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

 *  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.                                                  *

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



#if defined(macintosh)

#include <types.h>

#else

#include <sys/types.h>

#endif

#include <stdio.h>

#include <string.h>

#include <time.h>

#include "merc.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    ww_update       args( ( void ) );







void gain_exp( CHAR_DATA *ch, int gain )

{

    CHAR_DATA *mount = NULL;

    CHAR_DATA *master = NULL;



    if ( IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount))

    {

	if ( (master = ch->master) == NULL || master != mount )

	    mount->exp += gain;

    }

    if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) )

	ch->exp += gain;

    return;

}







/*

 * Regeneration stuff.

 */

int hit_gain( CHAR_DATA *ch )

{

    int gain;

    int conamount;



    if ( IS_NPC(ch) )

    {

	gain = ch->level;

    }

    else

    {

	if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;

	gain = number_range( 10, 20 );



	if ((conamount = (get_curr_con(ch)+1)) > 1)

	{

	    switch ( ch->position )

	    {

		case POS_MEDITATING: gain *= conamount * 0.5;	break;

		case POS_SLEEPING:   gain *= conamount;		break;

		case POS_RESTING:    gain *= conamount * 0.5;	break;

	    }

	}



	if ( ch->pcdata->condition[COND_FULL]   == 0 && !IS_HERO(ch) )

	    gain *= 0.5;



	if ( ch->pcdata->condition[COND_THIRST] == 0 && !IS_HERO(ch) )

	    gain *= 0.5;



    }



    if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING))

	gain *= 0.25;



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

}







int mana_gain( CHAR_DATA *ch )

{

    int gain;

    int intamount;



    if ( IS_NPC(ch) )

    {

	gain = ch->level;

    }

    else

    {

	if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;

	gain = number_range( 10, 20 );



	if ((intamount = (get_curr_int(ch)+1)) > 1)

	{

	    switch ( ch->position )

	    {

		case POS_MEDITATING: gain *= intamount * ch->level;	break;

		case POS_SLEEPING:   gain *= intamount;			break;

		case POS_RESTING:    gain *= intamount * 0.5;		break;

	    }

	}



	if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 )

	    gain *= 0.5;



    }



    if ( IS_AFFECTED( ch, AFF_POISON ) || IS_AFFECTED(ch, AFF_FLAMING) )

	gain *= 0.25;



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

}







int move_gain( CHAR_DATA *ch )

{

    int gain;

    int dexamount;



    if ( IS_NPC(ch) )

    {

	gain = ch->level;

    }

    else

    {

	if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;

	gain = number_range( 10, 20 );



	if ((dexamount = (get_curr_dex(ch)+1)) > 1)

	{

	    switch ( ch->position )

	    {

		case POS_MEDITATING: gain *= dexamount * 0.5;	break;

		case POS_SLEEPING:   gain *= dexamount;		break;

		case POS_RESTING:    gain *= dexamount * 0.5;	break;

	    }

	}



	if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 )

	    gain *= 0.5;

    }



    if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING) )

	gain *= 0.25;



    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) )

	return;



    if (!IS_NPC(ch) && IS_HERO(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) 

	&& iCond != COND_DRUNK)

	return;



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

    if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) )

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

    else

	ch->pcdata->condition[iCond]	= URANGE( 0, condition + value, 100 );



    if ( ch->pcdata->condition[iCond] == 0 )

    {

	switch ( iCond )

	{

	case COND_FULL:

	    if (!IS_CLASS(ch, CLASS_VAMPIRE))

	    {

		send_to_char( "You are REALLY hungry.\n\r",  ch );

		act( "You hear $n's stomach rumbling.", ch, NULL, NULL, TO_ROOM );

	    }

	    break;



	case COND_THIRST:

	    if (!IS_CLASS(ch, CLASS_VAMPIRE)) 

		send_to_char( "You are REALLY thirsty.\n\r", ch );

	    else if (ch->hit > 0)

	    {

		send_to_char( "You are DYING from lack of blood!\n\r", ch );

		act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM );

		ch->hit = ch->hit - number_range(2,5);

		if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch);

		if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");

	    }

	    break;



	case COND_DRUNK:

	    if ( condition != 0 )

		send_to_char( "You are sober.\n\r", ch );

	    break;

	}

    }

    else if ( ch->pcdata->condition[iCond] < 10 )

    {

	switch ( iCond )

	{

	case COND_FULL:

	    if (!IS_CLASS(ch, CLASS_VAMPIRE)) 

		send_to_char( "You feel hungry.\n\r",  ch );

	    break;



	case COND_THIRST:

	    if (!IS_CLASS(ch, CLASS_VAMPIRE)) 

		send_to_char( "You feel thirsty.\n\r", ch );

	    else

	    {

		send_to_char( "You crave blood.\n\r", ch );

		if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch);

		if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75)

		    && !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");

	    }

	    break;

	}

    }



    return;

}







/*

 * Mob autonomous action.

 * This function takes 25% to 35% of ALL Merc cpu time.

 * -- Furey

 */

void mobile_update( void )

{

    CHAR_DATA *ch;

    CHAR_DATA *ch_next;

    EXIT_DATA *pexit;

	ROOM_INDEX_DATA *location;

    int door;



    /* Examine all mobs. */

    for ( ch = char_list; ch != NULL; ch = ch_next )

    {

	ch_next = ch->next;



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

/*

	if ( ch->hunting != NULL && ch->hunting != '\0' && 

	    strlen(ch->hunting) > 1 )

	{

	    check_hunt( ch );

	    continue;

	}

*/

	if ( !IS_NPC(ch) )

	{

	    if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1)

	    {

		send_to_char("You hiccup loudly.\n\r",ch);

		act("$n hiccups.",ch,NULL,NULL,TO_ROOM);

	    }

		/*added by cryic to take care of safe room babies*/

		if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && (ch->trust < MAX_LEVEL) && (ch->level > 2))

		{

			if (ch->paradox[0] < 0) ch->paradox[0] = 0;

			if (ch->paradox[0] > 20 ) ch->paradox[0] = 0;

			ch->paradox[0]++;

			if (ch->paradox[0] == 20) 

			{

				if ( ( location = get_room_index( ROOM_VNUM_MS ) ) == NULL )

				{

					send_to_char( "You are completely lost.\n\r", ch );

				}

				else

				{

					act( "The gods are displeased with $n's cowardice.", ch, NULL, NULL, TO_ROOM );

					send_to_char("The gods are displeased with your cowardice.\n\r",ch);

					char_from_room( ch );

					char_to_room( ch, location );

					act( "The gods throw $n into the room.", ch, NULL, NULL, TO_ROOM );

					do_look( ch, "auto" );

					ch->paradox[0] = 5;

				}

			}

		}

		/*end of addition*/

	    if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0)

	    {

		CHAR_DATA *vch;

		if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225)

		{

		    ch->pcdata->stage[2] += 1;

		    if ( ( vch = ch->pcdata->partner ) != NULL &&

			!IS_NPC(vch) && vch->pcdata->partner == ch &&

			((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) ||

			(ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE)))

		    {

			if (ch->in_room != vch->in_room) continue;

			if (vch->pcdata->stage[2] >= 225 &&

			    ch->pcdata->stage[2] >= 225 &&

			    vch->pcdata->stage[2] < 240 &&

			    ch->pcdata->stage[2] < 240)

			{

			    ch->pcdata->stage[2] = 240;

			    vch->pcdata->stage[2] = 240;

			}

			if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240)

			{

			    act("You thrust deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_CHAR);

			    act("$n thrusts deeply between your warm, damp thighs.",ch,NULL,vch,TO_VICT);

			    act("$n thrusts deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_NOTVICT);

			    if (vch->pcdata->stage[2] > ch->pcdata->stage[2])

				ch->pcdata->stage[2] = vch->pcdata->stage[2];

			}

			else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240)

			{

			    act("You squeeze your legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_CHAR);

			    act("$n squeezes $s legs tightly around you, moaning loudly.",ch,NULL,vch,TO_VICT);

			    act("$n squeezes $s legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_NOTVICT);

			    if (vch->pcdata->stage[2] > ch->pcdata->stage[2])

				ch->pcdata->stage[2] = vch->pcdata->stage[2];

			}

		    }

		    if (ch->pcdata->stage[2] >= 250)

		    {

			if ( ( vch = ch->pcdata->partner ) != NULL &&

			    !IS_NPC(vch) && vch->pcdata->partner == ch &&

			    ch->in_room == vch->in_room)

			{

			    vch->pcdata->stage[2] = 250;

			    if (ch->sex == SEX_MALE)

			    {

				stage_update(ch,vch,2);

				stage_update(vch,ch,2);

			    }

			    else

			    {

				stage_update(vch,ch,2);

				stage_update(ch,vch,2);

			    }

			    ch->pcdata->stage[0] = 0;

			    vch->pcdata->stage[0] = 0;

			    if (!IS_EXTRA(ch, EXTRA_EXP))

			    {

				send_to_char("Congratulations on achieving a simultanious orgasm!  Recieve 100000 exp!\n\r",ch);

				SET_BIT(ch->extra, EXTRA_EXP);

				ch->exp += 10; /*modified by cryic, was 100k*/

			    }

			    if (!IS_EXTRA(vch, EXTRA_EXP))

			    {

				send_to_char("Congratulations on achieving a simultanious orgasm!  Recieve 100000 exp!\n\r",vch);

				SET_BIT(vch->extra, EXTRA_EXP);

				vch->exp += 10; /*modified by cryic, was 100k*/

			    }

			}

		    }

		}

		else

		{

		    if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 &&

			ch->position != POS_RESTING) 

		    {

		 	if (ch->pcdata->stage[0] > 1)

			    ch->pcdata->stage[0] -= 1;

			else

			    ch->pcdata->stage[0] = 0;

		    }

		    else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1)

		    {

			if (ch->pcdata->stage[2] > 10)

			    ch->pcdata->stage[2] -= 10;

			else

			    ch->pcdata->stage[2] = 0;

			if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0)

			    send_to_char("You feel fully recovered.\n\r",ch);

		    }

		}

	    }

	    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_HERO(ch))

	    {

		if ( ch->position == POS_FIGHTING && ch->pcdata->stats[UNI_RAGE] > 0 

		    && ch->pcdata->stats[UNI_RAGE] < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER) )

		    ch->pcdata->stats[UNI_RAGE] += 1;

		else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))

		    ch->pcdata->stats[UNI_RAGE] -= 1;

		if (ch->pcdata->stats[UNI_RAGE] < 1) continue;

		if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

		    ch->move < ch->max_move )

		    werewolf_regen(ch);

		if (ch->loc_hp[6] > 0)

		{

		    int sn = skill_lookup( "clot" );

		    (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);

		}

		else

		{

		    if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +

			ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)

		    reg_mend(ch);

		}

	    }

	    else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch))

	    {

		if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER))

		{

                    if (ch->pcdata->stats[UNI_RAGE] < 150)

			ch->pcdata->stats[UNI_RAGE] += number_range(5,10);

                    if (ch->pcdata->stats[UNI_RAGE] < 200 && ch->pcdata->powers[WPOWER_WOLF] > 3)

			ch->pcdata->stats[UNI_RAGE] += number_range(5,10);

		    if (!IS_SET(ch->special, SPC_WOLFMAN) && 

			ch->pcdata->stats[UNI_RAGE] >= 100)

			do_werewolf(ch,"");

		}

		else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))

		{

		    ch->pcdata->stats[UNI_RAGE] -= 1;

		    if (ch->pcdata->stats[UNI_RAGE] < 100) do_unwerewolf(ch,"");

		}

		if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

		    ch->move < ch->max_move )

		    werewolf_regen(ch);

		if (IS_CLASS(ch,CLASS_WEREWOLF) && ch->position == POS_SLEEPING

		    && ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->hit > 0)

		{

		    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

			ch->move < ch->max_move )

			werewolf_regen(ch);

		    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

			ch->move < ch->max_move )

			werewolf_regen(ch);

		    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

			ch->move < ch->max_move )

			werewolf_regen(ch);

		    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

			ch->move < ch->max_move )

			werewolf_regen(ch);

		}

		if (ch->loc_hp[6] > 0)

		{

		    int sn = skill_lookup( "clot" );

		    (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);

		}

		else

		{

		    if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +

			ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)

		    reg_mend(ch);

		}

	    }

	    else if (IS_ITEMAFF(ch, ITEMA_REGENERATE) || (!IS_NPC(ch) && 

		IS_CLASS(ch, CLASS_HIGHLANDER)))

	    {

		if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

		    ch->move < ch->max_move )

		    werewolf_regen(ch);

		if (ch->loc_hp[6] > 0)

		{

		    int sn = skill_lookup( "clot" );

		    (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);

		}

		else

		{

		    if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +

			ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)

		    reg_mend(ch);

		}

	    }

	    else if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) && IS_HERO(ch)

                && ch->in_room != NULL && IS_SET(ch->in_room->room_flags, ROOM_ISHELL))

	    {

		if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

		    ch->move < ch->max_move )

		    werewolf_regen(ch);

		if (ch->hit > 0)

		{

		    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

			ch->move < ch->max_move )

			werewolf_regen(ch);

		    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

			ch->move < ch->max_move )

			werewolf_regen(ch);

		    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

			ch->move < ch->max_move )

			werewolf_regen(ch);

		    if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || 

			ch->move < ch->max_move )

			werewolf_regen(ch);

		}

		if (ch->loc_hp[6] > 0)

		{

		    int sn = skill_lookup( "clot" );

		    (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);

		}

		else

		{

		    if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +

			ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)

		    reg_mend(ch);

		}

	    }

	    continue;

	}



	if ( IS_AFFECTED(ch, AFF_CHARM) ) continue;



	/* Examine call for special procedure */

	if ( ch->spec_fun != 0 )

	{

	    if ( (*ch->spec_fun) ( ch ) )

		continue;

	    if (ch == NULL) continue;

	}



	/* That's all for sleeping / busy monster */

	if ( ch->position != POS_STANDING )

	    continue;



	/* Scavenge */

	if ( IS_SET(ch->act, ACT_SCAVENGER)

	&&   ch->in_room->contents != NULL

	&&   number_bits( 2 ) == 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) && obj->cost > max )

		{

		    obj_best    = obj;

		    max         = obj->cost;

		}

	    }



	    if ( obj_best )

