crodo_mud/cnf/
crodo_mud/lib/
crodo_mud/lib/house/
crodo_mud/lib/misc/
crodo_mud/lib/plralias/F-J/
crodo_mud/lib/plralias/U-Z/
crodo_mud/lib/plrobjs/
crodo_mud/lib/plrvars/A-E/
crodo_mud/lib/plrvars/F-J/
crodo_mud/lib/plrvars/K-O/
crodo_mud/lib/plrvars/P-T/
crodo_mud/lib/plrvars/U-Z/
crodo_mud/lib/text/
crodo_mud/lib/text/help/
crodo_mud/lib/world/
crodo_mud/src/
/*
************************************************************************
*   File: constants.c                                   Part of CircleMUD *
*  Usage: Numeric and string contants used by the MUD                     *
*                                                                         *
*  All rights reserved.  See license.doc for complete information.        *
*                                                                         *
*  Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
*  CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991.               *
************************************************************************ */

#include "conf.h"
#include "sysdep.h"

#include "structs.h"
#include "interpreter.h"	/* alias_data */

cpp_extern const char *circlemud_version =
	"CircleMUD, version 3.00 beta patchlevel 17";

/* strings corresponding to ordinals/bitvectors in structs.h ***********/


/* (Note: strings for class definitions in class.c instead of here) */

/* Hometown Names */
const char *home_names[] =
{
  "Homeless",
  "Midgaard",
  "Anapest",
  "\n"
 };

/* cardinal directions */
const char *dirs[] =
{
  "north",
  "east",
  "south",
  "west",
  "up",
  "down",
  "northeast",
  "northwest",
  "southeast",
  "southwest",
  "\n"
};

const char *abbr_dirs[] =
{
  "n",
  "e",
  "s",
  "w",
  "u",
  "d",
  "ne",
  "nw",
  "se",
  "sw",
  "\n"
};



/* ROOM_x */
const char *room_bits[] = {
  "DARK",
  "DEATH",
  "!MOB",
  "INDOORS",
  "PEACEFUL",
  "SOUNDPROOF",
  "!TRACK",
  "!MAGIC",
  "TUNNEL",
  "PRIVATE",
  "GODROOM",
  "HOUSE",
  "HCRSH",
  "ATRIUM",
  "OLC",
  "*",				/* BFS MARK */
  "ARENA",
  "CLANROOM",
  "JAIL",
  "ROOM_SAVE",
  "\n"
};


/* EX_x */
const char *exit_bits[] = {
  "DOOR",
  "CLOSED",
  "LOCKED",
  "PICKPROOF",
  "HIDDEN",
  "\n"
};


/* SECT_ */
const char *sector_types[] = {
  "Inside",
  "City",
  "Field",
  "Forest",
  "Hills",
  "Mountains",
  "Water (Swim)",
  "Water (No Swim)",
  "Underwater",
  "In Flight",
  "\n"
};


/*
 * SEX_x
 * Not used in sprinttype() so no \n.
 */
const char *genders[] =
{
  "neutral",
  "male",
  "female",
  "\n"
};


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

/* POSL_x */
const char *positionL_types[] = {
  "dead",
  "mortally wounded",
  "incapacitated",
  "stunned",
  "sleeping",
  "resting",
  "sitting",
  "fighting",
  "standing",
  "flying",
  "swimming",
  "\n"
};

/* PLR_x */
const char *player_bits[] = {
  "KILLER",
  "THIEF",
  "FROZEN",
  "DONTSET",
  "WRITING",
  "MAILING",
  "CSH",
  "SITEOK",
  "NOSHOUT",
  "NOTITLE",
  "DELETED",
  "LOADRM",
  "!WIZL",
  "!DEL",
  "INVST",
  "CRYO",
  "IT",
  "RED",
  "BLUE",
  "OUTLAW",
  "\n"
};


/* MOB_x */
const char *action_bits[] = {
  "SPEC",
  "SENTINEL",
  "SCAVENGER",
  "ISNPC",
  "AWARE",
  "AGGR",
  "STAY-ZONE",
  "WIMPY",
  "AGGR_EVIL",
  "AGGR_GOOD",
  "AGGR_NEUTRAL",
  "MEMORY",
  "HELPER",
  "!CHARM",
  "!SUMMN",
  "!SLEEP",
  "!BASH",
  "!BLIND",
  "MOUNT",
  "NOCORPSE",
  "\n"
};


