/* ************************************************************************
*  file: constants.c                                      Part of DIKUMUD *
*  Usage: For constants used by the game.                                 *
*  Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */

#include "structs.h"
#include "limits.h"


const char *spell_wear_off_msg[] = {
  "RESERVED DB.C",
  "You feel less protected.",
  "!Teleport!",
  "You feel less righteous.",
  "You feel a cloak of blindness disolve.",
  "!Burning Hands!",
  "!Call Lightning",
  "You feel more self-confident.",
  "!Chill Touch!",
  "!Clone!",
  "!Color Spray!",
  "!Control Weather!",
  "!Create Food!",
  "!Create Water!",
  "!Cure Blind!",
  "!Cure Critic!",
  "!Cure Light!",
  "You feel better.",
  "You sense the red in your vision disappear.",
  "The detect invisible wears off.",
  "The detect magic wears off.",
  "The detect poison wears off.",
  "!Dispel Evil!",
  "!Earthquake!",
  "!Enchant Weapon!",
  "!Energy Drain!",
  "!Fireball!",
  "!Harm!",
  "!Heal",
  "You feel yourself exposed.",
  "!Lightning Bolt!",
  "!Locate object!",
  "!Magic Missile!",
  "You feel less sick.",
  "You feel less protected.",
  "!Remove Curse!",
  "The white aura around your body fades.",
  "!Shocking Grasp!",
  "You feel less tired.",
  "You feel weaker.",
  "!Summon!",
  "!Ventriloquate!",
  "!Word of Recall!",
  "!Remove Poison!",
  "You feel less aware of your suroundings.",
  "",  /* NO MESSAGE FOR SNEAK*/
  "!Hide!",
  "!Steal!",
  "!Backstab!",
  "!Pick Lock!",
  "!Kick!",
  "!Bash!",
  "!Rescue!",
  "!UNUSED!",
  "You stop levitating.",
  "You stop flying."
  "Your heightened awareness fades."
  "You feel clumsier."
};


const int rev_dir[] = /* The opposite way from the index dir...-Sman */
{
	2,
	3,
	0,
	1,	
	5,
	4
}; 

const int movement_loss[]=
{
	1,	/* Inside     */
	2,  /* City       */
	2,  /* Field      */
	3,  /* Forest     */
	4,  /* Hills      */
	5,  /* Mountains  */
        4,  /* Swimming   */
        1,  /* Unswimable */
        4   /* No ground  */
};

const char *dirs[] = 
{
	"north",
	"east",
	"south",
	"west",
	"up",
	"down",
	"\n"
};

const char *weekdays[7] = { 
	"the Day of the Moon",
	"the Day of the Bull",
	"the Day of the Deception",
	"the Day of Thunder",
	"the Day of Freedom",
	"the Day of the Great Gods",
	"the Day of the Sun" };

const char *month_name[17] = {
	"Month of Winter",           /* 0 */
	"Month of the Winter Wolf",
	"Month of the Frost Giant",
	"Month of the Old Forces",
	"Month of the Grand Struggle",
	"Month of the Spring",
	"Month of Nature",
	"Month of Futility",
	"Month of the Dragon",
	"Month of the Sun",
	"Month of the Heat",
	"Month of the Battle",
	"Month of the Dark Shades",
	"Month of the Shadows",
	"Month of the Long Shadows",
	"Month of the Ancient Darkness",
	"Month of the Great Evil"
};

const int sharp[] = {
   0,
   0,
   0,
   1,    /* Slashing */
   0,
   0,
   0,
   0,    /* Bludgeon */
   0,
   0,
   0,
   0 };  /* Pierce   */

const char *where[] = {
	"<used as light>      ",
	"<worn on finger>     ",
	"<worn on finger>     ",
	"<worn around neck>   ",
	"<worn around neck>   ",
	"<worn on body>       ",
	"<worn on head>       ",
	"<worn on legs>       ",
	"<worn on feet>       ",
	"<worn on hands>      ",
	"<worn on arms>       ",
	"<worn as shield>     ",
	"<worn about body>    ",
	"<worn about waist>   ",
	"<worn around wrist>  ",
	"<worn around wrist>  ",
	"<wielded>            ",
	"<held>               " 
}; 

