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; } // // }