cmd) {
case CmdCode::cmd_store_put: # 6401 放入仓库
return StoreProc::AddItemInStore($req);
case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
return StoreProc::sellItem($req);
case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
return StoreProc::sellMultiItemFromStore($req);
case CmdCode::cmd_store_use: # 6404 使用道具
return StoreProc::useItem($req);
case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
return StoreProc::refreshStore($req);
// case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
// return StoreProc::decomposeItem($req);
case CmdCode::cmd_store_Testcmd: # 6407 测试方法
return StoreProc::Test($req);
// case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
// return StoreProc::ItemUpgrade($req);
// case CmdCode::cmd_store_GemCompose: # 6408 装备合成
// return StoreProc::composeItem($req);
//
case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
return StoreProc::WearEquipToHero($req);
case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
return StoreProc::UnWieldEquip($req);
//
case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
return StoreProc::AddPacketNum($req);
// case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
// Err(ErrCode::err_method_obsoleted);
//// return StoreProc::MeltEquip($req);
// case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
// return StoreProc::composePieces($req);
case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
return StoreProc::WearYanlingToHero($req);
case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
return StoreProc::UnWieldYanling($req);
case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
return self::MergeYanlingBook($req);
case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
return self::CallYanlingByBook($req);
case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
return self::YanlingUpgrade($req);
default:
Err(ErrCode::cmd_err);
}
}
/**
* [6420] 言灵进阶
* @param req $req
*/
static function YanlingUpgrade($req) {
list($yanlingUid) = $req->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = $req->userInfo->game;
my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
$yanlingObj = $user->store->yanling->$yanlingUid;
$yanlingMoId = $yanlingObj->typeId;
$curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
$toGrade = $curGrade + 1; # 下一等阶
my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
$toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
$costs = explode(';', $toGradeCfg->cost_materials);
my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
foreach ($costs as $c) {
list($itemId, $num) = explode(',', $c); # 解析材料
$err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
}
$yanlingObj->grade = $toGrade; # 修改进阶
$user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
));
}
/**
* [6418] 利用言灵召唤书碎片合成召唤书
* @param req $req
*/
static function MergeYanlingBook($req) {
list($bookId) = $req->paras; # 参数 言灵召唤书id
$user = $req->userInfo->game;
$bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
$err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
self::PutOverlyingItemInStore($bookId); # 添加召唤书
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array(
"store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
));
}
/**
* [6419] 利用言灵召唤书召唤言灵
* @param req $req
*/
static function CallYanlingByBook($req) {
list($bookId) = $req->paras; # 参数 利用的言灵召唤书id
$user = $req->userInfo->game;
$bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
$err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
$costs = explode(';', $bookIdCfg->cost_materials);
my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
foreach ($costs as $c) {
list($itemId, $num) = explode(',', $c); # 解析材料
$err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
}
self::PutYanLingInStore($bookIdCfg->yanling_id, $req); # 添加言灵
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array(
"store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
));
}
/**
* 测试方法
* @param Req $req
* @return type
*/
static public function Test($req) {
Err(ErrCode::msg_method_obsoleted, "代码需更新");
}
/**
* [6404] 使用仓库道具
* @param Req $req
*/
static function useItem($req) {
Err(ErrCode::msg_method_obsoleted, "代码需更新");
}
/**
* [6405] 刷新仓库列表
* @param Req $req
*/
static function refreshStore($req) {
StoreProc::CheckItemNum($req);
return Resp::ok(array('store' => $req->userInfo->game->store));
}
/**
* [6409] 合成道具
* @param Req $req
*/
static public function composeItem($req) {
Err(ErrCode::err_method_notimplement);
}
/**
* [6409] 合成碎片(几个碎片合成获得同品质或者更高品质的新碎片)
* @param Req $req
*/
static public function composePieces($req) {
Err(ErrCode::err_method_notimplement);
}
//
// --------------- 以下为辅助方法 ------------------
//
//
/**
* 从仓库中移除指定数量的物品
* @param Info_Store $store
* @param type $itemId
* @param type $itemcount
* @return type
*/
static function removeItemFromStore($store, $itemId, $itemcount = 1) {
if (CommUtil::isPropertyExists($store->items, $itemId)) {
if ($store->items->$itemId >= $itemcount) { # 数量足够
$store->items->$itemId -= $itemcount;
if ($store->items->$itemId == 0) {
unset($store->items->$itemId);
}
NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
return ErrCode::ok;
} else {
return ErrCode::store_itemnotenough; # 道具数量不足
}
} else {
return ErrCode::store_itemno_err; # 没有这个道具
}
}
/**
* 从仓库移出装备
* @param type $itemId uid
* @param Info_Store $store
* @return boolean
*/
static function removeEquipFromStore($uid, $typeId, &$req) {
$ok = false;
if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
my_Assert($typeId == $req->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
unset($req->userInfo->game->store->equipment->$uid);
$ok = true;
}
return $ok;
}
/**
* 从仓库移除碎片
* @param Info_Store $store
* @param int $segmentId
* @param int $num
* @return bool 成功/失败
*/
static function removeSegmetFromStore($store, $segmentId, $num = 1) {
if (CommUtil::isPropertyExists($store->segement, $segmentId) #
&& $store->segement->$segmentId >= $num) {
$store->segement->$segmentId -= $num;
return TRUE;
}
return false;
}
/**
* 向仓库添加碎片
* @param Info_Store $store
* @param int $segmentId
* @param int $num
*/
static function addSegmentIntoStore($store, $segmentId, $num = 1) {
if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
$store->segement->$segmentId += $num;
} else {
$store->segement->$segmentId = $num;
}
$segMo = GameConfig::item_segment_getItem($segmentId);
my_Assert($segMo != null, ErrCode::err_const_no);
TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
}
//
//
//
/**
* 将其他物品放入仓库
* @param type $itemId
* @param Data_UserGame $game
*/
static function PutItemInStore($itemId, &$game) {
if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
$game->store->items->$itemId += 1;
} else {// 如果仓库中没有这种元素,则其数目置1
$game->store->items->$itemId = 1;
}
}
/**
* 解包多种物品到玩家身上 【警告】此函数的异常处理功能残废,不安全
* 检测如果当前物品格子大于物品总数,则可以获取战利品,否则不可以
* @param Req $req
* @param string $goodsStr itemid,num;itemid,num;...
* @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
* @deprecated since version 0
* @return type
*/
public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
$user = $req->userInfo->game;
$ary = explode(";", $goodsStr);
foreach ($ary as $value) {
$val = explode(",", $value);
my_Assert(count($val) > 1, "解析奖励字符串出错");
list( $itemId, $num) = $val; # ID, 数量
$smItem = GameConfig::item_base_getItem($itemId); # 道具mo
switch ($smItem->subType) { # 根据类型分别添加到容器中
case META_EXP: # 指挥官经验
Data_UserGame::Add_Exp($user->baseInfo, $num);
break;
case META_GOLD_ITEMID: # 金币
Data_UserGame::Add_Gold($user->baseInfo, $num);
break;
case META_CASH_ITEMID: # 钻石
Data_UserGame::Add_Cash($user->baseInfo, $num);
break;
case META_tili_ITEMID: # 体力
Data_UserGame::Add_tili($req, $num);
break;
case META_FriendShipPoit_ItemId: # 友情值
Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
break;
case META_PVPCOIN_ITEMID: # 竞技币
$user->pvp->pvpCoins += $num;
break;
case META_ActivePoint_ITEMID:
$user->task->dailyActivePoint += $num; # 每日任务活跃点
break;
case 101: # 武器
StoreProc::PutEquipInStore($itemId, $req);
CornerSignEventProc::OnBag_new_Weapon($req);
break;
case 401: # 言灵
StoreProc::PutYanLingInStore($itemId, $req);
CornerSignEventProc::OnBag_new_Yanling($req);
break;
case 501: # 限购礼包
break;
case 601: # 任务卡
StoreProc::PutTaskCardInStore($itemId, $req);
break;
case 201: # 碎片
$segMo = GameConfig::item_segment_getItem($itemId);
my_Assert($segMo != null, ErrCode::err_const_no);
TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
CornerSignEventProc::OnBag_new_Fragment($req);
case 202: # 召唤书碎片
case 312: # 言灵召唤/进阶材料
case 351: # 言灵召唤书
StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
$book = GameConfig::item_yanlingbook_getItem($itemId);
my_Assert(null != $book, ErrCode::err_const_no);
$ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
my_Assert(null != $ylCfg, ErrCode::err_const_no);
switch ($ylCfg->career) { # 根据不同职业更新角标系统
case 1:
CornerSignEventProc::OnCall_Warrior_new($req); # 战士
break;
case 2:
CornerSignEventProc::OnCall_Magician_new($req); # 法师
break;
case 3:
CornerSignEventProc::OnCall_Archer_new($req); # 射手
break;
default :
break;
}
break;
case 321: # 进阶材料
case 322: # 进阶材料
case 323: # 锻造材料
StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
CornerSignEventProc::OnBag_new_Material($req);
break;
case 311: # 基因(经验丹)
StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
break;
case 341: # 战场中掉落,不会进入包裹
case 342:
case 343:
Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
break;
default :
Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
}
TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
}
return ErrCode::ok; // 返回
}
/**
* 向包裹中添加物品
* @param req $req
* @return type
*/
public static function AddItemInStore($req) {
list($rwdStr) = $req->paras;
$err = self::AddMultiItemInStore($req, $rwdStr);
my_Assert(ErrCode::ok == $err, $err);
UserProc::updateUserInfo();
return Resp::ok(array('store' => $req->userInfo->game->store));
}
/**
* 将装备放入背包
* @param type $itemId
* @param Req $req
*/
static function PutEquipInStore($itemId, &$req) {
$privateState = $req->userInfo->game->privateState;
if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
$req->userInfo->game->privateState->currentId = 1;
}
$cid = $req->userInfo->game->privateState->currentId++;
$equip = ObjectInit();
$equip->typeId = $itemId;
$req->userInfo->game->store->equipment->$cid = $equip;
return $cid;
// SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
}
/**
* 将言灵放入背包
* @param type $itemId
* @param Req $req
*/
static function PutYanLingInStore($itemId, &$req) {
my_Assert(count((array) $req->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
$privateState = $req->userInfo->game->privateState;
if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
$req->userInfo->game->privateState->currentId = 1;
}
$cid = $req->userInfo->game->privateState->currentId++;
$equip = ObjectInit();
$equip->typeId = $itemId;
$req->userInfo->game->store->yanling->$cid = $equip;
}
/**
* 将任务卡放入背包
* @param type $itemId
* @param Req $req
*/
static function PutTaskCardInStore($itemId, &$req) {
$privateState = $req->userInfo->game->privateState;
if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
$req->userInfo->game->privateState->currentId = 1;
}
$cid = $req->userInfo->game->privateState->currentId++;
$mo = GameConfig::item_taskcard_getItem($itemId); // 任务卡常量
my_Assert(null != $mo, ErrCode::err_const_no);
$itembaseMo = GameConfig::item_base_getItem($itemId);
my_Assert(null != $itembaseMo, ErrCode::err_const_no);
if ($itembaseMo->pileNum > 0) { // 可叠加
$taskCard = null;
foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
$val = new Ins_TaskCard($val);
if ($val->typeId == $itemId) {
$taskCard = $val;
break;
}
}
if (null == $taskCard) { # 原来么有
$taskCard = new Ins_TaskCard($itemId);
$taskCard->uid = $cid;
$req->userInfo->game->store->taskcards->$cid = $taskCard;
}
$taskCard->count += 1;
} else {
$taskCard = new Ins_TaskCard($itemId);
$taskCard->uid = $cid;
$req->userInfo->game->store->taskcards->$cid = $taskCard;
}
}
/**
* 将可叠加物品放入背包
* @param int $itemId
* @param int $num
*/
