<?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="Basketball" el:subtitle="Pass the ball in time" el:id="20060213ral005"/>
      <el:version el:score="2" el:release="2" el:revision="$Revision: 43 $" 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="1.00"/>
      <el:modes el:easy="true" el:single="true" el:network="false"/>
      <el:comments>
        <el:credits el:showinfo="true" el:showstart="false">Thanks to Nat Pryce for his libs and code examples</el:credits>
        <el:code>Lua 5.1</el:code>
      </el:comments>
      <el:score el:easy="0:42" el:difficult="1:34"/>
    </el:info>
    <el:luamain><![CDATA[
enigma.ConserveLevel = FALSE
math_floor = floor

set_oxyd = oxyd

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

oxyd_default_flavor = "a"

tiles = {}
tiles[" "] = {floor("fl-bluegray")}
tiles["#"] = {inherit(" "), stone("st-glass")}
tiles["b"] = {inherit(" "), stone("st-glass3")}
tiles["x"] = {inherit(" "), oxyd}

tiles["yb"] = {inherit(" "), item("it-yinyang")}
tiles["yw"] = {inherit(" "), item("it-yinyang")}

tiles["1"] = {inherit("yb"), actor("ac-blackball", {essential=1})}
tiles["2"] = {inherit("yw"), actor("ac-whiteball", {essential=1})}
if difficult then
    tiles["8"] = {inherit(" "), actor("ac-top",{force=35, range=20, attacknearest=1, prefercurrent=1})}
else
    tiles["8"] = {inherit(" "), actor("ac-top",{force=25, range=20, attacknearest=1, prefercurrent=1})}
end

create_world_from_map( tiles, {
"####################",
"#         8        #",
"#                  #",
"#                  #",
"#                  #",
"# xxx          xxx #",
"# xbx   1  2   xbx #",
"# xxx          xxx #",
"#                  #",
"#                  #",
"#                  #",
"#        8         #",
"####################"
})

oxyd_shuffle()
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
      <el:string el:key="subtitle">
        <el:english el:translate="true"/>
        <el:translation el:lang="de">Rechtzeitige Ballabgabe</el:translation>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>

