StoreProc.php 54 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. // case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
  29. // return StoreProc::decomposeItem($req);
  30. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  31. // return StoreProc::ItemUpgrade($req);
  32. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  33. // return StoreProc::composeItem($req);
  34. //
  35. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  36. return StoreProc::WearEquipToHero($req);
  37. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  38. return StoreProc::UnWieldEquip($req);
  39. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  40. return StoreProc::WearYanlingToHero($req);
  41. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  42. return StoreProc::UnWieldYanling($req);
  43. //
  44. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  45. return StoreProc::AddPacketNum($req);
  46. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  47. // Err(ErrCode::err_method_obsoleted);
  48. //// return StoreProc::MeltEquip($req);
  49. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  50. // return StoreProc::composePieces($req);
  51. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  52. return StoreProc::Test($req);
  53. default:
  54. Err(ErrCode::cmd_err);
  55. }
  56. }
  57. /**
  58. * 测试方法
  59. * @param Req $req
  60. * @return type
  61. */
  62. static public function Test($req) {
  63. // return StoreProc::MeltEquip($req);
  64. }
  65. /**
  66. * [6404] 使用仓库道具
  67. * @param Req $req
  68. */
  69. static function useItem($req) {
  70. // return ResponseVo::ErrResponse($req, ErrCode::msg_method_obsoleted);
  71. $itemId = $req->paras[0]; # 道具id
  72. $num = 1; # 数量, 可选参数, 默认为1
  73. if (count($req->paras) > 1) { # 如果传了,
  74. $num = $req->paras[1]; # 提取可选参数: 道具数量
  75. } # end 提取参数
  76. $typeId = substr($itemId, 0, 3); # 道具分类前缀
  77. switch ($typeId) { # 使用道具()
  78. case '701': # 宝箱
  79. $resp = Boxes::OpenBox($req); # 调用开宝箱功能
  80. break;
  81. default : # 其他
  82. Err(ErrCode::store_itemcantuse);
  83. break;
  84. }
  85. return $resp;
  86. }
  87. /**
  88. * [6405] 刷新仓库列表
  89. * @param Req $req
  90. */
  91. static function refreshStore($req) {
  92. StoreProc::CheckItemNum($req);
  93. $result = array(
  94. 'store' => $req->userInfo->game->store
  95. );
  96. return Resp::ok($result);
  97. }
  98. //
  99. // <editor-fold defaultstate="collapsed" desc=" 物品升级 ">
  100. // /**
  101. // * [6408] 物品的升级
  102. // * @param Req $req
  103. // * @return type
  104. // */
  105. // static function ItemUpgrade($req) {
  106. // $mem = $req->mem;
  107. // $uid = $req->paras[0]; //获取物品uid
  108. // $money = $req->paras[1]; //需要的手工费
  109. // $resp = new Resp();
  110. // $user = $req->userInfo->game; # user引用
  111. // $ary = $req->paras[3]; //获取物品的结构数组
  112. // foreach ($ary as $value) {
  113. // $itemId = $value[1];
  114. // $uid = $value[2];
  115. // if ($uid < 1) {
  116. // Err(ErrCode::paras_err);
  117. // }
  118. //
  119. // $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  120. // if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  121. // Err(ErrCode::store_removefail);
  122. // }
  123. // $item = GameConfig::item_getItem($itemId); //ConstProc::getItemConst($itemId);
  124. // if ($item == null) { //2.检测是否存在装备的原始数据
  125. // Err(ErrCode::err_const_no);
  126. // }
  127. //
  128. // $ret = array('resp' => "succeed!");
  129. // $resp = Resp::ok($ret); //返回必须是object
  130. // }
  131. // $bDeal = UserGameModel::Consume_Gold($user, $money);
  132. // if ($bDeal) {
  133. //
  134. // ActiveProc::ChangeTaskCount($req);
  135. // $result = array(
  136. // 'store' => $req->userInfo->game->store,
  137. // 'resp' => "succeed!"
  138. // );
  139. // $resp = Resp::ok($result);
  140. // } else {
  141. // Err(ErrCode::notenough_gold_msg);
  142. // }
  143. //
  144. //
  145. // if (0 == $resp->err) {
  146. // StoreProc:: UpdateItem($req);
  147. // $result = array(
  148. // 'store' => $req->userInfo->game->store,
  149. // 'resp' => "succeed!"
