REM Level Lava Pit
REM by Dzjee Ar

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

SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,30)
MAX_CREATURES(PLAYER1,40)
MAX_CREATURES(PLAYER2,40)

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

COMPUTER_PLAYER(PLAYER1,1)
COMPUTER_PLAYER(PLAYER2,1)

START_MONEY(PLAYER0,10000)
START_MONEY(PLAYER1,20000)
START_MONEY(PLAYER2,20000)

ADD_CREATURE_TO_POOL(FLY,20)
ADD_CREATURE_TO_POOL(BUG,20)
ADD_CREATURE_TO_POOL(SPIDER,20)
ADD_CREATURE_TO_POOL(DEMONSPAWN,40)
ADD_CREATURE_TO_POOL(SORCEROR,20)
ADD_CREATURE_TO_POOL(BILE_DEMON,30)
ADD_CREATURE_TO_POOL(DRAGON,40)
ADD_CREATURE_TO_POOL(TROLL,20)
ADD_CREATURE_TO_POOL(ORC,30)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,20)
ADD_CREATURE_TO_POOL(SKELETON,3)
ADD_CREATURE_TO_POOL(GHOST,3)
ADD_CREATURE_TO_POOL(VAMPIRE,5)
ADD_CREATURE_TO_POOL(TENTACLE,2)
ADD_CREATURE_TO_POOL(HORNY,5)

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

CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,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,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SKELETON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,GHOST,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,VAMPIRE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1)
CREATURE_AVAILABLE(PLAYER1,HORNY,1,1)
CREATURE_AVAILABLE(PLAYER2,HORNY,1,1)

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

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(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
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,GRAVEYARD,1,0)

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

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DESTROY_WALLS,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_DESTROY_WALLS,1,0)


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

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)
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,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)

REM ********** settings **********

IF(PLAYER0,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF

SET_CREATURE_STRENGTH(KNIGHT,255)
SET_CREATURE_ARMOUR(KNIGHT,255)
SET_CREATURE_HEALTH(KNIGHT,6000)
SET_CREATURE_HEALTH(AVATAR,4000)

REM ********** Party's **********

CREATE_PARTY(LORD)
    ADD_TO_PARTY(LORD,KNIGHT,10,30000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(LORD,AVATAR,10,1000,DEFEND_PARTY,0)
    ADD_TO_PARTY(LORD,AVATAR,10,1000,DEFEND_PARTY,0)
    ADD_TO_PARTY(LORD,AVATAR,10,1000,DEFEND_PARTY,0)
    ADD_TO_PARTY(LORD,AVATAR,10,1000,DEFEND_PARTY,0)
    ADD_TO_PARTY(LORD,SAMURAI,10,500,DEFEND_PARTY,0)
    ADD_TO_PARTY(LORD,SAMURAI,10,500,DEFEND_PARTY,0)

CREATE_PARTY(TROOPA)
    ADD_TO_PARTY(TROOPA,SAMURAI,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPA,THIEF,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPA,SAMURAI,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPA,THIEF,9,500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPA,SAMURAI,9,500,ATTACK_ENEMIES,0)

CREATE_PARTY(TROOPB)
    ADD_TO_PARTY(TROOPB,BARBARIAN,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPB,BARBARIAN,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPB,BARBARIAN,9,500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPB,GIANT,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPB,GIANT,9,500,ATTACK_ENEMIES,0)

CREATE_PARTY(TROOPC)
    ADD_TO_PARTY(TROOPC,FAIRY,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPC,FAIRY,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPC,FAIRY,9,500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPC,ARCHER,9,500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPC,WITCH,9,500,ATTACK_ENEMIES,0)

CREATE_PARTY(TROOPD)
    ADD_TO_PARTY(TROOPD,WIZARD,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPD,WIZARD,9,500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPD,SAMURAI,9,500,DEFEND_PARTY,0)
    ADD_TO_PARTY(TROOPD,MONK,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPD,MONK,9,500,ATTACK_ENEMIES,0)

CREATE_PARTY(TROOPE)
    ADD_TO_PARTY(TROOPE,ARCHER,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPE,GIANT,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPE,ARCHER,8,400,DEFEND_PARTY,0)
    ADD_TO_PARTY(TROOPE,ARCHER,9,500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPE,GIANT,9,500,ATTACK_ENEMIES,0)

REM ********** Action points **********

IF_ACTION_POINT(1,PLAYER0)
    IF_ACTION_POINT(2,PLAYER0)
        ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,1)
    ENDIF
ENDIF

IF_ACTION_POINT(3,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPA,4,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPB,4,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPE,4,1)
ENDIF

IF_ACTION_POINT(5,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER2,DRAGON,5,10,9,0)
ENDIF

IF_ACTION_POINT(6,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER1,DRAGON,6,10,9,0)
ENDIF

IF(PLAYER1,DUNGEON_DESTROYED == 1)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,HELL_HOUND,7,9,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,HELL_HOUND,8,9,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,HELL_HOUND,9,9,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,HELL_HOUND,10,9,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,HELL_HOUND,11,9,10,0)
ENDIF

IF(PLAYER2,DUNGEON_DESTROYED == 1)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,7,10,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,8,10,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,9,10,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,10,10,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,11,10,10,0)
ENDIF

IF(PLAYER_GOOD,ENTRANCE == 0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPA,12,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPB,12,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPE,12,1)
ENDIF

IF_ACTION_POINT(13,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPA,-1,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPB,-2,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPE,-3,2)
ENDIF

IF_ACTION_POINT(14,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPA,-4,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPB,-5,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPC,-6,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPD,-7,2)
ENDIF

IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,LORD,-8,1)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,7,15,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,8,15,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,9,15,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,10,15,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DEMONSPAWN,11,15,10,0)
ENDIF

IF(PLAYER1,DUNGEON_DESTROYED == 1)
    IF(PLAYER2,DUNGEON_DESTROYED == 1)
        IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
            IF(PLAYER_GOOD,DEMONSPAWN == 0)
                IF(PLAYER_GOOD,AVATAR == 0)
                    IF(PLAYER_GOOD,KNIGHT == 0)
                        WIN_GAME
                    ENDIF
                ENDIF
            ENDIF
        ENDIF
    ENDIF
ENDIF