const char *drinks[]=
{
	"water",
	"beer",
	"wine",
	"ale",
	"dark ale",
	"whisky",
	"lemonade",
	"firebreather",
	"local speciality",
	"slime mold juice",
	"milk",
	"tea",
	"coffee",
	"blood",
	"salt water",
	"coca cola"
};

const char *drinknames[]=
{
	"water",
	"beer",
	"wine",
	"ale",
	"ale",
	"whisky",
	"lemonade",
	"firebreather",
	"local",
	"juice",
	"milk",
	"tea",
	"coffee",
	"blood",
	"salt",
	"cola"
};

const int drink_aff[][3] = {
	{ 0,1,10 },  /* Water    */
	{ 3,2,5 },   /* beer     */
	{ 5,2,5 },   /* wine     */
	{ 2,2,5 },   /* ale      */
	{ 1,2,5 },   /* ale      */
	{ 6,1,4 },   /* Whiskey  */
	{ 0,1,8 },   /* lemonade */
	{ 10,0,0 },  /* firebr   */
	{ 3,3,3 },   /* local    */
	{ 0,4,-8 },  /* juice    */
	{ 0,3,6 },
	{ 0,1,6 },
	{ 0,1,6 },
	{ 0,2,-1 },
	{ 0,1,-2 },
	{ 0,1,5 }
};

const char *color_liquid[]=
{
	"clear",
	"brown",
	"clear",
	"brown",
	"dark",
	"golden",
	"red",
	"green",
	"clear",
	"light green",
	"white",
	"brown",
	"black",
	"red",
	"clear",
	"black"
};

const char *fullness[] =
{
	"less than half ",
	"about half ",
	"more than half ",
	""
};

const struct title_type titles[4][28] = {
{ {"the Man","the Woman",0},
  {"the Apprentice of Magic","the Apprentice of Magic",1},
  {"the Spell Student","the Spell Student",2500},
  {"the Scholar of Magic","the Scholar of Magic",5000},
  {"the Delver in Spells","the Delveress in Spells",10000},
  {"the Medium of Magic","the Medium of Magic",20000},
  {"the Scribe of Magic","the Scribess of Magic",40000},
  {"the Seer","the Seeress",60000},
  {"the Sage","the Sage",90000},
  {"the Illusionist","the Illusionist",135000},
  {"the Abjurer","the Abjuress",250000},
  {"the Invoker","the Invoker",375000},
  {"the Enchanter","the Enchantress",750000},
  {"the Conjurer","the Conjuress",1125000},
  {"the Magician","the Witch",1500000},
  {"the Creator","the Creator",1875000},
  {"the Savant","the Savant",2250000},
  {"the Magus","the Craftess",2625000},
  {"the Wizard","the Wizard",3000000},
  {"the Warlock","the War Witch",3375000},
  {"the Sorcerer","the Sorceress",3750000},
  {"the Warlock","the Enchantress",4000000},
  {"the Deity","the Deity",5000000},
  {"the Avatar of Magic","the Empress of Magic",6000000},
  {"the God of magic","the Goddess of magic",7000000},
  {"the Councilman","the Councilwoman",8000000},
  {"the Implementor","the Implementress",9000000},
  {"the Architect","the Architect",10000000} },