	    {

		obj_from_room( obj_best );

		obj_to_char( obj_best, ch );

		act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM );

		act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR );

	    }

	}



	/* Wander */

	if ( !IS_SET(ch->act, ACT_SENTINEL)

	&& ( door = number_bits( 5 ) ) <= 5

	&& ( pexit = ch->in_room->exit[door] ) != NULL

	&&   pexit->to_room != NULL

	&&   !IS_SET(pexit->exit_info, EX_CLOSED)

	&&   !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)

	&& ( ch->hunting == NULL || strlen(ch->hunting) < 2 )

	&& ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900)

	||   pexit->to_room->area == ch->in_room->area ) )

	{

	    move_char( ch, door );

	}



	/* Flee */

	if ( ch->hit < ch->max_hit / 2

	&& ( door = number_bits( 3 ) ) <= 5

	&& ( pexit = ch->in_room->exit[door] ) != NULL

	&&   pexit->to_room != NULL

	&&   !IS_AFFECTED(ch, AFF_WEBBED)

	&&   ch->level < 900

	&&   !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  = pexit->to_room->people;

		  rch != NULL;

		  rch  = rch->next_in_room )

	    {

		if ( !IS_NPC(rch) )

		{

		    found = TRUE;

		    break;

		}

	    }

	    if ( !found )

		move_char( ch, door );

	}



    }



    return;

}







/*

 * Update the weather.

 */

void weather_update( void )

{

    char buf[MAX_STRING_LENGTH];

    DESCRIPTOR_DATA *d;

    CHAR_DATA *ch = NULL;

    int diff;

    bool char_up;



    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 ascends the eastern horizon.\n\r" );

	break;



    case 19:

	weather_info.sunlight = SUN_SET;

        strcat( buf, "The sun is lost to the western horizon.\n\r" );

	break;



    case 20:

        weather_info.sunlight = SUN_DARK;

        strcat( buf, "Darkness now complete, night settles upon the land.\n\r" );

	break;



    case 24:

	time_info.hour = 0;

	time_info.day++;

	for ( d = descriptor_list; d != NULL; d = d->next )

	{

	    char_up = FALSE;

	    if ( d->connected == CON_PLAYING

	    &&   (ch = d->character) != NULL

	    &&  !IS_NPC(ch))

	    {

/* Modified by Shakti : Was "You hear a clock in the distance strike midnight"        */

                send_to_char( "An ancient bell tolls somewhere, declaring the witching hour.\n\r",ch);

		if ( IS_CLASS(ch, CLASS_VAMPIRE) )

		{

		    if (ch->hit < ch->max_hit)

			{ ch->hit = ch->max_hit; char_up = TRUE; }

		    if (ch->mana < ch->max_mana)

			{ ch->mana = ch->max_mana; char_up = TRUE; }

		    if (ch->move < ch->max_move)

			{ ch->move = ch->max_move; char_up = TRUE; }

/* Modified by shakti : Was "The strength of the kindred flows through your veins!"   */

                    if (char_up) send_to_char( "As the pinnacle of night is reached, so too is your power!\n\r", ch );

		}

	    }

	}

	break;

    }



    if ( time_info.day   >= 35 )

    {

	time_info.day = 0;

	time_info.month++;

    }



    if ( time_info.month >= 17 )

    {

	time_info.month = 0;

	time_info.year++;

    }



    /*

     * Weather change.

     */

    if ( time_info.month >= 9 && time_info.month <= 16 )

	diff = weather_info.mmhg >  985 ? -2 : 2;

    else

	diff = weather_info.mmhg > 1015 ? -2 : 2;



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

    weather_info.change    = UMAX(weather_info.change, -12);

    weather_info.change    = UMIN(weather_info.change,  12);



    weather_info.mmhg += weather_info.change;

    weather_info.mmhg  = UMAX(weather_info.mmhg,  960);

    weather_info.mmhg  = UMIN(weather_info.mmhg, 1040);



    switch ( weather_info.sky )

    {

    default: 

	bug( "Weather_update: bad sky %d.", weather_info.sky );

	weather_info.sky = SKY_CLOUDLESS;

	break;



    case SKY_CLOUDLESS:

	if ( weather_info.mmhg <  990

	|| ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) )

	{

	    strcat( buf, "The sky is getting cloudy.\n\r" );

	    weather_info.sky = SKY_CLOUDY;

	}

	break;



    case SKY_CLOUDY:

	if ( weather_info.mmhg <  970

	|| ( weather_info.mmhg <  990 && number_bits( 2 ) == 0 ) )

	{

	    strcat( buf, "It starts to rain.\n\r" );

	    weather_info.sky = SKY_RAINING;

	}



	if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )

	{

	    strcat( buf, "The clouds disappear.\n\r" );

	    weather_info.sky = SKY_CLOUDLESS;

	}

	break;



    case SKY_RAINING:

	if ( weather_info.mmhg <  970 && number_bits( 2 ) == 0 )

