p is too heavy for you to carry with your current inventory.", auction->buyer, auction->item, NULL, TO_CHAR );
    		    act( AT_PLAIN, "$n is carrying too much to also carry $p, and $e drops it.", auction->buyer, auction->item, NULL, TO_ROOM );
		    obj_to_room( auction->item, auction->buyer->in_room );
		}
		else
		    obj_to_char( auction->item, auction->buyer );
	        pay = (int)auction->bet * 0.9;
		tax = (int)auction->bet * 0.1;
		boost_economy( auction->seller->in_room->area, tax );
                auction->seller->gold += pay; /* give him the money, tax 10 % */
		sprintf(buf, "The auctioneer pays you %d gold, charging an auction fee of %d.\n\r", pay, tax);
		send_to_char(buf, auction->seller);
                auction->item = NULL; /* reset item */
		if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
		{
		    save_char_obj( auction->buyer );
		    save_char_obj( auction->seller );
		}
            }
            else /* not sold */
            {
                sprintf (buf, "No bids received for %s - object has been removed from auction\n\r.",auction->item->short_descr);
                talk_auction(buf);
                act (AT_ACTION, "The auctioneer appears before you to return $p to you.",
                      auction->seller,auction->item,NULL,TO_CHAR);
                act (AT_ACTION, "The auctioneer appears before $n to return $p to $m.",
                      auction->seller,auction->item,NULL,TO_ROOM);
		if ( (auction->seller->carry_weight
		+     get_obj_weight( auction->item ))
		>     can_carry_w( auction->seller ) )
		{
		    act( AT_PLAIN, "You drop $p as it is just too much to carry"
			" with everything else you're carrying.", auction->seller,
			auction->item, NULL, TO_CHAR );
		    act( AT_PLAIN, "$n drops $p as it is too much extra weight"
			" for $m with everything else.", auction->seller,
			auction->item, NULL, TO_ROOM );
		    obj_to_room( auction->item, auction->seller->in_room );
		}
		else
		    obj_to_char (auction->item,auction->seller);
		tax = (int)auction->item->cost * 0.05;
		boost_economy( auction->seller->in_room->area, tax );
		sprintf(buf, "The auctioneer charges you an auction fee of %d.\n\r", tax );
		send_to_char(buf, auction->seller);
		if ((auction->seller->gold - tax) < 0)
		  auction->seller->gold = 0;
		else
		  auction->seller->gold -= tax;
		if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
		    save_char_obj( auction->seller );
	    } /* else */
	    auction->item = NULL; /* clear auction */
    } /* switch */
} /* func */

void subtract_times(struct timeval *etime, struct timeval *stime)
{
  etime->tv_sec -= stime->tv_sec;
  etime->tv_usec -= stime->tv_usec;
  while ( etime->tv_usec < 0 )
  {
    etime->tv_usec += 1000000;
    etime->tv_sec--;
  }
  return;
}