mirror of
https://github.com/brian8544/turtle-wow.git
synced 2024-12-27 18:04:35 +00:00
562 lines
20 KiB
PHP
562 lines
20 KiB
PHP
<?php
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require_once('includes/allitems.php');
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require_once('includes/alllocales.php');
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// Available character classes
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define("CLASS_WARRIOR", 1);
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define("CLASS_PALADIN", 2);
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define("CLASS_HUNTER", 4);
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define("CLASS_ROGUE", 8);
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define("CLASS_PRIEST", 16);
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define("CLASS_SHAMAN", 64);
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define("CLASS_MAGE", 128);
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define("CLASS_WARLOCK", 256);
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define("CLASS_DRUID", 1024);
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// Character classes
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$classes = array(
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1 => LOCALE_WARRIOR,
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2 => LOCALE_PALADIN,
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3 => LOCALE_HUNTER,
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4 => LOCALE_ROGUE,
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5 => LOCALE_PRIEST,
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7 => LOCALE_SHAMAN,
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8 => LOCALE_MAGE,
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9 => LOCALE_WARLOCK,
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11 => LOCALE_DRUID
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);
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// Available character races
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define("RACE_HUMAN", 1);
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define("RACE_ORC", 2);
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define("RACE_DWARF", 4);
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define("RACE_NIGHTELF", 8);
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define("RACE_UNDEAD", 16);
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define("RACE_TAUREN", 32);
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define("RACE_GNOME", 64);
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define("RACE_TROLL", 128);
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// Object types
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global $types;
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$types = array(
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1 => 'npc',
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2 => 'object',
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3 => 'item',
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4 => 'itemset',
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5 => 'quest',
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6 => 'spell',
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7 => 'zone',
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8 => 'faction',
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9 => 'talent'
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);
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// Reputation levels
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$reputations = array(
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1 => LOCALE_NEUTRAL,
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3000 => LOCALE_FRIENDLY,
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9000 => LOCALE_HONORED,
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21000 => LOCALE_REVERED,
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42000 => LOCALE_EXALTED
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);
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function sec_to_time($secs)
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{
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$time = array();
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if ($secs >= 3600) {
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$time['h'] = floor($secs / 3600);
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$secs = $secs - $time['h'] * 3600;
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}
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if ($secs >= 60) {
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$time['m'] = floor($secs / 60);
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$secs = $secs - $time['m'] * 60;
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}
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if ($secs > 0)
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$time['s'] = $secs;
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return $time;
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}
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/**
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*
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* @param int $money
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* @return array $coins
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*/
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function money2coins($money)
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{
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$coins = array();
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if ($money >= 10000) {
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$coins['moneygold'] = floor($money / 10000);
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$money = $money - $coins['moneygold'] * 10000;
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}
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if ($money >= 100) {
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$coins['moneysilver'] = floor($money / 100);
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$money = $money - $coins['moneysilver'] * 100;
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}
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if ($money > 0)
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$coins['moneycopper'] = $money;
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return $coins;
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}
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function classes($class)
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{
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$tmp = '';
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if ($class & CLASS_WARRIOR)