	{

	    strcat( buf, "Lightning flashes in the sky.\n\r" );

	    weather_info.sky = SKY_LIGHTNING;

	}



	if ( weather_info.mmhg > 1030

	|| ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )

	{

	    strcat( buf, "The rain stopped.\n\r" );

	    weather_info.sky = SKY_CLOUDY;

	}

	break;



    case SKY_LIGHTNING:

	if ( weather_info.mmhg > 1010

	|| ( weather_info.mmhg >  990 && number_bits( 2 ) == 0 ) )

	{

	    strcat( buf, "The lightning has stopped.\n\r" );

	    weather_info.sky = SKY_RAINING;

	    break;

	}

	break;

    }



    if ( buf[0] != '\0' )

    {

	for ( d = descriptor_list; d != NULL; d = d->next )

	{

	    if ( d->connected == CON_PLAYING

	    &&   IS_OUTSIDE(d->character)

	    &&   IS_AWAKE(d->character) )

		send_to_char( buf, d->character );

	}

    }



    return;

}







/*

 * Update all chars, including mobs.

 * This function is performance sensitive.

 */

void char_update( void )

{   

    CHAR_DATA *ch;

    CHAR_DATA *ch_next;

    CHAR_DATA *ch_save;

    CHAR_DATA *ch_quit;

    bool is_obj;

    bool drop_out = FALSE;

    time_t save_time;



    save_time	= current_time;

    ch_save	= NULL;

    ch_quit	= NULL;

    for ( ch = char_list; ch != NULL; ch = ch_next )

    {

	AFFECT_DATA *paf;

	AFFECT_DATA *paf_next;



	ch_next = ch->next;



	if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH)))

	    is_obj = TRUE;

	else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)

	    {is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);}

	else

	    is_obj = FALSE;

	/*

	 * Find dude with oldest save time.

	 */

	if ( !IS_NPC(ch)

	&& ( ch->desc == NULL || ch->desc->connected == CON_PLAYING )

	&&   ch->level >= 2

	&&   ch->save_time < save_time )

	{

	    ch_save	= ch;

	    save_time	= ch->save_time;

	}

/*

	if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && !is_obj &&

	    ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->position == POS_SLEEPING)

	{

	    if ( ch->hit  < ch->max_hit  ) ch->hit  = ch->max_hit;

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

	    if ( ch->move < ch->max_move ) ch->move = ch->max_move;

	}

*/

	if ( ch->position > POS_STUNNED && !is_obj)

	{

	    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 && !is_obj)

	{

            ch->hit = ch->hit + number_range(2,4);

	    update_pos( ch );

/*

            if (ch->position > POS_STUNNED)

            {

                act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM );

                act( "You clamber back to your feet.", ch, NULL, NULL, TO_CHAR );

            }

*/

	}



	if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj)

	{

	    OBJ_DATA *obj;

	    int blood;



	    if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL

	    &&   obj->item_type == ITEM_LIGHT

	    &&   obj->value[2] > 0 )

	    || ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != 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 goes out.", ch, obj, NULL, TO_CHAR );

		    extract_obj( obj );

		}

	    }



	    if ( ++ch->timer >= 12 )

	    {

		if ( ch->was_in_room == NULL && ch->in_room != NULL )

		{

		    ch->was_in_room = ch->in_room;

		    if ( ch->fighting != NULL )

			stop_fighting( ch, TRUE );

		    act( "$n disappears into the void.",

			ch, NULL, NULL, TO_ROOM );

		    send_to_char( "You disappear into the void.\n\r", ch );

		    save_char_obj( ch );

		    char_from_room( ch );

		    char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );

		}

	    }



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



	    gain_condition( ch, COND_DRUNK,  -1 );

	    if (!IS_CLASS(ch, CLASS_VAMPIRE))

	    {

	    	gain_condition( ch, COND_FULL, -1 );

	    	gain_condition( ch, COND_THIRST, -1 );

	    }

	    else

	    {

		blood = -1;

		if (ch->beast > 0)

		{

		    if (IS_VAMPAFF(ch, VAM_CLAWS)) blood -= number_range(1,3);

		    if (IS_VAMPAFF(ch, VAM_FANGS)) blood -= 1;

		    if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) blood -= 1;

		    if (IS_VAMPAFF(ch, AFF_SHADOWSIGHT)) blood -= number_range(1,3);

		    if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5);

		    if (IS_VAMPAFF(ch, VAM_DISGUISED)) blood -= number_range(5,10);

		    if (IS_VAMPAFF(ch, VAM_CHANGED)) blood -= number_range(5,10);

		    if (IS_VAMPAFF(ch, IMM_SHIELDED)) blood -= number_range(1,3);

		    if (IS_POLYAFF(ch, POLY_SERPENT)) blood -= number_range(1,3);

		    if (ch->beast == 100) blood *= 2;

		}

		gain_condition( ch, COND_THIRST, blood );

	    }

	}



	for ( paf = ch->affected; paf != NULL; paf = paf_next )

	{

	    paf_next	= paf->next;

	    if ( paf->duration > 0 )

		paf->duration--;

	    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 && !is_obj)

		    {

			send_to_char( skill_table[paf->type].msg_off, ch );

			send_to_char( "\n\r", ch );

		    }

		}

	  

		affect_remove( ch, paf );

	    }

	}



	/*

	 * Careful with the damages here,

	 *   MUST NOT refer to ch after damage taken,

	 *   as it may be lethal damage (on NPC).

