<? defined('AntiBK') or die("Доступ запрещен!"); class Equip extends Char { public $guid; public $db; public $char; function Init ($object) { $this->guid = $object->guid; $this->db = $object->db; $this->char = $object; } /*Вычисление цены продажи предмета*/ function getSellValue ($i_info, $text = false) { if (!$i_info) return 0; $price = ($i_info['price_euro'] > 0) ?$i_info['price_euro'] :$i_info['price']; $tmax_diff = ($i_info['tear_max'] < $i_info['tear']) ?$price * 0.7 * (1 - $i_info['tear_max'] / $i_info['tear']) :0; $price_diff = $price * 0.7 - $tmax_diff; $tear_diff = ($i_info['tear_cur'] > 0) ?$price_diff * ($i_info['tear_cur'] / $i_info['tear_max']) :0; $sell_price = $price * 0.75 - $tmax_diff - $tear_diff; $sell_price = rdf($sell_price); if ($sell_price < 0.01) $sell_price = 0.01; $sell_price = ($text) ?$sell_price." кр." :$sell_price; return $sell_price; } /*Проверка характеристик предмета и персонажа*/ function checkItemStats ($item_id) { if (checki($item_id)) return false; $dat = $this->db->selectRow("SELECT `i`.`min_level`, `i`.`sex`, `i`.`orden`, `i`.`min_str`, `i`.`min_dex`, `i`.`min_con`, `i`.`min_vit`, `i`.`min_int`, `i`.`min_wis`, `i`.`min_mp_all`, `i`.`min_sword`, `i`.`min_axe`, `i`.`min_fail`, `i`.`min_knife`, `i`.`min_staff`, `i`.`min_fire`, `i`.`min_water`, `i`.`min_air`, `i`.`min_earth`, `i`.`min_light`, `i`.`min_gray`, `i`.`min_dark`, `c`.`is_personal`, `c`.`personal_owner`, `c`.`tear_cur`, `c`.`tear_max` FROM `character_inventory` AS `c` LEFT JOIN `item_template` AS `i` ON `c`.`item_entry` = `i`.`entry` WHERE `c`.`guid` = ?d and `c`.`id` = ?d", $this->guid ,$item_id); $char_db = $this->getChar('char_db', 'level', 'sex', 'orden'); $char_stats = $this->getChar('char_stats', 'str', 'dex', 'con', 'vit', 'int', 'wis', 'mp_all', 'sword', 'axe', 'fail', 'knife', 'staff', 'fire', 'water', 'air', 'earth', 'light', 'gray', 'dark'); $char_feat = array_merge($char_db, $char_stats); foreach ($char_feat as $key => $value) { if ($key != 'sex' && $key != 'orden' && $value < $dat['min_'.$key]) return false; if ($key == 'sex' && $dat['sex'] != '' && $value != $dat['sex']) return false; if ($key == 'orden' && $dat['orden'] != 0 && $value != $dat['orden']) return false; } if ($dat['is_personal'] && $dat['personal_owner'] != $this->guid) return false; if ($dat['tear_cur'] >= $dat['tear_max']) return false; return true; } /*Проверка годности предмета*/ function checkItemValidity ($item_id) { if (checki($item_id)) return false; $date = $this->db->selectCell("SELECT `date` FROM `character_inventory` WHERE `guid` = ?d and `id` = ?d", $this->guid ,$item_id); if ($date != 0 && $date < time()) return false; return true; } /*Проверка отображения модификаторов*/ function checkHandStatus ($hand) { $char_equip = $this->getChar('char_equip', 'hand_l_free', 'hand_r_free', 'hand_l_type', 'hand_l', 'hand_r'); switch ($hand) { case 'r': if ($char_equip['hand_r'] != 0 || ($char_equip['hand_l_free'] == 1 & $char_equip['hand_r_free'] == 1) || $char_equip['hand_l_type'] == 'shield') return true; case 'l': if ($char_equip['hand_l'] != 0 && $char_equip['hand_l_type'] != 'shield') return true; } return false; } /*Отображение снаряжения*/ function showCharacter ($type = '', $guid = 0) { $guid = $this->getGuid($guid); $char_equip = $this->getChar('char_equip', '*', $guid); $char_db = $this->getChar('char_db', 'level', 'login', 'shape', $guid); $char_stats = $this->getChar('char_stats', 'str', 'dex', 'con', 'vit', 'int', 'wis', 'spi', 'hp', 'hp_all', 'hp_regen', 'mp', 'mp_all', 'mp_regen', $guid); $char_feat = array_merge($char_db, $char_stats); $lang = $this->getLang(); $char_type = 'clan'; switch ($type) { case 'inv': $char_feat['name'] = "alt='$char_feat[login] (Перейти в \"$lang[abilities]\")' id='link' link='skills'"; break; case 'fight': global $behaviour; $char_feat['name'] = "alt='<b>$char_feat[login]</b>"; foreach ($behaviour as $key => $min_level) $char_feat['name'] .= ($char_feat['level'] >= $min_level) ?"<br>$lang[$key] $char_feat[$key]" :""; $char_feat['name'] .= "'"; break; default: $char_feat['name'] = "alt='$char_feat[login] (Перейти в \"Инвентарь\")' id='link' link='inv'"; break; } $char_equip['armor'] = ($char_equip['cloak']) ?$char_equip['cloak'] :(($char_equip['armor']) ?$char_equip['armor'] :$char_equip['shirt']); $char_equip['hand_l_s'] = (!$char_equip['hand_l_free']) ?"hand_l" :"hand_l_f"; echo $this->getLogin($char_type, $guid); echo $this->getCharacterEquipped($char_equip, $char_feat, $type, $guid); if ($type != 'smart') echoScript("showHP($char_feat[hp], $char_feat[hp_all], $char_feat[hp_regen]);". "showMP($char_feat[mp], $char_feat[mp_all], $char_feat[mp_regen]);"); } /*Получение одетых вещей*/ function getCharacterEquipped ($char_equip, $char_feat, $type, $guid = 0) { if (!$char_equip || !$char_feat) return; $guid = $this->getGuid($guid); $backup = ($type == 'smart') ?"<img src='../img/items/slot_bottom0.gif' border='0'>" :"<img src='../img/items/w20.gif' border='0' alt='Пустой правый карман'><img src='../img/items/w20.gif' border='0' alt='Пустой карман'><img src='../img/items/w20.gif' border='0' alt='Пустой левый карман'><br><img src='../img/items/w21.gif' border='0' alt='Смена оружия'><img src='../img/items/w21.gif' border='0' alt='Смена оружия'><img src='../img/items/w21.gif' border='0' alt='Смена оружия'>"; $effects = $this->getEffects($type, $guid); $equipped = "<table border='0' width='227' class='posit' cellspacing='0' cellpadding='0'>" . "<tr bgColor='#dedede'>" . "<td width='60' align='left' valign='top'>" . $this->getItemEquiped($char_equip['helmet'], "helmet", $type, $guid) . $this->getItemEquiped($char_equip['bracer'], "bracer", $type, $guid) . $this->getItemEquiped($char_equip['hand_r'], "hand_r", $type, $guid) . $this->getItemEquiped($char_equip['armor'], "armor", $type, $guid) . $this->getItemEquiped($char_equip['belt'], "belt", $type, $guid) . "</td>" . "<td width='120' height='220' align='center' valign='middle'><table cellspacing='0' cellpadding='0'>" . "<tr height='20'><td style='font-size: 9px; position: relative;'>".(($type != 'smart') ?"<div id='HP'></div><div id='MP'></div>" :'')."</td></tr>" . "<tr height='220'><td><div style='position: relative; z-index: 1; width: 120px; height: 220px;'><img src='../img/chars/$char_feat[shape]' $char_feat[name]>$effects</div></td></tr>" . "<tr height='40'><td>$backup</td></tr>" . "</table></td>" . "<td width='60' align='right' valign='top'>" . $this->getItemEquiped($char_equip['earring'], "earring", $type, $guid) . $this->getItemEquiped($char_equip['amulet'], "amulet", $type, $guid) . $this->getItemEquiped($char_equip['ring1'], "ring", $type, $guid) . $this->getItemEquiped($char_equip['ring2'], "ring", $type, $guid) . $this->getItemEquiped($char_equip['ring3'], "ring", $type, $guid) . $this->getItemEquiped($char_equip['gloves'], "gloves", $type, $guid) . $this->getItemEquiped($char_equip['hand_l'], $char_equip['hand_l_s'], $type, $guid) . $this->getItemEquiped($char_equip['pants'], "pants", $type, $guid) . $this->getItemEquiped($char_equip['boots'], "boots", $type, $guid) . "</td></tr></table>"; return $equipped; } /*Получение отображаемых эффектов*/ function getEffects ($type, $guid = 0) { $guid = $this->getGuid($guid); $i = 1; $left = 0; $top = 0; $return = ''; $lang = $this->getLang(); $travms = $this->db->select("SELECT * FROM `character_travms` AS `c` LEFT JOIN `player_travms` AS `i` ON `c`.`travm_id` = `i`.`id` WHERE `c`.`guid` = ?d and `c`.`stats` != '';", $guid); foreach ($travms as $travm) { $name = (isset($lang['travm_p_'.$travm['power']])) ?$lang['travm_p_'.$travm['power']].' ('.$travm['name'].')' :$travm['name']; $stats = ($travm['type'] == 1) ?'<br>У персонажа '.lowercase($lang['travm_p_'.$travm['power']]).' - ослаблены характеристики.' :''; $modifiers = split(",", $travm['stats']); foreach ($modifiers as $modifier) { $stat = split("=", $modifier); $stats .= '<br>'.$lang[$stat[0]].' -'.$stat[1]; } $end_time = 'Осталось: '.getFormatedTime($travm['end_time']); $img = ($travm['type'] == 0) ?'' :$travm['power']; $return .= "<img src='../img/icon/effects/eff_travma$img.gif' style='position: absolute; left: {$left}px; top: {$top}px; z-index: 100;' alt='<u><b>$name</b></u> (Эффект)<br>$end_time<br>$stats' width='36' height='23'>"; $left += 36; if ($i % 3 == 0) { $top += 23; $left = 0; } $i++; } return $return; } /*Получение изображения предмета, одетого на персонажа*/ function getItemEquiped ($item_id, $i_type, $type, $guid = 0) { $lang = $this->getLang(); $image = $this->db->selectRow("SELECT `width`, `height`, `default`, `low_level`, `level` FROM `server_images` WHERE `name` = ?s", 'item_'.$i_type); $default = "<img src='../img/items/$image[default]' width='$image[width]' height='$image[height]' border='0' alt='".$lang[$i_type.'_f']."'>"; if (!is_numeric($item_id)) return $default; $guid = $this->getGuid($guid); $level = $this->getChar('char_db', 'level', $guid); if ($item_id == 0 && $level < $image['level']) return "<img src='../img/items/$image[low_level]' width='$image[width]' height='$image[height]' border='0' alt='".$lang[$i_type.'_l']."'>"; else if ($item_id == 0) return $default; $color = ''; $img = $image['default']; $desc = $this->getItemAlt($item_id, $type, $color, $img, $guid); if (!$desc) return $default; $slot = $this->getItemSlot($item_id); $return_format = ($type == 'inv') ?"<a href='main.php?action=unwear_item&item_slot=$slot'>%s</a>" :"%s"; return sprintf($return_format, "<img src='../img/items/$img' width='$image[width]' height='$image[height]' border='0' alt='$desc'$color>"); } /*Получение всплывающей подсказки о предмете*/ function getItemAlt ($item_id, $type, &$color = '', &$img = '', $guid = 0) { if (checki($item_id)) return ''; $guid = $this->getGuid($guid); $lang = $this->getLang(); $i_info = $this->db->selectRow("SELECT `c`.`tear_cur`, `c`.`tear_max`, `i`.`attack`, `i`.`brick`, `i`.`name`, `i`.`img`, `i`.`add_hp`, `i`.`add_mp`, `i`.`def_h`, `i`.`def_a`, `i`.`def_b`, `i`.`def_l` FROM `character_inventory` AS `c` LEFT JOIN `item_template` AS `i` ON `c`.`item_entry` = `i`.`entry` WHERE `c`.`guid` = ?d and `c`.`id` = ?d", $guid ,$item_id); if (!$i_info) return ''; $img = $i_info['img']; $tear_check = ($i_info['tear_cur'] >= $i_info['tear_max'] * 0.90); $tear_show = ($tear_check) ?'<font color=#990000>%s</font>' :'%s'; $color = ($tear_check) ?" class='broken'" :''; $name = (($type == 'inv') ?"Снять " :'').$i_info['name']; $def = array('h', 'a', 'b', 'l'); $desc = "$name"; if ($i_info['attack'] > 0) $desc .= "<br>$lang[damage] $i_info[attack] - ".($i_info['attack'] + $i_info['brick']); if ($i_info['add_hp'] > 0) $desc .= "<br>$lang[add_hp] +".$i_info['add_hp']; else if ($i_info['add_hp'] < 0) $desc .= "<br>$lang[add_hp] ".$i_info['add_hp']; if ($i_info['add_mp'] > 0) $desc .= "<br>$lang[add_mp] +".$i_info['add_mp']; else if ($i_info['add_mp'] < 0) $desc .= "<br>$lang[add_mp] ".$i_info['add_mp']; foreach ($def as $key) { if ($i_info['def_'.$key] > 0) $desc .= "<br>".$lang['def_'.$key]." ".$i_info['def_'.$key]."-".($i_info['def_'.$key] + $i_info['brick'])." ".$this->getFormatedBrick($i_info['def_'.$key], $i_info['brick']); } $desc .= "<br>$lang[durability] ".sprintf($tear_show, intval($i_info['tear_cur'])."/".intval($i_info['tear_max'])); return $desc; } /*Перечисление предметов нуждающихся в ремонте*/ function needItemRepair () { $rows = $this->db->select("SELECT `c`.`tear_cur`, `c`.`tear_max`, `i`.`name` FROM `character_inventory` AS `c` LEFT JOIN `item_template` AS `i` ON `c`.`item_entry` = `i`.`entry` WHERE `c`.`guid` = ?d and `c`.`wear` = '1';", $this->guid); $return = ''; foreach ($rows as $repair) { list ($tear_cur, $tear_max, $name) = array_values ($repair); if ($tear_cur >= $tear_max * 0.90) $return .= " <b>$name</b> [<font color='#990000'>".intval($tear_cur)."/".intval($tear_max)."</font>] требуется ремонт<br>"; } return $return; } /*Добавление предмета*/ function addItem ($item_entry, $type = 'buy', $guid = 0) { $guid = $this->getGuid($guid); if (checki($item_entry)) return false; $i_info = $this->db->selectRow("SELECT `name`, `price`, `price_euro`, `mass`, `tear`, `inc_count`, `validity` FROM `item_template` WHERE `entry` = ?d", $item_entry); if (!$i_info) return false; $time = ($i_info['validity'] > 0) ?time() + $i_info['validity'] * 3600 :0; $city = $this->getChar('char_db', 'city'); $id = ($this->db->selectCell("SELECT MAX(`id`) FROM `character_inventory` WHERE `guid` = ?d", $guid)) + 1; $this->changeMass($i_info['mass']); $this->db->query("INSERT INTO `character_inventory` (`id`, `guid`, `item_entry`, `tear_max`, `inc_count_p`, `made_in`, `date`, `last_update`) VALUES (?d, ?d, ?d, ?f, ?d, ?s, ?d, ?d)", $id ,$guid ,$item_entry ,rdf($i_info['tear']) ,$i_info['inc_count'] ,$city ,$time ,time()); if ($type == 'buy') { $room = $this->getChar('char_db', 'room'); if ($i_info['price'] > 0) $this->char->history->Items('Buy', "$i_info[name] за $i_info[price] кр.", $room); else if ($i_info['price_euro'] > 0) $this->char->history->Items('Buy', "$i_info[name] за $i_info[price_euro] екр.", $room); } else if ($type == 'get') $this->char->history->Items('Get', $i_info['name'], ''); return true; } /*Отображение предмета в инвентаре*/ function showItem ($i_info, $mode, $i, $mail_guid = '') { $weapons = array('knife', 'fail', 'sword', 'axe', 'staff'); $armors = array('boots' => '_l', 'light_armor' => '_a', 'heavy_armor' => '_a', 'helmet' => '_h', 'pants' => '_b'); $types = array('inv', 'sell', 'mail_to', 'mail_in'); $lang = $this->getLang(); $char_db = $this->getChar('char_db', 'money', 'level', 'sex'); $char_stats = $this->getChar('char_stats', 'str', 'dex', 'con', 'vit', 'int', 'wis', 'mp_all', 'sword', 'axe', 'fail', 'knife', 'staff', 'fire', 'water', 'air', 'earth'); $char_feat = array_merge($char_db, $char_stats); $money = $char_feat['money']; $entry = $i_info['entry']; $name = $i_info['name']; $img = $i_info['img']; $type = $i_info['type']; $mass = $i_info['mass']; $price = $i_info['price']; $price_euro = $i_info['price_euro']; if ($price_euro > 0) $price_s = $price_euro." екр."; else if ($price > 0) $price_s = ($mode == 'shop') ?