Add hero header & Auction image tribe

This commit is contained in:
novgorodschi catalin
2026-08-10 16:20:36 +03:00
parent 1ecbba0e26
commit 853d4dcecb
16 changed files with 1066 additions and 5 deletions
+89
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@@ -515,6 +515,95 @@ class HeroItems
return self::$awayCache[$uid] = $reason;
}
/** @var array cache per request: uid => detaliile deplasarii */
private static $locationCache = array();
/**
* Acelasi motiv ca heroAwayReason(), plus DESTINATIA si TIMPUL RAMAS.
*
* Intoarce mereu un array:
* 'reason' => '' | 'nohero' | 'adventure' | 'attack' | 'reinforcement'
* 'target' => wref-ul catre care se indreapta (0 daca nu se stie)
* 'endtime' => timestamp-ul sosirii (0 = nu e in miscare, ex. intarire
* deja ajunsa, care sta pe loc pana e retrasa)
* 'sort' => sort_type-ul miscarii (3 = dus, 4 = intoarcere), 0 daca nu e cazul
*
* Costul: query-ul de detalii se face DOAR daca eroul chiar e plecat, deci
* cazul obisnuit (erou acasa) ramane exact cat era inainte - un query.
*/
public function heroLocation($uid)
{
$uid = (int) $uid;
if (isset(self::$locationCache[$uid])) {
return self::$locationCache[$uid];
}
$info = array('reason' => $this->heroAwayReason($uid), 'target' => 0, 'endtime' => 0, 'sort' => 0);
if ($info['reason'] === '' || $info['reason'] === 'nohero') {
return self::$locationCache[$uid] = $info;
}
$p = TB_PREFIX;
$q = '';
if ($info['reason'] === 'adventure') {
// LEFT JOIN, nu INNER: daca randul de miscare a fost deja procesat,
// vrem macar destinatia, nu sa pierdem tot randul.
$q = "SELECT a.wref AS target, IFNULL(m.endtime, 0) AS endtime, IFNULL(m.sort_type, 0) AS sort_type
FROM {$p}hero_adventure a
LEFT JOIN {$p}movement m ON m.moveid = a.moveid
WHERE a.uid = ? AND a.status = 1
LIMIT 1";
} elseif ($info['reason'] === 'attack') {
// La dus (sort_type 3) satul jucatorului e `from`, la intoarcere
// (4) e `to`; IF() alege coloana corecta pentru verificarea
// proprietarului. Destinatia afisata e mereu `to`.
$q = "SELECT m.`to` AS target, m.endtime, m.sort_type
FROM {$p}movement m
INNER JOIN {$p}attacks a ON a.id = m.ref
INNER JOIN {$p}vdata v ON v.wref = IF(m.sort_type = 4, m.`to`, m.`from`)
WHERE v.owner = ? AND m.proc = 0 AND m.sort_type IN (3, 4) AND a.t11 > 0
ORDER BY m.endtime ASC
LIMIT 1";
} else {
// Intarirea a ajuns deja: nu exista miscare, deci nici timp ramas.
$q = "SELECT e.vref AS target, 0 AS endtime, 0 AS sort_type
FROM {$p}enforcement e
INNER JOIN {$p}vdata v ON v.wref = e.`from`
WHERE v.owner = ? AND e.hero > 0
LIMIT 1";
}
$stmt = $this->db->prepare($q);
if (!$stmt) {
// instalarile vechi pot sa nu aiba toate tabelele - motivul ramane
// valid, doar detaliile lipsesc
return self::$locationCache[$uid] = $info;
}
$stmt->bind_param('i', $uid);
$stmt->execute();
$stmt->bind_result($target, $endtime, $sortType);
if ($stmt->fetch()) {
$info['target'] = (int) $target;
$info['endtime'] = (int) $endtime;
$info['sort'] = (int) $sortType;
}
$stmt->close();
return self::$locationCache[$uid] = $info;
}
public function equipItem($uid, $rowId)
{
global $database;
+9
View File
@@ -4366,3 +4366,12 @@ tz_def('ALLYBONUS_MSG_OVERMAX', 'This is the final level: you can donate at most
//////////////////////////////////////////////////////////////////////////////////////////////////////
tz_def('ADM_PROTECTED_PLAYERS', 'Protected players');
tz_def('ADM_PROTECTED_PLAYERS_TIP', 'Comma-separated player names that cannot be attacked or raided by anyone. Reinforcements are still allowed. Leave empty to disable.');
//////////////////////////////////////////////////////////////////////////////////////////////////////
// COMPONENTA HERO DIN BARA DE SUS
//////////////////////////////////////////////////////////////////////////////////////////////////////
tz_def('HERO_HEADER_AT_HOME', 'Hero at home');
tz_def('HERO_HEADER_DEAD', 'Hero is dead');
tz_def('HERO_HEADER_TRAINING', 'Hero in training');
tz_def('HERO_HEADER_NOHERO', 'No hero yet');
tz_def('TZ_HEALTH', 'Health');
+9
View File
@@ -4309,3 +4309,12 @@ tz_def('ALLYBONUS_MSG_OVERMAX', 'Ceci est le dernier niveau : vous pouvez donner
//////////////////////////////////////////////////////////////////////////////////////////////////////
tz_def('ADM_PROTECTED_PLAYERS', 'Joueurs proteges');
tz_def('ADM_PROTECTED_PLAYERS_TIP', 'Noms de joueurs separes par des virgules qui ne peuvent etre ni attaques ni pilles. Les renforts restent autorises. Laisser vide pour desactiver.');
//////////////////////////////////////////////////////////////////////////////////////////////////////
// COMPONENTA HERO DIN BARA DE SUS
//////////////////////////////////////////////////////////////////////////////////////////////////////
tz_def('HERO_HEADER_AT_HOME', 'Le heros est chez lui');
tz_def('HERO_HEADER_DEAD', 'Le heros est mort');
tz_def('HERO_HEADER_TRAINING', 'Heros en formation');
tz_def('HERO_HEADER_NOHERO', 'Pas encore de heros');
tz_def('TZ_HEALTH', 'Sante');
+9
View File
@@ -4106,3 +4106,12 @@ tz_def('ALLYBONUS_MSG_OVERMAX', 'Acesta e ultimul nivel: poti dona cel mult %s r
//////////////////////////////////////////////////////////////////////////////////////////////////////
tz_def('ADM_PROTECTED_PLAYERS', 'Jucatori protejati');
tz_def('ADM_PROTECTED_PLAYERS_TIP', 'Nume de jucatori separate prin virgula, care nu pot fi atacati sau jefuiti de nimeni. Intaririle raman permise. Lasa gol ca sa dezactivezi.');
//////////////////////////////////////////////////////////////////////////////////////////////////////
// COMPONENTA HERO DIN BARA DE SUS
//////////////////////////////////////////////////////////////////////////////////////////////////////
tz_def('HERO_HEADER_AT_HOME', 'Eroul este acasa');
tz_def('HERO_HEADER_DEAD', 'Eroul este mort');
tz_def('HERO_HEADER_TRAINING', 'Eroul este in antrenament');
tz_def('HERO_HEADER_NOHERO', 'Inca nu ai erou');
tz_def('TZ_HEALTH', 'Sanatate');
+45 -1
View File
@@ -135,7 +135,51 @@ $t4RateS2G = HeroItems::silverForOneGold();
</p>
</td>
<td style="text-align:center;vertical-align:middle;">
<img src="img/hero/merchant.png" alt="" style="max-width:280px;">
<?php
/**
* Negustorul casei de licitatii, pe trib.
