mirror of
https://github.com/Shadowss/TravianZ.git
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ac262db66f
Some important fix and view
746 lines
33 KiB
Smarty
746 lines
33 KiB
Smarty
<?php
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#################################################################################
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## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
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## --------------------------------------------------------------------------- ##
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## Filename : hero_header.tpl ##
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## Type : HEADER COMPONENT (Hero UI) ##
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## --------------------------------------------------------------------------- ##
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## Created by : Shadow ##
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## Designed by : Shadow ##
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## --------------------------------------------------------------------------- ##
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## Contact : cata7007@gmail.com ##
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## Project : TravianZ ##
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## Test Server : https://travianz.org ##
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## GitHub : https://github.com/Shadowss/TravianZ ##
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## --------------------------------------------------------------------------- ##
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## License : TravianZ Project ##
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## Copyright : TravianZ (c) 2010-2026. All rights reserved. ##
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## --------------------------------------------------------------------------- ##
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## ##
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## Componenta Hero din bara de sus (zona incercuita cu rosu in ##
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## RELOCARE_GOLD_LOCATIE_EROU.png). Se include din Templates/header.tpl, ##
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## in interiorul lui #mtop. ##
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## ##
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## Structura (vezi VEDERE_GENERALA.png): ##
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## - stanga sus : casa = "Hero at home" + numele satului -> 37.tpl ##
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## (craniu, cand eroul e mort -> tot 37.tpl) ##
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## - centru : portretul eroului + inelul Health(rosu)/Experience(albastru)
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## - dreapta sus : numarul de aventuri -> 37_adventures.tpl ##
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## - dreapta jos : argintul -> 37_auction.tpl ##
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## ##
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## Toate valorile sunt reale (nimic hardcodat). Inelul e SVG desenat din ##
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## procentele efective, NU o imagine statica. ##
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## ##
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#################################################################################
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/**
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* Gard 1: fara sesiune de jucator real nu afisam nimic.
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* $isRestrictedUser vine din header.tpl (contul special cu id 1).
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*/
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if (!isset($session) || !is_object($session)) {
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return;
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}
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if (isset($isRestrictedUser) && $isRestrictedUser) {
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return;
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}
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if (!isset($database) || !is_object($database)) {
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return;
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}
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$tzHeroUid = (int) $session->uid;
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if ($tzHeroUid <= 0) {
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return;
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}
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/**
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* Functiile T4 de erou (aventuri / licitatii / argint) sunt optionale.
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* Cand steagul e stins, ramane doar cercul cu erou + casa, fiindca
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* Adventures si Silver n-ar avea unde sa duca.
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*/
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$tzHeroT4 = defined('NEW_FUNCTIONS_HERO_T4') && NEW_FUNCTIONS_HERO_T4;
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/**
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* ---------------------------------------------------------------------------
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* 1. Randul eroului
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* ---------------------------------------------------------------------------
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* getHero($uid, 1) intoarce TOTI eroii, ordonati dupa lastupdate DESC.
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* Alegem, ca in Units::Hero(), primul erou viu si care nu e in antrenament;
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* daca nu exista, luam primul rand (cel mai recent folosit) - asa prindem
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* si eroul mort, de care avem nevoie pentru starea DEAD.
