REM Play Level 2-front war

REM ******* Basic settings *******

SET_GENERATE_SPEED(200)

MAX_CREATURES(PLAYER0,21)
MAX_CREATURES(PLAYER1,15)
MAX_CREATURES(PLAYER2,25)

START_MONEY(PLAYER0,25000)
START_MONEY(PLAYER1,25000)
START_MONEY(PLAYER2,25000)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,0)
COMPUTER_PLAYER(PLAYER_GOOD,0)

ALLY_PLAYERS(PLAYER0,PLAYER1)
ALLY_PLAYERS(PLAYER2,PLAYER_GOOD)

ADD_CREATURE_TO_POOL(FLY,10)
ADD_CREATURE_TO_POOL(BUG,9)
ADD_CREATURE_TO_POOL(SPIDER,8)
ADD_CREATURE_TO_POOL(DEMONSPAWN,9)
ADD_CREATURE_TO_POOL(SORCEROR,8)
ADD_CREATURE_TO_POOL(BILE_DEMON,5)
ADD_CREATURE_TO_POOL(DRAGON,7)
ADD_CREATURE_TO_POOL(HELL_HOUND,15)

ADD_CREATURE_TO_POOL(TROLL,25)
ADD_CREATURE_TO_POOL(ORC,20)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,15)
ADD_CREATURE_TO_POOL(TENTACLE,15)
ADD_CREATURE_TO_POOL(HORNY,12)

REM ********** Available creatures **********

CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER0,ORC,1,1)
CREATURE_AVAILABLE(PLAYER0,TENTACLE,1,1)
CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(PLAYER0,HORNY,1,1)
CREATURE_AVAILABLE(PLAYER1,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER1,ORC,1,1)
CREATURE_AVAILABLE(PLAYER1,TENTACLE,1,1)
CREATURE_AVAILABLE(PLAYER1,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(PLAYER1,HORNY,1,1)
CREATURE_AVAILABLE(PLAYER2,FLY,1,1)
CREATURE_AVAILABLE(PLAYER2,BUG,1,1)
CREATURE_AVAILABLE(PLAYER2,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER2,SORCEROR,1,1)
CREATURE_AVAILABLE(PLAYER2,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(PLAYER2,HELL_HOUND,1,1)
CREATURE_AVAILABLE(PLAYER2,BILE_DEMON,1,1)

IF(PLAYER2,DRAGON < 8)
    NEXT_COMMAND_REUSABLE
    CREATURE_AVAILABLE(PLAYER2,DRAGON,1,1)
ENDIF

IF(PLAYER2,DRAGON >= 8)
    NEXT_COMMAND_REUSABLE
    CREATURE_AVAILABLE(PLAYER2,DRAGON,0,0)
ENDIF

REM ********** Available rooms **********

ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER0,BARRACKS,1,1)
ROOM_AVAILABLE(PLAYER0,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER1,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER1,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER1,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER1,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER1,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER1,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER2,TRAINING,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)

REM ********** Available spells **********

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER2,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_HOLD_AUDIENCE,1,0)

IF(PLAYER0,TOTAL_IMPS >= 26)
    NEXT_COMMAND_REUSABLE
    MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,0,0)
ENDIF

IF(PLAYER0,TOTAL_IMPS < 26)
    NEXT_COMMAND_REUSABLE
    MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
ENDIF

REM ********** Available doors & traps **********

DOOR_AVAILABLE(PLAYER0,WOOD,1,0)
DOOR_AVAILABLE(PLAYER0,BRACED,1,0)
DOOR_AVAILABLE(PLAYER0,STEEL,1,0)
TRAP_AVAILABLE(PLAYER0,ALARM,1,0)
TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,0)
TRAP_AVAILABLE(PLAYER0,BOULDER,1,0)
TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,1,0)
DOOR_AVAILABLE(PLAYER1,WOOD,1,0)
DOOR_AVAILABLE(PLAYER1,BRACED,1,0)
DOOR_AVAILABLE(PLAYER1,STEEL,1,0)
TRAP_AVAILABLE(PLAYER1,ALARM,1,0)
TRAP_AVAILABLE(PLAYER1,LIGHTNING,1,0)
TRAP_AVAILABLE(PLAYER1,BOULDER,1,0)
TRAP_AVAILABLE(PLAYER1,WORD_OF_POWER,1,0)

REM ********** Game settings **********

IF(PLAYER0,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF

IF(PLAYER1,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF

SET_CREATURE_HEALTH(KNIGHT,4000)
SET_CREATURE_ARMOUR(KNIGHT,200)
SET_CREATURE_STRENGTH(KNIGHT,200)

REM ********** Parties **********

CREATE_PARTY(ONE)
    ADD_TO_PARTY(ONE,KNIGHT,10,1000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,MONK,10,1000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,MONK,10,1000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,SAMURAI,10,1000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,SAMURAI,10,1000,ATTACK_ENEMIES,0)