*
* Inainte era o singura imagine (img/hero/merchant.png) pentru
* toata lumea. Acum fiecare trib isi vede propriul personaj.
* Triburile 4 (Natura) si 5 (Natari) nu sunt jucabile, deci nu
* au imagine proprie - la fel si orice valoare neasteptata din
* baza de date: toate cad pe imaginea veche, care ramane in
* repo tocmai ca rezerva.
*
* Numele fisierelor sunt cele urcate in img/hero/, exact asa
* cum sunt scrise mai jos (atentie: "egiptean", nu "egyptian",
* si "vikings"/"huns" la plural).
*/
$t4MerchantByTribe = [
1 => 'roman.png', // Romani
2 => 'teuton.png', // Teutoni
3 => 'gaul.png', // Gali
6 => 'huns.png', // Huni
7 => 'egiptean.png', // Egipteni
8 => 'spartan.png', // Spartani
9 => 'vikings.png', // Vikingi
];
$t4Tribe = 0;
if (isset($session->tribe)) {
$t4Tribe = (int) $session->tribe;
} elseif (isset($session->userinfo['tribe'])) {
$t4Tribe = (int) $session->userinfo['tribe'];
}
$t4MerchantFile = isset($t4MerchantByTribe[$t4Tribe])
? $t4MerchantByTribe[$t4Tribe]
: 'merchant.png';
// Daca fisierul tribului inca n-a fost urcat pe server, nu
// lasam un patrat gol - revenim la negustorul generic.
if (!@file_exists('img/hero/' . $t4MerchantFile)) {
$t4MerchantFile = 'merchant.png';
}
?>
<img src="img/hero/<?php echo $t4MerchantFile; ?>" alt=""
style="max-width:280px;max-height:300px;">
</td>
</tr>
</tbody>
+30 -3
View File
@@ -170,7 +170,31 @@ if ($hour > 1759 || $hour < 500) {
</div>
<!-- ===================== GOLD (MUTAT DIN RES.TPL - CERCUL VERDE) ===================== -->
<!-- ===================== HERO (CERCUL ROSU) ===================== -->
<?php
/**
* Componenta Hero: casa/craniu + inelul Health/Experience + aventuri
* + argint. Traieste in Templates/hero_header.tpl si se pozitioneaza
* absolut in interiorul lui #mtop (vezi css/hero_header.css).
*
* Cautam fisierul si relativ la Templates/, ca sa mearga si daca
* header.tpl ajunge sa fie inclus din alt director.
*/
$tzHeroTplPath = '';
if (file_exists('Templates/hero_header.tpl')) {
$tzHeroTplPath = 'Templates/hero_header.tpl';
} elseif (file_exists(dirname(__FILE__) . '/hero_header.tpl')) {
$tzHeroTplPath = dirname(__FILE__) . '/hero_header.tpl';
}
if ($tzHeroTplPath !== '') {
include($tzHeroTplPath);
}
?>
<!-- ===================== END HERO ===================== -->
<!-- ===================== GOLD (MUTAT IN DREPTUNGHIUL ALBASTRU) ===================== -->
<?php
/**
* Gold display - mutat din res.tpl
@@ -298,10 +322,13 @@ if ($hour > 1759 || $hour < 500) {
display: inline-block;
}
/* GOLD IN CERCUL VERDE */
/* GOLD IN DREPTUNGHIUL ALBASTRU (RELOCARE_GOLD_LOCATIE_EROU.png)
Vechea pozitie era left:370px, adica exact cercul rosu - acolo sta
acum componenta Hero (#tzHeroBox), asa ca aurul s-a mutat la dreapta,
dupa butonul Plus si iconita day/night. */
#goldHeader {
position: absolute;
left: 370px; /* << AICI ESTE CERCUL VERDE - muta 370-400 daca e nevoie */
left: 630px; /* << DREPTUNGHIUL ALBASTRU - muta 620-680 daca e nevoie */
/* Centrare pe verticala in bara gri: ancoram la mijloc si compensam
inaltimea proprie. Asa ramane centrat si acum, cand sunt doua
randuri (aur + argint), nu impins spre partea de jos. */
+573
View File
@@ -0,0 +1,573 @@
<?php
#################################################################################
## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
## --------------------------------------------------------------------------- ##
## Filename : hero_header.tpl ##
## Type : HEADER COMPONENT (Hero UI) ##
## --------------------------------------------------------------------------- ##
## Created by : Shadow ##
## Designed by : Shadow ##
## --------------------------------------------------------------------------- ##
## Contact : cata7007@gmail.com ##
## Project : TravianZ ##
## Test Server : https://travianz.org ##
## GitHub : https://github.com/Shadowss/TravianZ ##
## --------------------------------------------------------------------------- ##
## License : TravianZ Project ##
## Copyright : TravianZ (c) 2010-2026. All rights reserved. ##
## --------------------------------------------------------------------------- ##
## ##
## Componenta Hero din bara de sus (zona incercuita cu rosu in ##
## RELOCARE_GOLD_LOCATIE_EROU.png). Se include din Templates/header.tpl, ##
## in interiorul lui #mtop. ##
## ##
## Structura (vezi VEDERE_GENERALA.png): ##
## - stanga sus : casa = "Hero at home" + numele satului -> 37.tpl ##
## (craniu, cand eroul e mort -> tot 37.tpl) ##
## - centru : portretul eroului + inelul Health(rosu)/Experience(albastru)
## - dreapta sus : numarul de aventuri -> 37_adventures.tpl ##
## - dreapta jos : argintul -> 37_auction.tpl ##
## ##
## Toate valorile sunt reale (nimic hardcodat). Inelul e SVG desenat din ##
## procentele efective, NU o imagine statica. ##
## ##
#################################################################################
/**
* Gard 1: fara sesiune de jucator real nu afisam nimic.