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*/
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$tzHeroRow = false;
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$tzHeroRows = $database->getHero($tzHeroUid, 1);
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if (is_array($tzHeroRows) && count($tzHeroRows)) {
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foreach ($tzHeroRows as $tzRow) {
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if ((int) $tzRow['dead'] !== 1 && (int) $tzRow['intraining'] !== 1) {
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$tzHeroRow = $tzRow;
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break;
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}
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}
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if (!$tzHeroRow) {
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$tzHeroRow = $tzHeroRows[0];
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}
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}
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$tzHeroExists = is_array($tzHeroRow);
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$tzHeroDead = $tzHeroExists ? ((int) $tzHeroRow['dead'] === 1) : false;
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$tzHeroTraining = $tzHeroExists ? ((int) $tzHeroRow['intraining'] === 1) : false;
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$tzHeroName = $tzHeroExists ? (string) $tzHeroRow['name'] : '';
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$tzHeroLevel = $tzHeroExists ? (int) $tzHeroRow['level'] : 0;
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$tzHeroUnit = $tzHeroExists ? (int) $tzHeroRow['unit'] : 0;
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$tzHeroWref = $tzHeroExists ? (int) $tzHeroRow['wref'] : 0;
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/**
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* health e float(12,9) in baza de date. Il rotunjim doar la afisare.
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*/
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$tzHeroHealth = $tzHeroExists ? (float) $tzHeroRow['health'] : 0;
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$tzHeroHealth = max(0, min(100, $tzHeroHealth));
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if ($tzHeroDead) {
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$tzHeroHealth = 0;
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}
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/**
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* ---------------------------------------------------------------------------
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* 2. Procentul de Experience catre nivelul urmator
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* ---------------------------------------------------------------------------
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* Aceeasi formula ca in Templates/Build/37_hero.tpl, ca sa nu existe doua
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* adevaruri diferite in interfata. $hero_levels vine din
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* GameEngine/Data/hero_full.php, incarcat de Session.php pe fiecare pagina.
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*/
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$tzHeroLevels = (isset($GLOBALS['hero_levels']) && is_array($GLOBALS['hero_levels']) && count($GLOBALS['hero_levels']) > 1)
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? $GLOBALS['hero_levels']
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: array(0 => 0, 1 => 100);
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$tzMaxLevel = max(array_keys($tzHeroLevels)) - 1;
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$tzMaxExp = isset($tzHeroLevels[$tzMaxLevel]) ? (int) $tzHeroLevels[$tzMaxLevel] : 0;
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$tzCurExp = $tzHeroExists ? (int) $tzHeroRow['experience'] : 0;
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$tzExpCur = isset($tzHeroLevels[$tzHeroLevel]) ? (int) $tzHeroLevels[$tzHeroLevel] : 0;
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$tzExpNext = isset($tzHeroLevels[$tzHeroLevel + 1]) ? (int) $tzHeroLevels[$tzHeroLevel + 1] : $tzMaxExp;
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if ($tzHeroExists && $tzCurExp < $tzMaxExp && $tzExpNext > $tzExpCur && $tzHeroLevel < $tzMaxLevel) {
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$tzHeroExpPct = ($tzCurExp - $tzExpCur) / ($tzExpNext - $tzExpCur) * 100;
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$tzHeroExpPct = max(0, min(100, $tzHeroExpPct));
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} else {
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$tzHeroExpPct = $tzHeroExists ? 100 : 0;
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}
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/**
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* ---------------------------------------------------------------------------
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* 3. Unde se afla eroul acum
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* ---------------------------------------------------------------------------
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* Refolosim HeroItems::heroAwayReason(), aceeasi sursa de adevar ca pagina de
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* echipare: un singur query cu subinterogari separate, care intoarce
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* '' (acasa) | 'nohero' | 'adventure' | 'attack' | 'reinforcement'.
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* - 'adventure' : hero_adventure cu status = 1
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* - 'attack' : movement sort_type 3 (dus) sau 4 (intors) cu attacks.t11
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* - 'reinforcement' : enforcement.hero pornit dintr-un sat al jucatorului
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* Metoda are cache static pe uid, deci daca o mai cheama cineva pe aceeasi
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* pagina nu se duce a doua oara la baza de date.