CREATE_PARTY(TWO)
    ADD_TO_PARTY(TWO,BARBARIAN,10,700,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,BARBARIAN,10,700,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,GIANT,10,700,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,GIANT,10,700,ATTACK_ENEMIES,0)

REM ********** Triggers & End game **********

SET_TIMER(PLAYER_GOOD,TIMER0)
SET_FLAG(PLAYER_GOOD,FLAG0,0)
SET_FLAG(PLAYER_GOOD,FLAG1,0)
SET_FLAG(PLAYER_GOOD,FLAG2,0)

IF(PLAYER_GOOD,TIMER0 >= 5000)
    ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,8,DUNGEON_HEART,0,1,0)
    ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,7,ACTION_POINT,15,1,0)
ENDIF

IF_ACTION_POINT(1,PLAYER0)
    IF(PLAYER_GOOD,FLAG0 == 0)
        SET_TIMER(PLAYER_GOOD,TIMER1)
        IF(PLAYER_GOOD,TIMER1 >= 25)
            NEXT_COMMAND_REUSABLE
            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,3,1,2,20)
            NEXT_COMMAND_REUSABLE
            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,2,1,3,30)
            NEXT_COMMAND_REUSABLE
            SET_TIMER(PLAYER_GOOD,TIMER1)
            NEXT_COMMAND_REUSABLE
            RESET_ACTION_POINT(1)
        ENDIF
    ENDIF
ENDIF

IF_ACTION_POINT(4,PLAYER0)
    SET_FLAG(PLAYER_GOOD,FLAG0,1)
    SET_TIMER(PLAYER_GOOD,TIMER3)
ENDIF

IF_ACTION_POINT(1,PLAYER1)
    IF(PLAYER_GOOD,FLAG0 == 0)
        SET_TIMER(PLAYER_GOOD,TIMER1)
        IF(PLAYER_GOOD,TIMER1 >= 25)
            NEXT_COMMAND_REUSABLE
            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,3,1,2,20)
            NEXT_COMMAND_REUSABLE
            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,2,1,3,30)
            NEXT_COMMAND_REUSABLE
            SET_TIMER(PLAYER_GOOD,TIMER1)
            NEXT_COMMAND_REUSABLE
            RESET_ACTION_POINT(1)
        ENDIF
    ENDIF
ENDIF

IF_ACTION_POINT(4,PLAYER1)
    SET_FLAG(PLAYER_GOOD,FLAG0,1)
ENDIF

IF_ACTION_POINT(5,PLAYER0)
    IF(PLAYER_GOOD,FLAG2 == 0)
        SET_TIMER(PLAYER_GOOD,TIMER2)
        SET_FLAG(PLAYER_GOOD,FLAG2,1)
    ENDIF
ENDIF

IF_ACTION_POINT(5,PLAYER1)
    IF(PLAYER_GOOD,FLAG2 == 0)
        SET_TIMER(PLAYER_GOOD,TIMER2)
        SET_FLAG(PLAYER_GOOD,FLAG2,1)
    ENDIF
ENDIF

IF(PLAYER_GOOD,TIMER2 >= 4000)
    IF(PLAYER_GOOD,DUNGEON_DESTROYED == 0)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DRAGON,6,2,1,0)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,6,1,3,0)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DRAGON,9,2,1,0)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,9,1,3,0)
        NEXT_COMMAND_REUSABLE
        SET_TIMER(PLAYER_GOOD,TIMER2)
    ENDIF
ENDIF

IF(PLAYER_GOOD,TIMER3 >= 4000)
    IF(PLAYER_GOOD,DUNGEON_DESTROYED == 0)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,3,3,6,0)
        NEXT_COMMAND_REUSABLE
        SET_TIMER(PLAYER_GOOD,TIMER3)
    ENDIF
ENDIF

IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    SET_TIMER(PLAYER_GOOD,TIMER4)
    IF(PLAYER_GOOD,TIMER4 >= 1000)
        ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,10,DUNGEON_HEART,0,10,0)
        ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,12,DUNGEON_HEART,0,10,0)
        ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,13,DUNGEON_HEART,0,10,0)
        ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,14,DUNGEON_HEART,0,10,0)
        ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,11,ACTION_POINT,13,10,0)
        IF(PLAYER_GOOD,TIMER4 >= 4000)
            ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,16,ACTION_POINT,17,10,1000)
            ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,16,ACTION_POINT,17,10,1000)
            ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,16,ACTION_POINT,17,10,1000)
            SET_FLAG(PLAYER_GOOD,FLAG1,1)
        ENDIF
    ENDIF
ENDIF

IF(PLAYER_GOOD,FLAG1 == 1)
    IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
        IF(PLAYER2,DUNGEON_DESTROYED == 1)
            WIN_GAME
        ENDIF
    ENDIF
ENDIF