* $isRestrictedUser vine din header.tpl (contul special cu id 1).
*/
if (!isset($session) || !is_object($session)) {
return;
}
if (isset($isRestrictedUser) && $isRestrictedUser) {
return;
}
if (!isset($database) || !is_object($database)) {
return;
}
$tzHeroUid = (int) $session->uid;
if ($tzHeroUid <= 0) {
return;
}
/**
* Functiile T4 de erou (aventuri / licitatii / argint) sunt optionale.
* Cand steagul e stins, ramane doar cercul cu erou + casa, fiindca
* Adventures si Silver n-ar avea unde sa duca.
*/
$tzHeroT4 = defined('NEW_FUNCTIONS_HERO_T4') && NEW_FUNCTIONS_HERO_T4;
/**
* ---------------------------------------------------------------------------
* 1. Randul eroului
* ---------------------------------------------------------------------------
* getHero($uid, 1) intoarce TOTI eroii, ordonati dupa lastupdate DESC.
* Alegem, ca in Units::Hero(), primul erou viu si care nu e in antrenament;
* daca nu exista, luam primul rand (cel mai recent folosit) - asa prindem
* si eroul mort, de care avem nevoie pentru starea DEAD.
*/
$tzHeroRow = false;
$tzHeroRows = $database->getHero($tzHeroUid, 1);
if (is_array($tzHeroRows) && count($tzHeroRows)) {
foreach ($tzHeroRows as $tzRow) {
if ((int) $tzRow['dead'] !== 1 && (int) $tzRow['intraining'] !== 1) {
$tzHeroRow = $tzRow;
break;
}
}
if (!$tzHeroRow) {
$tzHeroRow = $tzHeroRows[0];
}
}
$tzHeroExists = is_array($tzHeroRow);
$tzHeroDead = $tzHeroExists ? ((int) $tzHeroRow['dead'] === 1) : false;
$tzHeroTraining = $tzHeroExists ? ((int) $tzHeroRow['intraining'] === 1) : false;
$tzHeroName = $tzHeroExists ? (string) $tzHeroRow['name'] : '';
$tzHeroLevel = $tzHeroExists ? (int) $tzHeroRow['level'] : 0;
$tzHeroUnit = $tzHeroExists ? (int) $tzHeroRow['unit'] : 0;
$tzHeroWref = $tzHeroExists ? (int) $tzHeroRow['wref'] : 0;
/**
* health e float(12,9) in baza de date. Il rotunjim doar la afisare.
*/
$tzHeroHealth = $tzHeroExists ? (float) $tzHeroRow['health'] : 0;
$tzHeroHealth = max(0, min(100, $tzHeroHealth));
if ($tzHeroDead) {
$tzHeroHealth = 0;
}
/**
* ---------------------------------------------------------------------------
* 2. Procentul de Experience catre nivelul urmator
* ---------------------------------------------------------------------------
* Aceeasi formula ca in Templates/Build/37_hero.tpl, ca sa nu existe doua
* adevaruri diferite in interfata. $hero_levels vine din
* GameEngine/Data/hero_full.php, incarcat de Session.php pe fiecare pagina.
*/
$tzHeroLevels = (isset($GLOBALS['hero_levels']) && is_array($GLOBALS['hero_levels']) && count($GLOBALS['hero_levels']) > 1)
? $GLOBALS['hero_levels']
: array(0 => 0, 1 => 100);
$tzMaxLevel = max(array_keys($tzHeroLevels)) - 1;
$tzMaxExp = isset($tzHeroLevels[$tzMaxLevel]) ? (int) $tzHeroLevels[$tzMaxLevel] : 0;
$tzCurExp = $tzHeroExists ? (int) $tzHeroRow['experience'] : 0;
$tzExpCur = isset($tzHeroLevels[$tzHeroLevel]) ? (int) $tzHeroLevels[$tzHeroLevel] : 0;
$tzExpNext = isset($tzHeroLevels[$tzHeroLevel + 1]) ? (int) $tzHeroLevels[$tzHeroLevel + 1] : $tzMaxExp;
if ($tzHeroExists && $tzCurExp < $tzMaxExp && $tzExpNext > $tzExpCur && $tzHeroLevel < $tzMaxLevel) {
$tzHeroExpPct = ($tzCurExp - $tzExpCur) / ($tzExpNext - $tzExpCur) * 100;
$tzHeroExpPct = max(0, min(100, $tzHeroExpPct));
} else {
$tzHeroExpPct = $tzHeroExists ? 100 : 0;
}
/**
* ---------------------------------------------------------------------------
* 3. Unde se afla eroul acum
* ---------------------------------------------------------------------------
* Refolosim HeroItems::heroAwayReason(), aceeasi sursa de adevar ca pagina de
* echipare: un singur query cu subinterogari separate, care intoarce
* '' (acasa) | 'nohero' | 'adventure' | 'attack' | 'reinforcement'.