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*/
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$tzHeroAway = '';
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$tzHeroTarget = 0;
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$tzHeroEndtime = 0;
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$tzHeroSort = 0;
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$tzHeroReturning = false;
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if ($tzHeroExists && !$tzHeroDead && !$tzHeroTraining && class_exists('HeroItems')) {
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$tzAwayObject = new HeroItems();
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if (method_exists($tzAwayObject, 'heroLocation')) {
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$tzLoc = $tzAwayObject->heroLocation($tzHeroUid);
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$tzHeroAway = (string) $tzLoc['reason'];
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$tzHeroTarget = (int) $tzLoc['target'];
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$tzHeroEndtime = (int) $tzLoc['endtime'];
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$tzHeroSort = (int) $tzLoc['sort'];
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$tzHeroReturning = !empty($tzLoc['returning']);
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} else {
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// rezerva, daca ajunge pe un server cu HeroItems.php vechi
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$tzHeroAway = (string) $tzAwayObject->heroAwayReason($tzHeroUid);
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}
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}
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// 'nohero' nu ne intereseaza aici - stim deja ca eroul exista
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if ($tzHeroAway === 'nohero') {
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$tzHeroAway = '';
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}
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/**
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* Coordonatele destinatiei si secundele ramase pana la sosire.
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* La intoarcere (sort_type 4) destinatia e chiar satul jucatorului.
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*/
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$tzHeroTargetCoor = '';
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if ($tzHeroTarget > 0) {
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$tzCoor = $database->getCoor($tzHeroTarget);
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if (is_array($tzCoor) && isset($tzCoor['x'], $tzCoor['y'])) {
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$tzHeroTargetCoor = '(' . (int) $tzCoor['x'] . '|' . (int) $tzCoor['y'] . ')';
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}
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}
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$tzHeroSecondsLeft = ($tzHeroEndtime > 0) ? max(0, $tzHeroEndtime - time()) : 0;
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/**
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* Starea unica a componentei, din care ies si iconita, si tooltip-ul.
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* Ordinea conteaza: mort > inexistent > in antrenament > plecat > acasa.
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*/
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if (!$tzHeroExists) {
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$tzHeroState = 'nohero';
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} elseif ($tzHeroDead) {
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$tzHeroState = 'dead';
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} elseif ($tzHeroTraining) {
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$tzHeroState = 'training';
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} elseif ($tzHeroReturning) {
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/**
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* O singura stare pentru toate intoarcerile acasa: din aventura, din
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* atac sau dupa rechemarea dintr-o intarire. Motivul brut ramane in
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* $tzHeroAway, ca sa alegem textul potrivit mai jos.
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*/
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$tzHeroState = 'returning';
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} elseif ($tzHeroAway !== '') {
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$tzHeroState = $tzHeroAway;
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} else {
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$tzHeroState = 'home';
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}
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/**
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* ---------------------------------------------------------------------------
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* 4. Satul eroului
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* ---------------------------------------------------------------------------
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*/
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$tzHeroVillage = '';
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if ($tzHeroWref > 0) {
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$tzHeroVillage = (string) $database->getVillageField($tzHeroWref, 'name');
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}
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/**
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* ---------------------------------------------------------------------------
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* 5. Aventuri disponibile
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* ---------------------------------------------------------------------------
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* Un erou mort nu poate pleca in aventura, deci afisam 0 (cerinta 7),
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* dar zona ramane clickabila.
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*/
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$tzHeroAdv = 0;
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if ($tzHeroT4 && !$tzHeroDead && class_exists('HeroAdventure')) {
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$tzAdvObject = new HeroAdventure();
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$tzAdvOffers = $tzAdvObject->getOffers($tzHeroUid);
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$tzHeroAdv = is_array($tzAdvOffers) ? count($tzAdvOffers) : 0;
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}
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/**
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* ---------------------------------------------------------------------------
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* 6. Argintul
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* ---------------------------------------------------------------------------
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* Refolosim exact acelasi cache ca blocul de aur din header.tpl
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* ($GLOBALS['t4SilverValue']), ca sa nu iasa doua interogari pe pagina.