/* PRF_x */
const char *preference_bits[] = {
  "BRIEF",
  "COMPACT",
  "DEAF",
  "!TELL",
  "D_HP",
  "D_MANA",
  "D_MOVE",
  "AUTOEX",
  "!HASS",
  "QUEST",
  "SUMN",
  "!REP",
  "LIGHT",
  "C1",
  "C2",
  "!WIZ",
  "L1",
  "L2",
  "!AUC",
  "!GOS",
  "!GTZ",
  "RMFLG",
  "OASCLR",
  "ASPLIT",
  "ALOOT",
  "ATITLE",
  "CTALK",
  "\n"
};


/* AFF_x */
const char *affected_bits[] =
{
  "BLIND",
  "INVIS",
  "DET-ALIGN",
  "DET-INVIS",
  "DET-MAGIC",
  "SENSE-LIFE",
  "WATWALK",
  "SANCT",
  "GROUP",
  "CURSE",
  "INFRA",
  "POISON",
  "PROT-EVIL",
  "PROT-GOOD",
  "SLEEP",
  "!TRACK",
  "UNUSED",
  "UNUSED",
  "SNEAK",
  "HIDE",
  "UNUSED",
  "CHARM",
  "ENRAGED",
  "FLY",
  "AWARE",
  "HASTE",
  "WATERLUNG",
  "SHADOWS",
  "EXPAN_2",
  "EXPAN_3",
  "EXPAN_4",
  "EXPAN_5",
  "EXPAN_6",
  "EXPAN_7",
  "\n"
};


/* CON_x */
const char *connected_types[] = {
  "Playing",
  "Disconnecting",
  "Get name",
  "Confirm name",
  "Get password",
  "Get new PW",
  "Confirm new PW",
  "Select sex",
  "Select class",
  "Reading MOTD",
  "Main Menu",
  "Get descript.",
  "Changing PW 1",
  "Changing PW 2",
  "Changing PW 3",
  "Self-Delete 1",
  "Self-Delete 2",
  "Disconnecting",
  "Object edit",
  "Room edit",
  "Zone edit",
  "Mobile edit",
  "Shop edit",
  "Text edit",
  "Trigger edit",
  "Ansi Query",
  "Get Hometown",
  "Quest Edit",
  "\n"
};


/*
 * WEAR_x - for eq list
 * Not use in sprinttype() so no \n.
 */
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>               ",
  "<soul>		"
};


/* WEAR_x - for stat */
const char *equipment_types[] = {
  "Used as light",
  "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",
  "Player's Soul",
  "\n"
};


/* ITEM_x (ordinal object types) */
const char *item_types[] = {
  "UNDEFINED",
  "LIGHT",
  "SCROLL",
  "WAND",
  "STAFF",
  "WEAPON",
  "FIRE WEAPON",
  "MISSILE",
  "TREASURE",
  "ARMOR",
  "POTION",
  "WORN",
  "OTHER",
  "TRASH",
  "TRAP",
  "CONTAINER",
  "NOTE",
  "LIQ CONTAINER",
  "KEY",
  "FOOD",
  "MONEY",
  "PEN",
  "BOAT",
  "FOUNTAIN",
  "AIRPLANE",
  "WAGON",
  "\n"
};


/* ITEM_WEAR_ (wear bitvector) */
const char *wear_bits[] = {
  "TAKE",
  "FINGER",
  "NECK",
  "BODY",
  "HEAD",
  "LEGS",
  "FEET",
  "HANDS",
  "ARMS",
  "SHIELD",
  "ABOUT",
  "WAIST",
  "WRIST",
  "WIELD",
  "HOLD",
  "SOUL",
  "\n"
};


/* ITEM_x (extra bits) */
const char *extra_bits[] = {
  "GLOW",

  "HUM",
  "!RENT",
  "!DONATE",
  "!INVIS",
  "INVISIBLE",
  "MAGIC",
  "!DROP",
  "BLESS",
  "!GOOD",
  "!EVIL",
  "!NEUTRAL",
  "!SORCERER",
  "!NECRO",
  "!THIEF",
  "!WARRIOR",
  "!SELL",
  "MELTS",
  "SEAT",
  "\n"
};

