Exemplo n.º 1
0
    ?>
        </div>

      </form>

  </div>

<?php 
} elseif ($this_action == 'game') {
    ?>

  <?php 
    // Define the temp game flags
    $this_playerinfo = $this_userinfo;
    $temp_show_players = rpg_game::players_unlocked() > 1 ? true : false;
    $temp_show_starforce = rpg_prototype::campaign_complete() ? true : false;
    $temp_colour_token = !empty($this_playerinfo['user_colour_token']) ? $this_playerinfo['user_colour_token'] : 'none';
    ?>

  <h2 class="subheader field_type_<?php 
    echo MMRPG_SETTINGS_CURRENT_FIELDTYPE;
    ?>
">My Account &raquo; <?php 
    echo $html_header_title;
    ?>
</h2>

  <div class="subbody" style="padding-left: 15px; margin-bottom: 2px; ">
    <?php 
    echo !strstr($html_header_text, '</p>') ? '<p class="text">' . $html_header_text . '</p>' : $html_header_text;
    ?>
Exemplo n.º 2
0
 }
 // Count the total number of users first
 $user_total_count = $db->get_value("SELECT count(user_id) AS total FROM mmrpg_users AS users WHERE users.user_id <> 0;", 'total');
 // If the requested page would go over the limit, floor it
 if (ceil($show_limit * $sheet_number) > $user_total_count) {
     $sheet_number = ceil($user_total_count / $show_limit);
     $row_offset = $show_limit * ($sheet_number - 1);
 }
 // Collect a list of all users in the database
 $user_fields = rpg_user::get_fields(true, 'users');
 $user_roles_fields = rpg_user_role::get_fields(true, 'roles');
 $user_query = "SELECT\n        {$user_fields},\n        {$user_roles_fields},\n        (CASE WHEN leaderboard.board_points > 0 THEN 1 ELSE 0 END) AS user_flag_played\n        FROM mmrpg_users AS users\n        LEFT JOIN mmrpg_roles AS roles ON roles.role_id = users.role_id\n        LEFT JOIN mmrpg_leaderboard AS leaderboard ON leaderboard.user_id = users.user_id\n        WHERE users.user_id <> 0\n        ORDER BY {$query_sort}\n        LIMIT {$row_offset}, {$show_limit}\n        ;";
 $user_index = $db->get_array_list($user_query, 'user_id');
 $user_index_count = !empty($user_index) ? count($user_index) : 0;
 // Collect a leaderboard index so we can check if published
 $leaderboard_tokens = rpg_prototype::leaderboard_index_tokens();
 // Collect a list of completed user sprite tokens
 $random_sprite = 'kalinka';
 // Calculate the number of sheets to display
 $num_sheets = ceil($user_total_count / $show_limit);
 // Define a function for generating user sheet links
 $gen_page_link = function ($i, $show_active = true, $show_text = false) use($sort_column, $sort_direction, $show_limit, $sheet_number, $num_sheets) {
     $active = $show_active && $i == $sheet_number ? true : false;
     $visible = $i == 1 || $i == $num_sheets || abs($i - $sheet_number) < 5 ? true : false;
     $link = 'admin/users/sort=' . $sort_column . '-' . $sort_direction . '&amp;show=' . $show_limit . '&amp;sheet=' . $i;
     $class = 'link_inline' . ($active ? ' active' : '') . (!$visible ? ' compact' : '');
     $text = !empty($show_text) ? $show_text : ($visible ? $i : '.');
     return '<a class="' . $class . '" href="' . $link . '">' . $text . '</a>' . PHP_EOL;
 };
 // Generate links for prev, next, and any pages in between
 $sheet_link_markup = '';
Exemplo n.º 3
0
if (rpg_prototype::battle_complete($this_prototype_data['this_player_token'], 'demo-battle-ii')) {
    $this_prototype_data['battle_options']['demo-battle-iii'] = array('battle_token' => 'demo-battle-iii');
}
if (rpg_prototype::battle_complete($this_prototype_data['this_player_token'], 'demo-battle-i')) {
    $this_prototype_data['battle_options']['demo-battle-ii'] = array('battle_token' => 'demo-battle-ii');
}
$this_prototype_data['battle_options']['demo-battle-i'] = array('battle_token' => 'demo-battle-i');
// Define the robot options and counter for Dr. Light mode
$this_prototype_data['robot_options'] = !empty($mmrpg_index['players'][$this_prototype_data['this_player_token']]['player_robots']) ? $mmrpg_index['players'][$this_prototype_data['this_player_token']]['player_robots'] : array();
//die(print_r($this_prototype_data['robot_options'], true));
foreach ($this_prototype_data['robot_options'] as $key => $info) {
    if (!rpg_game::robot_unlocked($this_prototype_data['this_player_token'], $info['robot_token'])) {
        unset($this_prototype_data['robot_options'][$key]);
        continue;
    }
    $temp_settings = rpg_game::robot_settings($this_prototype_data['this_player_token'], $info['robot_token']);
    $this_prototype_data['robot_options'][$key]['original_player'] = !empty($temp_settings['original_player']) ? $temp_settings['original_player'] : $this_prototype_data['this_player_token'];
    $this_prototype_data['robot_options'][$key]['robot_abilities'] = !empty($temp_settings['robot_abilities']) ? $temp_settings['robot_abilities'] : array();
}
$this_prototype_data['robot_options'] = array_values($this_prototype_data['robot_options']);
//die(print_r($this_prototype_data['robot_options'], true));
// -- DEMO MISSION SELECT -- //
// Define the variable to hold this player's mission markup and music
$this_prototype_data['missions_markup'] .= rpg_prototype::options_markup($this_prototype_data['battle_options'], $this_prototype_data['this_player_token']);
$this_prototype_data['missions_music'] = 'misc/stage-select-mm01';
// -- DEMO ROBOT SELECT -- //
// Generate the markup for this player's robot select screen
$this_prototype_data['robots_markup'] = rpg_prototype::robot_select_markup($this_prototype_data);
// Add all these options to the global prototype data variable
$prototype_data['demo'] = $this_prototype_data;
unset($this_prototype_data);
Exemplo n.º 4
0
     $_SESSION[$session_token]['flags']['prototype_events']['dr-wily']['prototype_complete'] = $prototype_complete_flag_wily = true;
 }
 // Collect the counters and flags for Dr. Cossack
 $unlock_flag_cossack = rpg_game::player_unlocked('dr-cossack');
 $point_counter_cossack = $unlock_flag_cossack ? rpg_game::player_points('dr-cossack') : 0;
 $robot_counter_cossack = $unlock_flag_cossack ? rpg_game::robots_unlocked('dr-cossack') : 0;
 if (empty($this_data_condition) || $this_data_select == 'this_player_token' || in_array('this_player_token=dr-cossack', $this_data_condition)) {
     $ability_counter_cossack = $unlock_flag_cossack ? rpg_game::abilities_unlocked('dr-cossack') : 0;
     $star_counter_cossack = $unlock_flag_cossack ? rpg_game::stars_unlocked('dr-cossack') : 0;
     $core_counter_cossack = $unlock_flag_cossack ? rpg_game::cores_unlocked('dr-cossack') : 0;
 }
 $battle_complete_counter_cossack = $unlock_flag_cossack ? rpg_prototype::battles_complete('dr-cossack') : 0;
 $battle_failure_counter_cossack = $unlock_flag_cossack ? rpg_prototype::battles_failure('dr-cossack') : 0;
 //$battle_complete_counter_cossack_total = $unlock_flag_light ? rpg_prototype::battles_complete('dr-cossack', false) : 0;
 //$battle_failure_counter_cossack_total = $unlock_flag_light ? rpg_prototype::battles_failure('dr-cossack', false) : 0;
 $prototype_complete_flag_cossack = $unlock_flag_cossack ? rpg_prototype::campaign_complete('dr-cossack') : false;
 if ($unlock_flag_cossack && !$prototype_complete_flag_cossack && $battle_complete_counter_cossack >= 17) {
     $_SESSION[$session_token]['flags']['prototype_events']['dr-cossack']['prototype_complete'] = $prototype_complete_flag_cossack = true;
 }
 // -- Mission Counts -- //
 // Define the missions counts for each chapter
 $chapter_mission_counts = array();
 $chapter_mission_counts['zero'] = 0;
 $chapter_mission_counts['one'] = 3;
 // 3 x Starter
 $chapter_mission_counts['two'] = 9;
 // 8 x Single + 1 x Boss
 $chapter_mission_counts['three'] = 1;
 // 1 x Rival
 $chapter_mission_counts['four'] = 4;
 // 4 x Double
}
*/
// Loop through the allowed edit data for all players
$key_counter = 0;
// Loop through and count each player's robot totals
$temp_robot_totals = array();
foreach ($allowed_edit_data as $player_token => $player_info) {
    $temp_robot_totals[$player_token] = !empty($player_info['player_robots']) ? count($player_info['player_robots']) : 0;
}
// Loop through the players in the ability edit data
foreach ($allowed_edit_data as $player_token => $player_info) {
    // Collect the rewards for this player
    $player_rewards = rpg_game::player_rewards($player_token);
    // Check how many robots this player has and see if they should be able to transfer
    $counter_player_robots = !empty($player_info['player_robots']) ? count($player_info['player_robots']) : false;
    $counter_player_missions = rpg_prototype::battles_complete($player_info['player_token']);
    $allow_player_selector = $allowed_edit_player_count > 1 && $counter_player_missions > 0 ? true : false;
    // Loop through the player robots and display their edit boxes
    foreach ($player_info['player_robots'] as $robot_token => $robot_info) {
        // Update the robot key to the current counter
        $robot_key = $key_counter;
        // Make a backup of the player selector
        $allow_player_selector_backup = $allow_player_selector;
        // Collect this player's ability rewards and add them to the dropdown
        if (!empty($_SESSION[$session_token]['values']['battle_abilities'])) {
            $player_ability_rewards = $_SESSION[$session_token]['values']['battle_abilities'];
        } elseif (!empty($player_rewards['player_abilities'])) {
            $player_ability_rewards = $player_rewards['player_abilities'];
        } else {
            $player_ability_rewards = array();
        }
     $_SESSION[$session_token]['values']['battle_rewards'][$temp_current_player]['player_robots'][$temp_robot] = false;
     $allowed_edit_data[$temp_current_player]['player_robots'][$temp_robot] = false;
     unset($_SESSION[$session_token]['values']['battle_settings'][$temp_current_player]['player_robots'][$temp_robot]);
     unset($_SESSION[$session_token]['values']['battle_rewards'][$temp_current_player]['player_robots'][$temp_robot]);
     unset($allowed_edit_data[$temp_current_player]['player_robots'][$temp_robot]);
 }
 // Save, produce the success message with the new ability order
 rpg_game::save_session();
 //exit('success|player-swapped|true');
 $key_counter = 0;
 $player_counter = 1;
 $temp_robot_totals = array();
 $player_options_markup = '';
 foreach ($allowed_edit_data as $ptoken => $pinfo) {
     $temp_robot_totals[$ptoken] = !empty($pinfo['player_robots']) ? count($pinfo['player_robots']) : 0;
     $temp_player_battles = rpg_prototype::battles_complete($ptoken);
     $temp_player_transfer = $temp_player_battles >= 1 ? true : false;
     $player_options_markup .= '<option value="' . $pinfo['player_token'] . '" data-label="' . $pinfo['player_token'] . '" title="' . $pinfo['player_name'] . '" ' . (!$temp_player_transfer ? 'disabled="disabled"' : '') . '>' . $pinfo['player_name'] . '</option>';
     $player_counter++;
 }
 foreach ($allowed_edit_data as $temp_player_token => $temp_player_info) {
     if ($temp_player_token == $temp_new_player) {
         $debug_robot_tokens = array();
         foreach ($temp_player_info['player_robots'] as $rtoken => $rinfo) {
             $debug_robot_tokens[] = $rtoken;
         }
         $player_rewards = rpg_game::player_rewards($temp_player_token);
         $player_ability_rewards = !empty($player_rewards['player_abilities']) ? $player_rewards['player_abilities'] : array();
         if (!empty($player_ability_rewards)) {
             asort($player_ability_rewards);
         }
Exemplo n.º 7
0
}
// UNLOCK EVENT : PROTOTYPE COMPLETE (COSSACK)
// If the player completed the first battle and leveled up, display window event
if ($battle_complete_counter_cossack >= 17) {
    // Display the prototype complete message, showing Dr. Cossack and Proto Man
    $temp_event_flag = 'dr-cossack_event-99_prototype-complete-new';
    if (empty($temp_game_flags['events'][$temp_event_flag])) {
        $temp_game_flags['events'][$temp_event_flag] = true;
        // Define the player's battle points total, battles complete, and other details
        $player_token = 'dr-cossack';
        $player_info = $mmrpg_index['players'][$player_token];
        $player_info['player_points'] = rpg_game::player_points($player_token);
        $player_info['player_battles_complete'] = rpg_prototype::battles_complete($player_token);
        $player_info['player_battles_complete_total'] = rpg_prototype::battles_complete($player_token, false);
        $player_info['player_battles_failure'] = rpg_prototype::battles_failure($player_token);
        $player_info['player_battles_failure_total'] = rpg_prototype::battles_failure($player_token, false);
        $player_info['player_robots_count'] = 0;
        $player_info['player_abilities_count'] = rpg_game::abilities_unlocked($player_token);
        $player_info['player_field_stars'] = rpg_game::stars_unlocked($player_token, 'field');
        $player_info['player_fusion_stars'] = rpg_game::stars_unlocked($player_token, 'fusion');
        $player_info['player_screw_counter'] = 0;
        $player_info['player_heart_counter'] = 0;
        // Define the player's experience points total
        $player_info['player_experience'] = 0;
        if (!empty($_SESSION[$session_token]['values']['battle_rewards'])) {
            foreach ($_SESSION[$session_token]['values']['battle_rewards'] as $temp_player => $temp_player_info) {
                if (!empty($_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots'])) {
                    $temp_player_robot_rewards = $_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots'];
                    $temp_player_robot_settings = $_SESSION[$session_token]['values']['battle_settings'][$temp_player]['player_robots'];
                    if (empty($temp_player_robot_rewards) || empty($temp_player_robot_settings)) {
                        unset($_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots']);
function refresh_editor_arrays()
{
    global $allowed_edit_players, $allowed_edit_robots, $allowed_edit_data;
    global $allowed_edit_data_count, $allowed_edit_player_count, $allowed_edit_robot_count;
    // Collect the current session token
    $session_token = rpg_game::session_token();
    // Collect the player array and merge in session details
    $temp_player_array = array();
    if (!empty($_SESSION[$session_token]['values']['battle_rewards'])) {
        $temp_player_rewards = $_SESSION[$session_token]['values']['battle_rewards'];
        $temp_player_array = array_merge($temp_player_array, $temp_player_rewards);
    }
    if (!empty($_SESSION[$session_token]['values']['battle_settings'])) {
        $temp_player_settings = $_SESSION[$session_token]['values']['battle_settings'];
        $temp_player_array = array_merge($temp_player_array, $temp_player_settings);
    }
    // Define the editor indexes and count variables
    $allowed_edit_players = array();
    $allowed_edit_robots = array();
    $allowed_edit_data = array();
    $allowed_edit_data_count = 0;
    $allowed_edit_player_count = 0;
    $allowed_edit_robot_count = 0;
    // Collect a temporary player index
    $temp_player_tokens = array_keys($temp_player_array);
    $temp_player_index = rpg_player::get_index_custom($temp_player_tokens);
    // Now to actually loop through and update the allowed players, robots, and abilities arrays
    foreach ($temp_player_array as $player_token => $player_info) {
        if (empty($player_token) || !isset($temp_player_index[$player_token])) {
            continue;
        }
        $player_index_info = $temp_player_index[$player_token];
        // If this player has not yet completed chapter one, no robot editor
        $intro_complete = rpg_prototype::event_complete('completed-chapter_' . $player_token . '_one');
        $prototype_complete = rpg_prototype::campaign_complete($player_token);
        if (!$intro_complete && !$prototype_complete) {
            continue;
        }
        // Merge the player and index info then append the token and info
        $player_info = array_merge($player_index_info, $player_info);
        $allowed_edit_players[] = $player_token;
        $allowed_edit_data[$player_token] = $player_info;
        // Collect a temporary robot index
        $temp_robot_tokens = array_keys($player_info['player_robots']);
        $temp_robot_index = rpg_robot::get_index_custom($temp_robot_tokens);
        foreach ($player_info['player_robots'] as $robot_token => $robot_info) {
            if (empty($robot_token) || !isset($temp_robot_index[$robot_token])) {
                continue;
            }
            $robot_index_info = $temp_robot_index[$robot_token];
            // Merge the robot and index info then append the token and info
            $robot_info = array_merge($robot_index_info, $robot_info);
            $allowed_edit_robots[] = $robot_token;
            $allowed_edit_data[$player_token]['player_robots'][$robot_token] = $robot_info;
            // Collect a temporary ability index
            $temp_ability_tokens = array_keys($robot_info['robot_abilities']);
            $temp_ability_index = rpg_ability::get_index_custom($temp_ability_tokens);
            foreach ($robot_info['robot_abilities'] as $ability_token => $ability_info) {
                if (empty($ability_token) || !isset($temp_ability_index[$ability_token])) {
                    continue;
                }
                $ability_index_info = $temp_ability_index[$ability_token];
                // Merge the ability and index info then append the token and info
                $ability_info = array_merge($ability_index_info, $ability_info);
                $allowed_edit_data[$player_token]['player_robots'][$robot_token]['robot_abilities'][$ability_token] = $ability_info;
            }
        }
    }
    //$allowed_edit_data = array_reverse($allowed_edit_data, true);
    $allowed_edit_player_count = !empty($allowed_edit_players) ? count($allowed_edit_players) : 0;
    $allowed_edit_robot_count = !empty($allowed_edit_robots) ? count($allowed_edit_robots) : 0;
    $allowed_edit_data_count = 0;
    foreach ($allowed_edit_data as $pinfo) {
        $pcount = !empty($pinfo['player_robots']) ? count($pinfo['player_robots']) : 0;
        $allowed_edit_data_count += $pcount;
    }
}
Exemplo n.º 9
0
                $ability_price -= round($ability_price / 2 * $level_discount);
                $this_shop_index['reggae']['shop_abilities']['abilities_selling'][$ability_kind] = $ability_price;
            }
        }
    }
}
// -- KALINKA SHOP UNLOCKS -- //
// Only continue if the shop has been unlocked
if (!empty($this_shop_index['kalinka'])) {
    // If Kalinka's Shop has reached sufficient levels, expand the inventory
    if ($this_shop_index['kalinka']['shop_level'] >= 30) {
        $this_shop_index['kalinka']['shop_items']['items_selling'] = $this_shop_index['kalinka']['shop_items']['items_selling2'];
    }
    unset($this_shop_index['kalinka']['shop_items']['items_selling2']);
    // If the player has completed the prototype, Kalinka's Shop also sells fields
    if (rpg_prototype::campaign_complete()) {
        $this_shop_index['kalinka']['shop_kind_selling'][] = 'fields';
        $this_shop_index['kalinka']['shop_quote_selling']['fields'] = 'I think I\'ve discoved a way to generate new starforce, but it\'ll require additional research. Interested?';
        $this_shop_index['kalinka']['shop_fields']['fields_selling'] = array('construction-site' => 48000, 'magnetic-generator' => 48000, 'reflection-chamber' => 48000, 'rocky-plateau' => 48000, 'spinning-greenhouse' => 48000, 'serpent-column' => 48000, 'power-plant' => 48000, 'septic-system' => 48000);
    }
    // If Kalinka's Shop has reached sufficient levels, decrease her selling prices
    if ($this_shop_index['kalinka']['shop_level'] > 1) {
        $level_discount = $this_battle_shops['kalinka']['shop_level'] / 100;
        // If her shop is selling items, discount their prices
        if (!empty($this_shop_index['kalinka']['shop_items']['items_selling'])) {
            foreach ($this_shop_index['kalinka']['shop_items']['items_selling'] as $field_kind => $field_price) {
                $field_price -= round($field_price / 2 * $level_discount);
                $this_shop_index['kalinka']['shop_items']['items_selling'][$field_kind] = $field_price;
            }
        }
        // If her shop is selling fields, discount their prices
Exemplo n.º 10
0
 if (!empty($_SESSION['GAME']['USER']['userid']) && $_SESSION['GAME']['USER']['userid'] != MMRPG_SETTINGS_GUEST_ID) {
     // Collect this userinfo from the database
     $this_userid = (int) $_SESSION['GAME']['USER']['userid'];
     if (empty($_SESSION['GAME']['USER']['userinfo'])) {
         $this_userinfo = $db->get_array("SELECT users.*, roles.* FROM mmrpg_users AS users LEFT JOIN mmrpg_roles AS roles ON roles.role_id = users.role_id WHERE users.user_id = '{$this_userid}' LIMIT 1");
         $_SESSION['GAME']['USER']['userinfo'] = $this_userinfo;
     } else {
         $this_userinfo = $_SESSION['GAME']['USER']['userinfo'];
     }
     if (!defined('MMRPG_SCRIPT_REQUEST')) {
         $this_boardinfo = $db->get_array("SELECT * FROM mmrpg_leaderboard WHERE user_id = {$this_userid}");
         $this_boardid = $this_boardinfo['board_id'];
         $this_boardinfo['board_rank'] = !empty($_SESSION['GAME']['BOARD']['boardrank']) ? $_SESSION['GAME']['BOARD']['boardrank'] : 0;
         //if (empty($this_boardinfo['board_rank'])){ require('includes/leaderboard.php'); $_SESSION['GAME']['BOARD']['boardrank'] = $this_boardinfo['board_rank']; }
         if (empty($this_boardinfo['board_rank'])) {
             $_SESSION['GAME']['BOARD']['boardrank'] = $this_boardinfo['board_rank'] = rpg_prototype::leaderboard_rank($this_userid);
         }
     }
 } else {
     // Collect the guest userinfo from the database
     $this_userid = MMRPG_SETTINGS_GUEST_ID;
     if (empty($_SESSION['GAME']['USER']['userinfo'])) {
         $this_userinfo = $db->get_array("SELECT users.* FROM mmrpg_users AS users WHERE users.user_id = '{$this_userid}' LIMIT 1");
         $_SESSION['GAME']['USER']['userinfo'] = $this_userinfo;
     } else {
         $this_userinfo = $_SESSION['GAME']['USER']['userinfo'];
     }
     if (!defined('MMRPG_SCRIPT_REQUEST')) {
         $this_boardinfo = array();
         $this_boardinfo['board_rank'] = 0;
         $this_boardid = 0;
Exemplo n.º 11
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 // Ensure the player is unlocked
 if (rpg_game::player_unlocked('dr-wily')) {
     $html_form_buttons .= '<div class="reset_wrapper wrapper_dr-wily">';
     $html_form_buttons .= '<div class="wrapper_header">Dr. Wily' . (rpg_prototype::campaign_complete('dr-light') ? ' <span style="position: relative; bottom: 2px;" title="Thank you for playing!!! >:D">&clubs;</span>' : '') . '</div>';
     if (rpg_prototype::battles_complete('dr-wily') > 0) {
         $html_form_buttons .= '<input class="button button_reset button_reset_missions" type="button" value="Reset Missions" onclick="javascript:parent.window.mmrpg_trigger_reset_missions(\'dr-wily\', \'Dr. Wily\');" />';
     } else {
         $html_form_buttons .= '<input class="button button_reset button_reset_missions" type="button" value="Reset Missions" style="text-decoration: line-through;" />';
     }
     $html_form_buttons .= '</div>';
 }
 // Ensure the player is unlocked
 if (rpg_game::player_unlocked('dr-cossack')) {
     $html_form_buttons .= '<div class="reset_wrapper wrapper_dr-cossack">';
     $html_form_buttons .= '<div class="wrapper_header">Dr. Cossack' . (rpg_prototype::campaign_complete('dr-light') ? ' <span style="position: relative; bottom: 2px;" title="Thank you for playing!!! >:D">&diams;</span>' : '') . '</div>';
     if (rpg_prototype::battles_complete('dr-cossack') > 0) {
         $html_form_buttons .= '<input class="button button_reset button_reset_missions" type="button" value="Reset Missions" onclick="javascript:parent.window.mmrpg_trigger_reset_missions(\'dr-cossack\', \'Dr. Cossack\');" />';
     } else {
         $html_form_buttons .= '<input class="button button_reset button_reset_missions" type="button" value="Reset Missions" style="text-decoration: line-through;" />';
     }
     $html_form_buttons .= '</div>';
 }
 $html_form_buttons .= '</div>';
 //$html_form_buttons .= '<input class="button button_cancel" type="button" value="Cancel" onclick="javascript:parent.window.location.href=\'prototype.php\';" />';
 // If the file has been updated, update the data
 if ($file_has_updated) {
     // Update the form messages markup text
     $html_form_messages .= '<span class="success">(!) Thank you.  Your game has been saved.</span>';
     // Clear the form fields markup
     $html_form_fields = '<script type="text/javascript"> reloadTimeout = 0; reloadParent = true; </script>';
     // Update the form markup buttons
Exemplo n.º 12
0
 public function check_items(rpg_player $target_player, rpg_robot $target_robot)
 {
     // Collect references to global objects
     $db = cms_database::get_database();
     $this_battle = rpg_battle::get_battle();
     $this_field = rpg_field::get_field();
     // Collect references to relative player and robot objects
     $this_player = $this->player;
     $this_robot = $this;
     // Hide any disabled robots and return
     if ($this_robot->get_status() == 'disabled') {
         $this_robot->set_flag('apply_disabled_state', true);
         $this_battle->events_create();
         return;
     }
     // If this robot has an item attached, process actions
     if ($this_robot->has_item()) {
         $this_battle->events_debug(__FILE__, __LINE__, $this_robot->robot_token . ' checkpoint has item ' . $this_robot->get_item());
         // Define the item info based on token
         $item_id = $this_robot->get_item_id();
         $item_token = $this_robot->get_item();
         $item_info = array('ability_id' => $item_id, 'ability_token' => $item_token);
         // Load the item if it doesn't exist yet then collect a reference
         if (!$this_battle->item_exists($item_info['ability_id'])) {
             $this_battle->add_item($this_player, $this_robot, $item_info);
         } else {
             $this_battle->update_item($item_info['ability_id'], $item_info);
         }
         $this_item = $this_battle->get_item($item_info['ability_id']);
         // If the robot is holding a Field Booster item, increase multiplier
         if ($item_token == 'field-booster') {
             // Define the item object and trigger info
             $temp_core_type = $this_robot->get_core();
             $temp_field_type = $this_field->get_type();
             if (empty($temp_core_type)) {
                 $temp_boost_type = 'recovery';
             } elseif ($temp_core_type == 'empty') {
                 $temp_boost_type = 'damage';
             } else {
                 $temp_boost_type = $temp_core_type;
             }
             if (!isset($this_field->field_multipliers[$temp_boost_type]) || $this_field->field_multipliers[$temp_boost_type] < MMRPG_SETTINGS_MULTIPLIER_MAX) {
                 // Define this ability's attachment token
                 $this_star_index = rpg_prototype::star_image(!empty($temp_boost_type) ? $temp_boost_type : 'none');
                 $this_sprite_sheet = 'field-support';
                 $this_attachment_token = 'item_field-booster';
                 $this_attachment_info = array('class' => 'ability', 'ability_id' => $item_id, 'ability_token' => $item_token, 'ability_image' => $this_sprite_sheet . ($this_star_index['sheet'] > 1 ? '-' . $this_star_index['sheet'] : ''), 'ability_frame' => $this_star_index['frame'], 'ability_frame_animate' => array($this_star_index['frame']), 'ability_frame_offset' => array('x' => 0, 'y' => 0, 'z' => -10));
                 // Attach this ability attachment to this robot temporarily
                 $this_robot->set_frame('taunt');
                 $this_robot->set_attachment($this_attachment_token, $this_attachment_info);
                 // Create or increase the elemental booster for this field
                 $temp_change_percent = round($this_item->get_recovery2() / 100, 1);
                 $new_multiplier_value = $this_field->get_multiplier($temp_boost_type) + $temp_change_percent;
                 if ($new_multiplier_value >= MMRPG_SETTINGS_MULTIPLIER_MAX) {
                     $temp_change_percent = $new_multiplier_value - MMRPG_SETTINGS_MULTIPLIER_MAX;
                     $new_multiplier_value = MMRPG_SETTINGS_MULTIPLIER_MAX;
                 }
                 $this_field->set_multiplier($temp_boost_type, $new_multiplier_value);
                 // Create the event to show this element boost
                 if ($temp_change_percent > 0) {
                     $this_battle->events_create($this_robot, false, $this_field->field_name . ' Multipliers', rpg_functions::get_random_positive_word() . ' <span class="ability_name ability_type ability_type_' . $temp_boost_type . '">' . ucfirst($temp_boost_type) . ' Effects</span> were boosted by ' . ceil($temp_change_percent * 100) . '%!<br />' . 'The multiplier is now at <span class="ability_name ability_type ability_type_' . $temp_boost_type . '">' . ucfirst($temp_boost_type) . ' x ' . number_format($new_multiplier_value, 1) . '</span>!', array('canvas_show_this_ability_overlay' => true));
                 }
                 // Remove this ability attachment from this robot
                 $this_robot->unset_attachment($this_attachment_token);
             }
         } elseif ($item_token == 'attack-booster') {
             // Define the item object and trigger info
             $temp_recovery_amount = round($this_robot->get_base_attack() * ($this_item->get_recovery2() / 100));
             $this_item->recovery_options_update(array('kind' => 'attack', 'frame' => 'taunt', 'percent' => true, 'modifiers' => false, 'kickback' => array(0, 0, 0), 'success' => array(9, -10, -10, -10, 'The ' . $this_item->print_name() . ' improved ' . $this_robot->print_name() . '&#39;s weapon systems!'), 'failure' => array(9, -10, -10, -10, '')));
             // Trigger stat recovery for the holding robot
             if (!empty($temp_recovery_amount)) {
                 $this_robot->trigger_recovery($this_robot, $this_item, $temp_recovery_amount);
             }
         } elseif ($item_token == 'defense-booster') {
             // Define the item object and trigger info
             $temp_recovery_amount = round($this_robot->get_base_defense() * ($this_item->get_recovery2() / 100));
             $this_item->recovery_options_update(array('kind' => 'defense', 'frame' => 'taunt', 'percent' => true, 'modifiers' => false, 'kickback' => array(0, 0, 0), 'success' => array(9, -10, -10, -10, 'The ' . $this_item->print_name() . ' improved ' . $this_robot->print_name() . '&#39;s shield systems!'), 'failure' => array(9, -10, -10, -10, '')));
             // Trigger stat recovery for the holding robot
             if (!empty($temp_recovery_amount)) {
                 $this_robot->trigger_recovery($this_robot, $this_item, $temp_recovery_amount);
             }
         } elseif ($item_token == 'speed-booster') {
             // Define the item object and trigger info
             $temp_recovery_amount = round($this_robot->get_base_speed() * ($this_item->get_recovery2() / 100));
             $this_item->recovery_options_update(array('kind' => 'speed', 'frame' => 'taunt', 'percent' => true, 'modifiers' => false, 'kickback' => array(0, 0, 0), 'success' => array(9, -10, -10, -10, 'The ' . $this_item->print_name() . ' improved ' . $this_robot->print_name() . '&#39;s mobility systems!'), 'failure' => array(9, -10, -10, -10, '')));
             // Trigger stat recovery for the holding robot
             if (!empty($temp_recovery_amount)) {
                 $this_robot->trigger_recovery($this_robot, $this_item, $temp_recovery_amount);
             }
         }
     }
 }
Exemplo n.º 13
0
 public static function reset_session()
 {
     // Reference global variables
     global $mmrpg_index, $db;
     //$GAME_SESSION = &$_SESSION[self::session_token()];
     $session_token = self::session_token();
     // Collect the user ID from the session
     $user_id = !empty($_SESSION[$session_token]['USER']['userid']) ? $_SESSION[$session_token]['USER']['userid'] : 0;
     // Back up the user and file info from the session
     $this_demo = $_SESSION[$session_token]['DEMO'];
     $this_user = $_SESSION[$session_token]['USER'];
     $this_file = $_SESSION[$session_token]['FILE'];
     $this_level_bonus = self::robot_level('dr-light', 'mega-man');
     $this_battle_points = !empty($_SESSION[$session_token]['counters']['battle_points']) ? $_SESSION[$session_token]['counters']['battle_points'] : 0;
     $this_battle_zenny = !empty($_SESSION[$session_token]['counters']['battle_zenny']) ? $_SESSION[$session_token]['counters']['battle_zenny'] : 0;
     $this_battle_items = !empty($_SESSION[$session_token]['counters']['battle_items']) ? $_SESSION[$session_token]['counters']['battle_items'] : array();
     $this_battle_stars = !empty($_SESSION[$session_token]['counters']['battle_stars']) ? $_SESSION[$session_token]['counters']['battle_stars'] : array();
     $this_battle_abilities = !empty($_SESSION[$session_token]['counters']['battle_abilities']) ? $_SESSION[$session_token]['counters']['battle_abilities'] : array();
     $this_battle_complete = !empty($_SESSION[$session_token]['values']['battle_complete']) ? $_SESSION[$session_token]['values']['battle_complete'] : array();
     $this_battle_failure = !empty($_SESSION[$session_token]['values']['battle_failure']) ? $_SESSION[$session_token]['values']['battle_failure'] : array();
     $this_robot_database = !empty($_SESSION[$session_token]['values']['robot_database']) ? $_SESSION[$session_token]['values']['robot_database'] : array();
     $this_battle_rewards = !empty($_SESSION[$session_token]['values']['battle_rewards']) ? $_SESSION[$session_token]['values']['battle_rewards'] : array();
     $this_battle_items = !empty($_SESSION[$session_token]['values']['battle_items']) ? $_SESSION[$session_token]['values']['battle_items'] : array();
     $this_index_settings = !empty($_SESSION[$session_token]['index_settings']) ? $_SESSION[$session_token]['index_settings'] : array();
     // Automatically unset the session variable entirely
     session_unset();
     // Automatically create the cache date
     $_SESSION[$session_token] = array();
     $_SESSION[$session_token]['CACHE_DATE'] = MMRPG_CONFIG_CACHE_DATE;
     // Redefine the user and file variables in the new session
     $_SESSION[$session_token]['DEMO'] = $this_demo;
     $_SESSION[$session_token]['USER'] = $this_user;
     // Automatically create the battle points counter and start at zero
     $_SESSION[$session_token]['counters']['battle_points'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? 0 : $this_battle_points;
     // Automatically create the battle points counter and start at zero
     $_SESSION[$session_token]['counters']['battle_zenny'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? 0 : $this_battle_zenny;
     // Automatically create the battle complete array and start at empty
     $_SESSION[$session_token]['values']['battle_complete'] = array();
     // Automatically create the battle failure array and start at empty
     $_SESSION[$session_token]['values']['battle_failure'] = array();
     // Automatically create the battle index array and start at empty
     $_SESSION[$session_token]['values']['battle_index'] = array();
     // Automatically create the battle items array and start at empty
     $_SESSION[$session_token]['values']['battle_items'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? array() : $this_battle_items;
     // Automatically create the battle stars array and start at empty
     $_SESSION[$session_token]['values']['battle_stars'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? array() : $this_battle_stars;
     // Automatically create the battle abilities array and start at empty
     $_SESSION[$session_token]['values']['battle_abilities'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? array() : $this_battle_abilities;
     // Automatically create the robot database array and start at empty
     $_SESSION[$session_token]['values']['robot_database'] = array();
     // Automatically create the index settings array and start at what was before
     $_SESSION[$session_token]['index_settings'] = $this_index_settings;
     // Automatically create the last load and save variable and set to now
     $_SESSION[$session_token]['values']['last_load'] = time();
     $_SESSION[$session_token]['values']['last_save'] = time();
     // -- DEMO MODE UNLOCKS -- //
     if (rpg_game::is_demo()) {
         // Reset the demo flag and user id to defaul
         $_SESSION[$session_token]['USER']['userid'] = MMRPG_SETTINGS_GUEST_ID;
         $_SESSION[$session_token]['DEMO'] = 1;
         // Only unlock Dr. Light as a playable character
         $unlock_player_info = $mmrpg_index['players']['dr-light'];
         self::unlock_player($unlock_player_info, false, true);
         $_SESSION[$session_token]['values']['battle_rewards']['dr-light']['player_points'] = 0;
         $_SESSION[$session_token]['values']['battle_items'] = array('item-energy-pellet' => 3, 'item-energy-capsule' => 2, 'item-weapon-pellet' => 3, 'item-weapon-capsule' => 2);
         // Auto-select Dr. Light as the current playable character
         $_SESSION[$session_token]['battle_settings']['this_player_token'] = 'dr-light';
         // Collect the robot index for calculation purposes
         $this_robot_index = $db->get_array_list("SELECT * FROM mmrpg_index_robots WHERE robot_flag_complete = 1;", 'robot_token');
         // Unlock Mega Man as a playable character
         $unlock_robot_info = $this_robot_index['mega-man'];
         $unlock_robot_info['robot_level'] = 1;
         $unlock_robot_info['robot_rewards']['abilities'] = array(array('level' => 0, 'token' => 'super-throw'), array('level' => 0, 'token' => 'fire-storm'), array('level' => 0, 'token' => 'hyper-bomb'), array('level' => 0, 'token' => 'ice-breath'), array('level' => 0, 'token' => 'buster-shot'), array('level' => 0, 'token' => 'mega-buster'), array('level' => 0, 'token' => 'mega-ball'), array('level' => 0, 'token' => 'mega-slide'));
         //$unlock_robot_info['robot_level'] = 5;
         //echo __LINE__.print_r($_SESSION[$session_token]['values']['battle_rewards']['dr-light'], true);
         self::unlock_robot($unlock_player_info, $unlock_robot_info, true, false);
         // Unlock Bass as a playable character
         $unlock_robot_info = $this_robot_index['bass'];
         $unlock_robot_info['robot_level'] = 1;
         $unlock_robot_info['robot_rewards']['abilities'] = array(array('level' => 0, 'token' => 'air-shooter'), array('level' => 0, 'token' => 'leaf-shield'), array('level' => 0, 'token' => 'bubble-spray'), array('level' => 0, 'token' => 'quick-boomerang'), array('level' => 0, 'token' => 'buster-shot'), array('level' => 0, 'token' => 'bass-buster'), array('level' => 0, 'token' => 'bass-crush'), array('level' => 0, 'token' => 'bass-baroque'));
         //$unlock_robot_info['robot_level'] = 99;
         //$unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience_required(1) - 1;
         self::unlock_robot($unlock_player_info, $unlock_robot_info, true, false);
         // Unlock Proto Man as a playable character
         $unlock_robot_info = $this_robot_index['proto-man'];
         $unlock_robot_info['robot_level'] = 1;
         $unlock_robot_info['robot_rewards']['abilities'] = array(array('level' => 0, 'token' => 'drill-blitz'), array('level' => 0, 'token' => 'bright-burst'), array('level' => 0, 'token' => 'dive-missile'), array('level' => 0, 'token' => 'skull-barrier'), array('level' => 0, 'token' => 'buster-shot'), array('level' => 0, 'token' => 'proto-buster'), array('level' => 0, 'token' => 'proto-shield'), array('level' => 0, 'token' => 'proto-strike'));
         //$unlock_robot_info['robot_level'] = 99;
         //$unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience_required(1) - 1;
         self::unlock_robot($unlock_player_info, $unlock_robot_info, true, false);
     } else {
         // Unlock Dr. Light as a playable character
         $unlock_player_info = $mmrpg_index['players']['dr-light'];
         self::unlock_player($unlock_player_info, true, true);
         $_SESSION[$session_token]['values']['battle_rewards']['dr-light']['player_points'] = 0;
         $_SESSION[$session_token]['values']['battle_items'] = array();
         // Auto-select Dr. Light as the current playable character
         $_SESSION[$session_token]['battle_settings']['this_player_token'] = 'dr-light';
         // Unlock Mega Man as a playable character
         $unlock_robot_info = rpg_robot::get_index_info('mega-man');
         $unlock_robot_info['robot_level'] = 1;
         //!empty($this_level_bonus) ? $this_level_bonus : 1;
         $unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience_required(1) - 1;
         self::unlock_robot($unlock_player_info, $unlock_robot_info, true, false);
     }
     // Return true on success
     return true;
 }
Exemplo n.º 14
0
<?php

