<?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="Enigmines" el:subtitle="" el:id="huffman01"/>
      <el:version el:score="1" el:release="1" el:revision="2" el:status="released"/>
      <el:author  el:name="Brian Huffman" el:email="" el:homepage=""/>
      <el:copyright>Copyright © 2007 Brian Huffman</el:copyright>
      <el:license el:type="GPL version 2" el:open="true"/>
      <el:compatibility el:enigma="1.00">
      </el:compatibility>
      <el:modes el:easy="true" el:single="true" el:network="false"/>
      <el:score el:easy="1:22" el:difficult="2:00"/>
    </el:info>
    <el:luamain><![CDATA[
levelw = 39
levelh = 13
create_world (levelw, levelh)

fill_floor ("fl-leavesb", 0, 0, levelw, levelh)
set_actor ("ac-blackball", 2.5, 6.5)
document (1, 6, "text1")
document (18, 6, "text2")

if difficult then
    mines = 36
else
    mines = 24
end

score = 14 * 11 - mines

mine_map = {}
xx = {}
yy = {}

winnable = 1

function init_mines ()
    for i = 1, 14 do
        mine_map[i] = {}
        for j = 1, 11 do
            mine_map[i][j] = 0
        end
    end
    for n = 1, mines do
        local i, j
        repeat
            i = random (2, 13)
            j = random (2, 10)
        until mine_map[i][j] == 0
        xx[n] = i+2
        yy[n] = j+0
        mine_map[i][j] = 1
    end
end

function reachable ()
    local a = {}
    local m = 14 * 11
    local oldm

    for i = 1, 14 do
        a[i] = {}
        for j = 1, 11 do
            a[i][j] = 0
            if i < 3 or i > 12 or j < 3 or j > 9 then
                m = m - 1
                a[i][j] = 1
            end
        end
    end

    repeat
        oldm = m
        for i = 2, 13 do
            for j = 2, 10 do
                if mine_map[i][j] == 0 and a[i][j] == 1 then
                    if a[i-1][j] == 0 then m = m - 1 end
                    if a[i+1][j] == 0 then m = m - 1 end
                    if a[i][j-1] == 0 then m = m - 1 end
                    if a[i][j+1] == 0 then m = m - 1 end
                    a[i-1][j] = 1
                    a[i+1][j] = 1
                    a[i][j-1] = 1
                    a[i][j+1] = 1
                end
            end
        end
    until m == oldm

    return (m == 0)
end

repeat init_mines ()
until reachable ()

floors = {
    "fl-white",       -- 0
    "fl-bluegray",    -- 1
    "fl-black",       -- 2
    "fl-red",         -- 3
    "fl-sahara",      -- 4
    "fl-rough-blue",  -- 5
    "fl-rough-red",   -- 6
    "fl-himalaya",    -- 7
    "fl-abyss_fake"   -- 8
}

function mine_at (i, j)
    if i < 1 or j < 1 or i > 14 or j > 11 then
        return 0
    else
        return mine_map[i][j]
    end
end

for i = 1, 14 do
    local x = i+2
    for j = 1, 11 do
        local y = j
        local n = 1
        n = n + mine_at (i-1, j-1)
        n = n + mine_at (i+1, j-1)
        n = n + mine_at (i-1, j+1)
        n = n + mine_at (i+1, j+1)
        n = n + mine_at (i, j-1)
        n = n + mine_at (i, j+1)
        n = n + mine_at (i-1, j)
        n = n + mine_at (i+1, j)
        n = n + mine_at (i, j)
        set_floor (floors[n], x, y, {friction=4.0, mousefactor=1.5})

        if mine_map[i][j] == 0 then
            set_item ("it-trigger", x, y, {action="callback", target="cb_uncover"})
        else
            set_item ("it-trigger", x, y, {action="callback", target="cb_explode"})
        end
    end
end

function draw_score ()
    local a = floor (score / 12)
    local b = score - a * 12
    draw_stones ("st-glass", {0, 1}, {0, 1}, 11-a)
    draw_stones ("st-rock1", {0, 11}, {0, -1}, a)
    draw_stones ("st-glass", {19, 1}, {0, 1}, 11-b)
    draw_stones ("st-rock1", {19, 11}, {0, -1}, b)
end

draw_score ()

function cb_uncover (onoff, sender)
    local x, y = enigma.GetPos (sender)
    enigma.KillItem (x, y)

    if winnable == 1 then
        score = score - 1
        draw_score ()
    end

    if score == 0 then
        for n = 1, 8 do
            enigma.KillItem (xx[n], yy[n])
            oxyd (xx[n], yy[n])
        end
        oxyd_shuffle ()
    end
end

function cb_explode (onoff, sender)
    for n = 1, mines do
        enigma.KillItem (xx[n], yy[n])
        local bomb = set_item ("it-blackbomb", xx[n], yy[n])
        SendMessage (bomb, "explode")
    end

    if score > 0 then
        winnable = 0
        document (1, 7, "text4")
    end
end

function unopened_at (i, j)
    if mine_map[i][j] == 1 then return false end
    local it = enigma.GetItem (i+2, j+0)
    return (it ~= nil and enigma.GetKind (it) == "it-trigger")
end

-- hint mechanism
draw_stones ("st-rock1", {27, 5}, {1, 0}, 6)
draw_stones ("st-rock1", {27, 7}, {1, 0}, 6)
set_stone ("st-rock1", 32, 6)
set_stone ("st-timeswitch", 31, 6, {delay=10.0, action="callback", target="cb_hint"})
doorv (27, 6, {name="door1"})
SendMessage ("door1", "open")
document (29, 6, "text3")

function cb_hint (onoff)
    if onoff == 1 then
        SendMessage ("door1", "close")
    else
        SendMessage ("door1", "open")
        if (score > 0) and (winnable == 1) then
            local k = random (1, score)
            local i = 0
            local j = 1
            for n = 1, k do
                repeat
                    i = i + 1
                    if i > 14 then
                        i = 1
                        j = j + 1
                    end
                until unopened_at (i, j)
            end
            cb_uncover (true, enigma.GetItem (i+2, j+0))
        end
    end
end
    ]]></el:luamain>
    <el:i18n>
      <el:string el:key="title">
        <el:english el:translate="false"/>
      </el:string>
      <el:string el:key="text1">
        <el:english el:translate="true">Watch out for mines!        White = 0, Blue = 1, Black = 2, Red = 3, Yellow = 4, Deep Blue = 5, Deep Red = 6 ...</el:english>
      </el:string>
      <el:string el:key="text2">
        <el:english el:translate="true">Hint: Mines are never located along the edges.  If you still get stuck, look behind the wall!</el:english>
      </el:string>
      <el:string el:key="text3">
        <el:english el:translate="true">Hit the switch to uncover one tile, but you will have to wait 10 seconds.</el:english>
      </el:string>
      <el:string el:key="text4">
        <el:english el:translate="false">Shift+F3</el:english>
      </el:string>
    </el:i18n>
  </el:protected>
</el:level>
