StoreProc.php 75 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. */
  15. static function procMain() {
  16. switch (req()->cmd) {
  17. case CmdCode::cmd_store_put: # 6401 放入仓库
  18. return StoreProc::AddItemInStore();
  19. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  20. return StoreProc::sellItem();
  21. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  22. return StoreProc::sellMultiItemFromStore();
  23. case CmdCode::cmd_store_use: # 6404 使用道具
  24. return StoreProc::useItem();
  25. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  26. return StoreProc::refreshStore();
  27. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  28. return StoreProc::delItemFromStore();
  29. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  30. return StoreProc::Test();
  31. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  32. // return StoreProc::ItemUpgrade($req);
  33. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  34. // return StoreProc::composeItem($req);
  35. //
  36. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  37. return StoreProc::WearEquipToHero();
  38. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  39. return StoreProc::UnWieldEquip();
  40. //
  41. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  42. return StoreProc::AddPacketNum();
  43. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  44. // Err(ErrCode::err_method_obsoleted);
  45. //// return StoreProc::MeltEquip($req);
  46. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  47. // return StoreProc::composePieces($req);
  48. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  49. return StoreProc::WearYanlingToHero();
  50. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  51. return StoreProc::UnWieldYanling();
  52. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  53. return self::MergeYanlingBook();
  54. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  55. return self::CallYanlingByBook();
  56. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  57. return self::YanlingUpgrade();
  58. case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
  59. return self::weaponUpgrade();
  60. case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
  61. return self::weaponTupo();
  62. case CmdCode::cmd_store_weaponReplace: # 6423武器替换
  63. return self::weaponReplace();
  64. case CmdCode::cmd_store_GemCompose: #6424
  65. return StoreProc::GemComposeItem();
  66. case CmdCode::cmd_store_GemResearchLvUp: # 6425
  67. return StoreProc::GemResearchLvUp();
  68. case CmdCode::cmd_store_GemSet: #6426 宝石镶嵌
  69. return StoreProc::GemSetYanLing();
  70. case CmdCode::cmd_store_GemRemove:
  71. return StoreProc::GemRemoveYanLing();
  72. case CmdCode::cmd_store_unlockStore:
  73. return StoreProc::unlockStore();
  74. case CmdCode::cmd_store_buyWeapon: #6429
  75. return self::buyWeapon();
  76. case CmdCode::cmd_store_getShopWeapon: # 6430
  77. return self::getShopWeapon();
  78. case CmdCode::cmd_store_buySupplies: #6431 购买补给品
  79. return self::buySupplies();
  80. case CmdCode::cmd_store_expandStorage: # 6432
  81. return self::expandStorage();
  82. case CmdCode::cmd_store_changeStorage: # 6433
  83. return self::changeStorage();
  84. case CmdCode::cmd_store_changeBettleItem: # 6434
  85. return self::changeBettleItem();
  86. case CmdCode::cmd_store_useBettleItem: # 6435
  87. return self::useBettleItem();
  88. case CmdCode::cmd_store_setBettleItemUseVal: # 6436cmd_store_removeItem
  89. return self::setBettleItemUseVal();
  90. case CmdCode::cmd_store_removeItem: # 6437 删除所有类型道具cmd_store_killMosterAddData
  91. return self::removeItem();
  92. case CmdCode::cmd_store_killMosterAddData: # 6438 击杀怪,唤灵师获得的信息加成,暂时是经验
  93. return self::killMosterAddData();
  94. default:
  95. Err(ErrCode::cmd_err);
  96. }
  97. }
  98. /**
  99. * 6438 击杀怪,唤灵师获得的信息加成,暂时是经验
  100. */
  101. public static function killMosterAddData() {
  102. $heroUID = req()->paras[0];
  103. $mosterId = req()->paras[1]; # 提取参数
  104. $hero = ctx()->heros(true);
  105. $mo = GameConfig::hero_getItem($mosterId);
  106. my_Assert($mo != null, ErrCode::err_const_no);
  107. //经验修正率=1 + 0.05 × (怪物等级 - 角色(唤灵师)等级)
  108. //角色所得经验 = 怪物经验 * 经验修正率
  109. $lv = substr($mo->heroId,-2);
  110. $n = substr($lv,0,1);
  111. if($n == 0){
  112. $lv = substr($lv,1,1);
  113. }
  114. $collectHeros = $hero->collectHeros;
  115. my_default_Obj($collectHeros);
  116. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  117. $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
  118. $heroLv = $targetHero->level;
  119. $per = 1 + 0.05*($lv - $heroLv);
  120. $totalExp = intval($mo->exp * $per);
  121. if($totalExp<0){
  122. $totalExp = 0;
  123. }
  124. $targetHero = HeroProc::HeroAddEXP($heroUID,$totalExp);
  125. UserProc::updateUserInfo();
  126. return Resp::ok(array('hero' => $targetHero,'exp'=>$mo->exp,));
  127. }
  128. /**
  129. * 删除所有类型道具
  130. */
  131. public static function removeItem() {
  132. $str = req()->paras[0]; # 提取参数
  133. $list = explode(';', $str);
  134. foreach ($list as $k => $val) {
  135. $slist = explode('-', $val);
  136. $itemType = $slist[0]; # 提取参数
  137. $uid = $slist[1]; # 提取参数
  138. $typeId = $slist[2];
  139. $num = $slist[3]; # 提取参数
  140. self::removeStoreItem($itemType,$uid,$typeId,$num);
  141. }
  142. UserProc::updateUserInfo();
  143. return Resp::ok(array("store" => ctx()->store(),));
  144. }
  145. public static function removeStoreItem($itemType,$uid,$typeId,$num) {
  146. $store = ctx()->store(true);
  147. switch ($itemType) {//物品大归类 0 系统 1武器,2碎片,3材料, 4 言灵, 5 礼包,6 宝石道具 7任务卡
  148. case 1:
  149. StoreProc::removeEquipFromStore($uid, $typeId);
  150. break;
  151. case 2:
  152. StoreProc::removeSegmetFromStore($store, $typeId, $num);
  153. break;
  154. case 3:
  155. case 7:
  156. case 6:
  157. StoreProc::removeItemFromStore($store, $typeId, $num);
  158. break;
  159. case 4:
  160. StoreProc::removeYanlingFromStore($uid, $typeId);
  161. break;
  162. default:
  163. break;
  164. }
  165. }
  166. /**
  167. * 6436
  168. * @return type
  169. */
  170. public static function setBettleItemUseVal() {
  171. $index = req()->paras[0]; # 提取参数
  172. $val = req()->paras[1]; # 提取参数
  173. $store = ctx()->store(true);
  174. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  175. $store->battleItem->$index->isAuto = 1;
  176. $store->battleItem->$index->attrVal = $val;
  177. UserProc::updateUserInfo();
  178. return Resp::ok(array("store" => ctx()->store(),));
  179. }
  180. /**
  181. * 6435
  182. * @return type
  183. */
  184. public static function useBettleItem() {
  185. $index = req()->paras[0]; # 提取参数
  186. $store = ctx()->store(true);
  187. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  188. $id = $store->battleItem->$index->id;
  189. $store->battleItem->$index->num -= 1;
  190. StoreProc::removeItemFromStore($store, $id);
  191. // if(StlUtil::dictHasProperty($store->items,$id)){
  192. // $store->items->$id -= 1;
  193. // if($store->items->$id <= 0){
  194. // unset($store->items->$id);
  195. // }
  196. // }
  197. if($store->battleItem->$index->num <= 0){
  198. unset($store->battleItem->$index);
  199. }
  200. UserProc::updateUserInfo();
  201. return Resp::ok(array("store" => ctx()->store(),));
  202. }
  203. /**
  204. * 6434
  205. * @return type
  206. */
  207. public static function changeBettleItem() {
  208. $type = req()->paras[0]; # 提取参数
  209. $index = req()->paras[1]; # 提取参数
  210. $itemid = req()->paras[2]; # 提取参数
  211. $store = ctx()->store(true);
  212. $str = GameConfig::globalsettings()->YaoPingAttrInitVal;
  213. $slist = explode(';', $str);
  214. $hp = explode(',', $slist[0])[1];
  215. $mp = explode(',', $slist[1])[1];
  216. if($type == 0){//添加
  217. $item = new Ins_battleItem();
  218. $item->index = $index;
  219. $item->id = $itemid;
  220. $item->num = $store->items->$itemid;
  221. $subType = GameConfig::item_base_getItem($itemid)->subType;
  222. if($subType == 341){
  223. $item->attrVal = $hp;
  224. } else {
  225. $item->attrVal = $mp;
  226. }
  227. $store->battleItem->$index = $item;
  228. } else {
  229. unset($store->battleItem->$index);
  230. }
  231. UserProc::updateUserInfo();
  232. return Resp::ok(array("store" => ctx()->store(),));
  233. }
  234. /**
  235. * 6432
  236. * @return type
  237. */
  238. public static function changeStorage() {
  239. $index = req()->paras[0]; # 选中的第几个格子
  240. $type = req()->paras[1]; # 1:放入 2移除到背包
  241. $itemType = req()->paras[2]; # 道具类型
  242. $uid = req()->paras[3]; # 道具的uid
  243. $store = ctx()->store(true);
  244. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  245. $storage = $store->storage->$index;
  246. $num = 0;
  247. foreach ($storage as $k => $dic) {
  248. $num += count((array) $dic);
  249. }
  250. switch ($itemType) {
  251. case 101://武器
  252. if ($type == 1) {
  253. my_Assert($num < 50, ErrCode::store_StorageEnough);
  254. $equipVo = $store->equipment->$uid;
  255. $storage->equipment->$uid = $equipVo; //添加
  256. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  257. } else {
  258. $equipVo = $storage->equipment->$uid;
  259. $store->equipment->$uid = $equipVo;
  260. unset($storage->equipment->$uid);
  261. }
  262. break;
  263. case 401://言灵
  264. if ($type == 1) {
  265. my_Assert($num < 50, ErrCode::store_StorageEnough);
  266. $yanlingVo = $store->yanling->$uid;
  267. $storage->yanling->$uid = $yanlingVo; //添加
  268. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  269. } else {
  270. $yanlingVo = $storage->yanling->$uid;
  271. $store->yanling->$uid = $yanlingVo;
  272. unset($storage->yanling->$uid);
  273. }
  274. break;
  275. default://其他道具
  276. if ($type == 1) {
  277. my_Assert($num < 50, ErrCode::store_StorageEnough);
  278. $itemNum = $store->items->$uid;
  279. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  280. $storage->itemDic->$uid = 0;
  281. }
  282. $storage->itemDic->$uid += $itemNum; //添加
  283. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  284. } else {
  285. $itemNum = $storage->itemDic->$uid;
  286. $goodsStr = $uid . "," . $itemNum;
  287. StoreProc::AddMultiItemInStore($goodsStr);
  288. unset($storage->itemDic->$uid);
  289. }
  290. break;
  291. }
  292. $store->storage->$index = $storage;
  293. //ctx()->store(true) = $store;
  294. UserProc::updateUserInfo();
  295. return Resp::ok(array("store" => $store,));
  296. }
  297. /**
  298. * 储物间扩容
  299. * @return type
  300. */
  301. public static function expandStorage() {
  302. $cost = GameConfig::globalsettings()->expandStorageCost;
  303. $list = explode(',', $cost);
  304. $key = 3;
  305. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  306. if ($list[0] == 1) {
  307. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  308. ctx()->base(true)->Consume_Gold($list[1]);
  309. } elseif ($list[0] == 2) {
  310. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  311. ctx()->base(true)->Consume_Cash($list[1]);
  312. }
  313. $str = $list[0] . "," . $list[1];
  314. ctx()->store(true)->storage->$key = new Ins_storage();
  315. UserProc::updateUserInfo();
  316. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  317. }
  318. /**
  319. * 6431 购买补给品
  320. */
  321. public static function buySupplies() {
  322. $npcid = req()->paras[0]; # 提取参数
  323. $itemid = req()->paras[1]; # 提取参数
  324. $num = req()->paras[2]; # 提取参数
  325. //补充shop_supplies的mo
  326. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  327. my_Assert($mo != null, ErrCode::err_const_no);
  328. $cost = $mo->cost * $num;
  329. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  330. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  331. ctx()->base(true)->Consume_Gold($cost);
  332. $goodsStr = $itemid . ',' . $num;
  333. StoreProc::AddMultiItemInStore($goodsStr);
  334. UserProc::updateUserInfo();
  335. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  336. }
  337. /**
  338. *
  339. */
  340. public static function getShopWeapon() {
  341. $npcid = req()->paras[0]; # 提取参数
  342. self::DailyRefreshWeapon($npcid);
  343. UserProc::updateUserInfo();
  344. return Resp::ok(array(
  345. "store" => ctx()->store(), #
  346. ));
  347. }
  348. /**
  349. *
  350. * @return type
  351. */
  352. public static function buyWeapon() {
  353. $npcid = req()->paras[0]; # 提取参数
  354. $weaponId = req()->paras[1]; # 提取参数
  355. $store = ctx()->store(true);
  356. $type = 0;
  357. $tag = true;
  358. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  359. $dic = $store->weaponReward->$npcid;
  360. foreach ($dic as $k => $list) {
  361. if (in_array($weaponId, $list)) {
  362. $tag = false;
  363. break;
  364. }
  365. }
  366. }
  367. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  368. $list = GameConfig::shop_weapon_getItemArray($npcid);
  369. $cost = 0;
  370. foreach ($list as $item) {
  371. $weaponList = explode(';', $item->weaponlist);
  372. foreach ($weaponList as $value) {
  373. $pList = explode(',', $value);
  374. if (in_array($weaponId, $pList)) {
  375. $type = $item->id;
  376. $cost = $item->cost;
  377. break 2;
  378. }
  379. }
  380. }
  381. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  382. ctx()->base(true)->Consume_Gold($cost);
  383. $store->weaponReward->$npcid->$type[] = $weaponId;
  384. ctx()->store = $store;
  385. UserProc::updateUserInfo();
  386. return Resp::ok(array(
  387. "store" => $store,
  388. "cost" => $cost,
  389. ));
  390. }
  391. /*
  392. * 每日刷新武器
  393. */
  394. public static function DailyRefreshWeapon($npcid = null) {
  395. //没有数据初始化,有数据不在管
  396. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  397. $list = GameConfig::shop_weapon_getItemArray($npcid);
  398. foreach ($list as $value) {
  399. $ret = new \stdClass();
  400. $arr = explode(';', $value->weaponlist);
  401. foreach ($arr as $item) {
  402. $itemList = explode(',', $item);
  403. $id = $itemList[0];
  404. $per = $itemList[1];
  405. $ret->$id = $per;
  406. }
  407. $retArr = array();
  408. $type = $value->id;
  409. $pArr = self::randweapon($ret, $value->num);
  410. //数组合并
  411. $retArr = array_merge($retArr, $pArr);
  412. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  413. }
  414. } else if ($npcid == null) {
  415. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  416. $dic = ctx()->store()->weaponPool;
  417. foreach ($dic as $npcid => $val) {
  418. $list = GameConfig::shop_weapon_getItemArray($npcid);
  419. foreach ($list as $value) {
  420. $ret = new \stdClass();
  421. $arr = explode(';', $value->weaponlist);
  422. foreach ($arr as $item) {
  423. $itemList = explode(',', $item);
  424. $id = $itemList[0];
  425. $per = $itemList[1];
  426. $ret->$id = $per;
  427. }
  428. $ret2 = $ret;
  429. $type = $value->id;
  430. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  431. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  432. foreach ($weaponList as $wid) {
  433. if (StlUtil::dictHasProperty($ret, $wid)) {
  434. StlUtil::dictRemove($ret, $wid);
  435. }
  436. }
  437. }
  438. $temp = $ret;
  439. if (count((array) $ret) < $value->num) {//一旦所有的武器或是不够刷新数量了,重置当前档位
  440. $temp = $ret2;
  441. ctx()->store()->weaponReward->$npcid->$type = array();
  442. }
  443. $retArr = array();
  444. $pArr = self::randweapon($temp, $value->num);
  445. $retArr = array_merge($retArr, $pArr);
  446. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  447. }
  448. }
  449. }
  450. }
  451. static function randweapon($temp, $limit) {
  452. $resultArr = array();
  453. $num = 0;
  454. while (true) {
  455. $total = 0;
  456. foreach ($temp as $k => $v) {
  457. $total += $v;
  458. }
  459. $n = rand(1, $total);
  460. $start = 0;
  461. foreach ($temp as $id => $per) {
  462. $start += $per;
  463. if ($n <= $start) {
  464. if (in_array($id, $resultArr)) {
  465. StlUtil::dictRemove($temp, $id);
  466. break;
  467. } else {
  468. $resultArr[] = $id;
  469. $num += 1;
  470. break;
  471. }
  472. }
  473. }
  474. if ($num >= $limit) {
  475. break;
  476. }
  477. }
  478. return $resultArr;
  479. }
  480. /**
  481. * 扩容
  482. * @return type
  483. */
  484. static function unlockStore() {
  485. //list() = req()->paras;
  486. $user = ctx();
  487. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  488. my_Assert($mo != null, ErrCode::err_const_no);
  489. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  490. $user->base(true)->Consume_Gold($mo->cost);
  491. $user->privateState->expandNum += 1;
  492. ctx($user);
  493. UserProc::updateUserInfo(); # 回写玩家数据
  494. return Resp::ok(array(
  495. "gold" => $user->baseInfo->gold,
  496. "expandNum" => $user->privateState->expandNum,
  497. ));
  498. }
  499. /**
  500. * 宝石镶嵌
  501. */
  502. static function GemSetYanLing() {
  503. list($gemId, $yanlingUid) = req()->paras;
  504. $user = ctx();
  505. $yanling = $user->store->yanling;
  506. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  507. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  508. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  509. $yanling->$yanlingUid->gemId = 0;
  510. }
  511. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  512. StoreProc::removeItemFromStore($user->store, $gemId);
  513. $yanling->$yanlingUid->gemId = $gemId;
  514. $user->store->yanling = $yanling;
  515. ctx($user);
  516. UserProc::updateUserInfo(); # 回写玩家数据
  517. return Resp::ok(array(
  518. "store" => $user->store, # # 目前来看只涉及到items变化
  519. ));
  520. }
  521. /**
  522. * 从严灵上卸下宝石
  523. */
  524. static function GemRemoveYanLing() {
  525. list($yanlingUid) = req()->paras;
  526. $user = ctx();
  527. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  528. $gemId = $user->store->yanling->$yanlingUid->gemId;
  529. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  530. $goodsStr = $gemId . ",1";
  531. StoreProc::AddMultiItemInStore($goodsStr);
  532. $user->store->yanling->$yanlingUid->gemId = 0;
  533. ctx($user);
  534. UserProc::updateUserInfo(); # 回写玩家数据
  535. return Resp::ok(array(
  536. "store" => $user->store, # # 目前来看只涉及到items变化
  537. ));
  538. }
  539. /**
  540. * 宝石合成
  541. */
  542. static function GemComposeItem() {
  543. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  544. $user = ctx();
  545. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  546. $mo = GameConfig::gem_formula_getItem($gemId);
  547. my_Assert($mo != null, ErrCode::err_const_no); #
  548. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  549. $itemId = $mo->drawItem;
  550. if ($itemId != "") {
  551. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  552. }
  553. if ($mo->composeMaterial != "") {
  554. $mList = explode(',', $mo->composeMaterial);
  555. $itemId = $mList[0];
  556. $num = $mList[1];
  557. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  558. //扣除材料
  559. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  560. }
  561. $gList = explode(',', $mo->composeGem);
  562. $itemId = $gList[0];
  563. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  564. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  565. //扣除配方金币 宝石
  566. $user->base(true)->Consume_Gold($mo->composeGold);
  567. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  568. $goodsStr = $gemId . ',1';
  569. StoreProc::AddMultiItemInStore($goodsStr);
  570. ctx($user);
  571. UserProc::updateUserInfo(); # 回写玩家数据
  572. return Resp::ok(array(
  573. "store" => $user->store, # # 目前来看只涉及到items变化
  574. 'gold' => $user->baseInfo->gold,
  575. ));
  576. }
  577. /**
  578. * 宝石合成的研究等级提升
  579. */
  580. static function GemResearchLvUp() {
  581. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  582. $user = ctx();
  583. $researchLevel = $user->Gem->level; //研究等级
  584. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  585. my_Assert($mo != null, ErrCode::err_const_no);
  586. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  587. //$list = explode(',',$mo->unlockLevelGoldCost);
  588. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  589. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  590. $user->Gem->level += 1;
  591. ctx($user);
  592. UserProc::updateUserInfo(); # 回写玩家数据
  593. return Resp::ok(array(
  594. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  595. 'gold' => $user->baseInfo->gold,
  596. ));
  597. }
  598. /**
  599. * 武器升级
  600. */
  601. static function weaponUpgrade() {
  602. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  603. $user = ctx();
  604. $equipment = $user->store->equipment;
  605. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  606. $myPacketItems = $user->store->items;
  607. //消耗材料道具
  608. $total = 0;
  609. $totalGold = 0;
  610. foreach ($items as $costItemId => $costNumber) {
  611. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  612. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  613. $mo = GameConfig::item_stones_getItem($costItemId);
  614. my_Assert($mo != null, ErrCode::err_const_no);
  615. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  616. $total += $mo->baseExp * $costNumber;
  617. $totalGold += $mo->costGold * $costNumber;
  618. }
  619. $wuqiExp = 0;
  620. //消耗武器
  621. foreach ($wuqiList as $wuqiId) {
  622. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  623. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  624. $baseExp = $mo->baseExp;
  625. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  626. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  627. $totalGold += $mo->costGold;
  628. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  629. }
  630. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  631. $equipVo = new Ins_Weapon($equipment->$uid);
  632. $initLevel = $equipVo->level;
  633. $equipVo->exp += $total + (int) $wuqiExp;
  634. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  635. $curStar = $equipVo->starLevel; #当前星级
  636. $equipVo->level = $curlevel;
  637. if ($curStar < 5) {
  638. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  639. if ($starlimitLv <= $curlevel) {
  640. $equipVo->level = $starlimitLv;
  641. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  642. }
  643. }
  644. $user->store->equipment->$uid = $equipVo;
  645. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  646. $user->baseInfo->gold -= $totalGold;
  647. ctx($user);
  648. ctx()->store->items = $myPacketItems; # 更新背包数据
  649. if ($equipVo->level != $initLevel) {
  650. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  651. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  652. }
  653. UserProc::updateUserInfo(); # 回写玩家数据
  654. return Resp::ok(array(
  655. "store" => $user->store, # # 目前来看只涉及到items变化
  656. 'gold' => $user->baseInfo->gold,
  657. ));
  658. }
  659. /**
  660. * 武器升级计算
  661. * @param type $xp
  662. * @param type $type
  663. * @return type
  664. */
  665. static function Upgrade($xp, $qual, $type) {
  666. $curLv = 0;
  667. if ($type == Enum_UpgradeType::Wuqi) {
  668. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  669. } else {
  670. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  671. }
  672. $f = (array) $heroLvDic;
  673. ksort($f);
  674. foreach ($f as $lv => $mo) {
  675. if ($xp < $mo->requiredExp) {
  676. $curLv = $lv - 1;
  677. break;
  678. }
  679. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  680. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  681. // break;
  682. // }
  683. }
  684. return $curLv;
  685. }
  686. /**
  687. * 武器突破
  688. */
  689. static function weaponTupo() {
  690. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  691. $user = ctx();
  692. $equipment = $user->store->equipment;
  693. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  694. $typeId = $equipment->$uid->typeId;
  695. $curStar = $equipment->$uid->starLevel;
  696. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  697. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  698. my_Assert($mo != null, ErrCode::err_const_no);
  699. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  700. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  701. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  702. // $segID = $mo->segID;
  703. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  704. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  705. $costItemsList = explode(';', $mo->costItems);
  706. foreach ($costItemsList as $value) {
  707. $list = explode(',', $value);
  708. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  709. }
  710. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  711. $user->baseInfo->gold -= $mo->gold;
  712. $equipment->$uid->starLevel += 1;
  713. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  714. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  715. $user->store->equipment = $equipment;
  716. ctx($user);
  717. UserProc::updateUserInfo(); # 回写玩家数据
  718. return Resp::ok(array(
  719. "store" => $user->store, # # 目前来看只涉及到items变化
  720. 'gold' => $user->baseInfo->gold,
  721. ));
  722. }
  723. /**
  724. * 武器替换
  725. * @return type
  726. */
  727. static function weaponReplace() {
  728. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  729. $user = ctx();
  730. $equipment = $user->store->equipment;
  731. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  732. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  733. $herouid = $equipment->$uid->herouid;
  734. $herouid_replace = $equipment->$replaceId->herouid;
  735. $equipment->$replaceId->herouid = $herouid;
  736. $equipment->$uid->herouid = $herouid_replace;
  737. $user->store->equipment = $equipment;
  738. ctx($user);
  739. UserProc::updateUserInfo(); # 回写玩家数据
  740. return Resp::ok(array(
  741. "store" => $user->store, # # 目前来看只涉及到items变化
  742. ));
  743. }
  744. /**
  745. * [6420] 言灵进阶
  746. */
  747. static function YanlingUpgrade() {
  748. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  749. $user = ctx();
  750. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  751. $yanlingObj = $user->store->yanling->$yanlingUid;
  752. $yanlingMoId = $yanlingObj->typeId;
  753. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  754. $toGrade = $curGrade + 1; # 下一等阶
  755. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  756. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  757. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  758. $costs = explode(';', $toGradeCfg->cost_materials);
  759. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  760. foreach ($costs as $c) {
  761. list($itemId, $num) = explode(',', $c); # 解析材料
  762. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  763. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  764. }
  765. $yanlingObj->grade = $toGrade; # 修改进阶
  766. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  767. UserProc::updateUserInfo(); # 回写玩家数据
  768. return Resp::ok(array(
  769. "store" => $user->store, # # 目前来看只涉及到items变化
  770. ));
  771. }
  772. /**
  773. * [6418] 利用言灵召唤书碎片合成召唤书
  774. */
  775. static function MergeYanlingBook() {
  776. list($bookId) = req()->paras; # 参数 言灵召唤书id
  777. $user = ctx();
  778. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  779. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  780. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  781. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  782. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  783. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  784. UserProc::updateUserInfo(); # 回写数据
  785. return Resp::ok(array(
  786. "store" => $user->store, # # 目前来看只涉及到items变化
  787. ));
  788. }
  789. /**
  790. * [6419] 利用言灵召唤书召唤言灵
  791. */
  792. static function CallYanlingByBook() {
  793. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  794. $user = ctx();
  795. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  796. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  797. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  798. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  799. $costs = explode(';', $bookIdCfg->cost_materials);
  800. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  801. foreach ($costs as $c) {
  802. list($itemId, $num) = explode(',', $c); # 解析材料
  803. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  804. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  805. }
  806. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  807. UserProc::updateUserInfo(); # 回写数据
  808. return Resp::ok(array(
  809. "store" => $user->store, # # 目前来看只涉及到items变化
  810. ));
  811. }
  812. /**
  813. * 测试方法
  814. * @return type
  815. */
  816. static public function Test() {
  817. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  818. }
  819. /**
  820. * [6404] 使用仓库道具
  821. */
  822. static function useItem() {
  823. list($itemType, $num) = req()->paras; # 提取参数
  824. $mo = GameConfig::item_base_getItem($itemType);
  825. my_Assert(null != $mo, ErrCode::err_const_no);
  826. switch ($mo->subType) {
  827. case 601: # 任务卡
  828. my_Assert($num == 1, "任务卡一次只能使用一张!");
  829. $store = ctx()->store();
  830. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  831. my_Assert(ErrCode::ok == $err, $err);
  832. StoreProc::PutTaskCardInStore($itemType);
  833. ctx()->store = $store;
  834. break;
  835. default :
  836. break;
  837. }
  838. UserProc::updateUserInfo();
  839. return Resp::ok(array(
  840. 'priv' => ctx()->privateState,
  841. 'store' => ctx()->store));
  842. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  843. }
  844. /**
  845. * [6405] 刷新仓库列表
  846. */
  847. static function refreshStore() {
  848. StoreProc::CheckItemNum();
  849. return Resp::ok(array('store' => ctx()->store));
  850. }
  851. /**
  852. * [6406] 从仓库删除道具
  853. */
  854. static function delItemFromStore() {
  855. list($itemId, $num) = req()->paras;
  856. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  857. my_Assert(ErrCode::ok == $err, $err);
  858. UserProc::updateUserInfo();
  859. return Resp::ok(array('store' => ctx()->store));
  860. }
  861. /**
  862. * [6409] 合成道具
  863. */
  864. static public function composeItem() {
  865. Err(ErrCode::err_method_notimplement);
  866. }
  867. /**
  868. * [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)
  869. */
  870. static public function composePieces() {
  871. Err(ErrCode::err_method_notimplement);
  872. }
  873. // </editor-fold>
  874. // --------------- 以下为辅助方法 ------------------
  875. //
  876. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  877. /**
  878. * 从仓库中移除指定数量的物品
  879. * @param Info_Store $store
  880. * @param type $itemId
  881. * @param type $itemcount
  882. * @return type
  883. */
  884. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  885. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  886. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  887. $store->items->$itemId -= $itemcount;
  888. if ($store->items->$itemId == 0) {
  889. unset($store->items->$itemId);
  890. }
  891. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  892. return ErrCode::ok;
  893. }
  894. /**
  895. * 从仓库移出装备
  896. * @param type $itemId uid
  897. * @param Info_Store $store
  898. * @return boolean
  899. */
  900. static function removeEquipFromStore($uid, $typeId) {
  901. $ok = false;
  902. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  903. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  904. unset(ctx()->store->equipment->$uid);
  905. $ok = true;
  906. }
  907. return $ok;
  908. }
  909. static function removeYanlingFromStore($uid, $typeId) {
  910. $ok = false;
  911. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  912. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  913. unset(ctx()->store->yanling->$uid);
  914. $ok = true;
  915. }
  916. return $ok;
  917. }
  918. /**
  919. * 从仓库移除碎片
  920. * @param Info_Store $store
  921. * @param int $segmentId
  922. * @param int $num
  923. * @return bool 成功/失败
  924. */
  925. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  926. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  927. && $store->segement->$segmentId >= $num) {
  928. $store->segement->$segmentId -= $num;
  929. return TRUE;
  930. }
  931. return false;
  932. }
  933. /**
  934. * 向仓库添加碎片
  935. * @param Info_Store $store
  936. * @param int $segmentId
  937. * @param int $num
  938. */
  939. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  940. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  941. $store->segement->$segmentId += $num;
  942. } else {
  943. $store->segement->$segmentId = $num;
  944. }
  945. $segMo = GameConfig::item_segment_getItem($segmentId);
  946. my_Assert($segMo != null, ErrCode::err_const_no);
  947. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  948. }
  949. // </editor-fold>
  950. //
  951. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  952. /**
  953. * 将其他物品放入仓库
  954. * @param type $itemId
  955. * @param Data_UserGame $game
  956. */
  957. static function PutItemInStore($itemId, &$game) {
  958. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  959. $game->store->items->$itemId += 1;
  960. } else {// 如果仓库中没有这种元素,则其数目置1
  961. $game->store->items->$itemId = 1;
  962. }
  963. }
  964. /**
  965. * 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
  966. * 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
  967. * @param string $goodsStr itemid,num;itemid,num;...
  968. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  969. * @deprecated since version 0
  970. * @return type
  971. */
  972. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  973. $user = ctx();
  974. $ary = explode(";", $goodsStr);
  975. //$unlockNum = $user->privateState->expandNum * 5;
  976. //$n = self::countStoreNum();
  977. foreach ($ary as $value) {
  978. $val = explode(",", $value);
  979. $cid = "";
  980. my_Assert(count($val) > 1, "解析奖励字符串出错");
  981. list( $itemId, $num) = $val; # ID, 数量
  982. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  983. switch ($smItem->subType) { # 根据类型分别添加到容器中
  984. case META_EXP: # 指挥官经验
  985. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  986. $user->base()->Add_Exp($num); # 加指挥官经验
  987. break;
  988. case META_GOLD_ITEMID: # 金币
  989. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  990. $user->base()->Add_Gold($num, $mask); # 增加金币
  991. break;
  992. case META_CASH_ITEMID: # 钻石
  993. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  994. $user->base()->Add_Cash($num, $mask); # 增加钻石
  995. break;
  996. case META_tili_ITEMID: # 体力
  997. // Data_UserGame::Add_tili($num);
  998. $user->base()->Add_tili($num); # 增加体力
  999. break;
  1000. case META_FriendShipPoit_ItemId: # 友情值
  1001. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  1002. $user->base()->Add_FriendPoint($num); # 加友情点
  1003. break;
  1004. case META_PVPCOIN_ITEMID: # 竞技币
  1005. $user->pvp->pvpCoins += $num;
  1006. break;
  1007. case META_ActivePoint_ITEMID:
  1008. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  1009. break;
  1010. case META_RESPOINT_ITEMID:
  1011. $user->base()->Add_resPoint($num); # 增加资源点
  1012. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  1013. break;
  1014. case 101: # 武器
  1015. for ($n = 0; $n < $num; $n++) {
  1016. $cid = StoreProc::PutEquipInStore($itemId);
  1017. }
  1018. CornerSignEventProc::OnBag_new_Weapon();
  1019. CornerSignEventProc::OnRoleWeapon();
  1020. break;
  1021. case 401: # 言灵
  1022. for ($n = 0; $n < $num; $n++) {
  1023. $cid = StoreProc::PutYanLingInStore($itemId);
  1024. }
  1025. CornerSignEventProc::OnBag_new_Yanling();
  1026. CornerSignEventProc::OnRoleYanling();
  1027. break;
  1028. case 501: # 限购礼包
  1029. $itemMO = GameConfig::item_package_getItem($itemId);
  1030. my_Assert(null != $itemMO, ErrCode::err_const_no);
  1031. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  1032. my_Assert(ErrCode::ok == $err, $err);
  1033. break;
  1034. case 601: # 任务卡
  1035. $cid = StoreProc::PutTaskCardInStore($itemId);
  1036. break;
  1037. case 201: # 碎片
  1038. $segMo = GameConfig::item_segment_getItem($itemId);
  1039. my_Assert($segMo != null, ErrCode::err_const_no);
  1040. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  1041. CornerSignEventProc::OnBag_new_Fragment();
  1042. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1043. break;
  1044. case 202: # 召唤书碎片
  1045. case 351: # 言灵召唤书
  1046. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1047. $book = GameConfig::item_yanlingbook_getItem($itemId);
  1048. my_Assert(null != $book, ErrCode::err_const_no);
  1049. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  1050. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  1051. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  1052. case 1:
  1053. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  1054. break;
  1055. case 2:
  1056. CornerSignEventProc::OnCall_Magician_new(); # 法师
  1057. break;
  1058. case 3:
  1059. CornerSignEventProc::OnCall_Archer_new(); # 射手
  1060. break;
  1061. default :
  1062. break;
  1063. }
  1064. break;
  1065. case 321: # 进阶材料
  1066. case 322: # 进阶材料
  1067. case 323: # 锻造材料
  1068. case 324: # 魂器
  1069. case 332: #普通祈愿券
  1070. case 333: #活动祈愿券
  1071. case 325: #元素突破材料
  1072. case 326: #职业突破材料
  1073. case 327: #言灵的突破石
  1074. case 328: #言灵的突破材料
  1075. case 329: #武器的突破石
  1076. case 330: #武器的突破材料
  1077. // 补给品
  1078. case 341: # 血瓶
  1079. case 342: # 能量瓶
  1080. case 343: #
  1081. case 344: # 回城券 -2022.4.13 海哥
  1082. //
  1083. case 701: #宝石
  1084. case 702: #设计图纸
  1085. case 703: #宝石辅助材料
  1086. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1087. CornerSignEventProc::OnBag_new_Material();
  1088. break;
  1089. case 311: # 基因(经验丹)
  1090. case 312: # 强化道具
  1091. case 313:
  1092. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1093. break;
  1094. default :
  1095. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1096. }
  1097. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1098. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1099. }
  1100. return ErrCode::ok; // 返回
  1101. }
  1102. public static function countStoreNum() {
  1103. $user = ctx();
  1104. //$num = 0;
  1105. $itemDic = $user->store->items;
  1106. //$num += count((array)$user->store->items);
  1107. $itemNum = 0;
  1108. foreach ($itemDic as $key => $num) {
  1109. if ($num == 0) {
  1110. continue;
  1111. }
  1112. if ($num > 99999) {
  1113. $itemNum += 2;
  1114. } else {
  1115. $itemNum += 1;
  1116. }
  1117. }
  1118. //var_dump($num);
  1119. //var_dump('-----------------');
  1120. $itemNum += count((array) $user->store->equipment);
  1121. //var_dump($num);
  1122. //var_dump('-----------------');
  1123. $itemNum += count((array) $user->store->yanling);
  1124. //var_dump($itemNum);
  1125. return $itemNum;
  1126. }
  1127. /**
  1128. * [6401]向包裹中添加物品
  1129. */
  1130. public static function AddItemInStore() {
  1131. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1132. $user = ctx();
  1133. if ($mask == 1) {
  1134. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1135. } else {
  1136. $err = self::AddMultiItemInStore($rwdStr);
  1137. }
  1138. my_Assert(ErrCode::ok == $err, $err);
  1139. UserProc::updateUserInfo();
  1140. return Resp::ok(array(
  1141. 'gold' => $user->baseInfo->gold,
  1142. 'tili' => $user->baseInfo->tili,
  1143. 'cash' => $user->baseInfo->cash,
  1144. 'resPoint' => $user->baseInfo->resPoint,
  1145. 'store' => $user->store));
  1146. }
  1147. /**
  1148. * 将装备放入背包
  1149. * @param type $itemId
  1150. */
  1151. static function PutEquipInStore($itemId) {
  1152. $privateState = ctx()->privateState;
  1153. $unlockNum = $privateState->expandNum * 5;
  1154. //var_dump("wuqi==============");
  1155. $n = self::countStoreNum();
  1156. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1157. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1158. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1159. ctx()->privateState->currentId = 1;
  1160. }
  1161. $cid = ctx()->privateState->currentId++;
  1162. //$equip = ObjectInit();
  1163. $equip = new Ins_Weapon();
  1164. $equip->typeId = $itemId;
  1165. ctx()->store->equipment->$cid = $equip;
  1166. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1167. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1168. return $cid;
  1169. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1170. }
  1171. /**
  1172. * 将言灵放入背包
  1173. * @param type $itemId
  1174. */
  1175. static function PutYanLingInStore($itemId) {
  1176. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1177. $privateState = ctx()->privateState;
  1178. $unlockNum = $privateState->expandNum * 5;
  1179. //var_dump("yanling==============");
  1180. $n = self::countStoreNum();
  1181. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1182. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1183. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1184. ctx()->privateState->currentId = 1;
  1185. }
  1186. $cid = ctx()->privateState->currentId++;
  1187. //$equip = ObjectInit();
  1188. $equip = new Ins_YanLin();
  1189. $equip->typeId = $itemId;
  1190. ctx()->store->yanling->$cid = $equip;
  1191. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1192. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1193. return $cid;
  1194. }
  1195. /**
  1196. * 将任务卡放入背包
  1197. * @param type $itemId
  1198. */
  1199. static function PutTaskCardInStore($itemId) {
  1200. $privateState = ctx()->privateState;
  1201. $unlockNum = $privateState->expandNum * 5;
  1202. //var_dump("task==============");
  1203. //$n = self::countStoreNum();
  1204. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1205. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1206. ctx()->privateState->currentId = 1;
  1207. }
  1208. $cid = ctx()->privateState->currentId++;
  1209. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1210. // var_dump($mo);
  1211. my_Assert(null != $mo, ErrCode::err_const_no);
  1212. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1213. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1214. if ($itembaseMo->pileNum > 0) { # 可叠加
  1215. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1216. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1217. // $taskCard = null;
  1218. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1219. // $val = new Ins_TaskCard($val);
  1220. // if ($val->typeId == $itemId) {
  1221. // $taskCard = $val;
  1222. // break;
  1223. // }
  1224. // }
  1225. // if (null == $taskCard) { # 原来么有
  1226. // $taskCard = new Ins_TaskCard($itemId);
  1227. // $taskCard->uid = $cid;
  1228. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1229. // }
  1230. // $taskCard->count += 1;
  1231. // </editor-fold>
  1232. } else {
  1233. $taskCard = new Ins_TaskCard($itemId);
  1234. $taskCard->uid = $cid;
  1235. ctx()->store->taskcards->$cid = $taskCard;
  1236. }
  1237. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1238. if (null != $taskCard) {
  1239. $t = req()->paras;
  1240. req()->paras = array($cid);
  1241. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1242. req()->paras = $t;
  1243. }
  1244. return $cid;
  1245. }
  1246. /**
  1247. * 将可叠加物品放入背包
  1248. * @param int $itemId
  1249. * @param int $num
  1250. */
  1251. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1252. //var_dump("item==============".$itemId);
  1253. $unlockNum = ctx()->privateState->expandNum * 5;
  1254. $n = self::countStoreNum();
  1255. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1256. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1257. $items = ctx()->store->items; # dic: itemid=>number
  1258. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1259. $items->$itemId += $num;
  1260. } else { # 如果仓库中没有这种元素,则其数目置为num
  1261. $items->$itemId = $num;
  1262. }
  1263. }
  1264. /**
  1265. * 物品包裹打散成独立道具到仓库
  1266. * @param GoodsItemModel $itemModel
  1267. * @deprecated since version now
  1268. */
  1269. static function addSeprateItem($itemModel) {
  1270. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1271. }
  1272. /**
  1273. * [6416] 给英雄装上言灵
  1274. */
  1275. static function WearYanlingToHero() {
  1276. $user = ctx(); # user引用
  1277. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1278. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1279. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1280. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1281. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1282. Err(ErrCode::store_equipWeared_err);
  1283. }
  1284. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1285. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1286. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1287. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1288. my_Assert($hero->level >= $yanlingVo->mo()->require_herolvl, "请提升唤灵师等级"); # 可装备的言灵等级受唤灵师等级限制.
