/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
 * Tricops and Fireblade                                      |             *
 * ------------------------------------------------------------------------ *
 * 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 <stdio.h>
#include <string.h>
#include <time.h>
#include <math.h>
#include "mud.h"



void    mccp_interest		args( ( CHAR_DATA *ch ) );

/*
 * Local functions.
 */
float namek_regen args( ( CHAR_DATA *ch ) );
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	time_update	args( ( void ) );	/* FB */
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    hallucinations	args( ( CHAR_DATA *ch ) );
void	subtract_times	args( ( struct timeval *etime, struct timeval *stime ) );
void	transform_oozaru	args( ( CHAR_DATA *ch ) );
void	untransform_oozaru	args( ( CHAR_DATA *ch ) );
void	ladderTableClear args((int mon));

/* weather functions - FB */
void	adjust_vectors		args( ( WEATHER_DATA *weather) );
void	get_weather_echo	args( ( WEATHER_DATA *weather) );
void	get_time_echo		args( ( WEATHER_DATA *weather) );
char	*get_moon_echo		args( ( WEATHER_DATA *weather) );

/*
 * 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;


/*
 *  The actual oozaru morph
 */
void transform_oozaru( CHAR_DATA *ch )
{

	if (xIS_SET((ch)->affected_by, AFF_KAIOKEN))
		xREMOVE_BIT(ch->affected_by, AFF_KAIOKEN);

	act( AT_WHITE, "You gaze up at the full moon and you feel your self changing.", ch, NULL, NULL, TO_CHAR );
	act( AT_YELLOW, "You let out an earth shattering howl as you transform into Oozaru!", ch, NULL, NULL, TO_CHAR );
	act( AT_WHITE, "$n gazes up at the full moon and $e begins to change.", ch, NULL, NULL, TO_NOTVICT );
	act( AT_YELLOW, "$n lets out an earth shattering howl as $e transforms into Oozaru!", ch, NULL, NULL, TO_NOTVICT );

	xSET_BIT(ch->affected_by, AFF_OOZARU);
	ch->pl = ch->exp * 10;

	return;
}

void untransform_oozaru( CHAR_DATA *ch )
{

	act( AT_WHITE, "The full moon fades as the sun rises and you return to normal.", ch, NULL, NULL, TO_CHAR );
	act( AT_WHITE, "$n returns to normal.", ch, NULL, NULL, TO_NOTVICT );

	xREMOVE_BIT(ch->affected_by, AFF_OOZARU);
	ch->pl = ch->exp;

	return;
}

/* The new Demons are less Garlic Junior and more Janemba/Dabura,
   but this could come in handy if we ever choose to make Ghettis.
   -Kronotross, v1.5.0
void transform_makeo( CHAR_DATA *ch )
{
 
        if( xIS_SET(ch->affected_by, AFF_MAKEOSTAR) )
          return;
 
        act( AT_RED, "Sinister light from the Makeo Star shines down upon you.", ch, NULL, NULL, TO_CHAR );
        act( AT_RED, "You yell out as the evil energy radiating from the Makeo Star increases your power!", ch, NULL, NULL, TO_CHAR );
        act( AT_RED, "Sinister light from the Makeo Star shines down upon $n.", ch, NULL, NULL, TO_NOTVICT );
        act( AT_RED, "$n yells out as the evil energy radiating from the Makeo Star increases $s power!", ch, NULL, NULL, TO_NOTVICT );
 
        xSET_BIT(ch->affected_by, AFF_MAKEOSTAR);

        if( xIS_SET(ch->affected_by, AFF_EVILBOOST) ||
            xIS_SET(ch->affected_by, AFF_EVILSURGE) ||
            xIS_SET(ch->affected_by, AFF_EVILOVERLOAD) )
          ch->pl = ch->exp * (10 + ch->evilmod);
        else
          ch->pl = ch->exp * 10;

        return;
}


void untransform_makeo( CHAR_DATA *ch )
{
        xREMOVE_BIT(ch->affected_by, AFF_MAKEOSTAR);
        
        act( AT_DGREY, "The Makeo Star leaves the Earth's orbit, returning you to normal.", ch, NULL, NULL, TO_CHAR );
        act( AT_DGREY, "$n returns to normal.", ch, NULL, NULL, TO_NOTVICT );

        if( xIS_SET(ch->affected_by, AFF_EVILBOOST) ||
            xIS_SET(ch->affected_by, AFF_EVILSURGE) ||
            xIS_SET(ch->affected_by, AFF_EVILOVERLOAD) )
          ch->pl = ch->exp * ch->evilmod;
        else
          ch->pl = ch->exp;

        return;
}
*/

/*
 * Advancement stuff.
 */
/************************************************************************
 * this goes where you want. should be called by probably update_char.  *
 * or weather_update, like once a day, so hair doesn't grow super fast. *
 ************************************************************************/

void hair_growth( CHAR_DATA * ch )
{
   if ( IS_NPC(ch) )
   {
      send_to_char("This will only affect players.\n\r",ch);
      return;
   }

   ch->pcdata->hairlen += 1;

   switch (ch->pcdata->hairstyle )
   {
   case STYLE_NONE:
      ch->pcdata->hairlen -= 1; /* As STYLE_NONE won't grow, but simular to bald in a sense */
      break;
   case STYLE_BALD:
      if ( ch->pcdata->hairlen >= 3 )
      {
         ch->pcdata->hairstyle = STYLE_CREW;
         send_to_char( "Your hair has grown enough that it is now a crew-cut.\n\r", ch );
      }
      break;
   case STYLE_CREW:
      if ( ch->pcdata->hairlen >= 8 )
      {
         ch->pcdata->hairstyle = STYLE_SHORT_BANGS;
         send_to_char( "Your hair has grown enough that it is now short bangs.\n\r", ch );
      }
      break;
   case STYLE_SHORT_BANGS:
      if ( ch->pcdata->hairlen >= 13 )
      {
         send_to_char( "Your hair has grown enough that it is now medium length bangs instead of short bangs..\n\r", ch );
         ch->pcdata->hairstyle = STYLE_MEDIUM_BANGS;
      }
      break;
   case STYLE_MEDIUM_BANGS:
      if ( ch->pcdata->hairlen >= 20 )
      {
         send_to_char( "Your hair has grown enough that it is now long length bangs instead of medium bangs..\n\r",ch);
         ch->pcdata->hairstyle = STYLE_LONG_BANGS;
      }
      break;
   case STYLE_LONG_BANGS: case STYLE_PONYTAIL: case STYLE_FLOWING:
      send_to_char( "Your hair style isn't setup yet.\n\r",ch );
      break;
   default:
      bug("hair_growth: invalid hairstyle for %s.",ch->name,0);
   }
}

void advance_level( CHAR_DATA *ch )
{
    char buf[MAX_STRING_LENGTH];
    char buf2[MAX_STRING_LENGTH];
//    int add_hp;
    int add_mana = 0;
    int add_move;
    int add_prac = 0;

/*	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(
//		    _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 	 = 100;
    ch->max_mana	+= add_mana;
    ch->max_move	+= add_move;
    ch->practice	+= add_prac;

    if ( !IS_NPC(ch) )
	xREMOVE_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 )
    {
      sprintf( buf,
	  "Your gain is: 0/0 hp, %d/%d mana, %d/%d move, %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 );
      if ( !IS_NPC( ch ) )
      {
	sprintf( buf2, "&G%-13s  ->&w%-2d  &G-&w  %-5d&G   Rvnum: %-5d   %s %s",
	  ch->name,
	  ch->level,
	  get_age( ch ),
	  ch->in_room == NULL ? 0 : ch->in_room->vnum,
	  capitalize(race_table[ch->race]->race_name),
	  class_table[ch->class]->who_name );
	append_to_file( PLEVEL_FILE, buf2 );
      }
    }
    return;
}



void gain_exp( CHAR_DATA *ch, long double gain )
{
    char buf[MAX_STRING_LENGTH];
/*    int modgain;*/
    long double modgain;
	int energygain;
	float pl_mult = 1;
	int rank = 0, newRank = 0;
	int trueRank = 0;

    if ( IS_NPC(ch) )
	return;

	if (IS_IMMORTAL(ch))
		return;

      modgain = gain;

	rank = get_rank_number(ch);
	trueRank = get_true_rank(ch);
    /* per-race experience multipliers */
    modgain *= (long double)( race_table[ch->race]->exp_multiplier/100.0);

	if (ch->exp != ch->pl)
	{
		if (xIS_SET((ch)->affected_by, AFF_HEART))
		{
			pl_mult = (float) ch->heart_pl / ch->pl;
			ch->heart_pl += modgain * pl_mult;
		}
		pl_mult = (float) ch->pl / ch->exp;
		if ( !xIS_SET( ch->affected_by, AFF_SUPPRESS ) )
		    ch->pl += modgain * pl_mult;
	}
	else
	{
		if ( !xIS_SET( ch->affected_by, AFF_SUPPRESS ) )
		    ch->pl += modgain;
		ch->heart_pl += modgain;
	}

	ch->exp += modgain;

	if (ch->exp <= 0)
		ch->exp = 1;
	if (ch->pl <= 0)
		ch->pl = 1;

	if (ch->pcdata->clan)
	{
		ch->pcdata->clan->clanPL += modgain;
		save_clan(ch->pcdata->clan);
	}
	update_plHiscore(ch);


    if (NOT_AUTHED(ch) && ch->exp >= MAX_EXP_PRE_AUTH)
    {
	send_to_char("Your power level can not increase until you are authorized.\n\r", ch);
	ch->exp = MAX_EXP_PRE_AUTH;
	ch->pl = (ch->pl - (ch->pl - MAX_EXP_PRE_AUTH ));
	return;
    }

	if ( rank != get_rank_number(ch) )
	{
		sprintf( buf, "%s's rank has changed to %s", ch->name, get_rank_color(ch));
		do_info(ch, buf);
	}

	if ( trueRank != (newRank = get_true_rank(ch)) )
	{
		ch->level = newRank;

	if ( ch->level == 7 && !IS_HC(ch))
	{
		do_help(ch, "pkgreen");
      }

	if ( ch->level == 10 && !xIS_SET(ch->act, PLR_SKAI))
	{
		ch->perm_str += 5;
		ch->perm_dex += 5;
		ch->perm_int += 5;
		ch->perm_con += 5;
		ch->perm_lck += 5;
		xSET_BIT(ch->act, PLR_SKAI);
		do_help(ch, "south kais");
	}

	if ( ch->level == 11 )
	{
		do_help(ch, "east kais");
	}

	if ( ch->level == 12 && !xIS_SET(ch->act, PLR_WKAI))
	{
		ch->perm_str += 5;
		ch->perm_dex += 5;
		ch->perm_int += 5;
		ch->perm_con += 5;
		ch->perm_lck += 5;
		xSET_BIT(ch->act, PLR_WKAI);
		do_help(ch, "west kais");
	}

	if ( ch->level == 13 )
	{
		do_help(ch, "north kais");
	}

	}

/*  PL high enough to gain a train point */

    if ( (ch->exp >= ( pow(ch->max_train, 3.07) * 10000) )
    	&& (ch->max_train < 72) )
    {
	set_char_color( AT_LBLUE + AT_BLINK, ch );
	if (ch->race == 4)
	ch_printf( ch, "You gained 5 additional hardware upgrade points!\n\r" );
	else
	ch_printf( ch, "You gained 5 additional training points!\n\r" );
	ch->train += 5;
	ch->max_train += 1;
    }

