Files
aowow/includes/class.spell.php
Sarjuuk 732226b44a BaseType:
- dropped property "names" and changed getField to return localized Fields if specified. Dropped stupid getNameFieldName() in the process as it was now obsolete.
 - made property "matches" private. Access through getMatches() that will execute the query _only_ when needed (which is basically always anyway (so much for optimization))

SpellList: parsing
 - ""fixed"" behavior of the amount-switch $l when used on russian text. It has 3 options instead of 2, no idea what the last one is for though
 - fixed extra leading whitespace occuring when parsing formulas

Lang:
 - removed offset from getMagicShools(), apparently it is unneeded :o

Util:
 - changed the output of formatTime() in the long version to be more correct in layout
 - initialized values in parseTime() to prevent empty strings returned by formatTime()
 - added asBin() and asHex() - helper to improve display of bitmasks (Spells are coming!)
 - update Spell-Effects/Auras and added misc strings to display different MiscValue-content

Filter:
 - removed escapes from $_POST-handler. If the input is erronous it should be corrected/ignored/noted by the $_GET-handler

Smarty:
 - added optinal parameter to saveCache(), loadCache() to better handle filter variables

Search:
 - changed $maxResults to 10 for OpenSearches in an effort to lower execution time and appied limits to all queries
 - changed result calculation for OpenSearch. It should now stick to it's limit of 10 results for the list
 - simplified WorldEvent search

global.js:
 - backported function to parse title-tag of dfn-elements into mouseover-tooltips
 - shortened document.getElementByTagName(x) calls to gE(document, x)
2013-04-26 17:02:35 +02:00

1309 lines
53 KiB
PHP

<?php
if (!defined('AOWOW_REVISION'))
die('illegal access');
class SpellList extends BaseType
{
public $tooltips = [];
public $buffs = [];
private $spellVars = [];
private $refSpells = [];
private $interactive = false;
private $charLevel = MAX_LEVEL;
protected $setupQuery = 'SELECT *, id AS ARRAY_KEY FROM ?_spell s WHERE [filter] [cond] GROUP BY Id ORDER BY Id ASC';
protected $matchQuery = 'SELECT COUNT(1) FROM ?_spell s WHERE [filter] [cond]';
public function __construct($conditions, $applyFilter = false)
{
parent::__construct($conditions, $applyFilter);
if ($this->error)
return;
// post processing
$itemIcons = [];
// if the spell creates an item use the itemIcon instead
while ($this->iterate())
if ($this->curTpl['effect1CreateItemId'])
$itemIcons[(int)$this->curTpl['effect1CreateItemId']] = $this->id;
if ($itemIcons)
{
$itemList = new ItemList(array(['i.entry', array_keys($itemIcons)]));
while ($itemList->iterate())
$this->templates[$itemIcons[$itemList->id]]['createItemString'] = $itemList->getField('icon');
}
$this->reset(); // restore 'iterator'
}
// use if you JUST need the name
public static function getName($id)
{
$n = DB::Aowow()->SelectRow('SELECT * FROM ?_spell WHERE id = ?d', $id );
return Util::localizedString($n, 'name');
}
// end static use
// required for itemSet-bonuses and socket-bonuses
public function getStatGain()
{
$data = [];
while ($this->iterate())
{
$stats = [];
for ($i = 1; $i <= 3; $i++)
{
if (!in_array($this->curTpl["effect".$i."AuraId"], [13, 22, 29, 34, 35, 83, 84, 85, 99, 124, 135, 143, 158, 161, 189, 230, 235, 240, 250]))
continue;
$mv = $this->curTpl["effect".$i."MiscValue"];
$bp = $this->curTpl["effect".$i."BasePoints"] + 1;
switch ($this->curTpl["effect".$i."AuraId"])
{
case 29: // ModStat MiscVal:type
{
if ($mv < 0) // all stats
{
for ($j = 0; $j < 5; $j++)
@$stats[ITEM_MOD_AGILITY + $j] += $bp;
}
else // one stat
@$stats[ITEM_MOD_AGILITY + $mv] += $bp;
break;
}
case 34: // Increase Health
case 230:
case 250:
{
@$stats[ITEM_MOD_HEALTH] += $bp;
break;
}
case 13: // damage splpwr + physical (dmg & any)
{
if ($mv == 1) // + weapon damage
{
@$stats[ITEM_MOD_WEAPON_DMG] += $bp;
break;
}
if ($mv == 0x7E) // full magic mask, also counts towards healing
{
@$stats[ITEM_MOD_SPELL_POWER] += $bp;
@$stats[ITEM_MOD_SPELL_DAMAGE_DONE] += $bp;
}
else
{
if ($mv & (1 << 1)) // HolySpellpower (deprecated; still used in randomproperties)
@$stats[ITEM_MOD_HOLY_POWER] += $bp;
if ($mv & (1 << 2)) // FireSpellpower (deprecated; still used in randomproperties)
@$stats[ITEM_MOD_FIRE_POWER] += $bp;
if ($mv & (1 << 3)) // NatureSpellpower (deprecated; still used in randomproperties)
@$stats[ITEM_MOD_NATURE_POWER] += $bp;
if ($mv & (1 << 4)) // FrostSpellpower (deprecated; still used in randomproperties)
@$stats[ITEM_MOD_FROST_POWER] += $bp;
if ($mv & (1 << 5)) // ShadowSpellpower (deprecated; still used in randomproperties)
@$stats[ITEM_MOD_SHADOW_POWER] += $bp;
if ($mv & (1 << 6)) // ArcaneSpellpower (deprecated; still used in randomproperties)
@$stats[ITEM_MOD_ARCANE_POWER] += $bp;
}
break;
}
case 135: // healing splpwr (healing & any) .. not as a mask..