/*
 * DEMO PLAYER SELECT
 */
if (rpg_game::is_demo()) {
    // Define the button size based on player count
    $this_button_size = '1x4';
    // Print out the normal mode's player select screen for Dr. Light
    if ($unlock_flag_light) {
        echo rpg_prototype::player_select_markup($prototype_data['demo'], 'dr-light', $this_button_size);
    }
} else {
    // Define the button size based on player count
    $this_button_size = '1x4';
    // Print out the normal mode's player select screen for Dr. Light
    if ($unlock_flag_light) {
        echo rpg_prototype::player_select_markup($prototype_data['dr-light'], 'dr-light', $this_button_size);
    }
    // Print out the normal mode's player select screen for Dr. Wily
    if ($unlock_flag_wily) {
        echo rpg_prototype::player_select_markup($prototype_data['dr-wily'], 'dr-wily', $this_button_size);
    }
    // Print out the normal mode's player select screen for Dr. Cossack
    if ($unlock_flag_cossack) {
        echo rpg_prototype::player_select_markup($prototype_data['dr-cossack'], 'dr-cossack', $this_button_size);
    }
}
Exemplo n.º 15
0
 /**
  * Generate the console markup for a star given it's kind, player, and robot data
  * @param array $options
  * @param array $player_data
  * @param array $robot_data
  * @return array
  */
 public static function get_star_console_markup($options, $player_data, $robot_data)
 {
     // Define the variable to hold the console star data
     $this_data = array();
     // Collect the star image info from the index based on type
     $temp_star_kind = $options['star_kind'];
     $temp_field_type_1 = !empty($options['star_type']) ? $options['star_type'] : 'none';
     $temp_field_type_2 = !empty($options['star_type2']) ? $options['star_type2'] : $temp_field_type_1;
     $temp_star_back_info = rpg_prototype::star_image($temp_field_type_2);
     $temp_star_front_info = rpg_prototype::star_image($temp_field_type_1);
     // Define and calculate the simpler markup and positioning variables for this star
     $this_data['star_name'] = isset($options['star_name']) ? $options['star_name'] : 'Battle Star';
     $this_data['star_title'] = $this_data['star_name'];
     $this_data['star_token'] = $options['star_token'];
     $this_data['container_class'] = 'this_sprite sprite_left';
     $this_data['container_style'] = '';
     // Define the back star's markup
     $this_data['star_image'] = 'images/sprites/abilities/item-star-' . $temp_star_kind . '-' . $temp_star_back_info['sheet'] . '/sprite_left_40x40.png?' . MMRPG_CONFIG_CACHE_DATE;
     $this_data['star_markup_class'] = 'sprite sprite_star sprite_star_sprite sprite_40x40 sprite_40x40_' . str_pad($temp_star_back_info['frame'], 2, '0', STR_PAD_LEFT) . ' ';
     $this_data['star_markup_style'] = 'background-image: url(' . $this_data['star_image'] . '); margin-top: 5px; ';
     $temp_back_markup = '<div class="' . $this_data['star_markup_class'] . '" style="' . $this_data['star_markup_style'] . '" title="' . $this_data['star_title'] . '">' . $this_data['star_title'] . '</div>';
     // Define the back star's markup
     $this_data['star_image'] = 'images/sprites/abilities/item-star-base-' . $temp_star_front_info['sheet'] . '/sprite_left_40x40.png?' . MMRPG_CONFIG_CACHE_DATE;
     $this_data['star_markup_class'] = 'sprite sprite_star sprite_star_sprite sprite_40x40 sprite_40x40_' . str_pad($temp_star_front_info['frame'], 2, '0', STR_PAD_LEFT) . ' ';
     $this_data['star_markup_style'] = 'background-image: url(' . $this_data['star_image'] . '); margin-top: -42px; ';
     $temp_front_markup = '<div class="' . $this_data['star_markup_class'] . '" style="' . $this_data['star_markup_style'] . '" title="' . $this_data['star_title'] . '">' . $this_data['star_title'] . '</div>';
     // Generate the final markup for the console star
     $this_data['star_markup'] = '';
     $this_data['star_markup'] .= '<div class="' . $this_data['container_class'] . '" style="' . $this_data['container_style'] . '">';
     $this_data['star_markup'] .= $temp_back_markup;
     $this_data['star_markup'] .= $temp_front_markup;
     $this_data['star_markup'] .= '</div>';
     // Return the star console data
     return $this_data;
 }
Exemplo n.º 16
0
 // Define the tokens for this field
 $top_field_token = $top_field_info['field'];
 list($top_field_token_one, $top_field_token_two) = explode('-', $top_field_token);
 // Generate the star token based on the two field tokens
 $star_token = $side_field_token_one . '-' . $top_field_token_two;
 //echo '$side_field_token_one = '.$side_field_token_one.' / $top_field_token_two = '.$top_field_token_two."\n";
 $star_data = !empty($this_battle_stars[$star_token]) ? $this_battle_stars[$star_token] : false;
 // If the star data exists, print out the star info
 if (!empty($star_data)) {
     // Collect the star image info from the index based on type
     $temp_star_kind = $star_data['star_kind'];
     $temp_star_date = !empty($star_data['star_date']) ? $star_data['star_date'] : 0;
     $temp_field_type_1 = !empty($star_data['star_type']) ? $star_data['star_type'] : 'none';
     $temp_field_type_2 = !empty($star_data['star_type2']) ? $star_data['star_type2'] : $temp_field_type_1;
     $temp_star_back_info = rpg_prototype::star_image($temp_field_type_2);
     $temp_star_front_info = rpg_prototype::star_image($temp_field_type_1);
     $temp_star_front = array('path' => 'images/sprites/items/star-base-' . $temp_star_front_info['sheet'] . '/sprite_left_40x40.png?' . MMRPG_CONFIG_CACHE_DATE, 'frame' => str_pad($temp_star_front_info['frame'], 2, '0', STR_PAD_LEFT));
     $temp_star_back = array('path' => 'images/sprites/items/star-' . $temp_star_kind . '-' . $temp_star_back_info['sheet'] . '/sprite_left_40x40.png?' . MMRPG_CONFIG_CACHE_DATE, 'frame' => str_pad($temp_star_back_info['frame'], 2, '0', STR_PAD_LEFT));
     $temp_star_title = $star_data['star_name'] . ' Star <br />';
     $temp_star_title .= '<span style="font-size:80%;">';
     if ($temp_field_type_1 != $temp_field_type_2) {
         $temp_star_title .= '' . ucfirst($temp_field_type_1) . (!empty($temp_field_type_2) ? ' / ' . ucfirst($temp_field_type_2) : '') . ' Type';
     } else {
         $temp_star_title .= '' . ucfirst($temp_field_type_1) . ' Type';
     }
     $temp_star_title .= ' | ' . ucfirst($temp_star_kind) . ' Star';
     if ($temp_field_type_1 != 'none') {
         if ($temp_star_kind == 'field') {
             $temp_star_title .= ' <br />' . ucfirst($temp_field_type_1) . ' +' . MMRPG_SETTINGS_STARS_BOOST . '%';
         } elseif ($temp_star_kind == 'fusion') {
             if ($temp_field_type_1 != $temp_field_type_2) {
Exemplo n.º 17
0
 public static function print_online($this_leaderboard_online_players = array(), $filter_userids = array())
 {
     if (empty($this_leaderboard_online_players)) {
         $this_leaderboard_online_players = rpg_prototype::leaderboard_online();
     }
     ob_start();
     foreach ($this_leaderboard_online_players as $key => $info) {
         if (!empty($filter_userids) && !in_array($info['id'], $filter_userids)) {
             continue;
         }
         if (empty($info['image'])) {
             $info['image'] = 'robots/mega-man/40';
         }
         list($path, $token, $size) = explode('/', $info['image']);
         $frame = $info['placeint'] <= 3 ? 'victory' : 'base';
         //if ($key > 0 && $key % 5 == 0){ echo '<br />'; }
         echo ' <a data-playerid="' . $info['id'] . '" class="player_type player_type_' . $info['colour'] . '" href="leaderboard/' . $info['token'] . '/">';
         echo '<span class="sprite_wrap"><span class="sprite sprite_' . $size . 'x' . $size . ' sprite_' . $size . 'x' . $size . '_' . $frame . '" style="left: ' . ($size == 40 ? -4 : -26) . 'px; background-image: url(images/sprites/' . $path . '/' . $token . '/sprite_left_' . $size . 'x' . $size . '.png?' . MMRPG_CONFIG_CACHE_DATE . ');"></span></span>';
         echo '<span class="name_wrap">' . strip_tags($info['place']) . ' : ' . $info['name'] . '</span>';
         echo '</a>';
     }
     $temp_markup = ob_get_clean();
     return $temp_markup;
 }
Exemplo n.º 18
0
 public static function robot_select_markup($this_prototype_data)
 {
     // Refence the global config and index objects for easy access
     global $db;
     // Define the temporary robot markup string
     $this_robots_markup = '';
     // Collect the robot index for calculation purposes
     $this_robot_index = $db->get_array_list("SELECT * FROM mmrpg_index_robots WHERE robot_flag_complete = 1;", 'robot_token');
     // Collect the ability index for calculation purposes
     $this_ability_index = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_flag_complete = 1;", 'ability_token');
     // Loop through and display the available robot options for this player
     $temp_robot_option_count = count($this_prototype_data['robot_options']);
     $temp_player_favourites = rpg_game::robot_favourites();
     foreach ($this_prototype_data['robot_options'] as $key => $info) {
         $info = array_merge($this_robot_index[$info['robot_token']], $info);
         if (!isset($info['original_player'])) {
             $info['original_player'] = $this_prototype_data['this_player_token'];
         }
         $this_option_class = 'option option_this-robot-select option_this-' . $info['original_player'] . '-robot-select option_' . ($temp_robot_option_count == 1 ? '1x4' : ($this_prototype_data['robots_unlocked'] <= 2 ? '1x2' : '1x1')) . ' option_' . $info['robot_token'] . ' block_' . ($key + 1);
         $this_option_style = '';
         $this_option_token = $info['robot_id'] . '_' . $info['robot_token'];
         $this_option_image = !empty($info['robot_image']) ? $info['robot_image'] : $info['robot_token'];
         $this_option_size = !empty($info['robot_image_size']) ? $info['robot_image_size'] : 40;
         $temp_size = $this_option_size;
         $temp_size_text = $temp_size . 'x' . $temp_size;
         $temp_top = -2 + (40 - $temp_size);
         $temp_right_inc = $temp_size > 40 ? ceil($temp_size * 0.5 - 60) : 0;
         $temp_right = 15 + $temp_right_inc;
         $this_robot_name = $info['robot_name'];
         $this_robot_rewards = rpg_game::robot_rewards($this_prototype_data['this_player_token'], $info['robot_token']);
         $this_robot_settings = rpg_game::robot_settings($this_prototype_data['this_player_token'], $info['robot_token']);
         $this_robot_experience = rpg_game::robot_experience($this_prototype_data['this_player_token'], $info['robot_token']);
         $this_robot_level = rpg_game::robot_level($this_prototype_data['this_player_token'], $info['robot_token']);
         $this_experience_required = rpg_prototype::calculate_experience_required($this_robot_level);
         $this_robot_abilities = rpg_game::abilities_unlocked($this_prototype_data['this_player_token'], $info['robot_token']);
         $text_robot_special = $this_robot_level >= 100 || !empty($this_robot_rewards['flags']['reached_max_level']) ? true : false;
         $this_robot_experience = $this_robot_level >= 100 ? '<span style="position: relative; bottom: 0; font-size: 120%;">&#8734;</span>' : $this_robot_experience;
         $this_robot_experience_title = $this_robot_level >= 100 ? '&#8734;' : $this_robot_experience;
         $this_robot_favourite = in_array($info['robot_token'], $temp_player_favourites) ? true : false;
         $this_robot_name .= $this_robot_favourite ? ' <span style="position: relative; bottom: 2px; font-size: 11px;">&hearts;</span>' : '';
         $this_robot_name .= $text_robot_special ? ' <span style="position: relative; bottom: 2px; font-size: 9px;" title="Congratulations!!! :D">&#9733;</span>' : '';
         $this_robot_item = !empty($info['robot_item']) ? $info['robot_item'] : '';
         $this_robot_energy = $info['robot_energy'];
         $this_robot_attack = $info['robot_attack'];
         $this_robot_defense = $info['robot_defense'];
         $this_robot_speed = $info['robot_speed'];
         $this_robot_core = !empty($info['robot_core']) ? $info['robot_core'] : '';
         $this_robot_core2 = !empty($info['robot_core2']) ? $info['robot_core2'] : '';
         $temp_level = $this_robot_level - 1;
         $this_robot_energy += ceil($temp_level * (0.05 * $this_robot_energy));
         $this_robot_attack += ceil($temp_level * (0.05 * $this_robot_attack));
         $this_robot_defense += ceil($temp_level * (0.05 * $this_robot_defense));
         $this_robot_speed += ceil($temp_level * (0.05 * $this_robot_speed));
         if (!empty($this_robot_settings['robot_item'])) {
             $this_robot_item = $this_robot_settings['robot_item'];
         }
         if (!empty($this_robot_rewards['robot_energy'])) {
             $this_robot_energy += $this_robot_rewards['robot_energy'];
         }
         if (!empty($this_robot_rewards['robot_attack'])) {
             $this_robot_attack += $this_robot_rewards['robot_attack'];
         }
         if (!empty($this_robot_rewards['robot_defense'])) {
             $this_robot_defense += $this_robot_rewards['robot_defense'];
         }
         if (!empty($this_robot_rewards['robot_speed'])) {
             $this_robot_speed += $this_robot_rewards['robot_speed'];
         }
         if ($this_prototype_data['this_player_token'] == 'dr-light') {
             $this_robot_defense += ceil(0.25 * $this_robot_defense);
         }
         if ($this_prototype_data['this_player_token'] == 'dr-wily') {
             $this_robot_attack += ceil(0.25 * $this_robot_attack);
         }
         if ($this_prototype_data['this_player_token'] == 'dr-cossack') {
             $this_robot_speed += ceil(0.25 * $this_robot_speed);
         }
         $this_robot_energy = $this_robot_energy > MMRPG_SETTINGS_STATS_MAX ? MMRPG_SETTINGS_STATS_MAX : $this_robot_energy;
         $this_robot_attack = $this_robot_attack > MMRPG_SETTINGS_STATS_MAX ? MMRPG_SETTINGS_STATS_MAX : $this_robot_attack;
         $this_robot_defense = $this_robot_defense > MMRPG_SETTINGS_STATS_MAX ? MMRPG_SETTINGS_STATS_MAX : $this_robot_defense;
         $this_robot_speed = $this_robot_speed > MMRPG_SETTINGS_STATS_MAX ? MMRPG_SETTINGS_STATS_MAX : $this_robot_speed;
         if (!empty($this_robot_settings['robot_image'])) {
             $this_option_image = $this_robot_settings['robot_image'];
         }
         if (!empty($this_robot_item) && preg_match('/^item-core-/i', $this_robot_item)) {
             $item_core_type = preg_replace('/^item-core-/i', '', $this_robot_item);
             if (empty($this_robot_core2)) {
                 //$this_robot_core != 'copy' &&
                 $this_robot_core2 = $item_core_type;
             }
         }
         $this_robot_abilities_current = !empty($info['robot_abilities']) ? array_keys($info['robot_abilities']) : array('buster-shot');
         $this_option_title = '';
         //-- Basics -------------------------------  <br />';
         $this_option_title .= $info['robot_name'];
         //''.$info['robot_number'].' '.$info['robot_name'];
         $this_option_title .= ' (' . (!empty($this_robot_core) ? ucfirst($this_robot_core) . ' Core' : 'Neutral Core') . ')';
         $this_option_title .= ' <br />Level ' . $this_robot_level . ' | ' . $this_robot_experience_title . ' / ' . $this_experience_required . ' Exp' . (!empty($this_robot_favourite_title) ? ' ' . $this_robot_favourite_title : '');
         if (!empty($this_robot_item) && isset($this_ability_index[$this_robot_item])) {
             $this_option_title .= ' | + ' . $this_ability_index[$this_robot_item]['ability_name'] . ' ';
         }
         $this_option_title .= ' <br />E : ' . $this_robot_energy . ' | A : ' . $this_robot_attack . ' | D : ' . $this_robot_defense . ' | S: ' . $this_robot_speed;
         if (!empty($this_robot_abilities_current)) {
             $this_option_title .= ' <hr />';
             // <hr />-- Abilities ------------------------------- <br />';
             $temp_counter = 1;
             foreach ($this_robot_abilities_current as $token) {
                 if (empty($token) || !isset($this_ability_index[$token])) {
                     continue;
                 }
                 $temp_info = rpg_ability::parse_index_info($this_ability_index[$token]);
                 $this_option_title .= $temp_info['ability_name'];
                 if ($temp_counter % 4 == 0) {
                     $this_option_title .= ' <br />';
                 } elseif ($temp_counter < count($this_robot_abilities_current)) {
                     $this_option_title .= ' | ';
                 }
                 $temp_counter++;
             }
         }
         $this_option_title_plain = strip_tags(str_replace('<br />', '&#10;', $this_option_title));
         $this_option_title_tooltip = htmlentities($this_option_title, ENT_QUOTES, 'UTF-8');
         $this_option_label = '<span class="sprite sprite_' . $temp_size_text . ' sprite_' . $temp_size_text . '_base" style="background-image: url(i/r/' . $this_option_image . '/sr' . $temp_size . '.png?' . MMRPG_CONFIG_CACHE_DATE . '); top: ' . $temp_top . 'px; right: ' . $temp_right . 'px;">' . $info['robot_name'] . '</span>';
         $this_option_label .= '<span class="multi">';
         $this_option_label .= '<span class="maintext">' . $this_robot_name . '</span>';
         $this_option_label .= '<span class="subtext">Level ' . $this_robot_level . '</span>';
         $this_option_label .= '<span class="subtext2">' . $this_robot_experience . '/' . $this_experience_required . ' Exp</span>';
         $this_option_label .= '</span>';
         $this_option_label .= '<span class="arrow">&#9658;</span>';
         //$this_robots_markup .= '<a class="'.$this_option_class.'" data-child="true" data-token="'.$this_option_token.'" title="'.$this_option_title_plain.'" data-tooltip="'.$this_option_title_tooltip.'" style="'.$this_option_style.'">';
         $this_robots_markup .= '<a class="' . $this_option_class . '" data-child="true" data-token="' . $this_option_token . '" style="' . $this_option_style . '">';
         $this_robots_markup .= '<div class="chrome chrome_type robot_type_' . (!empty($this_robot_core) ? $this_robot_core : 'none') . (!empty($this_robot_core2) ? '_' . $this_robot_core2 : '') . '" data-tooltip="' . $this_option_title_tooltip . '"><div class="inset"><label class="has_image">' . $this_option_label . '</label></div></div>';
         $this_robots_markup .= '</a>' . "\r\n";
     }
     // Loop through and display any option padding cells
     //if ($this_prototype_data['robots_unlocked'] >= 3){
     if ($temp_robot_option_count >= 3) {
         //$this_prototype_data['padding_num'] = $this_prototype_data['robots_unlocked'] <= 8 ? 4 : 2;
         $this_prototype_data['padding_num'] = 4;
         $this_prototype_data['robots_padding'] = $temp_robot_option_count % $this_prototype_data['padding_num'];
         if (!empty($this_prototype_data['robots_padding'])) {
             $counter = $temp_robot_option_count % $this_prototype_data['padding_num'] + 1;
             for ($counter; $counter <= $this_prototype_data['padding_num']; $counter++) {
                 $this_option_class = 'option option_this-robot-select option_this-' . $this_prototype_data['this_player_token'] . '-robot-select option_1x1 option_disabled block_' . $counter;
                 $this_option_style = '';
                 $this_robots_markup .= '<a class="' . $this_option_class . '" style="' . $this_option_style . '">';
                 $this_robots_markup .= '<div class="platform"><div class="chrome"><div class="inset"><label>&nbsp;</label></div></div></div>';
                 $this_robots_markup .= '</a>' . "\r\n";
             }
         }
     }
     // Return the generated markup
     return $this_robots_markup;
 }
Exemplo n.º 19
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    // -- THIRD PLACE!!! -- //
    // If this user is in third place make sure there's a flag to remember it
    if (!isset($this_prototype_awards['ranking_third_place']) && $this_boardinfo['board_rank'] == 3) {
        $this_prototype_awards['ranking_third_place'] = time();
    }
    /*
     * PROTOTYPE ACHIEVEMENTS
     */
    // -- LIGHT COMPLETE!!! -- //
    // If this user has completed Dr. Light's campaign, make sure there's a flag to remember it
    if (!isset($this_prototype_awards['prototype_complete_light']) && rpg_prototype::campaign_complete('dr-light')) {
        $this_prototype_awards['prototype_complete_light'] = time();
    }
    // -- WILY COMPLETE!!! -- //
    // If this user has completed Dr. Wily's campaign, make sure there's a flag to remember it
    if (!isset($this_prototype_awards['prototype_complete_wily']) && rpg_prototype::campaign_complete('dr-wily')) {
        $this_prototype_awards['prototype_complete_wily'] = time();
    }
    // -- COSSACK COMPLETE!!! -- //
    // If this user has completed Dr. Cossack's campaign, make sure there's a flag to remember it
    if (!isset($this_prototype_awards['prototype_complete_cossack']) && rpg_prototype::campaign_complete('dr-cossack')) {
        $this_prototype_awards['prototype_complete_cossack'] = time();
    }
    // -- PROTOTYPE COMPLETE!!! -- //
    // If this user has completed all three campaigns, make sure there's a flag to remember it
    if (!isset($this_prototype_awards['prototype_complete_all']) && !empty($this_prototype_awards['prototype_complete_light']) && !empty($this_prototype_awards['prototype_complete_wily']) && !empty($this_prototype_awards['prototype_complete_cossack'])) {
        $this_prototype_awards['prototype_complete_all'] = time();
    }
}
// Update the prototype awards session variable with recent changes
$_SESSION[$session_token]['values']['prototype_awards'] = $this_prototype_awards;
Exemplo n.º 20
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if (!defined('MMRPG_SCRIPT_REQUEST')) {
    require 'prototype_dr-xxx_passwords.php';
}
// Require the MISSIONS file for this player
require 'prototype_dr-xxx_missions.php';
// Define the robot options and counter for this mode
if (empty($_SESSION['PROTOTYPE_TEMP'][$this_prototype_data['this_player_token'] . '_robot_options'])) {
    $this_prototype_data['robot_options'] = !empty($mmrpg_index['players'][$this_prototype_data['this_player_token']]['player_robots']) ? $mmrpg_index['players'][$this_prototype_data['this_player_token']]['player_robots'] : array();
    foreach ($this_prototype_data['robot_options'] as $key => $info) {
        if (!rpg_game::robot_unlocked($this_prototype_data['this_player_token'], $info['robot_token'])) {
            unset($this_prototype_data['robot_options'][$key]);
        } else {
            $temp_settings = rpg_game::robot_settings($this_prototype_data['this_player_token'], $info['robot_token']);
            $this_prototype_data['robot_options'][$key]['original_player'] = !empty($temp_settings['original_player']) ? $temp_settings['original_player'] : $this_prototype_data['this_player_token'];
            $this_prototype_data['robot_options'][$key]['robot_abilities'] = !empty($temp_settings['robot_abilities']) ? $temp_settings['robot_abilities'] : array();
            $this_prototype_data['robot_options'][$key]['robot_item'] = !empty($temp_settings['robot_item']) ? $temp_settings['robot_item'] : '';
        }
    }
    $this_prototype_data['robot_options'] = array_values($this_prototype_data['robot_options']);
    usort($this_prototype_data['robot_options'], array('rpg_prototype', 'sort_robots_position'));
    $_SESSION['PROTOTYPE_TEMP'][$this_prototype_data['this_player_token'] . '_robot_options'] = $this_prototype_data['robot_options'];
} else {
    $this_prototype_data['robot_options'] = $_SESSION['PROTOTYPE_TEMP'][$this_prototype_data['this_player_token'] . '_robot_options'];
}
// Generate the markup for this player's robot select screen
$this_prototype_data['robots_markup'] = rpg_prototype::robot_select_markup($this_prototype_data);
// Generate the markup for any leftover player missions
$this_prototype_data['missions_markup'] .= rpg_prototype::options_markup($this_prototype_data['battle_options'], $this_prototype_data['this_player_token']);
// Add all these options to the global prototype data variable
$prototype_data[$this_prototype_data['this_player_token']] = $this_prototype_data;
unset($this_prototype_data);
Exemplo n.º 21
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        <?php } ?>
        <?php if (rpg_prototype::event_complete('completed-chapter_dr-light_one')){ ?>
          <a class="link link_robots" data-step="edit_robots" data-index="<?= $temp_data_index++ ?>" data-source="frames/robots.php?action=robots" data-music="misc/robot-editor" data-tooltip="<?= $this_menu_tooltips['robots'] ?>" data-tooltip-type="field_type field_type_<?= MMRPG_SETTINGS_CURRENT_FIELDTYPE ?>"><label>robots</label></a> <span class="pipe">|</span>
        <?php } ?>
        <?if (rpg_prototype::event_complete('completed-chapter_dr-wily_one')){ ?>
          <a class="link link_players" data-step="edit_players" data-index="<?= $temp_data_index++ ?>" data-source="frames/players.php?action=players" data-music="misc/player-editor" data-tooltip="<?= $this_menu_tooltips['players'] ?>" data-tooltip-type="field_type field_type_<?= MMRPG_SETTINGS_CURRENT_FIELDTYPE ?>"><label>players</label></a> <span class="pipe">|</span>
        <?php } ?>
        <?php if (false && rpg_game::items_unlocked() >= 1){ ?>
          <a class="link link_items" data-step="items" data-index="<?= $temp_data_index++ ?>" data-source="frames/items.php" data-music="misc/item-viewer" data-tooltip="<?= $this_menu_tooltips['items'] ?>" data-tooltip-type="field_type field_type_<?= MMRPG_SETTINGS_CURRENT_FIELDTYPE ?>"><label>items</label></a> <span class="pipe">|</span>
        <?php } ?>
        <?php if (false && rpg_game::abilities_unlocked() >= 3){ ?>
          <a class="link link_abilities" data-step="abilities" data-index="<?= $temp_data_index++ ?>" data-source="frames/abilities.php" data-music="misc/ability-viewer" data-tooltip="<?= $this_menu_tooltips['abilities'] ?>" data-tooltip-type="field_type field_type_<?= MMRPG_SETTINGS_CURRENT_FIELDTYPE ?>"><label>abilities</label></a> <span class="pipe">|</span>
        <?php } ?>
        <?php if(rpg_prototype::event_complete('completed-chapter_dr-light_three')
          && rpg_prototype::event_complete('completed-chapter_dr-wily_three')
          && rpg_prototype::event_complete('completed-chapter_dr-cossack_three')){ /* rpg_game::stars_unlocked() >= 1 */ ?>
          <a class="link link_stars" data-step="starforce" data-index="<?= $temp_data_index++ ?>" data-source="frames/starforce.php" data-music="misc/star-force" data-tooltip="<?= $this_menu_tooltips['starforce'] ?>" data-tooltip-type="field_type field_type_<?= MMRPG_SETTINGS_CURRENT_FIELDTYPE ?>"><label>starforce</label></a> <span class="pipe">|</span>
        <?php } ?>
        <?php if(rpg_game::database_unlocked() >= 2){ ?>
          <a class="link link_data" data-step="database" data-index="<?= $temp_data_index++ ?>" data-source="frames/database.php" data-music="misc/data-base" data-tooltip="<?= $this_menu_tooltips['database'] ?>" data-tooltip-type="field_type field_type_<?= MMRPG_SETTINGS_CURRENT_FIELDTYPE ?>"><label>database</label></a> <span class="pipe">|</span>
        <?php } ?>
        <a class="link link_exit" data-index="<?= $temp_data_index++ ?>" data-tooltip="<?= $this_menu_tooltips['exit'] ?>"><label>exit</label></a>
        <?php
      }
      ?>
      </div>
    </div>

  </div>

  <div class="menu select_this_player" data-step="1" data-title="Player Select (<?= rpg_game::is_demo() || $unlock_count_players == 1 ? '1 Player' : $unlock_count_players.' Players' ?>)" data-select="this_player_token">
Exemplo n.º 22
0
    public static function print_editor_markup($player_info)
    {
        // Define the global variables
        global $mmrpg_index, $this_current_uri, $this_current_url, $db;
        global $allowed_edit_players, $allowed_edit_fields, $global_allow_editing;
        global $allowed_edit_data_count, $allowed_edit_player_count, $first_player_token;
        global $key_counter, $player_key, $player_counter, $player_rewards, $player_field_rewards, $player_item_rewards, $temp_player_totals, $player_options_markup;
        global $mmrpg_database_robots, $mmrpg_database_items;
        $session_token = rpg_game::session_token();
        // If either fo empty, return error
        if (empty($player_info)) {
            return 'error:player-empty';
        }
        // Collect the approriate database indexes
        if (empty($mmrpg_database_robots)) {
            $mmrpg_database_robots = $db->get_array_list("SELECT * FROM mmrpg_index_robots WHERE robot_flag_complete = 1;", 'robot_token');
        }
        if (empty($mmrpg_database_items)) {
            $mmrpg_database_items = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_class = 'item' AND ability_flag_complete = 1;", 'ability_token');
        }
        // Define the quick-access variables for later use
        $player_token = $player_info['player_token'];
        if (!isset($first_player_token)) {
            $first_player_token = $player_token;
        }
        // Define the player's image and size if not defined
        $player_info['player_image'] = !empty($player_info['player_image']) ? $player_info['player_image'] : $player_info['player_token'];
        $player_info['player_image_size'] = !empty($player_info['player_image_size']) ? $player_info['player_image_size'] : 40;
        // Define the player's battle points total, battles complete, and other details
        $player_info['player_points'] = rpg_game::player_points($player_token);
        $player_info['player_battles_complete'] = rpg_prototype::battles_complete($player_token);
        $player_info['player_battles_complete_total'] = rpg_prototype::battles_complete($player_token, false);
        $player_info['player_battles_failure'] = rpg_prototype::battles_failure($player_token);
        $player_info['player_battles_failure_total'] = rpg_prototype::battles_failure($player_token, false);
        $player_info['player_robots_count'] = 0;
        $player_info['player_abilities_count'] = rpg_game::abilities_unlocked($player_token);
        $player_info['player_field_stars'] = rpg_game::stars_unlocked($player_token, 'field');
        $player_info['player_fusion_stars'] = rpg_game::stars_unlocked($player_token, 'fusion');
        $player_info['player_screw_counter'] = 0;
        $player_info['player_heart_counter'] = 0;
        // Define the player's experience points total
        $player_info['player_experience'] = 0;
        // Collect this player's current defined omega item list
        if (!empty($_SESSION[$session_token]['values']['battle_rewards'])) {
            //$debug_experience_sum = $player_token.' : ';
            foreach ($_SESSION[$session_token]['values']['battle_rewards'] as $temp_player => $temp_player_info) {
                if (!empty($_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots'])) {
                    $temp_player_robot_rewards = $_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots'];
                    $temp_player_robot_settings = $_SESSION[$session_token]['values']['battle_settings'][$temp_player]['player_robots'];
                    if (empty($temp_player_robot_rewards) || empty($temp_player_robot_settings)) {
                        unset($_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots']);
                        unset($_SESSION[$session_token]['values']['battle_settings'][$temp_player]['player_robots']);
                        continue;
                    }
                    foreach ($temp_player_robot_rewards as $temp_key => $temp_robot_info) {
                        if (empty($temp_robot_info['robot_token'])) {
                            unset($_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots'][$temp_key]);
                            unset($_SESSION[$session_token]['values']['battle_settings'][$temp_player]['player_robots'][$temp_key]);
                            continue;
                        }
                        $temp_robot_settings = $temp_player_robot_settings[$temp_robot_info['robot_token']];
                        $temp_robot_rewards = $temp_player_robot_settings[$temp_robot_info['robot_token']];
                        // If this robot is not owned by the player, skip it as it doesn't count towards their totals
                        if (empty($temp_robot_settings['original_player']) && $temp_player != $player_token) {
                            continue;
                        } elseif (empty($temp_robot_settings['original_player'])) {
                            $temp_robot_settings['original_player'] = $temp_player;
                        }
                        if ($temp_robot_settings['original_player'] != $player_token) {
                            continue;
                        }
                        //$debug_experience_sum .= $temp_robot_info['robot_token'].', ';
                        $player_info['player_robots_count']++;
                        if (!empty($temp_robot_info['robot_level'])) {
                            $player_info['player_experience'] += $temp_robot_info['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERROBOT;
                        }
                        if (!empty($temp_robot_info['robot_experience'])) {
                            $player_info['player_experience'] += $temp_robot_info['robot_experience'];
                        }
                    }
                }
            }
            //die($debug_experience_sum);
        }
        // Collect this player's current field selection from the omega session
        $temp_session_key = $player_info['player_token'] . '_target-robot-omega_prototype';
        $player_info['target_robot_omega'] = !empty($_SESSION[$session_token]['values'][$temp_session_key]) ? $_SESSION[$session_token]['values'][$temp_session_key] : array();
        $player_info['player_fields_current'] = array();
        //die('<pre>$player_info[\'target_robot_omega\'] = '.print_r($player_info['target_robot_omega'], true).'</pre>');
        if (count($player_info['target_robot_omega']) == 2) {
            $player_info['target_robot_omega'] = array_shift($player_info['target_robot_omega']);
        }
        foreach ($player_info['target_robot_omega'] as $key => $info) {
            $field = rpg_field::get_index_info($info['field']);
            if (empty($field)) {
                continue;
            }
            $player_info['player_fields_current'][] = $field;
        }
        // Define this player's stat type boost for display purposes
        $player_info['player_stat_type'] = '';
        if (!empty($player_info['player_energy'])) {
            $player_info['player_stat_type'] = 'energy';
        } elseif (!empty($player_info['player_attack'])) {
            $player_info['player_stat_type'] = 'attack';
        } elseif (!empty($player_info['player_defense'])) {
            $player_info['player_stat_type'] = 'defense';
        } elseif (!empty($player_info['player_speed'])) {
            $player_info['player_stat_type'] = 'speed';
        }
        // Define whether or not field switching is enabled
        $temp_allow_field_switch = rpg_prototype::campaign_complete($player_info['player_token']) || rpg_prototype::campaign_complete();
        // Collect a temp robot object for printing items
        if ($player_info['player_token'] == 'dr-light') {
            $robot_info = rpg_robot::parse_index_info($mmrpg_database_robots['mega-man']);
        } elseif ($player_info['player_token'] == 'dr-wily') {
            $robot_info = rpg_robot::parse_index_info($mmrpg_database_robots['bass']);
        } elseif ($player_info['player_token'] == 'dr-cossack') {
            $robot_info = rpg_robot::parse_index_info($mmrpg_database_robots['proto-man']);
        }
        // Define the markup variable
        $this_markup = '';
        // Start the output buffer
        ob_start();
        // DEBUG
        //die(print_r($player_field_rewards, true));
        ?>
            <div class="event event_double event_<?php 
        echo $player_key == $first_player_token ? 'visible' : 'hidden';
        ?>
" data-token="<?php 
        echo $player_info['player_token'] . '_' . $player_info['player_token'];
        ?>
">
                <div class="this_sprite sprite_left" style="height: 40px;">
                    <?php 
        $temp_margin = -1 * ceil(($player_info['player_image_size'] - 40) * 0.5);
        ?>
                    <div style="margin-top: <?php 
        echo $temp_margin;
        ?>
px; margin-bottom: <?php 
        echo $temp_margin * 3;
        ?>
px; background-image: url(i/p/<?php 
        echo !empty($player_info['player_image']) ? $player_info['player_image'] : $player_info['player_token'];
        ?>
/mr<?php 
        echo $player_info['player_image_size'];
        ?>
.png?<?php 
        echo MMRPG_CONFIG_CACHE_DATE;
        ?>
); " class="sprite sprite_player sprite_player_sprite sprite_<?php 
        echo $player_info['player_image_size'] . 'x' . $player_info['player_image_size'];
        ?>
 sprite_<?php 
        echo $player_info['player_image_size'] . 'x' . $player_info['player_image_size'];
        ?>
_mug player_status_active player_position_active"><?php 
        echo $player_info['player_name'];
        ?>
</div>
                </div>
                <div class="header header_left player_type player_type_<?php 
        echo !empty($player_info['player_stat_type']) ? $player_info['player_stat_type'] : 'none';
        ?>
" style="margin-right: 0;"><?php 
        echo $player_info['player_name'];
        ?>
&#39;s Data <span class="player_type"><?php 
        echo !empty($player_info['player_stat_type']) ? ucfirst($player_info['player_stat_type']) : 'Neutral';
        ?>
 Type</span></div>
                <div class="body body_left" style="margin-right: 0; padding: 2px 3px; height: auto;">
                    <table class="full" style="margin-bottom: 5px;">
                        <colgroup>
                            <col width="48.5%" />
                            <col width="1%" />
                            <col width="48.5%" />
                        </colgroup>
                        <tbody>

                            <tr>
                                <td  class="right">
                                    <label style="display: block; float: left;">Name :</label>
                                    <span class="player_name player_type player_type_none"><?php 
        echo $player_info['player_name'];
        ?>
</span>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td class="right">
                                    <label style="display: block; float: left;">Bonus :</label>
                                    <?php 
        // Display any special boosts this player has
        if (!empty($player_info['player_stat_type'])) {
            echo '<span class="player_name player_type player_type_' . $player_info['player_stat_type'] . '">Robot ' . ucfirst($player_info['player_stat_type']) . ' +' . $player_info['player_' . $player_info['player_stat_type']] . '%</span>';
        } else {
            echo '<span class="player_name player_type player_type_none">None</span>';
        }
        ?>
                                </td>
                            </tr>

                            <tr>
                                <td  class="right">
                                    <label style="display: block; float: left;">Exp Points :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($player_info['player_experience']) ? 'cutter' : 'none';
        ?>
"><?php 
        echo number_format($player_info['player_experience'], 0, '.', ',');
        ?>
 EXP</span>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td  class="right">
                                    <label style="display: block; float: left;">Unlocked Robots :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($player_info['player_robots_count']) ? 'cutter' : 'none';
        ?>
"><?php 
        echo $player_info['player_robots_count'] . ' ' . ($player_info['player_robots_count'] == 1 ? 'Robot' : 'Robots');
        ?>
</span>
                                </td>
                            </tr>
                            <tr>
                                <td  class="right">
                                    <label style="display: block; float: left;">Battle Points :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($player_info['player_points']) ? 'cutter' : 'none';
        ?>
"><?php 
        echo number_format($player_info['player_points'], 0, '.', ',');
        ?>
 BP</span>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td  class="right">
                                    <label style="display: block; float: left;">Unlocked Abilities :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($player_info['player_abilities_count']) ? 'cutter' : 'none';
        ?>
"><?php 
        echo $player_info['player_abilities_count'] . ' ' . ($player_info['player_abilities_count'] == 1 ? 'Ability' : 'Abilities');
        ?>
</span>
                                </td>
                            </tr>

                            <tr>
                                <td  class="right">
                                    <label style="display: block; float: left;">Missions Completed :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($player_info['player_battles_complete']) ? 'energy' : 'none';
        ?>
"><?php 
        echo $player_info['player_battles_complete'];
        ?>
 Missions</span>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td  class="right">
                                    <label style="display: block; float: left;">Total Victories :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($player_info['player_battles_complete_total']) ? 'energy' : 'none';
        ?>
"><?php 
        echo $player_info['player_battles_complete_total'];
        ?>
 Victories</span>
                                </td>
                            </tr>
                            <tr>
                                <td  class="right">
                                    <label style="display: block; float: left;">Missions Failed :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($player_info['player_battles_failure']) ? 'attack' : 'none';
        ?>
"><?php 
        echo $player_info['player_battles_failure'];
        ?>
 Missions</span>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td  class="right">
                                    <label style="display: block; float: left;">Total Defeats :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($player_info['player_battles_failure_total']) ? 'attack' : 'none';
        ?>
"><?php 
        echo $player_info['player_battles_failure_total'];
        ?>
 Defeats</span>
                                </td>
                            </tr>

                            <tr>
                                <td  class="right">
                                    <?php 
        if (!empty($player_info['player_field_stars'])) {
            ?>
                                    <label style="display: block; float: left;">Field Stars :</label>
                                    <span class="player_stat player_type player_type_<?php 
            echo !empty($player_info['player_field_stars']) ? 'electric' : 'empty';
            ?>
"><?php 
            echo $player_info['player_field_stars'] . ' ' . ($player_info['player_field_stars'] == 1 ? 'Star' : 'Stars');
            ?>
</span>
                                    <?php 
        } else {
            ?>
                                    <label style="display: block; float: left; opacity: 0.5; filter: alpha(opacity=50); ">??? :</label>
                                    <span class="player_stat player_type player_type_empty" style=" opacity: 0.5; filter: alpha(opacity=50); ">0</span>
                                    <?php 
        }
        ?>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td  class="right">
                                    <?php 
        if (!empty($player_info['player_fusion_stars'])) {
            ?>
                                    <label style="display: block; float: left;">Fusion Stars :</label>
                                    <span class="player_stat player_type player_type_<?php 
            echo !empty($player_info['player_fusion_stars']) ? 'time' : 'empty';
            ?>
"><?php 
            echo $player_info['player_fusion_stars'] . ' ' . ($player_info['player_fusion_stars'] == 1 ? 'Star' : 'Stars');
            ?>
</span>
                                    <?php 
        } else {
            ?>
                                    <label style="display: block; float: left; opacity: 0.5; filter: alpha(opacity=50); ">??? :</label>
                                    <span class="player_stat player_type player_type_empty" style=" opacity: 0.5; filter: alpha(opacity=50); ">0</span>
                                    <?php 
        }
        ?>
                                </td>
                            </tr>

                        </tbody>
                    </table>



                    <?php 
        if (false && !empty($player_item_rewards)) {
            ?>

                        <table class="full">
                            <colgroup>
                                <col width="100%" />
                            </colgroup>
                            <tbody>
                                <tr>
                                    <td class="right" style="padding-top: 4px;">
                                    <label class="item_header">Player Items :</label>
                                        <div class="item_container" style="height: auto;">
                                        <?php 
            // Define the array to hold ALL the reward option markup
            $item_rewards_options = '';
            // Collect this player's item rewards and add them to the dropdown
            //$player_item_rewards = !empty($player_rewards['player_items']) ? $player_rewards['player_items'] : array();
            //if (!empty($player_item_rewards)){ sort($player_item_rewards); }
            // DEBUG
            //$debug_tokens = array();
            //foreach ($player_item_rewards AS $info){ $debug_tokens[] = $info['ability_token']; }
            //echo 'before:'.implode(',', array_keys($debug_tokens)).'<br />';
            // Sort the item index based on item group
            uasort($player_item_rewards, array('rpg_functions', 'items_sort_for_editor'));
            // DEBUG
            //echo 'after:'.implode(',', array_keys($player_item_rewards)).'<br />';
            // DEBUG
            //$debug_tokens = array();
            //foreach ($player_item_rewards AS $info){ $debug_tokens[] = $info['ability_token']; }
            //echo 'after:'.implode(',', $debug_tokens).'<br />';
            // Dont' bother generating option dropdowns if editing is disabled
            if ($global_allow_editing) {
                $player_item_rewards_options = array();
                foreach ($player_item_rewards as $temp_item_key => $temp_item_info) {
                    if (empty($temp_item_info['ability_token'])) {
                        continue;
                    }
                    $temp_token = $temp_item_info['ability_token'];
                    $temp_item_info = rpg_ability::parse_index_info($mmrpg_database_items[$temp_token]);
                    $temp_option_markup = rpg_ability::print_editor_option_markup($robot_info, $temp_item_info);
                    if (!empty($temp_option_markup)) {
                        $player_item_rewards_options[] = $temp_option_markup;
                    }
                }
                $player_item_rewards_options = '<optgroup label="Player Items">' . implode('', $player_item_rewards_options) . '</optgroup>';
                $item_rewards_options .= $player_item_rewards_options;
                /*
                // Collect this robot's item rewards and add them to the dropdown
                $player_item_rewards = !empty($player_rewards['player_items']) ? $player_rewards['player_items'] : array();
                $player_item_settings = !empty($player_settings['player_items']) ? $player_settings['player_items'] : array();
                foreach ($player_item_settings AS $token => $info){ if (empty($player_item_rewards[$token])){ $player_item_rewards[$token] = $info; } }
                if (!empty($player_item_rewards)){ sort($player_item_rewards); }
                $player_item_rewards_options = array();
                foreach ($player_item_rewards AS $temp_item_info){
                    if (empty($temp_item_info['ability_token'])){ continue; }
                    $temp_token = $temp_item_info['ability_token'];
                    $temp_item_info = rpg_ability::parse_index_info($mmrpg_database_items[$temp_token]);
                    $temp_option_markup = rpg_ability::print_editor_option_markup($robot_info, $temp_item_info);
                    if (!empty($temp_option_markup)){ $player_item_rewards_options[] = $temp_option_markup; }
                }
                $player_item_rewards_options = '<optgroup label="Player Items">'.implode('', $player_item_rewards_options).'</optgroup>';
                $item_rewards_options .= $player_item_rewards_options;
                */
                // Add an option at the bottom to remove the ability
                $item_rewards_options .= '<optgroup label="Item Actions">';
                $item_rewards_options .= '<option value="" title="">- Remove Item -</option>';
                $item_rewards_options .= '</optgroup>';
            }
            // Loop through the robot's current items and list them one by one
            $empty_item_counter = 0;
            $temp_string = array();
            $temp_inputs = array();
            $item_key = 0;
            if (!empty($player_info['player_items_current'])) {
                // DEBUG
                //echo 'robot-ability:';
                foreach ($player_info['player_items_current'] as $key => $player_item) {
                    if (empty($player_item['ability_token'])) {
                        continue;
                    } elseif ($player_item['ability_token'] == '*') {
                        continue;
                    } elseif ($player_item['ability_token'] == 'ability') {
                        continue;
                    } elseif ($item_key > 7) {
                        continue;
                    }
                    $this_item = rpg_ability::parse_index_info($mmrpg_database_items[$player_item['ability_token']]);
                    if (empty($this_item)) {
                        continue;
                    }
                    $this_item_token = $this_item['ability_token'];
                    $this_item_name = $this_item['ability_name'];
                    $this_item_type = !empty($this_item['ability_type']) ? $this_item['ability_type'] : false;
                    $this_item_type2 = !empty($this_item['ability_type2']) ? $this_item['ability_type2'] : false;
                    if (!empty($this_item_type) && !empty($mmrpg_index['types'][$this_item_type])) {
                        $this_item_type = $mmrpg_index['types'][$this_item_type]['type_name'] . ' Type';
                        if (!empty($this_item_type2) && !empty($mmrpg_index['types'][$this_item_type2])) {
                            $this_item_type = str_replace(' Type', ' / ' . $mmrpg_index['types'][$this_item_type2]['type_name'] . ' Type', $this_item_type);
                        }
                    } else {
                        $this_item_type = '';
                    }
                    $this_item_energy = isset($this_item['ability_energy']) ? $this_item['ability_energy'] : 4;
                    $this_item_damage = !empty($this_item['ability_damage']) ? $this_item['ability_damage'] : 0;
                    $this_item_damage2 = !empty($this_item['ability_damage2']) ? $this_item['ability_damage2'] : 0;
                    $this_item_damage_percent = !empty($this_item['ability_damage_percent']) ? true : false;
                    $this_item_damage2_percent = !empty($this_item['ability_damage2_percent']) ? true : false;
                    if ($this_item_damage_percent && $this_item_damage > 100) {
                        $this_item_damage = 100;
                    }
                    if ($this_item_damage2_percent && $this_item_damage2 > 100) {
                        $this_item_damage2 = 100;
                    }
                    $this_item_recovery = !empty($this_item['ability_recovery']) ? $this_item['ability_recovery'] : 0;
                    $this_item_recovery2 = !empty($this_item['ability_recovery2']) ? $this_item['ability_recovery2'] : 0;
                    $this_item_recovery_percent = !empty($this_item['ability_recovery_percent']) ? true : false;
                    $this_item_recovery2_percent = !empty($this_item['ability_recovery2_percent']) ? true : false;
                    if ($this_item_recovery_percent && $this_item_recovery > 100) {
                        $this_item_recovery = 100;
                    }
                    if ($this_item_recovery2_percent && $this_item_recovery2 > 100) {
                        $this_item_recovery2 = 100;
                    }
                    $this_item_accuracy = !empty($this_item['ability_accuracy']) ? $this_item['ability_accuracy'] : 0;
                    $this_item_description = !empty($this_item['ability_description']) ? $this_item['ability_description'] : '';
                    $this_item_description = str_replace('{DAMAGE}', $this_item_damage, $this_item_description);
                    $this_item_description = str_replace('{RECOVERY}', $this_item_recovery, $this_item_description);
                    $this_item_description = str_replace('{DAMAGE2}', $this_item_damage2, $this_item_description);
                    $this_item_description = str_replace('{RECOVERY2}', $this_item_recovery2, $this_item_description);
                    $this_item_title = rpg_ability::print_editor_title_markup($robot_info, $this_item);
                    $this_item_title_plain = strip_tags(str_replace('<br />', '&#10;', $this_item_title));
                    $this_item_title_tooltip = htmlentities($this_item_title, ENT_QUOTES, 'UTF-8');
                    $this_item_title_html = str_replace(' ', '&nbsp;', $this_item_name);
                    $temp_select_options = str_replace('value="' . $this_item_token . '"', 'value="' . $this_item_token . '" selected="selected" disabled="disabled"', $item_rewards_options);
                    $this_item_title_html = '<label style="background-image: url(i/a/' . $this_item_token . '/il40.png?' . MMRPG_CONFIG_CACHE_DATE . ');">' . $this_item_title_html . '</label>';
                    if ($global_allow_editing) {
                        $this_item_title_html .= '<select class="ability_name" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '">' . $temp_select_options . '</select>';
                    }
                    $temp_string[] = '<a class="ability_name ability_type ability_type_' . (!empty($this_item['ability_type']) ? $this_item['ability_type'] : 'none') . (!empty($this_item['ability_type2']) ? '_' . $this_item['ability_type2'] : '') . '" style="' . (($item_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . (!$global_allow_editing ? 'cursor: default; ' : '') . '" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-item="' . $this_item_token . '" title="' . $this_item_title_plain . '" data-tooltip="' . $this_item_title_tooltip . '">' . $this_item_title_html . '</a>';
                    $item_key++;
                }
                if ($item_key <= 7) {
                    for ($item_key; $item_key <= 7; $item_key++) {
                        $empty_item_counter++;
                        if ($empty_item_counter >= 2) {
                            $empty_item_disable = true;
                        } else {
                            $empty_item_disable = false;
                        }
                        $temp_select_options = str_replace('value=""', 'value="" selected="selected" disabled="disabled"', $item_rewards_options);
                        $this_item_title_html = '<label>-</label>';
                        if ($global_allow_editing) {
                            $this_item_title_html .= '<select class="ability_name" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" ' . ($empty_item_disable ? 'disabled="disabled" ' : '') . '>' . $temp_select_options . '</select>';
                        }
                        $temp_string[] = '<a class="ability_name " style="' . (($item_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . ($empty_item_disable ? 'opacity:0.25; ' : '') . (!$global_allow_editing ? 'cursor: default; ' : '') . '" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-item="" title="" data-tooltip="">' . $this_item_title_html . '</a>';
                    }
                }
            } else {
                for ($item_key = 0; $item_key <= 7; $item_key++) {
                    $empty_item_counter++;
                    if ($empty_item_counter >= 2) {
                        $empty_item_disable = true;
                    } else {
                        $empty_item_disable = false;
                    }
                    $temp_select_options = str_replace('value=""', 'value="" selected="selected"', $item_rewards_options);
                    $this_item_title_html = '<label>-</label>';
                    if ($global_allow_editing) {
                        $this_item_title_html .= '<select class="ability_name" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-robot="' . $robot_info['robot_token'] . '" ' . ($empty_item_disable ? 'disabled="disabled" ' : '') . '>' . $temp_select_options . '</select>';
                    }
                    $temp_string[] = '<a class="ability_name " style="' . (($item_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . ($empty_item_disable ? 'opacity:0.25; ' : '') . (!$global_allow_editing ? 'cursor: default; ' : '') . '" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-robot="' . $robot_info['robot_token'] . '" data-ability="">' . $this_item_title_html . '</a>';
                }
            }
            // DEBUG
            //echo 'temp-string:';
            echo !empty($temp_string) ? implode(' ', $temp_string) : '';
            // DEBUG
            //echo '<br />temp-inputs:';
            echo !empty($temp_inputs) ? implode(' ', $temp_inputs) : '';
            // DEBUG
            //echo '<br />';
            ?>
                                        </div>
                                    </td>
                                </tr>
                            </tbody>
                        </table>

                    <?php 
        }
        ?>

                    <?php 
        if (!empty($player_field_rewards) && rpg_prototype::campaign_complete($player_info['player_token'])) {
            ?>