/* ADVERB_x */
const char *sit_types[] = {
  "on",
  "at",
  "in",
  "inside",
  "upon",
  "on top of",
  "\n"
};
 
/* APPLY_x */
const char *apply_types[] = {
  "NONE",
  "STR",
  "DEX",
  "INT",
  "WIS",
  "CON",
  "CHA",
  "CLASS",
  "LEVEL",
  "AGE",
  "CHAR_WEIGHT",
  "CHAR_HEIGHT",
  "MAXMANA",
  "MAXHIT",
  "MAXMOVE",
  "GOLD",
  "EXP",
  "ARMOR",
  "HITROLL",
  "DAMROLL",
  "SAVING_PARA",
  "SAVING_ROD",
  "SAVING_PETRI",
  "SAVING_BREATH",
  "SAVING_SPELL",
  "\n"
};


/* CONT_x */
const char *container_bits[] = {
  "CLOSEABLE",
  "PICKPROOF",
  "CLOSED",
  "LOCKED",
  "\n",
};


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

/* other constants for liquids ******************************************/


/* one-word alias for each drink */
const char *drinknames[] =
{
  "water",
  "beer",
  "wine",
  "ale",
  "ale",
  "whisky",
  "lemonade",
  "firebreather",
  "local",
  "juice",
  "milk",
  "tea",
  "coffee",
  "blood",
  "salt",
  "water",
  "\n"
};


/* effect of drinks on hunger, thirst, and drunkenness -- see values.doc */
int drink_aff[][3] = {
  {0, 1, 10},
  {3, 2, 5},
  {5, 2, 5},
  {2, 2, 5},
  {1, 2, 5},
  {6, 1, 4},
  {0, 1, 8},
  {10, 0, 0},
  {3, 3, 3},
  {0, 4, -8},
  {0, 3, 6},
  {0, 1, 6},
  {0, 1, 6},
  {0, 2, -1},
  {0, 1, -2},
  {0, 0, 13}
};


/* color of the various drinks */
const char *color_liquid[] =
{
  "clear",
  "brown",
  "clear",
  "brown",
  "dark",
  "golden",
  "red",
  "green",
  "clear",
  "light green",
  "white",
  "brown",
  "black",
  "red",
  "clear",
  "crystal clear",
  "\n"
};


/*
 * level of fullness for drink containers
 * Not used in sprinttype() so no \n.
 */
const char *fullness[] =
{
  "less than half ",
  "about half ",
  "more than half ",
  ""
};


/* str, int, wis, dex, con applies **************************************/


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



/* [dex] skill apply (thieves only) */
cpp_extern const struct dex_skill_type dex_app_skill[] = {
  {-99, -99, -90, -99, -60},	/* dex = 0 */
  {-90, -90, -60, -90, -50},	/* dex = 1 */
  {-80, -80, -40, -80, -45},
  {-70, -70, -30, -70, -40},
  {-60, -60, -30, -60, -35},
  {-50, -50, -20, -50, -30},	/* dex = 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},	/* dex = 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},		/* dex = 15 */
  {0, 5, 0, 0, 0},
  {5, 10, 0, 5, 5},
  {10, 15, 5, 10, 10},		/* dex = 18 */
  {15, 20, 10, 15, 15},
  {15, 20, 10, 15, 15},		/* dex = 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}		/* dex = 25 */
};



/* [dex] apply (all) */
cpp_extern const struct dex_app_type dex_app[] = {
  {-7, -7, 6},		/* dex = 0 */
  {-6, -6, 5},		/* dex = 1 */
  {-4, -4, 5},
  {-3, -3, 4},
  {-2, -2, 3},
  {-1, -1, 2},		/* dex = 5 */
  {0, 0, 1},
  {0, 0, 0},
  {0, 0, 0},
  {0, 0, 0},
  {0, 0, 0},		/* dex = 10 */
  {0, 0, 0},
  {0, 0, 0},
  {0, 0, 0},
  {0, 0, 0},
  {0, 0, -1},		/* dex = 15 */
  {1, 1, -2},
  {2, 2, -3},
  {2, 2, -4},		/* dex = 18 */
  {3, 3, -4},
  {3, 3, -4},		/* dex = 20 */
  {4, 4, -5},
  {4, 4, -5},
  {4, 4, -5},
  {5, 5, -6},
  {5, 5, -6}		/* dex = 25 */
};