  150. // );
  151. // $resp = Resp::ok($result);
  152. // }
  153. //
  154. // StoreProc::CheckItemNum($req);
  155. //
  156. // return $resp;
  157. // }
  158. //
  159. // /**
  160. // * 更新单个物品属性
  161. // * @param Req $req
  162. // */
  163. // private static function UpdateItem($req) {
  164. // $store = $req->userInfo->game->store;
  165. // $uid = $req->paras[0]; //获取物品uid
  166. // $obj = $req->paras[2]; //获取物品的结构数组
  167. // $itemLevel = 0;
  168. // $bUplevel = false;
  169. // foreach ($obj as $key => $value) {
  170. // if ($key === "level") {
  171. // if (CommUtil::isPropertyExists($store->equipment->$uid, $key)) {
  172. // if ($store->equipment->$uid->$key < $value) {
  173. // $bUplevel = true;
  174. // $itemLevel = $value;
  175. // }
  176. // } else {
  177. // if ($value > 1) {
  178. // $bUplevel = true;
  179. // $itemLevel = $value;
  180. // }
  181. // }
  182. // }
  183. // if ($bUplevel) {
  184. // $item = GameConfig::item_getItem($store->equipment->$uid->typeId);
  185. // if ($item == null) { //2.检测是否存在装备的原始数据
  186. // Err(ErrCode::err_const_no);
  187. // }
  188. // // 推送系统消息
  189. // SystemProc::insertWeapon_promoteUp($req->zoneid, $req->uid, $req->userInfo->game->name, $item->name, $itemLevel);
  190. // }
  191. // $store->equipment->$uid->$key = $value;
  192. // }
  193. // UserProc::updateUserInfo($req);
  194. // $ret = array('resp' => "succeed!");
  195. // $resp = Resp::ok($ret); //返回必须是object
  196. // return $resp;
  197. // }
  198. /**
  199. *
  200. * @param type $req
  201. * @return type
  202. * @deprecated since version 0
  203. */
  204. static function UpgradeMeltEquip($req) {
  205. $store = $req->userInfo->game->store;
  206. $uid = $req->paras[0]; //获取物品uid
  207. // echo var_export($uid);
  208. $itemId = $store->equipment->$uid->typeId;
  209. $item = GameConfig::item_getItem($itemId);
  210. if ($store->equipment->$uid->melt_level > $item->melt_level) {
  211. $meltLevel = $store->equipment->$uid->melt_level;
  212. } else {
  213. $meltLevel = $item->melt_level;
  214. }
  215. $meltLevel++;
  216. $melt = GameConfig::smelting_getItem($meltLevel);
  217. my_Assert(null != $melt, ErrCode::err_const_no); # 在装备熔炼等级表里找不到该等级的熔炼规则
  218. $attrib = $melt->attribute; ////当前熔炼等级成功后属性加成
  219. foreach ($item as $key => $value) {
  220. if ($key === "melt_level") {
  221. $store->equipment->$uid->$key = $meltLevel;
  222. }
  223. if ($key === "gongji") {
  224. if ($store->equipment->$uid->$key > $value) {
  225. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  226. } else {
  227. $store->equipment->$uid->$key = (int) ($value * $attrib);
  228. }
  229. }
  230. if ($key === "fangyu") {
  231. if ($store->equipment->$uid->$key > $value) {
  232. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  233. } else {
  234. $store->equipment->$uid->$key = (int) ($value * $attrib);
  235. }
  236. }
  237. if ($key === "hp") {
  238. if ($store->equipment->$uid->$key > $value) {
  239. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  240. } else {
  241. $store->equipment->$uid->$key = (int) ($value * $attrib);
  242. }
  243. }
  244. if ($key === "minjie") {
  245. if ($store->equipment->$uid->$key > $value) {
  246. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  247. } else {
  248. $store->equipment->$uid->$key = (int) ($value * $attrib);
  249. }
  250. }
  251. if ($key === "baoji") {
  252. if ($store->equipment->$uid->$key > $value) {
  253. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  254. } else {
  255. $store->equipment->$uid->$key = (int) ($value * $attrib);
  256. }
  257. }
  258. }
  259. //
  260. // $EquipObj = $store->equipment->$uid;
  261. // ////检测装备的情况,装备升级时,基础属性要乘以系数. 如果之前升过级,那么它的"原始值"就不同了.
  262. // if ($EquipObj) {
  263. // foreach ($EquipObj as $key=> $value) {
  264. // if ($key === "melt_level") {
  265. // $key=$meltLevel;
  266. // }
  267. // if ($key === "melt_level") {
  268. // $key=$meltLevel;
  269. // }
  270. // }
  271. // }
  272. // echo var_export($store);
  273. $ret = array('resp' => "succeed!");
  274. $resp = Resp::ok($ret); //返回必须是object
  275. return $resp;
  276. }
  277. static function getItemProperty($req) {
  278. $store = $req->userInfo->game->store;
  279. $uid = $req->paras[0]; //获取物品uid
  280. // echo var_export($uid);
  281. $itemId = $store->equipment->$uid->typeId;
  282. $item = GameConfig::item_getItem($itemId);
  283. }
  284. /**
  285. * [6409] 合成道具
  286. * @param Req $req
  287. */
  288. static public function composeItem($req) {
  289. $resp = Resp::err(ErrCode::err_method_notimplement);
  290. list($lowitemId, $usenum, $highitemId, $addnum, $gold) = $req->paras; # 提取参数: 消耗道具id, 消耗数量, 合成道具Id, 合成数量, 需要的手续费
  291. my_Assert($usenum >= 3, "数量非法!");
  292. $user = $req->userInfo->game; # user引用
  293. $store = $user->store; # 背包引用
  294. $ok = StoreProc::removeItemFromStore($store, $lowitemId, $usenum); # 从仓库里移除这个道具, 支持移除指定数量
  295. my_Assert(ErrCode::ok == $ok, $ok); # 如果仓库道具移出时出错,则直接返回错误
  296. my_Assert(UserGameModel::Consume_Gold($user, $gold), ErrCode::notenough_gold_msg); # 扣除消耗的金币
  297. ActiveProc::ChangeTaskCount($req); # 更新任务计数器
  298. $store->items->$highitemId += $addnum; # 添加新合成道具
  299. UserProc::updateUserInfo();
  300. $ret = array('resp' => "succeed!"); # 准备返回值
  301. $resp = Resp::ok($ret); # 返回必须是object
  302. StoreProc::CheckItemNum($req);
  303. return $resp;
  304. }
  305. /**
  306. * [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)
  307. * @param Req $req
  308. */
  309. static public function composePieces($req) {
  310. $resp = Resp::err(ErrCode::err_method_notimplement);
  311. $store = $req->userInfo->game->store;
  312. // 解析客户端参数
  313. $piecesid1 = $req->paras[0]; // 碎片id1
  314. $piecesid2 = $req->paras[1]; // 碎片id2
  315. $piecesid3 = $req->paras[2]; // 碎片id3
  316. $user = $req->userInfo->game; # user引用
  317. $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
  318. //1.从仓库里移除这个道具
  319. for ($i = 0; $i < count($pieceslist); $i++) {
  320. $ok = StoreProc::removeItemFromStore($store, $pieceslist[$i], 1); // 支持移除指定数量
  321. if ($ok != ErrCode::ok) {
  322. break;
  323. }
  324. }
  325. my_Assert($ok == ErrCode::ok, $ok); // 如果仓库道具移出时出错,则直接返回错误
  326. $gold = glc()->Compose_Pieces_Gold; ////临时用这个来算,等刷过数据再说
  327. echoLine($gold);
  328. $bDeal = UserGameModel::Consume_Gold($user, $gold);
  329. if ($bDeal) {
  330. ActiveProc::ChangeTaskCount($req);
  331. $reward = StoreProc::composePiecesProbability($req);
  332. StoreProc::addSegmentIntoStore($store, $reward);
  333. UserProc::updateUserInfo();
  334. # 准备返回值
  335. $result = array(
  336. 'reward' => $reward,
  337. 'store' => $req->userInfo->game->store,
  338. 'resp' => "succeed!"
  339. );
  340. $resp = Resp::ok($result);
  341. } else {
  342. Err(ErrCode::notenough_gold_msg);
  343. }
  344. StoreProc::CheckItemNum($req);
  345. return $resp;
  346. }
  347. ////合成碎片时的概率
  348. static public function composePiecesProbability($req) {
  349. $piecesid1 = $req->paras[0]; // 碎片id1
  350. $piecesid2 = $req->paras[1]; // 碎片id2
  351. $piecesid3 = $req->paras[2]; // 碎片id3
  352. $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
  353. ///权重和值
  354. $weight = 0;
  355. for ($i = 0; $i < count($pieceslist); $i++) {
  356. $segmentid = $pieceslist[$i];
  357. $segItem = GameConfig::segment_getItem($segmentid); /////获取该碎片的信息
  358. $WeightItem = GameConfig::segment_ronghe_getItem($segItem->quailty); ///通过品质来获取权重
  359. $weight += $WeightItem->weight;
  360. }
  361. $reward = StoreProc::GetRewarByWeight($weight);
  362. //////根据最终三个碎片的权重值和来判断该品质的获取概率。
  363. ////用类似 3,80;5,60;10,20; 来表示 (在权重和达到3时获取率是80%,在权重和达到5时获取率是60%,在权重和达到10时获取率是10%)
  364. //
  365. // ////为了数值设置表和填数据方便,将两个表合成为一个表
  366. //
  367. ////数值设置起来方便,但是用起来稍微麻烦一些,需要取出数据表里的所有碎片的值。
  368. return $reward;
  369. }
  370. static public function GetRewarByWeight($weight) {
  371. for ($i = 0; $i < 5; $i++) {
  372. $item = GameConfig::segment_ronghe_getItem($i + 1);
  373. // $RewardList[]=$item;
  374. $ary = explode(";", $item->probability);
  375. foreach ($ary as $value) {
  376. $val = explode(",", $value);
  377. $weig = $val[0]; //达到的权重值
  378. $prob = $val[1]; //该权重下的获取概率
  379. if ($weight >= $weig) {
  380. $probList[$i] = $prob;
  381. }
  382. }
  383. }
  384. $rnd = CommUtil::random(1, 10000);
  385. $start = 0;
  386. $rew = 0;
  387. for ($i = 0; $i < 5; $i++) {
  388. if ($start < $rnd && $rnd <= $start + $probList[$i]) { # 落入区间
  389. $rew = $i + 1; # 记录物品
  390. break;
  391. }
  392. $start += $probList[$i]; # 继续判断是否落入下一物品的区间
  393. }
  394. // $piecesDataBaseList= GameConfig::segment();////获取所有的碎片数据表
  395. $tmpPiecesList = GameConfig::segment_byPinzhi_getItem($rew, 1);
  396. // foreach ($piecesDataBaseList as $typeId => $value)
  397. // {
  398. // // $value->
  399. // // echo var_dump($value);
  400. // if ($value->itemType==1) ////是英雄碎片
  401. // {
  402. // if( $value->quailty==$rew) ///碎片品质是指定品质
  403. // {
  404. // $tmpPiecesList[]=$typeId; ///保存到一个临时表里。
  405. // }
  406. // }
  407. // }
  408. $tmprnd = CommUtil::random(0, count($tmpPiecesList) - 1);
  409. return $tmpPiecesList[$tmprnd]->typeId;
  410. }
  411. // </editor-fold>
  412. // --------------- 以下为辅助方法 ------------------
  413. //
  414. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  415. /**