	 */

	if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL )

	{

	    int dam = 0;

	    int minhit = 0;

	    if (!IS_NPC(ch)) minhit = -11;

	    if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch );

		dam += number_range(20,50);

	    }

	    if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit )

	    {

		act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "Blood pours from the slash in your throat.\n\r", ch );

		dam += number_range(10,20);

	    }

	    if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch );

		dam += number_range(10,20);

	    }

	    else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch );

		dam += number_range(5,10);

	    }

	    if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch );

		dam += number_range(10,20);

	    }

	    else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch );

		dam += number_range(5,10);

	    }

	    if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch );

		dam += number_range(10,20);

	    }

	    else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch );

		dam += number_range(5,10);

	    }

	    if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch );

		dam += number_range(10,20);

	    }

	    else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit )

	    {

		act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM );

		send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch );

		dam += number_range(5,10);

	    }

	    if (IS_HERO(ch)) { ch->hit = ch->hit - dam;

		if (ch->hit < 1) ch->hit = 1; }

	    else ch->hit = ch->hit - dam;

	    update_pos(ch);

	    ch->in_room->blood += dam;

	    if (ch->in_room->blood > 1000) ch->in_room->blood = 1000;

	    if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1))

	    {

		do_killperson(ch,ch->name);

		drop_out = TRUE;

	    }

	}

	if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL )

	{

	    int dam;

	    if (!IS_NPC(ch) && IS_HERO(ch)) break;

	    if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT) &&

		!IS_CLASS(ch, CLASS_VAMPIRE)) break;

	    act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM );

	    send_to_char( "Your flesh burns and crisps.\n\r", ch );

	    dam = number_range(10,20);

	    if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT)) dam /= 2;

	    if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) dam *= 2;

	    ch->hit = ch->hit - dam;

	    update_pos(ch);

	    if (ch->hit <=-11)

	    {

		do_killperson(ch,ch->name);

		drop_out = TRUE;

	    }

	}

	else if ( IS_CLASS(ch, CLASS_VAMPIRE) && (!IS_AFFECTED(ch,AFF_SHADOWPLANE)) &&

	    (!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL &&

	    (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj &&

	    (!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK) )

	{

	    act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM );

	    send_to_char( "Your flesh smolders in the sunlight!\n\r", ch );

	    /* This one's to keep Zarkas quiet ;) */

	    if (IS_POLYAFF(ch, POLY_SERPENT))

	    	ch->hit = ch->hit - number_range(2,4);

	    else

	    	ch->hit = ch->hit - number_range(5,10);

	    update_pos(ch);

	    if (ch->hit <=-11)

	    {

		do_killperson(ch,ch->name);

		drop_out = TRUE;

	    }

	}

	else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out )

	{

	    act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );

	    send_to_char( "You shiver and suffer.\n\r", ch );

	    damage( ch, ch, 2, gsn_poison );

	}

	/*removed by cryic

	else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 )

	{

	    if ( ch->paradox[1] > 50 ) paradox( ch );

	    else if ( ch->paradox[2] == 0 && ch->paradox[1] > 0 )

	    {

		ch->paradox[1] --;

		ch->paradox[2] = PARADOX_TICK;

	    }

            else ch->paradox[0] --;

	}*/

	else if ( ch->position == POS_INCAP && !is_obj && !drop_out )

	{

	    if (IS_HERO(ch))

                ch->hit = ch->hit + number_range(2,4);

	    else

                ch->hit = ch->hit - number_range(1,2);

	    update_pos( ch );

            if (ch->position > POS_INCAP)

            {

                act( "$n's wounds stop bleeding and seal up.", ch, NULL, NULL, TO_ROOM );

                send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch );

            }

            if (ch->position > POS_STUNNED)

            {

                act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM );

                send_to_char( "You clamber back to your feet.\n\r", ch );

            }

	}

	else if ( ch->position == POS_MORTAL && !is_obj && !drop_out )

	{

	    drop_out = FALSE;

	    if (IS_HERO(ch))

                ch->hit = ch->hit + number_range(2,4);

	    else

	    {

                ch->hit = ch->hit - number_range(1,2);

		if (!IS_NPC(ch) && (ch->hit <=-11))

		    do_killperson(ch,ch->name);

		drop_out = TRUE;

	    }

	    if (!drop_out)

	    {

	    	update_pos( ch );

            	if (ch->position == POS_INCAP)

            	{

                    act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM );

                    send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch );

            	}

	    }

	}

	else if ( ch->position == POS_DEAD && !is_obj && !drop_out )

	{

	   update_pos(ch);

	   if (!IS_NPC(ch))

		do_killperson(ch,ch->name);

	}

	drop_out = FALSE;

    }



    /*

     * Autosave and autoquit.

