REM ********************************************
REM
REM  Script for Level 203: Mission Imp-possible
REM
REM ********************************************



REM **********  COMMANDES ET REGLAGES **********

REM ***** Set the computer players going   *****

REM		Player		Player Type
COMPUTER_PLAYER(PLAYER1,	0)

REM ***** Set the maximum number of        *****
REM ***** creatures each player can have   *****

REM		Player		Number of creatures
MAX_CREATURES(	PLAYER0,	30)
MAX_CREATURES(	PLAYER1,	20)


REM ***** Set the amount of gold each      *****
REM ***** player starts with               *****

REM		Player		Amount of gold
START_MONEY(	PLAYER0,	1000)
START_MONEY(	PLAYER1,	10000)




REM **********       SET MAGIC        **********
REM **********     AND CREATURES      **********

REM ***** Setup the creature pool          *****

REM			Creature Name	Number of creatures
ADD_CREATURE_TO_POOL(	BUG,		10)
ADD_CREATURE_TO_POOL(	FLY,		10)
ADD_CREATURE_TO_POOL(	SPIDER,		5)
ADD_CREATURE_TO_POOL(	SORCEROR,	30)
ADD_CREATURE_TO_POOL(	DEMONSPAWN,	20)
ADD_CREATURE_TO_POOL(	DRAGON,		20)
ADD_CREATURE_TO_POOL(	TROLL,		10)
ADD_CREATURE_TO_POOL(	ORC,		10)
ADD_CREATURE_TO_POOL(	HELL_HOUND,	10)
ADD_CREATURE_TO_POOL(	DARK_MISTRESS,	10)
ADD_CREATURE_TO_POOL(	BILE_DEMON,	20)


REM ***** Enable each player to recieve    *****
REM ***** creatures from pool              *****

REM			Player		Creatures	Can be available	Is now available
CREATURE_AVAILABLE(	ALL_PLAYERS,	BUG,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	FLY,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SPIDER,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SORCEROR,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DEMONSPAWN,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DRAGON,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	TROLL,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	ORC,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	HELL_HOUND,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DARK_MISTRESS,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	BILE_DEMON,	1,			1)


REM ***** Set the rooms available to each  *****
REM ***** player                           *****

REM			Player		Room type	Can be available	Is available
ROOM_AVAILABLE(		PLAYER1,	TREASURE,	1,			0)
ROOM_AVAILABLE(		PLAYER1,	LAIR,		1,			0)
ROOM_AVAILABLE(		PLAYER1,	GARDEN,		1,			0)
ROOM_AVAILABLE(		PLAYER1,	TRAINING,	1,			0)
ROOM_AVAILABLE(		PLAYER1,	RESEARCH,	1,			0)
ROOM_AVAILABLE(		PLAYER1,	GUARD_POST,	1,			0)
ROOM_AVAILABLE(		PLAYER1,	WORKSHOP,	1,			0)
ROOM_AVAILABLE(		PLAYER1,	BARRACKS,	1,			0)
ROOM_AVAILABLE(		PLAYER1,	PRISON,		1,			0)
ROOM_AVAILABLE(		PLAYER1,	TORTURE,	1,			0)
ROOM_AVAILABLE(		PLAYER1,	TEMPLE,		1,			0)

ROOM_AVAILABLE(		PLAYER0,	TREASURE,	1,			0)
ROOM_AVAILABLE(		PLAYER0,	LAIR,		1,			0)
ROOM_AVAILABLE(		PLAYER0,	GARDEN,		1,			0)
IF (PLAYER0,TRAINING >= 1)
	ROOM_AVAILABLE(		PLAYER0,	TRAINING,	1,			1)
ENDIF
IF (PLAYER0,RESEARCH >= 1)
	ROOM_AVAILABLE(		PLAYER0,	RESEARCH,	1,			1)
ENDIF
ROOM_AVAILABLE(		PLAYER0,	GUARD_POST,	1,			0)
IF (PLAYER0,WORKSHOP >= 1)
	ROOM_AVAILABLE(		PLAYER0,	WORKSHOP,	1,			1)
ENDIF
IF (PLAYER0,BARRACKS >= 1)
	ROOM_AVAILABLE(		PLAYER0,	BARRACKS,	1,			1)
ENDIF
IF (PLAYER0,PRISON >= 1)
	ROOM_AVAILABLE(		PLAYER0,	PRISON,		1,			1)
ENDIF
IF (PLAYER0, TORTURE >= 1)
	ROOM_AVAILABLE(		PLAYER0,	TORTURE,	1,			1)
ENDIF
IF (PLAYER0, TEMPLE >= 1)
	ROOM_AVAILABLE(		PLAYER0,	TEMPLE,		1,			1)
ENDIF