  416. * 从仓库中移除指定数量的物品
  417. * @param UserGameModel $user
  418. * @param type $itemId
  419. * @param type $itemcount
  420. * @return type
  421. */
  422. static function removeItemFromStore($store, $itemId, $itemcount) {
  423. $typeId = substr($itemId, 0, 3);
  424. switch ($typeId) {
  425. case '307': #经验书
  426. case '305': #扫荡券
  427. case '304': # 宝石
  428. if (CommUtil::isPropertyExists($store->items, $itemId)) { //
  429. if ($store->items->$itemId >= $itemcount) { // 数量足够
  430. $store->items->$itemId -= $itemcount;
  431. if ($store->items->$itemId == 0) {
  432. unset($store->items->$itemId);
  433. }
  434. return ErrCode::ok;
  435. } else {
  436. return ErrCode::store_itemnotenough; // 道具数量不足
  437. }
  438. } else {
  439. return ErrCode::store_itemno_err;
  440. }
  441. break;
  442. case '310': # 碎片
  443. case '311': # 碎片
  444. case '312': # 碎片
  445. case '313': #装备 碎片
  446. case '314': #装备 碎片
  447. case '315': #装备 碎片
  448. if (CommUtil::isPropertyExists($store->segement, $itemId)) { //
  449. if ($store->segement->$itemId >= $itemcount) { // 数量足够
  450. $store->segement->$itemId -= $itemcount;
  451. if ($store->segement->$itemId == 0) {
  452. unset($store->segement->$itemId);
  453. }
  454. return ErrCode::ok;
  455. } else {
  456. return ErrCode::store_itemnotenough; // 道具数量不足
  457. }
  458. } else {
  459. return ErrCode::store_itemno_err;
  460. }
  461. break;
  462. default : # 其他
  463. Err(ErrCode::store_itemcantuse);
  464. break;
  465. }
  466. }
  467. /**
  468. * 从仓库移出
  469. * @param type $itemId
  470. * @param StoreModel $store
  471. * @return boolean
  472. */
  473. static function removeFromStore($itemId, &$store) {
  474. //return ErrCode::succeed;
  475. $typid = substr("$itemId", 0, 3); # 取道具分类
  476. $ok = false;
  477. switch ($typid) {
  478. case "101": # 英雄 错误了的路径
  479. break;
  480. case '102': # 英雄碎片
  481. if (CommUtil::isPropertyExists($store->segement, "$itemId") && $store->segement->$itemId > 0) {
  482. $store->segement->$itemId -= 1;
  483. $ok = true;
  484. }
  485. break;
  486. case "203": # 宝箱
  487. if (CommUtil::isPropertyExists($store->boxes, "$itemId") && $store->boxes->$itemId > 0) {
  488. $store->boxes->$itemId -= 1;
  489. $ok = true;
  490. }
  491. break;
  492. default:
  493. break;
  494. }
  495. return $ok;
  496. }
  497. /**
  498. * 从仓库移出装备
  499. * @param type $itemId uid
  500. * @param StoreModel $store
  501. * @return boolean
  502. */
  503. static function removeEquipFromStore($uid, $typeId, &$req) {
  504. $ok = false;
  505. echo var_export($uid);
  506. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  507. // $con= ConstProc::getItemConst($req->mem, $req->userInfo->game->store->equipment->$uid->typeId);
  508. echo var_export($req->userInfo->game->store->equipment->$uid->typeId);
  509. if ($typeId == $req->userInfo->game->store->equipment->$uid->typeId) {
  510. echo "typeid相同";
  511. unset($req->userInfo->game->store->equipment->$uid);
  512. $ok = true;
  513. } else {
  514. echo "typeid检验错误";
  515. }
  516. }
  517. return $ok;
  518. }
  519. /**
  520. * 从仓库移除碎片
  521. * @param StoreModel $store
  522. * @param int $segmentId
  523. * @param int $num
  524. * @return bool 成功/失败
  525. */
  526. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  527. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  528. && $store->segement->$segmentId >= $num) {
  529. $store->segement->$segmentId -= $num;
  530. return TRUE;
  531. }
  532. return false;
  533. }
  534. /**
  535. * 向仓库添加碎片
  536. * @param StoreModel $store
  537. * @param int $segmentId
  538. * @param int $num
  539. */
  540. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  541. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  542. $store->segement->$segmentId += $num;
  543. } else {
  544. $store->segement->$segmentId = $num;
  545. }
  546. }
  547. /**
  548. * 计算玩家仓库中某种符石/道具的数量
  549. * @param type $map
  550. * @param type $stoneid
  551. * @return type
  552. */
  553. static function GetStoneCount($map, $stoneid) {
  554. $ret = 0;
  555. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  556. $ret = $map->store->stones->
  557. $stoneid;
  558. }
  559. return $ret;
  560. }
  561. /**
  562. * 从仓库移除符石(道具)
  563. * @param MapModel $map
  564. * @param int $stoneid
  565. * @param int $num
  566. */
  567. static function RemoveStoneFromStore(&$map, $stoneid, $num = 1) {
  568. if ($num <= 0) {
  569. return $num;
  570. }
  571. $ret = 0;
  572. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  573. $left = $map->store->stones->$stoneid - $num;
  574. if ($ret >= 0) {////这里有bug吗?应该是用$left啊,不过无所谓,反正这个函数暂时用不上,不考虑了.
  575. $map->store->stones->$stoneid -= $num;
  576. $ret = $num;
  577. }
  578. }
  579. return $ret;
  580. }
  581. // </editor-fold>
  582. //
  583. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  584. /**
  585. * 将其他物品放入仓库
  586. * @param type $itemId
  587. * @param UserGameModel $game
  588. */
  589. static function PutItemInStore($itemId, &$game) {
  590. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  591. $game->store->items->$itemId += 1;
  592. } else {// 如果仓库中没有这种元素,则其数目置1
  593. $game->store->items->$itemId = 1;
  594. }
  595. }
  596. /**
  597. * 检测是否允许放入仓库
  598. * @param BuildModel $build
  599. * @return type
  600. */
  601. static function canPutInStore($build) {
  602. if ($build->categoryId == INIT_HABITID) {
  603. return ErrCode::ok;
  604. }
  605. return ErrCode::store_putinto;
  606. }
  607. /**
  608. * 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
  609. * 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
  610. * @param Req $req
  611. * @param string $goodsStr itemid,num;itemid,num;...
  612. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  613. * @deprecated since version 0
  614. * @return type
  615. */
  616. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  617. $user = $req->userInfo->game;
  618. $ary = explode(";", $goodsStr);
  619. foreach ($ary as $value) {
  620. $val = explode(",", $value);
  621. $itemId = $val[0];
  622. $num = $val[1]; //数量
  623. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  624. switch ($smItem->subType) { # 根据类型分别添加到容器中
  625. case 1: # 金币
  626. UserGameModel::Add_Gold($user, $num);
  627. break;
  628. case 2: # 钻石
  629. UserGameModel::Add_Cash($user, $num);
  630. break;
  631. case 3: # 体力
  632. UserGameModel::Add_tili($req, $num);
  633. break;
  634. case 4: # 友情值
  635. UserGameModel::Add_FriendPoint($user, $num);
  636. break;
  637. case 101: # 武器
  638. StoreProc::PutEquipInStore($itemId, $req);
  639. break;
  640. case 401: # 言灵
  641. StoreProc::PutYanLingInStore($itemId, $req);
  642. break;
  643. case 201: # 碎片
  644. StoreProc::PutOverlyingItemInStore($itemId, $num);
  645. break;
  646. case 311: # 基因(经验丹)
  647. StoreProc::PutOverlyingItemInStore($itemId, $num);
  648. break;
  649. case 341: # 战场中掉落,不会进入包裹
  650. case 342:
  651. case 343:
  652. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品");
  653. break;
  654. }
  655. }
  656. // // 更新数据库数据
  657. UserProc::updateUserInfo(); ////这行不要注释掉,除非在邮件和任务领奖那里加入更新(在调用addmultiInstore函数的后面加入updateuserinfo的话,就可以注销到这行代码)
  658. return ErrCode::ok; // 返回
  659. }
  660. /// 物品类型,物品typeid,物品数量
  661. public static function AddItemInStore($req) {
  662. $itemType = $req->paras[0];
  663. $itemId = $req->paras[1];
  664. $num = $req->paras[2]; //数量
  665. if ($itemType < 4) {
  666. StoreProc::PutEquipInStore($itemId, $req);
  667. } else if ($itemType == 4) {
  668. StoreProc:: PutOverlyingItemInStore($itemId, $num);
  669. } else if ($itemType == 10) {
  670. StoreProc:: PutOverlyingItemInStore($itemId, $num); ///准备添加其他
  671. }
  672. // 更新数据库数据
  673. UserProc::updateUserInfo();
  674. // 返回
  675. $ret = array('resp' => "succeed!");
  676. $resp = Resp::ok($ret); //返回必须是object
  677. return $resp;
  678. }
  679. /**
  680. * 将装备放入背包
  681. * @param type $itemId
  682. * @param Req $req
  683. */
  684. static function PutEquipInStore($itemId, &$req) {
  685. $privateState = $req->userInfo->game->privateState;
  686. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  687. $req->userInfo->game->privateState->currentId = 1;
  688. }
  689. $cid = $req->userInfo->game->privateState->currentId++;
  690. $equip = ObjectInit();
  691. $equip->typeId = $itemId;
  692. $req->userInfo->game->store->equipment->$cid = $equip;
  693. return $cid;
  694. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  695. }
  696. /**
  697. * 将言灵放入背包
  698. * @param type $itemId
  699. * @param Req $req
  700. */
  701. static function PutYanLingInStore($itemId, &$req) {
  702. $privateState = $req->userInfo->game->privateState;
  703. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  704. $req->userInfo->game->privateState->currentId = 1;
  705. }
  706. $cid = $req->userInfo->game->privateState->currentId++;
  707. $equip = ObjectInit();
  708. $equip->typeId = $itemId;
  709. $req->userInfo->game->store->yanling->$cid = $equip;
  710. return $cid;
  711. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  712. }
  713. /**
  714. * 将可叠加物品放入背包
  715. * @param type $itemId
  716. * @param UserGameModel $game
  717. */
  718. static function PutOverlyingItemInStore($itemId, $num) {
  719. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  720. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  721. $items->$itemId += $num;
  722. } else { # 如果仓库中没有这种元素,则其数目置为num
  723. $items->$itemId = $num;
  724. }
  725. }
  726. /**
  727. * 物品包裹打散成独立道具到仓库
  728. * @param GoodsItemModel $itemModel
  729. * @param Req $req
  730. * @return type
  731. */
  732. static function addSeprateItem($itemModel, $req) {
  733. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  734. // var_dump($itemModel);
  735. $user = $req->userInfo->game;
  736. $store = $req->userInfo->game->store;
  737. $itemContent = JsonUtil::decode($itemModel->content);
  738. foreach ($itemContent as $itemId => $itemNum) {
  739. if ($itemId == META_GOLDITEMID) { # 如果是金币 1
  740. UserModel::Add_Gold($user, $itemNum);
  741. } else if ($itemId == META_CASHITEMID) { # 如果是宝石 2
  742. UserModel::present_cash($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
  743. } else if ($itemId == META_SPAEITEMID) { # 如果是能量块 3
  744. $user->spar += $itemNum;
  745. } else if ($itemId == META_YUANBAOITEMID) { # 元宝,后加的只能采用字段补偿机制 7
  746. PayProc::m_AddUserYuanbao($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
  747. } else { // 否则就是道具
  748. $typid = substr("$itemId", 0, 3);
  749. switch ($typid) {
  750. case "101": # 英雄
  751. if (property_exists($user->heros, $itemId)) {
  752. DebugHelper::var_dump(" 已经有了xxx英雄了.");
  753. } else { # 给玩家创建一个英雄
  754. $hero = new HeroModel();
  755. $instanceID = now();
  756. $heroID = $itemId;
  757. $hero->reInit($heroID, $instanceID);
  758. $user->heros->$heroID = $hero;
  759. }
  760. break;
  761. case '102': # 碎片
  762. if (CommUtil::isPropertyExists($store->segement, $itemId)) {
  763. $store->segement->$itemId += $itemNum;
  764. } else {
  765. $store->segement->$itemId = $itemNum;
  766. }
  767. break;
  768. case '203': # 宝箱
  769. if (CommUtil::isPropertyExists($store->boxes, $itemId)) {
  770. $store->boxes->$itemId += $itemNum;
  771. } else {
  772. $store->boxes->$itemId = $itemNum;
  773. }
  774. break;
  775. default :
  776. break;
  777. }
  778. // for ($i = 0; $i < $itemNum; $i++) {
  779. // $store->items[] = $itemId;
  780. // }
  781. }
  782. // break; # 不会循环的,一个物品中只有第一个道具配置生效,否则
  783. }
  784. UserProc::updateUserInfo();
  785. # 添加活动记录
  786. // self::checkActiveItem($req, $itemModel);
  787. }
  788. /**
  789. * [6417] 给英雄装上言灵
  790. * @param req $req
  791. * @return type
  792. */
  793. static function WearYanlingToHero($req) {
  794. $user = $req->userInfo->game; # user引用
  795. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  796. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  797. Err(ErrCode::store_itemno_err);
  798. }
  799. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  800. if ($yanlingVo->herouid > 0 && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  801. Err(ErrCode::store_equipWeared_err);
  802. }
  803. $collectHeros = $user->heros->collectHeros; # 英雄集合
  804. if (!$collectHeros) { # 防御对象为空
  805. Err(ErrCode::err_innerfault);
  806. }
  807. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  808. Err(ErrCode::hero_no);
  809. }
  810. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  811. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  812. if ($oldYLid > 0) { # 代表替换操作
  813. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  814. }
  815. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  816. UserProc::updateUserInfo(); # 5.回写数据
  817. $ret = array('resp' => "succeed!");
  818. $resp = Resp::ok($ret); // 返回
  819. // StoreProc::CheckItemNum($req);
  820. return $resp;
  821. }
  822. /**
  823. * [6416] 给英雄卸下言灵
  824. * @param req $req
  825. * @return type
  826. */
  827. static function UnWieldYanling($req) {
  828. $user = $req->userInfo->game; # user引用
  829. list($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
  830. $collectHeros = $user->heros->collectHeros;
  831. if (!$collectHeros) {
  832. Err(ErrCode::err_innerfault);
  833. }
  834. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检测是否存在拥有该装备的英雄
  835. Err(ErrCode::hero_no);
  836. }
  837. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该装备
  838. Err(ErrCode::store_itemno_err);
  839. }
  840. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  841. $user->store->yanling->$yanling_uid->herouid = 0;
  842. }
  843. if ($collectHeros->$herouid->yanling->$itemtype->itemuid != $yanling_uid) {
  844. Err(ErrCode::store_noequip_err);
  845. }
  846. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  847. UserProc::updateUserInfo(); # 回写数据
  848. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  849. // StoreProc::CheckItemNum($req);
  850. return $resp;
  851. }
  852. /**
  853. * [6410] 给英雄穿装备
  854. * @param req $req
  855. * @return type
  856. */
  857. static function WearEquipToHero($req) {
  858. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  859. $user = $req->userInfo->game; # user引用
  860. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid) < -ErrCode::store_itemno_err); # 检测是否存在该装备
  861. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  862. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  863. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  864. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  865. }
  866. $collectHeros = $user->heros->collectHeros;
  867. my_default_Obj($collectHeros);
  868. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  869. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  870. $oldEquipId = 0;
  871. switch ($itemtype) { # 添加或替换英雄该部位的装备
  872. case 1: # 武器
  873. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  874. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  875. break;
  876. case 2: # 防具
  877. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  878. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  879. break;
  880. case 3: # 饰品
  881. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  882. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  883. break;