     * Check that these chars still exist.

     */

    if ( ch_save != NULL || ch_quit != NULL )

    {

	for ( ch = char_list; ch != NULL; ch = ch_next )

	{

	    ch_next = ch->next;

	    if ( ch == ch_save )

		save_char_obj( ch );

	    if ( ch == ch_quit )

		do_quit( ch, "" );

	}

    }



    return;

}







/*

 * Update all objs.

 * This function is performance sensitive.

 */

void obj_update( void )

{   

    OBJ_DATA *obj;

    OBJ_DATA *obj_next;



    for ( obj = object_list; obj != NULL; obj = obj_next )

    {

	CHAR_DATA *rch;

	char *message;



	obj_next = obj->next;



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

	    continue;



	switch ( obj->item_type )

	{

	default:              message = "$p vanishes.";         	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_TRASH:      message = "$p crumbles into dust.";	break;

	case ITEM_EGG:        message = "$p cracks open.";		break;

	case ITEM_WEAPON:     message = "The poison on $p melts through it.";		break;

	}



	if ( obj->carried_by != NULL )

	{

	    act( message, obj->carried_by, obj, NULL, TO_CHAR );

	}

	else if ( obj->in_room != NULL

	&&      ( rch = obj->in_room->people ) != NULL )

	{

	    act( message, rch, obj, NULL, TO_ROOM );

	    act( message, rch, obj, NULL, TO_CHAR );

	}



	/* If the item is an egg, we need to create a mob and shell!

	 * KaVir

	 */

	if ( obj->item_type == ITEM_EGG )

	{

	    CHAR_DATA      *creature;

	    OBJ_DATA       *egg;

	    if ( get_mob_index( obj->value[0] ) != NULL )

	    {

		if (obj->carried_by != NULL && obj->carried_by->in_room != NULL)

		{

	    	    creature = create_mobile( get_mob_index( obj->value[0] ) );

		    char_to_room(creature,obj->carried_by->in_room);

		}

		else if (obj->in_room != NULL)

		{

	    	    creature = create_mobile( get_mob_index( obj->value[0] ) );

		    char_to_room(creature,obj->in_room);

		}

		else

		{

	    	    creature = create_mobile( get_mob_index( obj->value[0] ) );

		    char_to_room(creature,get_room_index(ROOM_VNUM_HELL));

/*

		    obj->timer = 1;

		    continue;

*/

		}

	    	egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );

	    	egg->timer = 2;

	    	obj_to_room( egg, creature->in_room );

	    	act( "$n clambers out of $p.", creature, obj, NULL, TO_ROOM );

	    }

	    else if (obj->in_room != NULL)

	    {

	    	egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );

	    	egg->timer = 2;

	    	obj_to_room( egg, obj->in_room );

	    }

	}

	if (obj != NULL) 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 want 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 = NULL;



    OBJ_DATA *obj = NULL;

    OBJ_DATA *chobj = NULL;

    ROOM_INDEX_DATA *objroom = NULL;

    DESCRIPTOR_DATA *d;



    for ( d = descriptor_list; d != NULL; d = d->next )

    {

/*

	if ( d->connected == CON_PLAYING

	&& ( ch = d->character ) != NULL

	&&   !IS_NPC(ch)

	&&   ch->pcdata->stage[1] > 0

	&& ( victim = ch->pcdata->partner ) != NULL

	&&   !IS_NPC(victim)

	&&   ch->in_room != NULL

	&&   victim->in_room != NULL

	&&   victim->in_room != ch->in_room )

	{

	    ch->pcdata->stage[1] = 0;

	    victim->pcdata->stage[1] = 0;

	}

*/

	if ( d->connected == CON_PLAYING

	&& ( ch = d->character ) != NULL

	&&   !IS_NPC(ch)

	&&   ch->pcdata != NULL

	&& ( obj = ch->pcdata->chobj ) != NULL )

	{

	    if (obj->in_room != NULL)

	    	objroom = obj->in_room;

	    else if (obj->in_obj != NULL)

	    	objroom = get_room_index(ROOM_VNUM_IN_OBJECT);

	    else if (obj->carried_by != NULL)

	    {

		if (obj->carried_by != ch && obj->carried_by->in_room != NULL)

		    objroom = obj->carried_by->in_room;

		else continue;

	    }

	    else continue;

	    if (ch->in_room != objroom && objroom != NULL)