* - 'adventure' : hero_adventure cu status = 1
* - 'attack' : movement sort_type 3 (dus) sau 4 (intors) cu attacks.t11
* - 'reinforcement' : enforcement.hero pornit dintr-un sat al jucatorului
* Metoda are cache static pe uid, deci daca o mai cheama cineva pe aceeasi
* pagina nu se duce a doua oara la baza de date.
*/
$tzHeroAway = '';
$tzHeroTarget = 0;
$tzHeroEndtime = 0;
$tzHeroSort = 0;
if ($tzHeroExists && !$tzHeroDead && !$tzHeroTraining && class_exists('HeroItems')) {
$tzAwayObject = new HeroItems();
if (method_exists($tzAwayObject, 'heroLocation')) {
$tzLoc = $tzAwayObject->heroLocation($tzHeroUid);
$tzHeroAway = (string) $tzLoc['reason'];
$tzHeroTarget = (int) $tzLoc['target'];
$tzHeroEndtime = (int) $tzLoc['endtime'];
$tzHeroSort = (int) $tzLoc['sort'];
} else {
// rezerva, daca ajunge pe un server cu HeroItems.php vechi
$tzHeroAway = (string) $tzAwayObject->heroAwayReason($tzHeroUid);
}
}
// 'nohero' nu ne intereseaza aici - stim deja ca eroul exista
if ($tzHeroAway === 'nohero') {
$tzHeroAway = '';
}
/**
* Coordonatele destinatiei si secundele ramase pana la sosire.
* La intoarcere (sort_type 4) destinatia e chiar satul jucatorului.
*/
$tzHeroTargetCoor = '';
if ($tzHeroTarget > 0) {
$tzCoor = $database->getCoor($tzHeroTarget);
if (is_array($tzCoor) && isset($tzCoor['x'], $tzCoor['y'])) {
$tzHeroTargetCoor = '(' . (int) $tzCoor['x'] . '|' . (int) $tzCoor['y'] . ')';
}
}
$tzHeroSecondsLeft = ($tzHeroEndtime > 0) ? max(0, $tzHeroEndtime - time()) : 0;
/**
* Starea unica a componentei, din care ies si iconita, si tooltip-ul.
* Ordinea conteaza: mort > inexistent > in antrenament > plecat > acasa.
*/
if (!$tzHeroExists) {
$tzHeroState = 'nohero';
} elseif ($tzHeroDead) {
$tzHeroState = 'dead';
} elseif ($tzHeroTraining) {
$tzHeroState = 'training';
} elseif ($tzHeroAway !== '') {
$tzHeroState = $tzHeroAway;
} else {
$tzHeroState = 'home';
}
/**
* ---------------------------------------------------------------------------
* 4. Satul eroului
* ---------------------------------------------------------------------------
*/
$tzHeroVillage = '';
if ($tzHeroWref > 0) {
$tzHeroVillage = (string) $database->getVillageField($tzHeroWref, 'name');
}
/**
* ---------------------------------------------------------------------------
* 5. Aventuri disponibile
* ---------------------------------------------------------------------------
* Un erou mort nu poate pleca in aventura, deci afisam 0 (cerinta 7),
* dar zona ramane clickabila.
*/
$tzHeroAdv = 0;
if ($tzHeroT4 && !$tzHeroDead && class_exists('HeroAdventure')) {
$tzAdvObject = new HeroAdventure();
$tzAdvOffers = $tzAdvObject->getOffers($tzHeroUid);
$tzHeroAdv = is_array($tzAdvOffers) ? count($tzAdvOffers) : 0;
}
/**
* ---------------------------------------------------------------------------
* 6. Argintul
* ---------------------------------------------------------------------------
* Refolosim exact acelasi cache ca blocul de aur din header.tpl
* ($GLOBALS['t4SilverValue']), ca sa nu iasa doua interogari pe pagina.
*/
$tzHeroSilver = 0;
if ($tzHeroT4 && class_exists('HeroItems')) {
if (!isset($GLOBALS['t4SilverValue'])) {
$tzSilverObject = new HeroItems();
$GLOBALS['t4SilverValue'] = (int) $tzSilverObject->getSilver($tzHeroUid);
}
$tzHeroSilver = (int) $GLOBALS['t4SilverValue'];
}
/**
* ---------------------------------------------------------------------------
* 7. Link-urile catre Resedinta Eroului
* ---------------------------------------------------------------------------
* 37.tpl / 37_adventures.tpl / 37_auction.tpl nu sunt URL-uri: se ajunge
* la ele prin build.php pe campul unde e cladirea 37, cu parametrul t4tab.
*
* getTypeField() cauta DOAR in satul curent. Daca jucatorul se uita la un
* sat fara Resedinta Eroului, trimitem catre satul unde sta eroul, cu
* newdid + gid=37 (build.php pastreaza t4tab peste redirect - vezi patch-ul
* din build.php livrat impreuna cu acest fisier).
*/
$tzHeroField = 0;
if (isset($building) && is_object($building) && method_exists($building, 'getTypeField')) {
$tzHeroField = (int) $building->getTypeField(37);
}
if ($tzHeroField > 0) {
$tzHeroBase = 'build.php?id=' . $tzHeroField;
} elseif ($tzHeroWref > 0) {
$tzHeroBase = 'build.php?newdid=' . $tzHeroWref . '&amp;gid=37';
} else {
$tzHeroBase = 'build.php?gid=37';
}
$tzLinkHero = $tzHeroBase;
$tzLinkAdv = $tzHeroBase . '&amp;t4tab=adventures';
$tzLinkAuc = $tzHeroBase . '&amp;t4tab=auction';
/**
* ---------------------------------------------------------------------------
* 8. Portretul eroului
* ---------------------------------------------------------------------------
* img/u2/uN.gif sunt portretele mari (150x120), existente pentru toate
* unitatile de erou, inclusiv triburile noi 6-9 (u51..u90). Daca lipseste
* fisierul, cadem pe iconita mica img/u/N.gif.
