REM ********************************************
REM
REM Script for Level 202
REM
REM ********************************************



SET_GENERATE_SPEED(600)


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


MAX_CREATURES(PLAYER0,16)
MAX_CREATURES(PLAYER1,30)
MAX_CREATURES(PLAYER2,16)


START_MONEY(PLAYER0,10000)
START_MONEY(PLAYER1,0)
START_MONEY(PLAYER2,10000)


ADD_CREATURE_TO_POOL(FLY,5)
ADD_CREATURE_TO_POOL(SPIDER,5)
ADD_CREATURE_TO_POOL(SORCEROR,5)
ADD_CREATURE_TO_POOL(DEMONSPAWN,10)
ADD_CREATURE_TO_POOL(DRAGON,10)
ADD_CREATURE_TO_POOL(TROLL,14)
ADD_CREATURE_TO_POOL(ORC,10)
ADD_CREATURE_TO_POOL(HELL_HOUND,4)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,10)
ADD_CREATURE_TO_POOL(BILE_DEMON,12)
ADD_CREATURE_TO_POOL(VAMPIRE,8)


CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
CREATURE_AVAILABLE(PLAYER2,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,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,HELL_HOUND,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
CREATURE_AVAILABLE(PLAYER1,VAMPIRE,1,1)


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)
REM ROOM_AVAILABLE(		PLAYER1,	WORKSHOP,	1,			0)
ROOM_AVAILABLE(PLAYER2,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,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,WORD_OF_POWER,1,0)


MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,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_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)


CREATE_PARTY(PARTY1)
CREATE_PARTY(PARTY2)
CREATE_PARTY(PARTY3)


    ADD_TO_PARTY(PARTY1,TENTACLE,9,200,ATTACK_ROOMS,0)
    ADD_TO_PARTY(PARTY1,TENTACLE,9,200,ATTACK_ROOMS,0)

    ADD_TO_PARTY(PARTY2,SAMURAI,8,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY2,SAMURAI,8,200,ATTACK_ENEMIES,0)

    ADD_TO_PARTY(PARTY3,TENTACLE,9,200,ATTACK_ROOMS,0)
    ADD_TO_PARTY(PARTY3,TENTACLE,9,200,ATTACK_ROOMS,0)
    ADD_TO_PARTY(PARTY3,SAMURAI,9,200,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY3,SAMURAI,9,200,ATTACK_DUNGEON_HEART,0)



IF_ACTION_POINT(1,PLAYER0)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,-1,DUNGEON_HEART,0,3,400)
ENDIF


SET_FLAG(PLAYER0,FLAG0,0)
SET_FLAG(PLAYER0,FLAG1,0)

IF(PLAYER0,FLAG0 == 0)
    IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
        ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
        ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,-1,DUNGEON_HEART,0,3,400)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,-2,1)
        SET_FLAG(PLAYER0,FLAG0,1)
    ENDIF
ENDIF

IF_ACTION_POINT(2,PLAYER0)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,-1,DUNGEON_HEART,0,3,400)
    SET_FLAG(PLAYER0,FLAG1,1)
ENDIF

IF(PLAYER0,FLAG1 == 1)
    IF(PLAYER2,DUNGEON_DESTROYED == 0)
        ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,-3,DUNGEON_HEART,2,3,400)
        SET_FLAG(PLAYER0,FLAG1,0)
    ENDIF
    IF(PLAYER2,DUNGEON_DESTROYED == 1)
        ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,-3,DUNGEON_HEART,0,3,400)
        SET_FLAG(PLAYER0,FLAG1,0)
    ENDIF
ENDIF

IF(PLAYER1,WORKSHOP == 0)
    IF(PLAYER1,DUNGEON_DESTROYED == 0)
        ROOM_AVAILABLE(PLAYER1,WORKSHOP,1,1)
    ENDIF
ENDIF

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

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



IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
        WIN_GAME
    ENDIF
ENDIF


REM IF(PLAYER0, DUNGEON_DESTROYED == 1)
REM LOSE_GAME
REM ENDIF
