1stMUD/corefiles/
1stMUD/gods/
1stMUD/player/
1stMUD/win32/
1stMUD/win32/ROM/
/**************************************************************************
*  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
*  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
*                                                                         *
*  Merc Diku Mud improvements 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          *
*  benefiting.  We hope that you share your changes too.  What goes       *
*  around, comes around.                                                  *
***************************************************************************
*       ROM 2.4 is copyright 1993-1998 Russ Taylor                        *
*       ROM has been brought to you by the ROM consortium                 *
*           Russ Taylor (rtaylor@hypercube.org)                           *
*           Gabrielle Taylor (gtaylor@hypercube.org)                      *
*           Brian Moore (zump@rom.org)                                    *
*       By using this code, you have agreed to follow the terms of the    *
*       ROM license, in the file Rom24/doc/rom.license                    *
***************************************************************************
*       1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings              *
*            http://1stmud.dlmud.com/  <r-jenn@shaw.ca>                   *
***************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "music.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 quest_update args ((void));

/* used for saving */

int save_number = 0;

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

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

	add_hp = con_app[get_curr_stat (ch, STAT_CON)].hitp + get_hp_gain (ch);
	add_mana =
		number_range (2,
					  (2 * get_curr_stat (ch, STAT_INT) +
					   get_curr_stat (ch, STAT_WIS)) / 5);
	if (!has_spells (ch))
		add_mana /= 2;
	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 = add_hp * 9 / 10;
	add_mana = add_mana * 9 / 10;
	add_move = add_move * 9 / 10;

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

	ch->max_hit += add_hp;
	ch->max_mana += add_mana;
	ch->max_move += add_move;
	ch->practice += add_prac;
	ch->train += 1;

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

	update_all_qobjs (ch);

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

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

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

	ch->exp = UMAX (exp_per_level (ch, ch->pcdata->points), ch->exp + gain);
	while (ch->level < LEVEL_HERO &&
		   ch->exp >= exp_per_level (ch,
									 ch->pcdata->points) * (ch->level + 1))
	{
		chprintln (ch, "You raise a level!!");
		ch->level += 1;
		sprintf (buf, "%s gained level %d", ch->name, ch->level);
		log_string (buf);
		sprintf (buf, "$N has attained level %d!", ch->level);
		wiznet (buf, ch, NULL, WIZ_LEVELS, 0, 0);
		announce (ch, INFO_LEVEL, "$n has attained level %d!", ch->level);
		advance_level (ch, FALSE);
		save_char_obj (ch);
	}

	return;
}

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

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

	if (IS_NPC (ch))
	{
		gain = 5 + ch->level;
		if (IS_AFFECTED (ch, AFF_REGENERATION))
			gain *= 2;

		switch (ch->position)
		{
		default:
			gain /= 2;
			break;
		case POS_SLEEPING:
			gain = 3 * gain / 2;
			break;
		case POS_RESTING:
			break;
		case POS_FIGHTING:
			gain /= 3;
			break;
		}

	}
	else
	{
		gain = UMAX (3, get_curr_stat (ch, STAT_CON) - 3 + ch->level / 2);
		gain += hp_max (ch) - 10;
		number = number_percent ();
		if (number < get_skill (ch, gsn_fast_healing))
		{
			gain += number * gain / 100;
			if (ch->hit < ch->max_hit)
				check_improve (ch, gsn_fast_healing, TRUE, 8);
		}

		switch (ch->position)
		{
		default:
			gain /= 4;
			break;
		case POS_SLEEPING:
			break;
		case POS_RESTING:
			gain /= 2;
			break;
		case POS_FIGHTING:
			gain /= 6;
			break;
		}

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

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

	}

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

	if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
		gain = gain * ch->on->value[3] / 100;

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

	if (IS_AFFECTED (ch, AFF_PLAGUE))
		gain /= 8;

	if (IS_AFFECTED (ch, AFF_HASTE) || IS_AFFECTED (ch, AFF_SLOW))
		gain /= 2;

