REM ********************************************
REM
REM Goldfields  (z)
REM
REM ********************************************

SET_GENERATE_SPEED(500)
MAX_CREATURES(ALL_PLAYERS,25)
START_MONEY(PLAYER0,200000)
START_MONEY(PLAYER1,6000)
COMPUTER_PLAYER(PLAYER1,4)

ADD_CREATURE_TO_POOL(DARK_MISTRESS,50)
ADD_CREATURE_TO_POOL(SORCEROR,50)
ADD_CREATURE_TO_POOL(BILE_DEMON,50)
ADD_CREATURE_TO_POOL(TENTACLE,50)
ADD_CREATURE_TO_POOL(ORC,50)
ADD_CREATURE_TO_POOL(TROLL,25)

CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)

ROOM_AVAILABLE(PLAYER1,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,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_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,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_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,1)
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_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1,0)

DOOR_AVAILABLE(PLAYER0,WOOD,1,9)
DOOR_AVAILABLE(PLAYER0,BRACED,1,7)
DOOR_AVAILABLE(PLAYER0,STEEL,1,5)
DOOR_AVAILABLE(PLAYER0,MAGIC,1,3)

DOOR_AVAILABLE(PLAYER1,WOOD,1,0)
DOOR_AVAILABLE(PLAYER1,BRACED,1,0)
DOOR_AVAILABLE(PLAYER1,STEEL,1,0)
DOOR_AVAILABLE(PLAYER1,MAGIC,1,0)

TRAP_AVAILABLE(PLAYER0,ALARM,1,0)

TRAP_AVAILABLE(PLAYER1,ALARM,1,0)
TRAP_AVAILABLE(PLAYER1,POISON_GAS,1,0)
TRAP_AVAILABLE(PLAYER1,LIGHTNING,1,0)
TRAP_AVAILABLE(PLAYER1,WORD_OF_POWER,1,0)
TRAP_AVAILABLE(PLAYER1,LAVA,1,0)
TRAP_AVAILABLE(PLAYER1,BOULDER,1,0)

REM Win conditions
IF(PLAYER1,DUNGEON_DESTROYED == 1)
    WIN_GAME
ENDIF