/*  PL high enough to gain a practice point */

/*  Disabled for DBS v2.0

    if ( ( ch->exp >= ( (ch->max_prac - 1) * (ch->max_prac - 1) * 100000) )
    	&& (ch->max_prac < 30) )
    {
	set_char_color( AT_LBLUE + AT_BLINK, ch );
	if (ch->race == 4)
	ch_printf( ch, "You gained an additional software upgrade point!\n\r" );
	else
	ch_printf( ch, "You gained an additional practice point!\n\r" );

	ch->practice += 1;
	ch->max_prac += 1;
    }
*/

/*  PL high enough to gain more energy */

    if (ch->exp >= (pow(ch->max_energy,2.27) * 750)
    	&& ch->max_mana < 99999 )
    {
	set_char_color( AT_LBLUE + AT_BLINK, ch );
	ch_printf( ch, "You gained some more energy!\n\r" );

	energygain = (double)((double)get_curr_con(ch)/100 + 1) * get_curr_con(ch) + number_range(5, 15);
	ch->mana += energygain;
	ch->max_mana += energygain;
	ch->max_mana = URANGE(100, ch->max_mana, 99999);
	ch->mana = UMIN(ch->mana, ch->max_mana);
	ch->max_energy += 1;
    }

    return;
}
/*
 * Regeneration stuff.
 */
int hit_gain( CHAR_DATA *ch )
{
    int gain;
    if ( IS_NPC(ch) )
    {
	gain = number_range( 6, 8 );
    }
    else
    {
	gain = number_range( 5, 7 );

	switch ( ch->position )
	{
	case POS_DEAD:	   return 0;
	case POS_MORTAL:   gain = number_range(1,3);
	case POS_INCAP:    gain = number_range(1,3);
	case POS_STUNNED:  gain = number_range(1,3);
	case POS_SLEEPING: gain *= 2.0;	break;
	case POS_RESTING:  gain *= 1.25;	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;

	if (xIS_SET((ch)->in_room->room_flags, ROOM_HTANKS))
	{
//	ch_printf( ch, "&CYour body recovers as you spend time in the Sick Bay.\n\r" );
	gain *= 2;
	}
	if (ch->race == 3)
		gain += get_curr_con(ch)/10;
	else
		gain += get_curr_con(ch)/15;

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



int mana_gain( CHAR_DATA *ch )
{
    int gain;

    if ( IS_NPC(ch) )
    {
	gain = number_range( 6, 8 );
    }
    else
    {
	gain = number_range( 5, 7 );

	switch ( ch->position )
	{
	case POS_DEAD:	   return 0;
	case POS_MORTAL:   gain = number_range(1,3);
	case POS_INCAP:    gain = number_range(1,3);
	case POS_STUNNED:  gain = number_range(1,3);
	case POS_SLEEPING: gain *= 2.0;	break;
	case POS_RESTING:  gain *= 1.25;	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;

	if (xIS_SET((ch)->in_room->room_flags,ROOM_HTANKS))
		gain *= 2;

	if (ch->race == 3)
		gain += get_curr_con(ch)/10;
	else
		gain += get_curr_con(ch)/15;

	gain = (double) gain/200 * ch->max_mana;

    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) * 4.5;	break;
	case POS_RESTING:  gain += get_curr_dex(ch) * 2.5;	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 = rNONE;

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

    condition				= ch->pcdata->condition[iCond];
	ch->pcdata->condition[iCond]	= URANGE( 0, condition + value, 68 );

    if ( ch->pcdata->condition[iCond] == 0 )
    {
	switch ( iCond )
	{
	case COND_FULL:
          if ( ch->level < LEVEL_AVATAR  )
          {
            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 )
          {
            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_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 )
          {
            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 )
          {
            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_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 )
          {
            set_char_color( AT_HUNGRY, ch );
	    send_to_char( "You are hungry.\n\r",  ch );
          }
	  break;

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

	}
    }

    if ( ch->pcdata->condition[iCond] == 3 )
    {
	switch ( iCond )
	{
	case COND_FULL:
          if ( ch->level < LEVEL_AVATAR )
          {
            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 )
          {
            set_char_color( AT_THIRSTY, ch );
	    send_to_char( "You could use a sip of something refreshing.\n\r", ch );
          }
	  break;

	}
    }


    return;
}


/*
 * Put this in a seperate function so it isn't called three times per tick
 * This was added after a suggestion from Cronel	--Shaddai
 */

void check_alignment( CHAR_DATA *ch )
{
     /*
      *  Race alignment restrictions, h
      */
     if(ch->alignment<race_table[ch->race]->minalign)
     {
	set_char_color( AT_BLOOD, ch );
        send_to_char( "Your actions have been incompatible with the ideals of your race.  This troubles you.", ch);
     }

     if(ch->alignment>race_table[ch->race]->maxalign)
     {
	set_char_color( AT_BLOOD, ch );
        send_to_char( "Your actions have been incompatible with the ideals of your race.  This troubles you.", ch);
     }

}

/*
 * 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, "Goku says, 'Prepare for the worst!'" );
	}

	if ( !IS_NPC(ch) )
	{
	    drunk_randoms(ch);
	    hallucinations(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 ( !xIS_SET( ch->act, ACT_RUNNING )
	&&   !xIS_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 ( !xIS_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 ( HAS_PROG( ch->pIndexData, 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 ( xIS_SET(ch->act, ACT_MOUNTED ) )
	{
	    if ( xIS_SET(ch->act, ACT_AGGRESSIVE)
	    ||   xIS_SET(ch->act, ACT_META_AGGR) )
		do_emote( ch, "snarls and growls." );
	    continue;
	}

	if ( xIS_SET(ch->in_room->room_flags, ROOM_SAFE )
	&&  (xIS_SET(ch->act, ACT_AGGRESSIVE) || xIS_SET(ch->act, ACT_META_AGGR)) )
	    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 ( xIS_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_BURIED ) )
		{
		    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 ( !xIS_SET(ch->act, ACT_RUNNING)
	&&   !xIS_SET(ch->act, ACT_SENTINEL)
	&&   !xIS_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)
	&&   !xIS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
	&&   !xIS_SET(pexit->to_room->room_flags, ROOM_DEATH)
	&& ( !xIS_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 || xIS_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)
	&&   !xIS_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 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;
    sh_int tIdle = 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 )
	&&    current_time - ch->save_time > (sysdata.save_frequency*60) )
	    ch_save	= ch;
	else
	    ch_save	= NULL;

	if (IS_NPC(ch) && is_splitformed(ch) && !ch->master)
	{
		extract_char( ch, TRUE );
		continue;
	}

	/*
	 * If ch is link-dead stop running stuff to prevent people
	 * from going link-dead to avoid pk timers or healing while
	 * playing another character or anything else
	 */
	if (!IS_NPC(ch) && !ch->desc)
		continue;

	if ( ch->position >= POS_DEAD )
	{
	    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 (!IS_NPC(ch))
			ch->pcdata->natural_ac = (float) (ch->hit / 100) * ch->pcdata->natural_ac_max;

	}

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

        if ( !IS_NPC(ch) && ch->pcdata->timestop > 0 )
	{
	    if ( --ch->pcdata->timestop == 0 )
	    {
		if ( ch->race == RACE_KAIO )
		    send_to_char( "&GYou can use timestop again.\n\r", ch );
		if ( ch->race == RACE_GENIE )
		    send_to_char( "&GYou can use candyblast again.\n\r", ch );
	    }
	}

	if ( !IS_NPC(ch) && ch->pcdata->htimer > 0 )
	{
	    if ( --ch->pcdata->htimer == 0 )
		send_to_char( "&WYou can use kai heal again.\n\r", ch );
	}

	heart_calc(ch, "");

	if (!who_fighting(ch) && ch->focus != 0)
	{
	ch->focus -= URANGE(0, 20 , get_curr_int(ch));
	ch->focus = URANGE(0,ch->focus,get_curr_int(ch));
	}

	if ( ch->position != POS_DEAD )
	    update_pos( ch );

      /*   Morph timer expires */

      	if ( ch->morph ) {
           if ( ch->morph->timer > 0 )
	   {
            	    ch->morph->timer--;
           	    if ( ch->morph->timer == 0 )
            	   	 do_unmorph_char( ch );
	   }
  	}

        /* To make people with a nuisance's flags life difficult
         * --Shaddai
         */

        if ( !IS_NPC(ch) && ch->pcdata->nuisance )
        {
	    long int temp;

	    if ( ch->pcdata->nuisance->flags < MAX_NUISANCE_STAGE )
	    {
	     temp = ch->pcdata->nuisance->max_time-ch->pcdata->nuisance->time;
 	     temp *= ch->pcdata->nuisance->flags;
	     temp /= MAX_NUISANCE_STAGE;
	     temp += ch->pcdata->nuisance->time;
	     if ( temp < current_time )
		    ch->pcdata->nuisance->flags++;
	    }
        }

	if ( !IS_NPC(ch) )
	{
		if ( ch->pcdata->condition[COND_FULL] < 12 )
			ch->pcdata->condition[COND_FULL] = 12;
		if ( ch->pcdata->condition[COND_THIRST] < 12 )
			ch->pcdata->condition[COND_THIRST] = 12;
		if ( ch->mental_state < 0 )
			ch->mental_state = 0;
	}

	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;
		    if (ch->in_room->light < 0 )
				ch->in_room->light=0;
		    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 ( !IS_IDLE( ch ) )
		{
		/*
		    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 );
		    SET_BIT(ch->pcdata->flags, PCFLAG_IDLE);
		    char_from_room( ch );
		    char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
		}
	    }

		if (ch->pcdata->bot_warn[0] >= 5)
		{
			ch->pcdata->bot_warn[1] = 0;
			ch->pcdata->bot_warn[0] = 0;

			tIdle = ch->pcdata->pIdle[0] + ch->pcdata->pIdle[1] + ch->pcdata->pIdle[2] + ch->pcdata->pIdle[3] + ch->pcdata->pIdle[4];
			tIdle = tIdle / 5;

				if (ch->pcdata->pIdle[0] <= (tIdle + 5)
				  && ch->pcdata->pIdle[0] >= (tIdle - 5) )
					ch->pcdata->bot_warn[1]++;
				if (ch->pcdata->pIdle[1] <= (tIdle + 5)
				  && ch->pcdata->pIdle[1] >= (tIdle - 5) )
					ch->pcdata->bot_warn[1]++;
				if (ch->pcdata->pIdle[2] <= (tIdle + 5)
				  && ch->pcdata->pIdle[2] >= (tIdle - 5) )
					ch->pcdata->bot_warn[1]++;
				if (ch->pcdata->pIdle[3] <= (tIdle + 5)
				  && ch->pcdata->pIdle[3] >= (tIdle - 5) )
					ch->pcdata->bot_warn[1]++;
				if (ch->pcdata->pIdle[4] <= (tIdle + 5)
				  && ch->pcdata->pIdle[4] >= (tIdle - 5) )
					ch->pcdata->bot_warn[1]++;

			if (ch->pcdata->bot_warn[1] >= 5)
				ch->pcdata->bot_warn[2]++;
		}




	    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:
    		    case POS_EVASIVE:
    		    case POS_DEFENSIVE:
    		    case POS_AGGRESSIVE:
    		    case POS_BERSERK:
    		    case POS_PORTAL:
			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:
    		    case POS_EVASIVE:
    		    case POS_DEFENSIVE:
    		    case POS_AGGRESSIVE:
    		    case POS_BERSERK:
    		    case POS_PORTAL:
			if ( number_bits(2) == 0 )
			    better_mental_state( ch, 1 );
			break;
		}
	    }

/*	    check_alignment( ch );
*/
	    gain_condition( ch, COND_DRUNK,  -1 );
		if ( ch->mental_state != 0 )	    {
		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:
    		    case POS_EVASIVE:
    		    case POS_DEFENSIVE:
    		    case POS_AGGRESSIVE:
    		    case POS_BERSERK:
    		    case POS_PORTAL:
			if ( number_bits(2) == 0 )
			    better_mental_state( ch, 1 );
			break;
		}
	    }

	    gain_condition( ch, COND_FULL,  -1 + race_table[ch->race]->hunger_mod );
/*

	    if ( CAN_PKILL( ch ) && ch->pcdata->condition[COND_THIRST] - 9 > 10 )
	      gain_condition( ch, COND_THIRST, -9 );

*/
	    if ( !IS_NPC( ch ) && ch->pcdata->nuisance )
	    {
		int value;

		value = ((0 - ch->pcdata->nuisance->flags)*ch->pcdata->nuisance->power);
		gain_condition ( ch, COND_THIRST, value );
		gain_condition ( ch, COND_FULL, --value );
	    }

	    if ( ch->in_room )
	      switch( ch->in_room->sector_type )
	      {
		default:
		    gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod);  break;
		case SECT_DESERT:
		    gain_condition( ch, COND_THIRST, -3 + race_table[ch->race]->thirst_mod);  break;
		case SECT_UNDERWATER:
		case SECT_OCEANFLOOR:
		    if ( number_bits(1) == 0 )
			gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod);  break;
	      }

	}

	if (!IS_NPC(ch))
	{
		clan_auto_kick(ch);

		if (ch->pcdata->pk_timer > 0
                 && ch->desc )
                {
			ch->pcdata->pk_timer --;
                }
		else if (xIS_SET(ch->act, PLR_PK1) || xIS_SET(ch->act, PLR_PK2)
				|| xIS_SET(ch->act, PLR_WAR2))
		{
			if (ch->pcdata->pk_timer != 0)
				ch->pcdata->pk_timer++;
			else
			{
				ch->pcdata->pk_timer = -15;
				send_to_pager_color("&wYou can now turn off your PK flags.",ch);
			}
		}

		if( ch->pcdata->gohometimer != 0 )
		    ch->pcdata->gohometimer--;

		if( ch->pcdata->eKTimer > 0 )
		    ch->pcdata->eKTimer -= 1;

		if (xIS_SET(ch->act, PLR_SILENCE) && ch->pcdata->silence != -1)
		{
			if (ch->pcdata->silence > 0)
				ch->pcdata->silence --;
			else
			{
				xREMOVE_BIT(ch->act, PLR_SILENCE);
			    set_char_color( AT_IMMORT, ch );
				send_to_pager_color("&wYou may now use public channels again.\n\r",ch);
				ch->pcdata->silence = 0;
				STRFREE( ch->pcdata->silencedby );
			}
		}

		if (ch->pcdata->b_timeleft > 0)
			ch->pcdata->b_timeleft--;
		if (ch->pcdata->b_timeleft < 0)
			ch->pcdata->b_timeleft = 0;

		if (ch->pcdata->tail < 0)
			ch->pcdata->tail++;
		else if (ch->pcdata->tail == 0 && (ch->race == 0 || ch->race == 2))
		{
			act( AT_GREEN, "Your tail has grown back!", ch, NULL, NULL, TO_CHAR );
			act( AT_GREEN, "$n's tail has grown back!", ch, NULL, NULL, TO_ROOM );
			ch->pcdata->tail = 1;
		}
	}

      if( !IS_NPC( ch )
       && ch->pcdata->nextHBTCDate > 0
       && ch->pcdata->nextHBTCDate <= current_time )
      {
        ch->pcdata->nextHBTCDate = 0;
        ch->pcdata->HBTCTimeLeft = 0;
        send_to_char( "You can enter the Hyperbolic Time Chamber once again.\n\r", ch );
      }

	  if( !IS_NPC( ch )
       && ch->pcdata->nextspartime > 0
       && ch->pcdata->nextspartime <= current_time )
      {
        ch->pcdata->nextspartime = 0;
        ch->pcdata->sparcount = 0;
        send_to_char( "You have fully recovered from sparring yesterday.\n\r", ch );
      }

      if( !IS_NPC( ch )
       && ch->pcdata->HBTCTimeLeft == 1
       && xIS_SET( ch->in_room->room_flags, ROOM_TIME_CHAMBER )
       && !IS_IMMORTAL( ch ) )
      {
        act( AT_ACTION, "Your time in the Hyperbolic Time Chamber is almost up!",
             ch, NULL, NULL, TO_CHAR );
      }

      if( !IS_NPC( ch )
       && ch->pcdata->HBTCTimeLeft <= 0
       && xIS_SET( ch->in_room->room_flags, ROOM_TIME_CHAMBER )
       && !IS_IMMORTAL( ch ) )
      {
        ROOM_INDEX_DATA *location;


        location = get_room_index( 2059 );
        if( !location )
          location = get_room_index( ROOM_VNUM_TEMPLE );

        send_to_char( "Your time in the Hyperbolic Time Chamber has ended.\n\r", ch );
        act( AT_GREEN, "$n's time in the Hyperbolic Time Chamber has ended.", ch, NULL, NULL, TO_ROOM );
        char_from_room( ch );
        char_to_room( ch, location );
        if ( ch->fighting )
          stop_fighting( ch, TRUE );
        do_look( ch, "auto" );
        save_char_obj( ch );
      }


	if( !IS_NPC(ch)	&& ch->pcdata->gnote_date > 0 && ch->pcdata->gnote_date <= current_time )
	{
		ch->pcdata->gnote_date = 0;
		xREMOVE_BIT( ch->act, PLR_NOGBOARD );
		send_to_char( "You can use gnotes again.\n\r", ch );
	}

      if ( !IS_NPC(ch) && !IS_IMMORTAL(ch)
      	&& ch->pcdata->release_date > 0 && ch->pcdata->release_date <= current_time)
      {
         ROOM_INDEX_DATA *location;
/*
         if ( ch->pcdata->clan )
          location = get_room_index( ch->pcdata->clan->recall );
         else
*/
          location = get_room_index(ROOM_VNUM_TEMPLE);
         if ( !location )
          location = ch->in_room;
         MOBtrigger = FALSE;
         char_from_room(ch);
         char_to_room( ch, location );
         send_to_char( "The gods have released you from hell as your sentance is up!\n\r", ch );
         do_look(ch, "auto");
         STRFREE( ch->pcdata->helled_by );
		 ch->pcdata->helled_by = NULL;
         ch->pcdata->release_date = 0;
         save_char_obj( ch );
      }

	if (!IS_NPC(ch))
		mccp_interest(ch);

	if ( !IS_NPC(ch) && !IS_IMMORTAL(ch)
		&& (ch->in_room->vnum == 6 || ch->in_room->vnum == 8)
		&& ch->pcdata->release_date == 0 )
	 {
         ROOM_INDEX_DATA *location;
          location = get_room_index(ROOM_VNUM_TEMPLE);
         if ( !location )
          location = ch->in_room;
         MOBtrigger = FALSE;
         char_from_room(ch);
         char_to_room( ch, location );
         do_look(ch, "auto");
    	return;
	  }

	if ( !IS_NPC(ch) && ch->pcdata->admintalk > 0 )
		ch->pcdata->admintalk -= 1;

      if( !IS_NPC( ch ) && ch->pcdata->HBTCTimeLeft > 0
       && xIS_SET( ch->in_room->room_flags, ROOM_TIME_CHAMBER ) )
        ch->pcdata->HBTCTimeLeft -= 1;