	    {

	    	char_from_room(ch);

	    	char_to_room(ch,objroom);

		do_look(ch,"auto");

	    }

	}

	else if ( d->connected == CON_PLAYING

	&& ( ch = d->character ) != NULL

	&&   !IS_NPC(ch)

	&&   ch->pcdata != NULL

	&&   (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) )

	{

	    if (ch->pcdata->obj_vnum != 0)

	    {

		bind_char(ch);

		continue;

	    }

	    if (IS_HEAD(ch,LOST_HEAD))

	    {

	    	REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);

	    	send_to_char("You are able to regain a body.\n\r",ch);

	    	ch->position = POS_RESTING;

	    	ch->hit = 1;

	    } else {

	    	send_to_char("You return to your body.\n\r",ch);

		REMOVE_BIT(ch->extra,EXTRA_OSWITCH);}

	    REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);

	    free_string(ch->morph);

	    ch->morph = str_dup("");

	    char_from_room(ch);

	    char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));

	    if ( ( chobj = ch->pcdata->chobj ) != NULL )

		chobj->chobj = NULL;

	    ch->pcdata->chobj = NULL;

	    do_look(ch,"auto");

	}

	continue;

    }



    for ( wch = char_list; wch != NULL; wch = wch_next )

    {

	wch_next = wch->next;

	if ( IS_NPC(wch)

	|| ( wch->desc != NULL && wch->desc->connected != CON_PLAYING )

	||   wch->position <= POS_STUNNED

	||   wch->level >= LEVEL_IMMORTAL

	||   wch->pcdata == NULL

	|| ( ( chobj = wch->pcdata->chobj ) != NULL )

	||   wch->in_room == NULL )

	    continue;

/*

	if ( (IS_CLASS(wch, CLASS_WEREWOLF) && IS_HERO(wch)) ||

	    IS_ITEMAFF(wch, ITEMA_STALKER) )

	{

	    if ( wch->hunting != NULL && wch->hunting != '\0' && 

		strlen(wch->hunting) > 1 && wch->pcdata->powers[WPOWER_LYNX] > 1)

	    {

		ROOM_INDEX_DATA *old_room = wch->in_room;

		check_hunt( wch );

		if (wch->in_room == old_room)

		{

		    free_string(wch->hunting);

		    wch->hunting = str_dup( "" );

		    continue;

		}

		check_hunt( wch );

		if (wch->in_room == old_room)

		{

		    free_string(wch->hunting);

		    wch->hunting = str_dup( "" );

		}

		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)

	    ||   no_attack(ch, wch)

	    ||   ch->fighting != NULL

	    ||   IS_AFFECTED(ch, AFF_CHARM)

	    ||   !IS_AWAKE(ch)

	    ||   ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )

	    ||   !can_see( ch, wch ) )

		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)

		&&   !no_attack(ch, vch)

		&&   vch->pcdata != NULL

		&& ( ( chobj = vch->pcdata->chobj ) == NULL )

		&&   vch->level < LEVEL_IMMORTAL

		&&   vch->position > POS_STUNNED

		&&   ( !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 )

	    {

/*

		bug( "Aggr_update: null victim attempt by mob %d.", ch->pIndexData->vnum );

*/

		continue;

	    }



	    multi_hit( ch, victim, TYPE_UNDEFINED );

	}

    }



    return;

}





void ww_update( void )

{

    DESCRIPTOR_DATA *d;

    CHAR_DATA       *victim;

    float            dam = 0;



    for ( d = descriptor_list; d != NULL; d = d->next )

      {

      if (!IS_PLAYING(d) || (victim = d->character) == NULL

        || IS_NPC(victim) || IS_IMMORTAL(victim)

	|| victim->in_room == NULL || victim->pcdata->chobj != NULL

        || IS_CLASS(victim,CLASS_WEREWOLF))

	{

            continue;

        }

      if ( !IS_SET( d->character->in_room->room_flags, ROOM_BLADE_BARRIER ) )

        continue;



      act( "The scattered blades on the ground fly up into the air ripping into you.", d->character, NULL, NULL, TO_CHAR );

      act( "The scattered blades on the ground fly up into the air ripping into $n.", d->character, NULL, NULL, TO_ROOM );



      act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_CHAR );

      act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_ROOM );



      dam = number_range( 7, 14 );

      dam = dam / 100;

      dam = d->character->hit * dam;

      if ( dam < 100 ) dam = 100;

      d->character->hit = d->character->hit - dam;

      if ( d->character->hit < -10 ) d->character->hit = -10;

      update_pos( victim );

      }



    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_ww;



    if ( --pulse_ww       <= 0 )

    {

        pulse_ww        = PULSE_WW;

        ww_update       ( );

    }



    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 / 2, 3 * PULSE_TICK / 2 );

	weather_update	( );

	char_update	( );

	obj_update	( );

    }



    aggr_update( );

    tail_chain( );

    return;

}