*/
$tzHeroPortrait = '';
if ($tzHeroUnit > 0) {
$tzBig = GP_LOCATE . 'img/u2/u' . $tzHeroUnit . '.gif';
$tzSmall = GP_LOCATE . 'img/u/' . $tzHeroUnit . '.gif';
if (@file_exists($tzBig)) {
$tzHeroPortrait = $tzBig;
} elseif (@file_exists($tzSmall)) {
$tzHeroPortrait = $tzSmall;
}
}
/**
* ---------------------------------------------------------------------------
* 9. Geometria inelului
* ---------------------------------------------------------------------------
* Doua arce concentrice, in acelasi SVG: exterior = Health (rosu),
* interior = Experience (albastru). Lungimea vizibila se obtine cu
* stroke-dasharray, iar rotate(-90) porneste arcele de sus.
*/
$tzRingR1 = 26.5; // raza arcului de Health
$tzRingR2 = 21; // raza arcului de Experience
$tzRingC1 = 2 * M_PI * $tzRingR1; // circumferinte
$tzRingC2 = 2 * M_PI * $tzRingR2;
$tzDashHealth = round($tzRingC1 * $tzHeroHealth / 100, 2);
$tzDashExp = round($tzRingC2 * $tzHeroExpPct / 100, 2);
/**
* ---------------------------------------------------------------------------
* 10. Texte
* ---------------------------------------------------------------------------
* Tiparul defined()?: e cel folosit deja in 37_hero.tpl / 37_t4nav.tpl -
* componenta merge si pe servere care n-au inca noile constante de limba.
*/
$tzTxtAtHome = defined('HERO_HEADER_AT_HOME') ? HERO_HEADER_AT_HOME : 'Hero at home';
$tzTxtDead = defined('HERO_HEADER_DEAD') ? HERO_HEADER_DEAD : 'Hero is dead';
$tzTxtTraining = defined('HERO_HEADER_TRAINING') ? HERO_HEADER_TRAINING : 'Hero in training';
$tzTxtNoHero = defined('HERO_HEADER_NOHERO') ? HERO_HEADER_NOHERO : 'No hero yet';
$tzTxtAdventure = defined('HERO_HEADER_ADVENTURE') ? HERO_HEADER_ADVENTURE : 'Hero on adventure';
$tzTxtAttack = defined('HERO_HEADER_ATTACK') ? HERO_HEADER_ATTACK : 'Hero is with the army';
$tzTxtReinforce = defined('HERO_HEADER_REINFORCE') ? HERO_HEADER_REINFORCE : 'Hero is reinforcing';
$tzTxtIn = defined('HERO_HEADER_IN') ? HERO_HEADER_IN : 'in';
$tzTxtVillage = defined('VILLAGE') ? VILLAGE : 'Village';
$tzTxtLevel = defined('LEVEL') ? LEVEL : 'Level';
$tzTxtHealth = defined('TZ_HEALTH') ? TZ_HEALTH : 'Health';
$tzTxtExperience = defined('EXPERIENCE') ? EXPERIENCE : 'Experience';
$tzTxtSilver = defined('HERO_SILVER') ? HERO_SILVER : 'Silver';
$tzTxtAdventures = defined('HERO_T4_TAB_ADVENTURES') ? HERO_T4_TAB_ADVENTURES : 'Adventures';
/**
* Numele afisate vin din baza de date, deci trec obligatoriu prin escape.
*/
$tzHeroNameSafe = htmlspecialchars($tzHeroName, ENT_QUOTES, 'UTF-8');
$tzHeroVillageSafe = htmlspecialchars($tzHeroVillage, ENT_QUOTES, 'UTF-8');
?>
<link rel="stylesheet" href="css/hero_header.css" type="text/css" />
<div id="tzHeroBox" class="<?php echo $tzHeroDead ? 'tzHeroDeadState' : ''; ?>">
<!-- ============ STANGA: locatia eroului -> 37.tpl ============ -->
<a href="<?php echo $tzLinkHero; ?>" class="tzHeroSlot tzHeroHome">
<?php if ($tzHeroState === 'dead') { ?>
<!-- craniu: eroul e mort -->
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
<path class="tzHeroSkull"
d="M12 4.8c-3.7 0-6.6 2.6-6.6 6.1 0 2.1 1 3.5 2.3 4.4v1.9c0 .7.5 1.2 1.2 1.2h6.2c.7 0 1.2-.5 1.2-1.2v-1.9c1.3-.9 2.3-2.3 2.3-4.4 0-3.5-2.9-6.1-6.6-6.1z" />
<circle cx="9.5" cy="10.8" r="1.7" class="tzHeroSkullEye" />
<circle cx="14.5" cy="10.8" r="1.7" class="tzHeroSkullEye" />
<rect x="11.1" y="13.3" width="1.8" height="2.3" rx="0.6" class="tzHeroSkullEye" />
</svg>
<?php } elseif ($tzHeroState === 'adventure') { ?>
<!-- cizma de drum: eroul e plecat in aventura (ca in referinta) -->
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
<path class="tzHeroBoot"
d="M8.4 4.6h3.9c.5 0 .9.4.9.9v5.2c0 1.5.7 2.4 2 3.1l2.6 1.4c.9.5 1.4 1.2 1.4 2.1v1.2c0 .5-.4.9-.9.9H8.4c-.5 0-.9-.4-.9-.9V5.5c0-.5.4-.9.9-.9z" />
<path class="tzHeroBootSole" d="M7.5 17.2h11.7v1.3c0 .5-.4.9-.9.9H8.4c-.5 0-.9-.4-.9-.9z" />
<path class="tzHeroBootCuff" d="M7.5 5.5c0-.5.4-.9.9-.9h3.9c.5 0 .9.4.9.9v1.6H7.5z" />
</svg>
<?php } elseif ($tzHeroState === 'attack') { ?>
<!-- sabii incrucisate: eroul e plecat cu armata -->
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
<path d="M7.2 6.4 16.8 16" class="tzHeroBlade" />
<path d="M16.8 6.4 7.2 16" class="tzHeroBlade" />
<path d="M6 15.6 8.8 18.4" class="tzHeroHilt" />
<path d="M18 15.6 15.2 18.4" class="tzHeroHilt" />
</svg>
<?php } elseif ($tzHeroState === 'reinforcement') { ?>
<!-- scut: eroul e intr-o intarire -->
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
<path d="M12 5.2 5.9 7.5v4.4c0 3.6 2.6 6.1 6.1 7.3 3.5-1.2 6.1-3.7 6.1-7.3V7.5z" class="tzHeroShield" />
<path d="M12 5.2v14c3.5-1.2 6.1-3.7 6.1-7.3V7.5z" class="tzHeroShieldDark" />
</svg>
<?php } else { ?>
<!-- casuta: eroul e in satul lui (sau in antrenament) -->
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
<path class="tzHeroRoof" d="M12 5 4.3 11.3h2.3v6.8h10.8v-6.8h2.3z" />
<rect x="8.3" y="12.3" width="7.4" height="5.8" class="tzHeroWall" />
<rect x="10.5" y="14.1" width="3" height="4" class="tzHeroDoor" />
</svg>
<?php } ?>
<span class="tzHeroTip tzHeroTipHome">
<?php
/**
* Prima linie = starea, a doua = satul de bastina al eroului
* (hero.wref ramane satul lui si cat timp e plecat).