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*/
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$tzHeroSilver = 0;
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if ($tzHeroT4 && class_exists('HeroItems')) {
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if (!isset($GLOBALS['t4SilverValue'])) {
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$tzSilverObject = new HeroItems();
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$GLOBALS['t4SilverValue'] = (int) $tzSilverObject->getSilver($tzHeroUid);
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}
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$tzHeroSilver = (int) $GLOBALS['t4SilverValue'];
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}
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/**
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* ---------------------------------------------------------------------------
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* 6b. Resursa produsa de erou (atributul T4 "Resources")
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* ---------------------------------------------------------------------------
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* Aceleasi formule ca in 37_hero.tpl, ca sa nu apara doua cifre diferite
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* pentru acelasi lucru:
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* res_type 0 -> produce din TOATE, cate HERO_RES_PER_POINT_ALL / punct
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* res_type 1..4 -> o singura resursa, HERO_RES_PER_POINT_ONE / punct
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* Totul inmultit cu SPEED, ca in pagina Resedintei.
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*
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* Coloanele "resources" si "res_type" lipsesc pe serverele care n-au rulat
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* inca add-hero-resources.sql, de aceea sunt citite cu ?? 0.
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*/
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$tzResPoints = $tzHeroExists ? (int) ($tzHeroRow['resources'] ?? 0) : 0;
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$tzResType = $tzHeroExists ? (int) ($tzHeroRow['res_type'] ?? 0) : 0;
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$tzResPerAll = defined('HERO_RES_PER_POINT_ALL') ? (int) HERO_RES_PER_POINT_ALL : 3;
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$tzResPerOne = defined('HERO_RES_PER_POINT_ONE') ? (int) HERO_RES_PER_POINT_ONE : 10;
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$tzResSpeed = defined('SPEED') ? SPEED : 1;
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$tzResSingle = ($tzResType >= 1 && $tzResType <= 4);
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$tzResAmount = $tzResSingle
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? (int) round($tzResPoints * $tzResPerOne * $tzResSpeed)
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: (int) round($tzResPoints * $tzResPerAll * $tzResSpeed);
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$tzResNames = array(
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1 => (defined('LUMBER') ? LUMBER : 'Lumber'),
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2 => (defined('CLAY') ? CLAY : 'Clay'),
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3 => (defined('IRON') ? IRON : 'Iron'),
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4 => (defined('CROP') ? CROP : 'Crop'),
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);
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/**
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* ---------------------------------------------------------------------------
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* 7. Link-urile catre Resedinta Eroului
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* ---------------------------------------------------------------------------
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* 37.tpl / 37_adventures.tpl / 37_auction.tpl nu sunt URL-uri: se ajunge
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* la ele prin build.php pe campul unde e cladirea 37, cu parametrul t4tab.
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*
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* getTypeField() cauta DOAR in satul curent. Daca jucatorul se uita la un
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* sat fara Resedinta Eroului, trimitem catre satul unde sta eroul, cu
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* newdid + gid=37 (build.php pastreaza t4tab peste redirect - vezi patch-ul
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* din build.php livrat impreuna cu acest fisier).
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*/
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$tzHeroField = 0;
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if (isset($building) && is_object($building) && method_exists($building, 'getTypeField')) {
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$tzHeroField = (int) $building->getTypeField(37);
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}
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/**
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* ATENTIE la varianta "build.php?gid=37" fara nimic in spate: build.php
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* rezolva gid-ul in satul CURENT, iar daca nu gaseste cladirea pune id = 1,
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* adica primul camp de resurse. Cine nu avea nici erou, nici Resedinta,
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* ajungea pe Padure cand apasa pe cerc. De aceea nu mai construim niciodata
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* linkul "orb": daca nu stim un camp valid, componenta ramane needclickabila.