/* [con] apply (all) */
cpp_extern const struct con_app_type con_app[] = {
  {-4, 20},		/* con = 0 */
  {-3, 25},		/* con = 1 */
  {-2, 30},
  {-2, 35},
  {-1, 40},
  {-1, 45},		/* con = 5 */
  {-1, 50},
  {0, 55},
  {0, 60},
  {0, 65},
  {0, 70},		/* con = 10 */
  {0, 75},
  {0, 80},
  {0, 85},
  {0, 88},
  {1, 90},		/* con = 15 */
  {2, 95},
  {2, 97},
  {3, 99},		/* con = 18 */
  {3, 99},
  {4, 99},		/* con = 20 */
  {5, 99},
  {5, 99},
  {5, 99},
  {6, 99},
  {6, 99}		/* con = 25 */
};



/* [int] apply (all) */
cpp_extern const struct int_app_type int_app[] = {
  {3},		/* int = 0 */
  {5},		/* int = 1 */
  {7},
  {8},
  {9},
  {10},		/* int = 5 */
  {11},
  {12},
  {13},
  {15},
  {17},		/* int = 10 */
  {19},
  {22},
  {25},
  {30},
  {35},		/* int = 15 */
  {40},
  {45},
  {50},		/* int = 18 */
  {53},
  {55},		/* int = 20 */
  {56},
  {57},
  {58},
  {59},
  {60}		/* int = 25 */
};


/* [wis] apply (all) */
cpp_extern const struct wis_app_type wis_app[] = {
  {0},	/* wis = 0 */
  {0},  /* wis = 1 */
  {0},
  {0},
  {0},
  {0},  /* wis = 5 */
  {0},
  {0},
  {0},
  {0},
  {0},  /* wis = 10 */
  {0},
  {2},
  {2},
  {3},
  {3},  /* wis = 15 */
  {3},
  {4},
  {5},	/* wis = 18 */
  {6},
  {6},  /* wis = 20 */
  {6},
  {6},
  {7},
  {7},
  {7}  /* wis = 25 */
};



const char *spell_wearing_off_msg[] = {
  "RESERVED DB.C",		/* 0 */
  "The hardening of your skin seems to be fading.",	/* 1 */
  "!Teleport!",
  "!Bless",
  "The dust of dead warriors is beginning to fall from your eyes.",
  "!Burning Hands!",		/* 5 */
  "!Call Lightning",
  "!Charm",
  "!Chill touch",
  "!Clone!",
  "!Color Spray!",		/* 10 */
  "!Control Weather!",
  "!Create Food!",
  "!Create Water!",
  "!Cure Blind!",
  "!Cure Critic!",		/* 15 */
  "!Cure Light!",
  "!Cure Light",
  "!Aware",
  "!Detect inv",
  "!Detect magic",/* 20 */
  "!Detect poison",
  "!Dispel Evil!",
  "!Earthquake!",
  "!Enchant Weapon!",
  "!Energy Drain!",		/* 25 */
  "!Fireball!",
  "!Harm!",
  "!Heal!",
  "!Invisibility",
  "!Lightning Bolt!",		/* 30 */
  "!Locate object!",
  "!Magic Missile!",
  "!Poison",
  "!Protection from evil",
  "!Remove Curse!",		/* 35 */
  "The bones surrounding you seem to be losing their vigor.",
  "!Shocking Grasp!",
  "!Sleep",
  "!Strength",
  "!Summon!",			/* 40 */
  "!Ventriloquate!",
  "!Word of Recall!",
  "!Remove Poison!",
  "!Sense",
  "!Animate Dead!",		/* 45 */
  "!Dispel Good!",
  "!Group Armor!",
  "!Group Heal!",
  "!Group Recall!",
  "!Infravision",	/* 50 */
  "Your feet seem less boyant.",
  "!Enrage",
  "!Fear!",
  "Your ability to fly seems to be faltering.",
  "!Aware",
  "Reality seems to have returned to normal speed.",
  "It seems harder to breathe recently.",
  "The shadows of concealment are beginning to fade.",
  "!UNUSED!"
};

