Overview
Comment: | Add 'lt' for setting level title by SQL codes, and make ^P in the text editor to remember the last character picket |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
7518eafb66b53d5a319e1b99d9d5e2fa |
User & Date: | user on 2021-03-27 22:08:34 |
Other Links: | manifest | tags |
Context
2021-03-27
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23:21 | Disable a part of the code which is currently unused. check-in: 95388f9377 user: user tags: trunk | |
22:08 | Add 'lt' for setting level title by SQL codes, and make ^P in the text editor to remember the last character picket check-in: 7518eafb66 user: user tags: trunk | |
08:21 | Implement the text editor, for editing the level title and level strings (currently, only editing the title is implemented). check-in: 1665c0ca5d user: user tags: trunk | |
Changes
Modified bindings.doc from [f99b352e8c] to [12900583cc].
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137 138 139 140 141 142 143 144 145 146 147 148 149 150 | to be imported). See export.doc for details. 'lc' <number> Set the level code number. This is a 16-bit number which can be used in the class codes of your puzzle set for whatever purpose you wish; the game engine does not use this value itself. 'lv' <number> Set the level version number. This number is used to detect the validity of stored solutions. Normally, you do not need to set this; it will do so automatically once the level is saved, if any changes have been made which might invalidate the solution (although it doesn't know for sure, so there are false positives). However, you can set this deliberately by yourself, in case you know that the solution remains valid; if you do | > > > > | 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 | to be imported). See export.doc for details. 'lc' <number> Set the level code number. This is a 16-bit number which can be used in the class codes of your puzzle set for whatever purpose you wish; the game engine does not use this value itself. 'lt' <blob> Set the level title. The value must be unescaped; you can use the HEROMESH_UNESCAPE function to do this. 'lv' <number> Set the level version number. This number is used to detect the validity of stored solutions. Normally, you do not need to set this; it will do so automatically once the level is saved, if any changes have been made which might invalidate the solution (although it doesn't know for sure, so there are false positives). However, you can set this deliberately by yourself, in case you know that the solution remains valid; if you do |
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Modified edit.c from [53e03af8b4] to [dca0840b6e].
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1029 1030 1031 1032 1033 1034 1035 | } static inline Uint8 pick_character(void) { SDL_Rect r; SDL_Event ev; Uint8 buf[17]; int i,j; | | | 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 | } static inline Uint8 pick_character(void) { SDL_Rect r; SDL_Event ev; Uint8 buf[17]; int i,j; static Uint8 p=0; redraw: r.x=r.y=4; r.w=r.h=0x9C; SDL_FillRect(screen,&r,0xF8); SDL_LockSurface(screen); draw_text(24,8,"0123456789ABCDEF",0xF8,0xF3); buf[16]=0; |
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1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 | if(argc<2) return prev; import_level(sqlite3_column_text(args,1)); return 0; case 'lc': // Set level code level_code=number; level_changed=1; return 0; case 'lv': // Set level version level_version=number; level_changed=0; return 0; case 'mR': // Select MRU relative number+=curmru; // fall through | > > > > > > | 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 | if(argc<2) return prev; import_level(sqlite3_column_text(args,1)); return 0; case 'lc': // Set level code level_code=number; level_changed=1; return 0; case 'lt': // Set level title if(argc<2 || !sqlite3_column_text(args,1)) break; free(level_title); level_title=strdup(sqlite3_column_text(args,1)); if(!level_title) fatal("Allocation failed\n"); return 0; case 'lv': // Set level version level_version=number; level_changed=0; return 0; case 'mR': // Select MRU relative number+=curmru; // fall through |
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