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

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

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

	if (IS_NPC (ch))
	{
		gain = 5 + ch->level;
		switch (ch->position)
		{
		default:
			gain /= 2;
			break;
		case POS_SLEEPING:
			gain = 3 * gain / 2;
			break;
		case POS_RESTING:
			break;
		case POS_FIGHTING:
			gain /= 3;
			break;
		}
	}
	else
	{
		gain =
			(get_curr_stat (ch, STAT_WIS) +
			 get_curr_stat (ch, STAT_INT) + ch->level) / 2;
		number = number_percent ();
		if (number < get_skill (ch, gsn_meditation))
		{
			gain += number * gain / 100;
			if (ch->mana < ch->max_mana)
				check_improve (ch, gsn_meditation, TRUE, 8);
		}
		if (!has_spells (ch))
			gain /= 2;

		switch (ch->position)
		{
		default:
			gain /= 4;
			break;
		case POS_SLEEPING:
			break;
		case POS_RESTING:
			gain /= 2;
			break;
		case POS_FIGHTING:
			gain /= 6;
			break;
		}

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

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

	}

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

	if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
		gain = gain * ch->on->value[4] / 100;

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

	if (IS_AFFECTED (ch, AFF_PLAGUE))
		gain /= 8;

	if (IS_AFFECTED (ch, AFF_HASTE) || IS_AFFECTED (ch, AFF_SLOW))
		gain /= 2;

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

int move_gain (CHAR_DATA * ch)
{
	int gain;

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

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

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

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

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

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

	if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
		gain = gain * ch->on->value[3] / 100;

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

	if (IS_AFFECTED (ch, AFF_PLAGUE))
		gain /= 8;

	if (IS_AFFECTED (ch, AFF_HASTE) || IS_AFFECTED (ch, AFF_SLOW))
		gain /= 2;

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

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

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

	condition = ch->pcdata->condition[iCond];
	if (condition == -1)
		return;
	ch->pcdata->condition[iCond] = URANGE (0, condition + value, 48);

	if (ch->pcdata->condition[iCond] == 0)
	{
		switch (iCond)
		{
		case COND_HUNGER:
			chprintln (ch, "You are hungry.");
			break;

		case COND_THIRST:
			chprintln (ch, "You are thirsty.");
			break;

		case COND_DRUNK:
			if (condition != 0)
				chprintln (ch, "You are sober.");
			break;
		}
	}

	return;
}

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

	/* Examine all mobs. */
	for (ch = char_list; ch != NULL; ch = ch_next)
	{
		ch_next = ch->next;

		if (!IS_NPC (ch) || ch->in_room == NULL ||
			IS_AFFECTED (ch, AFF_CHARM))
			continue;

		if (ch->hunting)
			hunt_victim (ch);

		if (ch->in_room->area->empty && !IS_SET (ch->act, ACT_UPDATE_ALWAYS))
			continue;

		/* Examine call for special procedure */
		if (ch->spec_fun != 0)
		{
			if ((*ch->spec_fun) (ch))
				continue;
		}

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

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

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

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

			max = 1;
			obj_best = 0;
			for (obj = ch->in_room->contents; obj; obj = obj->next_content)
			{
				if (CAN_WEAR (obj, ITEM_TAKE)
					&& can_loot (ch, obj) && obj->cost > max && obj->cost > 0)
				{
					obj_best = obj;
					max = obj->cost;
				}
			}

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

		/* Wander */
		if (!IS_SET (ch->act, ACT_SENTINEL) && number_bits (3) == 0 &&
			(door = number_bits (5)) <= 5 &&
			(pexit = ch->in_room->exit[door]) != NULL &&
			pexit->u1.to_room != NULL &&
			!IS_SET (pexit->exit_info, EX_CLOSED) &&
			!IS_SET (pexit->u1.to_room->room_flags, ROOM_NO_MOB) &&
			(!IS_SET (ch->act, ACT_STAY_AREA) ||
			 pexit->u1.to_room->area == ch->in_room->area) &&
			(!IS_SET (ch->act, ACT_OUTDOORS) ||
			 !IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS)) &&
			(!IS_SET (ch->act, ACT_INDOORS) ||
			 IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS)))
		{
			move_char (ch, door, FALSE);
		}
	}

	return;
}

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

	buf[0] = '\0';

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

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

	case 19:
		weather_info.sunlight = SUN_SET;
		strcat (buf, "The sun slowly disappears in the west.\n\r");
		break;