const char *spell_wear_off_msg[] = {
  "RESERVED DB.C",		/* 0 */
  "Your skin no longer feels hard as stone.",	/* 1 */
  "!Teleport!",
  "You feel less righteous.",
  "You feel a cloak of blindnes disolve as the dust of dead warriors falls from your eyes.",
  "!Burning Hands!",		/* 5 */
  "!Call Lightning",
  "You feel more self-confident.",
  "You feel your strength return.",
  "!Clone!",
  "!Color Spray!",		/* 10 */
  "!Control Weather!",
  "!Create Food!",
  "!Create Water!",
  "!Cure Blind!",
  "!Cure Critic!",		/* 15 */
  "!Cure Light!",
  "You feel more optimistic.",
  "You feel less aware.",
  "Your eyes stop tingling.",
  "The detect magic wears off.",/* 20 */
  "The detect poison wears off.",
  "!Dispel Evil!",
  "!Earthquake!",
  "!Enchant Weapon!",
  "!Energy Drain!",		/* 25 */
  "!Fireball!",
  "!Harm!",
  "!Heal!",
  "You feel yourself exposed.",
  "!Lightning Bolt!",		/* 30 */
  "!Locate object!",
  "!Magic Missile!",
  "You feel less sick.",
  "You feel less protected.",
  "!Remove Curse!",		/* 35 */
  "The bones surrounding you vanish with a flash as they return to the underworld.",
  "!Shocking Grasp!",
  "You feel less tired.",
  "You feel weaker.",
  "!Summon!",			/* 40 */
  "!Ventriloquate!",
  "!Word of Recall!",
  "!Remove Poison!",
  "You feel less aware of your suroundings.",
  "!Animate Dead!",		/* 45 */
  "!Dispel Good!",
  "!Group Armor!",
  "!Group Heal!",
  "!Group Recall!",
  "Your night vision seems to fade.",	/* 50 */
  "Your feet seem less boyant.",
  "You feel much calmer now",
  "!Fear!",
  "Your ability to fly seems to have left you.  Hello Tera Firma!",
  "You no longer feel worried about that pkiller",
  "Reality seems to have returned to normal speed.",
  "Your lungs can no longer filter water!",
  "The shadows of conealment fade away.",
  "!UNUSED!"
};


const char *npc_class_types[] = {
  "Other",
  "Undead",
  "Human",
  "Animal",
  "Fire Dragon",
  "Gas Dragon",
  "Acid Dragon",
  "Frost Dragon",
  "Elec Dragon",
  "Giant",
  "Demon",
  "Bird",
  "Insect",
  "Ghost",
  "Deity",
  "Elf",
  "Dark Elf",
  "Hobgoblin",
  "Goblin",
  "Orc",
  "Halfling",
  "Fish",
  "\n"
};


int rev_dir[] =
{
 /* North */  SOUTH,
 /* East  */  WEST,
 /* South */  NORTH,
 /* West  */  EAST,
 /* Up    */  DOWN,
 /* Down  */  UP,
 /* NE    */  SOUTHWEST,
 /* NW    */  SOUTHEAST,
 /* SE    */  NORTHWEST,
 /* SW    */  NORTHEAST,
};




int movement_loss[] =
{
  1,	/* Inside     */
  1,	/* City       */
  2,	/* Field      */
  3,	/* Forest     */
  4,	/* Hills      */
  6,	/* Mountains  */
  4,	/* Swimming   */
  1,	/* Unswimable */
  1,	/* Flying     */
  5     /* Underwater */
};

/* Not used in sprinttype(). */
const char *weekdays[] = {
  "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"
};


/* Not used in sprinttype(). */
const char *month_name[] = {
  "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"
};

#if defined(CONFIG_OASIS_MPROG)
/*
 * Definitions necessary for MobProg support in OasisOLC
 */
const char *mobprog_types[] = {
  "INFILE",
  "ACT",
  "SPEECH",
  "RAND",
  "FIGHT",
  "DEATH",
  "HITPRCNT",
  "ENTRY",
  "GREET",
  "ALL_GREET",
  "GIVE",
  "BRIBE",
  "\n"
};
#endif

/* Coin Types */
const char *coin_types[] = {
  "copper",
  "silver",
  "electrum",
  "gold",
  "platinum",
  "mixed",
  "\n"
};

/* Coin Weights */
float coin_weight[] = {
  .01,  
  .05, 
  .07,
  .1,
  .5,
  .1
};

/* Proficiency Types */
const char *prof_types[] = {
  "spell",
  "skill",
  "weapon",
  "\n"
};