static function PutOverlyingItemInStore($itemId, $num = 1) {
$items = req()->userInfo->game->store->items; # dic: itemid=>number
if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
$items->$itemId += $num;
} else { # 如果仓库中没有这种元素,则其数目置为num
$items->$itemId = $num;
}
}
/**
* 物品包裹打散成独立道具到仓库
* @param GoodsItemModel $itemModel
* @param Req $req
* @return type
* @deprecated since version now
*/
static function addSeprateItem($itemModel, $req) {
Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
}
/**
* [6417] 给英雄装上言灵
* @param req $req
* @return type
*/
static function WearYanlingToHero($req) {
$user = $req->userInfo->game; # user引用
list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
Err(ErrCode::store_itemno_err);
}
$yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
&& $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
Err(ErrCode::store_equipWeared_err);
}
$collectHeros = $user->heros->collectHeros; # 英雄集合
if (!$collectHeros) { # 防御对象为空
Err(ErrCode::err_innerfault);
}
if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
Err(ErrCode::hero_no);
}
$user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
// $arr = $collectHeros->$herouid->yanling;
// my_Assert(count($arr) < 3, ErrCode::hero_yanling_full); # 言灵数量最多3个
// $arr[] = $yanling_uid;
// $collectHeros->$herouid->yanling = $arr;
$oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
if ($oldYLid > 0) { # 代表替换操作
$user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
}
$collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
UserProc::updateUserInfo(); # 5.回写数据
$ret = array('resp' => "succeed!");
$resp = Resp::ok($ret); // 返回
HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
return $resp;
}
/**
* [6416] 给英雄卸下言灵
* @param req $req
* @return type
* @deprecated since version 无法卸下,只能更换
*/
static function UnWieldYanling($req) {
$user = $req->userInfo->game; # user引用
list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 拥有该装备的英雄的UID
$collectHeros = $user->heros->collectHeros;
my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
$user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
}
// $arr = $collectHeros->$herouid->yanling;
// my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
// StlUtil::arrayRemove($arr, $yanling_uid);
// $collectHeros->$herouid->yanling = $arr;
my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
$collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
UserProc::updateUserInfo(); # 回写数据
$resp = Resp::ok(array('resp' => "succeed!")); // 返回
// StoreProc::CheckItemNum($req);
return $resp;
}
/**
* [6410] 给英雄穿装备
* @param req $req
* @return type
*/
static function WearEquipToHero($req) {
list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
$user = $req->userInfo->game; # user引用
my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
$equipVo = $user->store->equipment->$equipuid; # 取装备对象
if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
$user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
}
$collectHeros = $user->heros->collectHeros;
my_default_Obj($collectHeros);
my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
$user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
$oldEquipId = 0;
switch ($itemtype) { # 添加或替换英雄该部位的装备
case 1: # 武器
$oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
$collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
break;
case 2: # 防具
$oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
$collectHeros->$herouid->equip->armor->itemuid = $equipuid;
break;
case 3: # 饰品
$oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
$collectHeros->$herouid->equip->ring->itemuid = $equipuid;
break;
default :
Err(ErrCode::store_equip_type);
break;
}
if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
$user->store->equipment->$oldEquipId->herouid = 0;
}
UserProc::updateUserInfo(); // 5.回写数据
// StoreProc::CheckItemNum($req);
HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
return Resp::ok(array('resp' => "succeed!")); // 返回
}
/**
* [6411] 给英雄脱装备
* @deprecated since version 不能卸下装备, 只能更换.
