<?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 ="Hot Meditation" el:id="20060527ral010"/>
      <el:version el:score="1" el:release="1" el:revision="$Revision: 42 $" el:status="released"/>
      <el:author  el:name="Ronald Lamprecht" el:email="ral@users.berlios.de"/>
      <el:copyright>Copyright © 2006 Ronald Lamprecht</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/natmaze" el:id="lib/natmaze" el:release="1" el:preload="true"/>
      </el:compatibility>
      <el:modes el:easy="true" el:single="true" el:network="false"/>
      <el:score el:easy="0:33" el:difficult="0:50"/>
    </el:info>
    <el:luamain><![CDATA[
enigma.ConserveLevel = FALSE

function oxyd( x, y, tiles )
    return set_oxyd( x, y )
end

function nothing(x, y, tiles)
    -- create nothing
end

function horizontal_bolder(x,y,tiles)
    if random() >= 0.5 then
        return set_stone( "st-bolder-w", x, y )
    else
        return set_stone( "st-bolder-e", x, y )
    end
end

function vertical_bolder(x,y,tiles)
    if random() >= 0.5 then
        return set_stone( "st-bolder-n", x, y )
    else
        return set_stone( "st-bolder-s", x, y )
    end
end

function checkerboard_floor( type1, type2, attribs1, attribs2 )
    return function( x, y, tiles )
        if mod(x,2) == mod(y,2) then
            return set_floor( type1, x, y, attribs1 or {} )
        else
            return set_floor( type2, x, y, attribs2 or {} )
        end
    end
end

function floor( floor_type, attribs )
    return function( x, y, tiles )
        return set_floor( floor_type, x, y, attribs or {} )
    end
end

function stone( stone_type, attribs )
    return function( x, y, tiles )
        return set_stone( stone_type, x, y, attribs or {} )
    end
end

function item( item_type, attribs )
    return function( x, y, tiles )
        return set_item( item_type, x, y, attribs or {} )
    end
end

function actor( actor_type, attribs )
    return function( x, y, tiles )
        return set_actor( actor_type, x+0.5, y+0.5, attribs or {} )
    end
end

function gradient( gradient_type )
    return function( x, y, tiles )
        return set_floor( "fl-gradient", x, y, {type=gradient_type} )
    end
end

function inherit(tile_type)
    return function( x, y, tiles )
        return create_tile( tiles, x, y, tile_type )
    end
end

function group( array, constructor )
    return function( x, y, tiles )
        object = constructor( x, y, tiles )
        tinsert( array, object )
        return object
    end
end

function difficulty( d, constructor )
    if options.Difficulty == d then
        return constructor
    else
        return nothing
    end
end

function create_world_from_map( tiles, map )
    create_world( strlen(map[1]), getn(map) )
    
    for y = 1,getn(map) do
        local line = map[y]
        for x = 1,strlen(line) do
            local tile = strchar(strbyte(line,x))
            create_tile( tiles, x-1, y-1, tile )
        end
    end
end

function create_tile( tiles, x, y, tile_type )
    local constructors = tiles[tile_type]

    if constructors then
    for i = 1,getn(constructors) do
        constructors[i](x,y,tiles)
    end
    else
    error("invalid tile identifier " .. tile_type )
    end
end

tiles = {}
tiles["."] = {floor("fl-hay")}
tiles[" "] = {inherit("."), item("it-burnable")}
tiles["*"] = {inherit("."), item("it-burnable_ignited")}
tiles["#"] = {inherit(" "), stone("st-marble")}
tiles[","] = {floor("fl-wood")}
tiles[";"] = { inherit(","), item("it-burnable")}
tiles["maze_wall"] = tiles[","]
tiles["o"] = {inherit("."), item("it-hollow")}
tiles["1"] = {inherit("."), actor("ac-whiteball-small", {player=0, essential=1})}

if difficult then
    tiles["O"] = {inherit("."), item("it-hollow")}
    tiles["3"] = {inherit("."), actor("ac-whiteball-small", {player=0, essential=1})}
    tiles["2"] = tiles[" "]
else
    tiles["O"] = tiles[" "]
    tiles["2"] = {inherit("."), actor("ac-whiteball-small", {player=0, essential=1})}
    tiles["3"] = tiles[" "]
end

create_world_from_map( tiles, {
"####################",
"#o                O#",
"#                 ;#",
"#        o o      2#",
"#                 ;#",
"#1 3           3 32#",
"#        ***      ;#",
"#1 3           3 32#",
"#                 ;#",
"#2       o o       #",
"#                 ;#",
"#O                o#",
"####################"
})
render_maze(new_kruskal_maze(9,6), 
        function(maze,cellx,celly)
            local x = 1 + cellx*2 
            local y = 1 + celly*2
    
            if not maze:can_go_east(cellx,celly) and maze:contains_cell(cellx+1,celly) then
                create_tile( tiles, x+1, y, "maze_wall" )
            end
            
            if not maze:can_go_south(cellx,celly) and maze:contains_cell(cellx,celly+1) then
                create_tile( tiles, x, y+1, "maze_wall" )
            end
            
            if maze:contains_cell(cellx+1,celly+1) then
                create_tile( tiles, x+1, y+1, "maze_wall" )
            end
        end )

    ]]></el:luamain>
    <el:i18n>
    </el:i18n>
  </el:protected>
</el:level>

