REM ********************************************
REM
REM Script for Level 205
REM
REM LabyGuerre
REM niveau base sur Warrens (DK2)
REM
REM Copyright 02/07/2006 Y.B.
REM
REM ********************************************

REM ATTENTION ! Utilisez un editeur ASCII
REM par ex. l'editeur MS-DOS) pour modifier les textes.

REM ********  Versions history   ********
REM 02/07/06 - Version initiale
REM 04/07/06 - Modification de la carte et du script
REM 08/10/06 - Modification de la carte et du script


REM ******** Common settings ********
SET_GENERATE_SPEED(1500)
START_MONEY(ALL_PLAYERS,15000)
MAX_CREATURES(ALL_PLAYERS,15)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,10)

REM 5.2.4 ********** Creatures, rooms, magic and items **********

ADD_CREATURE_TO_POOL(FLY,10)
ADD_CREATURE_TO_POOL(BUG,10)
ADD_CREATURE_TO_POOL(SPIDER,10)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
ADD_CREATURE_TO_POOL(SORCEROR,25)
ADD_CREATURE_TO_POOL(BILE_DEMON,25)
ADD_CREATURE_TO_POOL(DRAGON,15)
ADD_CREATURE_TO_POOL(TROLL,10)
ADD_CREATURE_TO_POOL(ORC,20)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,25)
REM ADD_CREATURE_TO_POOL(TENTACLE,5)
REM ADD_CREATURE_TO_POOL(HORNY,3)
REM ADD_CREATURE_TO_POOL(SKELETON,0)
ADD_CREATURE_TO_POOL(HELL_HOUND,5)
REM ADD_CREATURE_TO_POOL(GHOST,0)
REM ADD_CREATURE_TO_POOL(VAMPIRE,0)

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)
REM CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1)
REM CREATURE_AVAILABLE(ALL_PLAYERS,HORNY,1,1)
REM CREATURE_AVAILABLE(ALL_PLAYERS,SKELETON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1)
REM CREATURE_AVAILABLE(ALL_PLAYERS,GHOST,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)
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)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,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_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)
REM MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
REM MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
REM MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
REM MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,1)
REM MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1,1)
REM MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,1)

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

REM 5.2.5 Manipulating creatures
REM 5.2.5.1 - SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,THIEF,10)
REM 5.2.5.2 - SET_CREATURE_STRENGTH(THIEF,0)
REM 5.2.5.3 - SET_CREATURE_HEALTH(THIEF,0)
REM 5.2.5.4 - SET_CREATURE_ARMOUR(THIEF,0)
REM 5.2.5.5 - SET_CREATURE_FEAR(THIEF,0)

REM 5.2.6 Manipulating research
REM 5.2.6.2 - RESEARCH(ALL_PLAYERS,ROOM,POWER_IMP,1000)

REM ******** Limitation of imps to 20 ********
IF(PLAYER0,IMP >= 21)
    NEXT_COMMAND_REUSABLE
    MAGIC_AVAILABLE(PLAYER0,POWER_IMP,0,0)
ENDIF

IF(PLAYER0,IMP <= 20)
    NEXT_COMMAND_REUSABLE
    MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
ENDIF

IF(PLAYER1,IMP >= 21)
    NEXT_COMMAND_REUSABLE
    MAGIC_AVAILABLE(PLAYER1,POWER_IMP,0,0)
ENDIF

IF(PLAYER1,IMP <= 20)
    NEXT_COMMAND_REUSABLE
    MAGIC_AVAILABLE(PLAYER1,POWER_IMP,1,1)
ENDIF

IF(PLAYER2,IMP >= 21)
    NEXT_COMMAND_REUSABLE
    MAGIC_AVAILABLE(PLAYER2,POWER_IMP,0,0)
ENDIF

IF(PLAYER2,IMP <= 20)
    NEXT_COMMAND_REUSABLE
    MAGIC_AVAILABLE(PLAYER2,POWER_IMP,1,1)
ENDIF


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

IF_ACTION_POINT(1,PLAYER0)
    REM AP devant l'entre du labyrinthe
    MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,0)
ENDIF

IF_ACTION_POINT(2,PLAYER1)
    REM AP devant l'entre du labyrinthe
    MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,0)
    MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,0)
ENDIF

IF_ACTION_POINT(3,PLAYER2)
    REM AP devant l'entre du labyrinthe
    MAGIC_AVAILABLE(PLAYER2,POWER_LIGHTNING,1,0)
    MAGIC_AVAILABLE(PLAYER2,POWER_HEAL_CREATURE,1,0)
ENDIF


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

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF
