<?php

require_once 'config.php';
$cartEntityId = $_GET['entity_id'];
/**
 * @param $cartEntityId
 * @return bool
 *
 */
function removeItem($cartEntityId)
{
    global $DB;
    try {
        $stmt = $DB->prepare("DELETE FROM cart WHERE entity_id = :cartEntityId ");
        $stmt->bindParam(':cartEntityId', $cartEntityId);
        return $stmt->execute();
    } catch (Exception $e) {
    }
}
$removeStatus = removeItem($cartEntityId);
if ($removeStatus) {
    header("location:cart_page.php");
    exit;
}
Exemple #2
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         require_once 'mycart.php';
         require_once 'footer.php';
     }
     break;
 case "compatibleJSON":
     $id = isset($_GET['id']) != null ? $_GET['id'] : "";
     getBrandCompatibleMakes($id);
     break;
 case "updateQTY":
     if (isset($_POST['cpID']) != null && isset($_POST['Qty']) != null) {
         echo updateQTY($_POST['cpID'], $_POST['Qty']);
     }
     break;
 case "removeItem":
     if (isset($_POST['cpID']) != null) {
         echo removeItem($_POST['cpID']);
     }
     break;
 case "logout":
     session_destroy();
     header('Location: index.php?action=home');
     break;
 case "myaccount":
     if (isLoggedin()) {
         $pageTitle = "AlgimStore - My Account";
         require_once 'header.php';
         require_once 'myaccount.php';
         require_once 'footer.php';
     } else {
         header('Location: index.php?action=login');
     }
Exemple #3
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     } else {
         $turn_cost = 0;
         $generic_state_change = "__TARGET__ is already {$state}.";
     }
 } else {
     if ($command == 'Kampo') {
         $covert = true;
         // *** Get Special Items From Inventory ***
         $user_id = self_char_id();
         $root_item_type = 7;
         $itemCount = query_item('SELECT sum(amount) AS c FROM inventory WHERE owner = :owner AND item_type = :type GROUP BY item_type', array(':owner' => $user_id, ':type' => $root_item_type));
         $turn_cost = min($itemCount, $starting_turns - 1, 2);
         // Costs 1 or two depending on the number of items.
         if ($turn_cost && $itemCount > 0) {
             // *** If special item count > 0 ***
             removeItem($user_id, 'ginsengroot', $itemCount);
             add_item($user_id, 'tigersalve', $itemCount);
             $generic_skill_result_message = 'With intense focus you grind the ' . $itemCount . ' roots into potent formulas.';
         } else {
             // *** no special items, give error message ***
             $turn_cost = 0;
             $generic_skill_result_message = 'You do not have the necessary ginsengroots or energy to create any Kampo formulas.';
         }
     } else {
         if ($command == 'Poison Touch') {
             $covert = true;
             $target->addStatus(POISON);
             $target->addStatus(WEAKENED);
             // Weakness kills strength.
