REM ********************************************
REM *                                          *
REM *             Citadel of Thieves           *
REM *                                          *
REM ********************************************
REM ****************BY MARK NASH****************

REM VERSION 1.0

REM **********     SETUP COMMANDS     **********


REM ***** Set the Generation Speed of the  *****
REM ***** Entrances                        *****

SET_GENERATE_SPEED(450)


REM ***** Set the computer players going   *****

REM Player		Player Type

COMPUTER_PLAYER(PLAYER1,10)
SET_COMPUTER_PROCESS(PLAYER1,"DIG TO CLOSE GOLD",0,50000,21600,12,100)
SET_COMPUTER_CHECKS(PLAYER1,"CHECK FOR NEUTRAL PLACES",15000,0,0,0,65000)
SET_COMPUTER_PROCESS(PLAYER1,"BUILD A SCAVENGER ROOM",-10,2,2,9,8)

REM ***** Set the maximum number of        *****
REM ***** creatures each player can have   *****

REM Player  Number of creatures

MAX_CREATURES(PLAYER0,40)
MAX_CREATURES(PLAYER1,80)

REM ***** Set the amount of gold each      *****
REM ***** player starts with               *****

REM Player	    Amount of gold

START_MONEY(PLAYER0,25000)
START_MONEY(PLAYER1,25000)

REM **********       SET MAGIC        **********
REM **********     AND CREATURES      **********

REM ***** Setup the creature pool          *****

REM Creature Name	Number of creatures

ADD_CREATURE_TO_POOL(BUG,40)
ADD_CREATURE_TO_POOL(FLY,40)
ADD_CREATURE_TO_POOL(SPIDER,20)
ADD_CREATURE_TO_POOL(SORCEROR,30)
ADD_CREATURE_TO_POOL(DEMONSPAWN,40)
ADD_CREATURE_TO_POOL(DRAGON,10)
ADD_CREATURE_TO_POOL(TROLL,25)
ADD_CREATURE_TO_POOL(ORC,30)
ADD_CREATURE_TO_POOL(HELL_HOUND,25)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,20)
ADD_CREATURE_TO_POOL(BILE_DEMON,40)

REM ***** Enable each player to recieve    *****
REM ***** creatures from pool              *****

REM Player		Creatures	Can be available	Is now available

CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,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,HELL_HOUND,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)

REM ***** Set the rooms available to each  *****
REM ***** player                           *****

REM Player		Room type	Can be available	Is available

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,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,SCAVENGER,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)


REM ***** Set the doors available to each  *****
REM ***** player                           *****

REM Player		Door type		Can be available	Is available

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)


REM ***** Set the traps available to each  *****
REM ***** player                           *****

REM Player		Trap type		Can be available	Is available

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


REM ***** Set the spells available to each *****
REM ***** player                           *****

REM Player		Spell type		Can be available	Is available

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,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_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,0,0)

REM **********  ADJUST ANY CREATURE   **********
REM ********** OR RESEARCH STATISTICS **********

REM Example:
REM ***** Change the research value of the *****
REM ***** Scavenger Room from 27500 to     *****
REM ***** 50000                            *****

REM RESEARCH(PLAYER1,ROOM,SCAVENGER,50000)


REM ********** SETUP FLAGS AND TIMERS **********

REM ***** FLAGS *****

REM Player		Flag Name	Flag's number

REM ***** TIMERS *****

SET_TIMER(PLAYER0,TIMER0)

REM Player  Timer Name

REM **********     OBJECTIVES AND     **********
REM **********      INFORMATION       **********

REM Below is how you place text within the game,
REM it uses the "?" and will come up automatically, you can have it as
REM DISPLAY_INFORMATION but that will be a "!" like when you capture new rooms
REM or new monsters join you in the main game, With Deeper Dungeons You can write your own objectives.
REM until I get my hands on that I'll have to steal TEXT from the main game.

DISPLAY_OBJECTIVE(120,PLAYER0)

REM **********     CREATE AND ADD     **********
REM **********  CREATURES TO PARTIES  **********

REM ***** Create any parties               *****

REM Party Name

CREATE_PARTY(ONE)
    ADD_TO_PARTY(ONE,ARCHER,1,200,ATTACK_ENEMIES,200)
    ADD_TO_PARTY(ONE,ARCHER,1,200,ATTACK_ENEMIES,200)
    ADD_TO_PARTY(ONE,ARCHER,1,200,ATTACK_ENEMIES,200)
    ADD_TO_PARTY(ONE,THIEF,2,400,ATTACK_ENEMIES,200)