	if (number_percent() < 25 && !IS_IMMORTAL(ch))
	{
    if ( IS_AFFECTED(ch, AFF_SSJ) && !IS_AFFECTED(ch, AFF_SSJ2)
    	&& !IS_AFFECTED(ch, AFF_SSJ3) && !IS_AFFECTED(ch, AFF_SSJ4) )
	    {
		act( AT_YELLOW, "The yellow aura around your body hums softly.", ch, NULL, NULL, TO_CHAR    );
		act( AT_YELLOW, "The yellow aura around $n's body hums softly.", ch, NULL, NULL, TO_NOTVICT    );
	    }
    if ( IS_AFFECTED(ch, AFF_SSJ) && IS_AFFECTED(ch, AFF_SSJ2)
    	&& !IS_AFFECTED(ch, AFF_SSJ3) && !IS_AFFECTED(ch, AFF_SSJ4) )
	    {
		switch (number_range(1,3))
		{
		case 1:
		act( AT_BLUE, "Electricity crackles around you.", ch, NULL, NULL, TO_CHAR    );
		act( AT_BLUE, "Electricity crackles around $n.", ch, NULL, NULL, TO_NOTVICT    );
		break;
		case 2:
		act( AT_BLUE, "Electricity arcs around you.", ch, NULL, NULL, TO_CHAR    );
		act( AT_BLUE, "Electricity arcs around $n.", ch, NULL, NULL, TO_NOTVICT    );
		break;
                case 3:
		act( AT_BLUE, "Lightning crackles around you, flowing through your yellow aura.", ch, NULL, NULL, TO_CHAR    );
		act( AT_BLUE, "Lightning crackles around $n, flowing through $s yellow aura.", ch, NULL, NULL, TO_NOTVICT    );
                break;
		}
	    }
    if ( IS_AFFECTED(ch, AFF_SSJ) && IS_AFFECTED(ch, AFF_SSJ2)
    	&& IS_AFFECTED(ch, AFF_SSJ3) && !IS_AFFECTED(ch, AFF_SSJ4) )
	    {
		switch (number_range(1,3))
		{
		case 1:
		act( AT_BLUE, "Electricity crackles around you.", ch, NULL, NULL, TO_CHAR    );
		act( AT_BLUE, "Electricity crackles around $n.", ch, NULL, NULL, TO_NOTVICT    );
		break;
		case 2:
		act( AT_BLUE, "Electricity arcs around you.", ch, NULL, NULL, TO_CHAR    );
		act( AT_BLUE, "Electricity arcs around $n.", ch, NULL, NULL, TO_NOTVICT    );
		break;
		case 3:
		act( AT_YELLOW, "Your mane of hair shifts slightly, your aura pulsating with golden energy."
                   , ch, NULL, NULL, TO_CHAR    );
		act( AT_YELLOW, "$n's mane of hair shifts slightly, $s aura pulsating with golden energy."
                   , ch, NULL, NULL, TO_NOTVICT    );
		break;
		}
	    }
    if ( IS_AFFECTED(ch, AFF_SSJ) && IS_AFFECTED(ch, AFF_SSJ2)
    	&& IS_AFFECTED(ch, AFF_SSJ3) && IS_AFFECTED(ch, AFF_SSJ4) )
	    {
		act( AT_RED, "Your aura pulses silently, your furry tail swaying through the air.", ch, NULL, NULL, TO_CHAR    );
		act( AT_RED, "$n's aura pulses silently, $s furry tail swaying through the air.", ch, NULL, NULL, TO_NOTVICT    );
	    }
    if ( IS_AFFECTED(ch, AFF_SNAMEK) )
    {
		act( AT_GREEN, "The green flames around you flare up brightly.", ch, NULL, NULL, TO_CHAR    );
		act( AT_GREEN, "The green flames around $n flare up brightly.", ch, NULL, NULL, TO_NOTVICT    );
    }
    if ( IS_AFFECTED(ch, AFF_ICER4) || IS_AFFECTED(ch, AFF_ICER5) )
    {
		act( AT_BLUE, "Your icy aura sends a freezing cold breeze through the room.", ch, NULL, NULL, TO_CHAR    );
		act( AT_BLUE, "$n's icy aura sends a freezing cold breeze through the room.", ch, NULL, NULL, TO_NOTVICT    );
    }
    if ( IS_AFFECTED(ch, AFF_KAIOKEN) )
    {
		act( AT_RED, "A hum fills the room as the mystical flames around you tingle your senses.", ch, NULL, NULL, TO_CHAR    );
		act( AT_RED, "A hum fills the room as the mystical flames around $n tingle your senses.", ch, NULL, NULL, TO_NOTVICT    );
    }
    if ( IS_AFFECTED(ch, AFF_HEART) )
    {
		act( AT_RED, "The pounding of your heartbeat echoes throughout the room.", ch, NULL, NULL, TO_CHAR    );
		act( AT_RED, "The pounding of $n's heartbeat echoes throughout the room.", ch, NULL, NULL, TO_NOTVICT    );
    }
    if ( IS_AFFECTED(ch, AFF_ELECTRICSHIELD) )
    {
		act( AT_BLUE, "The shield of electricity around you crackles and hums.", ch, NULL, NULL, TO_CHAR    );
		act( AT_BLUE, "The shield of electricity around $n crackles and hums.", ch, NULL, NULL, TO_NOTVICT    );
    }
    if ( IS_AFFECTED(ch, AFF_HYPER) )
    {
		act( AT_WHITE, "You flex your bulging muscles, veins throbbing as pure energy courses through your body."
                   , ch, NULL, NULL, TO_CHAR    );
		act( AT_WHITE, "$n flexes $s bulging muscles, veins throbbing as pure energy courses through $s body."
                   , ch, NULL, NULL, TO_NOTVICT    );
    }
	if ( IS_AFFECTED(ch, AFF_EXTREME) )
	{
		act( AT_WHITE, "The aura around you crackles with bolts of trancendent power.", ch, NULL, NULL, TO_CHAR);
		act( AT_WHITE, "The aura around $n crackles with bolts of trancendent power.", ch, NULL, NULL, TO_NOTVICT);
	}
    if ( IS_AFFECTED(ch, AFF_SEMIPERFECT) )
    {
		act( AT_PURPLE, "Your aura flashes purple, black lightning crackling before the energy melds back together."
                   , ch, NULL, NULL, TO_CHAR    );
		act( AT_PURPLE, "$n's aura flashes purple, black lightning crackling before the energy melds back together."
                   , ch, NULL, NULL, TO_NOTVICT    );
    }
    if ( IS_AFFECTED(ch, AFF_PERFECT) )
    {
		act( AT_DGREY, "The energy around you flickers and dances, the wailing of dead souls filling the air."
                   , ch, NULL, NULL, TO_CHAR    );
		act( AT_DGREY, "The energy around $n flickers and dances, the wailing of dead souls filling the air."
                   , ch, NULL, NULL, TO_NOTVICT    );
    }
    if ( IS_AFFECTED(ch, AFF_ULTRAPERFECT) )
    {
		act( AT_DGREY, "The black energy around you crackles through your stolen aura, drawing it momentarily "
                               "closer to your form.", ch, NULL, NULL, TO_CHAR    );
		act( AT_DGREY, "The black energy around $n crackles through $s stolen aura, drawing it momentarily "
                               "closer to $s form.", ch, NULL, NULL, TO_NOTVICT    );
    }
	if ( (IS_AFFECTED(ch, AFF_T3CHIP)) || (IS_AFFECTED(ch, AFF_T2CHIP)) )
	{
		act( AT_GREY, "A stray spark of static electricity crackles forth from your chip.", ch, NULL, NULL, TO_CHAR);
		act( AT_GREY, "A stray spark of static electricity crackles forth from $n's chip.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_T1CHIP) )
	{
		act( AT_GREY, "You exude a soft wave of static electricity.", ch, NULL, NULL, TO_CHAR);
		act( AT_GREY, "You feel a soft wave of static electricity oozing forth from $n.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_OMEGACHIP) )
	{
		act( AT_RED, "The scarlet energy that comprises your aura flares up suddenly.", ch, NULL, NULL, TO_CHAR);
		act( AT_RED, "A flare of scarlet energy builds in $n's aura, settling down gradually.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_SIGMAVIRUS) )
	{
		act( AT_RED, "You let forth a malicious cackle involuntarily.", ch, NULL, NULL, TO_CHAR);
		act( AT_RED, "$n suddenly lets forth a malicious cackle, ending on a particularly evil note.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_CRYSTALPROC) )
	{
		act( AT_LBLUE, "A surge of bliss surges through your system.", ch, NULL, NULL, TO_CHAR);
		act( AT_LBLUE, "The calm energies of $n's crystal processor surges forth into the room.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( (IS_AFFECTED(ch, AFF_V1CHIP)) || (IS_AFFECTED(ch, AFF_VM1CHIP)) )
	{
		act( AT_PURPLE, "Your glowing eyes brighten with an eerie purple light.", ch, NULL, NULL, TO_CHAR);
		act( AT_PURPLE, "An eerie purple light brightens in $n's eyes.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( (IS_AFFECTED(ch, AFF_V2CHIP)) || (IS_AFFECTED(ch, AFF_VM2CHIP)) )
	{
		act( AT_PINK, "Bolts of bright purple energy crackle about your hair as fresh energy leaks from your eyes.", ch, NULL, NULL, TO_CHAR);
		act( AT_PINK, "$n's hair crackles with bolts of bright purple energy as fresh energy leaks from $s eyes.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_MYSTIC) )
	{
		act( AT_WHITE, "The white flames of your mystic energies dance about you.", ch, NULL, NULL, TO_CHAR);
		act( AT_WHITE, "$n's mystic energies dance about $m in the form of white flames.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_EVIL_TRANS) )
	{
		act( AT_DBLUE, "Exotic energy wafts forth from your aura.", ch, NULL, NULL, TO_CHAR);
		act( AT_DBLUE, "A strange energy fills the room, seeming to eminate from $n.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_SUPER_TRANS) )
	{
		act( AT_PURPLE, "You rotate your head around, cracking your neck slowly and determinably.", ch, NULL, NULL, TO_CHAR);
		act( AT_PURPLE, "$n cracks his neck repeatedly in either direction.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_KID_TRANS) )
	{
		act( AT_PINK, "An immense build-up of energy rockets out of your body in the form of steam.", ch, NULL, NULL, TO_CHAR);
		act( AT_PINK, "Steam-like energy shoots out of $n's massive pores with a high-pitch whistling.", ch, NULL, NULL, TO_NOTVICT);
	}
	if ( IS_AFFECTED(ch, AFF_ABSORB_FORM) )
	{
		act( AT_PINK, "Your imprisoned victim struggles momentarily inside you, causing a large backwash of energy.", ch, NULL, NULL, TO_CHAR);
		act( AT_PINK, "An chilling, tortured energy fills the room, rushing from $n's direction.", ch, NULL, NULL, TO_NOTVICT);
	}

      if (ch->race == 10 && !IS_NPC(ch))
      {
        if (ch->pcdata->dballcount == 7)  
        {
           act( AT_LBLUE, "The ethereal blue flames dance across your aura, shimmering of their own light.", ch, NULL, NULL, TO_CHAR);
           act( AT_LBLUE, "Ethereal blue flames dance across $n's aura, shimmering of their own light.", ch, NULL, NULL, TO_NOTVICT);

        }
        else if (ch->pcdata->dballcount >= 5)  
        {
           act( AT_DGREY, "You can feel the weight of massive spikes upon your back, like heavy armor.", ch, NULL, NULL, TO_CHAR);
           act( AT_DGREY, "$n exhales slowly, communicating the true weight of the massive spikes upon $s back.", ch, NULL, NULL, TO_NOTVICT);

