<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<el:level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://enigma-game.org/schema/level/1 level.xsd" xmlns:el="http://enigma-game.org/schema/level/1">
  <el:protected>
    <el:info el:type="level">
      <el:identity el:title="esprit 85" el:subtitle="esprit 85" el:id="ss_esp85"/>
      <el:version el:score="1" el:release="1" el:revision="0" el:status="released"/>
      <el:author  el:name="Sven Siggelkow" el:email="" el:homepage=""/>
      <el:copyright>Copyright © 0036 Sven Siggelkow</el:copyright>
      <el:license el:type="GPL v2.0 or above" el:open="true"/>
      <el:compatibility el:enigma="0.92">
      </el:compatibility>
      <el:modes el:easy="false" el:single="true" el:network="false"/>
      <el:comments>
        <el:code>Lua 5.1 and XML converted by Leveladministrators</el:code>
      </el:comments>
      <el:score el:easy="-" el:difficult="-"/>
    </el:info>
    <el:luamain><![CDATA[
-- This level should only be solvable if the marble activates
-- without anything (no inventory) the trigger. If somebody knows to realize this,
-- please change it. For now the doors open if the trigger is activated.

levelw = 20
levelh = 13
create_world(levelw, levelh)
oxyd_default_flavor = "a"
set_actor("ac-blackball", 3.5, 6.5)
fill_floor("fl-ice")

function renderLine( line, pattern)
    for i=1, strlen(pattern) do
      local c = strsub( pattern, i, i)
      if c ==   "#" then
         set_stone("st-door_a",i-1,line)
      elseif c=="D" then                                                                
         set_stone("st-death", i-1,  line)
      elseif c=="1" then                                                                
         set_stone("st-door_a", i-1,  line,{name="door1"})
      elseif c=="2" then                                                                
         set_stone("st-door_a", i-1,  line,{name="door2"})
      elseif c =="t" then
         set_item("it-trigger", i-1,line, {invisible=1,action="callback", target="s1"})
      elseif c=="M" then
         set_item("it-magnet",i-1,line,{on=1})
      elseif c=="." then                 
         set_item("it-extralife", i-1,line)
      elseif c=="O" then
     oxyd(i-1,line) 
        end
    end
end
--              01234567890123456789
renderLine(00, "####################")
renderLine(01, "#    ...          D#")
renderLine(02, "#                  #")
renderLine(03, "#                  #")
renderLine(04, "#              #####")  
renderLine(05, "#        OO    #1  #")
renderLine(06, "#       OMMO    tOO#")
renderLine(07, "#        OO    #2  #")
renderLine(08, "#              #####")
renderLine(09, "#                  #")
renderLine(10, "#                  #")
renderLine(11, "#                 D#")
renderLine(12, "####################")
--              01234567890123456789

oxyd_shuffle()

no_inventory = true

function s1()
    if no_inventory==true then
        SendMessage("door1", "open")
        SendMessage("door2", "open")
    end
end

    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>
