LEVEL_VERSION(1)

SET_GENERATE_SPEED(500)
MAX_CREATURES(PLAYER0,25)
MAX_CREATURES(PLAYER1,25)
START_MONEY(PLAYER0,20000)
START_MONEY(PLAYER1,50000)
COMPUTER_PLAYER(PLAYER1,4)

ADD_CREATURE_TO_POOL(DEMONSPAWN,20)

REM	Creature availability
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)

ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
ROOM_AVAILABLE(PLAYER1,BRIDGE,1,1)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER1,GUARD_POST,1,1)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER1,WORKSHOP,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,SCAVENGER,1,0)

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,1)

DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)
DOOR_AVAILABLE(PLAYER0,STEEL,1,0)
DOOR_AVAILABLE(PLAYER1,STEEL,1,5)
TRAP_AVAILABLE(PLAYER1,BOULDER,1,1)
DOOR_AVAILABLE(PLAYER1,MAGIC,1,3)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(PLAYER1,WORD_OF_POWER,1,3)

REM Fudge the AI to make them a little more competent
COMPUTER_DIG_TO_LOCATION(PLAYER1,2,3)
COMPUTER_DIG_TO_LOCATION(PLAYER1,6,7)
COMPUTER_DIG_TO_LOCATION(PLAYER1,14,13)
COMPUTER_DIG_TO_LOCATION(PLAYER1,3,4)
COMPUTER_DIG_TO_LOCATION(PLAYER1,13,12)
COMPUTER_DIG_TO_LOCATION(PLAYER1,8,9)
COMPUTER_DIG_TO_LOCATION(PLAYER1,12,15)
COMPUTER_DIG_TO_LOCATION(PLAYER1,15,16)
COMPUTER_DIG_TO_LOCATION(PLAYER1,16,11)
COMPUTER_DIG_TO_LOCATION(PLAYER1,4,5)
COMPUTER_DIG_TO_LOCATION(PLAYER1,9,10)

IF_SLAB_OWNER(9,41,PLAYER1)
	CHANGE_SLAB_TYPE(9,42,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(9,43,PATH)
ENDIF


IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF

IF(PLAYER1,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF
