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[] = $weaponId;
  384. self::PutEquipInStore($weaponId);
  385. ctx()->store = $store;
  386. UserProc::updateUserInfo();
  387. return Resp::ok(array(
  388. "store" => $store,
  389. "cost" => $cost,
  390. ));
  391. }
  392. /*
  393. * 每日刷新武器
  394. */
  395. public static function DailyRefreshWeapon($npcid = null) {
  396. //没有数据初始化,有数据不在管
  397. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  398. $list = GameConfig::shop_weapon_getItemArray($npcid);
  399. foreach ($list as $value) {
  400. $ret = new \stdClass();
  401. $arr = explode(';', $value->weaponlist);
  402. foreach ($arr as $item) {
  403. $itemList = explode(',', $item);
  404. $id = $itemList[0];
  405. $per = $itemList[1];
  406. $ret->$id = $per;
  407. }
  408. $retArr = array();
  409. $type = $value->id;
  410. $pArr = self::randweapon($ret, $value->num);
  411. //数组合并
  412. $retArr = array_merge($retArr, $pArr);
  413. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  414. }
  415. } else if ($npcid == null) {
  416. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  417. $dic = ctx()->store()->weaponPool;
  418. foreach ($dic as $npcid => $val) {
  419. $list = GameConfig::shop_weapon_getItemArray($npcid);
  420. foreach ($list as $value) {
  421. $ret = new \stdClass();
  422. $arr = explode(';', $value->weaponlist);
  423. foreach ($arr as $item) {
  424. $itemList = explode(',', $item);
  425. $id = $itemList[0];
  426. $per = $itemList[1];
  427. $ret->$id = $per;
  428. }
  429. $ret2 = $ret;
  430. $type = $value->id;
  431. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  432. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  433. foreach ($weaponList as $wid) {
  434. if (StlUtil::dictHasProperty($ret, $wid)) {
  435. StlUtil::dictRemove($ret, $wid);
  436. }
  437. }
  438. }
  439. $temp = $ret;
  440. 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
  441. $temp = $ret2;
  442. ctx()->store()->weaponReward->$npcid->$type = array();
  443. }
  444. $retArr = array();
  445. $pArr = self::randweapon($temp, $value->num);
  446. $retArr = array_merge($retArr, $pArr);
  447. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  448. }
  449. }
  450. }
  451. }
  452. static function randweapon($temp, $limit) {
  453. $resultArr = array();
  454. $num = 0;
  455. while (true) {
  456. $total = 0;
  457. foreach ($temp as $k => $v) {
  458. $total += $v;
  459. }
  460. $n = rand(1, $total);
  461. $start = 0;
  462. foreach ($temp as $id => $per) {
  463. $start += $per;
  464. if ($n <= $start) {
  465. if (in_array($id, $resultArr)) {
  466. StlUtil::dictRemove($temp, $id);
  467. break;
  468. } else {
  469. $resultArr[] = $id;
  470. $num += 1;
  471. break;
  472. }
  473. }
  474. }
  475. if ($num >= $limit) {
  476. break;
  477. }
  478. }
  479. return $resultArr;
  480. }
  481. /**
  482. * 扩容
  483. * @return type
  484. */
  485. static function unlockStore() {
  486. //list() = req()->paras;
  487. $user = ctx();
  488. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  489. my_Assert($mo != null, ErrCode::err_const_no);
  490. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  491. $user->base(true)->Consume_Gold($mo->cost);
  492. $user->privateState->expandNum += 1;
  493. ctx($user);
  494. UserProc::updateUserInfo(); # 回写玩家数据
  495. return Resp::ok(array(
  496. "gold" => $user->baseInfo->gold,
  497. "expandNum" => $user->privateState->expandNum,
  498. ));
  499. }
  500. /**
  501. * 宝石镶嵌
  502. */
  503. static function GemSetYanLing() {
  504. list($gemId, $yanlingUid) = req()->paras;
  505. $user = ctx();
  506. $yanling = $user->store->yanling;
  507. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  508. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  509. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  510. $yanling->$yanlingUid->gemId = 0;
  511. }
  512. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  513. StoreProc::removeItemFromStore($user->store, $gemId);
  514. $yanling->$yanlingUid->gemId = $gemId;
  515. $user->store->yanling = $yanling;
  516. ctx($user);
  517. UserProc::updateUserInfo(); # 回写玩家数据
  518. return Resp::ok(array(
  519. "store" => $user->store, # # 目前来看只涉及到items变化
  520. ));
  521. }
  522. /**
  523. * 从严灵上卸下宝石
  524. */
  525. static function GemRemoveYanLing() {
  526. list($yanlingUid) = req()->paras;
  527. $user = ctx();
  528. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  529. $gemId = $user->store->yanling->$yanlingUid->gemId;
  530. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  531. $goodsStr = $gemId . ",1";
  532. StoreProc::AddMultiItemInStore($goodsStr);
  533. $user->store->yanling->$yanlingUid->gemId = 0;
  534. ctx($user);
  535. UserProc::updateUserInfo(); # 回写玩家数据
  536. return Resp::ok(array(
  537. "store" => $user->store, # # 目前来看只涉及到items变化
  538. ));
  539. }
  540. /**
  541. * 宝石合成
  542. */
  543. static function GemComposeItem() {
  544. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  545. $user = ctx();
  546. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  547. $mo = GameConfig::gem_formula_getItem($gemId);
  548. my_Assert($mo != null, ErrCode::err_const_no); #
  549. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  550. $itemId = $mo->drawItem;
  551. if ($itemId != "") {
  552. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  553. }
  554. if ($mo->composeMaterial != "") {
  555. $mList = explode(',', $mo->composeMaterial);
  556. $itemId = $mList[0];
  557. $num = $mList[1];
  558. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  559. //扣除材料
  560. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  561. }
  562. $gList = explode(',', $mo->composeGem);
  563. $itemId = $gList[0];
  564. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  565. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  566. //扣除配方金币 宝石
  567. $user->base(true)->Consume_Gold($mo->composeGold);
  568. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  569. $goodsStr = $gemId . ',1';
  570. StoreProc::AddMultiItemInStore($goodsStr);
  571. ctx($user);
  572. UserProc::updateUserInfo(); # 回写玩家数据
  573. return Resp::ok(array(
  574. "store" => $user->store, # # 目前来看只涉及到items变化
  575. 'gold' => $user->baseInfo->gold,
  576. ));
  577. }
  578. /**
  579. * 宝石合成的研究等级提升
  580. */
  581. static function GemResearchLvUp() {
  582. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  583. $user = ctx();
  584. $researchLevel = $user->Gem->level; //研究等级
  585. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  586. my_Assert($mo != null, ErrCode::err_const_no);
  587. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  588. //$list = explode(',',$mo->unlockLevelGoldCost);
  589. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  590. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  591. $user->Gem->level += 1;
  592. ctx($user);
  593. UserProc::updateUserInfo(); # 回写玩家数据
  594. return Resp::ok(array(
  595. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  596. 'gold' => $user->baseInfo->gold,
  597. ));
  598. }
  599. /**
  600. * 武器升级
  601. */
  602. static function weaponUpgrade() {
  603. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  604. $user = ctx();
  605. $equipment = $user->store->equipment;
  606. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  607. $myPacketItems = $user->store->items;
  608. //消耗材料道具
  609. $total = 0;
  610. $totalGold = 0;
  611. foreach ($items as $costItemId => $costNumber) {
  612. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  613. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  614. $mo = GameConfig::item_stones_getItem($costItemId);
  615. my_Assert($mo != null, ErrCode::err_const_no);
  616. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  617. $total += $mo->baseExp * $costNumber;
  618. $totalGold += $mo->costGold * $costNumber;
  619. }
  620. $wuqiExp = 0;
  621. //消耗武器
  622. foreach ($wuqiList as $wuqiId) {
  623. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  624. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  625. $baseExp = $mo->baseExp;
  626. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  627. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  628. $totalGold += $mo->costGold;
  629. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  630. }
  631. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  632. $equipVo = new Ins_Weapon($equipment->$uid);
  633. $initLevel = $equipVo->level;
  634. $equipVo->exp += $total + (int) $wuqiExp;
  635. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  636. $curStar = $equipVo->starLevel; #当前星级
  637. $equipVo->level = $curlevel;
  638. if ($curStar < 5) {
  639. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  640. if ($starlimitLv <= $curlevel) {
  641. $equipVo->level = $starlimitLv;
  642. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  643. }
  644. }
  645. $user->store->equipment->$uid = $equipVo;
  646. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  647. $user->baseInfo->gold -= $totalGold;
  648. ctx($user);
  649. ctx()->store->items = $myPacketItems; # 更新背包数据
  650. if ($equipVo->level != $initLevel) {
  651. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  652. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  653. }
  654. UserProc::updateUserInfo(); # 回写玩家数据
  655. return Resp::ok(array(
  656. "store" => $user->store, # # 目前来看只涉及到items变化
  657. 'gold' => $user->baseInfo->gold,
  658. ));
  659. }
  660. /**
  661. * 武器升级计算
  662. * @param type $xp
  663. * @param type $type
  664. * @return type
  665. */
  666. static function Upgrade($xp, $qual, $type) {
  667. $curLv = 0;
  668. if ($type == Enum_UpgradeType::Wuqi) {
  669. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  670. } else {
  671. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  672. }
  673. $f = (array) $heroLvDic;
  674. ksort($f);
  675. foreach ($f as $lv => $mo) {
  676. if ($xp < $mo->requiredExp) {
  677. $curLv = $lv - 1;
  678. break;
  679. }
  680. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  681. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  682. // break;
  683. // }
  684. }
  685. return $curLv;
  686. }
  687. /**
  688. * 武器突破
  689. */
  690. static function weaponTupo() {
  691. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  692. $user = ctx();
  693. $equipment = $user->store->equipment;
  694. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  695. $typeId = $equipment->$uid->typeId;
  696. $curStar = $equipment->$uid->starLevel;
  697. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  698. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  699. my_Assert($mo != null, ErrCode::err_const_no);
  700. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  701. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  702. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  703. // $segID = $mo->segID;
  704. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  705. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  706. $costItemsList = explode(';', $mo->costItems);
  707. foreach ($costItemsList as $value) {
  708. $list = explode(',', $value);
  709. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  710. }
  711. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  712. $user->baseInfo->gold -= $mo->gold;
  713. $equipment->$uid->starLevel += 1;
  714. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  715. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  716. $user->store->equipment = $equipment;
  717. ctx($user);
  718. UserProc::updateUserInfo(); # 回写玩家数据
  719. return Resp::ok(array(
  720. "store" => $user->store, # # 目前来看只涉及到items变化
  721. 'gold' => $user->baseInfo->gold,
  722. ));
  723. }
  724. /**
  725. * 武器替换
  726. * @return type
  727. */
  728. static function weaponReplace() {
  729. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  730. $user = ctx();
  731. $equipment = $user->store->equipment;
  732. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  733. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  734. $herouid = $equipment->$uid->herouid;
  735. $herouid_replace = $equipment->$replaceId->herouid;
  736. $equipment->$replaceId->herouid = $herouid;
  737. $equipment->$uid->herouid = $herouid_replace;
  738. $user->store->equipment = $equipment;
  739. ctx($user);
  740. UserProc::updateUserInfo(); # 回写玩家数据
  741. return Resp::ok(array(
  742. "store" => $user->store, # # 目前来看只涉及到items变化
  743. ));
  744. }
  745. /**
  746. * [6420] 言灵进阶
  747. */
  748. static function YanlingUpgrade() {
  749. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  750. $user = ctx();
  751. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  752. $yanlingObj = $user->store->yanling->$yanlingUid;
  753. $yanlingMoId = $yanlingObj->typeId;
  754. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  755. $toGrade = $curGrade + 1; # 下一等阶
  756. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  757. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  758. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  759. $costs = explode(';', $toGradeCfg->cost_materials);
  760. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  761. foreach ($costs as $c) {
  762. list($itemId, $num) = explode(',', $c); # 解析材料
  763. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  764. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  765. }
  766. $yanlingObj->grade = $toGrade; # 修改进阶
  767. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  768. UserProc::updateUserInfo(); # 回写玩家数据
  769. return Resp::ok(array(
  770. "store" => $user->store, # # 目前来看只涉及到items变化
  771. ));
  772. }
  773. /**
  774. * [6418] 利用言灵召唤书碎片合成召唤书
  775. */
  776. static function MergeYanlingBook() {
  777. list($bookId) = req()->paras; # 参数 言灵召唤书id
  778. $user = ctx();
  779. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  780. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  781. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  782. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  783. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  784. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  785. UserProc::updateUserInfo(); # 回写数据
  786. return Resp::ok(array(
  787. "store" => $user->store, # # 目前来看只涉及到items变化
  788. ));
  789. }
  790. /**
  791. * [6419] 利用言灵召唤书召唤言灵
  792. */
  793. static function CallYanlingByBook() {
  794. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  795. $user = ctx();
  796. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  797. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  798. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  799. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  800. $costs = explode(';', $bookIdCfg->cost_materials);
  801. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  802. foreach ($costs as $c) {
  803. list($itemId, $num) = explode(',', $c); # 解析材料
  804. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  805. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  806. }