{ {"the Man","the Woman",0},
  {"the Believer","the Believer",1},
  {"the Attendant","the Attendant",1500},
  {"the Acolyte","the Acolyte",3000},
  {"the Novice","the Novice",6000},
  {"the Missionary","the Missionary",13000},
  {"the Adept","the Adept",27500},
  {"the Deacon","the Deaconess",55000},
  {"the Vicar","the Vicaress",110000},
  {"the Priest","the Priestess",225000},
  {"the Minister","the Lady Minister",450000},
  {"the Canon","the Canon",675000},
  {"the Levite","the Levitess",900000},
  {"the Curate","the Curess",1125000},
  {"the Monk","the Nunne",1350000},
  {"the Healer","the Healess",1575000},
  {"the Chaplain","the Chaplain",1800000},
  {"the Expositor","the Expositress",2100000},
  {"the Bishop","the Bishop",2400000},
  {"the Arch Bishop","the Arch Lady of the Church",2700000},
  {"the Patriarch","the Matriarch",3600000},
  {"the Cardinal","the Priestess",4000000},
  {"the Deity","the Deity",5000000},
  {"the Inquisitor","the Inquisitress",6000000},
  {"the God of good and evil","the Goddess of good and evil",7000000},
  {"the Councilman","the Councilwoman",8000000},
  {"the Implementor","the Implementress",9000000},
  {"the Architect","the Architect",10000000} },

{ {"the Man","the Woman",0},
  {"the Pilferer","the Pilferess",1},
  {"the Footpad","the Footpad",1250},
  {"the Filcher","the Filcheress",2500},
  {"the Pick-Pocket","the Pick-Pocket",5000},
  {"the Sneak","the Sneak",10000},
  {"the Pincher","the Pincheress",20000},
  {"the Cut-Purse","the Cut-Purse",30000},
  {"the Snatcher","the Snatcheress",70000},
  {"the Sharper","the Sharpress",110000},
  {"the Rogue","the Rogue",160000},
  {"the Robber","the Robber",220000},
  {"the Magsman","the Magswoman",440000},
  {"the Highwayman","the Highwaywoman",660000},
  {"the Burglar","the Burglaress",880000},
  {"the Thief","the Thief",1100000},
  {"the Knifer","the Knifer",1500000},
  {"the Quick-Blade","the Quick-Blade",2000000},
  {"the Killer","the Murderess",2500000},
  {"the Brigand","the Brigand",3000000},
  {"the Cut-Throat","the Cut-Throat",3500000},
  {"the Assassin","the Assassin",4000000},
  {"the Deity","the Deity",5000000},
  {"the Demi God of thieves","the Demi Goddess of thieves",6000000},
  {"the God of thieves and tradesmen","the Goddess of thieves and tradesmen",7000000},
  {"the Councilman","the Councilwoman",8000000},
  {"the Implementor","the Implementress",9000000},
  {"the Architect","the Architect",10000000} },

{ {"the Man","the Woman",0},
  {"the Swordpupil","the Swordpupil",1},
  {"the Recruit","the Recruit",2000},
  {"the Sentry","the Sentress",4000},
  {"the Fighter","the Fighter",8000},
  {"the Soldier","the Soldier",16000},
  {"the Warrior","the Warrior",32000},
  {"the Veteran","the Veteran",64000},
  {"the Swordsman","the Swordswoman",125000},
  {"the Fencer","the Fenceress",250000},
  {"the Combatant","the Combatess",500000},
  {"the Hero","the Heroine",750000},
  {"the Myrmidon","the Myrmidon",1000000},
  {"the Swashbuckler","the Swashbuckleress",1250000},
  {"the Mercenary","the Mercenaress",1500000},
  {"the Swordmaster","the Swordmistress",1850000},
  {"the Lieutenant","the Lieutenant",2200000},
  {"the Champion","the Lady Champion",2550000},
  {"the Dragoon","the Lady Dragoon",2900000},
  {"the Cavalier","the Cavalier",3250000},
  {"the Knight","the Lady Knight",3600000},
  {"the Warlord","the Lady of War",4000000},
  {"the Deity","the Deity",5000000},
  {"the Extirpator","the Queen of Destruction",6000000},
  {"the God of war","the Goddess of war",7000000},
  {"the Councilman","the Councilwoman",8000000},
  {"the Implementor","the Implementress",9000000},
  {"the Architect","the Architect",10000000} }
};