             $target_damage = rand($poisonMinimum, $poisonMaximum);
             $victim_alive = $target->subtractHealth($target_damage);
    {
        return $this->productName;
    }
    public function getPrice()
    {
        return $this->price;
    }
}
$products = array(1 => new Product(1, "SuperWidget", 19.99), 2 => new Product(2, "MegaWidget", 29.99), 3 => new Product(3, "WonderWidget", 39.99));
if (!isset($_SESSION["cart"])) {
    $_SESSION["cart"] = array();
}
if (isset($_GET["action"]) and $_GET["action"] == "addItem") {
    addItem();
} elseif (isset($_GET["action"]) and $_GET["action"] == "removeItem") {
    removeItem();
} else {
    displayCart();
}
function addItem()
{
    global $products;
    if (isset($_GET["productId"]) and $_GET["productId"] >= 1 and $_GET["productId"] <= 3) {
        $productId = (int) $_GET["productId"];
        if (!isset($_SESSION["cart"][$productId])) {
            $_SESSION["cart"][$productId] = $products[$productId];
        }
    }
    session_write_close();
    header("Location: shopping_cart.php");
}
Exemple #5
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function craftItem($PID, $BID, $BID2)
{
    $conn = conDB();
    $IID = getIID($PID, $BID);
    $IID2 = getIID($PID, $BID2);
    $newIID = checkRecipe($IID, $IID2);
    if ($newIID != 0) {
        $R1 = removeItem($PID, $IID, 1);
        $sql = "SELECT * FROM craftrecipe WHERE (ItemID1='{$IID}' AND ItemID2='{$IID2}') OR (ItemID2='{$IID}' AND ItemID1='{$IID2}')";
        $result = mysqli_query($conn, $sql);
        $row = $result->fetch_assoc();
        $min = $row["Min"];
        $max = $row["Max"];
        $DIFF = $row["Difficulty"];
        $LVL = $row["LVL"];
        $SKID = $row["SkillID"];
        if ($R1 == 0) {
            $R2 = removeItem($PID, $IID2, 1);
            if ($R2 == 0) {
                $skill = performAct($PID, $SKID, $DIFF, $LVL);
                if ($skill == true) {
                    if ($min != $max) {
                        $QUANT = rand($min, $max);
                    } else {
                        $QUANT = $max;
                    }
                    AddtoLog($PID, "You successfully Crafted an Item!", 0, 1);
                    grantItem($PID, $newIID, $QUANT);
                }
                AddtoLog($PID, "You were unable to Craft the item.", 0, 0);
            }
        }
    }
}
            $array[] = $item;
        }
    } else {
        printf("no results!");
    }
    mysqli_free_result($result);
    return $array;
}
$con = mysqli_connect("dbhost.cs.man.ac.uk", "mbbx9mg3", "Fincherz+2013") or die("Error " . mysqli_error($link));
mysqli_select_db($con, "mbbx9mg3");
if (isset($_POST["submit_button"])) {
    $itemsList = $_POST['items'];
    $message = "";
    foreach ($_POST['items'] as $check) {
        $newItemID = getItemID($check, $con);
        removeItem($newItemID, $con);
    }
    $message = "Removed Successfully!";
}
// isInserted
$array = selectItems($con);
mysqli_close($con);
?>
<!DOCTYPE html>
<!--
To change this license header, choose License Headers in Project Properties.
To change this template file, choose Tools | Templates
and open the template in the editor.
-->
<html>
    <head>
 public function testIndexDoesNotErrorWithoutItem()
 {
     removeItem($this->char->id(), self::ITEM);
     $result = $this->controller->index();
     $this->assertNotEmpty($result);
 }
 /**
  * Use an item on a target
  * @note /use/ is aliased to useItem externally because use is a php reserved keyword
  */
 public function useItem($give = false, $self_use = false)
 {
     // Formats are:
     // http://nw.local/item/self_use/amanita/
     // http://nw.local/item/use/shuriken/10/
     // http://nw.local/item/give/shuriken/10/
     // http://nw.local/item/use/shuriken/156001/
     $slugs = $this->parse_slugs($give, $self_use);
     // Pull the parsed slugs
     $link_back = $slugs['link_back'];
     $selfTarget = $slugs['selfTarget'];
     $item_in = $slugs['item_in'];
     // Item identifier, either it's id or internal name
     $in_target = $slugs['in_target'];
     $give = $slugs['give'];
     $target = $in_target;
     if (positive_int($in_target)) {
         $target_id = positive_int($target);
     } else {
         $target_id = get_char_id($target);
     }
     $give = in_array($give, array('on', 'Give'));
     $player = new Player(self_char_id());
     $victim_alive = true;
     $using_item = true;
     $item_used = true;
     $stealthLost = false;
     $error = false;
     $suicide = false;
     $kill = false;
     $repeat = false;
     $ending_turns = null;
     $turns_change = null;
     $turns_to_take = null;
     $gold_mod = NULL;
     $result = NULL;
     $targetResult = NULL;
     // result message to send to target of item use
     $targetName = '';
     $targetHealth = '';
     $bountyMessage = '';
     $resultMessage = '';
     $alternateResultMessage = '';
     if ($item_in == (int) $item_in && is_numeric($item_in)) {
         // Can be cast to an id.
         $item = $item_obj = getItemByID($item_in);
     } elseif (is_string($item_in)) {
         $item = $item_obj = $this->getItemByIdentity($item_in);
     } else {
         $item = null;
     }
     if (!is_object($item)) {
         return new RedirectResponse(WEB_ROOT . 'inventory?error=noitem');
     } else {
         $item_count = $this->itemCount($player->id(), $item);
         // Check whether use on self is occurring.
         $self_use = $selfTarget || $target_id === $player->id();
         if ($self_use) {
             $target = $player->name();
             $targetObj = $player;
         } else {
             if ($target_id) {
                 $targetObj = new Player($target_id);
                 $target = $targetObj->name();
             }
         }
         $starting_turns = $player->turns;
         $username_turns = $starting_turns;
         $username_level = $player->level;
         if ($targetObj instanceof Player && $targetObj->id()) {
             $targets_turns = $targetObj->turns;
             $targets_level = $targetObj->level;
             $target_hp = $targetObj->health;
         } else {
             $targets_turns = $targets_level = $target_hp = null;
         }
         $max_power_increase = 10;
         $level_difference = $targets_level - $username_level;
         $level_check = $username_level - $targets_level;
         $near_level_power_increase = $this->nearLevelPowerIncrease($level_difference, $max_power_increase);
         // Sets the page to link back to.
         if ($target_id && ($link_back == "" || $link_back == 'player') && $target_id != $player->id()) {
             $return_to = 'player';
         } else {
             $return_to = 'inventory';
         }
         // Exceptions to the rules, using effects.
         if ($item->hasEffect('wound')) {
             // Minor damage by default items.
             $item->setTargetDamage(rand(1, $item->getMaxDamage()));
             // DEFAULT, overwritable.
             // e.g. Shuriken slices, for some reason.
             if ($item->hasEffect('slice')) {
                 // Minor slicing damage.
                 $item->setTargetDamage(rand(1, max(9, $player->getStrength() - 4)) + $near_level_power_increase);
             }
             // Piercing weapon, and actually does any static damage.
             if ($item->hasEffect('pierce')) {
                 // Minor static piercing damage, e.g. 1-50 plus the near level power increase.
                 $item->setTargetDamage(rand(1, $item->getMaxDamage()) + $near_level_power_increase);
             }
             // Increased damage from damaging effects, minimum of 20.
             if ($item->hasEffect('fire')) {
                 // Major fire damage
                 $item->setTargetDamage(rand(20, $player->getStrength() + 20) + $near_level_power_increase);
             }
         }
         // end of wounds section.
         // Exclusive speed/slow turn changes.
         if ($item->hasEffect('slow')) {
             $item->setTurnChange(-1 * $this->caltropTurnLoss($targets_turns, $near_level_power_increase));
         } else {
             if ($item->hasEffect('speed')) {
                 $item->setTurnChange($item->getMaxTurnChange());
             }
         }
         $turn_change = $item_obj->getTurnChange();
         $itemName = $item->getName();
         $itemType = $item->getType();
         $article = self::getIndefiniteArticle($item_obj->getName());
         if ($give) {
             $turn_cost = 1;
             $using_item = false;
         } else {
             $turn_cost = $item->getTurnCost();
         }
         // Attack Legal section
         $attacker = $player->name();
         $params = ['required_turns' => $turn_cost, 'ignores_stealth' => $item_obj->ignoresStealth(), 'self_use' => $item->isSelfUsable()];
         assert(!!$selfTarget || $attacker != $target);
         $AttackLegal = new AttackLegal($player, $targetObj, $params);
         $attack_allowed = $AttackLegal->check();
         $attack_error = $AttackLegal->getError();
         // *** Any ERRORS prevent attacks happen here  ***
         if (!$attack_allowed) {
             //Checks for error conditions before starting.
             $error = 1;
         } else {
             if (is_string($item) || $target == "") {
                 $error = 2;
             } else {
                 if ($item_count < 1) {
                     $error = 3;
                 } else {
                     /**** MAIN SUCCESSFUL USE ****/
                     if ($give) {
                         $this->giveItem($player->name(), $target, $item->getName());
                         $alternateResultMessage = "__TARGET__ will receive your {$item->getName()}.";
                     } else {
                         if (!$item->isOtherUsable()) {
                             // If it doesn't do damage or have an effect, don't use up the item.
                             $resultMessage = $result = 'This item is not usable on __TARGET__, so it remains unused.';
                             $item_used = false;
                             $using_item = false;
                         } else {
                             if ($item->hasEffect('stealth')) {
                                 $targetObj->addStatus(STEALTH);
                                 $alternateResultMessage = "__TARGET__ is now stealthed.";
                                 $targetResult = ' be shrouded in smoke.';
                             }
                             if ($item->hasEffect('vigor')) {
                                 if ($targetObj->hasStatus(STR_UP1)) {
                                     $result = "__TARGET__'s body cannot become more vigorous!";
                                     $item_used = false;
                                     $using_item = false;
                                 } else {
                                     $targetObj->addStatus(STR_UP1);
                                     $result = "__TARGET__'s muscles experience a strange tingling.";
                                 }
                             }
                             if ($item->hasEffect('strength')) {
                                 if ($targetObj->hasStatus(STR_UP2)) {
                                     $result = "__TARGET__'s body cannot become any stronger!";
                                     $item_used = false;
                                     $using_item = false;
                                 } else {
                                     $targetObj->addStatus(STR_UP2);
                                     $result = "__TARGET__ feels a surge of power!";
                                 }
                             }
                             // Slow and speed effects are exclusive.
                             if ($item->hasEffect('slow')) {
                                 $turns_change = $item->getTurnChange();
                                 if ($targetObj->hasStatus(SLOW)) {
                                     // If the effect is already in play, it will have a decreased effect.
                                     $turns_change = ceil($turns_change * 0.3);
                                     $alternateResultMessage = "__TARGET__ is already moving slowly.";
                                 } else {
                                     if ($targetObj->hasStatus(FAST)) {
                                         $targetObj->subtractStatus(FAST);
                                         $alternateResultMessage = "__TARGET__ is no longer moving quickly.";
                                     } else {
                                         $targetObj->addStatus(SLOW);
                                         $alternateResultMessage = "__TARGET__ begins to move slowly...";
                                     }
                                 }
                                 if ($turns_change == 0) {
                                     $alternateResultMessage .= " You fail to take any turns from __TARGET__.";
                                 }
                                 $targetResult = " lose " . abs($turns_change) . " turns.";
                                 $targetObj->subtractTurns($turns_change);
                             } else {
                                 if ($item->hasEffect('speed')) {
                                     // Note that speed and slow effects are exclusive.
                                     $turns_change = $item->getTurnChange();
                                     if ($targetObj->hasStatus(FAST)) {
                                         // If the effect is already in play, it will have a decreased effect.
                                         $turns_change = ceil($turns_change * 0.5);
                                         $alternateResultMessage = "__TARGET__ is already moving quickly.";
                                     } else {
                                         if ($targetObj->hasStatus(SLOW)) {
                                             $targetObj->subtractStatus(SLOW);
                                             $alternateResultMessage = "__TARGET__ is no longer moving slowly.";
                                         } else {
                                             $targetObj->addStatus(FAST);
                                             $alternateResultMessage = "__TARGET__ begins to move quickly!";
                                         }
                                     }
                                     // Actual turn gain is 1 less because 1 is used each time you use an item.
                                     $targetResult = " gain {$turns_change} turns.";
                                     $targetObj->changeTurns($turns_change);
                                     // Still adding some turns.
                                 }
                             }
                             if ($item->getTargetDamage() > 0) {
                                 // *** HP Altering ***
                                 $alternateResultMessage .= " __TARGET__ takes " . $item->getTargetDamage() . " damage.";
                                 if ($self_use) {
                                     $result .= "You take " . $item->getTargetDamage() . " damage!";
                                 } else {
                                     if (strlen($targetResult) > 0) {
                                         $targetResult .= " You also";
                                         // Join multiple targetResult messages.
                                     }
                                     $targetResult .= " take " . $item->getTargetDamage() . " damage!";
                                 }
                                 $victim_alive = $targetObj->subtractHealth($item->getTargetDamage());
                                 // This is the other location that $victim_alive is set, to determine whether the death proceedings should occur.
                             }
                             if ($item->hasEffect('death')) {
                                 $targetObj->death();
                                 $resultMessage = "The life force drains from __TARGET__ and they drop dead before your eyes!";
                                 $victim_alive = false;
                                 $targetResult = " be drained of your life-force and die!";
                                 $gold_mod = 0.25;
                                 //The Dim Mak takes away 25% of a targets' gold.
                             }
                             if ($turns_change !== null) {
                                 // Even if $turns_change is set to zero, let them know that.
                                 if ($turns_change > 0) {
                                     $resultMessage .= "__TARGET__ has gained back {$turns_change} turns!";
                                 } else {
                                     if ($turns_change === 0) {
                                         $resultMessage .= "__TARGET__ did not lose any turns!";
                                     } else {
                                         $resultMessage .= "__TARGET__ has lost " . abs($turns_change) . " turns!";
                                     }
                                     if ($targetObj->turns <= 0) {
                                         // Message when a target has no more turns to remove.
                                         $resultMessage .= "  __TARGET__ no longer has any turns.";
                                     }
                                 }
                             }
                             if (empty($resultMessage) && !empty($result)) {
                                 $resultMessage = $result;
                             }
                             if (!$victim_alive) {
                                 // Target was killed by the item.
                                 if (!$self_use) {
                                     // *** SUCCESSFUL KILL, not self-use of an item ***
                                     $attacker_id = $player->hasStatus(STEALTH) ? "A Stealthed Ninja" : $player->name();
                                     if (!$gold_mod) {
                                         $gold_mod = 0.15;
                                     }
                                     $initial_gold = $targetObj->gold();
                                     $loot = floor($gold_mod * $initial_gold);
                                     $targetObj->set_gold($initial_gold - $loot);
                                     $player->set_gold($player->gold() + $loot);
                                     $player->save();
                                     $targetObj->save();
                                     $player->addKills(1);
                                     $kill = true;
                                     $bountyMessage = Combat::runBountyExchange($player->name(), $target);
                                     //Rewards or increases bounty.
                                 } else {
                                     $loot = 0;
                                     $suicide = true;
                                 }
                                 // Send mails if the target was killed.
                                 $this->sendKillMails($player->name(), $target, $attacker_id, $article, $item->getName(), $loot);
                             } else {
                                 // They weren't killed.
                                 $attacker_id = $player->name();
                             }
                             if (!$self_use && $item_used) {
                                 if (!$targetResult) {
                                     error_log('Debug: Issue 226 - An attack was made using ' . $item->getName() . ', but no targetResult message was set.');
                                 }
                                 // Notify targets when they get an item used on them.
                                 $message_to_target = "{$attacker_id} has used {$article} {$item->getName()} on you";
                                 if ($targetResult) {
                                     $message_to_target .= " and caused you to {$targetResult}";
                                 } else {
                                     $message_to_target .= '.';
                                 }
                                 send_event($player->id(), $target_id, str_replace('  ', ' ', $message_to_target));
                             }
                             // Unstealth
                             if (!$item->isCovert() && !$item->hasEffect('stealth') && $player->hasStatus(STEALTH)) {
                                 //non-covert acts
                                 $player->subtractStatus(STEALTH);
                                 $stealthLost = true;
                             } else {
                                 $stealthLost = false;
                             }
                         }
                     }
                     $targetName = $targetObj->uname;
                     $targetHealth = $targetObj->health;
                     $turns_to_take = 1;
                     if ($item_used) {
                         // *** remove Item ***
                         removeItem($player->id(), $item->getName(), 1);
                         // *** Decreases the item amount by 1.
                     }
                     if ($victim_alive && $using_item) {
                         $repeat = true;
                     }
                 }
             }
         }
         // *** Take away at least one turn even on attacks that fail to prevent page reload spamming ***
         if ($turns_to_take < 1) {
             $turns_to_take = 1;
         }
         $ending_turns = $player->subtractTurns($turns_to_take);
         assert($item->hasEffect('speed') || $ending_turns < $starting_turns || $starting_turns == 0);
         return ['template' => 'inventory_mod.tpl', 'title' => 'Use Item', 'parts' => get_defined_vars(), 'options' => ['body_classes' => 'inventory-use', 'quickstat' => 'player']];
     }
     // Item was not valid object
 }
Exemple #9
0
                     if (!$item->isCovert() && !$item->hasEffect('stealth') && $player->hasStatus(STEALTH)) {
                         //non-covert acts
                         $player->subtractStatus(STEALTH);
                         $stealthLost = true;
                     } else {
                         $stealthLost = false;
                     }
                 }
             }
             $targetName = $targetObj->vo->uname;
             $targetHealth = $targetObj->vo->health;
             $targetHealthPercent = $targetObj->health_percent();
             $turns_to_take = 1;
             if ($item_used) {
                 // *** remove Item ***
                 removeItem($user_id, $item->getName(), 1);
                 // *** Decreases the item amount by 1.
             }
             if ($victim_alive && $using_item) {
                 $repeat = true;
             }
         }
     }
 }
 // *** Take away at least one turn even on attacks that fail to prevent page reload spamming ***
 if ($turns_to_take < 1) {
     $turns_to_take = 1;
 }
 $ending_turns = subtractTurns($user_id, $turns_to_take);
 assert($item->hasEffect('speed') || $ending_turns < $starting_turns || $starting_turns == 0);
 display_page('inventory_mod.tpl', 'Item Usage', get_defined_vars(), array('quickstat' => 'player'));
Exemple #10
0
     $sql_select = "SELECT plPlayerID, plFirstName, plSurname, plEmail, plEmailPaymentReceived ";
     $sql_select .= "FROM {$db_prefix}players INNER JOIN {$db_prefix}bookings on bkPlayerID = plPlayerID WHERE bkID = " . $iBookingID;
     //Run UPDATE query to set paid date
     ba_db_query($link, $sql_update);
     //Run SELECT query and send e-mail
     $result = ba_db_query($link, $sql_select);
     $row = ba_db_fetch_assoc($result);
     $sBody = "Your payment for the upcoming event has been received and you have been marked as paid.\n";
     $sBody .= "You are now fully booked.\n\nThank you.\n\n";
     $sBody .= "Player ID: " . PID_PREFIX . sprintf('%03s', $row['plPlayerID']) . "\n";
     $sBody .= "OOC Name: " . $row['plFirstName'] . " " . $row['plSurname'];
     if ($row['plEmailPaymentReceived']) {
         mail($row['plEmail'], SYSTEM_NAME . ' - marked paid', $sBody, "From:" . SYSTEM_NAME . " <" . EVENT_CONTACT_MAIL . ">");
     }
     //Remove any meal ticket items from this booking
     removeItem($iBookingID, 'meal');
     //Update meal ticket field
     if ($meal != 0) {
         //Set up UPDATE query
         $sql = "UPDATE {$db_prefix}bookings SET bkMealTicket = 1 WHERE bkID = " . $iBookingID;
         //Run UPDATE query to set meal ticket
         ba_db_query($link, $sql);
         addItem($iBookingID, 'meal');
     }
 }
 //Update pay on gate field
 if ($gate != 0) {