  884. default :
  885. Err(ErrCode::store_equip_type);
  886. break;
  887. }
  888. if ($oldEquipId > 0) {
  889. $user->store->equipment->$oldEquipId->herouid = 0;
  890. }
  891. UserProc::updateUserInfo(); // 5.回写数据
  892. // StoreProc::CheckItemNum($req);
  893. return Resp::ok(array('resp' => "succeed!")); // 返回
  894. }
  895. /**
  896. * [6411] 给英雄脱装备
  897. * @param req $req
  898. * @return type
  899. */
  900. static function UnWieldEquip($req) {
  901. 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
  902. $user = $req->userInfo->game; # user引用
  903. $collectHeros = $user->heros->collectHeros;
  904. my_default_Obj($collectHeros);
  905. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  906. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  907. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  908. $user->store->equipment->$equipuid->herouid = 0;
  909. }
  910. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  911. case 1: # 武器
  912. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  913. Err(ErrCode::store_noequip_err);
  914. }
  915. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  916. break;
  917. case 2: # 防具
  918. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  919. Err(ErrCode::store_noequip_err);
  920. }
  921. $collectHeros->$herouid->equip->armor->itemuid = 0;
  922. break;
  923. case 3: # 饰品
  924. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  925. Err(ErrCode::store_noequip_err);
  926. }
  927. $collectHeros->$herouid->equip->ring->itemuid = 0;
  928. break;
  929. default :
  930. Err(ErrCode::store_equip_type);
  931. }
  932. UserProc::updateUserInfo(); # 回写数据
  933. // StoreProc::CheckItemNum($req);
  934. return Resp::ok(array('resp' => "succeed!")); // 返回
  935. }
  936. // </editor-fold>
  937. //
  938. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  939. /**
  940. * 将宝箱放入仓库
  941. * @param StoreModel $store
  942. * @param int $boxId 宝箱类型编号
  943. * @param int $num 数量
  944. */
  945. static function putBoxexInStore($store, $boxId, $num) {
  946. if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
  947. $store->boxes->$boxId += $num;
  948. } else {
  949. $store->boxes->$boxId = $num;
  950. }
  951. }
  952. /**
  953. * 检查背包中物品的个数
  954. * @param req $req
  955. * @return int
  956. */
  957. public static function CheckItemNum($req) {
  958. $ItemObj = $req->userInfo->game->store->items;
  959. $EquipObj = $req->userInfo->game->store->equipment;
  960. $SegementObj = $req->userInfo->game->store->segement;
  961. $HeroObj = $req->userInfo->game->heros->collectHeros;
  962. $ItemNum = 0;
  963. ////检查宝石类可叠加物品的格子占用
  964. if ($ItemObj) {
  965. foreach ($ItemObj as $value) {
  966. $ItemNum++;
  967. }
  968. }
  969. if ($SegementObj) {
  970. foreach ($SegementObj as $value) {
  971. $ItemNum++;
  972. }
  973. }
  974. ////检测装备类物品格子占用
  975. if ($EquipObj) {
  976. foreach ($EquipObj as $value) {
  977. $ItemNum++;
  978. }
  979. }
  980. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  981. if ($HeroObj) {
  982. foreach ($HeroObj as $value) {
  983. // echo var_dump($HeroObj);
  984. $HeroEquipId = $value->equip->weapon->itemuid;
  985. if ($HeroEquipId > 0) {
  986. $ItemNum--;
  987. }
  988. $HeroEquipId = $value->equip->armor->itemuid;
  989. if ($HeroEquipId > 0) {
  990. $ItemNum--;
  991. }
  992. $HeroEquipId = $value->equip->ring->itemuid;
  993. if ($HeroEquipId > 0) {
  994. $ItemNum--;
  995. }
  996. }
  997. }
  998. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  999. return $ItemNum;
  1000. }
  1001. /**
  1002. * 获取物品格子的上限值
  1003. * @return int 上限数值
  1004. */
  1005. public static function GetItemMaxNum() {
  1006. $user = req()->userInfo->game;
  1007. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1008. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1009. }
  1010. return $user->privateState->maxItemNum;
  1011. }
  1012. /**
  1013. * 背包扩容
  1014. * @param type $req
  1015. * @return type
  1016. */
  1017. public static function AddPacketNum($req) {
  1018. $user = $req->userInfo->game; # user引用
  1019. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1020. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1021. }
  1022. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1023. my_Assert($costCash > 0, ErrCode::paras_err);
  1024. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1025. $user->privateState->maxItemNum += 10; # 扩容
  1026. UserProc::updateUserInfo(); # 保存玩家数据
  1027. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1028. StoreProc::CheckItemNum($req);
  1029. return $resp;
  1030. }
  1031. // </editor-fold>
  1032. //
  1033. // -------------- 已废弃的代码 -------------------------------
  1034. //
  1035. //
  1036. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1037. //
  1038. /**
  1039. * 出售单一的物品
  1040. * @param Req $req
  1041. * @return type
  1042. */
  1043. static function sellItem($req) {
  1044. $resp = new Resp();
  1045. $mem = $req->mem;
  1046. // $user = $req->userInfo->user;
  1047. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1048. //客户端参数解析
  1049. $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  1050. $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  1051. if ($type > 3) {
  1052. $count = intval($req->paras[2]); // 数量