  1289. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1290. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1291. if ($oldYLid > 0) { # 代表替换操作
  1292. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1293. }
  1294. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1295. $collectHeros->$herouid = $hero;
  1296. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1297. UserProc::updateUserInfo(); # 5.回写数据
  1298. $ret = array('resp' => "succeed!",
  1299. 'store' => $user->store);
  1300. $resp = Resp::ok($ret); // 返回
  1301. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1302. return $resp;
  1303. }
  1304. /**
  1305. * [6417] 给英雄卸下言灵
  1306. * @deprecated since version 无法卸下,只能更换
  1307. */
  1308. static function UnWieldYanling() {
  1309. $user = ctx(); # user引用
  1310. list($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
  1311. $collectHeros = $user->heros->collectHeros;
  1312. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1313. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1314. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1315. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1316. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1317. }
  1318. // $arr = $collectHeros->$herouid->yanling;
  1319. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1320. // StlUtil::arrayRemove($arr, $yanling_uid);
  1321. // $collectHeros->$herouid->yanling = $arr;
  1322. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1323. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1324. UserProc::updateUserInfo(); # 回写数据
  1325. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1326. // StoreProc::CheckItemNum($req);
  1327. return $resp;
  1328. }
  1329. /**
  1330. * [6410] 给英雄穿装备
  1331. */
  1332. static function WearEquipToHero() {
  1333. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1334. $user = ctx(); # user引用
  1335. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1336. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1337. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1338. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1339. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1340. }
  1341. $collectHeros = $user->heros->collectHeros;
  1342. my_default_Obj($collectHeros);
  1343. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1344. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1345. my_Assert($hero->level >= $equipVo->mo()->require_herolvl, "请升级唤灵师."); # 检查武器要求的唤灵师等级, -gwang 2021.4.20
  1346. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1347. $oldEquipId = 0;
  1348. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1349. case 1: # 武器
  1350. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1351. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1352. break;
  1353. case 2: # 防具
  1354. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1355. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1356. break;
  1357. case 3: # 饰品
  1358. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1359. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1360. break;
  1361. default :
  1362. Err(ErrCode::store_equip_type);
  1363. break;
  1364. }
  1365. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1366. $user->store->equipment->$oldEquipId->herouid = 0;
  1367. }
  1368. UserProc::updateUserInfo(); // 5.回写数据
  1369. // StoreProc::CheckItemNum($req);
  1370. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1371. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1372. return Resp::ok(array('resp' => "succeed!",
  1373. 'store' => $user->store)); // 返回
  1374. }
  1375. /**
  1376. * [6411] 给英雄脱装备
  1377. * @deprecated since version 不能卸下装备, 只能更换.
  1378. */
  1379. static function UnWieldEquip() {
  1380. list($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
  1381. $user = ctx(); # user引用
  1382. $collectHeros = $user->heros->collectHeros;
  1383. my_default_Obj($collectHeros);
  1384. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1385. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1386. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1387. $user->store->equipment->$equipuid->herouid = 0;
  1388. }
  1389. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1390. case 1: # 武器
  1391. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1392. Err(ErrCode::store_noequip_err);
  1393. }
  1394. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1395. break;
  1396. case 2: # 防具
  1397. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1398. Err(ErrCode::store_noequip_err);
  1399. }
  1400. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1401. break;
  1402. case 3: # 饰品
  1403. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1404. Err(ErrCode::store_noequip_err);
  1405. }
  1406. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1407. break;
  1408. default :
  1409. Err(ErrCode::store_equip_type);
  1410. }
  1411. UserProc::updateUserInfo(); # 回写数据
  1412. return Resp::ok(array('resp' => "succeed!")); // 返回
  1413. }
  1414. // </editor-fold>
  1415. //
  1416. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1417. //
  1418. /**
  1419. * 检查背包中物品的个数
  1420. * @return int
  1421. */
  1422. public static function CheckItemNum() {
  1423. $ItemObj = ctx()->store->items;
  1424. $EquipObj = ctx()->store->equipment;
  1425. $SegementObj = ctx()->store->segement;
  1426. $HeroObj = ctx()->heros->collectHeros;
  1427. $ItemNum = 0;
  1428. if ($ItemObj) {
  1429. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1430. $ItemNum++;
  1431. }
  1432. }
  1433. if ($SegementObj) {
  1434. foreach ($SegementObj as $value) { # 碎片
  1435. $ItemNum++;
  1436. }
  1437. }
  1438. if ($EquipObj) {
  1439. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1440. $ItemNum++;
  1441. }
  1442. }
  1443. if ($HeroObj) {
  1444. foreach ($HeroObj as $value) { // 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.
  1445. $HeroEquipId = $value->equip->weapon->itemuid;
  1446. if ($HeroEquipId > 0) {
  1447. $ItemNum--;
  1448. }
  1449. $HeroEquipId = $value->equip->armor->itemuid;
  1450. if ($HeroEquipId > 0) {
  1451. $ItemNum--;
  1452. }
  1453. $HeroEquipId = $value->equip->ring->itemuid;
  1454. if ($HeroEquipId > 0) {
  1455. $ItemNum--;
  1456. }
  1457. }
  1458. }
  1459. ctx()->privateState->ItemNum = $ItemNum;
  1460. return $ItemNum;
  1461. }
  1462. /**
  1463. * 获取物品格子的上限值---废弃了
  1464. * @return int 上限数值
  1465. */
  1466. // public static function GetItemMaxNum() {
  1467. // $user = ctx();
  1468. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1469. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1470. // }
  1471. // return $user->privateState->maxItemNum;
  1472. // }
  1473. /**
  1474. * 6412 背包扩容
  1475. */
  1476. public static function AddPacketNum() {
  1477. $user = ctx(); # user引用
  1478. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1479. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1480. }
  1481. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1482. my_Assert($costCash > 0, ErrCode::paras_err);
  1483. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1484. $user->privateState->maxItemNum += 10; # 扩容
  1485. UserProc::updateUserInfo(); # 保存玩家数据
  1486. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1487. StoreProc::CheckItemNum();
  1488. return $resp;
  1489. }
  1490. // </editor-fold>
  1491. //
  1492. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1493. //
  1494. /**
  1495. * 出售单一的物品
  1496. */
  1497. static function sellItem() {
  1498. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1499. }
  1500. /**
  1501. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1502. */
  1503. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1504. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1505. }
  1506. /**
  1507. * 6403 从背包出售多个物品
  1508. */
  1509. static function sellMultiItemFromStore() {
  1510. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1511. $obj = req()->paras[0]; // 获取物品的结构数组
  1512. foreach ($obj as $value) {
  1513. $type = $value[0];
  1514. $itemId = $value[1];
  1515. if ($type > 3) {
  1516. $count = intval($value[2]); // 数量
  1517. $uid = 0;
  1518. } else { ////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
  1519. $count = 1;
  1520. $uid = $value[2];
  1521. }//物品的uid
  1522. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1523. }
  1524. if (0 == $resp->err) {
  1525. UserProc::updateUserInfo();
  1526. }
  1527. StoreProc::CheckItemNum();
  1528. return $resp;
  1529. }
  1530. // </editor-fold>
  1531. //
  1532. }