 //Hide from Older Browsers
      // TimeKeeper "Project" LifeSim Pueblo Period
      // Jared Scott
      // This code is copyright 1997
      
/////////////////////////////////////////////////////////////////////////////////////////////
///////////ALL GLOBAL VARIABLES AND FUNCTIONS

      // Destroy Global
      destroy_is_selected = 0
      
      // Happy Level
      happiness_level = .5

      //Population
      population = 15
      free_worker_population = 15
      
      // Welware and Health
      welfare = .5
      total_crop_value = 0

      // Global Variables
      number_of_turns = 0
      array_number = 0
      building_selected = 0
      ground = new Array(192)
      crop_value = 0
      happiness_value = 0
      village_is_selected = 0
      crop_is_selected = 0
      storehouse_is_selected = 0
      hunter_is_selected = 0
      kiva_is_selected = 0
      village_square_is_selected = 0
      number_of_pueblos = 0
      number_of_crops = 0
      season = Math.floor(5 * Math.random())

 
      function init_game() {
          document.form1.text2.value = population
          document.form1.text3.value = free_worker_population       
          document.form1.text4.value = welfare * 100
          document.form1.text5.value = happiness_level * 100
          which_season()
          init_array()
      }
      
      function init_array() {
        for(times = 0; times < 191; times++) {
           ground[array_number] = 0           
           check_territory_type(array_number)
           //document.form1.text1.value = document.images[array_number].src
           array_number++
           
           }       
      }

      function check_territory_type(array_number) {    
           if(document.images[array_number].src == image_tree.src) {
               ground[array_number] = 1
               return ground[array_number]}                      
           else {  
             if(document.images[array_number].src == image_water_h.src || document.images[array_number].src == image_water_v.src || document.images[array_number].src == image_water_br.src || document.images[array_number].src == image_water_bl.src || document.images[array_number].src == image_water_tl.src || document.images[array_number].src == image_water_tr.src) {        
                  ground[array_number] = 2
                  return ground[array_number]}
             else { 
                  if(document.images[array_number].src == "grass.gif") {
                     ground[array_number] = 4
                     return ground[array_number]}
                  else {
                     if(document.images[array_number].src == image_blank.src) {
                        ground[array_number] = 0
                        return ground[array_number]}
                     else {
                        ground[array_number] = 0
                        return ground[array_number]}
                  }
             }
           }    
         
        
        
        
      
      }


//////////////////////////////////////////////////////////////////////////////////////////////
/////////////LOAD GRAPHICS

       // Load Graphics
       image_blank = new Image(32, 32)
       image_blank.src = "../media/lifesim/ground.gif"

       image_tree = new Image(32, 32)
       image_tree.src = "../media/lifesim/trees.gif"
  
       image_water_h = new Image(32, 32)
       image_water_h.src = "../media/lifesim/waterh.gif"
       
       image_water_v = new Image(32, 32)
       image_water_v.src = "../media/lifesim/waterv.gif"
       
       image_water_br = new Image(32, 32)
       image_water_br.src = "../media/lifesim/waterbr.gif"
       
       image_water_bl = new Image(32, 32)
       image_water_bl.src = "../media/lifesim/waterbl.gif"
       
       image_water_tr = new Image(32, 32)
       image_water_tr.src = "../media/lifesim/watertr.gif"
       
       image_water_tl = new Image(32, 32)
       image_water_tl.src = "../media/lifesim/watertl.gif"
       
       image_pueblo = new Image(32, 32)
       image_pueblo.src = "../media/lifesim/pueblo1.gif"       

       image_crop = new Image(32, 32)
       image_crop.src = "../media/lifesim/corn.gif"  

       image_storehouse = new Image(32, 32)
       image_storehouse.src = "../media/lifesim/storage.gif"   

       image_plaza_tl = new Image(32, 32)
       image_plaza_tl.src = "../media/lifesim/plazatl.gif"

       image_plaza_tr = new Image(32, 32)
       image_plaza_tr.src = "../media/lifesim/plazatr.gif"

       image_plaza_bl = new Image(32, 32)
       image_plaza_bl.src = "../media/lifesim/plazabl.gif"

       image_plaza_br = new Image(32, 32)
       image_plaza_br.src = "../media/lifesim/plazabr.gif"

       image_deadcrop = new Image(32, 32)
       image_deadcrop.src = "../media/lifesim/deadcorn.gif"

       image_badpueblo = new Image(32, 32)
       image_badpueblo.src = "../media/lifesim/bpueb.gif"

       image_bplaza_ul = new Image(32, 32)
       image_bplaza_ul.src = "../media/lifesim/bpzul.gif"

       image_bplaza_ur = new Image(32, 32)
       image_bplaza_ur.src = "../media/lifesim/bpzur.gif"

       image_bplaza_dl = new Image(32, 32)
       image_bplaza_dl.src = "../media/lifesim/bpzdl.gif"

       image_bplaza_dr = new Image(32, 32)
       image_bplaza_dr.src = "../media/lifesim/bpzdr.gif"

       image_kiva = new Image(32, 32)
       image_kiva.src = "../media/lifesim/kiva.gif"
 
       image_hunter_g = new Image(32, 32)
       image_hunter_g.src = "../media/lifesim/huntdirt.gif"

       image_hunter_t = new Image(32, 32)
       image_hunter_t.src = "../media/lifesim/hunttree.gif"
       

     
      function nothing() {
           return 
        }

/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////BUILD FUNCTION

      // The build function which checks what is there, 
      // and if it is free terrain, builds the selected object

      function build(num) {
       get_which_season()
       if(destroy_is_selected == 0) {  
        if(ground[num] == 0) {
            // Stuff for the Pueblo building- Must be 2 spaces next to water
          if(building_selected == 2) {  
           top_left_diag1 = num - 17
           top_right_diag1 = num - 15
           bottom_left_diag1 = num + 15
           bottom_right_diag1 = num + 17
           top_left_diag2 = num - 34
           top_right_diag2 = num - 30
           bottom_left_diag2 = num + 30
           bottom_right_diag2 = num + 34
           left2 = num - 2   
           right2 = num + 2
           top2 = num - 32
           bottom2 = num + 32
           left = num - 1
           right = num + 1
           top1 = num - 16
           bottom = num + 16;
           if(ground[left2] == 2 || ground[left] == 2 || ground[right2] == 2 || ground[right] == 2 || ground[top2] == 2 || ground[top1] == 2 || ground[bottom2] == 2 || ground[bottom] == 2 || ground[top_left_diag1] == 2 || ground[top_left_diag2] == 2 || ground[top_right_diag1] == 2 || ground[top_right_diag2] == 2 || ground[bottom_left_diag1] == 2 || ground[bottom_left_diag2] == 2 || ground[bottom_right_diag1] == 2 || ground[bottom_right_diag2] == 2) {
                if(free_worker_population >= 5) {
                 happiness_value += 1
                 happiness_level = (happiness_value * 10) / population                 
                 if(happiness_level <= 1) {
                  p = (num)
                  document.images[p].src = image_pueblo.src
                  ground[num]++                  
                  free_worker_population = free_worker_population - 5                 
                  document.form1.text3.value = free_worker_population
                  document.form1.text1.value = ""
                  document.form1.text4.value = welfare * 100
                  document.form1.text5.value = happiness_level * 100
                  number_of_pueblos++
                  number_of_turns++
                  parse_turns()}
                 else {
                  p = (num)
                  document.images[p].src = image_pueblo.src
                  ground[num]++
                  free_worker_population = free_worker_population - 5                 
                  document.form1.text3.value = free_worker_population
                  document.form1.text1.value = ""
                  happiness_level = 1
                  document.form1.text4.value = welfare * 100
                  document.form1.text5.value = happiness_level * 100
                  number_of_pueblos++
                  number_of_turns++
                  parse_turns()}
                }
                else {
                 document.form1.text1.value = "You don't have enough workers to build this"}
           }
           else {
                   document.form1.text4.value = welfare * 100 
                   p = (num)
                   document.images[p].src = image_badpueblo.src
                   ground[num]++
                   document.form1.text1.value = ""
                   free_worker_population = free_worker_population - 1
                   document.form1.text3.value = free_worker_population
                   number_of_turns++
                   parse_turns()}

          }          
          
          if(building_selected == 3) {
                top_left_diag1 = num - 17
                top_right_diag1 = num - 15
                bottom_left_diag1 = num + 15
                bottom_right_diag1 = num + 17
                left = num - 1
                right = num + 1
                top1 = num - 16
                bottom = num + 16;
                if(ground[left] == 2 || ground[right] == 2 || ground[top1] == 2 || ground[bottom] == 2 || ground[top_left_diag1] == 2 || ground[top_right_diag1] == 2 || ground[bottom_left_diag1] == 2 || ground[bottom_right_diag1] == 2) {
                 if(free_worker_population >= 1){
                  total_crop_value += crop_value
                  welfare = (total_crop_value * 10) / population
                  document.form1.text4.value = welfare * 100
                  document.form1.text5.value = happiness_level * 100
                  if(welfare <= 1) {
                   p = (num)
                   document.images[p].src = image_crop.src
                   ground[num] = 3
                   number_of_crops++
                   document.form1.text1.value = ""
                   free_worker_population = free_worker_population - 1
                   document.form1.text3.value = free_worker_population
                   number_of_turns++
                   parse_turns()}
                  else {
                   welfare = 1
                   document.form1.text4.value = welfare * 100 
                   p = (num)
                   document.images[p].src = image_crop.src
                   ground[num] = 3
                   number_of_crops++
                   document.form1.text1.value = ""
                   free_worker_population = free_worker_population - 1
                   document.form1.text3.value = free_worker_population
                   number_of_turns++
                   parse_turns()
                  }
                 }
                 else {
                  document.form1.text1.value = "You don't have enough workers to build this"}    
                }
                else {
                   document.form1.text4.value = welfare * 100 
                   p = (num)
                   document.images[p].src = image_deadcrop.src
                   ground[num] = 3
                   number_of_crops++
                   document.form1.text1.value = ""
                   free_worker_population = free_worker_population - 1
                   document.form1.text3.value = free_worker_population 
                   number_of_turns++
                   parse_turns()}
          }  
          
          if(building_selected == 4) {
                if(free_worker_population >= 10){ 
                 top_right = num + 1
                 bottom_left = num + 16
                 bottom_right = num + 17
                 if(ground[top_right] == 0 && ground[bottom_right] == 0 && ground[bottom_left] == 0) {
                  if(num != 45 && num != 61 && num != 77 && num != 93 && num != 109 && num != 125 && num != 141 && num != 157 && num != 146 && num != 147 && num != 148 && num != 149 && num != 150 && num != 151 && num != 152 && num != 153 && num != 154 && num != 155 && num != 156) {
                   happiness_value += 1.5
                   happiness_level = (happiness_value * 10) / population               
                   if(happiness_level < 1 && happiness_level > 0) {
                     p = (num)
                     document.images[p].src = image_plaza_tl.src
                     top_right = num + 1
                     bottom_left = num + 16
                     bottom_right = num + 17                   
                     happiness_level = 1    
                     document.form1.text5.value = happiness_level * 100 
                     document.form1.text4.value = welfare * 100                                                      
                     document.images[top_right].src = image_plaza_tr.src
                     document.images[bottom_left].src = image_plaza_bl.src
                     document.images[bottom_right].src = image_plaza_br.src
                     ground[num]++
                     ground[num + 1]++
                     ground[num + 17]++
                     ground[num + 16]++
                     document.form1.text1.value = ""
                     free_worker_population = free_worker_population - 10
                     document.form1.text3.value = free_worker_population
                     check_hw_average(num)
                     number_of_turns++
                     parse_turns()}
                    
                   
                   if(happiness_level <= 0) {
                        p = (num)
                        document.images[p].src = image_plaza_tl.src
                        top_right = num + 1
                        bottom_left = num + 16
                        bottom_right = num + 17                   
                        happiness_level = 0                  
                        document.form1.text4.value = welfare * 100     
                        document.form1.text5.value = happiness_level * 100                            
                        document.images[top_right].src = image_plaza_tr.src
                        document.images[bottom_left].src = image_plaza_bl.src
                        document.images[bottom_right].src = image_plaza_br.src
                        ground[num]++
                        ground[num + 1]++
                        ground[num + 17]++
                        ground[num + 16]++
                        document.form1.text1.value = ""
                        free_worker_population = free_worker_population - 10
                        document.form1.text3.value = free_worker_population
                        check_hw_average(num)
                        number_of_turns++
                        parse_turns()}
                   if(happiness_level >= 1) {
                
                        p = (num)
                        document.images[p].src = image_plaza_tl.src
                        top_right = num + 1
                        bottom_left = num + 16
                        bottom_right = num + 17                                     
                        document.form1.text4.value = welfare * 100        
                        document.form1.text5.value = happiness_level * 100                         
                        document.images[top_right].src = image_plaza_tr.src
                        document.images[bottom_left].src = image_plaza_bl.src
                        document.images[bottom_right].src = image_plaza_br.src
                        ground[num]++
                        ground[num + 1]++
                        ground[num + 17]++
                        ground[num + 16]++
                        document.form1.text1.value = ""
                        free_worker_population = free_worker_population - 10
                        document.form1.text3.value = free_worker_population
                        check_hw_average(num)
                        number_of_turns++
                        parse_turns()}
                  }   
                 }
                 else {
                   document.form1.text1.value = "You cannot build here"}
                }
                else {
                   document.form1.text1.value = "You don't have enough workers to build this"}   
          }
          

          if(building_selected == 5) {
           if(free_worker_population >= 3) { 
            if(happiness_level <= 1) {
             document.images[num].src = image_kiva.src
             ground[num] = 7
             happiness_value += 1.5
             happiness_level = (happiness_value * 10) / population
             document.form1.text4.value = welfare * 100
             document.form1.text5.value = happiness_level * 100
             free_worker_population = free_worker_population - 3
             document.form1.text3.value = free_worker_population
             number_of_turns++
             parse_turns()}
            else {
             document.form1.text1.value = "You don't have enough free workers"}
          } 
   
          }
          if(building_selected == 6) {
             if(free_worker_population >= 3) {
                document.images[num].src = image_hunter_g.src
                total_crop_value += crop_value
                welfare = (total_crop_value * 10) / population
                ground[num]++
                document.form1.text4.value = welfare * 100
                document.form1.text1.value = ""
                free_worker_population = free_worker_population - 3
                document.form1.text3.value = free_worker_population
                number_of_turns++
                parse_turns()}
             else {
              document.form1.text1.value = "You do not have enough workers"}
          }  
          
              
        }          
        else {
          if(building_selected == 7) {
                 p = (num)
                 if(ground[num] == 3) {
                   document.images[p].src = image_storehouse.src
                   total_crop_value += crop_value
                   welfare = (total_crop_value * 10 + 1.8) / population
                   document.form1.text4.value = welfare * 100
                   document.form1.text1.value = ""
                   free_worker_population = free_worker_population - 1
                   document.form1.text3.value = free_worker_population
                   number_of_turns++
                   parse_turns()
                 } 
                 else {
                   document.form1.text1.value = "You can only build this on a crop"}  
          }
          if(ground[num] == 1 && building_selected == 6) {
                document.images[num].src = image_hunter_t.src
                total_crop_value += crop_value
                welfare = (total_crop_value * 10) / population
                document.form1.text4.value = welfare * 100
                document.form1.text1.value = ""
                document.form1.text1.value = ground[num]
                free_worker_population = free_worker_population - 3
                document.form1.text3.value = free_worker_population
                number_of_turns++
                parse_turns()
          }
        }               
             


             
             
             
       }
         
         
       
       else {
        number = (num)
        destroy(num)}
      }
      
///////////////////////////////////////////////////////////////////////////////////////////////
//////////PARSE TURNS

      // Function that parses all turns, and then updates info
      function parse_turns() {
          if(number_of_turns == 3) {
            if(season == 0) {
               drought = Math.floor(4 * Math.random() + 1)
                  if(drought == 2) {
                    season++
                    season++
                    which_season() 
                    check_for_number_of_pueblos()
                    check_happiness_to_welfare()
                    check_welfare_to_happiness()
                    new_population = Math.round(population * ((((welfare - .5) + (happiness_level - .5)) + .2) / 4))
                    free_worker_population = Math.round(new_population + free_worker_population) 
                    if(free_worker_population <= 0) {
                      free_worker_population = 0
                    }
                    population = population + new_population
                    window.alert("Your new population for this season is: " + Math.round(population));
                   
                    number_of_turns = 0
                    check_population()
                    black_plague()
                    flood()
                    document.form1.text3.value = free_worker_population
                    document.form1.text2.value = population
                    }
                  else {
                    season++
                    which_season() 
                    check_for_number_of_pueblos()
                    check_happiness_to_welfare()
                    check_welfare_to_happiness()
                    new_population = Math.round(population * ((((welfare - .5) + (happiness_level - .5)) + .2) / 4))
                    free_worker_population = Math.round(new_population + free_worker_population) 
                    if(free_worker_population <= 0) {
                      free_worker_population = 0
                    }                 
                    population = population + new_population
                    window.alert("Your new population for this season is: " + Math.round(population))
                 
                    number_of_turns = 0
                    check_population()
                    black_plague()
                    flood()
                    document.form1.text3.value = free_worker_population
                    document.form1.text2.value = population}
         
            }  
            else {
             if(season == 1) {
                season++
                season++
                which_season() 
                check_for_number_of_pueblos()
                check_happiness_to_welfare()
                check_welfare_to_happiness()
                new_population = Math.round(population * ((((welfare - .5) + (happiness_level - .5)) + .2) / 4))
                free_worker_population = Math.round(new_population + free_worker_population) 
                if(free_worker_population <= 0) {
                      free_worker_population = 0
                }
                population = population + new_population
                window.alert("Your new population for this season is: " + Math.round(population))
            
                number_of_turns = 0
                check_population()
                black_plague()
                flood()
                document.form1.text3.value = free_worker_population
                document.form1.text2.value = population}
             else {
               if(season == 4) {                          
                 season = 0
                 which_season() 
                 check_for_number_of_pueblos()
                 check_happiness_to_welfare()
                 check_welfare_to_happiness()
                 new_population = Math.round(population * ((((welfare - .5) + (happiness_level - .5)) + .15) / 4))
                 free_worker_population = Math.round(new_population + free_worker_population) 
                 if(free_worker_population <= 0) {
                      free_worker_population = 0
                 }
                 population = population + new_population
                 window.alert("Your new population for this season is: " + Math.round(population))
                
                 number_of_turns = 0
                 check_population()
                 black_plague()
                 flood()
                 document.form1.text3.value = free_worker_population
                 document.form1.text2.value = population}
               else {
                 season++
                 which_season() 
                 check_for_number_of_pueblos()
                 check_happiness_to_welfare()
                 check_welfare_to_happiness()
                 new_population = Math.round(population * ((((welfare - .5) + (happiness_level - .5)) + .2) / 4))
                 free_worker_population = Math.round(new_population + free_worker_population) 
                 if(free_worker_population <= 0) {
                      free_worker_population = 0
                 }
                 population = population + new_population
                 window.alert("Your new population for this season is: " + Math.round(population))
                 number_of_turns = 0
                 check_population()
                 black_plague()
                 flood()
                 document.form1.text3.value = free_worker_population
                 document.form1.text2.value = population}
 
             }
 
            }  
            
              }
          else {
          }
      } 
/////////////////////////////////////////////////////////////////////////////////////////////
//////////////CONDITIONS

          
      function check_for_number_of_pueblos() {
           crop_to_pueblo_ratio = number_of_crops / number_of_pueblos 
           if(crop_to_pueblo_ratio <= .3) {               
             welfare = welfare - ((2 * Math.random() ) / 10)  
             if(welfare >= 1) {
                welfare = 1                
                happiness_level = happiness_level - .1
                if(happiness_level <= 0) {
                      happiness_level = 0
                }
                
                document.form1.text4.value = welfare * 100
                document.form1.text5.value = happiness_level * 100
                return welfare
                return happiness_level}
               else {             
                if(welfare >= 0 && welfare < 1) {
                 happiness_level = happiness_level - .1
                 if(happiness_level <= 0) {
                      happiness_level = 0
                 }
                 document.form1.text4.value = welfare * 100
                 document.form1.text5.value = happiness_level * 100
                 return welfare
                 return happiness_level}
                else {
                 welfare = 0
                 happiness_level = happiness_level - .1
                 if(happiness_level <= 0) {
                      happiness_level = 0
                 }
                
                 document.form1.text4.value = welfare * 100
                 document.form1.text5.value = happiness_level * 100
                 return welfare
                 return happiness_level}
                }
            }
           
      }

      function black_plague() {
        
          chance_black_plague = Math.floor((10 * Math.random()) + 1) 
          if(chance_black_plague == 5) {
            number_people_killed = Math.floor((5 * Math.random()) + 1)
            population = population - number_people_killed
            if(population <= 0) {
              population = 0      
            } 
            free_worker_population = free_worker_population - number_people_killed   
            if(free_worker_population <= 0) {
               free_worker_population = 0
            }
            window.alert("A terrible disease has struck! It killed " + number_people_killed + " people.")
        
            document.form1.text2.value = population
            document.form1.text3.value = free_worker_population            
          }
          
       
      }
 
      function flood() {
        
          chance_flood = Math.floor((20 * Math.random()) + 1) 
          if(chance_flood == 5) {
            number_people_killed_f = Math.floor((5 * Math.random()) + 1)
            population = population - number_people_killed_f
            if(population <= 0) {
              population = 0      
            } 
            free_worker_population = free_worker_population - number_people_killed_f   
            if(free_worker_population <= 0) {
               free_worker_population = 0
            }
            window.alert("A flood has occured! It killed " + number_people_killed_f + " people.")
        
            document.form1.text2.value = population
            document.form1.text3.value = free_worker_population            
          }
          
       
      }

      
      function check_population() {
            if(population <= 0) {
               population = 0
               document.form1.text2.value = population}
            if(free_worker_population <= 0) {
               free_worker_population = 0
               document.form1.text2.value = population} 
      }
              
      function check_hw_average(num) {
           hw = (happiness_level + welfare) / 2
           if(hw <= .4) {
              document.images[num].src = image_bplaza_ul.src
              document.images[top_right].src = image_bplaza_ur.src
              document.images[bottom_left].src = image_bplaza_dl.src
              document.images[bottom_right].src = image_bplaza_dr.src
              
           }
      }
               
      function check_happiness_to_welfare() {
               happiness_to_welfare = happiness_level / welfare           
               if(happiness_to_welfare <= .8) {
               welfare = welfare - ((2 * Math.random() ) / 10)
                if(welfare >= 1) {
                 welfare = 1
                 happiness_level = happiness_level - .1
                 if(happiness_level <= 0) {
                      happiness_level = 0
                 }
                 document.form1.text4.value = welfare * 100
                 document.form1.text5.value = happiness_level * 100
                 return welfare
                 return happiness_level}
                else {
                 if(welfare >= 0 && welfare < 1) {
                  happiness_level = happiness_level - .1
                  if(happiness_level <= 0) {
                      happiness_level = 0
                  }                 
                  document.form1.text4.value = welfare * 100
                  document.form1.text5.value = happiness_level * 100
                  return welfare
                  return happiness_level}
                 else {
                  welfare = 0                 
                  happiness_level = happiness_level - .1
                  if(happiness_level <= 0) {
                      happiness_level = 0
                  }                
                  document.form1.text4.value = welfare * 100
                  document.form1.text5.value = happiness_level * 100
                  return welfare
                  return happiness_level}
                }         

               }
      }
 

      function check_welfare_to_happiness() {
               welfare_to_happiness = welfare / happiness_level          
               if(welfare_to_happiness <= .7) {                 
               welfare = welfare - ((2 * Math.random() ) / 10)              
               if(welfare >= 1) {
                  welfare = 1
                  happiness_level = happiness_level - .05
                  if(happiness_level <= 0) {
                      happiness_level = 0
                  }
                
                  document.form1.text4.value = welfare * 100
                  document.form1.text5.value = happiness_level * 100
                  return welfare
                  return happiness_level}
                 else {
                   if(welfare >= 0 && welfare < 1) {
                    happiness_level = happiness_level - .05 
                    if(happiness_level <= 0) {
                      happiness_level = 0
                    }                
                    document.form1.text4.value = welfare * 100
                    document.form1.text5.value = happiness_level * 100
                    return welfare
                    return happiness_level}
                  else {
                    welfare = 0                 
                    happiness_level = happiness_level - .1 
                    happiness_level = happiness_level - .1
                    if(happiness_level <= 0) {
                      happiness_level = 0
                    }                
                    document.form1.text4.value = welfare * 100
                    document.form1.text5.value = happiness_level * 100
                    return welfare
                    return happiness_level}
                 }

               }
      }

        
/////////////////////////////////////////////////////////////////////////////////////////////////<BR>
/////////DESTROY
       
       // The destroy Function
       
       function destroy(number) { 
          p = (number)
          if(document.images[p].src == image_crop.src || document.images[p].src == image_deadcrop.src) {
             document.images[p].src = image_blank.src
             free_worker_population = free_worker_population + 1
             document.form1.text3.value = free_worker_population
             document.form1.text1.value = ""
             welfare = welfare - .02
             document.form1.text4.value = welfare * 100
             document.form1.text5.value = happiness_level * 100
             ground[number] = 0
             number_of_turns++
             parse_turns()