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

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

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

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

	/*
	 * Weather change.
	 */
	if (time_info.month >= 9 && time_info.month <= 16)
		diff = weather_info.mmhg > 985 ? -2 : 2;
	else
		diff = weather_info.mmhg > 1015 ? -2 : 2;

	weather_info.change += diff * dice (1, 4) + dice (2, 6) - dice (2, 6);
	weather_info.change = UMAX (weather_info.change, -12);
	weather_info.change = UMIN (weather_info.change, 12);

	weather_info.mmhg += weather_info.change;
	weather_info.mmhg = UMAX (weather_info.mmhg, 960);
	weather_info.mmhg = UMIN (weather_info.mmhg, 1040);

	switch (weather_info.sky)
	{
	default:
		bug ("Weather_update: bad sky %d.", weather_info.sky);
		weather_info.sky = SKY_CLOUDLESS;
		break;

	case SKY_CLOUDLESS:
		if (weather_info.mmhg < 990 ||
			(weather_info.mmhg < 1010 && number_bits (2) == 0))
		{
			strcat (buf, "The sky is getting cloudy.\n\r");
			weather_info.sky = SKY_CLOUDY;
		}
		break;

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

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

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

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

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

	if (buf[0] != '\0')
	{
		for (d = descriptor_list; d != NULL; d = d->next)
		{
			if (d->connected == CON_PLAYING
				&& IS_OUTSIDE (d->character) && IS_AWAKE (d->character))
				chprint (d->character, buf);
		}
	}

	return;
}

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

	ch_quit = NULL;

	/* update save counter */
	save_number++;

	if (save_number > 29)
		save_number = 0;

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

		ch_next = ch->next;

		if (ch->timer > 30)
			ch_quit = ch;

		if (ch->position >= POS_STUNNED)
		{
			/* check to see if we need to go home */
			if (IS_NPC (ch) && ch->zone != NULL &&
				ch->zone != ch->in_room->area && ch->desc == NULL &&
				ch->fighting == NULL && !IS_AFFECTED (ch, AFF_CHARM)
				&& number_percent () < 5)
			{
				act ("$n wanders on home.", ch, NULL, NULL, TO_ROOM);
				extract_char (ch, TRUE);
				continue;
			}

			if (ch->hit < ch->max_hit)
				ch->hit += hit_gain (ch);
			else
				ch->hit = ch->max_hit;

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

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

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

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

			if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL &&
				obj->item_type == ITEM_LIGHT && obj->value[2] > 0)
			{
				if (--obj->value[2] == 0 && ch->in_room != NULL)
				{
					--ch->in_room->light;
					act ("$p goes out.", ch, obj, NULL, TO_ROOM);
					act ("$p flickers and goes out.", ch, obj, NULL, TO_CHAR);
					extract_obj (obj);
				}
				else if (obj->value[2] <= 5 && ch->in_room != NULL)
					act ("$p flickers.", ch, obj, NULL, TO_CHAR);
			}

			if (IS_IMMORTAL (ch))
				ch->timer = 0;

			if (++ch->timer >= 12)
			{
				if (ch->was_in_room == NULL && ch->in_room != NULL)
				{
					ch->was_in_room = ch->in_room;
					if (ch->fighting != NULL)
						stop_fighting (ch, TRUE);
					act ("$n disappears into the void.", ch,
						 NULL, NULL, TO_ROOM);
					chprintln (ch, "You disappear into the void.");
					if (ch->level > 1)
						save_char_obj (ch);
					char_from_room (ch);
					char_to_room (ch, get_room_index (ROOM_VNUM_LIMBO));
				}
			}

			gain_condition (ch, COND_DRUNK, -1);
			gain_condition (ch, COND_FULL, ch->size > SIZE_MEDIUM ? -4 : -2);
			gain_condition (ch, COND_THIRST, -1);
			gain_condition (ch, COND_HUNGER,
							ch->size > SIZE_MEDIUM ? -2 : -1);
		}

		for (paf = ch->affected; paf != NULL; paf = paf_next)
		{
			paf_next = paf->next;
			if (paf->duration > 0)
			{
				paf->duration--;
				if (number_range (0, 4) == 0 && paf->level > 0)
					paf->level--;	/* spell strength fades with time */
			}
			else if (paf->duration < 0)
				;
			else
			{
				if (paf_next == NULL
					|| paf_next->type != paf->type || paf_next->duration > 0)
				{
					if (paf->type > 0 && skill_table[paf->type].msg_off)
					{
						chprintln (ch, skill_table[paf->type].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_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);
			chprintln (ch, "You writhe in agony from the plague.");
			for (af = ch->affected; af != NULL; af = af->next)
			{
				if (af->type == gsn_plague)
					break;
			}