                        <table class="full">
                            <colgroup>
                                <col width="100%" />
                            </colgroup>
                            <tbody>
                                <tr>
                                    <td class="right" style="padding-top: 4px;">
                                        <label class="field_header"><?php 
            echo $global_allow_editing ? 'Edit ' : '';
            ?>
Player Fields :</label>
                                        <div class="field_container" style="height: auto;">
                                        <?php 
            // Define the array to hold ALL the reward option markup
            $field_rewards_options = '';
            // Collect this player's field rewards and add them to the dropdown
            //$player_field_rewards = !empty($player_rewards['player_fields']) ? $player_rewards['player_fields'] : array();
            //if (!empty($player_field_rewards)){ sort($player_field_rewards); }
            // DEBUG
            //echo 'start:player_field_rewards:<pre style="font-size: 80%;">'.print_r($player_field_rewards, true).'</pre><br />';
            // DEBUG
            //echo 'before:player_field_rewards(keys):'.implode(',', array_keys($player_field_rewards)).'<br />';
            // DEBUG
            //$debug_tokens = array();
            //foreach ($player_field_rewards AS $info){ $debug_tokens[] = $info['field_token']; }
            //echo 'before:player_field_rewards(field_tokens):'.implode(',', array_values($debug_tokens)).'<br />';
            // Sort the field index based on field number
            uasort($player_field_rewards, array('rpg_functions', 'fields_sort_for_editor'));
            // DEBUG
            //echo 'after:player_field_rewards(keys):'.implode(',', array_keys($player_field_rewards)).'<br />';
            // DEBUG
            //$debug_tokens = array();
            //foreach ($player_field_rewards AS $info){ $debug_tokens[] = $info['field_token']; }
            //echo 'after:player_field_rewards(field_tokens):'.implode(',', array_values($debug_tokens)).'<br />';
            // Don't bother generating the option markup if disabled editing
            if ($global_allow_editing) {
                // Define the field group index for displau
                $temp_group_index = array('MMRPG' => 'Mega Man RPG Fields', 'MM00' => 'Mega Man Bonus Fields', 'MM01' => 'Mega Man 1 Fields', 'MM02' => 'Mega Man 2 Fields', 'MM03' => 'Mega Man 3 Fields', 'MM04' => 'Mega Man 4 Fields', 'MM05' => 'Mega Man 5 Fields', 'MM06' => 'Mega Man 6 Fields', 'MM07' => 'Mega Man 7 Fields', 'MM08' => 'Mega Man 8 Fields', 'MM09' => 'Mega Man 9 Fields', 'MM10' => 'Mega Man 10 Fields');
                // Loop through the group index and display any fields that match
                $player_field_rewards_backup = $player_field_rewards;
                foreach ($temp_group_index as $group_key => $group_name) {
                    $player_field_rewards_options = array();
                    foreach ($player_field_rewards_backup as $temp_field_key => $temp_field_info) {
                        if (empty($temp_field_info['field_game']) || $temp_field_info['field_game'] != $group_key) {
                            continue;
                        }
                        $temp_option_markup = rpg_field::print_editor_option_markup($temp_field_info);
                        if (!empty($temp_option_markup)) {
                            $player_field_rewards_options[] = $temp_option_markup;
                        }
                        unset($player_field_rewards_backup[$temp_field_key]);
                    }
                    if (empty($player_field_rewards_options)) {
                        continue;
                    }
                    $player_field_rewards_options = '<optgroup label="' . $group_name . '">' . implode('', $player_field_rewards_options) . '</optgroup>';
                    $field_rewards_options .= $player_field_rewards_options;
                }
            }
            // Add an option at the bottom to remove the field
            //$field_rewards_options .= '<optgroup label="Field Actions">';
            //$field_rewards_options .= '<option value="" title="">- Remove Field -</option>';
            //$field_rewards_options .= '</optgroup>';
            // Loop through the player's current fields and list them one by one
            $empty_field_counter = 0;
            $temp_string = array();
            $temp_inputs = array();
            $field_key = 0;
            if (!empty($player_info['player_fields_current'])) {
                // DEBUG
                //echo 'player-field:';
                $rpg_field_index = rpg_field::get_index();
                $player_info['player_fields_current'] = $player_info['player_fields_current'];
                //array_reverse($player_info['player_fields_current']);
                foreach ($player_info['player_fields_current'] as $player_field) {
                    if ($player_field['field_token'] == '*') {
                        continue;
                    } elseif (!isset($rpg_field_index[$player_field['field_token']])) {
                        continue;
                    } elseif ($field_key > 7) {
                        continue;
                    }
                    $this_field = rpg_field::parse_index_info($rpg_field_index[$player_field['field_token']]);
                    $this_field_token = $this_field['field_token'];
                    $this_robot_token = $this_field['field_master'];
                    $this_robot = rpg_robot::parse_index_info($mmrpg_database_robots[$this_robot_token]);
                    $this_field_name = $this_field['field_name'];
                    $this_field_type = !empty($this_field['field_type']) ? $this_field['field_type'] : false;
                    $this_field_type2 = !empty($this_field['field_type2']) ? $this_field['field_type2'] : false;
                    if (!empty($this_field_type) && !empty($mmrpg_index['types'][$this_field_type])) {
                        $this_field_type = $mmrpg_index['types'][$this_field_type]['type_name'] . ' Type';
                        if (!empty($this_field_type2) && !empty($mmrpg_index['types'][$this_field_type2])) {
                            $this_field_type = str_replace(' Type', ' / ' . $mmrpg_index['types'][$this_field_type2]['type_name'] . ' Type', $this_field_type);
                        }
                    } else {
                        $this_field_type = '';
                    }
                    $this_field_description = !empty($this_field['field_description']) ? $this_field['field_description'] : '';
                    $this_field_title = rpg_field::print_editor_title_markup($this_field);
                    $this_field_title_plain = strip_tags(str_replace('<br />', '&#10;', $this_field_title));
                    $this_field_title_tooltip = htmlentities($this_field_title, ENT_QUOTES, 'UTF-8');
                    $this_field_title_html = str_replace(' ', '&nbsp;', $this_field_name);
                    $temp_select_options = str_replace('value="' . $this_field_token . '"', 'value="' . $this_field_token . '" selected="selected" disabled="disabled"', $field_rewards_options);
                    $temp_field_type_class = 'field_type_' . (!empty($this_field['field_type']) ? $this_field['field_type'] : 'none') . (!empty($this_field['field_type2']) ? '_' . $this_field['field_type2'] : '');
                    if ($global_allow_editing && $temp_allow_field_switch) {
                        $this_field_title_html = '<label class="field_type  ' . $temp_field_type_class . '" style="">' . $this_field_title_html . '</label><select class="field_name" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '">' . $temp_select_options . '</select>';
                    } elseif (!$global_allow_editing && $temp_allow_field_switch) {
                        $this_field_title_html = '<label class="field_type  ' . $temp_field_type_class . '" style="cursor: default !important;">' . $this_field_title_html . '</label>';
                    } else {
                        $this_field_title_html = '<label class="field_type ' . $temp_field_type_class . '" style="cursor: default !important;">' . $this_field_title_html . '</label>';
                    }
                    $temp_string[] = '<a class="field_name field_type ' . $temp_field_type_class . '" style="background-image: url(i/f/' . $this_field_token . '/bfp.png?' . MMRPG_CONFIG_CACHE_DATE . '); ' . (($field_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . (!$temp_allow_field_switch || !$global_allow_editing ? 'cursor: default !important; ' : '') . (!$temp_allow_field_switch ? 'opacity: 0.50; filter: alpha(opacity=50); ' : '') . '" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" data-field="' . $this_field_token . '" data-tooltip="' . $this_field_title_tooltip . '">' . $this_field_title_html . '</a>';
                    $field_key++;
                }
                if ($field_key <= 7) {
                    for ($field_key; $field_key <= 7; $field_key++) {
                        $empty_field_counter++;
                        if ($empty_field_counter >= 2) {
                            $empty_field_disable = true;
                        } else {
                            $empty_field_disable = false;
                        }
                        $temp_select_options = str_replace('value=""', 'value="" selected="selected" disabled="disabled"', $field_rewards_options);
                        $this_field_title_html = '<label>-</label><select class="field_name" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" ' . ($empty_field_disable ? 'disabled="disabled" ' : '') . '>' . $temp_select_options . '</select>';
                        $temp_string[] = '<a class="field_name " style="' . (($field_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . ($empty_field_disable ? 'opacity:0.25; ' : '') . '" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" data-field="" title="">' . $this_field_title_html . '</a>';
                    }
                }
            } else {
                for ($field_key = 0; $field_key <= 7; $field_key++) {
                    $empty_field_counter++;
                    if ($empty_field_counter >= 2) {
                        $empty_field_disable = true;
                    } else {
                        $empty_field_disable = false;
                    }
                    $temp_select_options = str_replace('value=""', 'value="" selected="selected"', $field_rewards_options);
                    $this_field_title_html = '<label>-</label><select class="field_name" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" ' . ($empty_field_disable ? 'disabled="disabled" ' : '') . '>' . $temp_select_options . '</select>';
                    $temp_string[] = '<a class="field_name " style="' . (($field_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . ($empty_field_disable ? 'opacity:0.25; ' : '') . '" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" data-field="" title="">' . $this_field_title_html . '</a>';
                }
            }
            // DEBUG
            //echo 'temp-string:';
            echo !empty($temp_string) ? implode(' ', $temp_string) : '';
            // DEBUG
            //echo '<br />temp-inputs:';
            echo !empty($temp_inputs) ? implode(' ', $temp_inputs) : '';
            // DEBUG
            //echo '<br />';
            // Collect the available star counts for this player
            $temp_star_counts = rpg_game::stars_available($player_token);
            ?>
                                        <div class="field_stars">
                                            <label class="label">stars</label>
                                            <span class="star star_field" data-star="field"><?php 
            echo $temp_star_counts['field'];
            ?>
 field</span>
                                            <span class="star star_fusion" data-star="fusion"><?php 
            echo $temp_star_counts['fusion'];
            ?>
 fusion</span>
                                        </div>
                                        <?php 
            // Print the sort wrapper and options if allowed
            if ($global_allow_editing) {
                ?>
                                            <div class="field_tools">
                                                <label class="label">tools</label>
                                                <a class="tool tool_shuffle" data-tool="shuffle" data-player="<?php 
                echo $player_token;
                ?>
">shuffle</a>
                                                <a class="tool tool_randomize" data-tool="randomize" data-player="<?php 
                echo $player_token;
                ?>
">randomize</a>
                                            </div>
                                            <?php 
            }
            ?>
                                        </div>
                                    </td>
                                </tr>
                            </tbody>
                        </table>

                    <?php 
        }
        ?>


                </div>
            </div>
            <?php 
        $key_counter++;
        // Collect the outbut buffer contents
        $this_markup = trim(ob_get_clean());
        // Return the generated markup
        return $this_markup;
    }
Exemplo n.º 23
0
 public static function generate_fortress($this_prototype_data, $temp_battle_level, $temp_index_token, $temp_battle_token, $temp_robot_masters = array(), $temp_support_mechas = array(), $temp_player_info = array())
 {
     // Pull in global variables for this function
     global $mmrpg_index, $db;
     // Collect the battle index for this foress battle
     $temp_battle_index = rpg_battle::get_index_info($temp_index_token);
     $temp_robot_index = rpg_robot::get_index();
     //ksort($_SESSION['GAME']['values']['battle_index']);
     //exit('$session_values_battle_index = <pre>'.print_r($_SESSION['GAME']['values']['battle_index'], true).'</pre>');
     //unset($_SESSION['GAME']['values']['battle_index'][$temp_battle_token]);
     //die('$temp_battle_index = <pre>'.print_r($temp_battle_index, true).'</pre>');
     // Copy over any completion records from the old, index-based name
     if (!empty($_SESSION['GAME']['values']['battle_complete'][$this_prototype_data['this_player_token']][$temp_index_token])) {
         $_SESSION['GAME']['values']['battle_complete'][$this_prototype_data['this_player_token']][$temp_battle_token] = $_SESSION['GAME']['values']['battle_complete'][$this_prototype_data['this_player_token']][$temp_index_token];
         unset($_SESSION['GAME']['values']['battle_complete'][$this_prototype_data['this_player_token']][$temp_index_token]);
     }
     // Copy over any completion records from the old, index-based name
     if (!empty($_SESSION['GAME']['values']['battle_failure'][$this_prototype_data['this_player_token']][$temp_index_token])) {
         $_SESSION['GAME']['values']['battle_failure'][$this_prototype_data['this_player_token']][$temp_battle_token] = $_SESSION['GAME']['values']['battle_failure'][$this_prototype_data['this_player_token']][$temp_index_token];
         unset($_SESSION['GAME']['values']['battle_failure'][$this_prototype_data['this_player_token']][$temp_index_token]);
     }
     // Collect and define the rest of the details
     $temp_battle_omega = $temp_battle_index;
     $temp_battle_complete = rpg_prototype::battle_complete($this_prototype_data['this_player_token'], $temp_battle_token);
     $temp_battle_targets = !empty($temp_battle_omega['battle_target_player']['player_robots']) ? count($temp_battle_omega['battle_target_player']['player_robots']) : 0;
     $temp_battle_omega['option_chapter'] = $this_prototype_data['this_current_chapter'];
     $temp_battle_omega['battle_token'] = $temp_battle_token;
     $temp_battle_omega['battle_phase'] = $this_prototype_data['battle_phase'];
     $temp_battle_omega['battle_level'] = $temp_battle_level;
     //$this_prototype_data['this_chapter_levels'][5];
     // If the battle is complete, remove the player from the description and increase the level
     if (!empty($temp_battle_complete)) {
         $temp_base_level = $temp_battle_omega['battle_level'];
         $temp_battle_omega['battle_level'] += !empty($temp_battle_complete['battle_count']) ? $temp_battle_complete['battle_count'] : 0;
         if ($temp_battle_omega['battle_level'] > $temp_base_level * 2) {
             $temp_battle_omega['battle_level'] = $temp_base_level * 2;
         }
         $temp_battle_omega['battle_target_player']['player_token'] = 'player';
         $temp_battle_omega['battle_description'] = preg_replace('/^Defeat (Dr. (Wily|Light|Cossack)\'s)/i', 'Defeat', $temp_battle_omega['battle_description']);
     }
     // If robot masters were provided to the function, update them in the battle array
     if (!empty($temp_robot_masters)) {
         $temp_battle_omega['battle_target_player']['player_robots'] = $temp_robot_masters;
     }
     // If support mechas were provided to the function, update them in the battle array
     if (!empty($temp_support_mechas)) {
         $temp_battle_omega['battle_field_info']['field_mechas'] = $temp_support_mechas;
     }
     // Start all the point-based battle vars at zero
     $temp_battle_omega['battle_points'] = 0;
     $temp_battle_omega['battle_zenny'] = 0;
     $temp_battle_omega['battle_turns_limit'] = 0;
     $temp_battle_omega['battle_robots_limit'] = 0;
     // If the player info array was provided, merge into current
     if (!empty($temp_player_info)) {
         $temp_battle_omega['battle_target_player'] = array_merge($temp_battle_omega['battle_target_player'], $temp_player_info);
     }
     // Loop through and adjust the levels of robots
     if (!empty($temp_battle_omega['battle_target_player']['player_robots'])) {
         $stat_boost_amount = !empty($temp_battle_complete['battle_count']) ? $temp_battle_complete['battle_count'] * $temp_battle_level : 0;
         if ($stat_boost_amount >= 1000) {
             $stat_boost_amount = 1000;
         }
         foreach ($temp_battle_omega['battle_target_player']['player_robots'] as $key => $robot) {
             $index = $temp_robot_index[$robot['robot_token']];
             $robot['robot_level'] = $temp_battle_omega['battle_level'];
             if (!empty($stat_boost_amount)) {
                 $robot['values'] = array();
                 $robot['values']['robot_rewards'] = array();
                 $robot['values']['robot_rewards']['robot_energy'] = $stat_boost_amount;
                 $robot['values']['robot_rewards']['robot_attack'] = $stat_boost_amount;
                 $robot['values']['robot_rewards']['robot_defense'] = $stat_boost_amount;
                 $robot['values']['robot_rewards']['robot_speed'] = $stat_boost_amount;
             }
             // Increment the battle's turn limit based on the class of target robot
             if ($index['robot_class'] == 'master') {
                 $temp_battle_omega['battle_turns_limit'] += MMRPG_SETTINGS_BATTLETURNS_PERROBOT;
             } elseif ($index['robot_class'] == 'mecha') {
                 $temp_battle_omega['battle_turns_limit'] += MMRPG_SETTINGS_BATTLETURNS_PERMECHA;
             } elseif ($index['robot_class'] == 'boss') {
                 $temp_battle_omega['battle_turns_limit'] += MMRPG_SETTINGS_BATTLETURNS_PERBOSS;
             }
             // Increment the battle's point reward based on the class of target robot
             if ($index['robot_class'] == 'master') {
                 $temp_battle_omega['battle_points'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERROBOT;
             } elseif ($index['robot_class'] == 'mecha') {
                 $temp_battle_omega['battle_points'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERMECHA;
             } elseif ($index['robot_class'] == 'boss') {
                 $temp_battle_omega['battle_points'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERBOSS;
             }
             // Increment the battle's zenny reward based on the class of target robot
             if ($index['robot_class'] == 'master') {
                 $temp_battle_omega['battle_zenny'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEZENNY_PERROBOT;
             } elseif ($index['robot_class'] == 'mecha') {
                 $temp_battle_omega['battle_zenny'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEZENNY_PERMECHA;
             } elseif ($index['robot_class'] == 'boss') {
                 $temp_battle_omega['battle_zenny'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEZENNY_PERBOSS;
             }
             // Increment the battle's robot limit based on the class of target robot
             if ($index['robot_class'] == 'master') {
                 $temp_battle_omega['battle_robots_limit'] += MMRPG_SETTINGS_BATTLEROBOTS_PERROBOT;
             } elseif ($index['robot_class'] == 'mecha') {
                 $temp_battle_omega['battle_robots_limit'] += MMRPG_SETTINGS_BATTLEROBOTS_PERMECHA;
             } elseif ($index['robot_class'] == 'boss') {
                 $temp_battle_omega['battle_robots_limit'] += MMRPG_SETTINGS_BATTLEROBOTS_PERBOSS;
             }
             $temp_battle_omega['battle_target_player']['player_robots'][$key] = $robot;
         }
     }
     //$temp_battle_omega['battle_field_info']['field_name'] = 'stat boost '.$stat_boost_amount.' '.$temp_battle_omega['battle_target_player']['player_robots'][$key]['values']['robot_rewards']['robot_energy'].' | ';
     // Fix any zero or invalid battle values
     if ($temp_battle_omega['battle_points'] < 1) {
         $temp_battle_omega['battle_points'] = 1;
     } else {
         $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points']);
     }
     if ($temp_battle_omega['battle_turns_limit'] < 1) {
         $temp_battle_omega['battle_turns_limit'] = 1;
     } else {
         $temp_battle_omega['battle_turns_limit'] = ceil($temp_battle_omega['battle_turns_limit']);
     }
     if ($temp_battle_omega['battle_robots_limit'] < 1) {
         $temp_battle_omega['battle_robots_limit'] = 1;
     } else {
         $temp_battle_omega['battle_robots_limit'] = ceil($temp_battle_omega['battle_robots_limit']);
     }
     // Return the generated omega battle data
     return $temp_battle_omega;
 }
Exemplo n.º 24
0
$global_allow_editing = true;
// -- GENERATE EDITOR MARKUP
// Require the shop index so we can use it's data
require MMRPG_CONFIG_ROOTDIR . 'includes/shop.php';
// Define which shops we're allowed to see
$allowed_edit_data = $this_shop_index;
//$prototype_player_counter = !empty($_SESSION[$session_token]['values']['battle_rewards']) ? count($_SESSION[$session_token]['values']['battle_rewards']) : 0;
//$prototype_complete_counter = rpg_prototype::campaign_complete();
//$prototype_battle_counter = rpg_prototype::battles_complete('dr-light');
if (!rpg_prototype::event_complete('completed-chapter_dr-light_one')) {
    unset($allowed_edit_data['auto']);
}
if (!rpg_prototype::event_complete('completed-chapter_dr-wily_one')) {
    unset($allowed_edit_data['reggae']);
}
if (!rpg_prototype::event_complete('completed-chapter_dr-cossack_one')) {
    unset($allowed_edit_data['kalinka']);
}
//if ($prototype_complete_counter < 3){ unset($allowed_edit_data['kalinka']); }
//if ($prototype_player_counter < 3){ unset($allowed_edit_data['reggae']); }
//if ($prototype_battle_counter < 1){ unset($allowed_edit_data['auto']); }
$allowed_edit_data_count = count($allowed_edit_data);
//die('$allowed_edit_data_count = '.$allowed_edit_data_count.'; $allowed_edit_data = <pre>'.print_r($allowed_edit_data, true).'</pre>');
// HARD-CODE ZENNY FOR TESTING
//$_SESSION[$session_token]['counters']['battle_zenny'] = 500000;
// Define the array to hold all the item quantities
$global_item_quantities = array();
$global_item_prices = array();
$global_zenny_counter = !empty($_SESSION[$session_token]['counters']['battle_zenny']) ? $_SESSION[$session_token]['counters']['battle_zenny'] : 0;
// -- PROCESS SHOP SELL ACTION -- //
// Check if an action request has been sent with an sell type
Exemplo n.º 25
0
// Collect the session token
$session_token = rpg_game::session_token();


// Collect the editor flag if set
$global_allow_editing = isset($_GET['edit']) && $_GET['edit'] == 'false' ? false : true;

// Collect the number of completed battles for each player
$unlock_flag_light = rpg_game::player_unlocked('dr-light');
$battles_complete_light = $unlock_flag_light ? rpg_prototype::battles_complete('dr-light') : 0;
$unlock_flag_wily = rpg_game::player_unlocked('dr-wily');
$battles_complete_wily = $unlock_flag_wily ? rpg_prototype::battles_complete('dr-wily') : 0;
$unlock_flag_cossack = rpg_game::player_unlocked('dr-cossack');
$battles_complete_cossack = $unlock_flag_cossack ? rpg_prototype::battles_complete('dr-cossack') : 0;
$prototype_complete_flag = rpg_prototype::campaign_complete();

// Count the number of players unlocked
$unlock_count_players = 0;
if ($unlock_flag_light){ $unlock_count_players++; }
if ($unlock_flag_wily){ $unlock_count_players++; }
if ($unlock_flag_cossack){ $unlock_count_players++; }

// Define a reference to the game's session flag variable
if (empty($_SESSION[$session_token]['flags']['events'])){ $_SESSION[$session_token]['flags']['events'] = array(); }
$temp_game_flags = &$_SESSION[$session_token]['flags']['events'];

// Require the appropriate database files
define('DATA_DATABASE_SHOW_CACHE', true);
define('DATA_DATABASE_SHOW_HIDDEN', true);
require(MMRPG_CONFIG_ROOTDIR.'database/types.php');
<?php