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$tmp = LOCALE_WARRIOR;
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if ($class & CLASS_PALADIN)
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if ($tmp)
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$tmp = $tmp . ', ' . LOCALE_PALADIN; else
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$tmp = LOCALE_PALADIN;
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if ($class & CLASS_HUNTER)
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if ($tmp)
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$tmp = $tmp . ', ' . LOCALE_HUNTER; else
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$tmp = LOCALE_HUNTER;
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if ($class & CLASS_ROGUE)
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if ($tmp)
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$tmp = $tmp . ', ' . LOCALE_ROGUE; else
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$tmp = LOCALE_ROGUE;
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if ($class & CLASS_PRIEST)
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if ($tmp)
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$tmp = $tmp . ', ' . LOCALE_PRIEST; else
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$tmp = LOCALE_PRIEST;
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if ($class & CLASS_SHAMAN)
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if ($tmp)
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$tmp = $tmp . ', ' . LOCALE_SHAMAN; else
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$tmp = LOCALE_SHAMAN;
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if ($class & CLASS_MAGE)
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if ($tmp)
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$tmp = $tmp . ', ' . LOCALE_MAGE; else
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$tmp = LOCALE_MAGE;
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if ($class & CLASS_WARLOCK)
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if ($tmp)
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$tmp = $tmp . ', ' . LOCALE_WARLOCK; else
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$tmp = LOCALE_WARLOCK;
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if ($class & CLASS_DRUID)
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if ($tmp)
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$tmp = $tmp . ', ' . LOCALE_DRUID; else
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$tmp = LOCALE_DRUID;
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if ($tmp == LOCALE_WARRIOR . ', ' . LOCALE_PALADIN . ', ' . LOCALE_HUNTER . ', ' . LOCALE_ROGUE
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. ', ' . LOCALE_PRIEST . ', ' . LOCALE_SHAMAN . ', ' . LOCALE_MAGE . ', ' . LOCALE_WARLOCK . ', ' . LOCALE_DRUID)
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return;
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else
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return $tmp;
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}
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function races($race)
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{
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if ($race == (RACE_HUMAN | RACE_ORC | RACE_DWARF | RACE_NIGHTELF | RACE_UNDEAD | RACE_TAUREN | RACE_GNOME | RACE_TROLL) || $race == 0) {
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return array('side' => 3, 'name' => LOCALE_BOTH);
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} elseif ($race == (RACE_ORC | RACE_UNDEAD | RACE_TAUREN | RACE_TROLL)) {
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return array('side' => 2, 'name' => LOCALE_HORDE);
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} elseif ($race == (RACE_HUMAN | RACE_DWARF | RACE_NIGHTELF | RACE_GNOME)) {
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return array('side' => 1, 'name' => LOCALE_ALLIANCE);
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} else {
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$races = array('name' => '', 'side' => 0);
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if ($race & RACE_HUMAN) {
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(($races['side'] == 2) or ($races['side'] == 3)) ? $races['side'] = 3 : $races['side'] = 1;
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if ($races['name'])
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$races['name'] .= ', ';
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$races['name'] .= LOCALE_HUMAN;
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}
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if ($race & RACE_ORC) {
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(($races['side'] == 1) or ($races['side'] == 3)) ? $races['side'] = 3 : $races['side'] = 2;
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if ($races['name'])
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$races['name'] .= ', ';
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$races['name'] .= LOCALE_ORC;
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}
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if ($race & RACE_DWARF) {
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(($races['side'] == 2) or ($races['side'] == 3)) ? $races['side'] = 3 : $races['side'] = 1;
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if ($races['name'])
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$races['name'] .= ', ';
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$races['name'] .= LOCALE_DWARF;
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}
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if ($race & RACE_NIGHTELF) {
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(($races['side'] == 2) or ($races['side'] == 3)) ? $races['side'] = 3 : $races['side'] = 1;
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if ($races['name'])
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$races['name'] .= ', ';
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$races['name'] .= LOCALE_NIGHT_ELF;
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}
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if ($race & RACE_UNDEAD) {
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(($races['side'] == 1) or ($races['side'] == 3)) ? $races['side'] = 3 : $races['side'] = 2;
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if ($races['name'])
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$races['name'] .= ', ';
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$races['name'] .= LOCALE_UNDEAD;
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}
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if ($race & RACE_TAUREN) {
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(($races['side'] == 1) or ($races['side'] == 3)) ? $races['side'] = 3 : $races['side'] = 2;
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if ($races['name'])