(compare($price, $money))." кр." :$price." кр."; $item_flags = $i_info['item_flags']; $item_id = (isset($i_info['id'])) ?$i_info['id'] :0; $made_in = (isset($i_info['made_in'])) ?$this->char->city->getCity($i_info['made_in'], 'name') :''; $tear_cur = (isset($i_info['tear_cur'])) ?intval($i_info['tear_cur']) :0; $tear_max = (isset($i_info['tear_max'])) ?ceil($i_info['tear_max']) :$i_info['tear']; $color = ($tear_cur >= $tear_max * 0.9) ?" class='broken'" :""; $validity = (isset($i_info['date'])) ?$i_info['date'] :$i_info['validity']; $gift = (isset($i_info['gift'])) ?$i_info['gift'] :0; $gift_author = (isset($i_info['gift_author'])) ?$i_info['gift_author'] :''; $inc_count = (isset($i_info['inc_count_p'])) ?$i_info['inc_count_p'] :$i_info['inc_count']; $add['str'] = $i_info['add_str'] + ((isset($i_info['inc_str'])) ?$i_info['inc_str'] :0); $add['dex'] = $i_info['add_dex'] + ((isset($i_info['inc_dex'])) ?$i_info['inc_dex'] :0); $add['con'] = $i_info['add_con'] + ((isset($i_info['inc_con'])) ?$i_info['inc_con'] :0); $add['int'] = $i_info['add_int'] + ((isset($i_info['inc_int'])) ?$i_info['inc_int'] :0); $chet = ($i) ?"C7C7C7" :"D5D5D5"; $return = "<div id='item_id_$item_id' name='item_entry_$entry'><table width='100%' border='0' cellspacing='1' cellpadding='0' bgColor='#a5a5a5' style='margin-top: -1px;'><tr bgColor='#$chet'>"; switch ($mode) { case 'inv': $wearable = $this->checkItemStats($item_id); $return .= "<td width='150' align='center'>"; $return .= "<img src='../img/items/$img' border='0'$color /><br><center style='padding-top: 4px;'>"; $return .= ($wearable) ?"<a href='?action=wear_item&item_id=$item_id' class='nick'>надеть</a> " :""; $return .= "<a href=\"javascript:drop($item_id, '$img', '$name');\"><img src='../img/icon/clear.gif' width='14' height='14' border='0' alt='Выбросить предмет'></a>"; break; case 'shop': $s_price = ($price_euro > 0) ?$price_euro :$price; $s_kr = ($price_euro > 0) ?"екр." :"кр."; $return .= "<td width='200' align='center'>"; $return .= "<img src='../img/items/$img' border='0' /><br><center style='padding-top: 4px;'>"; $return .= "<a href='javascript:buyItem($entry);' class='nick'>купить</a> <img src='../img/icon/plus.gif' width='11' height='11' border='0' alt='Купить несколько штук' style='cursor: pointer;' onclick=\"AddCount('$entry', '$name', '$s_price', '$s_kr');\"></center>"; break; case 'sell': $s_price = $this->getSellValue($i_info, true); $return .= "<td width='260' align='center'>"; $return .= "<img src='../img/items/$img' border='0'$color /><br><center style='padding-top: 4px;'>"; $return .= "<a href='javascript:sellItem ($item_id);' onclick=\"if (confirm('Вы уверены что хотите продать предмет $name за $s_price?')){return true;} else {return false;}\" class='nick'>продать за $s_price</a>"; break; case 'mail_to': $s_price = $this->char->mail->getPrice($item_id)." кр."; $return .= "<td width='260' align='center'>"; $return .= "<img src='../img/items/$img' border='0'$color /><br><center style='padding-top: 4px;'>"; $return .= "<a href='main.php?do=send_item&mail_to=$mail_guid&item_id=$item_id' onclick=\"if (confirm('Отправить предмет $name?')){return true;} else {return false;}\" class='nick'>передать за $s_price</a>"; break; case 'mail_in': $return .= "<td width='260' align='center'>"; $return .= "<img src='../img/items/$img' border='0'$color /><br><center style='padding-top: 4px;'>"; $return .= "<a href='main.php?do=get_item&item_id=$item_id' onclick=\"if (confirm('Забрать предмет $name?')){return true;} else {return false;}\" class='nick'>Забрать</a><br><a href='main.php?do=return_item&item_id=$item_id' onclick=\"if (confirm('Отказаться от предмета $name?')){return true;} else {return false;}\" class='nick'>Отказаться</a>"; $return .= "<br><small>(".getFormatedTime($i_info['delivery_time'] + 5184000).")</small>"; break; case 'money_in': $name = sprintf($name, $i_info['count']); $price_s = "$i_info[count] кр."; $mail_id = $i_info['id']; $return .= "<td width='260' align='center'>"; $return .= "<img src='../img/items/$img' border='0'$color /><br><center style='padding-top: 4px;'>"; $return .= "<a href='main.php?do=get_money&mail_id=$mail_id' onclick=\"if (confirm('Забрать $price_s?')){return true;} else {return false;}\" class='nick'>Забрать</a><br><a href='main.php?do=return_money&mail_id=$mail_id' onclick=\"if (confirm ('Отказаться от $price?')){return true;} else {return false;}\" class='nick'>Отказаться</a>"; $return .