// -- DR. LIGHT PASSWORDS -- //
// Collect the temp battle flags
$temp_flags = !empty($_SESSION['GAME']['flags']) ? $_SESSION['GAME']['flags'] : array();
// If the UNLOCK ROLL password was created
if (!empty($temp_flags['drlight_password_robotgetletsrocknroll'])) {
    if (!rpg_game::robot_unlocked(false, 'roll')) {
        // Unlock Roll as a playable character
        $unlock_player_info = $mmrpg_index['players']['dr-light'];
        $unlock_robot_info = rpg_robot::get_index_info('roll');
        $unlock_robot_info['robot_level'] = 1;
        $unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience(1) - 1;
        rpg_game::unlock_robot($unlock_player_info, $unlock_robot_info, true);
        header('Location: prototype.php');
        exit;
    }
}
// If the UNLOCK DEMO COMPLETE BONUS password was created
if (!empty($temp_flags['drlight_password_abilitygetdemocompletebonus'])) {
    // Only process if the Mega Buster has not yet been unlocked
    if ($_SESSION['GAME']['values']['battle_rewards']['dr-light']['player_points'] <= 0) {
        // Increase this player's score by 10,000 points
        $temp_bonus_points = 10000;
        $_SESSION['GAME']['counters']['battle_points'] += $temp_bonus_points;
        $_SESSION['GAME']['values']['battle_rewards']['dr-light']['player_points'] += $temp_bonus_points;
        // Unlock the Copy Shot for use in battle early
        rpg_game::unlock_ability($mmrpg_index['players']['dr-light'], false, array('ability_token' => 'copy-shot'), true);
        // Reset and return to the main menu
        header('Location: prototype.php');
        exit;
Exemplo n.º 27
0
$temp_avatar_size = $temp_avatar_size * 2;
list($temp_background_kind, $temp_background_token) = explode('/', $temp_background_path);
$temp_avatar_class = 'avatar avatar_80x80 float float_' . ($is_personal_message_creator ? 'left' : 'right') . ' ';
$temp_avatar_colour = !empty($this_thread_info['user_colour_token']) ? $this_thread_info['user_colour_token'] : 'none';
$temp_sprite_class = 'sprite sprite_' . $temp_avatar_size . 'x' . $temp_avatar_size . ' sprite_' . $temp_avatar_size . 'x' . $temp_avatar_size . '_' . $temp_avatar_frame;
$temp_sprite_path = 'images/sprites/' . $temp_avatar_kind . '/' . $temp_avatar_token . '/sprite_' . ($is_personal_message_creator ? 'right' : 'left') . '_' . $temp_avatar_size . 'x' . $temp_avatar_size . '.png?' . MMRPG_CONFIG_CACHE_DATE;
$temp_background_path = 'images/sprites/' . $temp_background_kind . '/' . $temp_background_token . '/battle-field_avatar.png?' . MMRPG_CONFIG_CACHE_DATE;
$temp_is_contributor = in_array($this_thread_info['role_token'], array('developer', 'administrator', 'contributor', 'moderator')) ? true : false;
if ($temp_is_contributor) {
    $temp_item_class = 'sprite sprite_80x80 sprite_80x80_00';
    $temp_item_path = 'images/sprites/items/' . (!empty($this_thread_info['role_icon']) ? $this_thread_info['role_icon'] : 'energy-pellet') . '/icon_left_80x80.png?' . MMRPG_CONFIG_CACHE_DATE;
    $temp_item_title = !empty($this_thread_info['role_name']) ? $this_thread_info['role_name'] : 'Contributor';
}
// Check if the thread creator is currently online
$temp_is_online = false;
$temp_leaderboard_online = rpg_prototype::leaderboard_online();
foreach ($temp_leaderboard_online as $key => $info) {
    if ($info['id'] == $this_thread_info['user_id']) {
        $temp_is_online = true;
        break;
    }
}
// Collect the thread count for this user
if ($this_thread_info['user_id'] != MMRPG_SETTINGS_GUEST_ID) {
    $this_thread_info['thread_count'] = !empty($this_user_countindex[$this_thread_info['user_id']]['thread_count']) ? $this_user_countindex[$this_thread_info['user_id']]['thread_count'] : 0;
} else {
    $this_thread_info['thread_count'] = false;
}
// Collect the thread count for this user
if ($this_thread_info['user_id'] != MMRPG_SETTINGS_GUEST_ID) {
    $this_thread_info['post_count'] = !empty($this_user_countindex[$this_thread_info['user_id']]['post_count']) ? $this_user_countindex[$this_thread_info['user_id']]['post_count'] : 0;
Exemplo n.º 28
0
    /**
     * Generate the markup for the in-game battle menu given environment variables
     * @param $objects array
     * @param $kind string (battle, ability, scan, item, option, switch, target_this, target_target, target_this_disabled)
     * @return array
     */
    public static function get_menu_markup($objects, $menu_kind)
    {
        // Extract global objects into local scope
        extract($objects);
        // Count the total number of robots
        $num_robots = count($this_player->player_robots);
        $robot_direction = $this_player->player_side == 'left' ? 'right' : 'left';
        // Collect this and target robot options and sort them
        $this_player_robots = $this_player->player_robots;
        $target_player_robots = $target_player->player_robots;
        usort($this_player_robots, array('rpg_functions', 'robot_sort_by_active'));
        usort($target_player_robots, array('rpg_functions', 'robot_sort_by_active'));
        // Collect required item and ability tokens to display
        $temp_item_tokens = array();
        $temp_ability_tokens = array();
        if (!empty($this_player->player_items)) {
            $temp_item_tokens = array_merge($temp_item_tokens, $this_player->player_items);
        }
        if (!empty($target_player->player_items)) {
            $temp_item_tokens = array_merge($temp_item_tokens, $target_player->player_items);
        }
        foreach (array($this_player_robots, $target_player_robots) as $player_robots) {
            foreach ($player_robots as $robot_key => $robot_info) {
                if (!empty($robot_info['robot_item'])) {
                    $temp_item_tokens[] = $robot_info['robot_item'];
                }
                if (!empty($robot_info['robot_abilities'])) {
                    $temp_ability_tokens = array_merge($temp_ability_tokens, $robot_info['robot_abilities']);
                }
            }
        }
        $temp_item_tokens = array_unique($temp_item_tokens);
        $temp_ability_tokens = array_unique($temp_ability_tokens);
        // Generate custom ability and item indexes for reference
        $temp_items_index = rpg_item::get_index_custom($temp_item_tokens);
        $temp_abilities_index = rpg_ability::get_index_custom($temp_ability_tokens);
        // Generate the markup for the action battle panel
        ob_start();
        // Generate different markup for the different menu kinds
        switch ($menu_kind) {
            // If this was a BATTLE menu request
            case 'battle':
                // If the current robot is not disabled and is active
                if ($this_robot->robot_energy > 0 && $this_robot->robot_position == 'active') {
                    // Define the order counter and start at one
                    $dataOrder = 1;
                    // Display available main actions
                    ?>
<div class="main_actions"><?php 
                    if (!empty($temp_player_ability_actions) || $this_robot->robot_class == 'mecha') {
                        ?>
<a class="button action_ability" type="button" data-panel="ability" data-order="<?php 
                        echo $dataOrder;
                        ?>
"><label>Ability</label></a><?php 
                    } else {
                        ?>
<a class="button button_disabled action_ability" type="button" data-action="ability_8_action-noweapons" data-order="<?php 
                        echo $dataOrder;
                        ?>
"><label style="text-decoration: line-through;">Ability</label></a><?php 
                    }
                    $dataOrder++;
                    ?>
</div><?php 
                    // Display the available sub options
                    ?>
<div class="sub_actions"><?php 
                    // Display the SCAN option
                    if ($target_player->counters['robots_active'] > 1) {
                        ?>
<a class="button action_scan" type="button" <?php 
                        echo $target_player->counters['robots_active'] > 1 ? 'data-panel="scan"' : 'data-action="scan_' . $target_robot->robot_id . '_' . $target_robot->robot_token . '"';
                        ?>
 data-order="<?php 
                        echo $dataOrder;
                        ?>
"><label>Scan</label></a><?php 
                    } else {
                        foreach ($target_player->values['robots_active'] as $key => $info) {
                            if ($info['robot_position'] != 'active') {
                                continue;
                            }
                            ?>
<a class="button action_scan" type="button" data-action="scan_<?php 
                            echo $info['robot_id'] . '_' . $info['robot_token'];
                            ?>
" data-order="<?php 
                            echo $dataOrder;
                            ?>
"><label>Scan</label></a><?php 
                            break;
                        }
                    }
                    $dataOrder++;
                    // Display the ITEM option
                    $temp_disabled = false;
                    ?>
<a class="button action_item <?php 
                    echo $temp_disabled ? 'button_disabled' : '';
                    ?>
" type="button" <?php 
                    echo !$temp_disabled ? 'data-panel="item"' : '';
                    ?>
 <?php 
                    echo !$temp_disabled ? 'data-order="' . $dataOrder . '"' : '';
                    ?>
><label>Item</label></a><?php 
                    if (!$temp_disabled) {
                        $dataOrder++;
                    }
                    // Display the OPTION option
                    ?>
<a class="button action_option" type="button" data-panel="option" data-order="<?php 
                    echo $dataOrder;
                    ?>
"><label>Option</label></a><?php 
                    $dataOrder++;
                    // Display the SWITCH option
                    ?>
<a class="button action_switch" type="button" data-panel="switch" data-order="<?php 
                    echo $dataOrder;
                    ?>
"><label>Switch</label></a><?php 
                    $dataOrder++;
                    ?>
</div><?php 
                } else {
                    // Display available main actions
                    ?>
<div class="main_actions"><?php 
                    ?>
<a class="button action_ability button_disabled" type="button"><label>Ability</label></a><?php 
                    ?>
</div><?php 
                    // Display the available sub options
                    ?>
<div class="sub_actions"><?php 
                    ?>
<a class="button action_scan button_disabled" type="button"><label>Scan</label></a><?php 
                    ?>
<a class="button action_item button_disabled" type="button"><label>Item</label></a><?php 
                    ?>
<a class="button action_option" type="button" data-panel="option" data-order="1"><label>Option</label></a><?php 
                    ?>
<a class="button action_switch" type="button" data-panel="switch" data-order="2"><label>Switch</label></a><?php 
                    ?>
</div><?php 
                }
                break;
                // If this was a ABILITY menu request
            // If this was a ABILITY menu request
            case 'ability':
                // Define and start the order counter
                $temp_order_counter = 1;
                // Display container for the main actions
                ?>
<div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Ability</span><?php 
                // Collect the abilities for this robot, by whatever means
                if ($this_robot->robot_class == 'master') {
                    $this_robot_settings = rpg_game::robot_settings($this_player->player_token, $this_robot->robot_token);
                    if (!empty($this_robot_settings['robot_abilities'])) {
                        $current_robot_abilities = $this_robot_settings['robot_abilities'];
                    } else {
                        $current_robot_abilities = array();
                    }
                    // If this robot has more than eight abilities, slice to only eight
                    if (count($current_robot_abilities) > 8) {
                        $current_robot_abilities = array_slice($current_robot_abilities, 0, 8);
                        $_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_abilities'] = $current_robot_abilities;
                    }
                    // Collect the robot's held item if any
                    if (!empty($_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_item'])) {
                        $current_robot_item = $_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_item'];
                    } else {
                        $current_robot_item = '';
                    }
                } elseif ($this_robot->robot_class == 'mecha') {
                    // Collect the temp ability index
                    $temp_index_info = rpg_robot::get_index_info($this_robot->robot_token);
                    $current_robot_abilities = array();
                    foreach ($temp_index_info['robot_abilities'] as $token) {
                        $current_robot_abilities[$token] = array('ability_token' => $token);
                    }
                    $current_robot_item = '';
                }
                // Ensure this robot has abilities to display
                if (!empty($current_robot_abilities)) {
                    // Count the total number of abilities
                    $num_abilities = count($this_robot->robot_abilities);
                    $robot_direction = $this_player->player_side == 'left' ? 'right' : 'left';
                    // Define the ability display counter
                    $unlocked_abilities_count = 0;
                    // Collect the temp ability index
                    $temp_abilities_index = rpg_ability::get_index_custom(array_keys($current_robot_abilities));
                    $temp_robotinfo = rpg_robot::get_index_info($this_robot->robot_token);
                    if ($temp_robotinfo['robot_core'] != $this_robot->robot_core) {
                        $temp_robotinfo['robot_core'] = $this_robot->robot_core;
                    }
                    $temp_robotinfo['robot_core2'] = preg_match('/^item-core-/i', $current_robot_item) ? preg_replace('/^item-core-/i', '', $current_robot_item) : '';
                    if ($temp_robotinfo['robot_core2'] == 'none') {
                        $temp_robotinfo['robot_core2'] = '';
                    }
                    // Loop through each ability and display its button
                    $ability_key = 0;
                    //$temp_robot_array = $this_robot->export_array();
                    foreach ($current_robot_abilities as $ability_token => $ability_info) {
                        if (empty($ability_token) || !isset($temp_abilities_index[$ability_token])) {
                            continue;
                        }
                        // Check if this ability has been unlocked
                        $this_ability_unlocked = true;
                        if ($this_ability_unlocked) {
                            $unlocked_abilities_count++;
                        } else {
                            continue;
                        }
                        // Create the ability object using the session/index data
                        $temp_abilityinfo = $temp_abilities_index[$ability_token];
                        $temp_abilityinfo['ability_id'] = $this_robot->robot_id . str_pad($temp_abilityinfo['ability_id'], 3, '0', STR_PAD_LEFT);
                        $temp_ability = $this_battle->get_ability($temp_abilityinfo['ability_id']);
                        $temp_type = $temp_ability->ability_type;
                        $temp_type2 = $temp_ability->ability_type2;
                        $temp_damage = $temp_ability->ability_damage;
                        $temp_damage2 = $temp_ability->ability_damage2;
                        $temp_damage_unit = $temp_ability->ability_damage_percent ? '%' : '';
                        $temp_damage2_unit = $temp_ability->ability_damage2_percent ? '%' : '';
                        $temp_recovery = $temp_ability->ability_recovery;
                        $temp_recovery2 = $temp_ability->ability_recovery2;
                        $temp_recovery_unit = $temp_ability->ability_recovery_percent ? '%' : '';
                        $temp_recovery2_unit = $temp_ability->ability_recovery2_percent ? '%' : '';
                        $temp_accuracy = $temp_ability->ability_accuracy;
                        $temp_kind = !empty($temp_damage) && empty($temp_recovery) ? 'damage' : (!empty($temp_recovery) && empty($temp_damage) ? 'recovery' : (!empty($temp_damage) && !empty($temp_recovery) ? 'multi' : ''));
                        $temp_target = 'auto';
                        $temp_target_text = '';
                        if ($temp_ability->ability_target == 'select_target' && $target_player->counters['robots_active'] > 1) {
                            $temp_target = 'select_target';
                            $temp_target_text = 'Select Target';
                        } elseif ($temp_ability->ability_target == 'select_this') {
                            $temp_target = 'select_this';
                            $temp_target_text = 'Select Target';
                        }
                        $temp_multiplier = 1;
                        if (!empty($this_robot->robot_core) && ($this_robot->robot_core == $temp_type || $this_robot->robot_core == $temp_type2)) {
                            $temp_multiplier = $temp_multiplier * 1.5;
                        }
                        if (!empty($temp_type) && !empty($this_battle->battle_field->field_multipliers[$temp_type])) {
                            $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers[$temp_type];
                        } elseif (!empty($this_battle->battle_field->field_multipliers['none'])) {
                            $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers['none'];
                        }
                        if (!empty($temp_type2) && !empty($this_battle->battle_field->field_multipliers[$temp_type2])) {
                            $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers[$temp_type2];
                        }
                        $temp_damage = ceil($temp_damage * $temp_multiplier);
                        if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['damage'])) {
                            $temp_damage = ceil($temp_damage * $this_battle->battle_field->field_multipliers['damage']);
                        }
                        if ($temp_damage_unit == '%' && $temp_damage > 100) {
                            $temp_damage = 100;
                        }
                        $temp_damage2 = ceil($temp_damage2 * $temp_multiplier);
                        if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['damage'])) {
                            $temp_damage2 = ceil($temp_damage2 * $this_battle->battle_field->field_multipliers['damage']);
                        }
                        if ($temp_damage2_unit == '%' && $temp_damage2 > 100) {
                            $temp_damage2 = 100;
                        }
                        $temp_recovery = ceil($temp_recovery * $temp_multiplier);
                        if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['recovery'])) {
                            $temp_recovery = ceil($temp_recovery * $this_battle->battle_field->field_multipliers['recovery']);
                        }
                        if ($temp_recovery_unit == '%' && $temp_recovery > 100) {
                            $temp_recovery = 100;
                        }
                        $temp_recovery2 = ceil($temp_recovery2 * $temp_multiplier);
                        if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['recovery'])) {
                            $temp_recovery2 = ceil($temp_recovery2 * $this_battle->battle_field->field_multipliers['recovery']);
                        }
                        if ($temp_recovery2_unit == '%' && $temp_recovery2 > 100) {
                            $temp_recovery2 = 100;
                        }
                        // Define the amount of weapon energy for this ability
                        $temp_robot_weapons = $this_robot->robot_weapons;
                        $temp_ability_energy = $this_robot->calculate_weapon_energy($temp_ability, $temp_ability_energy_base, $temp_ability_energy_mods);
                        // Collect the type info for this ability if it exists
                        $temp_type_info = !empty($temp_ability->ability_type) ? rpg_type::get_index_info($temp_ability->ability_type) : false;
                        $temp_type_info2 = !empty($temp_ability->ability_type2) ? rpg_type::get_index_info($temp_ability->ability_type2) : false;
                        // Define the ability title details text
                        $temp_ability_details = $temp_ability->ability_name;
                        $temp_ability_details .= ' (' . (!empty($temp_type_info) ? $temp_type_info['type_name'] : 'Neutral');
                        if (!empty($temp_type_info2)) {
                            $temp_ability_details .= ' / ' . $temp_type_info2['type_name'];
                        } else {
                            $temp_ability_details .= ' Type';
                        }
                        $temp_ability_details .= ') <br />';
                        if ($temp_kind == 'damage') {
                            $temp_ability_details .= $temp_damage . $temp_damage_unit . ' Damage';
                        } elseif ($temp_kind == 'recovery') {
                            $temp_ability_details .= $temp_recovery . $temp_recovery_unit . ' Recovery';
                        } elseif ($temp_kind == 'multi') {
                            $temp_ability_details .= $temp_damage . $temp_damage_unit . ' Damage / ' . ($temp_multiplier != 1 ? '<del>' . $temp_ability->ability_recovery . '</del> ' : '') . $temp_recovery . $temp_recovery_unit . ' Recovery';
                        } else {
                            $temp_ability_details .= 'Support';
                        }
                        $temp_ability_details .= ' | ' . $temp_ability->ability_accuracy . '% Accuracy';
                        if (!empty($temp_ability_energy)) {
                            $temp_ability_details .= ' | ' . $temp_ability_energy . ' Energy';
                        }
                        if (!empty($temp_target_text)) {
                            $temp_ability_details .= ' | ' . $temp_target_text;
                        }
                        $temp_ability_description = $temp_ability->ability_description;
                        $temp_ability_description = str_replace('{DAMAGE}', $temp_damage, $temp_ability_description);
                        $temp_ability_description = str_replace('{RECOVERY}', $temp_recovery, $temp_ability_description);
                        $temp_ability_description = str_replace('{DAMAGE2}', $temp_damage2, $temp_ability_description);
                        $temp_ability_description = str_replace('{RECOVERY2}', $temp_recovery2, $temp_ability_description);
                        $temp_ability_details .= ' <br />' . $temp_ability_description;
                        $temp_ability_details_plain = strip_tags(str_replace('<br />', '&#10;', $temp_ability_details));
                        $temp_ability_details_tooltip = htmlentities($temp_ability_details, ENT_QUOTES, 'UTF-8');
                        // Define the ability button text variables
                        $temp_ability_label = '<span class="multi">';
                        $temp_ability_label .= '<span class="maintext">' . $temp_ability->ability_name . '</span>';
                        $temp_ability_label .= '<span class="subtext">';
                        $temp_ability_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] . ' ' : 'Neutral ';
                        if (!empty($temp_type_info2)) {
                            $temp_ability_label .= ' / ' . $temp_type_info2['type_name'];
                        } else {
                            $temp_ability_label .= $temp_kind == 'damage' ? 'Damage' : ($temp_kind == 'recovery' ? 'Recovery' : ($temp_kind == 'multi' ? 'Effects' : 'Special'));
                        }
                        $temp_ability_label .= '</span>';
                        $temp_ability_label .= '<span class="subtext">';
                        $temp_ability_label .= '<span style="' . ($temp_multiplier != 1 ? $temp_multiplier > 1 ? 'color: rgb(161, 255, 124); ' : 'color: rgb(255, 150, 150); ' : '') . '">P:' . ($temp_kind == 'damage' ? $temp_damage . $temp_damage_unit . ' ' : ($temp_kind == 'recovery' ? $temp_recovery . $temp_recovery_unit . ' ' : ($temp_kind == 'multi' ? $temp_damage . $temp_damage_unit . '/' . $temp_recovery . $temp_recovery_unit . ' ' : '0'))) . '</span>';
                        $temp_ability_label .= '&nbsp;';
                        $temp_ability_label .= 'A:' . $temp_accuracy . '%';
                        $temp_ability_label .= '</span>';
                        $temp_ability_label .= '</span>';
                        // Define whether or not this ability button should be enabled
                        $temp_button_enabled = $temp_robot_weapons >= $temp_ability_energy ? true : false;
                        // If the ability is not actually compatible with this robot, disable it
                        $temp_button_compatible = rpg_robot::has_ability_compatibility($temp_robotinfo, $temp_abilityinfo, $current_robot_item);
                        if (!$temp_button_compatible) {
                            $temp_button_enabled = false;
                        }
                        // If this button is enabled, add it to the global ability options array
                        if ($temp_button_enabled) {
                            $temp_player_ability_actions[] = $temp_ability->ability_token;
                        }
                        // Define the ability sprite variables
                        $temp_ability_sprite = array();
                        $temp_ability_sprite['name'] = $temp_ability->ability_name;
                        if ($this_robot->robot_class == 'master') {
                            $temp_ability_sprite['image'] = $temp_ability->ability_image;
                            $temp_ability_sprite['image_size'] = $temp_ability->ability_image_size;
                            $temp_ability_sprite['image_size_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size'];
                            $temp_ability_sprite['image_size_zoom'] = $temp_ability->ability_image_size * 2;
                            $temp_ability_sprite['image_size_zoom_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size'];
                            $temp_ability_sprite['url'] = 'images/sprites/abilities/' . $temp_ability_sprite['image'] . '/icon_' . $robot_direction . '_' . $temp_ability_sprite['image_size_text'] . '.png';
                            $temp_ability_sprite['class'] = 'sprite size' . $temp_ability_sprite['image_size'] . ' base ';
                            $temp_ability_sprite['style'] = 'background-image: url(' . $temp_ability_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 5px; left: 5px; ';
                            $temp_ability_sprite['markup'] = '<span class="' . $temp_ability_sprite['class'] . ' ability" style="' . $temp_ability_sprite['style'] . '">' . $temp_ability_sprite['name'] . '</span>';
                            $temp_ability_sprite['markup'] .= '<span class="' . $temp_ability_sprite['class'] . ' weapons" style="top: 35px; left: 5px; ' . ($temp_ability_energy == $temp_ability_energy_base ? '' : ($temp_ability_energy_mods <= 1 ? 'color: #80A280; ' : 'color: #68B968; ')) . '">' . $temp_ability_energy . ' WE</span>';
                        } elseif ($this_robot->robot_class == 'mecha') {
                            $temp_ability_sprite['image'] = $this_robot->robot_image;
                            $temp_ability_sprite['image_size'] = $this_robot->robot_image_size;
                            $temp_ability_sprite['image_size_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size'];
                            $temp_ability_sprite['image_size_zoom'] = $this_robot->robot_image_size * 2;
                            $temp_ability_sprite['image_size_zoom_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size'];
                            $temp_ability_sprite['url'] = 'images/sprites/robots/' . $temp_ability_sprite['image'] . '/mug_' . $robot_direction . '_' . $temp_ability_sprite['image_size_text'] . '.png';
                            $temp_ability_sprite['class'] = 'sprite size' . $temp_ability_sprite['image_size'] . ' base ';
                            $temp_ability_sprite['style'] = 'background-image: url(' . $temp_ability_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 7px; left: 5px; height: 43px; background-position: center center !important; background-size: 50% 50% !important; ';
                            $temp_ability_sprite['markup'] = '<span class="' . $temp_ability_sprite['class'] . ' ability" style="' . $temp_ability_sprite['style'] . '">' . $temp_ability_sprite['name'] . '</span>';
                        }
                        $temp_ability_sprite['preload'] = 'images/sprites/abilities/' . $temp_ability_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_ability_sprite['image_size_zoom_text'] . '.png';
                        // Now use the new object to generate a snapshot of this ability button
                        if ($temp_button_enabled) {
                            ?>
<a data-order="<?php 
                            echo $temp_order_counter;
                            ?>
" class="button action_ability ability_<?php 
                            echo $temp_ability->ability_token;
                            ?>
 ability_type ability_type_<?php 
                            echo (!empty($temp_ability->ability_type) ? $temp_ability->ability_type : 'none') . (!empty($temp_ability->ability_type2) ? '_' . $temp_ability->ability_type2 : '');
                            ?>
 block_<?php 
                            echo $unlocked_abilities_count;
                            ?>
" type="button" data-action="ability_<?php 
                            echo $temp_ability->ability_id . '_' . $temp_ability->ability_token;
                            ?>
" data-tooltip="<?php 
                            echo $temp_ability_details_tooltip;
                            ?>
" data-target="<?php 
                            echo $temp_target;
                            ?>
"><label class=""><?php 
                            echo $temp_ability_sprite['markup'];
                            echo $temp_ability_label;
                            ?>
</label></a><?php 
                        } else {
                            ?>
<a data-order="<?php 
                            echo $temp_order_counter;
                            ?>
" class="button button_disabled action_ability ability_<?php 
                            echo $temp_ability->ability_token;
                            ?>
 ability_type ability_type_<?php 
                            echo (!empty($temp_ability->ability_type) ? $temp_ability->ability_type : 'none') . (!empty($temp_ability->ability_type2) ? '_' . $temp_ability->ability_type2 : '');
                            ?>
 block_<?php 
                            echo $unlocked_abilities_count;
                            ?>
" type="button"><label class=""><?php 
                            echo $temp_ability_sprite['markup'];
                            echo $temp_ability_label;
                            ?>
</label></a><?php 
                        }
                        // Increment the order counter
                        $temp_order_counter++;
                        $ability_key++;
                    }
                    // If there were less than 8 abilities, fill in the empty spaces
                    if ($unlocked_abilities_count < 8) {
                        for ($i = $unlocked_abilities_count; $i < 8; $i++) {
                            // Display an empty button placeholder
                            ?>
<a class="button action_ability button_disabled block_<?php 
                            echo $i + 1;
                            ?>
" type="button">&nbsp;</a><?php 
                        }
                    }
                }
                // End the main action container tag
                //echo 'Abilities : ['.print_r($this_robot->robot_abilities, true).']';
                //echo preg_replace('#\s+#', ' ', print_r($this_robot_settings, true));
                ?>
</div><?php 
                // Display the back button by default
                ?>
<div class="sub_actions"><a data-order="<?php 
                echo $temp_order_counter;
                ?>
" class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php 
                // Increment the order counter
                $temp_order_counter++;
                break;
                // If this was a ITEM menu request
            // If this was a ITEM menu request
            case 'item':
                // Define all the available player items in a handy index array
                $current_player_items = $this_player->player_items;
                foreach ($current_player_items as $key => $token) {
                    $info = !empty($temp_items_index[$token]) ? $temp_items_index[$token] : false;
                    if (empty($info) || $info['ability_subclass'] != 'consumable') {
                        unset($current_player_items[$key]);
                    }
                }
                $current_player_items_count = count($current_player_items);
                $current_player_items_pages = $current_player_items_count <= 8 ? 1 : ceil($current_player_items_count / 8);
                // Define and start the order counter
                $temp_order_counter = 1;
                // Display container for the main actions
                ?>
                <div class="main_actions main_actions_hastitle">
                    <span class="main_actions_title <?php 
                echo $target_player->player_id != MMRPG_SETTINGS_TARGET_PLAYERID || !empty($this_player->flags['item_used_this_turn']) ? 'main_actions_title_disabled' : '';
                ?>
">
                        <?php 
                // If there were more than eight items, print the page numbers
                if ($current_player_items_count > 8) {
                    $temp_selected_page = 1;
                    //!empty($_SESSION['GAME']['battle_settings']['action_ability_page_num']) ? $_SESSION['GAME']['battle_settings']['action_ability_page_num'] : 1;
                    echo '<span class="float_title">Select Item</span>';
                    echo '<span class="float_links"><span class="page">Page</span>';
                    for ($i = 1; $i <= $current_player_items_pages; $i++) {
                        echo '<a class="num' . ($i == $temp_selected_page ? ' active' : '') . '" href="#' . $i . '">' . $i . '</a>';
                    }
                    echo '</span>';
                } else {
                    echo 'Select Item';
                }
                ?>
                    </span>
                    <?php 
                // Ensure this player has items to display
                if (!empty($current_player_items)) {
                    // Count the total number of items
                    $num_items = count($current_player_items);
                    $item_direction = $this_player->player_side == 'left' ? 'right' : 'left';
                    // Define the item display counter
                    $equipped_items_count = 0;
                    // Define the default button enabled option