REM ***** Set the doors available to each  *****
REM ***** player                           *****

REM			Player		Door type		Can be available	Is available

DOOR_AVAILABLE(		ALL_PLAYERS,	WOOD,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	BRACED,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	STEEL,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	MAGIC,			1,			0)


REM ***** Set the traps available to each  *****
REM ***** player                           *****

REM			Player		Trap type		Can be available	Is available

TRAP_AVAILABLE(		ALL_PLAYERS,	BOULDER,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	ALARM,			1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	POISON_GAS,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	LIGHTNING,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	WORD_OF_POWER,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	LAVA,			1,			0)


REM ***** Set the spells available to each *****
REM ***** player                           *****

REM			Player		Spell type		Can be available	Is available

MAGIC_AVAILABLE(	PLAYER0,	POWER_IMP,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_OBEY,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_SIGHT,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_CALL_TO_ARMS,	0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_CAVE_IN,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_HEAL_CREATURE,	0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_HOLD_AUDIENCE,	0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_LIGHTNING,	0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_SPEED,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_PROTECT,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_CONCEAL,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_DISEASE,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_CHICKEN,		0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_DESTROY_WALLS,	0,			0)
MAGIC_AVAILABLE(	PLAYER0,	POWER_ARMAGEDDON,	0,			0)

MAGIC_AVAILABLE(	PLAYER1,	POWER_IMP,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_OBEY,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_SIGHT,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_CALL_TO_ARMS,	1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_CAVE_IN,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_HEAL_CREATURE,	1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_HOLD_AUDIENCE,	1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_LIGHTNING,	1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_SPEED,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_PROTECT,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_CONCEAL,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_DISEASE,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_CHICKEN,		1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_DESTROY_WALLS,	1,			0)
MAGIC_AVAILABLE(	PLAYER1,	POWER_ARMAGEDDON,	1,			0)


REM **********  ADJUST ANY CREATURE   **********
REM ********** OR RESEARCH STATISTICS **********

REM Imps are TOUGH on this level. (Extra Magic spent in their summoning.)

SET_CREATURE_STRENGTH(IMP,70)
SET_CREATURE_HEALTH(IMP,750)
SET_CREATURE_ARMOR(IMP,150)

REM 

REM		Player		Research Type	Room or Spell		Research Value

REM RESEARCH(	ALL_PLAYERS,	MAGIC,		POWER_DESTROY_WALLS,	500000)




REM ********** SETUP FLAGS AND TIMERS **********

REM		Player		Flag Name	Flag's number (0 or 1)

REM SET_FLAG(	PLAYER0,	FLAG0,		0)


REM ***** Set up TIMERS                    *****

REM		Player		Timer Name

REM SET_TIMER(	PLAYER0,	TIMER0)



REM **********     CREATE AND ADD     **********
REM **********  CREATURES TO PARTIES  **********

REM ***** Create any parties               *****

REM		Party Name

CREATE_PARTY(GNOMES)
CREATE_PARTY(OVERSHOULDER_BOULDERHOLDER)
CREATE_PARTY(NASTIES)

REM ***** Add creatures to those parties   *****

REM		Party Name	Creature Name	Level 	Gold	Objective	Countdown

ADD_TO_PARTY(	GNOMES,		GIANT,		5,	1000,	DEFEND_PARTY,	0)
ADD_TO_PARTY(	GNOMES,		GIANT,		5,	1000,	DEFEND_PARTY,	0)
ADD_TO_PARTY(	GNOMES,		DWARFA,		8,	0,	STEAL_GOLD,	0)
ADD_TO_PARTY(	GNOMES,		DWARFA,		9,	0,	STEAL_GOLD,	0)
ADD_TO_PARTY(	GNOMES,		DWARFA,		10,	0,	STEAL_GOLD,	0)
ADD_TO_PARTY(	GNOMES,		DWARFA,		10,	0,	STEAL_GOLD,	0)
ADD_TO_PARTY(	GNOMES,		THIEF,		10,	1000,	STEAL_SPELLS,	0)