= "<br><small>(".getFormatedTime($i_info['delivery_time'] + 5184000).")</small>"; break; } $return .= "</td><td align='left' valign='top' style='padding: 2px;'>"; $tear_show = compare($tear_cur, $tear_max * 0.90, "$tear_cur/$tear_max"); $required = array('dex', 'con', 'int', 'level', 'fire', 'water', 'air', 'earth', 'sword', 'axe', 'fail', 'knife', 'staff', 'vit', 'str', 'mp_all', 'wis', 'sex'); $modifiers = array('mf_critp', 'mf_acrit', 'mf_adodge', 'mf_parmour', 'mf_crit', 'mf_parry', 'mf_shieldb', 'mf_dodge', 'mf_contr', 'rep_magic', 'rep_fire', 'rep_water', 'rep_air', 'rep_earth', 'mf_magic', 'mf_fire', 'mf_water', 'mf_air', 'mf_earth', 'mf_light', 'mf_gray', 'mf_dark', 'mf_dmg', 'mf_sting', 'mf_slash', 'mf_crush', 'mf_sharp', 'all_magic', 'fire', 'water', 'air', 'earth', 'light', 'gray', 'dark', 'all_mastery', 'sword', 'axe', 'fail', 'knife', 'staff', 'res_magic', 'res_fire', 'res_water', 'res_air', 'res_earth', 'res_light', 'res_gray', 'res_dark', 'res_dmg', 'res_sting', 'res_slash', 'res_crush', 'res_sharp', 'add_hp', 'add_mp', 'mp_cons', 'mp_regen', 'hp_regen', 'add_hit_min', 'add_hit_max'); $w_modifiers = array('mf_adodge', 'mf_crit', 'mf_critp', 'mf_sting', 'mf_slash', 'mf_crush', 'mf_sharp', 'sword', 'axe', 'fail', 'knife', 'mf_parmour'); $chances = array('ch_sting', 'ch_slash', 'ch_crush', 'ch_sharp', 'ch_fire', 'ch_water', 'ch_air', 'ch_earth', 'ch_light', 'ch_dark'); $features = array('res_dmg', 'res_sting', 'res_slash', 'res_crush', 'res_sharp'); $brick = $i_info['brick']; $def = array( 'h' => array($i_info['def_h'], ($i_info['def_h'] + $brick), $this->getFormatedBrick($i_info['def_h'], $brick)), 'a' => array($i_info['def_a'], ($i_info['def_a'] + $brick), $this->getFormatedBrick($i_info['def_a'], $brick)), 'b' => array($i_info['def_b'], ($i_info['def_b'] + $brick), $this->getFormatedBrick($i_info['def_b'], $brick)), 'l' => array($i_info['def_l'], ($i_info['def_l'] + $brick), $this->getFormatedBrick($i_info['def_l'], $brick)) ); $attack = $i_info['attack']; $block = $i_info['block']; $hands = $i_info['hands']; $url = str_replace('.gif', '.html', $i_info['img']); $orden = " "; $need_orden = $i_info['orden']; if ($need_orden != 0) { switch ($need_orden) { case 1: $orden_dis = "Белое братство"; break; case 2: $orden_dis = "Темное братство"; break; case 3: $orden_dis = "Нейтральное братство"; break; case 4: $orden_dis = "Алхимик"; break; case 5: $orden_dis = "Тюремный заключенный"; break; } $orden = "<img src='../img/orden/align$need_orden.gif' border='0' alt='$lang[min_bent] <strong>$orden_dis</strong>'>"; } $return .= "<a href='encicl/object/$url' class='nick' target='_blank'><b>$name</b></a> $orden ($lang[mass] $mass)"; if ($gift == 1) $return .= " <img src='../img/icon/gift.gif' width='14' height='14' border='0' alt='$lang[gift] $gift_author'>"; if ($item_flags & 4) $return .= " <img src='../img/icon/artefakt.gif' width='16' height='16' border='0' alt='$lang[artefact]'>"; if (isset($price_s)) $return .= "<br><b>$lang[price] $price_s</b>"; $return .= "<br>$lang[durability] $tear_show"; if (($mode == 'inv' || $mode == 'sell') && $validity > 0)$return .= "<br>".sprintf($lang['validity'], date('d.m.y H:i', $validity), getFormatedTime($validity)); else if ($mode == 'shop' && $validity > 0) $return .= "<br>$lang[val_life] ".getFormatedTime($validity * 3600 + time()); $val = ""; $require = ""; foreach ($required as $key) { if (($key != 'sex' && $i_info['min_'.$key] <= 0) || ($key == 'sex' && $i_info[$key] == '')) continue; if (!$val) $val = "<br><b>$lang[required]</b>"; if ($key != 'sex' && $i_info['min_'.$key] > 0) $require .= "<br>• ".(compare($i_info['min_'.$key], $char_feat[$key], "$lang[$key] ".$i_info['min_'.$key])); else if ($key == 'sex' && $i_info[$key] != '') $require .= "<br>• ".(compare($i_info[$key], $char_feat[$key], "$lang[$key] ".$lang['sex_'.$i_info[$key]])); } $return .= $val.$require; $val = ""; if (($add['str'] != 0 || $add['dex'] != 0 || $add['con'] != 0 || $add['int'] != 0 || $i_info['def_h'] != 0 || $i_info['def_a'] != 0 || $i_info['def_b'] != 0 || $i_info['def_l'] != 0 || $inc_count > 0 || (!in_array($type, $weapons) && $attack != 0))) $val = "<br><b>$lang[act]</b>"; $inc = ($inc_count > 0) ?"<br>• $lang[inc_count] <span id='inc_count_$item_id'>$inc_count</span>" :""; $modifier = ""; foreach ($modifiers as $key) { if ($i_info[$key] == 0) continue; if (!$val) $val = "<br><b>$lang[act]</b>"; if ($i_info[$key] > 0) $modifier .= "<br>• $lang[$key] +".$i_info[$key]; else if ($i_info[$key] < 0) $modifier .