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

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

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

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

			dam = UMIN (ch->level, af->level / 5 + 1);
			ch->mana -= dam;
			ch->move -= dam;
			damage (ch, ch, dam, gsn_plague, DAM_DISEASE, FALSE);
		}
		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);
				chprintln (ch, "You shiver and suffer.");
				damage (ch, ch, poison->level / 10 + 1,
						gsn_poison, DAM_POISON, FALSE);
			}
		}

		else if (ch->position == POS_INCAP && number_range (0, 1) == 0)
		{
			damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE);
		}
		else if (ch->position == POS_MORTAL)
		{
			damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE);
		}
	}

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

		if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number)
		{
			save_char_obj (ch);
		}

		if (ch == ch_quit)
		{
			do_function (ch, &do_quit, "");
		}
	}

	return;
}

/*
 * Update all objs.
 * This function is performance sensitive.
 */
void obj_update (void)
{
	OBJ_DATA *obj;
	OBJ_DATA *obj_next;
	AFFECT_DATA *paf, *paf_next;

	for (obj = object_list; obj != NULL; obj = obj_next)
	{
		CHAR_DATA *rch;
		char *message;

		obj_next = obj->next;

		/* go through affects and decrement */
		for (paf = obj->affected; paf != NULL; paf = paf_next)
		{
			paf_next = paf->next;
			if (paf->duration > 0)
			{
				paf->duration--;
				if (number_range (0, 4) == 0 && paf->level > 0)
					paf->level--;	/* spell strength fades with time */
			}
			else if (paf->duration < 0)
				;
			else
			{
				if (paf_next == NULL
					|| paf_next->type != paf->type || paf_next->duration > 0)
				{
					if (paf->type > 0 && skill_table[paf->type].msg_obj)
					{
						if (obj->carried_by != NULL)
						{
							rch = obj->carried_by;
							act (skill_table
								 [paf->type].msg_obj,
								 rch, obj, NULL, TO_CHAR);
						}
						if (obj->in_room != NULL &&
							obj->in_room->people != NULL)
						{
							rch = obj->in_room->people;
							act (skill_table
								 [paf->type].msg_obj, rch, obj, NULL, TO_ALL);
						}
					}
				}

				affect_remove_obj (obj, paf);
			}
		}

		if (obj->timer <= 0 || --obj->timer > 0)
			continue;

		switch (obj->item_type)
		{
		default:
			message = "$p crumbles into dust.";
			break;
		case ITEM_FOUNTAIN:
			message = "$p dries up.";
			break;
		case ITEM_CORPSE_NPC:
			message = "$p decays into dust.";
			break;
		case ITEM_CORPSE_PC:
			message = "$p decays into dust.";
			break;
		case ITEM_FOOD:
			message = "$p decomposes.";
			break;
		case ITEM_POTION:
			message = "$p has evaporated from disuse.";
			break;
		case ITEM_PORTAL:
			message = "$p fades out of existence.";
			break;
		case ITEM_CONTAINER:
			if (CAN_WEAR (obj, ITEM_WEAR_FLOAT))
				if (obj->contains)
					message =
						"$p flickers and vanishes, spilling its contents on the floor.";
				else
					message = "$p flickers and vanishes.";
			else
				message = "$p crumbles into dust.";
			break;
		}

		if (obj->carried_by != NULL)
		{
			if (IS_NPC (obj->carried_by) &&
				obj->carried_by->pIndexData->pShop != NULL)
				obj->carried_by->silver += obj->cost / 5;
			else
			{
				act (message, obj->carried_by, obj, NULL, TO_CHAR);
				if (obj->wear_loc == WEAR_FLOAT)
					act (message, obj->carried_by, obj, NULL, TO_ROOM);
			}
		}
		else if (obj->in_room != NULL && (rch = obj->in_room->people) != NULL)
		{
			if (!
				(obj->in_obj &&
				 obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT &&
				 !CAN_WEAR (obj->in_obj, ITEM_TAKE)))
			{
				act (message, rch, obj, NULL, TO_ROOM);
				act (message, rch, obj, NULL, TO_CHAR);
			}
		}

