LEVEL_VERSION(1)
SET_GENERATE_SPEED(10)
START_MONEY(ALL_PLAYERS,2500)
MAX_CREATURES(ALL_PLAYERS,15)


REM -- Create a hero party to spawn
CREATE_PARTY(BARB_PARTY)
ADD_TO_PARTY(BARB_PARTY,BARBARIAN,10,250,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(BARB_PARTY,BARBARIAN,10,250,ATTACK_DUNGEON_HEART,0)

REM -- Spawn a hero party at action point 3 when reaching action point 3
IF_ACTION_POINT(3,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARB_PARTY,3,1)
	QUICK_INFORMATION(1, "Action point 3 triggered. Heroes spawned at action point 3.", 3)
ENDIF


REM -- Spawn a hero party at action point 3 when reaching action point 3
IF_ACTION_POINT(2,ALL_PLAYERS)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARB_PARTY,2,1)
	QUICK_INFORMATION(1, "Action point 2 triggered. Heroes spawned at action point 3.", 3)
ENDIF

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,0)
COMPUTER_PLAYER(PLAYER3,0)
COMPUTER_PLAYER(PLAYER4,0)

ALLY_PLAYERS(PLAYER1,PLAYER2,3)
ALLY_PLAYERS(PLAYER1,PLAYER3,3)


ALLY_PLAYERS(PLAYER2,PLAYER1,3)
ALLY_PLAYERS(PLAYER2,PLAYER3,3)


ALLY_PLAYERS(PLAYER3,PLAYER1,3)
ALLY_PLAYERS(PLAYER3,PLAYER2,3)




ADD_CREATURE_TO_POOL(FLY,20)
ADD_CREATURE_TO_POOL(BUG,4)
ADD_CREATURE_TO_POOL(DEMONSPAWN,20)
ADD_CREATURE_TO_POOL(TROLL,20)
ADD_CREATURE_TO_POOL(SPIDER,3)
ADD_CREATURE_TO_POOL(HELL_HOUND,20)
ADD_CREATURE_TO_POOL(TENTACLE,20)
ADD_CREATURE_TO_POOL(SORCEROR,20)
ADD_CREATURE_TO_POOL(ORC,20)
ADD_CREATURE_TO_POOL(BILE_DEMON,20)
ADD_CREATURE_TO_POOL(DRAGON,12)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,20)

CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,0)

ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)

ROOM_AVAILABLE(PLAYER1,TREASURE,0,0)
ROOM_AVAILABLE(PLAYER2,TREASURE,0,0)
ROOM_AVAILABLE(PLAYER3,TREASURE,0,0)



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,BRIDGE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,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_POSSESS,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_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)




TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)



DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)


IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF

CREATURE_ENTRANCE_LEVEL (ALL_PLAYERS,4)

IF(PLAYER0,GAME_TURN >= 5000)
	QUICK_INFORMATION(1, "attack !", 1)
	COMPUTER_DIG_TO_LOCATION(PLAYER1,PLAYER1,PLAYER0)
ENDIF


IF(PLAYER0,GAME_TURN >= 9000)
	QUICK_INFORMATION(1, "attack !", 2)
	COMPUTER_DIG_TO_LOCATION(PLAYER2,PLAYER2,PLAYER0)
ENDIF

IF(PLAYER0,GAME_TURN >= 4000)
	QUICK_INFORMATION(1, "attack !", 3)
	COMPUTER_DIG_TO_LOCATION(PLAYER3,PLAYER3,PLAYER0)
ENDIF