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$races['name'] .= ', ';
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$races['name'] .= LOCALE_TAUREN;
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}
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if ($race & RACE_GNOME) {
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(($races['side'] == 2) or ($races['side'] == 3)) ? $races['side'] = 3 : $races['side'] = 1;
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if ($races['name'])
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$races['name'] .= ', ';
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$races['name'] .= LOCALE_GNOME;
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}
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if ($race & RACE_TROLL) {
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(($races['side'] == 1) or ($races['side'] == 3)) ? $races['side'] = 3 : $races['side'] = 2;
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if ($races['name'])
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$races['name'] .= ', ';
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$races['name'] .= LOCALE_TROLL;
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}
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return $races;
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}
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}
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function sum_subarrays_by_key($tab, $key)
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{
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$sum = 0;
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foreach ($tab as $sub_array) {
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$sum += $sub_array[$key];
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}
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return $sum;
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}
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function coord_db2wow($mapid, $x, $y, $global)
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{
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$x = intval($x);
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$y = intval($y);
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// Карты
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global $map_images;
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// Подключение к базе
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global $DB;
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$rows = $DB->select("SELECT * FROM " . AOWOW . ".aowow_zones
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WHERE (mapID=? and x_min<? and x_max>? and y_min<? and y_max>?)",
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$mapid, $x, $x, $y, $y
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);
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foreach ($rows as $numRow => $row) {
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// Сохраяняем имя карты и координаты
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$wow['zone'] = $row['areatableID'];
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$wow['name'] = $row['name_loc' . $_SESSION['locale']];
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// Т.к. в игре координаты начинают отсчёт с левого верхнего угла
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// а в системе координат сервера с правого нижнего,
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// делаем соответствующее преобразование.
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$tx = 100 - ($y - $row["y_min"]) / (($row["y_max"] - $row["y_min"]) / 100);
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$ty = 100 - ($x - $row["x_min"]) / (($row["x_max"] - $row["x_min"]) / 100);
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// А если ещё и с цветом совпала - нах цикл, это всё наше :) Оо
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// Если ещё не загружена - загружаем.
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if (!isset($map_images[$wow['zone']])) {
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$mapname = str_replace("\\", "/", getcwd()) . '/images/tmp/' . $row['areatableID'] . '.png';
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if (file_exists($mapname)) {
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$map_images[$wow['zone']] = @ImageCreateFromPNG($mapname);
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} else {
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// echo "<font color=red>....Map $mapname not found (ID=" . $wow['zone'] . ")</font><br>";
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}
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}
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// Если так и не загрузилась... Возможно такой карты ещё просто нету :)
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if ($map_images[$wow['zone']]) {
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if (@ImageColorAt($map_images[$wow['zone']], round($tx * 10), round($ty * 10)) === 0) {
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break;
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}
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}
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}
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if (count($rows) == 0) {
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// Ничего не найдено. Мб инста??
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$mapid = intval($mapid);
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$row = $DB->selectRow("SELECT *
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FROM " . AOWOW . ".aowow_zones WHERE (mapID=? and x_min=0 and x_max=0 and y_min=0 and y_max=0)", $mapid);
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if ($row) {
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$wow['zone'] = $row['areatableID'];
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$wow['name'] = $row['name_loc' . $_SESSION['locale']];
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} else {
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// echo "<font color=red>....Location for Map with ID=$mapid not found</font><br>";
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return [];
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}
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}
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$wow['x'] = round($tx, 4);
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$wow['y'] = round($ty, 4);
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return $wow;
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}
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// Преобразование целого массива координат
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// Всегда пользовацца только им!