= "<br>• $lang[$key] ".$i_info[$key]; } $return .= $val.$inc.$modifier; foreach ($add as $key => $value) { if ($value == 0 && $mode == 'inv' && $inc_count > 0) $return .= "<br>• $lang[$key] <span id='inc_{$item_id}_{$key}_val'>$value</span> ".$this->getIncButton($item_id, $key); else if ($value > 0 && $mode == 'inv' && $inc_count > 0)$return .= "<br>• $lang[$key] <span id='inc_{$item_id}_{$key}_val'>+$value</span> ".$this->getIncButton($item_id, $key); else if ($value > 0) $return .= "<br>• $lang[$key] +$value"; else if ($value < 0) $return .= "<br>• $lang[$key] $value"; } foreach ($def as $key => $value) { if ($value[0] > 0) $return .= "<br>• ".$lang['def_'.$key]." $value[0]-$value[1] $value[2]"; } if (in_array($type, $weapons)) { $return .= "<br><b>$lang[behaviour]</b>"; $return .= "<br>• $lang[damage] $attack - ".($attack + $brick); foreach ($w_modifiers as $key) { if ($i_info[$key.'_h'] != 0) $return .= "<br>• $lang[$key] ".$i_info[$key.'_h']; } if ($item_flags & 16) $return .= "<br>• $lang[sec_hand]"; else if ($hands == 2) $return .= "<br>• $lang[two_hands]"; $return .= "<br>• $lang[blocks] "; if ($block == 1) $return .= "+"; else if ($block == 2) $return .= "++"; else $return .= "-"; $val = ""; $chance = ""; foreach ($chances as $key) { if ($i_info[$key] <= 0) continue; if (!$val) $val = "<br><b>$lang[features]</b>"; $this->getFormatedChance($i_info[$key]); $chance .= "<br>• $lang[$key] ".$lang[$i_info[$key]]; } $return .= $val.$chance; } if (in_array($type, array_keys($armors))) { $val = ""; $armor = ""; foreach ($features as $key) { if ($i_info[$key.$armors[$type]] <= 0) continue; if (!$val) $val = "<br><b>$lang[features]</b>"; $armor .= "<br>• $lang[$key] ".$i_info[$key.$armors[$type]]; } $return .= $val.$armor; } if ($i_info['description']) $return .= "<br><small>$lang[description]<br>$i_info[description]</small>"; if ($made_in) $return .= "<br><small>$lang[made_in] $made_in</small>"; if (!($item_flags & 2)) $return .= "<br><small><font color='brown'>$lang[no_repair]</font></small>"; $return .= "</td></tr></table></div>"; return $return; } /*Получение отформатированного шанса*/ private function getFormatedChance (&$chance) { if ($chance == 0) $chance = "never"; if ($chance > 0 && $chance < 10) $chance = "ex_rarely"; if ($chance >= 10 && $chance < 20) $chance = "rarely"; if ($chance >= 20 && $chance < 26) $chance = "little"; if ($chance >= 26 && $chance < 60) $chance = "naa"; if ($chance >= 60 && $chance < 81) $chance = "regular"; if ($chance >= 81 && $chance < 91) $chance = "often"; if ($chance >= 91 && $chance <= 100) $chance = "always"; } /*Получение отформатированного кубика*/ private function getFormatedBrick ($min, $brick) { $first = $min - 1; $second = $brick + 1; if ($min == 1) return "(d$second)"; if ($brick == 0) return ''; if ($min <= 0) return ''; return "($first+d$second)"; } /*Получение кнопки прибавления характеристик вещи*/ private function getIncButton ($item_id, $stat) { return "<input type='image' id='inc_{$item_id}_btn' src='img/icon/plus.gif' style='border: 0px; vertical-align: bottom;' onclick=\"increaseItemStat('$item_id', '$stat'); this.blur();\">"; } /*Одеть/Снять предмет*/ function equipItem ($item, $type = 1, $guid = 0) { $guid = $this->getGuid($guid); $item_id = ($type == 1) ?$item :$this->getChar('char_equip', $item, $guid); if (checki($item_id)) return; $error_id = ($type == 1) ?213 :214; $wear_status = ($type == 1) ?0 :1; $char_equip = $this->getChar('char_equip', '*', $guid); $i_info = $this->db->selectRow("SELECT * FROM `character_inventory` AS `c` LEFT JOIN `item_template` AS `i` ON `c`.`item_entry` = `i`.`entry` WHERE `c`.`guid` = ?d and `c`.`id` = ?d and `c`.`wear` = ?d and `c`.`mailed` = '0' and `i`.`section` = 'item';", $guid ,$item_id ,$wear_status) or $this->char->error->Inventory($error_id); $i_entry = $i_info['entry']; $i_id = $i_info['id']; $i_type = ($i_info['type'] == 'heavy_armor' || $i_info['type'] == 'light_armor') ?"armor" :$i_info['type']; $i_hands = $i_info['hands']; if ($type == 1) { switch ($i_type) { case 'sword': case 'axe': case 'fail': case 'staff': case 'knife': if ($i_hands == 1) { $slot = "hand_r"; if (!$char_equip['hand_r_free'] && $char_equip['hand_l_free']) { if ($i_info['item_flags'] & 16) $slot = "hand_l"; else $this->equipItem('hand_r', -1, $guid); } else if (!$char_equip['hand_r_free'] && !$char_equip['hand_l_free']) $this->equipItem('hand_r', -1, $guid); } else if ($i_hands == 2) { $slot = "hand_r"; if (!$char_equip['hand_r_free']) $this->equipItem('hand_r', -1, $guid); if (!