Files
aowow/includes/class.spell.php
Sarjuuk 8a9d984eda featurecomplete spellparsing? MADNESS!
jk, it's probably not complete ... and probably even worse to understand than the previous version, BUT

 - it documents all variables, constructs and functions i've seen used
 - it can and will evaluate variables from SpellDescriptionVariables.dbc
 - it will try to solve formulas as far as possible and respect modifiers for float-precision
   e.g.: ${(1+6)/3}.2 should resolve to 2.33

what's missing: the if-constructs that check for auras and known spells may be parsed to html-comments and manipulated by javascript .. welllllow priority
2013-03-04 22:58:28 +01:00

1257 lines
51 KiB
PHP

<?php
if (!defined('AOWOW_REVISION'))
die('illegal access');
class Spell extends BaseType
{
public $tooltip = '';
public $buff = '';
private $spellVars = [];
private $refSpells = [];
protected $setupQuery = 'SELECT * FROM ?_spell WHERE Id = ?d';
// use if you JUST need the name
public static function getName($id)
{
$n = DB::Aowow()->SelectRow('SELECT * FROM ?_spell WHERE id = ?d', $id );
return Util::localizedString($n, 'name');
}
// end static use
// required for item-sets-bonuses and socket-bonuses
public function getStatGain()
{
$stats = [];
for ($i = 1; $i <= 3; $i++)
{
if (!in_array($this->template["effect".$i."AuraId"], [13, 22, 29, 34, 35, 83, 84, 85, 99, 124, 135, 143, 158, 161, 189, 230, 235, 240, 250]))
continue;
$mv = $this->template["effect".$i."MiscValue"];
$bp = $this->template["effect".$i."BasePoints"] + 1;
switch ($this->template["effect".$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;
}
}
return $stats;
}
// description-, buff-parsing component
private function resolveEvaluation($formula, $level)
{
// todo: define unresolvable texts like AP, MHW, ect
$pl = $PL = $level;
$PlayerName = Lang::$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, $level)
{
$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 Spell($lookup);
switch ($var)
{
case 'a': // EffectRadiusMin
case 'A': // EffectRadiusMax (ToDo)
if ($lookup)
$base = $this->refSpells[$lookup]->template['effect'.$effIdx.'RadiusMax'];
else
$base = $this->template['effect'.$effIdx.'RadiusMax'];
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
case 'b': // PointsPerComboPoint
case 'B':
if ($lookup)
$base = $this->refSpells[$lookup]->template['effect'.$effIdx.'PointsPerComboPoint'];
else
$base = $this->template['effect'.$effIdx.'PointsPerComboPoint'];
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
/* where the heck is this var...?
case 'c': // BasePoints (raw)
if ($lookup > 0 && $exprData[0])
$spell = DB::Aowow()->selectRow('SELECT effect'.$exprData[0].'BasePoints, effect'.$exprData[0].'AuraId, effect'.$exprData[0].'MiscValue FROM ?_spell WHERE id=? LIMIT 1', $lookup);
else
$spell = $this->template;
$base = $spell['effect'.$exprData[0].'BasePoints'] + 1;
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
{
$equation = $base.$op.$oparg;
eval("\$base = $equation;");
}
// Aura giving combat ratings (click-interactive)
$rType = 0;
if ($spell['effect'.$exprData[0].'AuraId'] == 189)
{
$mv = $spell['effect'.$exprData[0].'MiscValue'];
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)
$str .= '<!--rtg'.$rType.'-->'.$base."&nbsp;<small>(".Util::setRatingLevel($level, $rType, $base).")</small>";
else
$str .= $base;
$lastvalue = $base;
break;
*/
case 'd': // SpellDuration
case 'D': // todo: min/max?
if ($lookup)
$base = $this->refSpells[$lookup]->template['duration'];
else
$base = $this->template['duration'];
if ($base < 0)
return Lang::$spell['untilCanceled'];
if ($op && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return Util::formatTime($base, true);
case 'e': // EffectValueMultiplier
case 'E':
if ($lookup)
$base = $this->refSpells[$lookup]->template['effect'.$effIdx.'ValueMultiplier'];
else
$base = $this->template['effect'.$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]->template['effect'.$effIdx.'DamageMultiplier'];
else
$base = $this->template['effect'.$effIdx.'DamageMultiplier'];
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
case 'g': // boolean choice with casters gender as condition $gX:Y;
case 'G':
return '&gt;'.$switch[0].'/'.$switch[1].'&lt;';
case 'h': // ProcChance
case 'H':
if ($lookup)
$base = $this->refSpells[$lookup]->template['procChance'];
else
$base = $this->template['procChance'];
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
case 'i': // MaxAffectedTargets
case 'I':
if ($lookup)
$base = $this->refSpells[$lookup]->template['targets'];
else
$base = $this->template['targets'];
if (in_array($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]->template['effect'.$effIdx.'BasePoints'];
$add = $this->refSpells[$lookup]->template['effect'.$effIdx.'DieSides'];
$mv = $this->refSpells[$lookup]->template['effect'.$effIdx.'MiscValue'];
$aura = $this->refSpells[$lookup]->template['effect'.$effIdx.'AuraId'];
}
else
{
$base = $this->template['effect'.$effIdx.'BasePoints'];
$add = $this->template['effect'.$effIdx.'DieSides'];
$mv = $this->template['effect'.$effIdx.'MiscValue'];
$aura = $this->template['effect'.$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)
return '<!--rtg'.$rType.'-->'.abs($base)."&nbsp;<small>(".Util::setRatingLevel($level, $rType, abs($base)).")</small>";
else
return abs($base);
case 'n': // ProcCharges
case 'N':
if ($lookup)
$base = $this->refSpells[$lookup]->template['procCharges'];
else
$base = $this->template['procCharges'];
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
case 'o': // TotalAmount for periodic auras (with variance)
case 'O':
if ($lookup)
{
$base = $this->refSpells[$lookup]->template['effect'.$effIdx.'BasePoints'];
$add = $this->refSpells[$lookup]->template['effect'.$effIdx.'DieSides'];
$periode = $this->refSpells[$lookup]->template['effect'.$effIdx.'Periode'];
$duration = $this->refSpells[$lookup]->template['duration'];
}
else
{
$base = $this->template['effect'.$effIdx.'BasePoints'];
$add = $this->template['effect'.$effIdx.'DieSides'];
$periode = $this->template['effect'.$effIdx.'Periode'];
$duration = $this->template['duration'];
}
if (!$periode)
$periode = 3000;
$tick = $duration / $periode;
return (abs($base + 1) * $tick) . ($add > 1 ? Lang::$game['valueDelim'] . (abs($base + $add) * $tick) : null);
case 'q': // EffectMiscValue
case 'Q':
if ($lookup)
$base = $this->refSpells[$lookup]->template['effect'.$effIdx.'MiscValue'];
else
$base = $this->template['effect'.$effIdx.'MiscValue'];
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
case 'r': // SpellRange
case 'R':
if ($lookup)
$base = $this->refSpells[$lookup]->template['rangeMaxHostile'];
else
$base = $this->template['rangeMaxHostile'];
if (in_array($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]->template['effect'.$effIdx.'BasePoints'];
$add = $this->refSpells[$lookup]->template['effect'.$effIdx.'DieSides'];
$mv = $this->refSpells[$lookup]->template['effect'.$effIdx.'MiscValue'];
$aura = $this->refSpells[$lookup]->template['effect'.$effIdx.'AuraId'];
}
else
{
$base = $this->template['effect'.$effIdx.'BasePoints'];
$add = $this->template['effect'.$effIdx.'DieSides'];
$mv = $this->template['effect'.$effIdx.'MiscValue'];
$aura = $this->template['effect'.$effIdx.'AuraId'];
}
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 && $add <= 1)
return '<!--rtg'.$rType.'-->'.abs($base + 1)."&nbsp;<small>(".Util::setRatingLevel($level, $rType, abs($base + 1)).")</small>";
else
return abs($base + 1) . ($add > 1 ? Lang::$game['valueDelim'] . abs($base + $add) : null);
case 't': // Periode
case 'T':
if ($lookup)
$base = $this->refSpells[$lookup]->template['effect'.$effIdx.'Periode'] / 1000;
else
$base = $this->template['effect'.$effIdx.'Periode'] / 1000;
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
case 'u': // StackCount
case 'U':
if ($lookup)
$base = $this->refSpells[$lookup]->template['stackAmount'];
else
$base = $this->template['stackAmount'];
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
case 'v': // MaxTargetLevel
case 'V':
if ($lookup)
$base = $this->refSpells[$lookup]->template['MaxTargetLevel'];
else
$base = $this->template['MaxTargetLevel'];
if (in_array($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]->template['effect'.$effIdx.'ChainTarget'];
else
$base = $this->template['effect'.$effIdx.'ChainTarget'];
if (in_array($op, $signs) && is_numeric($oparg) && is_numeric($base))
eval("\$base = $base.$op.$oparg;");
return abs($base);
case 'z': // HomeZone
return Lang::$spell['home'];
}
}
// description-, buff-parsing component
private function resolveFormulaString($formula, $precision = 0, $level)
{
// step 1: formula unpacking redux
while (($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, $level);
$formula = substr_replace($formula, $formOutStr, $formStartPos, ($formCurPos - $formStartPos));
}
// step 2: resolve variables
$pos = 0; // continue strpos-search from this offset
$str = '';
while (($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]);
$str .= $this->resolveVariableString($result, $level);
}
$str .= substr($formula, $pos);
$str = str_replace('#', '$', $str); // reset marks
// step 3: try to evaluate result
$evaled = $this->resolveEvaluation($str, $level);
return (int)$evaled ? round($evaled, $precision) : $evaled;
}
// should probably used only once to create ?_spell. come to think of it, it yields the same results every time.. it absolutely has to!
// although it seems to be pretty fast, even on those pesky test-spells with extra complex tooltips (Ron Test Spell X))
public function parseText($type = 'description', $level = MAX_LEVEL)
{
/* 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
*/
// step 0: get text
$data = Util::localizedString($this->template, $type);
if (empty($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->template['spellDescriptionVariableId'] > 0)
{
$spellVars = DB::Aowow()->SelectCell('SELECT vars FROM ?_spellVariables WHERE id = ?d', $this->template['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
$formCurPos++;
}
// check for precision-modifiers .. yes, the precrements fullfill a role!
if ($formCurPos + 2 < strlen($data) && $data[++$formCurPos] == '.')
if ($prec = $data[++$formCurPos])
{
$formPrecision = (int)$prec;
++$formCurPos; // for some odd reason the precision decimal survives if wo dont increment further..
}
$formOutStr = $this->resolveFormulaString($formOutStr, $formPrecision, $level);
$data = substr_replace($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]);
$str .= $this->resolveVariableString($result, $level);
}
$str .= substr($data, $pos);
$str = str_replace('#', '$', $str); // reset marks
// step 5: variable-depentant variable-text
// special case $lONE:ELSE;
while (preg_match('/([\d\.]+) \$l([\w\s]*):([\w\s]*);/i', $str, $m))
$str = str_replace($m[1].' $l'.$m[2].':'.$m[3].';', $m[1].' '.($m[1] == 1 ? $m[2] : $m[3]), $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 $str;
}
public function getBuff()
{
// doesn't have a buff
if (!Util::localizedString($this->template, 'buff'))
return '';
$x = '<table><tr>';
// spellName
$x .= '<td><b class="q">'.Util::localizedString($this->template, 'name').'</b></td>';
// dispelType (if applicable)
if ($dispel = Lang::$game['di'][$this->template['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->template['duration'])
$x .= '<span class="q">'.sprintf(Lang::$spell['remaining'], Util::formatTime($this->template['duration'])).'<span>';
$x .= '</td></tr></table>';
$this->buff = $x;
return $this->buff;
}
public function getTooltip()
{
// get reagents
$reagents = [];
for ($j = 1; $j <= 8; $j++)
{
if($this->template['reagent'.$j] <= 0)
continue;
$reagents[] = array(
'id' => $this->template['reagent'.$j],
'name' => Item::getName($this->template['reagent'.$j]),
'count' => $this->template['reagentCount'.$j] // if < 0 : require, but don't use
);
}
$reagents = array_reverse($reagents);
// get tools
$tools = [];
for ($i = 1; $i <= 2; $i++)
{
// Tools
if ($this->template['tool'.$i])
$tools[$i-1] = array('itemId' => $this->template['tool'.$i], 'name' => Item::getName($this->template['tool'.$i]));
// TotemCategory
if ($this->template['toolCategory'.$i])
{
$tc = DB::Aowow()->selectRow('SELECT * FROM aowow_totemcategory WHERE id = ?d', $this->template['toolCategory'.$i]);
$tools[$i+1] = array('categoryMask' => $tc['categoryMask'], 'name' => Util::localizedString($tc, 'name'));
}
}
$tools = array_reverse($tools);
// get description
$desc = $this->parseText('description');
$reqWrapper = $this->template['rangeMaxHostile'] && ($this->template['powerCost'] > 0 || $this->template['powerCostPercent'] > 0);
$reqWrapper2 = $reagents ||$tools || $desc;
$x = '';
$x .= '<table><tr><td>';
$rankText = Util::localizedString($this->template, 'rank');
if (!empty($rankText))
$x .= '<table width="100%"><tr><td>';
// name
$x .= '<b>'.Util::localizedString($this->template, 'name').'</b>';
// rank
if (!empty($rankText))
$x .= '<br /></td><th><b class="q0">'.$rankText.'</b></th></tr></table>';
if ($reqWrapper)
$x .= '<table width="100%"><tr><td>';
// check for custom PowerDisplay
$pt = $this->template['powerDisplayString'] ? $this->template['powerDisplayString'] : $this->template['powerType'];
// power cost: pct over static
if ($this->template['powerCostPercent'] > 0)
$x .= $this->template['powerCostPercent']."% ".sprintf(Lang::$spell['pctCostOf'], strtolower(Lang::$spell['powerTypes'][$pt]));
else if ($this->template['powerCost'] > 0 || $this->template['powerPerSecond'] > 0 || $this->template['powerCostPerLevel'] > 0)
$x .= ($pt == 1 ? $this->template['powerCost'] / 10 : $this->template['powerCost']).' '.ucFirst(Lang::$spell['powerTypes'][$pt]);
// append periodic cost
if ($this->template['powerPerSecond'] > 0)
$x .= sprintf(Lang::$spell['costPerSec'], $this->template['powerPerSecond']);
// append level cost
if ($this->template['powerCostPerLevel'] > 0)
$x .= sprintf(Lang::$spell['costPerLevel'], $this->template['powerCostPerLevel']);
$x .= '<br />';
if ($reqWrapper)
$x .= '</td><th>';
// ranges
if ($this->template['rangeMaxHostile'])
{
// minRange exists; show as range
if ($this->template['rangeMinHostile'])
$x .= sprintf(Lang::$spell['range'], $this->template['rangeMinHostile'].' - '.$this->template['rangeMaxHostile']).'<br />';
// friend and hostile differ; do color
else if ($this->template['rangeMaxHostile'] != $this->template['rangeMaxFriend'])
$x .= sprintf(Lang::$spell['range'], '<span class="q10">'.$this->template['rangeMaxHostile'].'</span> - <span class="q2">'.$this->template['rangeMaxHostile']. '</span>').'<br />';
// hardcode: "melee range"
else if ($this->template['rangeMaxHostile'] == 5)
$x .= Lang::$spell['meleeRange'].'<br />';
// regular case
else
$x .= sprintf(Lang::$spell['range'], $this->template['rangeMaxHostile']).'<br />';
}
if ($reqWrapper)
$x .= '</th></tr></table>';
$x .= '<table width="100%"><tr><td>';
// cast times
if ($this->template['interruptFlagsChannel'])
$x .= Lang::$spell['channeled'];
else if ($this->template['castTime'])
$x .= sprintf(Lang::$spell['castIn'], $this->template['castTime'] / 1000);
else if ($this->template['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->template['recoveryTime'])
$x.= '<th>'.sprintf(Lang::$game['cooldown'], Util::formatTime($this->template['recoveryTime'], true)).'</th>';
else if ($this->template['recoveryCategory'])
$x.= '<th>'.sprintf(Lang::$game['cooldown'], Util::formatTime($this->template['recoveryCategory'], true)).'</th>';
$x .= '</tr>';
if ($this->template['stanceMask'])
$x.= '<tr><td colspan="2">'.Lang::$game['requires'].' '.Lang::getStances($this->template['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>";
$this->tooltip = $x;
return $this->tooltip;
}
public function getTalentHead()
{
// upper: cost :: range
// lower: time :: cool
$x = '';
// power cost: pct over static
$cost = '';
if ($this->template['powerCostPercent'] > 0)
$cost .= $this->template['powerCostPercent']."% ".sprintf(Lang::$spell['pctCostOf'], strtolower(Lang::$spell['powerTypes'][$this->template['powerType']]));
else if ($this->template['powerCost'] > 0 || $this->template['powerPerSecond'] > 0 || $this->template['powerCostPerLevel'] > 0)
$cost .= ($this->template['powerType'] == 1 ? $this->template['powerCost'] / 10 : $this->template['powerCost']).' '.ucFirst(Lang::$spell['powerTypes'][$this->template['powerType']]);
// append periodic cost
if ($this->template['powerPerSecond'] > 0)
$cost .= sprintf(Lang::$spell['costPerSec'], $this->template['powerPerSecond']);
// append level cost
if ($this->template['powerCostPerLevel'] > 0)
$cost .= sprintf(Lang::$spell['costPerLevel'], $this->template['powerCostPerLevel']);
// ranges
$range = '';
if ($this->template['rangeMaxHostile'])
{
// minRange exists; show as range
if ($this->template['rangeMinHostile'])
$range .= sprintf(Lang::$spell['range'], $this->template['rangeMinHostile'].' - '.$this->template['rangeMaxHostile']);
// friend and hostile differ; do color
else if ($this->template['rangeMaxHostile'] != $this->template['rangeMaxFriend'])
$range .= sprintf(Lang::$spell['range'], '<span class="q10">'.$this->template['rangeMaxHostile'].'</span> - <span class="q2">'.$this->template['rangeMaxHostile']. '</span>');
// hardcode: "melee range"
else if ($this->template['rangeMaxHostile'] == 5)
$range .= Lang::$spell['meleeRange'];
// regular case
else
$range .= sprintf(Lang::$spell['range'], $this->template['rangeMaxHostile']);
}
// cast times
$time = '';
if ($this->template['interruptFlagsChannel'])
$time .= Lang::$spell['channeled'];
else if ($this->template['castTime'])
$time .= sprintf(Lang::$spell['castIn'], $this->template['castTime'] / 1000);
else if ($this->template['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->template['recoveryTime'])
$cool.= sprintf(Lang::$game['cooldown'], Util::formatTime($this->template['recoveryTime'], true)).'</th>';
else if ($this->template['recoveryCategory'])
$cool.= sprintf(Lang::$game['cooldown'], Util::formatTime($this->template['recoveryCategory'], true)).'</th>';
// assemble parts
// upper
if ($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()
{
return array(
'id' => $this->Id,
'name' => Util::localizedString($this->template, 'name'),
);
}
public function addGlobalsToJScript(&$gSpells)
{
// if the spell creates an item use the itemIcon instead
if ($this->template['effect1CreateItemId'])
{
$item = new Item($this->template['effect1CreateItemId']);
$iconString = $item->template['icon'];
}
else
$iconString = $this->template['iconString'];
$gSpells[$this->Id] = array(
'icon' => $iconString,
'name' => Util::localizedString($this->template, 'name'),
);
}
}
class SpellList extends BaseTypeList
{
protected $setupQuery = 'SELECT *, Id AS ARRAY_KEY FROM ?_spell WHERE [filter] [cond] GROUP BY id';
public function __construct($conditions)
{
// may be called without filtering
if (class_exists('SpellFilter'))
{
$this->filter = new SpellFilter();
if (($fiData = $this->filter->init()) === false)
return;
}
parent::__construct($conditions);
}
}
?>