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function mass_coord(&$data)
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{
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// Карты
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global $map_images;
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// Гуиды для эвента
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$guids = array();
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// Объявляем новый массив с преобразованными данными
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$xdata = array();
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// Перебираем по порядку все координаты, посланные функции
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// Если таких же координат (уже преобразованных) ещё нет, добавляем в новый массив
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foreach ($data as $ndata) {
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// Если помимо координат есть ещё данные о респауне, преобразуем их к удобочитаемому виду:
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if (isset($ndata['spawntimesecs'])) {
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$coord_db2wow = coord_db2wow($ndata['m'], $ndata['x'], $ndata['y'], false) ?: array();
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$tmp = array_merge($coord_db2wow, array('r' => sec_to_time($ndata['spawntimesecs'])));
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} else {
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$tmp = coord_db2wow($ndata['m'], $ndata['x'], $ndata['y'], false);
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}
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$tmp['t'] = $ndata['type'];
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$xdata[] = $tmp;
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}
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// Освобождаем всю память выделенную под карты
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// if ($map_images)
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// foreach ($map_images as $map_image)
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// imagedestroy($map_image);
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// Возвращаем новый массив
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return $xdata;
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}
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// Функция информации о фракции
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function factioninfo($id)
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{
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global $DB;
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$faction['name'] = $DB->selectCell('SELECT name_loc' . $_SESSION['locale'] . ' FROM ' . AOWOW . '.aowow_factions WHERE factionID = ?d LIMIT 1', $id);
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$faction['entry'] = $id;
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return $faction;
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}
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// Function, that creates loot_table (without references) from lootid
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// $table - table, in which we search
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// $lootid - loot ident
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// $repetition_factor - repetition factor
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function loot_table($table, $lootid, $max_percent = 100)
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{
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// Все элементы
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global $DB;
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global $loot_groups;
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global $item_cols;
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global $UDWBaseconf;
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$loot = array();
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$groups = array();
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// Мего запрос :)
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$rows = $DB->select('
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SELECT l.ChanceOrQuestChance, l.mincountOrRef, l.maxcount as `d-max`, l.groupid, ?#, i.entry, i.max_count
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{, loc.name_loc?d AS `name_loc`}
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FROM ' . $table . ' l
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LEFT JOIN (' . AOWOW . '.aowow_icons a, ' . WORLD . '.item_template i) ON l.item=i.entry AND a.id=i.display_id
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{LEFT JOIN (' . WORLD . '.locales_item loc) ON loc.entry=i.entry AND ?d}
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WHERE
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l.entry=?d
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{LIMIT ?d}
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', $item_cols[2], ($_SESSION['locale']) ? $_SESSION['locale'] : DBSIMPLE_SKIP, ($_SESSION['locale']) ? 1 : DBSIMPLE_SKIP, $lootid, ($UDWBaseconf['limit'] != 0) ? $UDWBaseconf['limit'] : DBSIMPLE_SKIP
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);
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// Перебираем
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foreach ($rows as $i => $row) {
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if ($row['mincountOrRef'] > 0) {
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// Не ссылка!
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if ($row['groupid'] > 0) {
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// Групповой лут!
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$groups[$row['groupid']][] = array(
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'mincount' => $row['mincountOrRef'],
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'maxcount' => $row['d-max'],
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'percent' => $row['ChanceOrQuestChance'] * $max_percent / 100,
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'item' => iteminfo2($row, 0)
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);
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// Общее число элементов группы с равнозначным шансом
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if (!(isset($group_idx[$row['groupid']]['num-equal'])))
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$group_idx[$row['groupid']]['num-equal'] = 0;
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// Общий шанс дропа для группового лута
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if (!(isset($group_idx[$row['groupid']]['percent'])))
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$group_idx[$row['groupid']]['percent'] = 0;
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// Если шанс дропа=0, значит это равнозначный лут в группе
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// Иначе, увеличиваем зарезервированный шанс для элементов лута с четко определенным шансом дропа
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if ($row['ChanceOrQuestChance'] == 0)
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$group_idx[$row['groupid']]['num-equal']++;
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else
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$group_idx[$row['groupid']]['percent'] += abs($row['ChanceOrQuestChance']);
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} else {
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// old common loot
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$loot[] = array_merge(array(
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'percent' => ($max_percent != 100) ? $max_percent : $row['ChanceOrQuestChance'],
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'mincount' => $row['mincountOrRef'],
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'maxcount' => $row['d-max'],
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'group' => 0
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), iteminfo2($row, 0));
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}
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} else {
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// Ссылка!
