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HEROMESH_TYPE(value)
The type of a game value, given as a 64-bit integer. The types are
'class', 'number', 'string', 'object', and 'sound'.
HEROMESH_UNESCAPE(text)
Converts escaped representation of a game string into text format.
LEVEL()
The one-based order number of the current level.
LEVEL_CACHEID()
The user cache ID of the level file.
LEVEL_ID()
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HEROMESH_TYPE(value)
The type of a game value, given as a 64-bit integer. The types are
'class', 'number', 'string', 'object', and 'sound'.
HEROMESH_UNESCAPE(text)
Converts escaped representation of a game string into text format.
INRECT(x,y)
True if the coordinates are inside of the current selection rectangle.
If no selection rectangle is set, then the result is null.
LEVEL()
The one-based order number of the current level.
LEVEL_CACHEID()
The user cache ID of the level file.
LEVEL_ID()
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PIPE(command)
Execute a operating system shell command and return the output of that
command as a blob.
READ_LUMP_AT(offset,ptr)
Used internally; there is no way to use this in user SQL codes.
RESOURCE(...)
Given the list of resource names, read a value from the X resource
manager. Returns null if there is no such resource value.
SIGN_EXTEND(number)
Sign extends a 32-bit number to 64-bits.
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PIPE(command)
Execute a operating system shell command and return the output of that
command as a blob.
READ_LUMP_AT(offset,ptr)
Used internally; there is no way to use this in user SQL codes.
RECT_X0()
X0 coordinate of selection rectangle.
RECT_X1()
X1 coordinate of selection rectangle.
RECT_Y0()
Y0 coordinate of selection rectangle.
RECT_Y1()
Y1 coordinate of selection rectangle.
RESOURCE(...)
Given the list of resource names, read a value from the X resource
manager. Returns null if there is no such resource value.
SIGN_EXTEND(number)
Sign extends a 32-bit number to 64-bits.
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ZERO_EXTEND(number)
Zero extends a 32-bit number to 64-bits. Same as NVALUE.
=== Tables ===
Asterisks denote virtual tables.
CREATE TABLE "CLASSES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT, "EDITORHELP"
TEXT, "HELP" TEXT, "INPUT" INT, "QUIZ" INT, "TRACEIN" INT, "TRACEOUT" INT,
"GROUP" TEXT, "PLAYER" INT); *
A list of classes in the current puzzle set; mostly read-only. Only
QUIZ, TRACEIN, and TRACEOUT are writable. If TRACEIN is true then it
will trace messages received by this class (if tracing is enabled). If
TRACEOUT is true then it will trace messages sent by this class (if
tracing is enabled).
CREATE TABLE `INVENTORY`(`ID` INTEGER PRIMARY KEY, `CLASS` INT, `IMAGE`
INT, `VALUE` INT);" *
This table contains the current inventory, and is read-only. It is not
meaningful in the editor.
CREATE TABLE "MESSAGES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT, "TRACE"
INT); *
The list of messages in the current puzzle set; mostly read-only. Only
TRACE is writable; if true, this message will be traced.
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ZERO_EXTEND(number)
Zero extends a 32-bit number to 64-bits. Same as NVALUE.
=== Tables ===
Asterisks denote virtual tables. (The only disk tables are USERCACHEDATA
and USERCACHEINDEX; all others are eiter temporary or virtual.)
CREATE TABLE "CLASSES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT, "EDITORHELP"
TEXT, "HELP" TEXT, "INPUT" INT, "QUIZ" INT, "TRACEIN" INT, "TRACEOUT" INT,
"GROUP" TEXT, "PLAYER" INT); *
A list of classes in the current puzzle set; mostly read-only. Only
QUIZ, TRACEIN, and TRACEOUT are writable. If TRACEIN is true then it
will trace messages received by this class (if tracing is enabled). If
TRACEOUT is true then it will trace messages sent by this class (if
tracing is enabled).
CREATE TABLE "INVENTORY"("ID" INTEGER PRIMARY KEY, "CLASS" INT, "IMAGE"
INT, "VALUE" INT); *
This table contains the current inventory, and is read-only. It is not
meaningful in the editor.
CREATE TABLE "MESSAGES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT, "TRACE"
INT); *
The list of messages in the current puzzle set; mostly read-only. Only
TRACE is writable; if true, this message will be traced.
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a new object of the correct class. DENSITY is read-only, but you can
use ORDER BY DENSITY to sort in the stacking order of the objects.
UP and DOWN are also read-only.
CREATE TEMPORARY TABLE "PICTURES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT
COLLATE NOCASE, "OFFSET" INT, "DEPENDENT" INT);
List of all pictures available in this puzzle set.
CREATE TABLE "USERCACHEDATA"("ID" INTEGER PRIMARY KEY, "FILE" INT,
"LEVEL" INT, "NAME" TEXT COLLATE NOCASE, "OFFSET" INT, "DATA" BLOB,
"USERSTATE" BLOB);
Contains the user cache data for the .level and .solution files of each
puzzle set, in order to speed up loading and saving. The DATA will be
null unless the data has changed, in which case the new data is stored
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a new object of the correct class. DENSITY is read-only, but you can
use ORDER BY DENSITY to sort in the stacking order of the objects.
UP and DOWN are also read-only.
CREATE TEMPORARY TABLE "PICTURES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT
COLLATE NOCASE, "OFFSET" INT, "DEPENDENT" INT);
List of all pictures available in this puzzle set.
CREATE TABLE "PLAYFIELD"("X" INT, "Y" INT, "OBJ" INT, "BIZARRO_OBJ" INT); *
All playfield cells, with their coordinates and bottom objects.
CREATE TABLE "USERCACHEDATA"("ID" INTEGER PRIMARY KEY, "FILE" INT,
"LEVEL" INT, "NAME" TEXT COLLATE NOCASE, "OFFSET" INT, "DATA" BLOB,
"USERSTATE" BLOB);
Contains the user cache data for the .level and .solution files of each
puzzle set, in order to speed up loading and saving. The DATA will be
null unless the data has changed, in which case the new data is stored
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