<?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="Bad Nightmare" el:subtitle="" el:id="duffy117"/>
      <el:version el:score="2" el:release="2" el:revision="2" el:status="released"/>
      <el:author  el:name="Jacob Scott" el:email="" el:homepage=""/>
      <el:copyright>Copyright © 2004 Jacob Scott</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="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[
-- Jan 06: Added easy-mode;   Andreas

rooms_wide=3
rooms_high=2

levelw=1+(19*rooms_wide)
levelh=1+(12*rooms_high)

if difficult then
  ffct=.4
else
  ffct=.25
end

create_world( levelw, levelh)
enigma.FrictionFactor=-ffct

fill_floor("fl-rough-blue", 0,0,levelw,levelh)

function renderLine( line, pattern)
    for i=1, strlen(pattern) do
        local c = strsub( pattern, i, i)
        if c =="#" then
            set_stone( "st-stone1", i-1, line)
        elseif c =="X" then
            set_stone( "st-death", i-1, line)
        elseif c =="&" then
            set_stone( "st-death", i-1, line)
            set_floor("fl-space",i-1,line)
        elseif c =="R" then
            set_stone( "st-stone1", i-1, line)
            set_floor( "fl-rough-red", i-1, line)
        elseif c == "o" then
            oxyd( i-1, line)
        elseif c == "%" then
            oxyd( i-1, line)
            set_floor("fl-space",i-1,line)
        elseif c == "*" then
            set_stone( "st-brownie", i-1, line)
        elseif c == "!" then
            abyss(i-1,line)
        elseif c == "~" then
            set_floor("fl-water",i-1,line)
        elseif c == "r" then
            set_floor("fl-rough-red",i-1,line)
            set_item("it-trigger",i-1,line,{invisible=1,action="callback",target="funcc1"})
        elseif c == "H" then
            set_item("it-hammer",i-1,line)
        elseif c == "h" then
            set_stone("st-stone_break",i-1,line)
        elseif c == "O" then
            set_item("it-extralife",i-1,line)
        elseif c == "F" then
            set_item("it-flagblack",i-1,line)
        elseif c == "L" then
            set_item("it-landmine",i-1,line)
        elseif c=="z" then
            set_actor("ac-blackball", i-.5,line+.5, {player=0})
        elseif c=="y" then
            set_actor("ac-whiteball", i-1,line+.5, {player=1})
        elseif c == "g" then
            draw_stones("st-grate1",{i-1,line}, {1,1}, 1)
        elseif c=="+" then
            set_stone( "st-wood", i-1, line)
        elseif c=="=" then
            set_floor("fl-space",i-1,line)
        elseif c=="N" then
            set_stone("st-bolder", i-1,line, {direction=NORTH})
        elseif c=="E" then
            set_stone("st-bolder", i-1,line, {direction=EAST})
        elseif c=="S" then
            set_stone("st-bolder", i-1,line, {direction=SOUTH})
        elseif c=="W" then
            set_stone("st-bolder", i-1,line, {direction=WEST})
        elseif c=="T" then
            set_actor("ac-top", i-.5,line+.5, {player=1, mouseforce=0, range=6, force=10})
        elseif c=="B" then
            yy1( "black",  i-1, line)
        end
    end    
end

function yy1( color, x, y)
        stone = format( "st-%s4", color)
        set_stone( stone, x, y)
end

renderLine(00,"#############RR##RR####################XXXXXXXXXXXXXXXXXXX")
renderLine(01,"#           #rr  rrRr r r r r r & r r #    XX      X     X")
renderLine(02,"#  O        #rr  rrR r r r r r r r r r#            X     X")
renderLine(03,"#           #rrrrrrRr r r r r r r & rX#        X   X     X")
renderLine(04,"#           #  rrrrR r r r r rXrLr r r#  XXXXXXX         X")
renderLine(05,"#           #  rr  RR#r r r r r r r r #     rrrX         X")
renderLine(06,"#     z      rrrr      r r rLr r r rXr      rrrX      X  X")
renderLine(07,"#           #rrrrrrRR#r r r r rXr r r #     rrrXXXXXXXX  X")
renderLine(08,"#           #rr  rrR r r r rXr r r r r#    XXXXX         X")
renderLine(09,"#           #rr  rrRr r r r r r rXr r #    X         X   X")
renderLine(10,"#  F        #rrrrrrR r r r r & r rLr X#    X     X       X")
renderLine(11,"#           #rrrr  Rr r r r r r & r r #    X             X")
renderLine(12,"#############RRRR###########################B#XXXXXXXXXXXX")
renderLine(13,"# % = =o= = % = =o=#      N   S       #                  #")
renderLine(14,"#= = = = = = = = = #EhX  Eh  Eh  hW   #                  #")
renderLine(15,"# = = = = = = = = =# SX   N   S       #                  #")
renderLine(16,"#= = = = = = = = = #hS   Eh  Eh  hW   #                  #")
renderLine(17,"# = = = = = = = = =#NS    N   S       #                  #")
renderLine(18,"#=X= = & = =X= = &  NS   Eh  Eh  hW   B         T        #")
renderLine(19,"# = = = = = = = = =#NS    N   S       #                  #")
renderLine(20,"#= = = = = = = = = #Nh   Eh  Eh  hW   #                  #")
renderLine(21,"# = = = = = = = = =#N X   N   S       #              H   #")
renderLine(22,"#= = = = = = = = = #hWX  Eh  Eh  hW   #                  #")
renderLine(23,"# % = =o= = % = =o=#      N   S       #                  #")
renderLine(24,"##########################################################")

oxyd_shuffle()

ff1=0
function funcc1()
    if ff1==0 then
        enigma.FrictionFactor=.6
        ff1=1
    elseif ff1==1 then
        enigma.FrictionFactor=-ffct
        ff1=0
    end
end
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>