* @param req $req
* @return type
*/
static function UnWieldEquip($req) {
list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 拥有该装备的英雄的UID
$user = $req->userInfo->game; # user引用
$collectHeros = $user->heros->collectHeros;
my_default_Obj($collectHeros);
my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
$user->store->equipment->$equipuid->herouid = 0;
}
switch ($itemtype) { # 检测该装备是否装备在该英雄身上
case 1: # 武器
if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
Err(ErrCode::store_noequip_err);
}
$collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
break;
case 2: # 防具
if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
Err(ErrCode::store_noequip_err);
}
$collectHeros->$herouid->equip->armor->itemuid = 0;
break;
case 3: # 饰品
if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
Err(ErrCode::store_noequip_err);
}
$collectHeros->$herouid->equip->ring->itemuid = 0;
break;
default :
Err(ErrCode::store_equip_type);
}
UserProc::updateUserInfo(); # 回写数据
// StoreProc::CheckItemNum($req);
return Resp::ok(array('resp' => "succeed!")); // 返回
}
//
//
//
//
/**
* 检查背包中物品的个数
* @param req $req
* @return int
*/
public static function CheckItemNum($req) {
$ItemObj = $req->userInfo->game->store->items;
$EquipObj = $req->userInfo->game->store->equipment;
$SegementObj = $req->userInfo->game->store->segement;
$HeroObj = $req->userInfo->game->heros->collectHeros;
$ItemNum = 0;
////检查宝石类可叠加物品的格子占用
if ($ItemObj) {
foreach ($ItemObj as $value) {
$ItemNum++;
}
}
if ($SegementObj) {
foreach ($SegementObj as $value) {
$ItemNum++;
}
}
////检测装备类物品格子占用
if ($EquipObj) {
foreach ($EquipObj as $value) {
$ItemNum++;
}
}
////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
if ($HeroObj) {
foreach ($HeroObj as $value) {
// echo var_dump($HeroObj);
$HeroEquipId = $value->equip->weapon->itemuid;
if ($HeroEquipId > 0) {
$ItemNum--;
}
$HeroEquipId = $value->equip->armor->itemuid;
if ($HeroEquipId > 0) {
$ItemNum--;
}
$HeroEquipId = $value->equip->ring->itemuid;
if ($HeroEquipId > 0) {
$ItemNum--;
}
}
}
$req->userInfo->game->privateState->ItemNum = $ItemNum;
return $ItemNum;
}
/**
* 获取物品格子的上限值
* @return int 上限数值
*/
public static function GetItemMaxNum() {
$user = req()->userInfo->game;
if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
$user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
}
return $user->privateState->maxItemNum;
}
/**
* 背包扩容
* @param type $req
* @return type
*/
public static function AddPacketNum($req) {
$user = $req->userInfo->game; # user引用
if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
$user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
}
$costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
my_Assert($costCash > 0, ErrCode::paras_err);
my_Assert(Data_UserGame::Consume_Cash($user, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
$user->privateState->maxItemNum += 10; # 扩容
UserProc::updateUserInfo(); # 保存玩家数据
$resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
StoreProc::CheckItemNum($req);
return $resp;
}
//
//
//
//
/**
* 出售单一的物品
* @param Req $req
* @return type
*/
static function sellItem($req) {
Err(ErrCode::err_method_obsoleted, "代码需要更新");
}
/**
* 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
* @param Req $req
* @return type
*/
static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
Err(ErrCode::err_method_obsoleted, "代码需要更新");
}
/**
* 从背包出售多个物品
* @param Req $req
* @return type
*/
static function sellMultiItemFromStore($req) {
$resp = new Resp();
$obj = $req->paras[0]; // 获取物品的结构数组
foreach ($obj as $value) {
$type = $value[0];
$itemId = $value[1];
////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
if ($type > 3) {
$count = intval($value[2]); // 数量
$uid = 0;
} else {
$count = 1;
$uid = $value[2];
}//物品的uid
$resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
}
if (0 == $resp->err) {
UserProc::updateUserInfo();
}
StoreProc::CheckItemNum($req);
return $resp;
}
//
//
}