ADD_TO_PARTY(OVERSHOULDER_BOULDERHOLDER,	VAMPIRE, 7, 2000,	ATTACK_ENEMIES,	0)
ADD_TO_PARTY(OVERSHOULDER_BOULDERHOLDER,	GHOST, 6, 1000,		ATTACK_ENEMIES,	0)
ADD_TO_PARTY(OVERSHOULDER_BOULDERHOLDER,	SKELETON, 6, 500,	ATTACK_ENEMIES,	0)
ADD_TO_PARTY(OVERSHOULDER_BOULDERHOLDER,	SKELETON, 6, 500,	ATTACK_ENEMIES,	0)
ADD_TO_PARTY(OVERSHOULDER_BOULDERHOLDER,	GHOST, 5, 200,		ATTACK_ENEMIES,	0)
ADD_TO_PARTY(OVERSHOULDER_BOULDERHOLDER,	VAMPIRE, 5, 200,	ATTACK_ENEMIES,	0)
ADD_TO_PARTY(OVERSHOULDER_BOULDERHOLDER,	VAMPIRE, 3, 200,	ATTACK_ENEMIES,	0)


ADD_TO_PARTY(NASTIES,	VAMPIRE, 10, 200,	DEFEND_PARTY,	0)
ADD_TO_PARTY(NASTIES,	BILE_DEMON, 10, 200,	ATTACK_DUNGEON_HEART,	0)
ADD_TO_PARTY(NASTIES,	BILE_DEMON, 10, 200,	ATTACK_DUNGEON_HEART,	0)
ADD_TO_PARTY(NASTIES,	BILE_DEMON, 10, 200,	ATTACK_DUNGEON_HEART,	0)
ADD_TO_PARTY(NASTIES,	BILE_DEMON, 10, 200,	ATTACK_DUNGEON_HEART,	0)
ADD_TO_PARTY(NASTIES,	BILE_DEMON, 10, 200,	ATTACK_DUNGEON_HEART,	0)
ADD_TO_PARTY(NASTIES,	BILE_DEMON, 10, 200,	ATTACK_DUNGEON_HEART,	0)


REM **********      MAIN SCRIPT       **********


REM **********      IF COMMANDS       **********


REM **********     OBJECTIVES AND     **********
REM **********      INFORMATION       **********

REM ***** Starting objective               *****

REM			Objective Number	Objective Text (must be within quotes)																				Player

QUICK_OBJECTIVE(        0,                      "Bonjour Gardien Phelps. Votre mission, et vous devez l'accepter, est de dtruire le coeur du donjon du gardien rival au nord. Malheureusement, vous ne disposez que d'un seul lutin.", PLAYER0)

IF_ACTION_POINT(1, PLAYER0)

        QUICK_INFORMATION(0, "Flicitations. Vous avez dcouvert le temple cach de Phu-i. Ces jouets devraient vous aider dans votre mission.")
ENDIF

IF_ACTION_POINT(2, PLAYER0)

        QUICK_INFORMATION(1, "Oh ho... Vous avez rveill le seigneur local et ses amis morts-vivants.")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,OVERSHOULDER_BOULDERHOLDER,2,1)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
        QUICK_INFORMATION(3, "Vous allez avoir besoin d'amliorer vos pouvoirs magiques... Mme avec ce super-lutin, vos prospecteurs ne sont pas bons. Recherchez les sorts et les bonus avant d'aller botter les fesses de l'ennemi.")
ENDIF

IF_ACTION_POINT(4,PLAYER0)

        QUICK_INFORMATION(4, "Oh non! C'est l'antre de Cthulululululu! Il dteste qu'on s'amuse  ses depends et il a envoy quatre tentacules tout-puissants pour vous donner une leon!")
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,TENTACLE,4,4,10,2000)
ENDIF

IF_ACTION_POINT(5,PLAYER0)
        QUICK_INFORMATION(5, "Il y a une plaque sur cette porte. C'est marqu 'Proprit des gnomes de Zurich. Restez loign. C'est valable aussi pour vous!'")
ENDIF

IF_ACTION_POINT(6,PLAYER0)
	QUICK_INFORMATION(6, "Regardez tout cet or! Oh ho... Voici les gnomes qui viennent defendre leur butin.")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GNOMES,6,3)
ENDIF

IF_ACTION_POINT(7,PLAYER0)
        QUICK_INFORMATION(7, "Oh ho... Ca n'a pas l'air bon... Quelqu'un a invoqu des dmons!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NASTIES,6,2)
ENDIF

IF_ACTION_POINT(8,PLAYER0)
        QUICK_INFORMATION(8, "Vous avez dcouvert la bibliothque cache du temple.")
ENDIF

QUICK_INFORMATION(2,"Vous avez investi toute votre magie dans vos lutins. Ils sont plus forts que d'habitude.")

REM **********      WIN AND LOSE      **********

REM	Player		Variable		Comparison	Value

IF(	PLAYER1,	DUNGEON_DESTROYED	==		1)

	WIN_GAME

ENDIF

IF (PLAYER0,TOTAL_IMPS == 0)
 IF_AVAILABLE(PLAYER0,POWER_IMP == 0)
   LOSE_GAME
 ENDIF
ENDIF

