REM ****************************************************************************
REM  My first map for for KeeperFX strategy game.
REM ****************************************************************************
REM  Script for Arrakis
REM  Campaign: None
REM  Authors:  based on Bullfrog script
REM            Ron Roberts
REM  Map Created Date:     17 April 2025
REM  Copying and copyrights:
REM    This program is free software; you can redistribute it and/or modify
REM    it under the terms of the GNU General Public License as published by
REM    the Free Software Foundation; either version 2 of the License, or
REM    (at your option) any later version.
REM ****************************************************************************

LEVEL_VERSION(1)
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,10000)
MAX_CREATURES(ALL_PLAYERS,25)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,6)
COMPUTER_PLAYER(PLAYER3,6)
COMPUTER_PLAYER(PLAYER5,6)

ADD_CREATURE_TO_POOL(BUG,20)
ADD_CREATURE_TO_POOL(TROLL,20)
ADD_CREATURE_TO_POOL(SPIDER,20)
ADD_CREATURE_TO_POOL(SORCEROR,5)
ADD_CREATURE_TO_POOL(ORC,20)
ADD_CREATURE_TO_POOL(BILE_DEMON,8)
ADD_CREATURE_TO_POOL(DRAGON,5)
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(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,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,2,0)
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_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,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,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)

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)
	
CREATE_PARTY(PARTY1)
	ADD_TO_PARTY(PARTY1,WIZARD,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,KNIGHT,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,AVATAR,10,2500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,TUNNELLER,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,FAIRY,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,WIZARD,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,KNIGHT,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,FAIRY,10,1500,ATTACK_ENEMIES,0)

CREATE_PARTY(PARTY2)
	ADD_TO_PARTY(PARTY2,ARCHER,5,100,ATTACK_ENEMIES,0)

CREATE_PARTY(PARTY3)
	ADD_TO_PARTY(PARTY3,MONK,5,100,ATTACK_ENEMIES,0)

CREATE_PARTY(PARTY4)
	ADD_TO_PARTY(PARTY3,FAIRY,6,100,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY3,WIZARD,6,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY3,WIZARD,6,1500,ATTACK_ENEMIES,0)
	
IF(PLAYER0, GAME_TURN > 20)
	QUICK_INFORMATION(1, Keeper, there are four other keepers here who want your head on a platter. The question is will your entrails be hanging in one of their dungeons?)
	PLAY_MESSAGE(PLAYER0,SPEECH,107)
		IF(PLAYER0,TREASURE>=1)
		PLAY_MESSAGE(PLAYER0,SPEECH,108)
			IF(PLAYER0,LAIR>=1)
			PLAY_MESSAGE(PLAYER0,SPEECH,97)
			PLAY_MESSAGE(PLAYER0,SPEECH,95)
				IF(PLAYER0,GARDEN>=1)
				PLAY_MESSAGE(PLAYER0,SPEECH,94)
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF

IF_ACTION_POINT(1,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,2,1)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,2,4)
ENDIF

IF_ACTION_POINT(4,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,2,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,2,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,2,1)
ENDIF

IF_ACTION_POINT(5,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,2,3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,2,1)
ENDIF

IF_ACTION_POINT(6,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,2,1)
ENDIF

IF_ACTION_POINT(7,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,2,1)
ENDIF

IF_ACTION_POINT(8,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,2,1)
ENDIF

IF_ACTION_POINT(9,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,2,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,2,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,2,1)
ENDIF

IF_ACTION_POINT(10,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,2,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,2,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,2,1)
ENDIF

IF_ACTION_POINT(11,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,2,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,2,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,2,1)
ENDIF

IF_ACTION_POINT(12,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,2,2)
ENDIF

IF_ACTION_POINT(13,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,2,2)
ENDIF

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF