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*
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* $tzHeroClickable spune daca avem o tinta reala:
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* - cladirea 37 exista in satul curent -> link direct
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* - altfel, stim satul eroului -> newdid + gid=37
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* - altfel (fara erou SI fara Resedinta nicaieri) -> fara link
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*/
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$tzHeroClickable = true;
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if ($tzHeroField > 0) {
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$tzHeroBase = 'build.php?id=' . $tzHeroField;
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} elseif ($tzHeroWref > 0) {
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$tzHeroBase = 'build.php?newdid=' . $tzHeroWref . '&gid=37';
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} else {
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$tzHeroBase = '';
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$tzHeroClickable = false;
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}
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$tzLinkHero = $tzHeroBase;
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$tzLinkAdv = $tzHeroClickable ? $tzHeroBase . '&t4tab=adventures' : '';
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$tzLinkAuc = $tzHeroClickable ? $tzHeroBase . '&t4tab=auction' : '';
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/**
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* Cand nu e clickabil folosim <span> in loc de <a>: fara href gol, fara
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* cursor de link, fara intrare in ordinea de tabulare. Tooltip-ul ramane.
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*/
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$tzTag = $tzHeroClickable ? 'a' : 'span';
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/**
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* Deschide slotul ca <a href=...> sau ca <span>, dupa caz.
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* function_exists: un template inclus de doua ori intr-un request ar da
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* fatal error la redeclarare.
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*/
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if (!function_exists('tzHeroSlotOpen')) {
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function tzHeroSlotOpen($link, $classes, $clickable)
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{
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if ($clickable && $link !== '') {
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return '<a href="' . $link . '" class="' . $classes . '">';
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}
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return '<span class="' . $classes . ' tzHeroNoLink">';
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}
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}
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/**
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* ---------------------------------------------------------------------------
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* 8. Portretul eroului
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* ---------------------------------------------------------------------------
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* img/u2/uN.gif sunt portretele mari (150x120), existente pentru toate
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* unitatile de erou, inclusiv triburile noi 6-9 (u51..u90). Daca lipseste
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* fisierul, cadem pe iconita mica img/u/N.gif.
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*/
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$tzHeroPortrait = '';
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if ($tzHeroUnit > 0) {
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$tzBig = GP_LOCATE . 'img/u2/u' . $tzHeroUnit . '.gif';
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$tzSmall = GP_LOCATE . 'img/u/' . $tzHeroUnit . '.gif';
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if (@file_exists($tzBig)) {
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$tzHeroPortrait = $tzBig;
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} elseif (@file_exists($tzSmall)) {
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$tzHeroPortrait = $tzSmall;
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}
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}
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/**
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* ---------------------------------------------------------------------------
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* 9. Geometria inelului
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* ---------------------------------------------------------------------------
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* Doua arce concentrice, in acelasi SVG: exterior = Health (rosu),
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* interior = Experience (albastru). Lungimea vizibila se obtine cu
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* stroke-dasharray, iar rotate(-90) porneste arcele de sus.
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*/
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$tzRingR1 = 26.5; // raza arcului de Health
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$tzRingR2 = 21; // raza arcului de Experience
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$tzRingC1 = 2 * M_PI * $tzRingR1; // circumferinte
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$tzRingC2 = 2 * M_PI * $tzRingR2;
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$tzDashHealth = round($tzRingC1 * $tzHeroHealth / 100, 2);
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$tzDashExp = round($tzRingC2 * $tzHeroExpPct / 100, 2);
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/**
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* ---------------------------------------------------------------------------
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* 10. Texte
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* ---------------------------------------------------------------------------
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* Tiparul defined()?: e cel folosit deja in 37_hero.tpl / 37_t4nav.tpl -
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* componenta merge si pe servere care n-au inca noile constante de limba.
