REM ********************************************
REM
REM Script for Level 205
REM
REM ********************************************

REM ***** Game constants *****

SET_GENERATE_SPEED(550)
START_MONEY(PLAYER0,10000)
MAX_CREATURES(ALL_PLAYERS,20)
DEAD_CREATURES_RETURN_TO_POOL(1)
COMPUTER_PLAYER(PLAYER1,4)
COMPUTER_PLAYER(PLAYER2,4)
COMPUTER_PLAYER(PLAYER3,4)

REM ***** Game, creatures in the pool *****

ADD_CREATURE_TO_POOL(TROLL,8)
ADD_CREATURE_TO_POOL(DRAGON,8)
ADD_CREATURE_TO_POOL(BUG,12)
ADD_CREATURE_TO_POOL(FLY,12)
ADD_CREATURE_TO_POOL(SPIDER,8)
ADD_CREATURE_TO_POOL(DEMONSPAWN,8)
ADD_CREATURE_TO_POOL(BILE_DEMON,8)
ADD_CREATURE_TO_POOL(ORC,8)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,8)

REM ***** Availability *****
REM *** Creatures ***

CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)

REM *** Rooms ***

ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,SCAVENGER,1,0)

REM *** Doors & Traps ***

DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)

REM *** Magic spells ***

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_SIGHT,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,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_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)


REM ***** Principal game *****
REM *** Bridge ***
IF(PLAYER0,BRIDGE >= 2)
    ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
ENDIF

IF(PLAYER1,BRIDGE >= 2)
    ROOM_AVAILABLE(PLAYER1,BRIDGE,1,0)
ENDIF

IF(PLAYER2,BRIDGE >= 2)
    ROOM_AVAILABLE(PLAYER2,BRIDGE,1,0)
ENDIF

IF(PLAYER3,BRIDGE >= 2)
    ROOM_AVAILABLE(PLAYER3,BRIDGE,1,0)
ENDIF

REM *** WIN GAME ***

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF

IF(PLAYER1,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF

IF(PLAYER2,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF

IF(PLAYER3,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF
