<?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="Moure-Switches" el:subtitle="" el:id="andreas10"/>
      <el:version el:score="1" el:release="1" el:revision="1" el:status="released"/>
      <el:author  el:name="Andreas Lochmann" el:email="" el:homepage=""/>
      <el:copyright>Copyright © 2005 Andreas Lochmann</el:copyright>
      <el:license el:type="GPL v2.0 or above" el:open="true"/>
      <el:compatibility el:enigma="0.92">
       <el:dependency el:path="lib/ant" el:id="lib/ant" el:release="1" el:preload="true"/>
      </el:compatibility>
      <el:modes el:easy="true" 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="02:08" el:difficult="02:13"/>
    </el:info>
    <el:luamain><![CDATA[
-- Created with the help of BBE 1.05

function file_oxyd(x,y,f)
    oxyd_default_flavor=f
    oxyd(x,y)
end
levelh=13
levelw=20
enigma.FlatForce=30
enigma.SlopeForce=30
enigma.ElectricForce=30
cells={}
items={}
actors={}
stones={}
actors[" "]=cell{}
stones[" "]=cell{}
cells[" "]=cell{}
items[" "]=cell{}
stones["!"]=cell{stone="st-rock4"}
stones["$"]=cell{parent={{file_oxyd,"d"}}}
cells["!"]=cell{floor="fl-space"}
cells["$"]=cell{floor="fl-himalaya"}
  -- the following four floor-types will be permuted!
cells["%"]=cell{floor="fl-sahara"}
cells["&"]=cell{floor="fl-red"}
cells["'"]=cell{floor="fl-bluegray"}
cells["("]=cell{floor="fl-tigris"}
  --
function ac_blackball(x,y)
n=""
p=0
f=0
 if (x==10) and (y==7) then
  n="ac10x7"
  p=0
  mf=1,66666666666667
 end
set_actor("ac-blackball",x+0.5,y+0.5,{player=p,name=n,mouseforce=mf})
end
actors["!"]=cell{parent={{ac_blackball}}}
level={"!!!!!!!!!!!!!!!!!!!!",
       "!!!!!!!!!!!!!!!!!!!!",
       "!!!!!!!!!!!!!!!!!!!!",
       "$$$$$$$$$$$$$$$$$$$$",
       "$$$$$$$$$$$$$$$$$$$$",
       "$$$$$$$$$$$$$$$$$$$$",
       "$$$$$$$$$$$$$$$$$$$$",
       "$$$$$$$$$$$$$$$$$$$$",
       "$$$$$$$$$$$$$$$$$$$$",
       "$$$$$$$$$$$$$$$$$$$$",
       "!!!!!!!!!!!!!!!!!!!!",
       "!!!!!!!!!!!!!!!!!!!!",
       "!!!!!!!!!!!!!!!!!!!!"}
   acmap={"                    ",
          "                    ",
          "                    ",
          "                    ",
          "                    ",
          "                    ",
          "          !         ",
          "                    ",
          "                    ",
          "                    ",
          "                    ",
          "                    ",
          "                    "}
  itmap={"                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    ",
         "                    "}
 stmap={"                    ",
        "                    ",
        "                    ",
        "!!$!!$!!$!!$!!$!!$!!",
        "!                  !",
        "!                  !",
        "!                  !",
        "!                  !",
        "!                  !",
        "!!$!!$!!$!!$!!$!!$!!",
        "                    ",
        "                    ",
        "                    "}
create_world_by_map(level)
draw_map(0,0,stmap,stones)
draw_map(0,0,itmap,items)
draw_map(0,0,acmap,actors)
sup = {}
sdw = {}
tup = {}
tdw = {}
killall=0
function fup1() fup(1) end
function fup2() fup(2) end
function fup3() fup(3) end
function fup4() fup(4) end
function fup5() fup(5) end
function fup6() fup(6) end
function fup7() fup(7) end
function fup8() fup(8) end
function fup9() fup(9) end
function fup10() fup(10) end
function fup11() fup(11) end
function fup12() fup(12) end
function fup13() fup(13) end
function fup14() fup(14) end
function fup15() fup(15) end
function fup16() fup(16) end
function fup17() fup(17) end
function fup18() fup(18) end
function fdw1() fdw(1) end
function fdw2() fdw(2) end
function fdw3() fdw(3) end
function fdw4() fdw(4) end
function fdw5() fdw(5) end
function fdw6() fdw(6) end
function fdw7() fdw(7) end
function fdw8() fdw(8) end
function fdw9() fdw(9) end
function fdw10() fdw(10) end
function fdw11() fdw(11) end
function fdw12() fdw(12) end
function fdw13() fdw(13) end
function fdw14() fdw(14) end
function fdw15() fdw(15) end
function fdw16() fdw(16) end
function fdw17() fdw(17) end
function fdw18() fdw(18) end
function wup1() wup(1) end
function wup2() wup(2) end
function wup3() wup(3) end
function wup4() wup(4) end
function wup5() wup(5) end
function wup6() wup(6) end
function wup7() wup(7) end
function wup8() wup(8) end
function wup9() wup(9) end
function wup10() wup(10) end
function wup11() wup(11) end
function wup12() wup(12) end
function wup13() wup(13) end
function wup14() wup(14) end
function wup15() wup(15) end
function wup16() wup(16) end
function wup17() wup(17) end
function wup18() wup(18) end
function wdw1() wdw(1) end
function wdw2() wdw(2) end
function wdw3() wdw(3) end
function wdw4() wdw(4) end
function wdw5() wdw(5) end
function wdw6() wdw(6) end
function wdw7() wdw(7) end
function wdw8() wdw(8) end
function wdw9() wdw(9) end
function wdw10() wdw(10) end
function wdw11() wdw(11) end
function wdw12() wdw(12) end
function wdw13() wdw(13) end
function wdw14() wdw(14) end
function wdw15() wdw(15) end
function wdw16() wdw(16) end
function wdw17() wdw(17) end
function wdw18() wdw(18) end
function fup(i)
  if killall == 1 then
    kill_stone(i,4)
  end
  if killall == 0 then
    sup[i] = sup[i] + 1
    if sup[i] == 5 then sup[i] = 1 end
    killall = 1
    for j = 1,18 do
      if not(sup[j] == tup[j]) then killall = 0 end
      if not(sdw[j] == tdw[j]) then killall = 0 end
    end
  end
end
function fdw(i)
  if killall == 1 then
    kill_stone(i,8)
  end
  if killall == 0 then
    sdw[i] = sdw[i] + 1
    if sdw[i] == 5 then sdw[i] = 1 end
    killall = 1
    for j = 1,18 do
      if not(sup[j] == tup[j]) then killall = 0 end
      if not(sdw[j] == tdw[j]) then killall = 0 end
    end
  end
end
function wup(i)
    kill_stone(i,5)
    set_stone("st-switch", i,7,{action="callback", target="wdw"..tostring(i), on=1})
    --fourswitch = enigma.GetNamedObject("dw("..tostring(i)..")")
    --if random(1,2)==1 then
    --  SendMessage(fourswitch, "turn", NORTH)
    --end
    oxyd_closeall()
    oxyd_shuffle()
end
function wdw(i)
    kill_stone(i,7)
    set_stone("st-switch", i,5,{action="callback", target="wup"..tostring(i), on=0})
    --fourswitch = enigma.GetNamedObject("up("..tostring(i)..")")
    --if random(1,2)==1 then
    --  SendMessage(fourswitch, "turn", NORTH)
    --end
    oxyd_closeall()
    oxyd_shuffle()    
end
for i=1,18 do
    set_stone("st-fourswitch",i,4,{name="up("..tostring(i)..")", action="callback", target="fup"..tostring(i)})
    set_stone("st-fourswitch",i,8,{name="dw("..tostring(i)..")", action="callback", target="fdw"..tostring(i)})
    set_stone("st-switch", i,5,{action="callback", target="wup"..tostring(i), on=0})
    set_stone("st-switch", i,7,{action="callback", target="wdw"..tostring(i), on=1})    
end

for i=1,18 do
    -- rows 4,6 and 8 doesn't mean anything!    
    for j=4,8 do
      random_number = random(1,4)
      if random_number == 1 then  set_floor("fl-sahara",   i, j, {name = "fl1"} )  end
      if random_number == 2 then  set_floor("fl-red",      i, j, {name = "fl2"} )  end
      if random_number == 3 then  set_floor("fl-bluegray", i, j, {name = "fl3"} )  end
      if random_number == 4 then  set_floor("fl-tigris",   i, j, {name = "fl4"} )  end
    end
    -- upper row
    random_number = random(1,4)
    if random_number == 1 then  set_floor("fl-sahara",   i, 5, {name = "fl1"} )  end
    if random_number == 2 then  set_floor("fl-red",      i, 5, {name = "fl2"} )  end
    if random_number == 3 then  set_floor("fl-bluegray", i, 5, {name = "fl3"} )  end
    if random_number == 4 then  set_floor("fl-tigris",   i, 5, {name = "fl4"} )  end
    sup[i] = 1
    tup[i] = random_number
    -- lower row
    random_number = random(1,4)
    if random_number == 1 then  set_floor("fl-sahara",   i, 7, {name = "fl1"} )  end
    if random_number == 2 then  set_floor("fl-red",      i, 7, {name = "fl2"} )  end
    if random_number == 3 then  set_floor("fl-bluegray", i, 7, {name = "fl3"} )  end
    if random_number == 4 then  set_floor("fl-tigris",   i, 7, {name = "fl4"} )  end
    sdw[i] = 1
    tdw[i] = random_number
end
if not difficult then
  set_item("it-pin", 3, 6)
end
set_item("it-document", 16, 6, {text="text1"})
secondhint = 0
function timercallback()
  if secondhint == 0 then
    secondhint = 1
    set_item("it-document", 16, 6, {text="text2"})
  end
end
set_stone("st-timer", 1, 1, {interval=360.0, action="callback", target="timercallback", invisible=TRUE})
oxyd_shuffle()
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
      <el:string el:key="text1">
        <el:english el:translate="true" el:comment="The sequence of the four elements is important, as they are connected to the colors of the floor.">Our full attention this is worth:           Air and Fire, Water, Earth.</el:english>
        <el:translation el:lang="de">Das erste Ziel unseres Denkens werde:           Luft und Feuer, Wasser, Erde.</el:translation>
      </el:string> 
      <el:string el:key="text2">
        <el:english el:translate="true" el:comment="Just a hint to regard the floor.">And if your answer can’t be found           then shame on you, eyes to the ground!</el:english>
        <el:translation el:lang="de">Und kannst Du Rätsel nicht genießen,           dann wirf Deinen Blick mal auf die Fliesen!</el:translation>
      </el:string> 
    </el:i18n>
  </el:protected>
</el:level>