*/
$tzStateLabels = [
'dead' => $tzTxtDead,
'nohero' => $tzTxtNoHero,
'training' => $tzTxtTraining,
'adventure' => $tzTxtAdventure,
'attack' => $tzTxtAttack,
'reinforcement' => $tzTxtReinforce,
'home' => $tzTxtAtHome,
];
?>
<b><?php echo $tzStateLabels[$tzHeroState]; ?></b>
<?php if ($tzHeroState !== 'nohero' && $tzHeroVillageSafe !== '') { ?>
<i>
<?php echo $tzTxtVillage; ?> <?php echo $tzHeroVillageSafe; ?>
<?php if ($tzHeroTargetCoor !== '') { ?>
&rarr; <?php echo $tzHeroTargetCoor; ?>
<?php } ?>
</i>
<?php } ?>
<?php if ($tzHeroSecondsLeft > 0) { ?>
<?php
/**
* Ceasul porneste de la valoarea calculata pe server; JS-ul de
* mai jos doar scade o secunda pe secunda, ca sa nu inghete
* pana la urmatoarea incarcare de pagina. Fara JS ramane
* valoarea de la incarcare, deci tot corecta, doar statica.
*/
$tzH = (int) floor($tzHeroSecondsLeft / 3600);
$tzM = (int) floor(($tzHeroSecondsLeft % 3600) / 60);
$tzS = (int) ($tzHeroSecondsLeft % 60);
?>
<i class="tzHeroTipTime">
<?php echo $tzTxtIn; ?>
<span class="tzHeroTimer" data-left="<?php echo (int) $tzHeroSecondsLeft; ?>"><?php
echo $tzH . ':' . str_pad($tzM, 2, '0', STR_PAD_LEFT) . ':' . str_pad($tzS, 2, '0', STR_PAD_LEFT);
?></span>
</i>
<?php } ?>
</span>
</a>
<!-- ============ CENTRU: portret + inel Health/Experience -> 37.tpl ============ -->
<a href="<?php echo $tzLinkHero; ?>" class="tzHeroSlot tzHeroCenter">
<svg viewBox="0 0 64 64" class="tzHeroRing" aria-hidden="true">
<!-- discul de fundal si rama -->
<circle cx="32" cy="32" r="31" class="tzHeroRingBg" />
<g transform="rotate(-90 32 32)">
<!-- pista + arcul de Health (rosu) -->
<circle cx="32" cy="32" r="<?php echo $tzRingR1; ?>" class="tzHeroTrack" />
<circle cx="32" cy="32" r="<?php echo $tzRingR1; ?>" class="tzHeroArcHealth"
stroke-dasharray="<?php echo $tzDashHealth; ?> <?php echo round($tzRingC1, 2); ?>" />
<!-- pista + arcul de Experience (albastru) -->
<circle cx="32" cy="32" r="<?php echo $tzRingR2; ?>" class="tzHeroTrack" />
<circle cx="32" cy="32" r="<?php echo $tzRingR2; ?>" class="tzHeroArcExp"
stroke-dasharray="<?php echo $tzDashExp; ?> <?php echo round($tzRingC2, 2); ?>" />
</g>
<!-- discul alb pe care sta portretul -->
<circle cx="32" cy="32" r="17.5" class="tzHeroInner" />
</svg>
<?php if ($tzHeroPortrait !== '') { ?>
<img class="tzHeroPortrait" src="<?php echo $tzHeroPortrait; ?>" alt="" />
<?php } else { ?>
<svg viewBox="0 0 32 32" class="tzHeroPortrait tzHeroPortraitEmpty" aria-hidden="true">
<circle cx="16" cy="11.2" r="5.4" />
<path d="M5.9 27.3c0-5.6 4.5-8.8 10.1-8.8s10.1 3.2 10.1 8.8z" />
</svg>
<?php } ?>
<span class="tzHeroTip tzHeroTipCenter">
<?php if (!$tzHeroExists) { ?>
<b><?php echo $tzTxtNoHero; ?></b>
<?php } else { ?>
<b><?php echo $tzHeroNameSafe; ?> (<?php echo $tzTxtLevel; ?> <?php echo $tzHeroLevel; ?>)</b>
<i><?php echo $tzTxtHealth; ?>: <?php echo (int) round($tzHeroHealth); ?>%</i>
<i><?php echo $tzTxtExperience; ?>: <?php echo (int) round($tzHeroExpPct); ?>%
(<?php echo number_format($tzCurExp); ?>/<?php echo number_format($tzExpNext); ?> XP)</i>
<?php if ($tzHeroDead) { ?>
<i class="tzHeroTipWarn"><?php echo $tzTxtDead; ?></i>
<?php } ?>
<?php } ?>
</span>
</a>
<?php if ($tzHeroT4) { ?>
<!-- ============ DREAPTA SUS: aventuri -> 37_adventures.tpl ============ -->
<a href="<?php echo $tzLinkAdv; ?>" class="tzHeroSlot tzHeroAdv <?php echo $tzHeroAdv > 0 ? 'tzHeroAdvOn' : 'tzHeroAdvOff'; ?>">
<span class="tzHeroAdvNum"><?php echo (int) $tzHeroAdv; ?></span>
<span class="tzHeroTip tzHeroTipAdv">
<b><?php echo $tzTxtAdventures; ?>: <?php echo (int) $tzHeroAdv; ?></b>
</span>
</a>
<!-- ============ DREAPTA JOS: argint -> 37_auction.tpl ============ -->
<a href="<?php echo $tzLinkAuc; ?>" class="tzHeroSlot tzHeroSilver">
<!-- Teanc de monede desenat, in acelasi stil ca iconita de casa.
