<?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="Hurry!" el:subtitle="" el:id="wb1"/>
      <el:version el:score="2" el:release="2" el:revision="1" el:status="released"/>
      <el:author  el:name="Jon 'WB' Sneyers" el:email="" el:homepage=""/>
      <el:copyright>Copyright © 2003 Jon 'WB' Sneyers</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="-" el:difficult="-"/>
    </el:info>
    <el:luamain><![CDATA[
-- Nov 2005: Changes in level design, due to new timing engine.
--           Added easy mode (some seconds more time) -- Andreas

cells={}

cells[" "]=cell{{{randomfloor, cell{floor="fl-tigris"}, 3, cell{floor="fl-samba"}, 1, cell{floor="fl-stone"}, 20}}}
cells["w"]=cell{stone="st-wood"}
cells["i"]=cell{stone="st-stoneimpulse"}
cells["X"]=cell{stone="st-stoneimpulse-hollow"}

cells["="]=cell{stone="st-rock5"}
cells["#"]=cell{stone="st-rock6"}
cells["."]=cell{floor="fl-abyss"}

cells["&"]=cell{{{oneway, EAST}}}
cells["%"]=cell{{{oneway, WEST}}}

cells["V"]=cell{parent=cells[" "], stone="st-bolder-s"}
cells[">"]=cell{parent=cells[" "], stone="st-bolder-e"}
cells["<"]=cell{parent=cells[" "], stone="st-bolder-w"}
cells["^"]=cell{parent=cells[" "], stone="st-bolder-n"}

cells["a"]=cell{stone={face="st-door", attr={name="doorA", type="v"}}}
cells["A"]=cell{item= {face="it-trigger", attr={action="close", target="doorA"}}}
cells["B"]=cell{item= {face="it-trigger", attr={action="open", target="doorA"}}}
cells["O"]=cell{actor={face="ac-blackball", attr={player=0}}}
cells["0"]=oxyd

if difficult then
  level = {
     "#iii###0#0#0#0###00#",
     "#i#ii &        a   0",
     "#i##i B#0#0#0####00#",
     "#iO&Xw#iiiiiiiiiiiii",
     "#i###iii######### Vi",
     "#iiiii####### Vi# ##",
     "######### Vi# # # # ",
     "##### Vi# # # #     ",
     "# Vi# # # #         ",
     "# # # #             ",
     "# #                 ",
     "#A# # # # # # # # # ",
     "#i# ^i# ^i# ^i# ^i##",
  }
else
  level = {
     "#iii###0#0#0#0###00#",
     "#i#ii &        a   0",
     "#i##i B#0#0#0####00#",
     "#iO&Xw#iiiiiiiiiiiii",
     "#i###iii######### Vi",
     "#iiiii### Vi# Vi# ##",
     "##### Vi# # # # # # ",
     "iii   #         A   ",
     "i#                #<",
     ">#                 i",
     "                    ",
     " # #i # # # # # # # ",
     "## ^ii# ^i# ^i# ^i# ",
  }
end

oxyd_default_flavor = "c"
set_default_parent(cells[" "])
create_world_by_map(level)
oxyd_shuffle()
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>