{
@$stats[ITEM_MOD_SPELL_POWER] += $bp;
@$stats[ITEM_MOD_SPELL_HEALING_DONE] += $bp;
break;
}
case 35: // ModPower - MiscVal:type see defined Powers only energy/mana in use
{
if ($mv == -2)
@$stats[ITEM_MOD_HEALTH] += $bp;
if ($mv == 3)
@$stats[ITEM_MOD_ENERGY] += $bp;
else if ($mv == 0)
@$stats[ITEM_MOD_MANA] += $bp;
else if ($mv == 6)
@$stats[ITEM_MOD_RUNIC_POWER] += $bp;
break;
}
case 189: // CombatRating MiscVal:ratingMask
// special case: resilience - consists of 3 ratings strung together. MOD_CRIT_TAKEN_MELEE|RANGED|SPELL (14,15,16)
if (($mv & 0x1C000) == 0x1C000)
@$stats[ITEM_MOD_RESILIENCE_RATING] += $bp;
for ($j = 0; $j < count(Util::$combatRatingToItemMod); $j++)
{
if (!Util::$combatRatingToItemMod[$j])
continue;
if (($mv & (1 << $j)) == 0)
continue;
@$stats[Util::$combatRatingToItemMod[$j]] += $bp;
}
break;
case 143: // Resistance MiscVal:school
case 83:
case 22:
if ($mv == 1) // Armor only if explixitly specified
{
@$stats[ITEM_MOD_ARMOR] += $bp;
break;
}
if ($mv == 2) // holy-resistance ONLY if explicitly specified (shouldn't even exist...)
{
@$stats[ITEM_MOD_HOLY_RESISTANCE] += $bp;
break;
}
for ($j = 0; $j < 7; $j++)
{
if (($mv & (1 << $j)) == 0)
continue;
switch ($j)
{
case 2:
@$stats[ITEM_MOD_FIRE_RESISTANCE] += $bp;
break;
case 3:
@$stats[ITEM_MOD_NATURE_RESISTANCE] += $bp;
break;
case 4:
@$stats[ITEM_MOD_FROST_RESISTANCE] += $bp;
break;
case 5:
@$stats[ITEM_MOD_SHADOW_RESISTANCE] += $bp;
break;
case 6:
@$stats[ITEM_MOD_ARCANE_RESISTANCE] += $bp;
break;
}
}
break;
case 84: // hp5
case 161:
@$stats[ITEM_MOD_HEALTH_REGEN] += $bp;
break;
case 85: // mp5
@$stats[ITEM_MOD_MANA_REGENERATION] += $bp;
break;
case 99: // atkpwr
@$stats[ITEM_MOD_ATTACK_POWER] += $bp;
break; // ?carries over to rngatkpwr?
case 124: // rngatkpwr
@$stats[ITEM_MOD_RANGED_ATTACK_POWER] += $bp;
break;
case 158: // blockvalue
@$stats[ITEM_MOD_BLOCK_VALUE] += $bp;
break;
case 240: // ModExpertise
@$stats[ITEM_MOD_EXPERTISE_RATING] += $bp;
break;
}
}
$data[$this->id] = $stats;
}
return $data;
}
// description-, buff-parsing component
private function resolveEvaluation($formula)
{
// todo: define unresolvable texts like AP, MHW, ect
$pl = $PL = $this->charLevel;
$PlayerName = Lang::$main['name'];
$cond = $COND = function($a, $b, $c) { return $a ? $b : $c; };
$eq = $EQ = function($a, $b) { return $a == $b; };
$gt = $GT = function($a, $b) { return $a > $b; };
$floor = $FLOOR = function($a) { return floor($a); };
if (preg_match_all('/\$[a-z]+\b/i', $formula, $vars))
{
foreach ($vars[0] as $var) // oh lord, forgive me this sin .. but is_callable seems to bug out and function_exists doesn't find lambda-functions >.<
if (@eval('return getType('.$var.');') != 'object')
return $formula;
return eval('return '.$formula.';');
}
// there should not be any letters without a leading $
return eval('return '.$formula.';');
}
// description-, buff-parsing component
private function resolveVariableString($variable)
{
$signs = ['+', '-', '/', '*', '%', '^'];
$op = $variable[2];
$oparg = $variable[3];
$lookup = (int)$variable[4];
$var = $variable[6] ? $variable[6] : $variable[8];
$effIdx = $variable[6] ? null : $variable[9];
$switch = $variable[7] ? explode(':', $variable[7]) : null;
if (!$var)
return;
if (!$effIdx) // if EffectIdx is omitted, assume EffectIdx: 1
$effIdx = 1;
// cache at least some lookups.. should be moved to single spellList :/
if ($lookup && !isset($this->refSpells[$lookup]))
$this->refSpells[$lookup] = new SpellList(array(['s.id', $lookup]));
switch ($var)
{
case 'a': // EffectRadiusMin
case 'A': // EffectRadiusMax (ToDo)
if ($lookup)
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'RadiusMax');
else
$base = $this->getField('effect'.$effIdx.'RadiusMax');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'b': // PointsPerComboPoint
case 'B':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'PointsPerComboPoint');
else
$base = $this->getField('effect'.$effIdx.'PointsPerComboPoint');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'd': // SpellDuration
case 'D': // todo: min/max?
if ($lookup)
$base = $this->refSpells[$lookup]->getField('duration');
else
$base = $this->getField('duration');
if ($base < 0)
return Lang::$spell['untilCanceled'];
if ($op && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return explode(' ', Util::formatTime(abs($base), true));
case 'e': // EffectValueMultiplier
case 'E':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'ValueMultiplier');
else
$base = $this->getField('effect'.$effIdx.'ValueMultiplier');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'f': // EffectDamageMultiplier
case 'F':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'DamageMultiplier');
else
$base = $this->getField('effect'.$effIdx.'DamageMultiplier');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'g': // boolean choice with casters gender as condition $gX:Y;
case 'G':
return '&lt;'.$switch[0].'/'.$switch[1].'&gt;';
case 'h': // ProcChance
case 'H':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('procChance');
else
$base = $this->getField('procChance');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'i': // MaxAffectedTargets
case 'I':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('targets');
else
$base = $this->getField('targets');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'l': // boolean choice with last value as condition $lX:Y;
case 'L':
return '$l'.$switch[0].':'.$switch[1]; // resolve later by backtracking
case 'm': // BasePoints (minValue)
case 'M': // BasePoints (maxValue)
if ($lookup)
{
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'BasePoints');
$add = $this->refSpells[$lookup]->getField('effect'.$effIdx.'DieSides');
$mv = $this->refSpells[$lookup]->getField('effect'.$effIdx.'MiscValue');
$aura = $this->refSpells[$lookup]->getField('effect'.$effIdx.'AuraId');
}
else
{
$base = $this->getField('effect'.$effIdx.'BasePoints');
$add = $this->getField('effect'.$effIdx.'DieSides');
$mv = $this->getField('effect'.$effIdx.'MiscValue');
$aura = $this->getField('effect'.$effIdx.'AuraId');
}
if (ctype_lower($var))
$add = 1;
$base += $add;
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
// Aura giving combat ratings
$rType = 0;
if ($aura == 189)
{
for ($j = 0; $j < count(Util::$combatRatingToItemMod); $j++)
{
if (!Util::$combatRatingToItemMod[$j])
continue;
if (($mv & (1 << $j)) == 0)
continue;
$rType = Util::$combatRatingToItemMod[$j];
break;
}
}
// Aura end
if ($rType && $this->interactive)
return '<!--rtg'.$rType.'-->'.abs($base)."&nbsp;<small>(".Util::setRatingLevel($this->charLevel, $rType, abs($base)).")</small>";
else
return $base;
case 'n': // ProcCharges
case 'N':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('procCharges');
else
$base = $this->getField('procCharges');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'o': // TotalAmount for periodic auras (with variance)
case 'O':
if ($lookup)
{
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'BasePoints');
$add = $this->refSpells[$lookup]->getField('effect'.$effIdx.'DieSides');
$periode = $this->refSpells[$lookup]->getField('effect'.$effIdx.'Periode');
$duration = $this->refSpells[$lookup]->getField('duration');
}
else
{
$base = $this->getField('effect'.$effIdx.'BasePoints');
$add = $this->getField('effect'.$effIdx.'DieSides');
$periode = $this->getField('effect'.$effIdx.'Periode');
$duration = $this->getField('duration');
}
if (!$periode)
$periode = 3000;
$tick = $duration / $periode;
$min = abs($base + 1) * $tick;
$max = abs($base + $add) * $tick;
$equal = $min == $max;
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
if ($equal)
eval("\$min = $min $op $oparg;");
return $min . (!$equal ? Lang::$game['valueDelim'] . $max : null);
case 'q': // EffectMiscValue
case 'Q':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'MiscValue');
else
$base = $this->getField('effect'.$effIdx.'MiscValue');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'r': // SpellRange
case 'R':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('rangeMaxHostile');
else
$base = $this->getField('rangeMaxHostile');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 's': // BasePoints (with variance)
case 'S':
if ($lookup)
{
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'BasePoints');
$add = $this->refSpells[$lookup]->getField('effect'.$effIdx.'DieSides');
$mv = $this->refSpells[$lookup]->getField('effect'.$effIdx.'MiscValue');
$aura = $this->refSpells[$lookup]->getField('effect'.$effIdx.'AuraId');
}
else
{
$base = $this->getField('effect'.$effIdx.'BasePoints');
$add = $this->getField('effect'.$effIdx.'DieSides');
$mv = $this->getField('effect'.$effIdx.'MiscValue');
$aura = $this->getField('effect'.$effIdx.'AuraId');
}
$min = abs($base + 1);
$max = abs($base + $add);
$equal = $min == $max;
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
if ($equal)
eval("\$min = $min $op $oparg;");
// Aura giving combat ratings
$rType = 0;
if ($aura == 189)
{
for ($j = 0; $j < count(Util::$combatRatingToItemMod); $j++)
{
if (!Util::$combatRatingToItemMod[$j])
continue;
if (($mv & (1 << $j)) == 0)
continue;
$rType = Util::$combatRatingToItemMod[$j];
break;
}
}
// Aura end
if ($rType && $equal && $this->interactive)
return '<!--rtg'.$rType.'-->'.$min."&nbsp;<small>(".Util::setRatingLevel($this->charLevel, $rType, $min).")</small>";
else
return $min . (!$equal ? Lang::$game['valueDelim'] . $max : null);
case 't': // Periode
case 'T':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'Periode') / 1000;
else
$base = $this->getField('effect'.$effIdx.'Periode') / 1000;
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'u': // StackCount
case 'U':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('stackAmount');
else
$base = $this->getField('stackAmount');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'v': // MaxTargetLevel
case 'V':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('MaxTargetLevel');
else
$base = $this->getField('MaxTargetLevel');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'x': // ChainTargetCount
case 'X':
if ($lookup)
$base = $this->refSpells[$lookup]->getField('effect'.$effIdx.'ChainTarget');
else
$base = $this->getField('effect'.$effIdx.'ChainTarget');
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base $op $oparg;");
return $base;
case 'z': // HomeZone
return Lang::$spell['home'];
}
}
// description-, buff-parsing component
private function resolveFormulaString($formula, $precision = 0)
{
// step 1: formula unpacking redux
while (($formStartPos = strpos($formula, '${')) !== false)
{
$formBrktCnt = 0;
$formPrecision = 0;
$formCurPos = $formStartPos;
$formOutStr = '';
while ($formCurPos <= strlen($formula))
{
$char = $formula[$formCurPos];
if ($char == '}')
$formBrktCnt--;
if ($formBrktCnt)
$formOutStr .= $char;
if ($char == '{')
$formBrktCnt++;
if (!$formBrktCnt && $formCurPos != $formStartPos)
break;
$formCurPos++;
}
if (@$formula[++$formCurPos] == '.')
{
$formPrecision = (int)$formula[++$formCurPos];
++$formCurPos; // for some odd reason the precision decimal survives if wo dont increment further..
}
$formOutStr = $this->resolveFormulaString($formOutStr, $formPrecision)
$formula = substr_replace($formula, $formOutStr, $formStartPos, ($formCurPos - $formStartPos));
}
// step 2: resolve variables
$pos = 0; // continue strpos-search from this offset
$str = '';
$suffix = '';
while (($npos = strpos($formula, '$', $pos)) !== false)
{
if ($npos != $pos)
$str .= substr($formula, $pos, $npos - $pos);
$pos = $npos++;
if ($formula[$pos] == '$')
$pos++;
if (!preg_match('/^(([\+\-\*\/])(\d+);)?(\d*)(([g])([\w\s]*:[\w\s]*);|([a-z])([123]?)\b)/i', substr($formula, $pos), $result))
{
$str .= '#'; // mark as done, reset below
continue;
}
$pos += strlen($result[0]);
$var = $this->resolveVariableString($result);
if (is_array($var))
{
$str .= $var[0];
$suffix = ' '.$var[1];
}
else
$str .= $var;
}
$str .= substr($formula, $pos);
$str = str_replace('#', '$', $str); // reset marks
// step 3: try to evaluate result
$evaled = $this->resolveEvaluation($str);
$return = is_numeric($evaled) ? number_format($evaled, $precision) : $evaled;
return $return.$suffix;
}
// should probably used only once to create ?_spell. come to think of it, it yields the same results every time.. it absolutely has to!
// although it seems to be pretty fast, even on those pesky test-spells with extra complex tooltips (Ron Test Spell X))
public function parseText($type = 'description', $level = MAX_LEVEL, $interactive = false)
{
// oooo..kaaayy.. parsing text in 6 or 7 easy steps
// we don't use the internal iterator here. This func has to be called for the individual template.
// otherwise it will get a bit messy, when we iterate, while we iterate *yo dawg!*
/* documentation .. sort of
bracket use
${}.x - formulas; .x is optional; x:[0-9] .. max-precision of a floatpoint-result; default: 0
$[] - conditionals ... like $?condition[true][false]; alternative $?!(cond1|cond2)[true]$?cond3[elseTrue][false]; ?a40120: has aura 40120; ?s40120: knows spell 40120(?)
$<> - variables
() - regular use for function-like calls
variables in use .. caseSensitive
game variables (optionally replace with textVars)
$PlayerName - Cpt. Obvious
$PL / $pl - PlayerLevel
$AP - Atkpwr
$RAP - RngAtkPwr
$HND - hands used by weapon (1H, 2H) => (1, 2)
$MWS - MainhandWeaponSpeed
$mw / $MW - MainhandWeaponDamage Min/Max
$rwb / $RWB - RangedWeapon..Bonus? Min/Max
$sp - Spellpower
$spa - Spellpower Arcane
$spfi - Spellpower Fire
$spfr - Spellpower Frost
$sph - Spellpower Holy
$spn - Spellpower Nature
$sps - Spellpower Shadow
$bh - Bonus Healing
$pa - %-ArcaneDmg (as float) // V seems broken
$pfi - %-FireDmg (as float)
$pfr - %-FrostDmg (as float)
$ph - %-HolyDmg (as float)
$pn - %-NatureDmg (as float)
$ps - %-ShadowDmg (as float)
$pbh - %-HealingBonus (as float)
$pbhd - %-Healing Done (as float) // all above seem broken
$bc2 - baseCritChance? always 3.25 (unsure)
spell variables (the stuff we can actually parse) rounding... >5 up?
$a - SpellRadius; per EffectIdx
$b - PointsPerComboPoint; per EffectIdx
$c - todo: not found but in use below.. wtf ?!
$d / $D - SpellDuration; appended timeShorthand; d/D maybe base/max duration?; interpret "0" as "until canceled"
$e - EffectValueMultiplier; per EffectIdx
$f / $F - EffectDamageMultiplier; per EffectIdx
$g / $G - Gender-Switch $Gmale:female;
$h / $H - ProcChance
$i - MaxAffectedTargets
$l - LastValue-Switch; last value as condiition $Ltrue:false;
$m / $M - BasePoints; per EffectIdx; m/M +1/+effectDieSides
$n - ProcCharges
$o - TotalAmount (for periodic auras); per EffectIdx
$q - EffectMiscValue; per EffectIdx
$r - SpellRange (hostile)
$s / $S - BasePoints; per EffectIdx; as Range, if applicable
$t / $T - EffectPeriode; per EffectIdx
$u - StackAmount
$v - MaxTargetLevel
$x - MaxAffectedTargets
$z - no place like <Home>
deviations from standard procedures
division - example: $/10;2687s1 => $2687s1/10
functions in use .. caseInsensitive
$cond(a, b, c) - like SQL, if A is met use B otherwise use C
$eq(a, b) - a == b
$floor(a) - floor()
$gt(a, b) - a > b
*/
$this->interactive = $interactive;
$this->charLevel = $level;
// step 0: get text
$data = Util::localizedString($this->curTpl, $type);
if (empty($data) || $data == "[]") // empty tooltip shouldn't be displayed anyway
return null;
// step 1: if the text is supplemented with text-variables, get and replace them
if (empty($this->spellVars[$this->id]) && $this->curTpl['spellDescriptionVariableId'] > 0)
{
$spellVars = DB::Aowow()->SelectCell('SELECT vars FROM ?_spellVariables WHERE id = ?d', $this->curTpl['spellDescriptionVariableId']);
$spellVars = explode("\n", $spellVars);
foreach ($spellVars as $sv)
if (preg_match('/\$(\w*\d*)=(.*)/i', trim($sv), $matches))
$this->spellVars[$this->id][$matches[1]] = $matches[2];
// replace self-references
$reset = true;
while ($reset)
{
$reset = false;
foreach ($this->spellVars[$this->id] as $k => $sv)
{
if (preg_match('/\$<(\w*\d*)>/i', $sv, $matches))
{
$this->spellVars[$this->id][$k] = str_replace('$<'.$matches[1].'>', '${'.$this->spellVars[$this->id][$matches[1]].'}', $sv);
$reset = true;
}
}
}
// finally, replace SpellDescVars
foreach ($this->spellVars[$this->id] as $k => $sv)
$data = str_replace('$<'.$k.'>', $sv, $data);
}
// step 2: resolving conditions
// aura- or spell-conditions cant be resolved for our purposes, so force them to false for now (todo: strg+f "know" in aowowPower.js ^.^)
// \1: full pattern match; \2: any sequence, that may include an aura/spell-ref; \3: any other sequence, between "?$" and "["
while (preg_match('/\$\?(([\W\D]*[as]\d+)|([^\[]*))/i', $data, $matches))
{
$condBrktCnt = 0;
$targetPart = 3; // we usually want the second pair of brackets
$curPart = 0; // parts: $? 0 [ 1 ] 2 [ 3 ] 4
$condOutStr = '';
if (!empty($matches[3])) // we can do this! -> eval
{
$cnd = eval('return ('.$matches[3].');');
if (is_numeric($cnd) && $cnd) // only case, deviating from normal; positive result -> use [true]
$targetPart = 1;
$condStartPos = strpos($data, $matches[3]) - 2;
$condCurPos = $condStartPos;
}
else if (!empty($matches[2])) // aura/spell-condition .. use false; TODO (low priority) catch cases and port "know"-param for tooltips from 5.0
{ // tooltip_enus: Charge to an enemy, stunning it <!--sp58377:0--><!--sp58377-->for <!--sp103828:0-->1 sec<!--sp103828-->.; spells_enus: {"58377": [["", "and 2 additional nearby targets "]], "103828": [["1 sec", "3 sec"]]};
$condStartPos = strpos($data, $matches[2]) - 2;
$condCurPos = $condStartPos;
}
else // empty too? WTF?! GTFO!
die('what a terrible failure');
while ($condCurPos <= strlen($data)) // only hard-exit condition, we'll hit those breaks eventually^^
{
// we're through with this condition. replace with found result and continue
if ($curPart == 4 || $condCurPos == strlen($data))
{
$data = substr_replace($data, $condOutStr, $condStartPos, ($condCurPos - $condStartPos));
break;
}
$char = $data[$condCurPos];
// advance position
$condCurPos++;
if ($char == '[')
{
if (!$condBrktCnt)
$curPart++;
$condBrktCnt++;
if ($condBrktCnt == 1)
continue;
}
else if ($char == ']')
{
if ($condBrktCnt == 1)
$curPart++;
$condBrktCnt--;
if (!$condBrktCnt)
continue;
}
// we got an elseif .. since they are self-containing we can just remove everything we've got up to here and restart the iteration
if ($curPart == 2 && $char == '?')
{
$replace = $targetPart == 1 ? $condOutStr.' $' : '$';
$data = substr_replace($data, $replace, $condStartPos, ($condCurPos - $condStartPos) - 1);
break;
}
if ($curPart == $targetPart)
$condOutStr .= $char;
}
}
// step 3: unpack formulas ${ .. }.X
// they are stacked recursively but should be balanced .. hf
while (($formStartPos = strpos($data, '${')) !== false)
{
$formBrktCnt = 0;
$formPrecision = 0;
$formCurPos = $formStartPos;
$formOutStr = '';
while ($formCurPos <= strlen($data)) // only hard-exit condition, we'll hit those breaks eventually^^
{
$char = $data[$formCurPos];
if ($char == '}')
$formBrktCnt--;
if ($formBrktCnt)
$formOutStr .= $char;
if ($char == '{')
$formBrktCnt++;
if (!$formBrktCnt && $formCurPos != $formStartPos)
break;
// advance position
$formCurPos++;
}
$formCurPos++;
// check for precision-modifiers
if ($formCurPos + 1 < strlen($data) && $data[$formCurPos] == '.' && is_numeric($data[$formCurPos + 1]))
{
$formPrecision = $data[$formCurPos + 1];
$formCurPos += 2;
}
$formOutStr = $this->resolveFormulaString($formOutStr, $formPrecision);
$data = substr_replace($data, $formOutStr, $formStartPos, ($formCurPos - $formStartPos));
}
// step 4: find and eliminate regular variables
$pos = 0; // continue strpos-search from this offset
$str = '';
while (($npos = strpos($data, '$', $pos)) !== false)
{
if ($npos != $pos)
$str .= substr($data, $pos, $npos - $pos);
$pos = $npos++;
if ($data[$pos] == '$')
$pos++;
// ( (op) (oparg); )? (refSpell) ( ([g]ifText:elseText; | (var) (effIdx) )
if (!preg_match('/^(([\+\-\*\/])(\d+);)?(\d*)(([g])([\w\s]*:[\w\s]*);|([a-z])([123]?)\b)/i', substr($data, $pos), $result))
{
$str .= '#'; // mark as done, reset below
continue;
}
$pos += strlen($result[0]);
$var = $this->resolveVariableString($result);
$resolved = is_array($var) ? $var[0] : $var;
$str .= is_numeric($resolved) ? abs($resolved) : $resolved;
if (is_array($var))
$str .= ' '.$var[1];
}
$str .= substr($data, $pos);
$str = str_replace('#', '$', $str); // reset marks
// step 5: variable-depentant variable-text
// special case $lONE:ELSE;
// todo: russian uses THREE (wtf?! oO) cases ($l[singular]:[plural1]:[plural2]) .. explode() chooses always the first plural option :/
while (preg_match('/([\d\.]+)([^\d]*)(\$l:*)([^:]*):([^;]*);/i', $str, $m))
$str = str_ireplace($m[1].$m[2].$m[3].$m[4].':'.$m[5].';', $m[1].$m[2].($m[1] == 1 ? $m[4] : explode(':', $m[5])[0]), $str);
// step 6: HTMLize
// colors
$str = preg_replace('/\|cff([a-f0-9]{6})(.+?)\|r/i', '<span style="color: #$1;">$2</span>', $str);
// line endings
$str = strtr($str, ["\r" => '', "\n" => '<br />']);
return $str;
}
public function renderBuff($Id = 0)
{
while ($this->iterate())
{
if ($Id && $this->id != $Id)
continue;
// doesn't have a buff
if (!Util::localizedString($this->curTpl, 'buff'))
return '';
$x = '<table><tr>';
// spellName
$x .= '<td><b class="q">'.Util::localizedString($this->curTpl, 'name').'</b></td>';
// dispelType (if applicable)
if ($dispel = Lang::$game['di'][$this->curTpl['dispelType']])
$x .= '<th><b class="q">'.$dispel.'</b></th>';
$x .= '</tr></table>';
$x .= '<table><tr><td>';
// parse Buff-Text
$x .= $this->parseText('buff').'<br>';
// duration
if ($this->curTpl['duration'] > 0)
$x .= '<span class="q">'.sprintf(Lang::$spell['remaining'], Util::formatTime($this->curTpl['duration'])).'<span>';
$x .= '</td></tr></table>';
$this->buffs[$this->id] = $x;
}
return $Id ? $this->buffs[$Id] : true;
}
public function renderTooltip($Id = 0)
{
while ($this->iterate())
{
if ($Id && $this->id != $Id)
continue;
// get reagents
$reagents = [];
for ($j = 1; $j <= 8; $j++)
{
if($this->curTpl['reagent'.$j] <= 0)
continue;
$reagents[] = array(
'id' => $this->curTpl['reagent'.$j],
'name' => ItemList::getName($this->curTpl['reagent'.$j]),
'count' => $this->curTpl['reagentCount'.$j] // if < 0 : require, but don't use
);
}
$reagents = array_reverse($reagents);
// get tools
$tools = [];
for ($i = 1; $i <= 2; $i++)
{
// Tools
if ($this->curTpl['tool'.$i])
$tools[$i-1] = array('itemId' => $this->curTpl['tool'.$i], 'name' => ItemList::getName($this->curTpl['tool'.$i]));
// TotemCategory
if ($this->curTpl['toolCategory'.$i])
{
$tc = DB::Aowow()->selectRow('SELECT * FROM aowow_totemcategory WHERE id = ?d', $this->curTpl['toolCategory'.$i]);
$tools[$i+1] = array('categoryMask' => $tc['categoryMask'], 'name' => Util::localizedString($tc, 'name'));
}
}
$tools = array_reverse($tools);
// get description
$desc = $this->parseText('description');
$reqWrapper = $this->curTpl['rangeMaxHostile'] && ($this->curTpl['powerCost'] > 0 || $this->curTpl['powerCostPercent'] > 0 || ($this->curTpl['powerCostRunes'] & 0x333));
$reqWrapper2 = $reagents ||$tools || $desc;
$x = '';
$x .= '<table><tr><td>';
$rankText = Util::localizedString($this->curTpl, 'rank');
if (!empty($rankText))
$x .= '<table width="100%"><tr><td>';
// name
$x .= '<b>'.$this->getField('name', true).'</b>';
// rank
if (!empty($rankText))
$x .= '<br /></td><th><b class="q0">'.$rankText.'</b></th></tr></table>';
else
$x .= '<br>';
if ($reqWrapper)
$x .= '<table width="100%"><tr><td>';
// check for custom PowerDisplay
$pt = $this->curTpl['powerDisplayString'] ? $this->curTpl['powerDisplayString'] : $this->curTpl['powerType'];
// power cost: pct over static
if ($this->curTpl['powerCostPercent'] > 0)
$x .= $this->curTpl['powerCostPercent']."% ".sprintf(Lang::$spell['pctCostOf'], strtolower(Lang::$spell['powerTypes'][$pt]));
else if ($this->curTpl['powerCost'] > 0 || $this->curTpl['powerPerSecond'] > 0 || $this->curTpl['powerCostPerLevel'] > 0)
$x .= ($pt == 1 || $pt == 6 ? $this->curTpl['powerCost'] / 10 : $this->curTpl['powerCost']).' '.ucFirst(Lang::$spell['powerTypes'][$pt]);
else if ($rCost = ($this->curTpl['powerCostRunes'] & 0x333))
{ // Blood 2|1 - Unholy 2|1 - Frost 2|1
$runes = [];
if ($_ = (($rCost & 0x300) >> 8))
$runes[] = $_." ".Lang::$spell['powerRunes'][2];
if ($_ = (($rCost & 0x030) >> 4))
$runes[] = $_." ".Lang::$spell['powerRunes'][1];
if ($_ = ($rCost & 0x003))
$runes[] = $_." ".Lang::$spell['powerRunes'][0];
$x .= implode(', ', $runes);
}
// append periodic cost
if ($this->curTpl['powerPerSecond'] > 0)
$x .= sprintf(Lang::$spell['costPerSec'], $this->curTpl['powerPerSecond']);
// append level cost
if ($this->curTpl['powerCostPerLevel'] > 0)
$x .= sprintf(Lang::$spell['costPerLevel'], $this->curTpl['powerCostPerLevel']);
if ($reqWrapper)
$x .= '</td><th>';
// ranges
if ($this->curTpl['rangeMaxHostile'])
{
// minRange exists; show as range
if ($this->curTpl['rangeMinHostile'])
$x .= sprintf(Lang::$spell['range'], $this->curTpl['rangeMinHostile'].' - '.$this->curTpl['rangeMaxHostile']).'<br />';
// friend and hostile differ; do color
else if ($this->curTpl['rangeMaxHostile'] != $this->curTpl['rangeMaxFriend'])
$x .= sprintf(Lang::$spell['range'], '<span class="q10">'.$this->curTpl['rangeMaxHostile'].'</span> - <span class="q2">'.$this->curTpl['rangeMaxHostile']. '</span>').'<br />';
// hardcode: "melee range"
else if ($this->curTpl['rangeMaxHostile'] == 5)
$x .= Lang::$spell['meleeRange'].'<br />';
// regular case
else
$x .= sprintf(Lang::$spell['range'], $this->curTpl['rangeMaxHostile']).'<br />';
}
if ($reqWrapper)
$x .= '</th></tr></table>';
$x .= '<table width="100%"><tr><td>';
// cast times
if ($this->curTpl['interruptFlagsChannel'])
$x .= Lang::$spell['channeled'];
else if ($this->curTpl['castTime'] > 0)
$x .= sprintf(Lang::$spell['castIn'], $this->curTpl['castTime'] / 1000);
else if ($this->curTpl['attributes0'] & 0x10) // SPELL_ATTR0_ABILITY instant ability.. yeah, wording thing only
$x .= Lang::$spell['instantPhys'];
else // instant cast
$x .= Lang::$spell['instantMagic'];
$x .= '</td>';
// cooldown or categorycooldown
if ($this->curTpl['recoveryTime'])
$x.= '<th>'.sprintf(Lang::$game['cooldown'], Util::formatTime($this->curTpl['recoveryTime'], true)).'</th>';
else if ($this->curTpl['recoveryCategory'])
$x.= '<th>'.sprintf(Lang::$game['cooldown'], Util::formatTime($this->curTpl['recoveryCategory'], true)).'</th>';
$x .= '</tr>';
// SPELL_ATTR2_NOT_NEED_SHAPESHIFT
if ($this->curTpl['stanceMask'] && ($this->curTpl['attributes2'] & 0x80000) == 0)
$x.= '<tr><td colspan="2">'.Lang::$game['requires'].' '.Lang::getStances($this->curTpl['stanceMask']).'</td></tr>';
$x .= '</table>';
$x .= '</td></tr></table>';
if ($reqWrapper2)
$x .= '<table>';
if ($tools)
{
$x .= '<tr><td>';
$x .= Lang::$spell['tools'].':<br/><div class="indent q1">';
while ($tool = array_pop($tools))
{
if (isset($tool['itemId']))
$x .= '<a href="?item='.$tool['itemId'].'">'.$tool['name'].'</a>';
else if (isset($tool['totemCategory']))
$x .= '<a href="?items&filter=cr=91;crs='.$tool['totemCategory'].';crv=0=">'.$tool['name'].'</a>';
else
$x .= $tool['name'];
if (!empty($tools))
$x .= ', ';
else
$x .= '<br />';
}
$x .= '</div></td></tr>';
}
if ($reagents)
{
$x .= '<tr><td>';
$x .= Lang::$spell['reagents'].':<br/><div class="indent q1">';
while ($reagent = array_pop($reagents))
{
$x .= '<a href="?item='.$reagent['id'].'">'.$reagent['name'].'</a>';
if ($reagent['count'] > 1)
$x .= ' ('.$reagent['count'].')';
if(!empty($reagents))
$x .= ', ';
else
$x .= '<br />';
}
$x .= '</div></td></tr>';
}
if($desc && $desc <> '_empty_')
$x .= '<tr><td><span class="q">'.$desc.'</span></td></tr>';
if ($reqWrapper2)
$x .= "</table>";
// append created items (may need improvement)
for ($i = 1; $i <= 3; $i++)
{
if ($cId = $this->curTpl['effect'.$i.'CreateItemId'])
{
$x .= '<br />'.(new ItemList(array(['i.entry', (int)$cId])))->renderTooltip();
break;
}
}
$this->tooltips[$this->id] = $x;
}
return $Id ? $this->tooltips[$Id] : true;
}
public function getTalentHeadForCurrent()
{
// upper: cost :: range
// lower: time :: cooldown
$x = '';
// power cost: pct over static
$cost = '';
if ($this->curTpl['powerCostPercent'] > 0)
$cost .= $this->curTpl['powerCostPercent']."% ".sprintf(Lang::$spell['pctCostOf'], strtolower(Lang::$spell['powerTypes'][$this->curTpl['powerType']]));
else if ($this->curTpl['powerCost'] > 0 || $this->curTpl['powerPerSecond'] > 0 || $this->curTpl['powerCostPerLevel'] > 0)
$cost .= ($this->curTpl['powerType'] == 1 ? $this->curTpl['powerCost'] / 10 : $this->curTpl['powerCost']).' '.ucFirst(Lang::$spell['powerTypes'][$this->curTpl['powerType']]);
// append periodic cost
if ($this->curTpl['powerPerSecond'] > 0)
$cost .= sprintf(Lang::$spell['costPerSec'], $this->curTpl['powerPerSecond']);
// append level cost
if ($this->curTpl['powerCostPerLevel'] > 0)
$cost .= sprintf(Lang::$spell['costPerLevel'], $this->curTpl['powerCostPerLevel']);
// ranges
$range = '';
if ($this->curTpl['rangeMaxHostile'])
{
// minRange exists; show as range
if ($this->curTpl['rangeMinHostile'])
$range .= sprintf(Lang::$spell['range'], $this->curTpl['rangeMinHostile'].' - '.$this->curTpl['rangeMaxHostile']);
// friend and hostile differ; do color
else if ($this->curTpl['rangeMaxHostile'] != $this->curTpl['rangeMaxFriend'])
$range .= sprintf(Lang::$spell['range'], '<span class="q10">'.$this->curTpl['rangeMaxHostile'].'</span> - <span class="q2">'.$this->curTpl['rangeMaxHostile']. '</span>');
// hardcode: "melee range"
else if ($this->curTpl['rangeMaxHostile'] == 5)
$range .= Lang::$spell['meleeRange'];
// regular case
else
$range .= sprintf(Lang::$spell['range'], $this->curTpl['rangeMaxHostile']);
}
// cast times
$time = '';
if ($this->curTpl['interruptFlagsChannel'])
$time .= Lang::$spell['channeled'];
else if ($this->curTpl['castTime'])
$time .= sprintf(Lang::$spell['castIn'], $this->curTpl['castTime'] / 1000);
else if ($this->curTpl['attributes0'] & 0x10) // SPELL_ATTR0_ABILITY instant ability.. yeah, wording thing only
$time .= Lang::$spell['instantPhys'];
else // instant cast
$time .= Lang::$spell['instantMagic'];
// cooldown or categorycooldown
$cool = '';
if ($this->curTpl['recoveryTime'])
$cool.= sprintf(Lang::$game['cooldown'], Util::formatTime($this->curTpl['recoveryTime'], true)).'</th>';
else if ($this->curTpl['recoveryCategory'])
$cool.= sprintf(Lang::$game['cooldown'], Util::formatTime($this->curTpl['recoveryCategory'], true)).'</th>';
// assemble parts
// upper
if ($cost && $range)
$x .= '<table width="100%"><tr><td>'.$cost.'</td><th>'.$range.'</th></tr></table>';
else if ($cost)
$x .= $cost;
else if ($range)
$x .= $range;
if (($cost xor $range) && ($time xor $cool))
$x .= '<br />';
// lower
if ($time && $cool)
$x .= '<table width="100%"><tr><td>'.$time.'</td><th>'.$cool.'</th></tr></table>';
else if ($time)
$x .= $time;
else if ($cool)
$x .= $cool;
return $x;
}
public function getListviewData()
{
// this is going to be .. ""fun""
$data = [];
while ($this->iterate())
{
$data[$this->id] = array(
'name' => $this->getField('name', true),
'icon' => $this->curTpl['iconString'],
'level' => $this->curTpl['baseLevel'],
);
}
return $data;
}
public function addGlobalsToJscript(&$refs)
{
if (!isset($refs['gSpells']))
$refs['gSpells'] = [];
while ($this->iterate())
{
$iconString = isset($this->curTpl['createItemString']) ? 'createItemString' : 'iconString';
$refs['gSpells'][$this->id] = array(
'icon' => $this->curTpl[$iconString],
'name' => $this->getField('name', true),
);
}
}
public function addRewardsToJScript(&$refs) { }
}
?>