CREATE_PARTY(TWO)
    ADD_TO_PARTY(TWO,SAMURAI,5,1000,DEFEND_PARTY,0)
    ADD_TO_PARTY(TWO,BARBARIAN,4,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(TWO,BARBARIAN,4,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(TWO,THIEF,3,600,STEAL_GOLD,0)
    ADD_TO_PARTY(TWO,THIEF,3,600,STEAL_GOLD,0)
    ADD_TO_PARTY(TWO,THIEF,3,600,STEAL_GOLD,0)

CREATE_PARTY(THREE)
    ADD_TO_PARTY(THREE,BARBARIAN,6,1200,DEFEND_PARTY,0)
    ADD_TO_PARTY(THREE,ARCHER,5,1000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,ARCHER,5,1000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,MONK,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,THIEF,2,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,THIEF,1,200,ATTACK_ENEMIES,0)

CREATE_PARTY(FOUR)
    ADD_TO_PARTY(FOUR,SAMURAI,9,1800,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,SAMURAI,5,1000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,SAMURAI,5,1000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,SAMURAI,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,SAMURAI,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,SAMURAI,3,600,ATTACK_ENEMIES,0)

CREATE_PARTY(LAST)
    ADD_TO_PARTY(LAST,KNIGHT,10,1000000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(LAST,WIZARD,8,8000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(LAST,FAIRY,6,6000,DEFEND_PARTY,0)
    ADD_TO_PARTY(LAST,MONK,8,8000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(LAST,MONK,5,5000,DEFEND_PARTY,0)
    ADD_TO_PARTY(LAST,ARCHER,5,5000,DEFEND_PARTY,0)

CREATE_PARTY(NORTH)
    ADD_TO_PARTY(NORTH,THIEF,5,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(NORTH,THIEF,4,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(NORTH,THIEF,3,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(NORTH,THIEF,2,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(NORTH,THIEF,1,200,ATTACK_ENEMIES,0)

CREATE_PARTY(WESTA)
    ADD_TO_PARTY(WESTA,DWARFA,5,1000,DEFEND_PARTY,0)
    ADD_TO_PARTY(WESTA,DWARFA,4,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(WESTA,DWARFA,4,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(WESTA,DWARFA,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(WESTA,DWARFA,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(WESTA,DWARFA,3,600,ATTACK_ENEMIES,0)

CREATE_PARTY(WESTB)
    ADD_TO_PARTY(WESTB,WIZARD,5,1000,STEAL_SPELLS,0)
    ADD_TO_PARTY(WESTB,BARBARIAN,4,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(WESTB,BARBARIAN,4,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(WESTB,WIZARD,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(WESTB,WIZARD,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(WESTB,WIZARD,3,600,ATTACK_ENEMIES,0)

CREATE_PARTY(WESTC)
    ADD_TO_PARTY(WESTC,GIANT,5,1000,DEFEND_PARTY,0)
    ADD_TO_PARTY(WESTC,ARCHER,4,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(WESTC,ARCHER,4,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(WESTC,MONK,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(WESTC,WITCH,3,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(WESTC,WITCH,3,600,ATTACK_ENEMIES,0)

REM **********      MAIN SCRIPT       **********


REM **********      IF COMMANDS       **********

IF_ACTION_POINT(5,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,6,1)
    
ENDIF

IF_ACTION_POINT(1,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTH,-3,1)
    
ENDIF

IF_ACTION_POINT(3,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,4,1)
    
ENDIF

IF_ACTION_POINT(2,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-4,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-5,1)
    
ENDIF

IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    DISPLAY_OBJECTIVE(73,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTH,-5,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,3,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,8,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-4,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,LAST,-1,1)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER3,WESTA,-2,DUNGEON_HEART,1,5,1000)
    ADD_PARTY_TO_LEVEL(PLAYER3,WESTB,-2,1)
    ADD_PARTY_TO_LEVEL(PLAYER3,WESTC,-2,1)
    IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
        DISPLAY_OBJECTIVE(74,PLAYER0)
        
    ENDIF
    
    IF(PLAYER1,TOTAL_CREATURES <= 10)
        IF(PLAYER1,DUNGEON_DESTROYED == 0)
            IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
                DISPLAY_INFORMATION(115,PLAYER0)
            ENDIF
        ENDIF
        
    ENDIF
    
    REM **********      WIN AND LOSE      **********
    
    REM Player		Variable		Comparison	Value
    
    IF(PLAYER1,DUNGEON_DESTROYED == 1)
        DISPLAY_OBJECTIVE(75,PLAYER0)
        
        WIN_GAME
        
    ENDIF
ENDIF
