REM ********************************************
REM
REM             Script for Level 801
REM
REM ********************************************
LEVEL_VERSION(1)

SET_GENERATE_SPEED(200)

START_MONEY(PLAYER0,100000)

MAX_CREATURES(PLAYER0,30)

ADD_CREATURE_TO_POOL(BILE_DEMON,20)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,20)
ADD_CREATURE_TO_POOL(SORCEROR,20)
ADD_CREATURE_TO_POOL(BUG,20)
ADD_CREATURE_TO_POOL(SPIDER,20)
ADD_CREATURE_TO_POOL(DRUID,20)
ADD_CREATURE_TO_POOL(ORC,20)
ADD_CREATURE_TO_POOL(DEMONSPAWN,20)
ADD_CREATURE_TO_POOL(DRAGON,20)
ADD_CREATURE_TO_POOL(TROLL,20)
CREATURE_AVAILABLE(PLAYER0,ORC,1,0)
CREATURE_AVAILABLE(PLAYER0,DRUID,1,0)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,0)
CREATURE_AVAILABLE(PLAYER0,BUG,1,0)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,0)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,0)
CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,0)
CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,0)
CREATURE_AVAILABLE(PLAYER0,DRAGON,1,0)
CREATURE_AVAILABLE(PLAYER0,TROLL,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_TIME_BOMB,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SLOW,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_FREEZE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,1,0)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER0,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
ROOM_AVAILABLE(PLAYER0,PRISON,1,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
TRAP_AVAILABLE(PLAYER0,POISON_GAS,1,0)
TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,0)
TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,1,0)
DOOR_AVAILABLE(PLAYER0,MAGIC,1,0)
DOOR_AVAILABLE(PLAYER0,STEEL,1,0)
DOOR_AVAILABLE(PLAYER0,SECRET,1,0)
DOOR_AVAILABLE(PLAYER0,MIDAS,1,0)

CREATE_PARTY(ONE)
	ADD_TO_PARTY(ONE,THIEF,10,400,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(ONE,THIEF,10,400,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(ONE,THIEF,10,400,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(ONE,DWARFA,7,500,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(ONE,DWARFA,7,600,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(ONE,DWARFA,7,400,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(TWO)
	ADD_TO_PARTY(TWO,SAMURAI,10,4000,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(TWO,MONK,10,4000,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(TWO,WIZARD,10,5000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(TWO,GIANT,10,5000,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(THREE)
	ADD_TO_PARTY(THREE,SAMURAI,10,4000,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(THREE,SAMURAI,10,4000,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(THREE,GIANT,10,4000,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(THREE,WIZARD,10,5000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(THREE,GIANT,10,5000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(THREE,TIME_MAGE,10,6000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(THREE,KNIGHT,10,40000,ATTACK_DUNGEON_HEART,0)
    
HEART_LOST_OBJECTIVE(8,ALL_PLAYERS)
    
SET_FLAG(PLAYER_GOOD,FLAG0,0)
SET_FLAG(PLAYER_GOOD,FLAG1,0)
SET_FLAG(PLAYER0,FLAG0,0)

DISPLAY_OBJECTIVE(1,ALL_PLAYERS)

IF(PLAYER0,GAME_TURN >= 2000)
    DISPLAY_INFORMATION(2,ALL_PLAYERS)
ENDIF

IF(PLAYER0,GAME_TURN >= 3000)
    DISPLAY_INFORMATION(3,ALL_PLAYERS)
ENDIF

IF(PLAYER0,MIDAS > 0)
    IF(PLAYER_GOOD,TIMER0 >= 11000)
        IF_CONTROLS(PLAYER_GOOD,GIANT <= 3)
            IF(PLAYER_GOOD,FLAG1 == 0)
                DISPLAY_INFORMATION(10,ALL_PLAYERS)
            ENDIF
        ENDIF
    ENDIF
ENDIF

IF(PLAYER_GOOD,FLAG0 == 0)
    SET_TIMER(PLAYER_GOOD,TIMER0)
    IF(PLAYER_GOOD,TIMER0 >= 5000)
        SET_FLAG(PLAYER_GOOD,FLAG0,1)
    ENDIF
ENDIF

IF(PLAYER_GOOD,FLAG0 == 1)
    DISPLAY_INFORMATION(6,ALL_PLAYERS)
    SET_TIMER(PLAYER_GOOD,TIMER0)
    IF(PLAYER_GOOD,TIMER0 == 3000)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,4,3,4,100)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,5,3,4,100)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,6,3,4,100)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,7,3,4,100)
    ENDIF
    IF(PLAYER_GOOD,TIMER0 == 4000)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,4,3,4,100)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,5,3,4,100)
    ENDIF
    IF(PLAYER_GOOD,TIMER0 == 6000)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,6,3,3,100)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,7,3,3,100)
    ENDIF
    IF(PLAYER_GOOD,TIMER0 == 7500)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,GIANT,4,3,3,100)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,GIANT,5,3,3,100)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,6,3,4,100)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,7,3,4,100)
    ENDIF
    IF(PLAYER_GOOD,TIMER0 == 9000)
        NEXT_COMMAND_REUSABLE
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,8,10,4,100)
    ENDIF
    IF(PLAYER_GOOD,TIMER0 >= 11000)
        IF_CONTROLS(PLAYER_GOOD,GIANT <= 3)
            IF(PLAYER_GOOD,FLAG1 == 0)
                NEXT_COMMAND_REUSABLE
                ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,4,3,7,100)
                NEXT_COMMAND_REUSABLE
                ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,5,3,7,100)
                NEXT_COMMAND_REUSABLE
                ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,6,3,7,100)
                NEXT_COMMAND_REUSABLE
                ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,7,3,7,100)
                NEXT_COMMAND_REUSABLE
                ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-5,3,7,100)
                NEXT_COMMAND_REUSABLE
                ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,-5,3,6,100)
                NEXT_COMMAND_REUSABLE
                ADD_TO_FLAG(PLAYER0,FLAG0,1)
                NEXT_COMMAND_REUSABLE
                SET_FLAG(PLAYER_GOOD,FLAG1,1)
            ENDIF
            IF_CONTROLS(PLAYER_GOOD,SAMURAI <= 2)
                NEXT_COMMAND_REUSABLE
                SET_FLAG(PLAYER_GOOD,FLAG1,0)
                NEXT_COMMAND_REUSABLE
                SET_TIMER(PLAYER_GOOD,TIMER0)
            ENDIF
        ENDIF
    ENDIF
ENDIF

IF(PLAYER0,FLAG0 > 3)
    DISPLAY_INFORMATION(4,ALL_PLAYERS)
ENDIF

IF(PLAYER_GOOD,FLAG0 == 2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-3,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,10,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-2,1)
    IF_CONTROLS(PLAYER_GOOD,DWARFA <= 0)
        CHANGE_SLAB_TYPE(32,4,PATH,MATCH)
    ENDIF
    IF_CONTROLS(PLAYER_GOOD,KNIGHT <= 0)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,4,3,10,100)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,5,3,10,100)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,6,3,10,100)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,7,3,10,100)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-5,3,10,100)
        IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
            IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
                DISPLAY_OBJECTIVE(9,ALL_PLAYERS)
                WIN_GAME
            ENDIF
        ENDIF
    ENDIF
ENDIF

IF_ACTION_POINT(1,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-2,1)
    DISPLAY_INFORMATION(5,ALL_PLAYERS)
ENDIF

IF(PLAYER_GOOD,HEART_HEALTH < 30000)
    SET_FLAG(PLAYER_GOOD,FLAG0,2)
ENDIF

IF_ACTION_POINT(2,PLAYER0)
    SET_FLAG(PLAYER_GOOD,FLAG0,2)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,3,1)
ENDIF

IF_ACTION_POINT(11,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-4,15,7,100)
ENDIF

IF_ACTION_POINT(12,PLAYER0)
    DISPLAY_INFORMATION(7,12)
ENDIF