const char *item_types[] = {
	"UNDEFINED",
	"LIGHT",
	"SCROLL",
	"WAND",
	"STAFF",
	"WEAPON",
	"FIRE WEAPON",
	"MISSILE",
	"TREASURE",
	"ARMOR",
	"POTION",
	"WORN",
	"OTHER",
	"TRASH",
	"TRAP",
	"CONTAINER",
	"NOTE",
	"LIQUID CONTAINER",
	"KEY",
	"FOOD",
	"MONEY",
	"PEN",
	"BOAT",
	"BOOK",
	"BATTERY",
	"TELEPORT",
	"TIMER",
	"\n"
};

const char *wear_bits[] = {
	"TAKE",
	"FINGER",
	"NECK",
	"BODY",
	"HEAD",
	"LEGS",
	"FEET",
	"HANDS",
	"ARMS",
	"SHIELD",
	"ABOUT",
	"WAIST",
	"WRIST",
	"WIELD",
	"HOLD",
	"THROW",
	"LIGHT-SOURCE",
	"\n"
};

const char *extra_bits[] = {
	"GLOW",
	"HUM",
	"DARK",
	"LOCK",
	"EVIL",
	"INVISIBLE",
	"MAGIC",
	"NODROP",
	"BLESS",
	"ANTI-GOOD",
	"ANTI-EVIL",
	"ANTI-NEUTRAL",
	"SECRET",
	"FLOAT",
	"\n"
};

const char *room_bits[] = {
	"DARK",
	"DEATH",
	"NO_MOB",
	"INDOORS",
	"LAWFULL",
	"NEUTRAL",
	"CHAOTOC",
	"NO_MAGIC",
	"TUNNEL",
	"PRIVATE",
	"ARENA",
	"SAFE",
	"NO_PRECIP",
	"SINGLE_FILE",
	"JAIL",
	"NO_TELEPORT",
	"\n"
};

const char *zone_bits[] = {
	"SILENT",
	"SAFE",
	"HOMETOWN",
	"NEW_RESET",
	"\n"
};

const char *exit_bits[] = {
	"IS-DOOR",
	"CLOSED",
	"LOCKED",
	"\n"
};

const char *sector_types[] = {
	"Inside",
	"City",
	"Field",
	"Forest",
	"Hills",
	"Mountains",
	"Water Swim",
	"Water NoSwim",
	"No Ground",
	"\n"
};

const char *equipment_types[] = {
	"Special",
	"Worn on right finger",
	"Worn on left finger",
	"First worn around Neck",
	"Second worn around Neck",
	"Worn on body",
	"Worn on head",
	"Worn on legs",
	"Worn on feet",
	"Worn on hands",
	"Worn on arms",
	"Worn as shield",
	"Worn about body",
	"Worn around waist",
	"Worn around right wrist",
	"Worn around left wrist",
	"Wielded",
	"Held",
	"\n"
};
	
const char *affected_bits[] = 
{	"BLIND",
	"INVISIBLE",
	"DETECT-EVIL",
	"DETECT-INVISIBLE",
	"DETECT-MAGIC",
	"SENCE-LIFE",
	"HOLD",
	"SANCTUARY",
	"GROUP",
	"UNUSED",
	"CURSE",
	"FLAMING-HANDS",
	"POISON",
	"PROTECT-EVIL",
	"PARALYSIS",
	"MORDENS-SWORD",
	"FLAMING-SWORD",
	"SLEEP",
	"DODGE",
	"SNEAK",
	"HIDE",
	"FEAR",
	"CHARM",
	"FOLLOW",
	"WIMPY",
	"INFRARED",
	"LEVITATE",
	"FLY",
	"AWARE",
	"\n"
};

const char *apply_types[] = {
	"NONE",
	"STR",
	"DEX",
	"INT",
	"WIS",
	"CON",
	"SEX",
	"CLASS",
	"LEVEL",
	"AGE",
	"CHAR_WEIGHT",
	"CHAR_HEIGHT",
	"MANA",
	"HIT",
	"MOVE",
	"GOLD",
	"EXP",
	"ARMOR",
	"HITROLL",
	"DAMROLL",
	"SAVING_PARA",
	"SAVING_ROD",
	"SAVING_PETRI",
	"SAVING_BREATH",
	"SAVING_SPELL",
	"\n"
};