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// Вот если это ссылка, то ######
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// Наша задача - вызвать эту же функцию, но с предопределенным значением percent и maxcount
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for ($j = 1; $j <= $row['d-max']; $j++)
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$loot = array_merge($loot, loot_table(WORLD . '.reference_loot_template', -$row['mincountOrRef'], $row['ChanceOrQuestChance']));
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}
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}
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// Iterate group loot
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foreach ($groups as $groupid => $group) {
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foreach ($group as $field => $group_item) {
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if (isset($group_item['item']))
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$loot[] = array_merge(array(
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'mincount' => $group_item['mincount'],
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'maxcount' => $group_item['maxcount'],
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'percent' => ($group_item['percent'] == 0) ? (($max_percent - $group_idx[$groupid]['percent']) / $group_idx[$groupid]['num-equal']) : $group_item['percent'],
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'group' => $loot_groups,
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'grouppercent' => ($group_idx[$groupid]['num-equal'] > 0) ? $max_percent : $group_idx[$groupid]['percent']
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), $group_item['item']);
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}
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$loot_groups++;
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}
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return $loot;
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}
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function loot($table, $lootid)
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{
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global $loot_groups;
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$loot_groups = 1;
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$loot = loot_table($table, $lootid);
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return $loot;
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}
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// Кто дропает
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function drop($table, $item)
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{
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global $DB;
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global $UDWBaseconf;
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$rows = $DB->select('
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SELECT l.ChanceOrQuestChance, l.mincountOrRef, l.maxcount, l.entry
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FROM ' . $table . ' l
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WHERE
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l.item=?
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{LIMIT ?d}
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', $item, ($UDWBaseconf['limit'] != 0) ? $UDWBaseconf['limit'] : DBSIMPLE_SKIP
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);
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$drop = array();
|
||
foreach ($rows as $i => $row) {
|
||
if ($row['mincountOrRef'] > 0) {
|
||
$num = $row['entry'];
|
||
$drop[$num] = array();
|
||