  807. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  808. UserProc::updateUserInfo(); # 回写数据
  809. return Resp::ok(array(
  810. "store" => $user->store, # # 目前来看只涉及到items变化
  811. ));
  812. }
  813. /**
  814. * 测试方法
  815. * @return type
  816. */
  817. static public function Test() {
  818. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  819. }
  820. /**
  821. * [6404] 使用仓库道具
  822. */
  823. static function useItem() {
  824. list($itemType, $num) = req()->paras; # 提取参数
  825. $mo = GameConfig::item_base_getItem($itemType);
  826. my_Assert(null != $mo, ErrCode::err_const_no);
  827. switch ($mo->subType) {
  828. case 601: # 任务卡
  829. my_Assert($num == 1, "任务卡一次只能使用一张!");
  830. $store = ctx()->store();
  831. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  832. my_Assert(ErrCode::ok == $err, $err);
  833. StoreProc::PutTaskCardInStore($itemType);
  834. ctx()->store = $store;
  835. break;
  836. default :
  837. break;
  838. }
  839. UserProc::updateUserInfo();
  840. return Resp::ok(array(
  841. 'priv' => ctx()->privateState,
  842. 'store' => ctx()->store));
  843. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  844. }
  845. /**
  846. * [6405] 刷新仓库列表
  847. */
  848. static function refreshStore() {
  849. StoreProc::CheckItemNum();
  850. return Resp::ok(array('store' => ctx()->store));
  851. }
  852. /**
  853. * [6406] 从仓库删除道具
  854. */
  855. static function delItemFromStore() {
  856. list($itemId, $num) = req()->paras;
  857. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  858. my_Assert(ErrCode::ok == $err, $err);
  859. UserProc::updateUserInfo();
  860. return Resp::ok(array('store' => ctx()->store));
  861. }
  862. /**
  863. * [6409] 合成道具
  864. */
  865. static public function composeItem() {
  866. Err(ErrCode::err_method_notimplement);
  867. }
  868. /**
  869. * [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)
  870. */
  871. static public function composePieces() {
  872. Err(ErrCode::err_method_notimplement);
  873. }
  874. // </editor-fold>
  875. // --------------- 以下为辅助方法 ------------------
  876. //
  877. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  878. /**
  879. * 从仓库中移除指定数量的物品
  880. * @param Info_Store $store
  881. * @param type $itemId
  882. * @param type $itemcount
  883. * @return type
  884. */
  885. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  886. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  887. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  888. $store->items->$itemId -= $itemcount;
  889. if ($store->items->$itemId == 0) {
  890. unset($store->items->$itemId);
  891. }
  892. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  893. return ErrCode::ok;
  894. }
  895. /**
  896. * 从仓库移出装备
  897. * @param type $itemId uid
  898. * @param Info_Store $store
  899. * @return boolean
  900. */
  901. static function removeEquipFromStore($uid, $typeId) {
  902. $ok = false;
  903. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  904. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  905. unset(ctx()->store->equipment->$uid);
  906. $ok = true;
  907. }
  908. return $ok;
  909. }
  910. static function removeYanlingFromStore($uid, $typeId) {
  911. $ok = false;
  912. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  913. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  914. unset(ctx()->store->yanling->$uid);
  915. $ok = true;
  916. }
  917. return $ok;
  918. }
  919. /**
  920. * 从仓库移除碎片
  921. * @param Info_Store $store
  922. * @param int $segmentId
  923. * @param int $num
  924. * @return bool 成功/失败
  925. */
  926. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  927. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  928. && $store->segement->$segmentId >= $num) {
  929. $store->segement->$segmentId -= $num;
  930. return TRUE;
  931. }
  932. return false;
  933. }
  934. /**
  935. * 向仓库添加碎片
  936. * @param Info_Store $store
  937. * @param int $segmentId
  938. * @param int $num
  939. */
  940. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  941. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  942. $store->segement->$segmentId += $num;
  943. } else {
  944. $store->segement->$segmentId = $num;
  945. }
  946. $segMo = GameConfig::item_segment_getItem($segmentId);
  947. my_Assert($segMo != null, ErrCode::err_const_no);
  948. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  949. }
  950. // </editor-fold>
  951. //
  952. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  953. /**
  954. * 将其他物品放入仓库
  955. * @param type $itemId
  956. * @param Data_UserGame $game
  957. */
  958. static function PutItemInStore($itemId, &$game) {
  959. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  960. $game->store->items->$itemId += 1;
  961. } else {// 如果仓库中没有这种元素,则其数目置1
  962. $game->store->items->$itemId = 1;
  963. }
  964. }
  965. /**
  966. * 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
  967. * 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
  968. * @param string $goodsStr itemid,num;itemid,num;...