		if ((obj->item_type == ITEM_CORPSE_PC ||
			 obj->wear_loc == WEAR_FLOAT) && obj->contains)
		{						/* save the contents */
			OBJ_DATA *t_obj, *next_obj;

			for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
			{
				next_obj = t_obj->next_content;
				obj_from_obj (t_obj);

				if (obj->in_obj)	/* in another object */
					obj_to_obj (t_obj, obj->in_obj);

				else if (obj->carried_by)	/* carried */
					if (obj->wear_loc == WEAR_FLOAT)
						if (obj->carried_by->in_room == NULL)
							extract_obj (t_obj);
						else
							obj_to_room (t_obj, obj->carried_by->in_room);
					else
						obj_to_char (t_obj, obj->carried_by);

				else if (obj->in_room == NULL)	/* destroy it */
					extract_obj (t_obj);

				else			/* to a room */
					obj_to_room (t_obj, obj->in_room);
			}
		}

		extract_obj (obj);
	}

	return;
}

/*
 * Aggress.
 *
 * for each mortal PC
 *     for each mob in room
 *         aggress on some random PC
 *
 * This function takes 25% to 35% of ALL Merc cpu time.
 * Unfortunately, checking on each PC move is too tricky,
 *   because we don't the mob to just attack the first PC
 *   who leads the party into the room.
 *
 * -- Furey
 */
void aggr_update (void)
{
	CHAR_DATA *wch;
	CHAR_DATA *wch_next;
	CHAR_DATA *ch;
	CHAR_DATA *ch_next;
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	CHAR_DATA *victim;

	for (wch = player_list; wch != NULL; wch = wch_next)
	{
		if (wch->next == NULL)
		{
			return;
		}
		wch_next = wch->next_player;
		if (IS_NPC (wch) || wch->level >= LEVEL_IMMORTAL ||
			wch->in_room == NULL || wch->in_room->area->empty ||
			IS_SET (wch->in_room->room_flags, ROOM_SAFE))
			continue;

		for (ch = wch->in_room->people; ch != NULL; ch = ch_next)
		{
			int count;

			ch_next = ch->next_in_room;

			if (!IS_NPC (ch) || !IS_SET (ch->act, ACT_AGGRESSIVE) ||
				IS_AFFECTED (ch, AFF_CALM) || ch->fighting != NULL ||
				IS_AFFECTED (ch, AFF_CHARM) || !IS_AWAKE (ch) ||
				(IS_SET (ch->act, ACT_WIMPY) && IS_AWAKE (wch)) ||
				!can_see (ch, wch) || number_bits (1) == 0)
				continue;

			/*
			 * Ok we have a 'wch' player character and a 'ch' npc aggressor.
			 * Now make the aggressor fight a RANDOM pc victim in the room,
			 *   giving each 'vch' an equal chance of selection.
			 */
			count = 0;
			victim = NULL;
			for (vch = wch->in_room->people; vch != NULL; vch = vch_next)
			{
				vch_next = vch->next_in_room;

				if (!IS_NPC (vch) && vch->level < LEVEL_IMMORTAL
					&& ch->level >= vch->level - 5
					&& (!IS_SET (ch->act, ACT_WIMPY)
						|| !IS_AWAKE (vch)) && can_see (ch, vch))
				{
					if (number_range (0, count) == 0)
						victim = vch;
					count++;
				}
			}

			if (victim == NULL)
				continue;

			multi_hit (ch, victim, TYPE_UNDEFINED);
		}
	}

	return;
}

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

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

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

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

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

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

	if (--pulse_point <= 0)
	{
		wiznet ("TICK!", NULL, NULL, WIZ_TICKS, 0, 0);
		pulse_point = PULSE_TICK;
/* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */
		weather_update ();
		char_update ();
		obj_update ();
		quest_update ();
		gquest_update ();
		war_update ();
	}

	aggr_update ();
	tail_chain ();
	return;
}