          }
          else {
           if(document.images[p].src == image_pueblo.src || document.images[p].src == image_badpueblo.src) {
             document.images[p].src = image_blank.src
             free_worker_population = free_worker_population + 5
             document.form1.text3.value = free_worker_population
             document.form1.text1.value = ""
             happiness_level = happiness_level - .02
             document.form1.text4.value = welfare * 100
             document.form1.text5.value = happiness_level * 100
             ground[number] = 0
             number_of_turns++
             parse_turns()

           }
           
             if(document.images[p].src == image_storehouse.src) {
              document.images[p].src = image_blank.src
              free_worker_population = free_worker_population + 1
              document.form1.text3.value = free_worker_population
              document.form1.text1.value = ""
              welfare = welfare - .05
              document.form1.text4.value = welfare * 100
              document.form1.text5.value = happiness_level * 100
              ground[number] = 0
              number_of_turns++
              parse_turns()

           }
          if(document.images[p].src == image_plaza_tl.src || document.images[p].src == image_bplaza_ul.src) {
              document.images[p].src = image_blank.src
              document.images[top_right].src = image_blank.src
              document.images[bottom_left].src = image_blank.src
              document.images[bottom_right].src = image_blank.src
              top_right = number + 1
              bottom_left = number + 16
              bottom_right = number + 17   
              free_worker_population = free_worker_population + 10
              document.form1.text3.value = free_worker_population
              document.form1.text1.value = ""
              welfare = welfare - .05
              document.form1.text4.value = welfare * 100
              document.form1.text5.value = happiness_level * 100
              ground[number] = 0
              ground[top_right] = 0
              ground[bottom_left] = 0
              ground[bottom_right] = 0
              number_of_turns++
              parse_turns()
          } 
          if(document.images[p].src == image_plaza_tr.src || document.images[p].src == image_bplaza_ur.src) {
              top_left = number - 1
              bottom_left = number + 15
              bottom_right = number + 16   
              
              document.images[p].src = image_blank.src
              document.images[top_left].src = image_blank.src
              document.images[bottom_left].src = image_blank.src
              document.images[bottom_right].src = image_blank.src
              free_worker_population = free_worker_population + 10
              document.form1.text3.value = free_worker_population
              document.form1.text1.value = ""
              welfare = welfare - .05
              document.form1.text4.value = welfare * 100
              document.form1.text5.value = happiness_level * 100
              ground[number] = 0
              ground[top_left] = 0
              ground[bottom_left] = 0
              ground[bottom_right] = 0
              number_of_turns++
              parse_turns()}
          if(document.images[p].src == image_plaza_bl.src || document.images[p].src == image_bplaza_dl.src) {
              top_left = number - 16
              top_right = number - 15
              bottom_right = number + 1   
              
              document.images[p].src = image_blank.src
              document.images[top_left].src = image_blank.src
              document.images[top_right].src = image_blank.src
              document.images[bottom_right].src = image_blank.src
              free_worker_population = free_worker_population + 10
              document.form1.text3.value = free_worker_population
              document.form1.text1.value = ""
              welfare = welfare - .05
              document.form1.text4.value = welfare * 100
              document.form1.text5.value = happiness_level * 100
              ground[number] = 0
              ground[top_right] = 0
              ground[top_left] = 0
              ground[bottom_right] = 0
              number_of_turns++
              parse_turns()}
          if(document.images[p].src == image_plaza_br.src || document.images[p].src == image_bplaza_dr.src) {
              top_left = number - 17
              top_right = number - 16
              bottom_left = number - 1   
              
              document.images[p].src = image_blank.src
              document.images[top_left].src = image_blank.src
              document.images[top_right].src = image_blank.src
              document.images[bottom_left].src = image_blank.src
              free_worker_population = free_worker_population + 10
              document.form1.text3.value = free_worker_population
              document.form1.text1.value = ""
              welfare = welfare - .05
              document.form1.text4.value = welfare * 100
              document.form1.text5.value = happiness_level * 100
              ground[number] = 0
              ground[top_right] = 0
              ground[top_left] = 0
              ground[bottom_left] = 0
              number_of_turns++
              parse_turns()}
         if(document.images[p].src == image_kiva.src) {
              document.images[p].src = image_blank.src
              document.form1.text4.value = welfare * 100
              document.form1.text5.value = happiness_level * 100
              free_worker_population = free_worker_population + 3
              document.form1.text3.value = free_worker_population
              ground[number] = 0
              number_of_turns++
              parse_turns()}
         if(document.images[p].src == image_hunter_g.src) {
              document.images[p].src = image_blank.src
              document.form1.text4.value = welfare * 100
              document.form1.text5.value = happiness_level * 100
              free_worker_population = free_worker_population + 3
              document.form1.text3.value = free_worker_population
              ground[number] = 0
              number_of_turns++
              parse_turns()}
         if(document.images[p].src == image_hunter_t.src) {
              document.images[p].src = image_tree.src
              document.form1.text4.value = welfare * 100
              document.form1.text5.value = happiness_level * 100
              free_worker_population = free_worker_population + 3
              document.form1.text3.value = free_worker_population
              ground[number] = 0
              number_of_turns++
              parse_turns()}