const char *pc_class_types[] = {
	"UNDEFINED",
	"Magic User",
	"Cleric",
	"Thief",
	"Warrior",
	"\n"
};

const char *npc_class_types[] = {
	"Other",
	"Undead",
	"Humanoid",
	"Animal",
	"Dragon",
	"Giant",
	"Demon",
	"Bird",
	"Insect",
	"\n"
};

const char *action_bits[] = {
	"SPEC",
	"SENTINEL",
	"SCAVENGER",
	"ISNPC",
	"NICE-THIEF",
	"AGGRESSIVE",
	"STAY-ZONE",
	"WIMPY",
	"AGGRESSIVE_EVIL",
	"AGGRESSIVE_GOOD",
	"AGGRESSIVE_NEUTRAL",
 	"MEMORY",
	"IS_HUMANOID",
	"IS_DRAGON",
	"IS_DAEMON",
	"IS_ANIMAL",
	"IS_INSECT",
	"CAN_FLY",
	"CAN_SWIM",
	"HAS_CL",
	"HAS_MU",
	"HAS_TH",
	"HAS_WA",
	"SPEC_DIE",
	"OUTLAW",
	"\n"
};


const char *player_bits[] = {
	"BRIEF",
	"NOSHOUT",
	"COMPACT",
	"DONTSET",
	"NOTELL",
	"THIEF",
	"KILLER",
	"TRUSTED",
	"MULTI-THIEF",
	"MULTI-WARRIOR",
	"MULTI-CLERIC",
	"MULTI-MU",
	"DWEEB",
	"NOSUMMON",
	"TAG_FLAG",
	"AUCTION",
	"OUTLAW",
	"WIZMUFFED",
	"MORTAL_NOSHOUT",
	"\n"
};


const char *position_types[] = {
	"Dead",
	"Mortally wounded",
	"Incapacitated",
	"Stunned",
	"Sleeping",
	"Resting",
	"Sitting",
	"Fighting",
	"Standing",
	"Swiming",
	"Levitating",
	"Flying",
	"Aware",
	"\n"
};

const char *connected_types[]	=	{
	"Playing",
	"Get name",
	"Confirm name",
	"Read Password",
	"Get new password",
	"Confirm new password",
	"Get sex",
	"Read messages of today",
	"Read Menu",
	"Get extra description",
	"Get class",
	"Link dead",
	"Check old password",
	"Replace password",
	"Confirm replacement password",
	"Closing connection",
	"Get hometown",
	"\n"
};

/* [class], [level] (all) */
const int thaco[4][25] = {
	 { 100,20,20,20,19,19,19,18,18,18,17,17,17,16,16,16,15,15,15,14,14,14,13,13,13},
   { 100,20,20,20,18,18,18,16,16,16,14,14,14,12,12,12,10,10,10, 8, 8, 8, 6, 6, 6},
   { 100,20,20,19,19,18,18,17,17,16,16,15,15,14,13,13,12,12,11,11,10,10, 9, 9, 8},
   { 100,20,19,18,17,16,15,14,13,12,11,10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 1, 1, 1}
};