                    if ($target_player->player_id != MMRPG_SETTINGS_TARGET_PLAYERID) {
                        $temp_button_enabled_base = false;
                    } else {
                        $temp_button_enabled_base = true;
                    }
                    // If this player has already used an item this turn
                    if (!empty($this_player->flags['item_used_this_turn'])) {
                        $temp_button_enabled_base = false;
                    }
                    // Loop through each ability and display its button
                    $item_key = 0;
                    $item_token_list = array_keys($temp_items_index);
                    foreach ($item_token_list as $item_key => $item_token) {
                        // Ensure this is an actual ability in the index
                        if (!empty($item_token) && in_array($item_token, $current_player_items)) {
                            // Define the amount of weapon energy for this ability
                            $temp_item_quantity = !empty($_SESSION['GAME']['values']['battle_items'][$item_token]) ? $_SESSION['GAME']['values']['battle_items'][$item_token] : 0;
                            // CHANGEME to zero!!! mt_rand(0, 10)
                            $temp_item_cost = 1;
                            // If this player has never aquired this item, do not display it
                            if (!isset($_SESSION['GAME']['values']['battle_items'][$item_token])) {
                                continue;
                            }
                            //$temp_item_quantity = 99; // CHANGEME! COMMENT ME OUT! TESTING ONLY!
                            // Increment the equipped items count
                            $equipped_items_count++;
                            // Define the button enabled flag
                            $temp_button_enabled = $temp_button_enabled_base;
                            // Create the ability object using the session/index data
                            $temp_iteminfo = $temp_items_index[$item_token];
                            //$temp_iteminfo['item_id'] = $this_player->player_id.str_pad($temp_iteminfo['item_id'], 3, '0', STR_PAD_LEFT);
                            $temp_item = new rpg_item($this_player, $this_robot, $temp_iteminfo);
                            $temp_type = $temp_item->item_type;
                            $temp_type2 = $temp_item->item_type2;
                            $temp_damage = $temp_item->item_damage;
                            $temp_damage2 = $temp_item->item_damage2;
                            $temp_damage_unit = $temp_item->item_damage_percent ? '%' : '';
                            $temp_damage2_unit = $temp_item->item_damage2_percent ? '%' : '';
                            $temp_recovery = $temp_item->item_recovery;
                            $temp_recovery2 = $temp_item->item_recovery2;
                            $temp_recovery_unit = $temp_item->item_recovery_percent ? '%' : '';
                            $temp_recovery2_unit = $temp_item->item_recovery2_percent ? '%' : '';
                            $temp_accuracy = $temp_item->item_accuracy;
                            $temp_kind = !empty($temp_damage) && empty($temp_recovery) ? 'damage' : (!empty($temp_recovery) && empty($temp_damage) ? 'recovery' : (!empty($temp_damage) && !empty($temp_recovery) ? 'multi' : ''));
                            if (preg_match('/-score-ball$/i', $item_token)) {
                                $temp_kind = 'score';
                            } elseif (preg_match('/-core$/i', $item_token)) {
                                $temp_kind = 'core';
                            }
                            $temp_target = 'select_this';
                            if ($temp_item->item_target == 'select_target' && $target_player->counters['robots_active'] > 1) {
                                $temp_target = 'select_target';
                            } elseif ($temp_item->item_target == 'select_this' && $this_player->counters['robots_active'] > 1) {
                                $temp_target = 'select_this';
                            } elseif ($temp_item->item_target == 'select_this_disabled') {
                                $temp_target = 'select_this_disabled';
                            } elseif ($temp_item->item_target == 'auto') {
                                $temp_target = 'auto';
                            }
                            $temp_multiplier = 1;
                            // Collect the type info for this item if it exists
                            $temp_type_info = !empty($temp_item->item_type) ? rpg_type::get_index_info($temp_item->item_type) : false;
                            $temp_type_info2 = !empty($temp_item->item_type2) ? rpg_type::get_index_info($temp_item->item_type2) : false;
                            // Define the ability title details text
                            $temp_item_details = $temp_item->item_name . ' <br />';
                            if ($temp_kind == 'damage') {
                                $temp_item_details .= $temp_damage . $temp_damage_unit . ' Damage';
                            } elseif ($temp_kind == 'recovery') {
                                $temp_item_details .= $temp_recovery . $temp_recovery_unit . ' Recovery';
                            } elseif ($temp_kind == 'multi') {
                                $temp_item_details .= $temp_damage . $temp_damage_unit . ' Damage / ' . $temp_recovery . $temp_recovery_unit . ' Recovery';
                            } elseif ($temp_kind == 'core') {
                                $temp_item_details .= '10% Damage';
                            } else {
                                $temp_item_details .= 'Support';
                            }
                            if (!empty($temp_item_quantity)) {
                                if ($temp_item_quantity != 1) {
                                    $temp_item_details .= ' | ' . $temp_item_quantity . ' Units';
                                } else {
                                    $temp_item_details .= ' | 1 Unit';
                                }
                            }
                            $temp_item_description = $temp_item->item_description;
                            $temp_item_description = str_replace('{DAMAGE}', $temp_damage, $temp_item_description);
                            $temp_item_description = str_replace('{RECOVERY}', $temp_recovery, $temp_item_description);
                            $temp_item_description = str_replace('{DAMAGE2}', $temp_damage2, $temp_item_description);
                            $temp_item_description = str_replace('{RECOVERY2}', $temp_recovery2, $temp_item_description);
                            $temp_item_details .= ' <br />' . $temp_item_description;
                            $temp_item_details_plain = strip_tags(str_replace('<br />', '&#10;', $temp_item_details));
                            $temp_item_details_tooltip = htmlentities($temp_item_details, ENT_QUOTES, 'UTF-8');
                            // Define the ability button text variables
                            $temp_item_label = '<span class="multi">';
                            $temp_item_label .= '<span class="maintext">' . $temp_item->item_name . '</span>';
                            $temp_item_label .= '<span class="subtext">';
                            if ($temp_kind == 'score') {
                                $temp_item_label .= 'Reward Booster';
                            } elseif ($temp_kind == 'core') {
                                $temp_item_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] : 'Neutral';
                                $temp_item_label .= ' Damage';
                            } else {
                                $temp_item_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] . ' ' : 'Neutral ';
                                if (!empty($temp_type_info) && !empty($temp_type_info2)) {
                                    $temp_item_label .= ' / ' . $temp_type_info2['type_name'];
                                } else {
                                    $temp_item_label .= $temp_kind == 'damage' ? 'Damage' : ($temp_kind == 'recovery' ? 'Recovery' : ($temp_kind == 'multi' ? 'Effects' : 'Special'));
                                }
                            }
                            $temp_item_label .= '</span>';
                            $temp_item_label .= '<span class="subtext">';
                            if ($temp_kind == 'score') {
                                $temp_item_label .= '<span>Value : +' . $temp_recovery . $temp_recovery_unit . '</span>';
                            } elseif ($temp_kind == 'core') {
                                $temp_item_label .= '<span>Power : 10%</span>';
                            } else {
                                $temp_item_label .= '<span style="' . ($temp_multiplier != 1 ? $temp_multiplier > 1 ? 'color: rgb(161, 255, 124); ' : 'color: rgb(255, 150, 150); ' : '') . '">Power : ' . ($temp_kind == 'damage' ? $temp_damage . $temp_damage_unit . ' ' : ($temp_kind == 'recovery' ? $temp_recovery . $temp_recovery_unit . ' ' : ($temp_kind == 'multi' ? $temp_damage . $temp_damage_unit . '/' . $temp_recovery . $temp_recovery_unit . ' ' : '0'))) . '</span>';
                            }
                            $temp_item_label .= '&nbsp;';
                            $temp_item_label .= '</span>';
                            $temp_item_label .= '</span>';
                            // Define whether or not this ability button should be enabled
                            if ($temp_item_quantity < $temp_item_cost) {
                                $temp_button_enabled = false;
                            }
                            // Define the ability sprite variables
                            $temp_item_sprite = array();
                            $temp_item_sprite['name'] = $temp_item->item_name;
                            $temp_item_sprite['image'] = $temp_item->item_image;
                            if ($temp_item->item_token == 'item-extra-life') {
                                // Automatically change this ability's image based on player
                                if ($this_player->player_token == 'dr-light') {
                                    $temp_item_sprite['image'] = 'item-extra-life';
                                } elseif ($this_player->player_token == 'dr-wily') {
                                    $temp_item_sprite['image'] = 'item-extra-life-2';
                                } elseif ($this_player->player_token == 'dr-cossack') {
                                    $temp_item_sprite['image'] = 'item-extra-life-3';
                                }
                            }
                            $temp_item_sprite['image_size'] = $temp_item->item_image_size;
                            $temp_item_sprite['image_size_text'] = $temp_item_sprite['image_size'] . 'x' . $temp_item_sprite['image_size'];
                            $temp_item_sprite['image_size_zoom'] = $temp_item->item_image_size * 2;
                            $temp_item_sprite['image_size_zoom_text'] = $temp_item_sprite['image_size'] . 'x' . $temp_item_sprite['image_size'];
                            $temp_item_sprite['url'] = 'images/sprites/items/' . $temp_item_sprite['image'] . '/icon_' . $item_direction . '_' . $temp_item_sprite['image_size_text'] . '.png';
                            $temp_item_sprite['preload'] = 'images/sprites/items/' . $temp_item_sprite['image'] . '/sprite_' . $item_direction . '_' . $temp_item_sprite['image_size_zoom_text'] . '.png';
                            $temp_item_sprite['class'] = 'sprite size' . $temp_item_sprite['image_size'] . ' base ';
                            // ability_type ability_type_'.(!empty($temp_item->item_type) ? $temp_item->item_type : 'none');
                            $temp_item_sprite['style'] = 'background-image: url(' . $temp_item_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . ');  top: 5px; left: 5px; ';
                            $temp_item_sprite['markup'] = '<span class="' . $temp_item_sprite['class'] . ' ability" style="' . $temp_item_sprite['style'] . '">' . $temp_item_sprite['name'] . '</span>';
                            $temp_item_sprite['markup'] .= '<span class="' . $temp_item_sprite['class'] . ' weapons" style="top: 35px; left: 5px; ' . ($temp_item_quantity > 1 ? '' : ($temp_item_quantity > 0 ? 'color: #AA9393; ' : 'color: #A77D7D; ')) . '"><sup style="position: relative: bottom: 1px;">x</sup> ' . $temp_item_quantity . '</span>';
                            $temp_type_class = !empty($temp_item->item_type) ? $temp_item->item_type : 'none';
                            if ($temp_type_class != 'none' && !empty($temp_item->item_type2)) {
                                $temp_type_class .= '_' . $temp_item->item_type2;
                            } elseif ($temp_type_class == 'none' && !empty($temp_item->item_type2)) {
                                $temp_type_class = $temp_item->item_type2;
                            }
                            // Now use the new object to generate a snapshot of this ability button
                            if ($temp_button_enabled) {
                                ?>
<a data-order="<?php 
                                echo $temp_order_counter;
                                ?>
" class="button action_item ability_<?php 
                                echo $temp_item->item_token;
                                ?>
 ability_type ability_type_<?php 
                                echo $temp_type_class;
                                ?>
 block_<?php 
                                echo $equipped_items_count;
                                ?>
" type="button" data-action="ability_<?php 
                                echo $temp_item->item_id . '_' . $temp_item->item_token;
                                ?>
" data-tooltip="<?php 
                                echo $temp_item_details_tooltip;
                                ?>
" data-preload="<?php 
                                echo $temp_item_sprite['preload'];
                                ?>
" data-actualtarget="<?php 
                                echo $temp_item->item_target;
                                ?>
" data-target="<?php 
                                echo $temp_target;
                                ?>
"><label class=""><?php 
                                echo $temp_item_sprite['markup'];
                                echo $temp_item_label;
                                ?>
</label></a><?php 
                            } else {
                                ?>
<a data-order="<?php 
                                echo $temp_order_counter;
                                ?>
" class="button button_disabled action_item ability_<?php 
                                echo $temp_item->item_token;
                                ?>
 ability_type ability_type_<?php 
                                echo $temp_type_class;
                                ?>
 block_<?php 
                                echo $equipped_items_count;
                                ?>
" type="button"><label class=""><?php 
                                echo $temp_item_sprite['markup'];
                                echo $temp_item_label;
                                ?>
</label></a><?php 
                            }
                            // Increment the order counter
                            $temp_order_counter++;
                        }
                        $item_key++;
                    }
                    // If there were less than 8 items, fill in the empty spaces
                    if ($equipped_items_count % 8 != 0) {
                        $temp_padding_amount = 8 - $equipped_items_count % 8;
                        $temp_last_key = $equipped_items_count + $temp_padding_amount;
                        for ($i = $equipped_items_count; $i < $temp_last_key; $i++) {
                            // Display an empty button placeholder
                            ?>
<a class="button action_item button_disabled block_<?php 
                            echo $i + 1;
                            ?>
" type="button">&nbsp;</a><?php 
                        }
                    }
                }
                ?>
                </div>
                <?php 
                // Display the back button by default
                ?>
<div class="sub_actions"><a data-order="<?php 
                echo $temp_order_counter;
                ?>
" class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php 
                // Increment the order counter
                $temp_order_counter++;
                break;
                // If this was a OPTION menu request
            // If this was a OPTION menu request
            case 'option':
                // Define the markup for the option buttons
                $temp_options = array();
                // Display the option for returning to the main prototype menu
                $temp_options[] = '<a data-order="1" class="button action_option block_1 ability_type_space" type="button" data-action="prototype"><label><span class="multi">Return&nbsp;To<br />Main&nbsp;Menu</span></label></a>';
                // Display an option for restarting this battle from scratch
                $temp_options[] = '<a data-order="2" class="button action_option block_2 ability_type_space" type="button" data-action="restart"><label><span class="multi">Restart<br />Mission</span></label></a>';
                // Display an option for changing config settings
                //$temp_options[] = '<a class="button action_option block_3" type="button" data-panel="settings"><label><span class="multi">Settings<br />Menu</span></label></a>';
                $temp_options[] = '<a data-order="3" class="button action_option block_3 ability_type_space" type="button" data-panel="settings_eventTimeout"><label><span class="multi">Message<br />Speed</span></label></a>';
                $temp_options[] = '<a data-order="4" class="button action_option block_4 ability_type_space" type="button" onclick="parent.mmrpg_music_load(\'fields/' . $this_field->field_music . '/battle-field_background_music\', true);"><label><span class="multi">Restart<br />Music</span></label></a>';
                // Display the toggle options for debug mode and stuff
                $current_debug_value = !empty($_SESSION['GAME']['debug_mode']) ? 1 : 0;
                $temp_options[] = '<a data-order="5" class="button action_option block_5 ability_type_space" type="button" onclick="mmrpg_toggle_debug_mode(this);" data-value="' . $current_debug_value . '"><label><span class="multi"><span class="title">Toggle Debug</span><br /><span class="value type ' . ($current_debug_value ? 'nature' : 'flame') . '">' . ($current_debug_value ? 'ON' : 'OFF') . '</span></span></label></a>';
                // Display container for the main actions
                ?>
<div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Option</span><?php 
                // Ensure there are options to display
                if (!empty($temp_options)) {
                    // Count the total number of options
                    $num_options = count($temp_options);
                    // Loop through each option and display its button markup
                    foreach ($temp_options as $key => $option_markup) {
                        // Display the option button's generated markup
                        echo $option_markup;
                    }
                    // If there were less than 6 options, fill in the empty spaces
                    if ($num_options < 8) {
                        for ($i = $num_options; $i < 8; $i++) {
                            // Display an empty button placeholder
                            ?>
<a class="button action_option button_disabled block_<?php 
                            echo $i + 1;
                            ?>
" type="button">&nbsp;</a><?php 
                        }
                    }
                }
                // End the main action container tag
                ?>
</div><?php 
                // Display the back button by default
                ?>
<div class="sub_actions"><a data-order="7" class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php 
                break;
                // If this was a SCAN menu request
            // If this was a SCAN menu request
            case 'scan':
                // Define and start the order counter
                $temp_order_counter = 1;
                // Display container for the main actions
                ?>
<div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Scan Target</span><?php 
                // Ensure there are robots to display
                if (!empty($target_player->player_robots)) {
                    // Loop through each robot and display its target button
                    foreach ($target_player_robots as $robot_key => $robot_info) {
                        // Ensure this robot has an ID before attempting to load
                        if (!empty($robot_info['robot_id'])) {
                            // Create the scan object using the session/index data
                            $temp_robot = $this_battle->get_robot($robot_info['robot_id']);
                            // Default the allow button flag to true
                            $allow_button = true;
                            // If this robot is disabled, disable the button
                            if ($temp_robot->robot_status == 'disabled') {
                                $allow_button = false;
                            }
                            // If this robot is not active, disable the button
                            //if ($temp_robot->robot_position != 'active'){ $allow_button = false; }
                            // Define the title hover for the robot
                            $temp_robot_title = $temp_robot->robot_name . '  (Lv. ' . $temp_robot->robot_level . ')';
                            //$temp_robot_title .= ' | '.$temp_robot->robot_id.'';
                            $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position';
                            // Display the robot's item if it exists
                            if (!empty($temp_robot->robot_item)) {
                                $temp_item = $temp_items_index[$temp_robot->robot_item];
                                $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' ';
                            }
                            // Display the robot's life and weapon energy current and base
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE';
                            $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level);
                            if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') {
                                $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP';
                            }
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP';
                            // Generate alt formats for the robot title
                            $temp_robot_title_plain = strip_tags(str_replace('<br />', '&#10;', $temp_robot_title));
                            $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8');
                            // Collect the robot's core types for display
                            $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : '';
                            if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) {
                                $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item);
                                if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) {
                                    $temp_robot_core2_type = $temp_item_core_type;
                                }
                            }
                            // Define the robot button text variables
                            $temp_robot_label = '<span class="multi">';
                            $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy';
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= 'A:' . $temp_robot->robot_attack;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'D:' . $temp_robot->robot_defense;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'S:' . $temp_robot->robot_speed;
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '</span>';
                            // Define the robot sprite variables
                            $temp_robot_sprite = array();
                            $temp_robot_sprite['name'] = $temp_robot->robot_name;
                            $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_sprite['image'] = $temp_robot->robot_image;
                            $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size;
                            $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2;
                            $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png';
                            $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png';
                            $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' ';
                            $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . ');  top: 6px; left: 5px; ';
                            if ($temp_robot->robot_position == 'active') {
                                $temp_robot_sprite['style'] .= 'border-color: #ababab; ';
                            }
                            $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100);
                            if ($temp_energy_percent > 50) {
                                $temp_robot_sprite['class'] .= 'energy high ';
                            } elseif ($temp_energy_percent > 25) {
                                $temp_robot_sprite['class'] .= 'energy medium ';
                            } elseif ($temp_energy_percent > 0) {
                                $temp_robot_sprite['class'] .= 'energy low ';
                            }
                            $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>';
                            // Update the order button if necessary
                            $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : '';
                            $temp_order_counter += $allow_button ? 1 : 0;
                            // Now use the new object to generate a snapshot of this switch button
                            /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_scan scan_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="scan_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/
                            ?>
<a class="button <?php 
                            echo !$allow_button ? 'button_disabled' : '';
                            ?>
 action_scan scan_<?php 
                            echo $temp_robot->robot_token;
                            ?>
 status_<?php 
                            echo $temp_robot->robot_status;
                            ?>
 robot_type robot_type_<?php 
                            echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : '');
                            ?>
 block_<?php 
                            echo $robot_key + 1;
                            ?>
" type="button" data-tooltip="<?php 
                            echo $temp_robot_title_tooltip;
                            ?>
" <?php 
                            echo $order_button_markup;
                            ?>
 <?if($allow_button):?>data-action="scan_<?php 
                            echo $temp_robot->robot_id . '_' . $temp_robot->robot_token;
                            ?>
"<?endif;?> data-preload="<?php 
                            echo $temp_robot_sprite['preload'];
                            ?>
"><label><?php 
                            echo $temp_robot_sprite['markup'];
                            echo $temp_robot_label;
                            ?>
</label></a><?php 
                        }
                    }
                    // If there were less than 8 robots, fill in the empty spaces
                    if ($num_robots < 8) {
                        for ($i = $num_robots; $i < 8; $i++) {
                            // Display an empty button placeholder
                            ?>
<a class="button action_scan button_disabled block_<?php 
                            echo $i + 1;
                            ?>
" type="button">&nbsp;</a><?php 
                        }
                    }
                }
                // End the main action container tag
                ?>
</div><?php 
                // Display the back button by default
                ?>
<div class="sub_actions"><a data-order="<?php 
                echo $temp_order_counter;
                ?>
" class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php 
                // Increment the order counter
                $temp_order_counter++;
                break;
                // If this was a SWITCH menu request
            // If this was a SWITCH menu request
            case 'switch':
                // Check if the switch should be disabled
                $this_switch_disabled = false;
                if ($this_robot->robot_status != 'disabled' && $this_robot->robot_position == 'active' && !empty($this_robot->robot_attachments)) {
                    foreach ($this_robot->robot_attachments as $attachment_token => $attachment_info) {
                        if (isset($attachment_info['attachment_switch_disabled']) && $attachment_info['attachment_switch_disabled'] == 1) {
                            $this_switch_disabled = true;
                        }
                    }
                }
                // Define and start the order counter
                $temp_order_counter = 1;
                // Display container for the main actions
                ?>
<div class="main_actions main_actions_hastitle"><span class="main_actions_title" style="<?php 
                echo !empty($this_player->flags['switch_used_this_turn']) ? 'text-decoration: line-through;' : '';
                ?>
">Select Switch Target <?php 
                echo $this_switch_disabled ? '(Disabled)' : '';
                ?>
</span><?php 
                // Ensure there are robots to display
                if (!empty($this_player_robots)) {
                    // Collect the target robot options and sort them
                    $switch_robots_count = $this_player->counters['robots_active'];
                    // Loop through each robot and display its switch button
                    foreach ($this_player_robots as $robot_key => $robot_info) {
                        // Ensure this robot has an ID before attempting to load
                        if (!empty($robot_info['robot_id'])) {
                            // Create the scan object using the session/index data
                            $temp_robot = $this_battle->get_robot($robot_info['robot_id']);
                            // Check if the switch should be disabled based on attachments on this robot
                            $temp_switch_disabled = false;
                            if ($temp_robot->robot_status != 'disabled' && !empty($temp_robot->robot_attachments)) {
                                foreach ($temp_robot->robot_attachments as $attachment_token => $attachment_info) {
                                    if (!empty($attachment_info['attachment_switch_disabled'])) {
                                        $temp_switch_disabled = true;
                                    }
                                }
                            }
                            // If the switch is not disabled yet and the robot status isn't disabled, disable it
                            if ($this_switch_disabled && $this_robot->robot_status != 'disabled') {
                                $temp_switch_disabled = true;
                            }
                            // If this player has already used a switch this turn
                            if (!empty($this_player->flags['switch_used_this_turn'])) {
                                $temp_switch_disabled = true;
                            }
                            // Default the allow button flag to true
                            $allow_button = true;
                            // If this robot is already out, disable the button
                            if ($temp_robot->robot_position == 'active') {
                                $allow_button = false;
                            }
                            // If this robot is disabled, disable the button
                            if ($temp_robot->robot_status == 'disabled') {
                                $allow_button = false;
                            }
                            // If this robot is the "active" one (maybe it was a force switch?)
                            if ($switch_robots_count >= 2 && $temp_robot->robot_id == $this_robot->robot_id) {
                                $allow_button = false;
                            }
                            // If the current robot has switching disabled
                            if ($temp_switch_disabled) {
                                $allow_button = false;
                            }
                            // Define the title hover for the robot
                            $temp_robot_title = $temp_robot->robot_name . '  (Lv. ' . $temp_robot->robot_level . ')';
                            $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position';
                            // Display the robot's item if it exists
                            if (!empty($temp_robot->robot_item)) {
                                $temp_item = $temp_items_index[$temp_robot->robot_item];
                                $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' ';
                            }
                            // Display the robot's life and weapon energy current and base
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE';
                            // Display the robot's experience points if on the player side
                            $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level);
                            if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') {
                                $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP';
                            }
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP';
                            // Loop through this robot's current abilities and list them as well
                            $temp_robot_title .= ' <br />';
                            foreach ($temp_robot->robot_abilities as $key => $token) {
                                if (!isset($temp_abilities_index[$token])) {
                                    continue;
                                }
                                if ($key > 0 && $key % 4 != 0) {
                                    $temp_robot_title .= '&nbsp;|&nbsp;';
                                }
                                if ($key > 0 && $key % 4 == 0) {
                                    $temp_robot_title .= '<br /> ';
                                }
                                $info = $temp_abilities_index[$token];
                                $temp_robot_title .= $info['ability_name'];
                            }
                            // Encode the tooltip for markup insertion and create a plain one too
                            $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title));
                            $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8');
                            // Collect the robot's core types for display
                            $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : '';
                            if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) {