     $sql = "UPDATE {$db_prefix}bookings SET bkDatePaymentConfirmed = '" . date('Y-m-d') . "', bkPayOnGate = 1, bkAmountPaid = {$amountpaid}, bkAmountExpected = {$amountexpected} " . "WHERE bkID = " . $iBookingID;
 } else {
     $sql = "UPDATE {$db_prefix}bookings SET bkPayOnGate = 0 WHERE bkID = " . $iBookingID;
 }
         echo PHP_EOL . "... {$trackableIndex} trackable(s) have been added." . PHP_EOL;
     }
     break;
 case "removeItem":
     echo "Removing item..." . PHP_EOL;
     $email = getEMail();
     $password = getPassword();
     $dbName = getDbName();
     $filename = getItemFileName();
     $msg = validateItemExtension($filename, true);
     if (isset($msg)) {
         echo $msg;
         break;
     }
     replaceWhitespaces($filename);
     $response = removeItem($email, $password, $dbName, $filename);
     if (isOK($response)) {
         printResult($response, " ---- DELETING ITEM FAILED ---- ", PHP_EOL . "    Item {$filename} has been deleted." . PHP_EOL . PHP_EOL . " ---- DELETING ITEM SUCCESSFULLY COMPLETED ---- ");
     } else {
         echo $response->getMessage();
     }
     break;
 case "deleteTrackingData":
     echo "Deleting trackable..." . PHP_EOL;
     $email = getEMail();
     $password = getPassword();
     $dbName = getDbName();
     $filename = getItemFileName("trackable");
     $msg = validateItemExtension($filename, true);
     if (isset($msg)) {
         echo $msg;
Exemple #12
0
    <?php 
require 'fragments/head.php';
?>


        <body>
            <?php 
require 'fragments/header.php';
if (isset($_POST['update'])) {
    if (isset($_POST['qty']) && $_POST['qty'] != "" && is_numeric($_POST['qty'])) {
        updateCart($_POST['product_id'], $_POST['qty']);
    }
}
if (isset($_POST['delete'])) {
    removeItem($_POST['product_id']);
}
?>

        <nav>
            <ul>
                <li><a href="index.php">Home</a></li>
                <li><a href="movies.php">Movies</a></li>
                <li><a href="booking.php">Booking</a></li>
                <li><a href="contact-us.php">Contact Us</a></li>
            </ul>
        </nav>

        <div class="content-full-height">
            <div class="container-main">
                        <h2> Cart</h2>
Exemple #13
0
    ba_db_query($link, $sql_clearbunks);
    foreach ($_POST as $key => $value) {
        if (substr($key, 0, 8) == "hBooking") {
            $bunk = (int) $_POST["chkPl{$value}"];
            if ($bunk > 0) {
                $bunk = 1;
            } else {
                $bunk = 0;
            }
            $iBookingID = (int) $value;
            if ($bunk) {
                $sql_update = "UPDATE {$db_prefix}bookings SET bkBunkAllocated = 1, bkBunkRequested = 1 WHERE bkID = " . $iBookingID;
                //echo $sql_update."<br />";
                ba_db_query($link, $sql_update);
            }
            removeItem($iBookingID, 'bunk');
            if ($bunk > 0) {
                addItem($iBookingID, 'bunk');
            }
        }
    }
}
//Get list of players that have paid and requested bunks
$sql = "SELECT plPlayerID, " . "plFirstName, " . "plSurname, " . "bkBookAs, " . "bkBunkRequested, " . "bkBunkAllocated, " . "AES_DECRYPT(pleMedicalInfo, '{$key}') AS dMedicalInfo, " . "chName, " . "bkDateOOCConfirmed, " . "bkDateICConfirmed, " . "bkDatePaymentConfirmed, " . "bkID " . "FROM {$db_prefix}players, {$db_prefix}characters, {$db_prefix}bookings " . "WHERE plPlayerID = chPlayerID AND chPlayerID = bkPlayerID AND " . "bkDatePaymentConfirmed <> '0000-00-00' AND bkDatePaymentConfirmed <> '' and bkEventID = {$eventid}";
$result = ba_db_query($link, $sql);
?>
<script src="../inc/sorttable.js" type="text/javascript"></script>

<h1><?php 
echo TITLE;
?>