  969. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  970. * @deprecated since version 0
  971. * @return type
  972. */
  973. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  974. $user = ctx();
  975. $ary = explode(";", $goodsStr);
  976. //$unlockNum = $user->privateState->expandNum * 5;
  977. //$n = self::countStoreNum();
  978. foreach ($ary as $value) {
  979. $val = explode(",", $value);
  980. $cid = "";
  981. my_Assert(count($val) > 1, "解析奖励字符串出错");
  982. list( $itemId, $num) = $val; # ID, 数量
  983. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  984. switch ($smItem->subType) { # 根据类型分别添加到容器中
  985. case META_EXP: # 指挥官经验
  986. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  987. $user->base()->Add_Exp($num); # 加指挥官经验
  988. break;
  989. case META_GOLD_ITEMID: # 金币
  990. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  991. $user->base()->Add_Gold($num, $mask); # 增加金币
  992. break;
  993. case META_CASH_ITEMID: # 钻石
  994. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  995. $user->base()->Add_Cash($num, $mask); # 增加钻石
  996. break;
  997. case META_tili_ITEMID: # 体力
  998. // Data_UserGame::Add_tili($num);
  999. $user->base()->Add_tili($num); # 增加体力
  1000. break;
  1001. case META_FriendShipPoit_ItemId: # 友情值
  1002. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  1003. $user->base()->Add_FriendPoint($num); # 加友情点
  1004. break;
  1005. case META_PVPCOIN_ITEMID: # 竞技币
  1006. $user->pvp->pvpCoins += $num;
  1007. break;
  1008. case META_ActivePoint_ITEMID:
  1009. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  1010. break;
  1011. case META_RESPOINT_ITEMID:
  1012. $user->base()->Add_resPoint($num); # 增加资源点
  1013. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  1014. break;
  1015. case 101: # 武器
  1016. for ($n = 0; $n < $num; $n++) {
  1017. $cid = StoreProc::PutEquipInStore($itemId);
  1018. }
  1019. CornerSignEventProc::OnBag_new_Weapon();
  1020. CornerSignEventProc::OnRoleWeapon();
  1021. break;
  1022. case 401: # 言灵
  1023. for ($n = 0; $n < $num; $n++) {
  1024. $cid = StoreProc::PutYanLingInStore($itemId);
  1025. }
  1026. CornerSignEventProc::OnBag_new_Yanling();
  1027. CornerSignEventProc::OnRoleYanling();
  1028. break;
  1029. case 501: # 限购礼包
  1030. $itemMO = GameConfig::item_package_getItem($itemId);
  1031. my_Assert(null != $itemMO, ErrCode::err_const_no);
  1032. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  1033. my_Assert(ErrCode::ok == $err, $err);
  1034. break;
  1035. case 601: # 任务卡
  1036. $cid = StoreProc::PutTaskCardInStore($itemId);
  1037. break;
  1038. case 201: # 碎片
  1039. $segMo = GameConfig::item_segment_getItem($itemId);
  1040. my_Assert($segMo != null, ErrCode::err_const_no);
  1041. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  1042. CornerSignEventProc::OnBag_new_Fragment();
  1043. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1044. break;
  1045. case 202: # 召唤书碎片
  1046. case 351: # 言灵召唤书
  1047. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1048. // $book = GameConfig::item_yanlingbook_getItem($itemId);
  1049. // my_Assert(null != $book, ErrCode::err_const_no);
  1050. // $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  1051. // my_Assert(null != $ylCfg, ErrCode::err_const_no);
  1052. // switch ($ylCfg->career) { # 根据不同职业更新角标系统
  1053. // case 1:
  1054. // CornerSignEventProc::OnCall_Warrior_new(); # 战士
  1055. // break;
  1056. // case 2:
  1057. // CornerSignEventProc::OnCall_Magician_new(); # 法师
  1058. // break;
  1059. // case 3:
  1060. // CornerSignEventProc::OnCall_Archer_new(); # 射手
  1061. // break;
  1062. // default :
  1063. // break;
  1064. // }
  1065. break;
  1066. case 321: # 进阶材料
  1067. case 322: # 进阶材料
  1068. case 323: # 锻造材料
  1069. case 324: # 魂器
  1070. case 332: #普通祈愿券
  1071. case 333: #活动祈愿券
  1072. case 325: #元素突破材料
  1073. case 326: #职业突破材料
  1074. case 327: #言灵的突破石
  1075. case 328: #言灵的突破材料
  1076. case 329: #武器的突破石
  1077. case 330: #武器的突破材料
