-- A level for Enigma
-- Copyright: 	(C) 2003 Sven Siggelkow
-- License: 	GPL v2.0 or above

-- ESPRIT #085

-- This level should only be solvable if the marble activates

-- without anything (no inventory) the trigger. If somebody knows to realize this,

-- please change it. For now the doors open if the trigger is activated.





levelw = 20

levelh = 13

create_world(levelw, levelh)

oxyd_default_flavor = "a"

set_actor("ac-blackball", 3.5, 6.5, {player=0})

fill_floor("fl-ice_001", 0,0, level_width,level_height)



function renderLine( line, pattern)

    for i=1, strlen(pattern) do

      local c = strsub( pattern, i, i)

      if c ==   "#" then

         set_stone("st-door_a",i-1,line)

      elseif c=="D" then                                                                

         set_stone("st-death", i-1,  line)

      elseif c=="1" then                                                                

         set_stone("st-door_a", i-1,  line,{name="door1"})

      elseif c=="2" then                                                                

         set_stone("st-door_a", i-1,  line,{name="door2"})

      elseif c =="t" then

         set_item("it-trigger", i-1,line, {invisible=1,action="callback", target="s1"})

      elseif c=="M" then

         set_item("it-magnet",i-1,line,{on=1})

      elseif c=="." then                 

         set_item("it-extralife", i-1,line)

      elseif c=="O" then

	 oxyd(i-1,line) 

        end

    end

end

--              01234567890123456789

renderLine(00, "####################")

renderLine(01, "#    ...          D#")

renderLine(02, "#                  #")

renderLine(03, "#                  #")

renderLine(04, "#              #####")  

renderLine(05, "#        OO    #1  #")

renderLine(06, "#       OMMO    tOO#")

renderLine(07, "#        OO    #2  #")

renderLine(08, "#              #####")

renderLine(09, "#                  #")

renderLine(10, "#                  #")

renderLine(11, "#                 D#")

renderLine(12, "####################")

--              01234567890123456789



oxyd_shuffle()



no_inventory = true



function s1()

if no_inventory==true then

  enigma.SendMessage(enigma.GetNamedObject("door1"), "open", nil)

  enigma.SendMessage(enigma.GetNamedObject("door2"), "open", nil)

  end

end