$char_equip['hand_l_free']) $this->equipItem('hand_l', -1, $guid); } $w_type = $i_type; break; case 'shield': $slot = "hand_l"; if ($char_equip['hand_l']) $this->equipItem('hand_l', -1, $guid); if ($char_equip['hand_r'] && !$char_equip['hand_l_free']) $this->equipItem('hand_r', -1, $guid); $w_type = $i_type; break; case 'ring': $slot = "ring1"; if (!$char_equip['ring1']) $slot = "ring1"; else if (!$char_equip['ring2']) $slot = "ring2"; else if (!$char_equip['ring3']) $slot = "ring3"; else $this->equipItem('ring1', -1, $guid); break; default: $slot = $i_type; if ($char_equip[$i_type]) $this->equipItem($i_type, -1, $guid); break; } } else if ($type == -1) { unset($char_equip['guid'], $char_equip['hand_r_free'], $char_equip['hand_r_type'], $char_equip['hand_l_free'], $char_equip['hand_l_type']); foreach ($char_equip as $key => $value) { if ($i_id == $value) { $slot = $key; break; } } } $char_stats = $this->getChar('char_stats', '*', $guid); $new_sql = array(); $ress = array('', '_h', '_a', '_b', '_l'); $defs = array('h', 'a', 'b', 'l'); // Resist damage foreach ($ress as $key) { $new_sql['res_sting'.$key] = $i_info['res_sting'.$key] + $i_info['res_dmg'.$key]; $new_sql['res_slash'.$key] = $i_info['res_slash'.$key] + $i_info['res_dmg'.$key]; $new_sql['res_crush'.$key] = $i_info['res_crush'.$key] + $i_info['res_dmg'.$key]; $new_sql['res_sharp'.$key] = $i_info['res_sharp'.$key] + $i_info['res_dmg'.$key]; } // -- magic $new_sql['res_fire'] = $i_info['res_fire'] + $i_info['res_magic']; $new_sql['res_water'] = $i_info['res_water'] + $i_info['res_magic']; $new_sql['res_air'] = $i_info['res_air'] + $i_info['res_magic']; $new_sql['res_earth'] = $i_info['res_earth'] + $i_info['res_magic']; $new_sql['res_light'] = $i_info['res_light'] + $i_info['res_magic']; $new_sql['res_gray'] = $i_info['res_gray'] + $i_info['res_magic']; $new_sql['res_dark'] = $i_info['res_dark'] + $i_info['res_magic']; // Mastery $new_sql['sword'] = $i_info['sword'] + $i_info['all_mastery']; $new_sql['bow'] = $i_info['bow'] + $i_info['all_mastery']; $new_sql['crossbow'] = $i_info['crossbow'] + $i_info['all_mastery']; $new_sql['axe'] = $i_info['axe'] + $i_info['all_mastery']; $new_sql['fail'] = $i_info['fail'] + $i_info['all_mastery']; $new_sql['knife'] = $i_info['knife'] + $i_info['all_mastery']; // -- $new_sql['staff'] = $i_info['staff']; // -- magic $new_sql['fire'] = $i_info['fire'] + $i_info['all_magic']; $new_sql['water'] = $i_info['water'] + $i_info['all_magic']; $new_sql['air'] = $i_info['air'] + $i_info['all_magic']; $new_sql['earth'] = $i_info['earth'] + $i_info['all_magic']; $new_sql['light'] = $i_info['light']; $new_sql['gray'] = $i_info['gray']; $new_sql['dark'] = $i_info['dark']; // MF damage $new_sql['mf_sting'] = $i_info['mf_sting'] + $i_info['mf_dmg']; $new_sql['mf_slash'] = $i_info['mf_slash'] + $i_info['mf_dmg']; $new_sql['mf_crush'] = $i_info['mf_crush'] + $i_info['mf_dmg']; $new_sql['mf_sharp'] = $i_info['mf_sharp'] + $i_info['mf_dmg']; // -- magic $new_sql['mf_fire'] = $i_info['mf_fire'] + $i_info['mf_magic']; $new_sql['mf_water'] = $i_info['mf_water'] + $i_info['mf_magic']; $new_sql['mf_air'] = $i_info['mf_air'] + $i_info['mf_magic']; $new_sql['mf_earth'] = $i_info['mf_earth'] + $i_info['mf_magic']; // -- $new_sql['mf_crit'] = $i_info['mf_crit']; $new_sql['mf_critp'] = $i_info['mf_critp']; $new_sql['mf_adodge'] = $i_info['mf_adodge']; $new_sql['mf_parmour'] = $i_info['mf_parmour']; // -- $new_sql['mf_acrit'] = $i_info['mf_acrit']; $new_sql['mf_dodge'] = $i_info['mf_dodge']; $new_sql['mf_contr'] = $i_info['mf_contr']; $new_sql['mf_parry'] = $i_info['mf_parry']; $new_sql['mf_shieldb'] = $i_info['mf_shieldb']; // Damage $new_sql['hitmin'] = $i_info['add_hit_min']; $new_sql['hitmax'] = $i_info['add_hit_max']; // Protect foreach ($defs as $key) { if ($i_info['def_'.$key] > 0) { $new_sql['def_'.$key.'_min'] = $i_info['def_'.$key]; $new_sql['def_'.$key.'_max'] = $i_info['def_'.$key] + $i_info['brick']; } } //$new_sql['cost'] = $i_info['price']; $new_sql['hp_regen'] = $i_info['hp_regen']; $new_sql['mp_regen'] = $i_info['mp_regen']; $new_sql['mp_cons'] = -$i_info['mp_cons']; // Hand switch ($slot) { case 'hand_r': case 'hand_l': $new_sql[$slot.'_sword'] = $i_info['sword_h']; $new_sql[$slot.'_axe'] = $i_info['axe_h']; $new_sql[$slot.'_fail'] = $i_info['fail_h']; $new_sql[$slot.'_knife'] = $i_info['knife_h']; $new_sql[$slot.'_sting'] = $i_info['mf_sting_h'] + $i_info['mf_dmg_h']; $new_sql[$slot.'_slash'] = $i_info['mf_slash_h'] + $i_info['mf_dmg_h']; $new_sql[$slot.'_crush'] = $i_info['mf_crush_h'] + $i_info['mf_dmg_h']; $new_sql[$slot.'_sharp'] = $i_info['mf_sharp_h'] + $i_info['mf_dmg_h']; $new_sql[$slot.'_crit'] = $i_info['mf_crit_h']; $new_sql[$slot.'_critp'] = $i_info['mf_critp_h']; $new_sql[$slot.'_adodge'] = $i_info['mf_adodge_h']; $new_sql[$slot.'_parmour'] = $i_info['mf_parmour_h']; $new_sql[$slot.'_hitmin'] = $i_info['attack']; $new_sql[$slot.'_hitmax'] = $i_info['attack'] + $i_info['brick']; break; } // HP/MP $new_sql['hp_all'] = $i_info['add_hp']; $new_sql['mp_all'] = $i_info['add_mp']; foreach ($new_sql as $key => $value) { if ($value == 0) { unset($new_sql[$key]); continue; } $new_sql[$key] = $value*$type; $new_sql[$key] += $char_stats[$key]; } $char_hpmp = $this->getChar('char_stats', 'hp', 'mp', $guid); foreach ($char_hpmp as $key => $value) { if ($i_info['add_'.$key] != 0) $this->setTimeToHPMP($value, $new_sql[$key.'_all'], $char_stats[$key.'_regen'], $key, $guid); } $stats = array ('str' => 0, 'dex' => 0, 'con' => 0, 'int' => 0); foreach ($stats as $key => $value) { $stats[$key] = ($i_info['add_'.$key] + $i_info['inc_'.$key])*$type; if ($stats[$key] == 0) unset($stats[$key]); } if ($type == 1) { $q1 = $this->db->query("UPDATE `character_inventory` SET `wear` = '1', `last_update` = ?d WHERE `guid` = ?d and `id` = ?d", time() ,$guid ,$i_id); $q2 = $this->setChar('char_equip', $slot, $i_id, $guid); } else if ($type == -1) { $q1 = $this->db->query("UPDATE `character_inventory` SET `wear` = '0', `last_update` = ?d WHERE `guid` = ?d and `id` = ?d", time() ,$guid ,$i_id); $q2 = $this->setChar('char_equip', $slot, 0, $guid); } if ($q1 && $q2) { $this->db->query("UPDATE `character_stats` SET ?a WHERE `guid` = ?d", $new_sql ,$guid); $this->changeStats($stats, $guid); if ($type == 1) { if ($i_hands == 2) $this->setChar('char_equip', array('hand_r_type' => $w_type, 'hand_r_free' => 0, 'hand_l_free' => 0), $guid); else if ($i_hands == 1) $this->setChar('char_equip', array($slot.'_type' => $w_type, $slot.'_free' => 0), $guid); } else if ($type == -1) { if ($i_hands == 2) $this->setChar('char_equip', array('hand_r_type' => 'phisic', 'hand_r_free' => 1, 'hand_l_free' => 1), $guid); else if ($i_hands == 1) $this->setChar('char_equip', array($slot.'_type' => 'phisic', $slot.'_free' => 1), $guid); } } } /*Снять все предметы*/ function unWearAllItems () { $char_equip = $this->getChar('char_equip', 'helmet', 'bracer', 'hand_r', 'armor', 'shirt', 'cloak', 'belt', 'earring', 'amulet', 'ring1', 'ring2', 'ring3', 'gloves', 'hand_l', 'pants', 'boots'); foreach ($char_equip as $key => $value) { if ($value) $this->equipItem($key, -1); } } /*Удаление предмета*/ function deleteItem ($item_id, $type = 'delete', $guid = 0) { $guid = $this->getGuid($guid); if (checki($item_id)) return false; $i_info = $this->db->selectRow("SELECT `i`.`name`, `i`.`mass`, `i`.`price`, `i`.`price_euro`, `c`.`tear_cur`, `c`.`tear_max`, `i`.`tear` FROM `character_inventory` AS `c` LEFT JOIN `item_template` AS `i` ON `c`.`item_entry` = `i`.`entry` WHERE `c`.`guid` = ?d and `c`.`id` = ?d and `c`.`wear` = '0' and `c`.`mailed` = '0';", $guid ,$item_id); if (!$i_info) return false; $this->changeMass(-$i_info['mass']); $this->db->query("DELETE FROM `character_inventory` WHERE `id` = ?d and `guid` = ?d", $item_id ,$guid); if ($type == 'delete') $this->char->history->Items('Throw out', $i_info['name'], 'Dump'); else if ($type == 'sell') { $sell_price = $this->getSellValue($i_info); $this->char->history->Items('Sell', "$i_info[name] за $sell_price кр.", 'Shop'); } return true; } /*Получение слота в который одет предмет*/ function getItemSlot ($item_id) { if (checki($item_id)) return; $char_equip = $this->getChar('char_equip', 'helmet', 'bracer', 'hand_r', 'armor', 'shirt', 'cloak', 'belt', 'earring', 'amulet', 'ring1', 'ring2', 'ring3', 'gloves', 'hand_l', 'pants', 'boots'); foreach ($char_equip as $key => $value) { if ($item_id == $value) return $key; } return; } /*Одевание комплекта предметов*/ function equipSet ($name) { if ($name == '') $this->char->error->Inventory(221); $set = $this->db->selectRow("SELECT `helmet`, `bracer`, `hand_r`, `armor`, `shirt`, `cloak`, `belt`, `earring`, `amulet`, `ring1`, `ring2`, `ring3`, `gloves`, `hand_l`, `pants`, `boots` FROM `character_sets` WHERE `guid` = ?d and `name` = ?s", $this->guid ,$name) or $this->char->error->Inventory(221); foreach ($set as $slot => $item_id) { $item = $this->db->selectRow("SELECT `wear`, `mailed` FROM `character_inventory` WHERE `guid` = ?d and `id` = ?d", $this->guid ,$item_id); if (!$item || $item['mailed']) $this->db->query("UPDATE `character_sets` SET ?# = '0' WHERE `name` = ?s and `guid` = ?d", $slot ,$name ,$this->guid); else if ($item['wear']) continue; else { $this->equipItem($slot, -1); $this->equipItem($item_id); } } } } ?>