       }
       }
        

       function enable_destroy() {
            destroy_is_selected = 1    
            document.form1.text1.value = "Click on an item to destroy it"
       } 

///////////////////////////////////////////////////////////////////////////////////////////////
//////////////////SEASON FUNCTIONS
 
        function get_which_season() {
            if(season == "3") {
               crop_value = .5
               return crop_value}
            else {
               if(season == "1") {
                  crop_value = .25
                  return crop_value}
               else {
                  if(season == "4") {
                     crop_value = .3
                     return crop_value}
                  else {
                     if(season == "0") {
                        crop_value = .3
                        return crop_value} 
                     else {
                       if(season == "2") {
                          crop_value = .05
                          return crop_value}   
                     }
                  }   
               }  
            }
        }
        
        function which_season() {
           if(season == "0") {
              document.form1.text6.value = "Spring"    
              return
           }
           else {
               if(season == "1") {
                  document.form1.text6.value = "Summer"
                  return
               }  
               else {
                  if(season == "4") {
                    document.form1.text6.value = "Winter"
                    return 
                   }
                  else {
                     if(season == "3") {
                        document.form1.text6.value = "Harvest"
                        return 
                       }
                     else {
                        if(season == "2") {
                           document.form1.text6.value = "Drought"
                           return 
                        }
                     }
                  }   
               }  
           }
        }    
/////////////////////////////////////////////////////////////////////////////////////////////
///////////////ENABLE FUNCTIONS
            
        function plaza_enable() {
          destroy_is_selected = 0
          building_selected = 4
          village_is_selected = 0
          crop_is_selected = 0
          storehouse_is_selected = 0
          hunter_is_selected = 0
          kiva_is_selected = 0
          village_square_is_selected = 1
          document.form1.text1.value = "Plaza is selected"
      }

      function kiva_enable() {
          destroy_is_selected = 0
          building_selected = 5
          village_is_selected = 0
          crop_is_selected = 0
          storehouse_is_selected = 0
          hunter_is_selected = 0
          kiva_is_selected = 1
          village_square_is_selected = 0
          document.form1.text1.value = "Kiva is Selected"
      }
 
      function hunter_enable() {
          
          destroy_is_selected = 0
          building_selected = 6
          village_is_selected = 0
          crop_is_selected = 0
          storehouse_is_selected = 0
          hunter_is_selected = 1
          kiva_is_selected = 0
          village_square_is_selected = 0
          document.form1.text1.value = "Hunters are Selected"
      }
    
      function storehouse_enable() {
          destroy_is_selected = 0
          building_selected = 7
          village_is_selected = 0
          crop_is_selected = 0
          storehouse_is_selected = 1
          hunter_is_selected = 0
          kiva_is_selected = 0
          village_square_is_selected = 0
          document.form1.text1.value = "The Storehouse is selected"
       }

     // This function will enable the Crop to be built

      function crop_enable() {
          destroy_is_selected = 0
          building_selected = 3
          village_is_selected = 0
          crop_is_selected = 1
          storehouse_is_selected = 0
          hunter_is_selected = 0
          kiva_is_selected = 0
          village_square_is_selected = 0
          document.form1.text1.value = "The Crop is selected"
      }

      // This function will enable the Main Village to be built

      function village_enable() {
          destroy_is_selected = 0
          building_selected = 2
          village_is_selected = 1
          crop_is_selected = 0
          storehouse_is_selected = 0
          hunter_is_selected = 0
          kiva_is_selected = 0
          village_square_is_selected = 0
          document.form1.text1.value = "Main Village is selected"
      }

