REM ********************************************
REM WAR
REM Script for Level 204
REM Steve Tupper
REM ********************************************

REM ************* SETUP ****************

REM *** Entrance speed ***
SET_GENERATE_SPEED(100)

REM *** Set up 0 computer oponents - just hero ***

REM *** Max creatures - Lots of hounds! ***
MAX_CREATURES(PLAYER0,100)

REM *** Money ***
START_MONEY(PLAYER0,9000)

REM *** Set creatures ***
ADD_CREATURE_TO_POOL(BUG,1)
ADD_CREATURE_TO_POOL(FLY,1)
ADD_CREATURE_TO_POOL(SPIDER,1)
ADD_CREATURE_TO_POOL(TROLL,1)
ADD_CREATURE_TO_POOL(DRAGON,1)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,1)
ADD_CREATURE_TO_POOL(DEMONSPAWN,1)
ADD_CREATURE_TO_POOL(SORCEROR,1)
ADD_CREATURE_TO_POOL(HELL_HOUND,150)
ADD_CREATURE_TO_POOL(TENTACLE,1)
ADD_CREATURE_TO_POOL(ORC,1)
ADD_CREATURE_TO_POOL(BILE_DEMON,1)

CREATURE_AVAILABLE(PLAYER0,BUG,1,1)
CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER0,DRAGON,1,1)
CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,1)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(PLAYER0,HELL_HOUND,1,1)
CREATURE_AVAILABLE(PLAYER0,TENTACLE,1,1)
CREATURE_AVAILABLE(PLAYER0,ORC,1,1)
REM *** Following need to be available from sacrifice, torture and imprisonment but not from pool ***
CREATURE_AVAILABLE(PLAYER0,HORNY,1,0)
CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,0)
CREATURE_AVAILABLE(PLAYER0,SKELETON,1,0)
CREATURE_AVAILABLE(PLAYER0,GHOST,1,0)

REM *** Set rooms ***
ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER0,PRISON,1,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER0,TRAINING,1,0)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER0,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)

REM *** Set Doors and traps ***
DOOR_AVAILABLE(PLAYER0,WOOD,1,0)
DOOR_AVAILABLE(PLAYER0,BRACED,1,0)
DOOR_AVAILABLE(PLAYER0,STEEL,1,0)
DOOR_AVAILABLE(PLAYER0,MAGIC,1,0)

TRAP_AVAILABLE(PLAYER0,POISON_GAS,1,0)
TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,0)
TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,1,0)
TRAP_AVAILABLE(PLAYER0,LAVA,1,0)

REM *** Set Magic ***
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_ARMAGEDDON,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS,1,0)

REM *** Set up flags ***

REM ********** MAIN ************

REM *** If conditions ***

REM *** Opening Storyline - can't make text too long so split into bits ***
IF(PLAYER0,GAME_TURN > 50)
    QUICK_INFORMATION(1,"WAR! What is it good for? Well actually you do get to kill, maim and mutilate goody goody heroes, so that'll do me.")
ENDIF
IF(PLAYER0,GAME_TURN > 100)
    QUICK_INFORMATION(2,"Release the Hounds! For years the vast volcanic caverns beneath the land of Gilgoblio have been the breeding grounds of the Hounds of Hell.")
ENDIF
IF(PLAYER0,GAME_TURN > 150)
QUICK_INFORMATION(3,"Now your sadistic little puppies are under threat from a vast army of goody two shoes who seem to resent the fact that every now and again some of the two headed pups get out and lay waste to large areas of the kingdom with their hot little doggy doos.")
ENDIF
IF(PLAYER0,GAME_TURN > 200)
QUICK_INFORMATION(4,"Its all a fuss over nothing if you ask me master, still, you do have a duty to your pets so I think you should crush these rebellious upstarts before reinforcements arrive or they work out a way of crossing the lava lake!.")
ENDIF

REM *** If action point triggered drop in heros
IF_ACTION_POINT(1,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WITCH,1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,1,1,10,900)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,GIANT,1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,1,1,10,400)
    QUICK_INFORMATION(6,"Ha!, it's far too late for these fools to be of any help, they'll be a good source of marrowbone for your minions.")
ENDIF

IF(PLAYER_GOOD,TOTAL_CREATURES < 10)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,-1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WITCH,-1,1,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,-1,1,3,200)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,-1,1,3,200)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,-1,1,3,200)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,-1,1,3,200)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,-1,1,3,200)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,5,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,5,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,5,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,5,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,4,300)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,4,300)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,4,300)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,4,300)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,4,300)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,10,900)
    QUICK_INFORMATION(7,"Some reinforcements have arrived!")
ENDIF

REM *** Win / Lose conditions
IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    
    WIN_GAME
    
ENDIF