        } 
        else if (ch->pcdata->dballcount >= 3) 
        {
           act( AT_LBLUE, "The faint blue corona of your inner power flickers about you.", ch, NULL, NULL, TO_CHAR);
           act( AT_LBLUE, "A faint blue corona of energy flickers about $n like a fuzzy outline.", ch, NULL, NULL, TO_NOTVICT);
        }  
        else if (ch->pcdata->dballcount >= 1) 
        {
           act( AT_DGREY, "Your armored flesh glimmers as you flex a small fraction of your true potential. ", ch, NULL, NULL, TO_CHAR);
           act( AT_DGREY, "$n's armored flesh glimmers, drawing the room's silent attention. ", ch, NULL, NULL, TO_NOTVICT);
        }  
       }

	if ( IS_AFFECTED(ch, AFF_HURRICANESHIELD) )
	{
		act( AT_GREEN, "The powerful winds whip about you, howling a high-pitched whine.", ch, NULL, NULL, TO_CHAR);
		act( AT_GREEN, "Gale winds whip about $n, howling a high-pitched whine.", ch, NULL, NULL, TO_NOTVICT);
	}

	if ( IS_AFFECTED(ch, AFF_DEMONMEDITATION) )
	{
		act( AT_RED, "Your massive, crimson aura surges as your demonic energies squirm beneath your hold.", ch, NULL, NULL, TO_CHAR);
		act( AT_RED, "$n's massive, crimson aura surges with sudden life, glowing and crackling with a tortured energy.", ch, NULL, NULL, TO_NOTVICT);
	}
	else if ( IS_AFFECTED(ch, AFF_INFERNALWILL) )
	{
		act( AT_BLOOD, "Diabolical images flow through your mind like a current, enhancing your mental performance.", ch, NULL, NULL, TO_CHAR);
		act( AT_BLOOD, "A flash of red shoots through $n's eyes, something terrifying alive behind them.", ch, NULL, NULL, TO_NOTVICT);
	}
	else if ( IS_AFFECTED(ch, AFF_FIENDFORM) )
	{
		act( AT_DGREY, "Your lithe form tenses as a soft flow of dark energy fills the room.", ch, NULL, NULL, TO_CHAR);
		act( AT_DGREY, "$n's lithe form stands deathly still, seemingly exuding evil.", ch, NULL, NULL, TO_NOTVICT);
	}


	}
	if ( !char_died(ch) )
	{
	    /*
	     * Careful with the damages here,
	     *   MUST NOT refer to ch after damage taken, without checking
	     *   return code and/or char_died as it may be lethal damage.
	     */
	    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_NPC(ch) ? 2 : IS_PKILL(ch) ? 3 : 4), 100 );
		damage( ch, ch, 6, gsn_poison );
	    }
/*
	    else
	    if ( ch->position == POS_INCAP )
		damage( ch, ch, 1, TYPE_UNDEFINED );
	    else
	    if ( ch->position == POS_MORTAL )
		damage( ch, ch, 4, TYPE_UNDEFINED );
*/
	    if ( char_died(ch) )
		continue;

/* Makeo
 * See note above transform_makeo.
	    if ( !IS_NPC(ch) && ch->race == RACE_DEMON && ch->position >= POS_SLEEPING )
	    {
		if ( (time_info.hour >= 20 && time_info.day == 14)
		  || (time_info.hour <= 5  && time_info.day == 15) )
		{
		    if ( !xIS_SET(ch->affected_by, AFF_MAKEOSTAR) )
			transform_makeo(ch);
		}

		if ( (time_info.hour > 5  && time_info.day != 14)
		  || (time_info.hour < 20 && time_info.day != 15) )
		{
		    if ( xIS_SET(ch->affected_by, AFF_MAKEOSTAR) )
			untransform_makeo(ch);
		}
	    }
*/

		/* oozaru! */
		if ( !IS_NPC(ch) )
		{
		if ( ch->pcdata->tail > 0 &&  ch->position >= POS_SLEEPING
		&&	!xIS_SET((ch)->affected_by, AFF_SSJ)
		&&	!xIS_SET((ch)->affected_by, AFF_SSJ2)
		&&	!xIS_SET((ch)->affected_by, AFF_SSJ3)
		&&	!xIS_SET((ch)->affected_by, AFF_SSJ4) )
		{
		if ( (ch->race == 0 || ch->race == 2)
			&& ((time_info.hour >= 20 && time_info.day == 29)
			|| (time_info.hour <=  5 && time_info.day == 0)) )
			{
			if ( !xIS_SET(ch->affected_by, AFF_OOZARU) )
				transform_oozaru(ch);
			}

		if ( (ch->race == 0 || ch->race == 2)
			&& ((time_info.hour > 5 && time_info.day != 29)
			|| (time_info.hour <  20 && time_info.day != 0) ))
			{
			if ( xIS_SET(ch->affected_by, AFF_OOZARU) )
				untransform_oozaru( ch );
			}
		}
		}

	    /*
	     * Recurring spell affect
	     */
 	    if ( IS_AFFECTED(ch, AFF_RECURRINGSPELL) )
	    {
		AFFECT_DATA *paf, *paf_next;
		SKILLTYPE *skill;
		bool found = FALSE, died = FALSE;

		for ( paf = ch->first_affect; paf; paf = paf_next )
		{
		    paf_next = paf->next;
		    if ( paf->location == APPLY_RECURRINGSPELL )
		    {
			found = TRUE;
			if ( IS_VALID_SN(paf->modifier)
			&&  (skill=skill_table[paf->modifier]) != NULL
			&&   skill->type == SKILL_SPELL )
			{
			    if ( (*skill->spell_fun)(paf->modifier, ch->level, ch, ch) == rCHAR_DIED
			    ||   char_died(ch) )
			    {
				died = TRUE;
				break;
			    }
			}
		    }
		}
		if ( died )
		    continue;
		if ( !found )
		    xREMOVE_BIT(ch->affected_by, AFF_RECURRINGSPELL);
	    }

	    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 $e 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 / 2 + 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 ) ],
                          bufptr );

            STRFREE( obj->description );
            obj->description = STRALLOC( buf );
          }
        }

	/* don't let inventory decay */
	if ( IS_OBJ_STAT(obj, ITEM_INVENTORY) )
	  continue;

	/* groundrot items only decay on the ground */
	if ( IS_OBJ_STAT(obj, ITEM_GROUNDROT) && !obj->in_room )
	  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 = "$p mysteriously vanishes.";
           AT_TEMP = AT_PLAIN;
	   break;
	 case ITEM_CONTAINER:
	   message = "$p falls apart, tattered from age.";
	   AT_TEMP = AT_OBJECT;
	   break;
	 case ITEM_PORTAL:
	   message = "$p unravels and winks from existence.";
           remove_portal(obj);
	   obj->item_type = ITEM_TRASH;		/* so extract_obj	 */
           AT_TEMP = AT_MAGIC;			/* doesn't remove_portal */
	   break;
	 case ITEM_FOUNTAIN:
	   message = "$p dries up.";
           AT_TEMP = AT_BLUE;
	   break;
	 case ITEM_CORPSE_NPC:
	 case ITEM_TRASH:
	   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_COOK:
	 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 crumble and decay into nothing.";
           AT_TEMP = AT_OBJECT;
	   break;
	 case ITEM_FIRE:
	   /* This is removed because it is done in obj_from_room
	    * Thanks to gfinello@mail.karmanet.it for pointing this out.
	    * --Shaddai
	   if (obj->in_room)
	   {
	     --obj->in_room->light;
	     if ( obj->in_room->light < 0 )
			obj->in_room->light = 0;
	   }
	   */
	   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_BURIED ) )
	{
	    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 = NULL;
    static int cnt = 0;
    int door, retcode;

    /* This little counter can be used to handle periodic events */
    cnt = (cnt+1) % SECONDS_PER_TICK;

    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 & 1) )
		continue;

	    /* running mobs	-Thoric */
	    if ( xIS_SET(ch->act, ACT_RUNNING) )
	    {
		if ( !xIS_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 ( !xIS_SET(ch->act, ACT_SENTINEL)
		&&   !xIS_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)
		&&   !xIS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
		&&   !xIS_SET(pexit->to_room->room_flags, ROOM_DEATH)
		&& ( !xIS_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 || xIS_SET(ch->act, ACT_SENTINEL)
		    ||    ch->position < POS_STANDING )
			continue;
		}
	    }
	    continue;
	}
	else
	{
	    if ( ch->mount
	    &&   ch->in_room != ch->mount->in_room )
	    {
		xREMOVE_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
                      && ch->race != race_lookup( "icer" )
                      && ch->race != race_lookup( "dragon" )
                      && ch->race != race_lookup( "android" )
                      && ch->race != race_lookup( "bio-android" ) )
		    {
			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( ( ch->in_room && ch->in_room->sector_type == SECT_SPACE ) )
            {
              if( ch->race != race_lookup( "icer" )
               && ch->race != race_lookup( "android" )
               && ch->race != race_lookup( "bio-android" )
               && ch->race != race_lookup( "dragon" )
	       && ch->race != race_lookup( "genie" ) )
              {
                if( get_trust( ch ) < LEVEL_IMMORTAL )
                {
                  int dam;

                  dam = number_range( ch->max_hit / 100, ch->max_hit / 50 );
                  dam = UMAX( 1, dam );
                  if( number_bits( 3 ) == 0 )
                  {
                    send_to_char( "You gasp for air but find none!\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)
		    || (xIS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch) )
		    ||   !can_see( wch, ch ) )
			continue;

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

		    if ( (!xIS_SET(wch->act, ACT_AGGRESSIVE)
		    &&    !xIS_SET(wch->act, ACT_META_AGGR))
		    ||    xIS_SET(wch->act, ACT_MOUNTED)
		    ||    xIS_SET(wch->in_room->room_flags, ROOM_SAFE ) )
			continue;
		    ch->fight_start = ch->exp;
		    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 in char_check	-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)
	    ||   (xIS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
	    ||   !can_see( ch, wch ) )
		continue;

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

	    if ( (!xIS_SET(ch->act, ACT_AGGRESSIVE)
	    &&    !xIS_SET(ch->act, ACT_META_AGGR))
	    ||     xIS_SET(ch->act, ACT_MOUNTED)
	    ||     xIS_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.
	     *
	     * Depending on flags set, the mob may attack another mob
	     */
	    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) || xIS_SET(ch->act, ACT_META_AGGR)
		||    xIS_SET(vch->act, ACT_ANNOYING))
		&&   vch->level < LEVEL_IMMORTAL
		&&   (!xIS_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;
	    }

