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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.
CREATE TABLE "OBJECTS"("ID" INTEGER PRIMARY KEY, "CLASS" INT, "MISC1" INT,
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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 "BIZARRO_OBJECTS"("ID" INTEGER PRIMARY KEY, "CLASS" INT,
"MISC1" INT, "MISC2" INT, "MISC3" INT, "IMAGE" INT, "DIR" INT, "X" INT,
"Y" INT, "UP" INT, "DOWN" INT, "DENSITY" INT HIDDEN); *
See OBJECTS; this is for the bizarro world only.
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 TEMPORARY TABLE "LEVELS"("ID" INTEGER PRIMARY KEY, "ORD" INT,
"CODE" INT, "WIDTH" INT, "HEIGHT" INT, "TITLE" BLOB, "SOLVED" INT,
"SOLVABLE" INT); *
This table contains a list of the levels in the current puzzle set. The
SOLVED column is 1 if the current user has solved the level or 0
otherwise; the SOLVABLE column is 1 if a solution is stored for this
level or 0 otherwise (it doesn't validate the solution; to do that, use
the -a switch instead). Although you can write to this table after it
has been read once (this table uses lazy loading), you should not do so,
since the changes will not be saved.
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.
CREATE TABLE "OBJECTS"("ID" INTEGER PRIMARY KEY, "CLASS" INT, "MISC1" INT,
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