Inlocuieste img/hero/silver.png din graphic pack. -->
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
<ellipse cx="12" cy="16.1" rx="6.2" ry="2.3" class="tzHeroCoin" />
<ellipse cx="12" cy="13.1" rx="6.2" ry="2.3" class="tzHeroCoin" />
<ellipse cx="12" cy="10.1" rx="6.2" ry="2.3" class="tzHeroCoin" />
<ellipse cx="12" cy="10.1" rx="2.6" ry="0.9" class="tzHeroCoinTop" />
</svg>
<span class="tzHeroTip tzHeroTipSilver">
<b><?php echo $tzTxtSilver; ?>: <?php echo number_format($tzHeroSilver); ?></b>
</span>
</a>
<?php } ?>
</div>
<?php if ($tzHeroSecondsLeft > 0) { ?>
<script type="text/javascript">
/* Numaratoare inversa pentru ceasul din tooltip-ul eroului.
Nu atinge nimic altceva din pagina: cauta doar span-urile .tzHeroTimer
din componenta si le rescrie textul o data pe secunda. */
(function () {
var spans = document.getElementsByClassName('tzHeroTimer');
if (!spans.length) {
return;
}
function pad(n) { return (n < 10 ? '0' : '') + n; }
setInterval(function () {
for (var i = 0; i < spans.length; i++) {
var left = parseInt(spans[i].getAttribute('data-left'), 10) - 1;
if (isNaN(left) || left < 0) { left = 0; }
spans[i].setAttribute('data-left', left);
spans[i].innerHTML = Math.floor(left / 3600) + ':'
+ pad(Math.floor((left % 3600) / 60)) + ':'
+ pad(left % 60);
}
}, 1000);
})();
</script>
<?php } ?>
+29 -1
View File
@@ -29,7 +29,35 @@ AccessLogger::logRequest();
if(isset($_GET['newdid'])){
$_SESSION['wid'] = $_GET['newdid'];
header("Location: " . $_SERVER['PHP_SELF'].(isset($_GET['id']) ? '?id='.$_GET['id'] : (isset($_GET['gid']) ? '?gid='.$_GET['gid'] : '')));
/**
* Redirectul pastra doar id/gid, deci un link de forma
* "build.php?newdid=X&gid=37&t4tab=adventures" (folosit de componenta
* Hero din bara de sus, cand eroul e in alt sat decat cel privit)
* ajungea pe tab-ul implicit al Resedintei Eroului, nu pe Aventuri.
* Pastram acum si t4tab (lista alba) si parametrul "land" al oazelor.
*
* Bonus: id/gid trec prin acelasi filtru ca mai jos inainte sa intre in
* antetul Location - inainte se concatena valoarea bruta din $_GET.
*/
$tzRedirect = '';
if (isset($_GET['id'])) {
$tzRedirect = '?id=' . preg_replace("/[^a-zA-Z0-9_-]/", "", $_GET['id']);
} else if (isset($_GET['gid'])) {
$tzRedirect = '?gid=' . preg_replace("/[^a-zA-Z0-9_-]/", "", $_GET['gid']);
}
if ($tzRedirect !== '') {
if (isset($_GET['t4tab']) && in_array($_GET['t4tab'], ['items', 'adventures', 'auction'], true)) {
$tzRedirect .= '&t4tab=' . $_GET['t4tab'];
} else if (isset($_GET['land'])) {
$tzRedirect .= '&land';
}
}
header("Location: " . $_SERVER['PHP_SELF'] . $tzRedirect);
exit;
}
if(isset($_GET['id']) && ($_GET['id'] < 1 || $_GET['id'] > 40 && ($_GET['id'] == 99 && $village->natar == 0 || $_GET['id'] != 99))){
+273
View File
@@ -0,0 +1,273 @@
/*
* ###########################################################################
* hero_header.css - componenta Hero din bara de sus (TravianZ)
* Proiect : TravianZ - https://github.com/Shadowss/TravianZ
* Copyright: TravianZ (c) 2010-2026. All rights reserved.
* ###########################################################################
*
* Elementele sunt piese UI separate (casa, inel, badge aventuri, argint),
* asamblate cu pozitionare absoluta in interiorul lui #tzHeroBox - NU o
* imagine mare unica.
*
* REGLAJ POZITIE: singurul lucru de atins cand vrei sa muti componenta e
* "left" din #tzHeroBox (coordonate relative la #mtop, care e position:relative).
*/
/* =========================================================================
Ordinea de desenare a barii de sus
=========================================================================
#mtop are z-index:2 in graphic pack si creeaza un CONTEXT DE STIVUIRE,
deci z-index-ul tooltip-urilor nu poate depasi bara insasi. Randul de
resurse (div#res) e tot pe z-index 2/3 SI e inclus la finalul paginii
(dupa footer), asa ca la valoare egala castiga ordinea din DOM si trecea
peste tooltip-uri.