	    /* backstabbing mobs (Thoric) */
	    if ( IS_NPC(ch) && xIS_SET(ch->attacks, ATCK_BACKSTAB ) )
	    {
		OBJ_DATA *obj;

		if ( !ch->mount
    		&& (obj = get_eq_char( ch, WEAR_WIELD )) != NULL
    		&& (obj->value[3] == 11 || obj->value[3] == 2)
		&& !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 )
		    {
			victim->fight_start = victim->exp;
			global_retcode = multi_hit( ch, victim, gsn_backstab );
			continue;
		    }
		    else
		    {
			victim->fight_start = victim->exp;
			global_retcode = damage( ch, victim, 0, gsn_backstab );
			continue;
		    }
		}
	    }
	    victim->fight_start = victim->exp;
	    global_retcode = multi_hit( ch, victim, TYPE_UNDEFINED );
	}
    }

    return;
}

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

/*
 * 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", "", TRUE );
    else
    if ( number_percent() < (2*drunk / 20) )
	check_social( ch, "hiccup", "", TRUE );
    else
    if ( number_percent() < (2*drunk / 20) )
	check_social( ch, "drool", "", TRUE );
    else
    if ( number_percent() < (2*drunk / 20) )
	check_social( ch, "fart", "", TRUE );
    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 : ""), TRUE );
    }

    ch->position = position;
    return;
}

/*
 * Random hallucinations for those suffering from an overly high mentalstate
 * (Hats off to Albert Hoffman's "problem child")	-Thoric
 */
void hallucinations( 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(22, (ch->mental_state+10) / 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 = "You hear your grandchildren praying for you to watch over them.\n\r";	break;
	    case 15: t = "They're coming to get you... coming to take you away...\n\r";	break;
	    case 16: t = "A two-dimensional head dances about you, a fanciful tophat upon his head. \n\r";	break;
	    case 17: t = "You begin to feel all powerful!\n\r";				break;
	    case 18: t = "You're light as air... the heavens are yours for the taking.\n\r";	break;
	    case 19: t = "Your whole life flashes by... and your future...\n\r";	break;
	    case 20: t = "You are everywhere and everything... you know all and are all!\n\r";	break;
	    case 21: t = "You feel immortal!\n\r";					break;
	    case 22: 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 ( xIS_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 );
	}
    }
}
bool admin_online()
{
	DESCRIPTOR_DATA *d;
	CHAR_DATA *vch;

	for( d = first_descriptor; d; d= d->next )
	{
		vch = d->character;

		if (IS_IMMORTAL(vch))
		{
			return TRUE;
		}
	}

	return FALSE;
}
#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 */

  if (!admin_online)
  	return;

  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_AUTH, "Auth", 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_AUTH, "Auth", 1);
         }
      if (victim && xIS_SET(victim->act, PLR_REQBIO)
      {
         if ( first_time )
            {
            first_time = FALSE;
            strcpy (log_buf, "Pending bio requests:" );
            /*log_string( log_buf ); */
            to_channel( log_buf, CHANNEL_AUTH, "Auth", 1);
            }
      	sprintf(log_buf, " %s", victim->name);
      	to_channel( log_buf, CHANNEL_AUTH, "Auth", 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? */

  if (!admin_online)
  	return;

//    strcpy (log_buf, "Pending authorizations:\n\r" );
    strcpy (log_buf, "Pending bio requests:\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 (victim && xIS_SET(victim->act, PLR_REQBIO))
      {
	    found_hit = TRUE;
      	sprintf(buf, " %s\n\r", victim->name);
      	strcat(log_buf, buf);
      }
    }
    if (found_hit)
    {
/*	log_string( log_buf ); */
	to_channel( log_buf, CHANNEL_AUTH, "Auth", 1);
    }
}

void save_bandwidthLog()
{
    FILE *fp;

    if ( ( fp = fopen( BANDWIDTH_LOG_FILE, "a" ) ) == NULL )
    {
		bug("Could not open %s file", BANDWIDTH_LOG_FILE);
		return;
    }

	fprintf( fp, "%d,", sysdata.outBytesOther );
	fprintf( fp, "%d,", sysdata.outBytesChannel );
	fprintf( fp, "%d,", sysdata.outBytesCombat );
	fprintf( fp, "%d,", sysdata.outBytesMovement );
	fprintf( fp, "%d,", sysdata.outBytesInformation );
	fprintf( fp, "%d,", sysdata.outBytesPrompt );
	fprintf( fp, "%d,", sysdata.outBytesInfoChannel );
	fprintf( fp, "%s", ctime(&current_time));
//	fprintf( fp, "\n" );
	sysdata.outBytesOther = 0;
	sysdata.outBytesChannel = 0;
	sysdata.outBytesCombat = 0;
	sysdata.outBytesMovement = 0;
	sysdata.outBytesInformation = 0;
	sysdata.outBytesPrompt = 0;
	sysdata.outBytesInfoChannel = 0;

	fclose( fp );

	return;
}

extern char *	const	clan_alliance_type[];

void update_alliances (void)
{
	ALLIANCE_DATA *alliance;
	ALLIANCE_DATA *valliance;
	char buf[MAX_STRING_LENGTH];
	bool changed = FALSE;

	for (alliance = first_alliance; alliance; alliance = alliance->next)
	{
		if (!alliance->changeTimer)
			continue;

		changed = TRUE;
		alliance->changeTimer--;

		if (alliance->changeTimer <= 0)
		{
			alliance->status = alliance->newStatus;
			valliance = get_alliance(alliance->vclan, alliance->clan);
			valliance->vclanStatus = alliance->newStatus;
			alliance->changeTimer = 0;
			alliance->newStatus = 0;
			sprintf(buf, "%s has changed their alliance with your clan to %s", alliance->clan->name, clan_alliance_type[alliance->newStatus]);
			echo_to_clan(alliance->vclan, buf);
			sprintf(buf, "Your clan has changed their alliance with %s to %s.", alliance->vclan->name, clan_alliance_type[alliance->newStatus]);
			echo_to_clan(alliance->clan, buf);
		}
	}
	if (changed)
		save_alliance();
	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_second;
    static  int     pulse_houseauc;
    static  int     pulse_space;
    static  int     pulse_ship;
    static  int     pulse_recharge;
    static  int     pulse_minute;
    static	int		pulse_saveBandwidthLog;
    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_saveBandwidthLog  <= 0 )
	{
		pulse_saveBandwidthLog = 5 * PULSE_MINUTE;
		save_bandwidthLog();
	}

    if ( --pulse_houseauc  <= 0 )
	    {
		pulse_houseauc = 1800 * PULSE_PER_SECOND;
		homebuy_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_space   <= 0 )
    {
       pulse_space    = PULSE_SPACE;
       update_space  ( );
       update_bus ( );
       update_traffic ( );
    }

    if ( --pulse_recharge <= 0 )
    {
         pulse_recharge = PULSE_SPACE/3;
         recharge_ships ( );
    }

    if ( --pulse_ship   <= 0 )
    {
       pulse_ship  = PULSE_SPACE/10;
       move_ships  ( );
    }

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

    if ( --pulse_point    <= 0 )
    {
	pulse_point     = number_range( PULSE_TICK * 0.71, PULSE_TICK );

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

    if( --pulse_minute	<= 0 )
    {
	pulse_minute	= PULSE_MINUTE;
	if( sysdata.kaiRestoreTimer > 0 )
	    sysdata.kaiRestoreTimer -= 1;
    }

    if ( --pulse_second   <= 0 )
    {
	pulse_second	= PULSE_PER_SECOND;
	char_check( );
	check_dns();
	check_pfiles(0);
 	reboot_check(0);
    }

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

    mpsleep_update(); /* Check for sleeping mud progs -rkb */

    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;
    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 );

    return;
}

void reboot_check( time_t reset )
{
  static char *tmsg[] =
  { "You feel the ground shake as the end comes near!",
    "Lightning crackles in the sky above!",
    "Crashes of thunder sound across the land!",
    "The sky has suddenly turned midnight black.",
    "You notice the life forms around you slowly dwindling away.",
    "The seas across the realm have turned frigid.",
    "The life forces throughout the universe seem slightly unstable.",
    "You sense a change in the life forces surrounding you."
  };
  static const int times[] = { 60, 120, 180, 240, 300, 600, 900, 1800 };
  static const int timesize =
      UMIN(sizeof(times)/sizeof(*times), sizeof(tmsg)/sizeof(*tmsg));
  char buf[MAX_STRING_LENGTH];
  static int trun;
  static bool init = FALSE;

  if ( !init || reset >= current_time )
  {
    for ( trun = timesize-1; trun >= 0; trun-- )
      if ( reset >= current_time+times[trun] )
        break;
    init = TRUE;
    return;
  }

  if ( (current_time % 1800) == 0 )
  {
    sprintf(buf, "%.24s: %d players", ctime(&current_time), num_descriptors);
    append_to_file(USAGE_FILE, buf);
    sprintf(buf, "%.24s:  %dptn  %dpll  %dsc %dbr  %d global loot",
	ctime(&current_time),
	sysdata.upotion_val,
	sysdata.upill_val,
	sysdata.scribed_used,
	sysdata.brewed_used,
	sysdata.global_looted );
    append_to_file( ECONOMY_FILE, buf );
  }

/*
  if ( new_boot_time_t - boot_time < 60*60*18 &&
      !set_boot_time->manual )
    return;
*/

  if ( new_boot_time_t <= current_time )
  {
    CHAR_DATA *vch;
    extern bool mud_down;

    if ( auction->item )
    {
      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 && auction->buyer != auction->seller )
      {
        auction->buyer->gold += auction->bet;
        send_to_char("Your money has been returned.\n\r", auction->buyer);
      }
    }
    echo_to_all(AT_YELLOW, "You are forced from the universe by a strong "
        "presence\n\ras life here is reconstructed.", ECHOTAR_ALL);
    log_string( "Automatic Reboot" );
    for ( vch = first_char; vch; vch = vch->next )
      if ( !IS_NPC(vch) )
        save_char_obj(vch);
    mud_down = TRUE;
    return;
  }

  if ( trun != -1 && new_boot_time_t - current_time <= times[trun] )
  {
    echo_to_all(AT_YELLOW, tmsg[trun], ECHOTAR_ALL);
    if ( trun <= 5 )
      sysdata.DENY_NEW_PLAYERS = TRUE;
    --trun;
    return;
  }
  return;
}

void bump_que()
{
	int i = 0;

	if (auction->queued_obj[0] == NULL)
	{
		auction->freeQueSlot = -1;
		auction->queued_obj[0] = NULL;
		auction->queued_char[0] = NULL;
		auction->queued_starting_bid[0] = 0;
		auction->queued_obj[1] = NULL;
		auction->queued_char[1] = NULL;
		auction->queued_starting_bid[1] = 0;
		auction->queued_obj[2] = NULL;
		auction->queued_char[2] = NULL;
		auction->queued_starting_bid[2] = 0;
		auction->queued_obj[3] = NULL;
		auction->queued_char[3] = NULL;
		auction->queued_starting_bid[3] = 0;
		auction->queued_obj[4] = NULL;
		auction->queued_char[4] = NULL;
		auction->queued_starting_bid[4] = 0;
		return;
	}

