Free Hero Mesh

SQL tables
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This document is a list of the available SQL tables and views that you can use in the customization of Free Hero Mesh. You can also add your own tables and views. See also: SQL functions.

(Note: This is only a draft and is likely to change in future.)

An asterisk in the heading indicates a (eponymous only) virtual table; you cannot define triggers on a virtual table. Virtual tables also cannot usually be rolled back.

CLASSES *

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);

List of all classes. This table is mostly read-only; only the "QUIZ", "TRACEIN", and "TRACEOUT" columns can be altered, and their values must be one or zero. Inserting and deleting rows is not possible.

The columns are:

INVENTORY *

This table is read-only.

LEVELS *

MESSAGES *

CREATE TABLE "MESSAGES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT, "TRACE" INT);

List of all built-in and user-defined messages. The "TRACE" column initially stores zero, but you may store either zero or one. If zero, tracing this message is suppressed; if one, tracing this message is enabled if tracing has been enabled.

MOVES *

OBJECTS *

CREATE TABLE "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);

List of all objects. Meaning of columns:

This table is read-only in game mode; it can be written in edit mode. Once an object is created, you cannot change its CLASS (attempting to do so with a UPDATE statement is an error). Any values specified for UP and DOWN in a INSERT or UPDATE statement are ignored (both for INSERT and UPDATE) (they are automatically set when necessary).

Note: SQLite currently does not implement the truncate optimization for virtual tables. This means that a "DELETE FROM OBJECTS;" SQL statement will not be as efficient as using Free Hero Mesh's "clear level" command.

PICTURES

CREATE TEMPORARY TABLE "PICTURES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT COLLATE NOCASE, "OFFSET" INT);

A list of all of the pictures that are available; loaded from the .xclass file. Probably only the NAME column is useful to the user; it is the lump name without the .IMG suffix.

While it is possible to write to this table, there is probably no use to do so.

USERCACHEDATA

CREATE TABLE "USERCACHEDATA"("ID" INTEGER PRIMARY KEY, "FILE" INT, "LEVEL" INT, "NAME" TEXT COLLATE NOCASE,
 "OFFSET" INT, "DATA" BLOB, "USERSTATE" BLOB);

Data of user cache. The following columns are available:

Tampering with the data in this table can have unexpected consequences; you should only use this to clear the user state, or to clear the cache entirely (which should not be done while this puzzle set is currently loaded).

USERCACHEINDEX

CREATE TABLE "USERCACHEINDEX"("ID" INTEGER PRIMARY KEY, "NAME" TEXT, "TIME" INT);

Index for user cache. The name is the full path to that file, after all symlinks have been followed. The time is the mtime or ctime (as a UNIX timestamp value), whichever is more recent.

The user cache is used to store the offsets for the .level and .solution files, as well as data that is waiting to be written to those files.

Tampering with the data in this table can have unexpected consequences; you should only use this if you want to clear the cache entirely, or if you have renamed the file and want the cache to continue to work (neither should be done while the puzzle set is currently loaded; use the sqlite3 command-line instead of doing it within Free Hero Mesh).

VARIABLES

CREATE TEMPORARY TABLE "VARIABLES"("ID" INTEGER PRIMARY KEY, "NAME" TEXT);

List of all global and local user variables. The ID is the class number left shifted by sixteen bits (the class number is zero for global variables), and then the low sixteen bits have the zero-based variable number. The name omits the @ or % prefix.