Ridicam bara la 4: bate #res, dar ramane mult sub popup-uri (50+),
harta (20+), chat (999) si ferestrele de ghid (9999). */
div#mtop {
z-index: 4;
}
/* =========================================================================
Cadrul componentei
========================================================================= */
#tzHeroBox {
position: absolute;
left: 344px; /* << ZONA INCERCUITA CU ROSU. Muta 330-370 daca e nevoie */
top: 50%;
margin-top: -36px; /* jumatate din inaltime = centrare pe verticala */
width: 124px;
height: 72px;
z-index: 60;
font-size: 11px;
line-height: normal;
}
#tzHeroBox a,
#tzHeroBox a:hover {
text-decoration: none;
border: 0;
outline: 0;
}
.tzHeroSlot {
position: absolute;
display: block;
}
/* =========================================================================
Centru: inelul Health / Experience + portretul
========================================================================= */
/* Diametrul inelului = 64px, cat iconitele de navigatie din stanga barii */
.tzHeroCenter {
left: 30px;
top: 4px;
width: 64px;
height: 64px;
}
.tzHeroRing {
display: block;
width: 64px;
height: 64px;
}
.tzHeroRingBg {
fill: #f2f1ee;
stroke: #c6c4bf;
stroke-width: 1;
}
.tzHeroTrack {
fill: none;
stroke: #dedcd7;
stroke-width: 4;
}
/* ROSU = procentul de Health al eroului */
.tzHeroArcHealth {
fill: none;
stroke: #c0392b;
stroke-width: 4;
stroke-linecap: butt;
}
/* ALBASTRU = progresul Experience catre nivelul urmator */
.tzHeroArcExp {
fill: none;
stroke: #2f6fb0;
stroke-width: 4;
stroke-linecap: butt;
}
.tzHeroInner {
fill: #ffffff;
stroke: #d6d4cf;
stroke-width: 1;
}
/* ATENTIE: portretul e copil al lui .tzHeroCenter, care e position:absolute,
deci coordonatele sunt relative la INEL (64x64), nu la #tzHeroBox.
Centrare = (64 - 32) / 2 pe ambele axe. */
.tzHeroPortrait {
position: absolute;
left: 16px;
top: 16px;
width: 32px;
height: 32px;
object-fit: contain;
}
.tzHeroPortraitEmpty {
fill: #b9b7b2;
}
/* Eroul mort: portretul se decoloreaza, dar linkul ramane activ */
#tzHeroBox.tzHeroDeadState .tzHeroPortrait {
filter: grayscale(100%);
opacity: .45;
}
/* =========================================================================
Stanga sus: casa (Hero at home) / craniu (Hero is dead)
========================================================================= */
.tzHeroHome {
left: 10px;
top: 0;
width: 24px;
height: 24px;
}
.tzHeroIco {
display: block;
width: 24px;
height: 24px;
}
.tzHeroIcoBg {
fill: #f6f5f2;
stroke: #b8b6b1;
stroke-width: 1;
}
.tzHeroRoof { fill: #b8452f; }
.tzHeroWall { fill: #f0e6cf; }
.tzHeroDoor { fill: #8a6a3f; }
.tzHeroSkull { fill: #e9e7e2; stroke: #7d7b76; stroke-width: .8; }
.tzHeroSkullEye { fill: #3a3835; }
/* Starile "plecat": aventura (cizma), atac (sabii), intarire (scut) */
.tzHeroBoot { fill: #8a6a3f; stroke: #5f482a; stroke-width: .8; }
.tzHeroBootSole { fill: #4a3a24; }
.tzHeroBootCuff { fill: #b08a52; }
.tzHeroBlade { fill: none; stroke: #9a9894; stroke-width: 2.2; stroke-linecap: round; }
.tzHeroHilt { fill: none; stroke: #8a6a3f; stroke-width: 2.2; stroke-linecap: round; }
.tzHeroShield { fill: #c9d4e2; stroke: #5d7391; stroke-width: .9; }
.tzHeroShieldDark { fill: #9fb2c9; stroke: none; }
/* Teancul de monede din iconita de argint */
.tzHeroCoin { fill: #d3d2ce; stroke: #8f8d88; stroke-width: .8; }
.tzHeroCoinTop { fill: #efeeeb; stroke: none; }
/* =========================================================================
Dreapta sus: numarul de aventuri
========================================================================= */
.tzHeroAdv {
left: 90px;
top: 0;
width: 23px;
height: 23px;
border-radius: 50%;
text-align: center;
border: 1px solid #8d8b86;
box-sizing: border-box;
}
.tzHeroAdvOn { background: #5aa02c; border-color: #3f7a17; }
.tzHeroAdvOff { background: #e6e4df; border-color: #b3b1ac; }
.tzHeroAdvNum {
display: block;
line-height: 21px;
font-size: 12px;
font-weight: bold;
}
.tzHeroAdvOn .tzHeroAdvNum { color: #ffffff; }
.tzHeroAdvOff .tzHeroAdvNum { color: #6b6964; }
/* =========================================================================
Dreapta jos: argintul / casa de licitatii
========================================================================= */
.tzHeroSilver {
left: 90px;
top: 45px;
width: 24px;
height: 24px;
}
/* =========================================================================
Tooltip-uri (numai la mouseover, fara JS)
========================================================================= */
.tzHeroTip {
display: none;
position: absolute;
z-index: 500;
padding: 5px 9px;
background-color: #3f3d39;
background-image: none;
color: #ffffff;
border: 1px solid #23211f;
border-radius: 3px;
box-shadow: 0 2px 6px rgba(0, 0, 0, .45);
opacity: 1;
white-space: nowrap;
font-size: 11px;
font-weight: normal;
text-align: left;
line-height: 15px;
}
.tzHeroSlot:hover .tzHeroTip {
display: block;
}
.tzHeroTip b {
display: block;
color: #ffffff;
font-weight: bold;
}
.tzHeroTip i {
display: block;
color: #d9d7d2;
font-style: normal;
}
.tzHeroTip .tzHeroTipWarn {
color: #f0a49a;
}
.tzHeroTip .tzHeroTipTime {
color: #ffffff;
}
/* latime fixa pe cifre: ceasul nu mai tresare la fiecare secunda */
.tzHeroTimer {
font-variant-numeric: tabular-nums;
}
/* Pozitiile din imaginile de referinta */
.tzHeroTipHome { left: 28px; top: 4px; }
.tzHeroTipCenter { left: 58px; top: 44px; }
.tzHeroTipAdv { left: 29px; top: 4px; }
.tzHeroTipSilver { left: 29px; top: 2px; }
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