  1053. $uid = 0;
  1054. } else {
  1055. $count = 1;
  1056. $uid = $req->paras[2];
  1057. }//物品的uid
  1058. ////0是type 1是itemid,2是uid或者是数量
  1059. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  1060. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1061. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  1062. // echo "弄弄";
  1063. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1064. echo var_export($gem);
  1065. //2.检测是否存在该物品的原始物种
  1066. if ($gem == null) {
  1067. Err(ErrCode::err_godpet_noconst);
  1068. }
  1069. // 发金币
  1070. UserGameModel::Add_Gold($req->userInfo->game, $gem->maijia * $count);
  1071. $ret = array('resp' => "succeed!");
  1072. $resp = Resp::ok($ret);
  1073. UserProc::updateUserInfo();
  1074. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  1075. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1076. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  1077. // echo "弄弄";
  1078. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  1079. // echo var_export($gem);
  1080. //2.检测是否存在该物品的原始物种
  1081. if ($gem == null) {
  1082. Err(ErrCode::err_godpet_noconst);
  1083. }
  1084. // 发金币
  1085. UserGameModel::Add_Gold($req->userInfo->game, $gem->saleGoldPrice * $count);
  1086. $ret = array('resp' => "succeed!");
  1087. $resp = Resp::ok($ret);
  1088. UserProc::updateUserInfo();
  1089. } else if ($type < 4 && $type > 0) { # 这里是装备
  1090. if ($count > 1) {
  1091. Err(ErrCode::paras_err);
  1092. }
  1093. if ($uid < 1) {
  1094. Err(ErrCode::paras_err);
  1095. }
  1096. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  1097. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  1098. Err(ErrCode::store_removefail);
  1099. }
  1100. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1101. if ($item == null) { //2.检测是否存在装备的原始数据
  1102. Err(ErrCode::err_const_no);
  1103. }
  1104. UserGameModel::Add_Gold($req->userInfo->game, $item->maijia);
  1105. $ret = array('resp' => "succeed!");
  1106. $resp = Resp::ok($ret); //返回必须是object
  1107. UserProc::updateUserInfo();
  1108. } else {
  1109. Err(ErrCode::paras_err);
  1110. }
  1111. StoreProc::CheckItemNum($req);
  1112. return $resp;
  1113. }
  1114. /**
  1115. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1116. * @param Req $req
  1117. * @return type
  1118. */
  1119. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  1120. $resp = new Resp();
  1121. $mem = $req->mem;
  1122. // $user = $req->userInfo->user;
  1123. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1124. //客户端参数解析
  1125. ////0是type 1是itemid,2是uid或者是数量
  1126. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  1127. echoLine(":fs::");
  1128. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1129. //1.如果仓库道具移出时出错,则直接返回错误
  1130. my_Assert($ok == ErrCode::ok, $ok);
  1131. echo "弄弄";
  1132. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1133. echo var_export($gem);
  1134. //2.检测是否存在该物品的原始物种
  1135. if ($gem == null) {
  1136. Err(ErrCode::err_godpet_noconst);
  1137. }
  1138. // 发金币
  1139. UserGameModel::Add_Gold($req->userInfo->game, $gem->maijia * $count);
  1140. $ret = array('resp' => "succeed!");
  1141. $resp = Resp::ok($ret);
  1142. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  1143. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1144. //1.如果仓库道具移出时出错,则直接返回错误
  1145. my_Assert($ok == ErrCode::ok, $ok);
  1146. // echo "弄弄";
  1147. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  1148. // echo var_export($gem);
  1149. //2.检测是否存在该物品的原始物种
  1150. if ($gem == null) {
  1151. Err(ErrCode::err_godpet_noconst);
  1152. }
  1153. // 发金币
  1154. UserGameModel::Add_Gold($req->userInfo->game, $gem->saleGoldPrice * $count);
  1155. $ret = array('resp' => "succeed!");
  1156. $resp = Resp::ok($ret);
  1157. } else if ($type < 4 && $type > 0) { # 这里是装备
  1158. if ($count > 1) {
  1159. Err(ErrCode::paras_err);
  1160. }
  1161. if ($uid < 1) {
  1162. Err(ErrCode::paras_err);
  1163. }
  1164. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  1165. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  1166. Err(ErrCode::store_removefail);
  1167. }
  1168. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1169. if ($item == null) { //2.检测是否存在装备的原始数据
  1170. Err(ErrCode::err_const_no);
  1171. }
  1172. UserGameModel::Add_Gold($req->userInfo->game, $item->maijia);
  1173. $ret = array('resp' => "succeed!");
  1174. $resp = Resp::ok($ret); //返回必须是object
  1175. } else {
  1176. Err(ErrCode::paras_err);
  1177. }
  1178. return $resp;
  1179. }
  1180. /**
  1181. * 从背包出售多个物品
  1182. * @param Req $req
  1183. * @return type
  1184. */
  1185. static function sellMultiItemFromStore($req) {
  1186. $resp = new Resp();
  1187. $obj = $req->paras[0]; // 获取物品的结构数组
  1188. foreach ($obj as $value) {
  1189. $type = $value[0];
  1190. $itemId = $value[1];
  1191. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  1192. if ($type > 3) {
  1193. $count = intval($value[2]); // 数量
  1194. $uid = 0;
  1195. } else {
  1196. $count = 1;
  1197. $uid = $value[2];
  1198. }//物品的uid
  1199. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  1200. }
  1201. if (0 == $resp->err) {
  1202. UserProc::updateUserInfo();
  1203. }
  1204. StoreProc::CheckItemNum($req);
  1205. return $resp;
  1206. }
  1207. // </editor-fold>
  1208. //
  1209. }