LEVEL_VERSION(1)

QUICK_OBJECTIVE(0,"Find your way out of the largest underground maze using a functional gateway or you will surely perish. Be on your guard, the tunnels are dark and full of terrors. ",PLAYER0)

REM Orginal 4800

IF(PLAYER0,GAME_TURN > 200)
    SET_TIMER(PLAYER0,TIMER0)
    BONUS_LEVEL_TIME(5000)
ENDIF

REM 1 North
REM 2 North-East
REM 3 East
REM 4 South-East
REM 5 South
REM 6 South-West
REM 7 West
REM 8 North-West

REM Maze set up

IF(PLAYER0,TIMER0 > 0)
    SET_FLAG(PLAYER0,FLAG0,DRAWFROM(3,6))
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(1)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(2)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(3)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(4)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(5)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(6)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(7)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(8)
ENDIF

IF(PLAYER0,FLAG0 == 3)
    QUICK_INFORMATION(5,"There is noone in sight but you can hear a faint whisper: East",PLAYER0)
ENDIF

IF(PLAYER0,FLAG0 == 6)
    QUICK_INFORMATION(2,"There is noone in sight but you can hear a faint whisper: South-West",PLAYER0)
ENDIF

REM ORIGINAL 5000 5500

IF(PLAYER0,TIMER0 >= 5000)
    SET_FLAG(PLAYER0,FLAG1,DRAWFROM(5,7))
    BONUS_LEVEL_TIME(5500)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(1)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(2)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(3)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(4)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(5)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(6)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(7)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(8)
    SET_FLAG(PLAYER0,FLAG0,0)
ENDIF

IF(PLAYER0,FLAG1 == 5)
    QUICK_INFORMATION(3,"There is noone in sight but you can hear a faint whisper: South",PLAYER0)
ENDIF


IF(PLAYER0,FLAG1 == 7)
    QUICK_INFORMATION(4,"There is noone in sight but you can hear a faint whisper: West",PLAYER0)
ENDIF

REM ORIGINAL 10500 6000

IF(PLAYER0,TIMER0 >= 10500)
    BONUS_LEVEL_TIME(6000)
    SET_FLAG(PLAYER0,FLAG2,DRAWFROM(2,8))
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(1)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(2)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(3)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(4)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(5)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(6)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(7)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(8)
    SET_FLAG(PLAYER0,FLAG1,0)
ENDIF

IF(PLAYER0,FLAG2 == 2)
    QUICK_INFORMATION(1,"There is noone in sight but you can hear a faint whisper: North-East",PLAYER0)
ENDIF

IF(PLAYER0,FLAG2 == 8)
    QUICK_INFORMATION(6,"There is noone in sight but you can hear a faint whisper: North-West",PLAYER0)
ENDIF

REM ORIGINAL 16500 6500

IF(PLAYER0,TIMER0 >= 16500)
    BONUS_LEVEL_TIME(6500)
    SET_FLAG(PLAYER0,FLAG3,DRAWFROM(1,4))
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(1)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(2)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(3)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(4)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(5)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(6)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(7)
    NEXT_COMMAND_REUSABLE
    RESET_ACTION_POINT(8)
    SET_FLAG(PLAYER0,FLAG2,0)
ENDIF

IF(PLAYER0,FLAG3 == 1)
    QUICK_INFORMATION(7,"There is noone in sight but you can hear a faint whisper: North",PLAYER0)
ENDIF

IF(PLAYER0,FLAG3 == 4)
    QUICK_INFORMATION(8,"There is noone in sight but you can hear a faint whisper: South-East",PLAYER0)
ENDIF

REM In case Player takes too long 20000 24000

IF(PLAYER0,TIMER0 >= 23000)
    QUICK_INFORMATION(9,"You get the feeling someone... or something invisible to the eye is stalking you. Find a way out quickly!",PLAYER0)
ENDIF


IF(PLAYER0,TIMER0 >= 26000)
QUICK_INFORMATION(10,"Before you have the chance to react, a shadowly figure with large claws emerges from the walls and slashes your throat. The light in your eyes slowly fades into darkness... This maze has become your grave.",PLAYER0)
KILL_CREATURE(​PLAYER0,DWARFA,ANYWHERE,​1)
ENDIF

REM Victory

IF(PLAYER0,FLAG3 == 1)
    IF_ACTION_POINT(1,PLAYER0)
        SET_FLAG(PLAYER0,FLAG4,1)
    ENDIF
ENDIF

IF(PLAYER0,FLAG2 == 2)
    IF_ACTION_POINT(2,PLAYER0)
        SET_FLAG(PLAYER0,FLAG4,2)
    ENDIF
ENDIF

IF(PLAYER0,FLAG0 == 3)
    IF_ACTION_POINT(3,PLAYER0)
        SET_FLAG(PLAYER0,FLAG4,3)
    ENDIF
ENDIF

IF(PLAYER0,FLAG3 == 4)
    IF_ACTION_POINT(4,PLAYER0)
        SET_FLAG(PLAYER0,FLAG4,4)
    ENDIF
ENDIF

IF(PLAYER0,FLAG1 == 5)
    IF_ACTION_POINT(5,PLAYER0)
        SET_FLAG(PLAYER0,FLAG4,5)
    ENDIF
ENDIF

IF(PLAYER0,FLAG0 == 6)
    IF_ACTION_POINT(6,PLAYER0)
        SET_FLAG(PLAYER0,FLAG4,6)
    ENDIF
ENDIF

IF(PLAYER0,FLAG1 == 7)
    IF_ACTION_POINT(7,PLAYER0)
        SET_FLAG(PLAYER0,FLAG4,7)
    ENDIF
ENDIF

IF(PLAYER0,FLAG2 == 8)
    IF_ACTION_POINT(8,PLAYER0)
        SET_FLAG(PLAYER0,FLAG4,8)
    ENDIF
ENDIF

IF(PLAYER0,FLAG4 != 0)
    QUICK_INFORMATION(11,"You have found a functional gateway and thus a way out of this accursed maze!",PLAYER0)
    WIN_GAME
ENDIF

IF(PLAYER0,TOTAL_CREATURES == 0)
    LOSE_GAME
ENDIF
