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"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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"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. There may be additional columns in
this table in some puzzle sets (defined in the (LevelTable) block in the
class definition file); if so, these extra columns come after the ones
listed above, and their names will always start with a underscore.
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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