                                $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item);
                                if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) {
                                    $temp_robot_core2_type = $temp_item_core_type;
                                }
                            }
                            // Define the robot button text variables
                            $temp_robot_label = '<span class="multi">';
                            $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy';
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= 'A:' . $temp_robot->robot_attack;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'D:' . $temp_robot->robot_defense;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'S:' . $temp_robot->robot_speed;
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '</span>';
                            // Define the robot sprite variables
                            $temp_robot_sprite = array();
                            $temp_robot_sprite['name'] = $temp_robot->robot_name;
                            $temp_robot_sprite['image'] = $temp_robot->robot_image;
                            $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size;
                            $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2;
                            $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot->robot_image . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png';
                            $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot->robot_image . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png';
                            $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' ';
                            $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . ');  top: 5px; left: 5px; ';
                            if ($temp_robot->robot_position == 'active') {
                                $temp_robot_sprite['style'] .= 'border-color: #ababab; ';
                            }
                            $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100);
                            if ($temp_energy_percent > 50) {
                                $temp_robot_sprite['class'] .= 'energy high ';
                            } elseif ($temp_energy_percent > 25) {
                                $temp_robot_sprite['class'] .= 'energy medium ';
                            } elseif ($temp_energy_percent > 0) {
                                $temp_robot_sprite['class'] .= 'energy low ';
                            }
                            $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>';
                            // Update the order button if necessary
                            $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : '';
                            $temp_order_counter += $allow_button ? 1 : 0;
                            // Now use the new object to generate a snapshot of this switch button
                            /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_switch switch_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="switch_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/
                            ?>
<a <?php 
                            echo $order_button_markup;
                            ?>
 data-key="<?php 
                            echo $temp_robot->robot_key;
                            ?>
" data-tooltip="<?php 
                            echo $temp_robot_title_tooltip;
                            ?>
" class="button <?php 
                            echo !$allow_button ? 'button_disabled' : '';
                            ?>
 action_switch switch_<?php 
                            echo $temp_robot->robot_token;
                            ?>
 status_<?php 
                            echo $temp_robot->robot_status;
                            ?>
 robot_type robot_type_<?php 
                            echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : '');
                            ?>
 block_<?php 
                            echo $robot_key + 1;
                            ?>
" type="button" <?if($allow_button):?>data-action="switch_<?php 
                            echo $temp_robot->robot_id . '_' . $temp_robot->robot_token;
                            ?>
"<?endif;?> data-preload="<?php 
                            echo $temp_robot_sprite['preload'];
                            ?>
"><label><?php 
                            echo $temp_robot_sprite['markup'];
                            echo $temp_robot_label;
                            ?>
</label></a><?php 
                        }
                    }
                    // If there were less than 8 robots, fill in the empty spaces
                    if ($num_robots < 8) {
                        for ($i = $num_robots; $i < 8; $i++) {
                            // Display an empty button placeholder
                            ?>
<a class="button action_switch button_disabled block_<?php 
                            echo $i + 1;
                            ?>
" type="button">&nbsp;</a><?php 
                        }
                    }
                }
                // End the main action container tag
                ?>
</div><?php 
                // Display the back button by default
                $allow_back_button = $this_robot->robot_position == 'active' && $this_robot->robot_status != 'disabled' ? true : false;
                ?>
<div class="sub_actions"><a <?php 
                echo $allow_back_button ? 'data-order="' . $temp_order_counter . '"' : '';
                ?>
 class="button action_back <?php 
                echo !$allow_back_button ? 'button_disabled' : '';
                ?>
" type="button" <?php 
                echo $allow_back_button ? 'data-panel="battle"' : '';
                ?>
><?php 
                echo $allow_back_button ? '<label>Back</label>' : '&nbsp;';
                ?>
</a></div><?php 
                // Increment the order counter
                $temp_order_counter++;
                break;
                // If this was a TARGET (THIS) menu request
            // If this was a TARGET (THIS) menu request
            case 'target_this':
                // Define and start the order counter
                $temp_order_counter = 1;
                // Display container for the main actions
                ?>
<div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php 
                // Ensure there are robots to display
                if (!empty($this_player_robots)) {
                    // Loop through each robot and display its target button
                    foreach ($this_player_robots as $robot_key => $robot_info) {
                        // Ensure this robot has a lookup ID
                        if (!empty($robot_info['robot_id'])) {
                            // Create the scan object using the session/index data
                            $temp_robot = $this_battle->get_robot($robot_info['robot_id']);
                            // Default the allow button flag to true
                            $allow_button = true;
                            // If this robot is disabled, disable the button
                            if ($temp_robot->robot_status == 'disabled') {
                                $allow_button = false;
                            }
                            // If this robot is not active, disable the button
                            //if ($temp_robot->robot_position != 'active'){ $allow_button = false; }
                            // Define the title hover for the robot
                            $temp_robot_title = $temp_robot->robot_name . '  (Lv. ' . $temp_robot->robot_level . ')';
                            //$temp_robot_title .= ' | '.$temp_robot->robot_id.'';
                            $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position';
                            // Display the robot's item if it exists
                            if (!empty($temp_robot->robot_item)) {
                                $temp_item = $temp_items_index[$temp_robot->robot_item];
                                $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' ';
                            }
                            // Display the robot's life and weapon energy current and base
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE';
                            $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level);
                            if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') {
                                $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP';
                            }
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP';
                            // Loop through this robot's current abilities and list them as well
                            $temp_robot_title .= ' <br />';
                            foreach ($temp_robot->robot_abilities as $key => $token) {
                                if (!isset($temp_abilities_index[$token])) {
                                    continue;
                                }
                                if ($key > 0 && $key % 4 != 0) {
                                    $temp_robot_title .= '&nbsp;|&nbsp;';
                                }
                                if ($key > 0 && $key % 4 == 0) {
                                    $temp_robot_title .= '<br /> ';
                                }
                                $info = $temp_abilities_index[$token];
                                $temp_robot_title .= $info['ability_name'];
                            }
                            // Encode the tooltip for markup insertion and create a plain one too
                            $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title));
                            $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8');
                            // Collect the robot's core types for display
                            $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : '';
                            if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) {
                                $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item);
                                if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) {
                                    $temp_robot_core2_type = $temp_item_core_type;
                                }
                            }
                            // Define the robot button text variables
                            $temp_robot_label = '<span class="multi">';
                            $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy';
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= 'A:' . $temp_robot->robot_attack;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'D:' . $temp_robot->robot_defense;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'S:' . $temp_robot->robot_speed;
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '</span>';
                            // Define the robot sprite variables
                            $temp_robot_sprite = array();
                            $temp_robot_sprite['name'] = $temp_robot->robot_name;
                            $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_sprite['image'] = $temp_robot->robot_image;
                            $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size;
                            $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2;
                            $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png';
                            $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' ';
                            $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . ');  top: 6px; left: 5px; ';
                            if ($temp_robot->robot_position == 'active') {
                                $temp_robot_sprite['style'] .= 'border-color: #ababab; ';
                            }
                            $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100);
                            if ($temp_energy_percent > 50) {
                                $temp_robot_sprite['class'] .= 'energy high ';
                            } elseif ($temp_energy_percent > 25) {
                                $temp_robot_sprite['class'] .= 'energy medium ';
                            } elseif ($temp_energy_percent > 0) {
                                $temp_robot_sprite['class'] .= 'energy low ';
                            }
                            $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>';
                            // Update the order button if necessary
                            $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : '';
                            $temp_order_counter += $allow_button ? 1 : 0;
                            // Now use the new object to generate a snapshot of this target button
                            ?>
<a <?php 
                            echo $order_button_markup;
                            ?>
 data-tooltip="<?php 
                            echo $temp_robot_title_tooltip;
                            ?>
" class="button <?php 
                            echo !$allow_button ? 'button_disabled' : '';
                            ?>
 action_target target_<?php 
                            echo $temp_robot->robot_token;
                            ?>
 status_<?php 
                            echo $temp_robot->robot_status;
                            ?>
 robot_type robot_type_<?php 
                            echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : '');
                            ?>
 block_<?php 
                            echo $robot_key + 1;
                            ?>
" type="button" <?if($allow_button):?>data-action="target_<?php 
                            echo $temp_robot->robot_id . '_' . $temp_robot->robot_token;
                            ?>
"<?endif;?>><label><?php 
                            echo $temp_robot_sprite['markup'];
                            echo $temp_robot_label;
                            ?>
</label></a><?php 
                        }
                    }
                    // If there were less than 8 robots, fill in the empty spaces
                    if ($num_robots < 8) {
                        for ($i = $num_robots; $i < 8; $i++) {
                            // Display an empty button placeholder
                            ?>
<a class="button action_target button_disabled block_<?php 
                            echo $i + 1;
                            ?>
" type="button">&nbsp;</a><?php 
                        }
                    }
                }
                // End the main action container tag
                ?>
</div><?php 
                // Display the back button by default
                ?>
<div class="sub_actions"><a data-order="<?php 
                echo $temp_order_counter;
                ?>
" class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php 
                // Increment the order counter
                $temp_order_counter++;
                break;
                // If this was a TARGET (TARGET) menu request
            // If this was a TARGET (TARGET) menu request
            case 'target_target':
                // Define and start the order counter
                $temp_order_counter = 1;
                // Display container for the main actions
                ?>
<div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php 
                // Ensure there are robots to display
                if (!empty($target_player_robots)) {
                    // Loop through each robot and display its target button
                    foreach ($target_player_robots as $robot_key => $robot_info) {
                        // Ensure this robot has a lookup ID
                        if (!empty($robot_info['robot_id'])) {
                            // Create the scan object using the session/index data
                            $temp_robot = $this_battle->get_robot($robot_info['robot_id']);
                            // Default the allow button flag to true
                            $allow_button = true;
                            // If this robot is disabled, disable the button
                            if ($temp_robot->robot_status == 'disabled') {
                                $allow_button = false;
                            }
                            // If this robot is not active, disable the button
                            //if ($temp_robot->robot_position != 'active'){ $allow_button = false; }
                            // Define the title hover for the robot
                            $temp_robot_title = $temp_robot->robot_name . '  (Lv. ' . $temp_robot->robot_level . ')';
                            //$temp_robot_title .= ' | '.$temp_robot->robot_id.'';
                            $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position';
                            // Display the robot's item if it exists
                            if (!empty($temp_robot->robot_item)) {
                                $temp_item = $temp_items_index[$temp_robot->robot_item];
                                $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' ';
                            }
                            // Display the robot's life and weapon energy current and base
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE';
                            $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level);
                            if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') {
                                $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP';
                            }
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP';
                            $temp_robot_title_plain = strip_tags(str_replace('<br />', '&#10;', $temp_robot_title));
                            $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8');
                            // Collect the robot's core types for display
                            $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : '';
                            if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) {
                                $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item);
                                if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) {
                                    $temp_robot_core2_type = $temp_item_core_type;
                                }
                            }
                            // Define the robot button text variables
                            $temp_robot_label = '<span class="multi">';
                            $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy';
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= 'A:' . $temp_robot->robot_attack;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'D:' . $temp_robot->robot_defense;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'S:' . $temp_robot->robot_speed;
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '</span>';
                            // Define the robot sprite variables
                            $temp_robot_sprite = array();
                            $temp_robot_sprite['name'] = $temp_robot->robot_name;
                            $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_sprite['image'] = $temp_robot->robot_image;
                            $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size;
                            $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2;
                            $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png';
                            $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png';
                            $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' ';
                            $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . ');  top: 6px; left: 5px; ';
                            if ($temp_robot->robot_position == 'active') {
                                $temp_robot_sprite['style'] .= 'border-color: #ababab; ';
                            }
                            $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100);
                            if ($temp_energy_percent > 50) {
                                $temp_robot_sprite['class'] .= 'energy high ';
                            } elseif ($temp_energy_percent > 25) {
                                $temp_robot_sprite['class'] .= 'energy medium ';
                            } elseif ($temp_energy_percent > 0) {
                                $temp_robot_sprite['class'] .= 'energy low ';
                            }
                            $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>';
                            // Update the order button if necessary
                            $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : '';
                            $temp_order_counter += $allow_button ? 1 : 0;
                            // Now use the new object to generate a snapshot of this target button
                            /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_target target_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="target_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/
                            ?>
<a <?php 
                            echo $order_button_markup;
                            ?>
 data-tooltip="<?php 
                            echo $temp_robot_title_tooltip;
                            ?>
" class="button <?php 
                            echo !$allow_button ? 'button_disabled' : '';
                            ?>
 action_target target_<?php 
                            echo $temp_robot->robot_token;
                            ?>
 status_<?php 
                            echo $temp_robot->robot_status;
                            ?>
 robot_type robot_type_<?php 
                            echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : '');
                            ?>
 block_<?php 
                            echo $robot_key + 1;
                            ?>
" type="button" <?if($allow_button):?>data-action="target_<?php 
                            echo $temp_robot->robot_id . '_' . $temp_robot->robot_token;
                            ?>
"<?endif;?> data-preload="<?php 
                            echo $temp_robot_sprite['preload'];
                            ?>
"><label><?php 
                            echo $temp_robot_sprite['markup'];
                            echo $temp_robot_label;
                            ?>
</label></a><?php 
                        }
                    }
                    // If there were less than 8 robots, fill in the empty spaces
                    if ($num_robots < 8) {
                        for ($i = $num_robots; $i < 8; $i++) {
                            // Display an empty button placeholder
                            ?>
<a class="button action_target button_disabled block_<?php 
                            echo $i + 1;
                            ?>
" type="button">&nbsp;</a><?php 
                        }
                    }
                }
                // End the main action container tag
                ?>
</div><?php 
                // Display the back button by default
                ?>
<div class="sub_actions"><a data-order="<?php 
                echo $temp_order_counter;
                ?>
" class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php 
                // Increment the order counter
                $temp_order_counter++;
                break;
                // If this was a TARGET (THIS, DISABLED) menu request
            // If this was a TARGET (THIS, DISABLED) menu request
            case 'target_this_disabled':
                // Define and start the order counter
                $temp_order_counter = 1;
                // Display container for the main actions
                ?>
<div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php 
                // Ensure there are robots to display
                if (!empty($this_player_robots)) {
                    // Loop through each robot and display its target button
                    foreach ($this_player_robots as $robot_key => $scan_robotinfo) {
                        // Ensure this is an actual switch in the index
                        if (!empty($switch_robotinfo['robot_token'])) {
                            // Create the scan object using the session/index data
                            $temp_robot = new rpg_robot($this_player, $scan_robotinfo);
                            // Default the allow button flag to true
                            $allow_button = false;
                            // If this robot is disabled, disable the button
                            if ($temp_robot->robot_status == 'disabled') {
                                $allow_button = true;
                            }
                            // If this robot is not active, disable the button
                            //if ($temp_robot->robot_position != 'active'){ $allow_button = false; }
                            // Define the title hover for the robot
                            $temp_robot_title = $temp_robot->robot_name . '  (Lv. ' . $temp_robot->robot_level . ')';
                            //$temp_robot_title .= ' | '.$temp_robot->robot_id.'';
                            $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position';
                            // Display the robot's item if it exists
                            if (!empty($temp_robot->robot_item)) {
                                $temp_item = $temp_items_index[$temp_robot->robot_item];
                                $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' ';
                            }
                            // Display the robot's life and weapon energy current and base
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE';
                            $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level);
                            if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') {
                                $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP';
                            }
                            $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF';
                            $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP';
                            // Loop through this robot's current abilities and list them as well
                            $temp_robot_title .= ' <br />';
                            foreach ($temp_robot->robot_abilities as $key => $token) {
                                if (!isset($temp_abilities_index[$token])) {
                                    continue;
                                }
                                if ($key > 0 && $key % 4 != 0) {
                                    $temp_robot_title .= '&nbsp;|&nbsp;';
                                }
                                if ($key > 0 && $key % 4 == 0) {
                                    $temp_robot_title .= '<br /> ';
                                }
                                $info = $temp_abilities_index[$token];
                                $temp_robot_title .= $info['ability_name'];
                            }
                            // Encode the tooltip for markup insertion and create a plain one too
                            $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title));
                            $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8');
                            // Collect the robot's core types for display
                            $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : '';
                            if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) {
                                $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item);
                                if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) {
                                    $temp_robot_core2_type = $temp_item_core_type;
                                }
                            }
                            // Define the robot button text variables
                            $temp_robot_label = '<span class="multi">';
                            $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy';
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '<span class="subtext">';
                            $temp_robot_label .= 'A:' . $temp_robot->robot_attack;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'D:' . $temp_robot->robot_defense;
                            $temp_robot_label .= '&nbsp;';
                            $temp_robot_label .= 'S:' . $temp_robot->robot_speed;
                            $temp_robot_label .= '</span>';
                            $temp_robot_label .= '</span>';
                            // Define the robot sprite variables
                            $temp_robot_sprite = array();
                            $temp_robot_sprite['name'] = $temp_robot->robot_name;
                            $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none';
                            $temp_robot_sprite['image'] = $temp_robot->robot_image;
                            $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size;
                            $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2;
                            $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size'];
                            $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png';
                            $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' ';
                            $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . ');  top: 6px; left: 5px; ';
                            if ($temp_robot->robot_position == 'active') {
                                $temp_robot_sprite['style'] .= 'border-color: #ababab; ';
                            }
                            $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100);
                            if ($temp_energy_percent > 50) {
                                $temp_robot_sprite['class'] .= 'energy high ';
                            } elseif ($temp_energy_percent > 25) {
                                $temp_robot_sprite['class'] .= 'energy medium ';
                            } elseif ($temp_energy_percent > 0) {
                                $temp_robot_sprite['class'] .= 'energy low ';
                            }
                            $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>';
                            // Update the order button if necessary
                            $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : '';
                            $temp_order_counter += $allow_button ? 1 : 0;
                            // Now use the new object to generate a snapshot of this target button
                            /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_target target_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="target_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?>><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/
                            ?>
<a <?php 
                            echo $order_button_markup;
                            ?>
 data-tooltip="<?php 
                            echo $temp_robot_title_tooltip;
                            ?>
" class="button <?php 
                            echo !$allow_button ? 'button_disabled' : '';
                            ?>
 action_target target_<?php 
                            echo $temp_robot->robot_token;
                            ?>
 status_<?php 
                            echo $temp_robot->robot_status;
                            ?>
 robot_type robot_type_<?php 
                            echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : '');
                            ?>
 block_<?php 
                            echo $robot_key + 1;
                            ?>
" type="button" <?if($allow_button):?>data-action="target_<?php 
                            echo $temp_robot->robot_id . '_' . $temp_robot->robot_token;
                            ?>
"<?endif;?>><label><?php 
                            echo $temp_robot_sprite['markup'];
                            echo $temp_robot_label;
                            ?>
</label></a><?php 
                        }
                    }
                    // If there were less than 8 robots, fill in the empty spaces
                    if ($num_robots < 8) {
                        for ($i = $num_robots; $i < 8; $i++) {
                            // Display an empty button placeholder
                            ?>
<a class="button action_target button_disabled block_<?php 
                            echo $i + 1;
                            ?>
" type="button">&nbsp;</a><?php 
                        }
                    }
                }
                // End the main action container tag
                ?>
</div><?php 
                // Display the back button by default
                ?>
<div class="sub_actions"><a data-order="<?php 
                echo $temp_order_counter;
                ?>
" class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php 
                // Increment the order counter
                $temp_order_counter++;
                break;
                // If this was a COMPLETE menu request
            // If this was a COMPLETE menu request
            case 'complete':
                // If the current robot is not disabled (WE WIN!)
                if ($this_player->counters['robots_active'] > 0) {
                    // Display available main actions
                    ?>
<div class="main_actions"><?php 
                    ?>
<a class="button action_ability" data-action="prototype" type="button" data-order="1"><label>Mission Complete!</label></a><?php 
                    ?>
</div><?php 
                    // Display the available sub options
                    ?>
<div class="sub_actions"><?php 
                    ?>
<a class="button action_scan button_disabled" type="button">&nbsp;</a><?php 
                    ?>
<a class="button action_item button_disabled" type="button">&nbsp;</a><?php 
                    ?>
<a class="button action_option button_disabled" type="button">&nbsp;</a><?php 
                    ?>
<a class="button action_switch button_disabled" type="button">&nbsp;</a><?php 
                    ?>
</div><?php 
                } else {
                    // Display available main actions
                    ?>
<div class="main_actions"><?php 
                    ?>
<a class="button action_ability button_disabled" type="button"><label>Mission Failure&hellip;</label></a><?php 
                    ?>
</div><?php 
                    // Display the available sub options
                    ?>
<div class="sub_actions"><?php 
                    ?>
<a class="button action_scan button_disabled" type="button">&nbsp;</a><?php 
                    ?>
<a class="button action_item" data-action="prototype" type="button" data-order="1"><label>Exit Mission</label></a><?php 
                    ?>
<a class="button action_option" data-action="restart" type="button" data-order="2"><label>Restart Mission</label></a><?php 
                    ?>
<a class="button action_switch button_disabled" type="button">&nbsp;</a><?php 
                    ?>
</div><?php 
                }
                break;
        }
        // Collect generated markup, compress, and return
        $menu_markup = trim(ob_get_clean());
        $menu_markup = preg_replace('#\\s+#', ' ', $menu_markup);
        return $menu_markup;
    }