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*/
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$tzTxtAtHome = defined('HERO_HEADER_AT_HOME') ? HERO_HEADER_AT_HOME : 'Hero at home';
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$tzTxtDead = defined('HERO_HEADER_DEAD') ? HERO_HEADER_DEAD : 'Hero is dead';
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$tzTxtTraining = defined('HERO_HEADER_TRAINING') ? HERO_HEADER_TRAINING : 'Hero in training';
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$tzTxtNoHero = defined('HERO_HEADER_NOHERO') ? HERO_HEADER_NOHERO : 'No hero yet';
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$tzTxtAdventure = defined('HERO_HEADER_ADVENTURE') ? HERO_HEADER_ADVENTURE : 'Hero on adventure';
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$tzTxtAttack = defined('HERO_HEADER_ATTACK') ? HERO_HEADER_ATTACK : 'Hero is with the army';
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$tzTxtReinforce = defined('HERO_HEADER_REINFORCE') ? HERO_HEADER_REINFORCE : 'Hero is reinforcing';
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$tzTxtIn = defined('HERO_HEADER_IN') ? HERO_HEADER_IN : 'in';
|
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$tzTxtRetAdv = defined('HERO_HEADER_RETURN_ADV') ? HERO_HEADER_RETURN_ADV : 'Hero returning from adventure';
|
|
$tzTxtRetHome = defined('HERO_HEADER_RETURN_HOME') ? HERO_HEADER_RETURN_HOME : 'Hero returning home';
|
|
$tzTxtResources = defined('RESOURCES') ? RESOURCES : 'Resources';
|
|
$tzTxtPerHour = defined('HERO_HEADER_PER_HOUR') ? HERO_HEADER_PER_HOUR : 'per hour';
|
|
$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');
|
|
|
|
?>
|
|
<?php
|
|
/**
|
|
* ?v=<data fisierului>: fara asta, browserul pastra CSS-ul vechi din cache
|
|
* dupa fiecare deploy. Efectul e insidios - HTML-ul nou apare, dar regulile
|
|
* noi lipsesc, asa ca elementele isi pierd pozitia (position:absolute fara
|
|
* left/top cade in coltul din stanga sus) si SVG-urile raman negre, fiindca
|
|
* fill-ul vine din CSS. filemtime se schimba singur la fiecare incarcare.
|
|
*/
|
|
$tzCssVer = @filemtime('css/hero_header.css');
|
|
?>
|
|
<link rel="stylesheet" type="text/css"
|
|
href="css/hero_header.css<?php echo $tzCssVer ? '?v=' . $tzCssVer : ''; ?>" />
|
|
|
|
<div id="tzHeroBox" class="<?php echo $tzHeroDead ? 'tzHeroDeadState' : ''; ?>">
|
|
|
|
<!-- ============ STANGA: locatia eroului -> 37.tpl ============ -->
|
|
<?php echo tzHeroSlotOpen($tzLinkHero, 'tzHeroSlot tzHeroHome', $tzHeroClickable); ?>
|
|
|
|
<?php if ($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 ($tzHeroState === 'adventure') { ?>
|
|
|
|
<!-- indicator cu doua sageti: eroul e plecat in aventura -->
|
|
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
|
|
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
|
|
<rect x="11.2" y="6.2" width="1.6" height="12" rx="0.4" class="tzHeroPost" />
|
|
<path d="M5.4 7.6h10.2l2.6 2-2.6 2H5.4z" class="tzHeroSign" />
|
|
<path d="M18.6 12.6H8.4l-2.6 2 2.6 2h10.2z" class="tzHeroSign" />
|
|
</svg>
|
|
|
|
<?php } elseif ($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 ($tzHeroState === 'reinforcement') { ?>
|
|
|
|
<!-- scut: eroul e intr-o intarire -->
|
|
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
|
|
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
|
|
<path d="M12 5.2 5.9 7.5v4.4c0 3.6 2.6 6.1 6.1 7.3 3.5-1.2 6.1-3.7 6.1-7.3V7.5z" class="tzHeroShield" />
|
|
<path d="M12 5.2v14c3.5-1.2 6.1-3.7 6.1-7.3V7.5z" class="tzHeroShieldDark" />
|
|
</svg>
|
|
|
|
<?php } elseif ($tzHeroState === 'returning') { ?>
|
|
|
|
<!-- casa cu sageata care intra in ea: eroul e pe drumul spre casa,
|
|
indiferent daca vine din aventura, din atac sau dintr-o
|
|
intarire de la care a fost rechemat -->
|
|
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
|
|
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
|
|
<path class="tzHeroRoof" d="M13.5 5.6 6.9 11.2h1.9v5.9h9.2v-5.9h1.9z" />
|
|
<rect x="10.4" y="12.1" width="6.3" height="5" class="tzHeroWall" />
|
|
<path class="tzHeroBackArrow" d="M3.2 13.6h6.4v-2.4l4 3.6-4 3.6v-2.4H3.2z" />
|
|
</svg>
|
|
|
|
<?php } elseif ($tzHeroState === 'training') { ?>
|
|
|
|
<!-- clepsidra: eroul e in antrenament, inca nu e disponibil -->
|
|
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
|
|
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
|
|
<rect x="7.2" y="5.4" width="9.6" height="1.7" rx="0.6" class="tzHeroGlassFrame" />
|
|
<rect x="7.2" y="16.9" width="9.6" height="1.7" rx="0.6" class="tzHeroGlassFrame" />
|
|
<path d="M8.9 7.1h6.2L12 12z" class="tzHeroGlass" />
|
|
<path d="M8.9 16.9h6.2L12 12z" class="tzHeroGlass" />
|
|
<path d="M9.9 8.4h4.2L12 11z" class="tzHeroSand" />
|
|
<path d="M10.3 16.9h3.4L12 14.6z" class="tzHeroSand" />
|
|
</svg>
|
|
|
|
<?php } elseif ($tzHeroState === 'nohero') { ?>
|
|
|
|
<!-- silueta stinsa: jucatorul nu are inca niciun erou.
|
|
Acelasi desen ca portretul gol din centru, ca sa se citeasca
|
|
imediat ca "aici inca nu e nimeni". -->
|
|
<svg viewBox="0 0 24 24" class="tzHeroIco" aria-hidden="true">
|
|
<circle cx="12" cy="12" r="11" class="tzHeroIcoBg" />
|
|
<circle cx="12" cy="9.8" r="3.5" class="tzHeroNone" />
|
|
<path d="M5.6 19.2c0-3.7 2.9-5.8 6.4-5.8s6.4 2.1 6.4 5.8z" class="tzHeroNone" />
|
|
</svg>
|
|
|
|
<?php } else { ?>
|
|
|
|
<!-- casuta: eroul e in satul lui -->
|
|
<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' => $tzTxtAtHome,
|
|
// din aventura stim sigur de unde vine; la sort_type 4 nu se
|
|
// poate deosebi atacul de rechemarea dintr-o intarire, deci
|
|
// textul ramane generic
|
|
'returning' => ($tzHeroAway === 'adventure') ? $tzTxtRetAdv : $tzTxtRetHome,
|
|
];
|
|
?>
|
|
<b><?php echo $tzStateLabels[$tzHeroState]; ?></b>
|
|
|
|
<?php if ($tzHeroState !== 'nohero' && $tzHeroVillageSafe !== '') { ?>
|
|
<i>
|
|
<?php echo $tzTxtVillage; ?> <?php echo $tzHeroVillageSafe; ?>