	for (i = 0; i < AUCTION_QUE ;i++)
	{
		auction->queued_obj[i] = auction->queued_obj[i+1];
		auction->queued_char[i] = auction->queued_char[i+1];
		auction->queued_starting_bid[i] = auction->queued_starting_bid[i+1];
	}
	auction->queued_obj[3] = auction->queued_obj[4];
	auction->queued_char[3] = auction->queued_char[4];
	auction->queued_starting_bid[3] = auction->queued_starting_bid[4];
	auction->queued_obj[4] = NULL;
	auction->queued_char[4] = NULL;
	auction->queued_starting_bid[4] = 0;

	for (i = 0; i <= AUCTION_QUE; i++)
	{
		if (i == 0 && auction->queued_obj[0] == NULL)
		{
			auction->freeQueSlot = -1;
			continue;
		}

		if (auction->queued_obj[i] == NULL)
		{
			auction->freeQueSlot = i;
			continue;
		}
	}

	return;
}

/* the auction update*/

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

    if(!auction->item)
    {
    	if(AUCTION_MEM > 0 && auction->history[0] &&
    			++auction->hist_timer == 6*AUCTION_MEM)
    	{
    		int i;

    		for(i = AUCTION_MEM - 1; i >= 0; i--)
    		{
    			if(auction->history[i])
    			{
    				auction->history[i] = NULL;
    				auction->hist_timer = 0;
    				break;
    			}
    		}
    	}
    	return;
    }

	sysdata.outBytesFlag = LOGBOUTCHANNEL;

    switch (++auction->going) /* increase the going state */
    {
	case 1 : /* going once */
	case 2 : /* going twice */
	    if (auction->bet > auction->starting)
		sprintf (buf, "&C%s&c: going &C%s &cfor &C%s&C.", auction->item->short_descr,
			((auction->going == 1) ? "once" : "twice"), num_punct( auction->bet ) );
	    else
		sprintf (buf, "&C%s&c: going &C%s&c (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 zeni bid", auction->bet );
		auction->bet = 0;
	    }
	    if (auction->bet > 0 && auction->buyer != auction->seller)
	    {
		sprintf (buf, "&C%s &csold to &C%s &cfor &C%s&c.",
			auction->item->short_descr,
			IS_NPC(auction->buyer) ? auction->buyer->short_descr : auction->buyer->name,
			num_punct(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 % */
		ch_printf( auction->seller, "The auctioneer pays you %s zeni, charging an auction fee of ", num_punct(pay));
		ch_printf( auction->seller, "%s.\n\r", num_punct(tax));
                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, "&cNo bids received for &C%s&c - removed from auction.",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; No.  Har har.  --Saiyr */
		tax = (int)auction->starting * 0.05;
		boost_economy( auction->seller->in_room->area, tax );
		sprintf(buf, "The auctioneer charges you an auction fee of %s.\n\r", num_punct(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 que system -Goku */
/*	    if (auction->freeQueSlot != -1)
	    {
	    	 make sure nothing has diapered, if something did then bump the auction que
	    	if(auction->queued_char[0] == NULL)
	    		while(auction->queued_char[0] == NULL)
	    		{
	    			bump_que();
	    			if (auction->freeQueSlot == -1)
	    			{
	    				auction->item = NULL;
	    				return;
	    			}
	    		}

			if(auction->queued_obj[0]->carried_by != auction->queued_char[0])
				while(auction->queued_obj[0]->carried_by != auction->queued_char[0])
	    		{
	    			bump_que();
	    			if (auction->freeQueSlot == -1)
	    			{
	    				auction->item = NULL;
	    				return;
	    			}
	    		}

			 everything's cool, start up the auction
			separate_obj(auction->queued_obj[0]);
			obj_from_char (auction->queued_obj[0]);
			if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
				save_char_obj(auction->queued_char[0]);
			auction->item = auction->queued_obj[0];
			auction->bet = 0;
			auction->buyer = auction->queued_char[0];
			auction->seller = auction->queued_char[0];
			auction->pulse = PULSE_AUCTION;
			auction->going = 0;
			auction->starting = auction->queued_starting_bid[0];
			sprintf (buf, "&cA new item is being auctioned: &C%s &cat &C%s zeni&c.", auction->item->short_descr, num_punct(auction->starting));
			talk_auction (buf);

			bump_que();
			return;
		}
*/

	    auction->item = NULL; /* clear auction */
    } /* switch */

	sysdata.outBytesFlag = LOGBOUTNORM;
} /* 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;
}

/*
 * Function to update weather vectors according to climate
 * settings, random effects, and neighboring areas.
 * Last modified: July 18, 1997
 * - Fireblade
 */
void adjust_vectors(WEATHER_DATA *weather)
{
	NEIGHBOR_DATA *neigh;
	double dT, dP, dW;

	if(!weather)
	{
		bug("adjust_vectors: NULL weather data.", 0);
		return;
	}

	dT = 0;
	dP = 0;
	dW = 0;

	/* Add in random effects */
	dT += number_range(-rand_factor, rand_factor);
	dP += number_range(-rand_factor, rand_factor);
	dW += number_range(-rand_factor, rand_factor);

	/* Add in climate effects*/
	dT += climate_factor *
		(((weather->climate_temp - 2)*weath_unit) -
		(weather->temp))/weath_unit;
	dP += climate_factor *
		(((weather->climate_precip - 2)*weath_unit) -
		(weather->precip))/weath_unit;
	dW += climate_factor *
		(((weather->climate_wind - 2)*weath_unit) -
		(weather->wind))/weath_unit;


	/* Add in effects from neighboring areas */
	for(neigh = weather->first_neighbor; neigh;
			neigh = neigh->next)
	{
		/* see if we have the area cache'd already */
		if(!neigh->address)
		{
			/* try and find address for area */
			neigh->address = get_area(neigh->name);

			/* if couldn't find area ditch the neigh */
			if(!neigh->address)
			{
				NEIGHBOR_DATA *temp;
				bug("adjust_weather: "
					"invalid area name.", 0);
				temp = neigh->prev;
				UNLINK(neigh,
				       weather->first_neighbor,
				       weather->last_neighbor,
				       next,
				       prev);
				STRFREE(neigh->name);
				DISPOSE(neigh);
				neigh = temp;
				continue;
			}
		}

		dT +=(neigh->address->weather->temp -
		      weather->temp) / neigh_factor;
		dP +=(neigh->address->weather->precip -
		      weather->precip) / neigh_factor;
		dW +=(neigh->address->weather->wind -
		      weather->wind) / neigh_factor;
	}

	/* now apply the effects to the vectors */
	weather->temp_vector += (int)dT;
	weather->precip_vector += (int)dP;
	weather->wind_vector += (int)dW;

	/* Make sure they are within the right range */
	weather->temp_vector = URANGE(-max_vector,
		weather->temp_vector, max_vector);
	weather->precip_vector = URANGE(-max_vector,
		weather->precip_vector, max_vector);
	weather->wind_vector = URANGE(-max_vector,
		weather->wind_vector, max_vector);

	return;
}

/*
 * function updates weather for each area
 * Last Modified: July 31, 1997
 * Fireblade
 */
void weather_update()
{
	AREA_DATA *pArea;
	DESCRIPTOR_DATA *d;
	int limit;

	limit = 3 * weath_unit;

	for(pArea = first_area; pArea;
		pArea = (pArea == last_area) ? first_build : pArea->next)
	{
		/* Apply vectors to fields */
		pArea->weather->temp +=
			pArea->weather->temp_vector;
		pArea->weather->precip +=
			pArea->weather->precip_vector;
		pArea->weather->wind +=
			pArea->weather->wind_vector;

		/* Make sure they are within the proper range */
		pArea->weather->temp = URANGE(-limit,
			pArea->weather->temp, limit);
		pArea->weather->precip = URANGE(-limit,
			pArea->weather->precip, limit);
		pArea->weather->wind = URANGE(-limit,
			pArea->weather->wind, limit);

		/* get an appropriate echo for the area */
		get_weather_echo(pArea->weather);
	}

	for(pArea = first_area; pArea;
		pArea = (pArea == last_area) ? first_build : pArea->next)
	{
		adjust_vectors(pArea->weather);
	}

	/* display the echo strings to the appropriate players */
	for(d = first_descriptor; d; d = d->next)
	{
		WEATHER_DATA *weath;

		if(d->connected == CON_PLAYING &&
			IS_OUTSIDE(d->character) &&
			!NO_WEATHER_SECT(d->character->in_room->sector_type) &&
			IS_AWAKE(d->character))
		{
			weath = d->character->in_room->area->weather;
			if(!weath->echo)
				continue;
			set_char_color(weath->echo_color, d->character);
			ch_printf(d->character, weath->echo);
		}
	}

	return;
}

/*
 * get weather echo messages according to area weather...
 * stores echo message in weath_data.... must be called before
 * the vectors are adjusted
 * Last Modified: August 10, 1997
 * Fireblade
 */
void get_weather_echo(WEATHER_DATA *weath)
{
	int n;
	int temp, precip, wind;
	int dT, dP, dW;
	int tindex, pindex, windex;

	/* set echo to be nothing */
	weath->echo = NULL;
	weath->echo_color = AT_GREY;

	/* get the random number */
	n = number_bits(2);

	/* variables for convenience */
	temp = weath->temp;
	precip = weath->precip;
	wind = weath->wind;

	dT = weath->temp_vector;
	dP = weath->precip_vector;
	dW = weath->wind_vector;

	tindex = (temp + 3*weath_unit - 1)/weath_unit;
	pindex = (precip + 3*weath_unit - 1)/weath_unit;
	windex = (wind + 3*weath_unit - 1)/weath_unit;

	/* get the echo string... mainly based on precip */
	switch(pindex)
	{
		case 0:
			if(precip - dP > -2*weath_unit)
			{
				char *echo_strings[4] =
				{
					"The clouds disappear.\n\r",
					"The clouds disappear.\n\r",
					"The sky begins to break through "
						"the clouds.\n\r",
					"The clouds are slowly "
						"evaporating.\n\r"
				};

				weath->echo = echo_strings[n];
				weath->echo_color = AT_WHITE;
			}
			break;

		case 1:
			if(precip - dP <= -2*weath_unit)
			{
				char *echo_strings[4] =
				{
					"The sky is getting cloudy.\n\r",
					"The sky is getting cloudy.\n\r",
					"Light clouds cast a haze over "
						"the sky.\n\r",
					"Billows of clouds spread through "
						"the sky.\n\r"
				};
				weath->echo = echo_strings[n];
				weath->echo_color = AT_GREY;
			}
			break;

		case 2:
			if(precip - dP > 0)
			{
				if(tindex > 1)
				{
					char *echo_strings[4] =
					{
						"The rain stops.\n\r",
						"The rain stops.\n\r",
						"The rainstorm tapers "
							"off.\n\r",
						"The rain's intensity "
							"breaks.\n\r"
					};
					weath->echo = echo_strings[n];
					weath->echo_color = AT_CYAN;
				}
				else
				{
					char *echo_strings[4] =
					{
						"The snow stops.\n\r",
						"The snow stops.\n\r",
						"The snow showers taper "
							"off.\n\r",
						"The snow flakes disappear "
							"from the sky.\n\r"
					};
					weath->echo = echo_strings[n];
					weath->echo_color = AT_WHITE;
				}
			}
			break;

		case 3:
			if(precip - dP <= 0)
			{
				if(tindex > 1)
				{
					char *echo_strings[4] =
					{
						"It starts to rain.\n\r",
						"It starts to rain.\n\r",
						"A droplet of rain falls "
							"upon you.\n\r",
						"The rain begins to "
							"patter.\n\r"
					};
					weath->echo = echo_strings[n];
					weath->echo_color = AT_CYAN;
				}
				else
				{
					char *echo_strings[4] =
					{
						"It starts to snow.\n\r",
						"It starts to snow.\n\r",
						"Crystal flakes begin to "
							"fall from the "
							"sky.\n\r",
						"Snow flakes drift down "
							"from the clouds.\n\r"
					};
					weath->echo = echo_strings[n];
					weath->echo_color = AT_WHITE;
				}
			}
			else if(tindex < 2 && temp - dT > -weath_unit)
			{
				char *echo_strings[4] =
				{
					"The temperature drops and the rain "
						"becomes a light snow.\n\r",
					"The temperature drops and the rain "
						"becomes a light snow.\n\r",
					"Flurries form as the rain freezes.\n\r",
					"Large snow flakes begin to fall "
						"with the rain.\n\r"
				};
				weath->echo = echo_strings[n];
				weath->echo_color = AT_WHITE;
			}
			else if(tindex > 1 && temp - dT <= -weath_unit)
			{
				char *echo_strings[4] =
				{
					"The snow flurries are gradually "
						"replaced by pockets of rain.\n\r",
					"The snow flurries are gradually "
						"replaced by pockets of rain.\n\r",
					"The falling snow turns to a cold drizzle.\n\r",
					"The snow turns to rain as the air warms.\n\r"
				};
				weath->echo = echo_strings[n];
				weath->echo_color = AT_CYAN;
			}
			break;

		case 4:
			if(precip - dP > 2*weath_unit)
			{
				if(tindex > 1)
				{
					char *echo_strings[4] =
					{
						"The lightning has stopped.\n\r",
						"The lightning has stopped.\n\r",
						"The sky settles, and the "
							"thunder surrenders.\n\r",
						"The lightning bursts fade as "
							"the storm weakens.\n\r"
					};
					weath->echo = echo_strings[n];
					weath->echo_color = AT_GREY;
				}
			}
			else if(tindex < 2 && temp - dT > -weath_unit)
			{
				char *echo_strings[4] =
				{
					"The cold rain turns to snow.\n\r",
					"The cold rain turns to snow.\n\r",
					"Snow flakes begin to fall "
						"amidst the rain.\n\r",
					"The driving rain begins to freeze.\n\r"
				};
				weath->echo = echo_strings[n];
				weath->echo_color = AT_WHITE;
			}
			else if(tindex > 1 && temp - dT <= -weath_unit)
			{
				char *echo_strings[4] =
				{
					"The snow becomes a freezing rain.\n\r",
					"The snow becomes a freezing rain.\n\r",
					"A cold rain beats down on you "
						"as the snow begins to melt.\n\r",
					"The snow is slowly replaced by a heavy "
						"rain.\n\r"
				};
				weath->echo = echo_strings[n];
				weath->echo_color = AT_CYAN;
			}
			break;

		case 5:
			if(precip - dP <= 2*weath_unit)
			{
				if(tindex > 1)
				{
					char *echo_strings[4] =
					{
						"Lightning flashes in the "
							"sky.\n\r",
						"Lightning flashes in the "
							"sky.\n\r",
						"A flash of lightning splits "
							"the sky.\n\r",
						"The sky flashes, and the "
							"ground trembles with "
							"thunder.\n\r"
					};
					weath->echo = echo_strings[n];
					weath->echo_color = AT_YELLOW;
				}
			}
			else if(tindex > 1 && temp - dT <= -weath_unit)
			{
				char *echo_strings[4] =
				{
					"The sky rumbles with thunder as "
						"the snow changes to rain.\n\r",
					"The sky rumbles with thunder as "
						"the snow changes to rain.\n\r",
					"The falling turns to freezing rain "
						"amidst flashes of "
						"lightning.\n\r",
					"The falling snow begins to melt as "
						"thunder crashes overhead.\n\r"
				};
				weath->echo = echo_strings[n];
				weath->echo_color = AT_WHITE;
			}
			else if(tindex < 2 && temp - dT > -weath_unit)
			{
				char *echo_strings[4] =
				{
					"The lightning stops as the rainstorm "
						"becomes a blinding "
						"blizzard.\n\r",
					"The lightning stops as the rainstorm "
						"becomes a blinding "
						"blizzard.\n\r",
					"The thunder dies off as the "
						"pounding rain turns to "
						"heavy snow.\n\r",
					"The cold rain turns to snow and "
						"the lightning stops.\n\r"
				};
				weath->echo = echo_strings[n];
				weath->echo_color = AT_CYAN;
			}
			break;

		default:
			bug("echo_weather: invalid precip index");
			weath->precip = 0;
			break;
	}

	return;
}

/*
 * get echo messages according to time changes...
 * some echoes depend upon the weather so an echo must be
 * found for each area
 * Last Modified: August 10, 1997
 * Fireblade
 */
void get_time_echo(WEATHER_DATA *weath)
{
	int n;
	int pindex;

	n = number_bits(2);
	pindex = (weath->precip + 3*weath_unit - 1)/weath_unit;
	weath->echo = NULL;
	weath->echo_color = AT_GREY;

	switch(time_info.hour)
	{
		case 5:
		{
			char *echo_strings[4] =
			{
				"The day has begun.\n\r",
				"The day has begun.\n\r",
				"The sky slowly begins to glow.\n\r",
				"The sun slowly embarks upon a new day.\n\r"
			};
			time_info.sunlight = SUN_RISE;
			weath->echo = echo_strings[n];
			weath->echo_color = AT_YELLOW;
			break;
		}
		case 6:
		{
			char *echo_strings[4] =
			{
				"The sun rises in the east.\n\r",
				"The sun rises in the east.\n\r",
				"The hazy sun rises over the horizon.\n\r",
				"Day breaks as the sun lifts into the sky.\n\r"
			};
			time_info.sunlight = SUN_LIGHT;
			weath->echo = echo_strings[n];
			weath->echo_color = AT_ORANGE;
			break;
		}
		case 12:
		{
			if(pindex > 0)
			{
				weath->echo = "It's noon.\n\r";
			}
			else
			{
				char *echo_strings[2] =
				{
					"The intensity of the sun "
						"heralds the noon hour.\n\r",
					"The sun's bright rays beat down "
						"upon your shoulders.\n\r"
				};
				weath->echo = echo_strings[n%2];
			}
			time_info.sunlight = SUN_LIGHT;
			weath->echo_color = AT_WHITE;
			break;
		}
		case 19:
		{
			char *echo_strings[4] =
			{
				"The sun slowly disappears in the west.\n\r",
				"The reddish sun sets past the horizon.\n\r",
				"The sky turns a reddish orange as the sun "
					"ends its journey.\n\r",
				"The sun's radiance dims as it sinks in the "
					"sky.\n\r"
			};
			time_info.sunlight = SUN_SET;
			weath->echo = echo_strings[n];
			weath->echo_color = AT_RED;
			break;
		}
		case 20:
		{
			if(pindex > 0)
			{
				char *echo_strings[2] =
				{
					"The night begins.\n\r",
					"Twilight descends around you.\n\r"
				};
				weath->echo = echo_strings[n%2];
			}
			else
			{
				char *echo_strings[2] =
				{
					"The moon's gentle glow diffuses "
						"through the night sky.\n\r",
					"The night sky gleams with "
						"glittering starlight.\n\r"
				};
				weath->echo = echo_strings[n%2];
			}
			time_info.sunlight = SUN_DARK;
			weath->echo_color = AT_DBLUE;
			break;
		}
	}

	return;
}

/*
 * To change the phases of the moon
 */
char *get_moon_echo(WEATHER_DATA *weath)
{
	switch(time_info.day)
	{
		case 6:
		{
			return("&WA quarter of the moon is visable.\n\r");
		}
		case 13:
		{
			return("&WThe moon is completly dark.\n\r");
		}
		case 21:
		{
			return("&WA quarter of the moon is visable.\n\r");
		}
		case 29:
		{
			return("&YThe full moon shines brightly down on you.\n\r");
		}
	}

	return ("");
}

/*
 * update the time
 */
void time_update()
{
	AREA_DATA *pArea;
	DESCRIPTOR_DATA *d;
	WEATHER_DATA *weath;
	char *buf[MAX_STRING_LENGTH];
	struct tm *time;
	
	time = localtime(&current_time);

	/* Save MUD time once every hour */
	save_timedata();

	switch(++time_info.hour)
	{
		case 5:
		case 6:
		case 12:
		case 19:
		case 20:
			for(pArea = first_area; pArea;
				pArea = (pArea == last_area) ? first_build : pArea->next)
			{
				get_time_echo(pArea->weather);
			}

			for(d = first_descriptor; d; d = d->next)
			{
				if(d->connected == CON_PLAYING &&
					IS_OUTSIDE(d->character) &&
					IS_AWAKE(d->character))
				{
					weath = d->character->in_room->area->weather;
					if(!weath->echo)
						continue;
					set_char_color(weath->echo_color,
						d->character);
					ch_printf(d->character, weath->echo);
				}
			}
			break;
		case 24:
			time_info.hour = 0;
			time_info.day++;
			break;
	}

	if ( time_info.hour == 20
			&& ( time_info.day == 6 || time_info.day == 13
			|| time_info.day == 21 || time_info.day == 29 ) )
			{
			for(pArea = first_area; pArea;
				pArea = (pArea == last_area) ? first_build : pArea->next)
			{
				*buf = get_moon_echo(pArea->weather);
			}

			for(d = first_descriptor; d; d = d->next)
			{
				if(d->connected == CON_PLAYING &&
					IS_OUTSIDE(d->character) &&
					IS_AWAKE(d->character))
				{
					if (!buf)
						continue;
					pager_printf_color(d->character, *buf);
				}
			}
	}

	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 (time_info.lastRealMonth != time->tm_mon)
	{
		ladderTableClear(time->tm_mon);

		time_info.lastRealMonth = time->tm_mon;
		save_timedata();
		save_hiscores();
		echo_to_all(AT_YELLOW, "The new ladder race has begun!", ECHOTAR_ALL);
	}
	return;
}
