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2.09 - 20220904
--------------- - show object/NPC property 4,5,6 variations in console to help hacking - save/load file names now support '-' and '_' (US and IT layout) - support for backspace also in editing Go to room number - Shift+0 for clearing the whole input line passed to The Hobbit - macOS version now should save the .wls files without changing attributes - added the compass rose on game map - " and @ now are readed insensitive to NumLock state - added sources to macOS package - documented option -FIT to scale window to desktop resolution - tested -FIT with anti-aliasing: same not good interpolation results SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best"); - reduced most flash / disappear gray border & cyan background SDLTWE_DrawTextWindowFrame(&***Win , 4, BORDERGRAY); SDL_RenderPresent(renPtr); - README.txt/md without unwanted tag, now use wiki/html tag: # Titles titles with bold and underline ======== titles with bold and underline * point 1 dot list ```code``` programming code <img src="doc/WL.png" width="500"> embed image - 1 pixel imperfection in rectangles visible on snapshot ==> bug of 'SDL_RenderDrawRect(renPtr, &rect);'
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README.md

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=================
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The object database is (beside the room and dictionary database) one of the
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core items of the game. The following information is stored for each object:
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```
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* Object Number: the game's internal object reference number (NPCs are >= 60d).
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* Name: the object's full name (a noun and a maximum of two adjectives).
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* 1L (first location): most objects do only appear in one location, which is
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* 04 (property with offset +04): currently unknown
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* St (strength): the NPC/object's strength (eg. used in fighting)
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* 06 (property with offset +06): currently unknown
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```
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Attributes, each object has 8 binary attributes associated with it:
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```
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* v: visible
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* A: animal (otherwise it is an object)
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* o: open (otherwise it is closed)
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* f: full
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* F: it is a fluid (water, wine)
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* l: locked
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```
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README.txt

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=================
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The object database is (beside the room and dictionary database) one of the
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core items of the game. The following information is stored for each object:
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```
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* Object Number: the game's internal object reference number (NPCs are >= 60d).
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* Name: the object's full name (a noun and a maximum of two adjectives).
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* 1L (first location): most objects do only appear in one location, which is
@@ -311,8 +311,9 @@ core items of the game. The following information is stored for each object:
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* 04 (property with offset +04): currently unknown
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* St (strength): the NPC/object's strength (eg. used in fighting)
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* 06 (property with offset +06): currently unknown
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```
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Attributes, each object has 8 binary attributes associated with it:
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```
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* v: visible
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* A: animal (otherwise it is an object)
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* o: open (otherwise it is closed)
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* f: full
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* F: it is a fluid (water, wine)
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* l: locked
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```
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