$drop[$num]['percent'] = abs($row['ChanceOrQuestChance']);
|
||
$drop[$num]['mincount'] = $row['mincountOrRef'];
|
||
$drop[$num]['maxcount'] = $row['maxcount'];
|
||
|
||
// We are looking for loot, which refers to this loot
|
||
$refrows = $DB->select('SELECT entry FROM ' . $table . ' WHERE mincountOrRef=? LIMIT 200', -$num);
|
||
foreach ($refrows as $j => $refrow) {
|
||
$num2 = $refrow['entry'];
|
||
$drop[$num2] = array();
|
||
$drop[$num2]['percent'] = abs($row['ChanceOrQuestChance']);
|
||
$drop[$num2]['mincount'] = $row['mincountOrRef'];
|
||
$drop[$num2]['maxcount'] = $row['maxcount'];
|
||
}
|
||
}
|
||
}
|
||
return $drop;
|
||
}
|
||
|
||
// позиция
|
||
function position($id, $type)
|
||
{
|
||
global $smarty, $exdata, $zonedata, $DB;
|
||
|
||
$data = $DB->select('SELECT guid, map AS m, position_x AS x, position_y AS y, spawntimesecsmin, {movement_type AS ?#, }"0" AS `type` FROM ' . WORLD . '.' . $type . ' WHERE id = ?d GROUP BY ROUND(x,-2), ROUND(y,-2) ORDER BY x,y', ($type == 'gameobject' ? DBSIMPLE_SKIP : 'mt'), $id);
|
||
|
||
if ($id == '11583') { //nefarian
|
||
return ['zone' => '[2677]'];
|
||
}
|
||
|
||
if ($type <> 'gameobject') {
|
||
$wpWalkingCreaturesGuids = array();
|
||
foreach ($data as $spawnid => $spawn) {
|
||
if ($spawn['mt'] == 2)
|
||
$wpWalkingCreaturesGuids[] = $spawn['guid'];
|
||
}
|
||
if ($wpWalkingCreaturesGuids) {
|
||
$wps = $DB->select('SELECT c.map AS m, m.position_x AS x, m.position_y AS y, "3" AS `type` FROM ' . WORLD . '.creature_movement m, ' . WORLD . '.creature c WHERE m.id = c.guid AND m.id IN (?a) GROUP BY ROUND(x,-2), ROUND(y,-2) ORDER BY x,y', $wpWalkingCreaturesGuids);
|
||
$data = array_merge($data, $wps);
|
||
}
|
||
}
|
||
|
||
if (count($data) > 0) {
|
||
$map = $data[0]['m'];
|
||
$data = mass_coord($data);
|
||
|
||
if (!isset($data[0]['zone'])) {
|
||
$m_data = $DB->select("SELECT *
|
||
FROM map_template
|
||
WHERE entry = ?", $map)[0];
|
||
$data = [
|
||
[
|
||
'zone' => $map,
|
||
'name' => $m_data['map_name'],
|
||
't' => '0'
|
||
]
|
||
];
|
||
}
|
||
|
||
// Сортируем массив. Зачем???
|
||
if ($data)
|
||
sort($data);
|
||
|
||
// Во временную переменную tmp заносим номер локации
|
||
$j = 0;
|
||
$tmp = $data[$j]['zone'];
|
||
// Номер массива
|
||
$n = 0;
|
||
$k = 0;
|
||
$real_count = 0;
|
||
|
||
$zonedata[$n] = array();
|
||
$zonedata[$n]['zone'] = $data[$j]['zone'];
|
||
$zonedata[$n]['name'] = $data[$j]['name'];
|
||
|
||
for ($j = 0; $j < count($data); $j++) {
|
||
// Если изменился номер карты, то начинаем новый массив
|
||
if ($tmp != $data[$j]['zone']) {
|
||
// Количество объектов на зоне
|
||
$zonedata[$n]['count'] = $k;
|
||
$n++;
|
||
$exdata[$n] = array();
|
||
$zonedata[$n] = array();
|
||
$tmp = $data[$j]['zone'];
|
||
// Заносим номер зоны в список зон
|
||
$zonedata[$n]['zone'] = $data[$j]['zone'];
|
||
// TODO: Заносим название зоны в список зон
|
||
$zonedata[$n]['name'] = $data[$j]['name'];
|
||
$k = 0;
|
||
$real_count = 0;
|
||
}
|
||
$exdata[$n][$k] = array();
|
||
$exdata[$n][$k] = $data[$j];
|
||
$k++;
|
||
|
||
if ($data[$j]['t'] <> 3) // Waypoint
|
||
$real_count++;
|
||
}
|
||
|
||
// Количество объектов на зоне
|
||
$zonedata[$n]['count'] = $real_count;
|
||
|
||
// Сортировка массивов по количеству объектов на зоне.
|
||
for ($i = 0; $i <= $n; $i++) {
|
||
for ($j = $i; $j <= $n; $j++) {
|
||
if ($zonedata[$j]['count'] > $zonedata[$i]['count']) {
|
||
unset($tmp);
|
||
$tmp = $zonedata[$i];
|
||
$zonedata[$i] = $zonedata[$j];
|
||
$zonedata[$j] = $tmp;
|
||
unset($tmp);
|
||
$tmp = $exdata[$i];
|
||
$exdata[$i] = $exdata[$j];
|
||
$exdata[$j] = $tmp;
|
||
}
|
||
}
|
||
}
|
||
|
||
$smarty->assign('zonedata', $zonedata);
|
||
$smarty->assign('exdata', $exdata);
|
||
}
|
||
|
||
return $zonedata;
|
||
}
|