/* [ch] strength apply (all) */
const struct str_app_type str_app[31] = {
	{ -5,-4,   0,  0 },  /* 0  */
	{ -5,-4,   3,  1 },  /* 1  */
	{ -3,-2,   3,  2 },
	{ -3,-1,  10,  3 },  /* 3  */
	{ -2,-1,  25,  4 },
	{ -2,-1,  55,  5 },  /* 5  */
	{ -1, 0,  80,  6 },
	{ -1, 0,  90,  7 },
	{  0, 0, 100,  8 },
	{  0, 0, 100,  9 },
	{  0, 0, 115, 10 }, /* 10  */
	{  0, 0, 115, 11 },
	{  0, 0, 140, 12 },
	{  0, 0, 140, 13 },
	{  0, 0, 170, 14 },
	{  0, 0, 170, 15 }, /* 15  */
	{  0, 1, 195, 16 },
	{  1, 1, 220, 18 },
	{  1, 2, 255, 20 }, /* 18  */
	{  3, 7, 640, 40 },
	{  3, 8, 700, 40 }, /* 20  */
	{  4, 9, 810, 40 },
	{  4,10, 970, 40 },
	{  5,11,1130, 40 },
	{  6,12,1440, 40 },
	{  7,14,1750, 40 }, /* 25            */
	{  1, 3, 280, 22 }, /* 18/01-50      */
	{  2, 3, 305, 24 }, /* 18/51-75      */
	{  2, 4, 330, 26 }, /* 18/76-90      */
	{  2, 5, 380, 28 }, /* 18/91-99      */
	{  3, 6, 480, 30 }  /* 18/100   (30) */
};

/* [dex] skill apply (thieves only) */
const struct dex_skill_type dex_app_skill[26] = {
	{-99,-99,-90,-99,-60},   /* 0 */
	{-90,-90,-60,-90,-50},   /* 1 */
	{-80,-80,-40,-80,-45},
	{-70,-70,-30,-70,-40},
	{-60,-60,-30,-60,-35},
	{-50,-50,-20,-50,-30},   /* 5 */
	{-40,-40,-20,-40,-25},
	{-30,-30,-15,-30,-20},
	{-20,-20,-15,-20,-15},
	{-15,-10,-10,-20,-10},
	{-10, -5,-10,-15, -5},   /* 10 */
	{ -5,  0, -5,-10,  0},
	{  0,  0,  0, -5,  0},
	{  0,  0,  0,  0,  0},
	{  0,  0,  0,  0,  0},
	{  0,  0,  0,  0,  0},   /* 15 */
	{  0,  5,  0,  0,  0},
	{  5, 10,  0,  5,  5},
	{ 10, 15,  5, 10, 10},
	{ 15, 20, 10, 15, 15},
	{ 15, 20, 10, 15, 15},   /* 20 */
	{ 20, 25, 10, 15, 20},
	{ 20, 25, 15, 20, 20},
	{ 25, 25, 15, 20, 20},
	{ 25, 30, 15, 25, 25},
	{ 25, 30, 15, 25, 25}    /* 25 */
};

/* [level] backstab multiplyer (thieves only) */
const byte backstab_mult[25] = {
	1,   /* 0 */
	2,   /* 1 */
	2,
	2,
	2,
	2,   /* 5 */
	2,
	2,
	3,
	3,
	3,   /* 10 */
	3,
	3,
	3,
	4,
	4,   /* 15 */
	4,
	4,
	4,
	4,
	4,   /* 20 */
	5,
	5,
	5,
	5    /* 25 */
};

/* [dex] apply (all) */
struct dex_app_type dex_app[26] = {
	{-7,-7, 6},   /* 0 */
	{-6,-6, 5},   /* 1 */
	{-4,-4, 5},
	{-3,-3, 4},
	{-2,-2, 3},
	{-1,-1, 2},   /* 5 */
	{ 0, 0, 1},
	{ 0, 0, 0},
	{ 0, 0, 0},
	{ 0, 0, 0},
	{ 0, 0, 0},   /* 10 */
	{ 0, 0, 0},
	{ 0, 0, 0},
	{ 0, 0, 0},
	{ 0, 0, 0},
	{ 0, 0,-1},   /* 15 */
	{ 1, 1,-2},
	{ 2, 2,-3},
	{ 2, 2,-4},
	{ 3, 3,-4},
	{ 3, 3,-4},   /* 20 */
	{ 4, 4,-5},
	{ 4, 4,-5},
	{ 4, 4,-5},
	{ 5, 5,-6},
	{ 5, 5,-6}    /* 25 */
};

/* [con] apply (all) */
struct con_app_type con_app[26] = {
	{-4,20},   /* 0 */
	{-3,25},   /* 1 */
	{-2,30},
	{-2,35},
	{-1,40},
	{-1,45},   /* 5 */
	{-1,50},
	{ 0,55},
	{ 0,60},
	{ 0,65},
	{ 0,70},   /* 10 */
	{ 0,75},
	{ 0,80},
	{ 0,85},
	{ 0,88},
	{ 1,90},   /* 15 */
	{ 2,95},
	{ 2,97},
	{ 3,99},
	{ 3,99},
	{ 4,99},   /* 20 */
	{ 5,99},
	{ 5,99},
	{ 5,99},
	{ 6,99},
	{ 7,100}   /* 25 */
};

/* [int] apply (all) */
struct int_app_type int_app[26] = {
	3,
	5,    /* 1 */
	7,
	8,
	9,
	10,   /* 5 */
	11,
	12,
	13,
	15,
	17,   /* 10 */
	19,
	22,
	25,
	30,
	35,   /* 15 */
	40,
	45,
	50,
	53,
	55,   /* 20 */
	56,
	60,
	70,
	80,
	99    /* 25 */
};

/* [wis] apply (all) */
struct wis_app_type wis_app[26] = {
	0,   /* 0 */
	0,   /* 1 */
	0,
	0,
	0,
	0,   /* 5 */
	0,
	0,
	0,
	0,
	0,   /* 10 */
	0,
	2,
	2,
	3,
	3,   /* 15 */
	3,
	4,
	5,   /* 18 */
	6,
	6,   /* 20 */
	6,
	6,
	6,
	6,
	6   /* 25 */
};

/* These were in db.h and were a pain to change, since most everything    */
/* would need recompiling...so I changed these defines to constants -Sman */

char *menu=
"\n\rWelcome to DikuMUD at Copper\n\r\n\
0) Exit from Copper.\n\r\
1) Enter the game.\n\r\
2) Enter your description.\n\r\
3) Read the background story\n\r\
4) Change password.\n\r\n\r\
   Make your choice: ";

char *greetings=
"\n\r\n\r  \
                          Copper DikuMUD II (C.1)\n\r\n\r\
                              Created by\n\r\
                  Hans Henrik Staerfeldt, Katja Nyboe,\n\r\
           Tom Madsen, Michael Seifert, and Sebastian Hammer\n\r\n\r\
       Maintained by: <insert name(s) here> \
\n\r";

char *welcome=
"\n\rWelcome to the land of Copper DikuMUD. May your visit here be... Interesting.\
\n\r\n\r";


/* old version:    #define STORY     \
"This will soon be the background story of DIKU-MUD.\n\r\n\r \
But don't hold your breath! :)\n\r\n\r";    */

char *story=
"A long time ago, when the worlds were not yet created, the\n\r\
gods gathered to discuss plans for their creation. Being only\n\r\
a part of their own unreality, their viewpoints and arguments\n\r\
flowed around each other, coalescing into several competing\n\r\
factions.\n\r\n\r\
One group, whose size and power overwhelmed the others', extolled\n\r\
the virtues of responsibility and hard work. Unfortunately for\n\r\
them, they were unable to agree upon the details of managing\n\r\
and creating a world based exclusively on these principles. The\n\r\
violence of the differing drafts they spewed at each other was\n\r\
such that they disassociated from one another and left to create\n\r\
their own worlds, alone.\n\r\n\r\
The remaining gods were stunned, as much as a god can be stunned.\n\r\
They agreed that, no matter how much they disagreed, they would\n\r\
not draw absolute lines between their spheres of influence, nor\n\r\
forbid anyone's participation, whether mortal or immortal.\n\r\n\r\
So they went to work, loosely pulling together space, time,\n\r\
and emotion in a comprehensive network. They even hid entry\n\r\
points in the realms of the isolationists, so that no mortal,\n\r\
anywhere, be without respite from the dreary oppressions of\n\r\
responsibility and hard work.\n\r\n\r";

/*...a bit more left-wing than intended, but serviceable...Sman */