|
|
<?php if ($tzHeroTargetCoor !== '') { ?>
|
|
→ <?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>
|
|
<?php echo $tzHeroClickable ? '</a>' : '</span>'; ?>
|
|
|
|
<!-- ============ CENTRU: portret + inel Health/Experience -> 37.tpl ============ -->
|
|
<?php echo tzHeroSlotOpen($tzLinkHero, 'tzHeroSlot tzHeroCenter', $tzHeroClickable); ?>
|
|
|
|
<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>
|
|
<?php echo $tzHeroClickable ? '</a>' : '</span>'; ?>
|
|
|
|
<?php if ($tzHeroT4) { ?>
|
|
|
|
<!-- ============ DREAPTA SUS: aventuri -> 37_adventures.tpl ============ -->
|
|
<?php echo tzHeroSlotOpen($tzLinkAdv, 'tzHeroSlot tzHeroAdv ' . ($tzHeroAdv > 0 ? 'tzHeroAdvOn' : 'tzHeroAdvOff'), $tzHeroClickable); ?>
|
|
<span class="tzHeroAdvNum"><?php echo (int) $tzHeroAdv; ?></span>
|
|
<span class="tzHeroTip tzHeroTipAdv">
|
|
<b><?php echo $tzTxtAdventures; ?>: <?php echo (int) $tzHeroAdv; ?></b>
|
|
</span>
|
|
<?php echo $tzHeroClickable ? '</a>' : '</span>'; ?>
|
|
|
|
<!-- ============ STANGA JOS: resursa produsa de erou -> 37.tpl ============ -->
|
|
<?php echo tzHeroSlotOpen($tzLinkHero, 'tzHeroSlot tzHeroRes', $tzHeroClickable); ?>
|
|
|
|
<?php
|
|
/**
|
|
* Exact aceleasi iconite ca in 37_hero.tpl, ca sa nu existe doua
|
|
* seturi de grafica pentru acelasi lucru:
|
|
* - "toate" -> img/hero/res_all.png (iconita combinata)
|
|
* - 1..4 -> clasele r1..r4, care decupeaza sprite-ul
|
|
* img/a/res2.gif din graphic pack, peste img/x.gif
|
|
*/
|
|
if ($tzResSingle) {
|
|
echo '<img class="tzHeroResOne r' . $tzResType . '" src="img/x.gif" alt="" />';
|
|
} else {
|
|
echo '<img class="tzHeroResAll" src="img/hero/res_all.png" alt="" />';
|
|
}
|
|
?>
|
|
|
|
<span class="tzHeroTip tzHeroTipRes">
|
|
<?php if ($tzResPoints <= 0) { ?>
|
|
<b><?php echo $tzTxtResources; ?>: 0</b>
|
|
<?php } elseif ($tzResSingle) { ?>
|
|
<b><?php echo $tzResNames[$tzResType]; ?>:
|
|
+<?php echo number_format($tzResAmount); ?> <?php echo $tzTxtPerHour; ?></b>
|
|
<?php } else { ?>
|
|
<?php
|
|
/**
|
|
* res_type 0 inseamna ca eroul produce suma asta din FIECARE
|
|
* resursa, nu impartita intre ele - de aceea o listam pe fiecare
|
|
* rand, in loc s-o repetam si in titlu.
|
|
*/
|
|
?>
|
|
<b><?php echo $tzTxtResources; ?> <?php echo $tzTxtPerHour; ?></b>
|
|
<?php foreach ($tzResNames as $tzResName) { ?>
|
|
<i><?php echo $tzResName; ?>: +<?php echo number_format($tzResAmount); ?></i>
|
|
<?php } ?>
|
|
<?php } ?>
|
|
</span>
|
|
<?php echo $tzHeroClickable ? '</a>' : '</span>'; ?>
|
|
|
|
<!-- ============ DREAPTA JOS: argint -> 37_auction.tpl ============ -->
|
|
<?php echo tzHeroSlotOpen($tzLinkAuc, 'tzHeroSlot tzHeroSilver', $tzHeroClickable); ?>
|
|
<!-- 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>
|
|
<?php echo $tzHeroClickable ? '</a>' : '</span>'; ?>
|
|
|
|
<?php } ?>
|
|
|
|
</div>
|
|
|
|
<?php if ($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 } ?>
|