  1078. // 补给品
  1079. case 341: # 血瓶
  1080. case 342: # 能量瓶
  1081. case 343: #
  1082. case 344: # 回城券 -2022.4.13 海哥
  1083. //
  1084. case 701: #宝石
  1085. case 702: #设计图纸
  1086. case 703: #宝石辅助材料
  1087. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1088. CornerSignEventProc::OnBag_new_Material();
  1089. break;
  1090. case 311: # 基因(经验丹)
  1091. case 312: # 强化道具
  1092. case 313:
  1093. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1094. break;
  1095. default :
  1096. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1097. }
  1098. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1099. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1100. }
  1101. return ErrCode::ok; // 返回
  1102. }
  1103. public static function countStoreNum() {
  1104. $user = ctx();
  1105. //$num = 0;
  1106. $itemDic = $user->store->items;
  1107. //$num += count((array)$user->store->items);
  1108. $itemNum = 0;
  1109. foreach ($itemDic as $key => $num) {
  1110. if ($num == 0) {
  1111. continue;
  1112. }
  1113. if ($num > 99999) {
  1114. $itemNum += 2;
  1115. } else {
  1116. $itemNum += 1;
  1117. }
  1118. }
  1119. //var_dump($num);
  1120. //var_dump('-----------------');
  1121. $itemNum += count((array) $user->store->equipment);
  1122. //var_dump($num);
  1123. //var_dump('-----------------');
  1124. $itemNum += count((array) $user->store->yanling);
  1125. //var_dump($itemNum);
  1126. return $itemNum;
  1127. }
  1128. /**
  1129. * [6401]向包裹中添加物品
  1130. */
  1131. public static function AddItemInStore() {
  1132. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1133. $user = ctx();
  1134. if ($mask == 1) {
  1135. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1136. } else {
  1137. $err = self::AddMultiItemInStore($rwdStr);
  1138. }
  1139. my_Assert(ErrCode::ok == $err, $err);
  1140. UserProc::updateUserInfo();
  1141. return Resp::ok(array(
  1142. 'gold' => $user->baseInfo->gold,
  1143. 'tili' => $user->baseInfo->tili,
  1144. 'cash' => $user->baseInfo->cash,
  1145. 'resPoint' => $user->baseInfo->resPoint,
  1146. 'store' => $user->store));
  1147. }
  1148. /**
  1149. * 将装备放入背包
  1150. * @param type $itemId
  1151. */
  1152. static function PutEquipInStore($itemId) {
  1153. $privateState = ctx()->privateState;
  1154. $unlockNum = $privateState->expandNum * 5;
  1155. //var_dump("wuqi==============");
  1156. $n = self::countStoreNum();
  1157. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1158. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1159. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1160. ctx()->privateState->currentId = 1;
  1161. }
  1162. $cid = ctx()->privateState->currentId++;
  1163. //$equip = ObjectInit();
  1164. $equip = new Ins_Weapon();
  1165. $equip->typeId = $itemId;
  1166. ctx()->store->equipment->$cid = $equip;
  1167. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1168. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1169. return $cid;
  1170. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1171. }
  1172. /**
  1173. * 将言灵放入背包
  1174. * @param type $itemId
  1175. */
  1176. static function PutYanLingInStore($itemId) {
  1177. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1178. $privateState = ctx()->privateState;
  1179. $unlockNum = $privateState->expandNum * 5;
  1180. //var_dump("yanling==============");
  1181. $n = self::countStoreNum();
  1182. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1183. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1184. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1185. ctx()->privateState->currentId = 1;
  1186. }
  1187. $cid = ctx()->privateState->currentId++;
  1188. //$equip = ObjectInit();
  1189. $equip = new Ins_YanLin();
  1190. $equip->typeId = $itemId;
  1191. ctx()->store->yanling->$cid = $equip;
  1192. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1193. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1194. return $cid;
  1195. }
  1196. /**
  1197. * 将任务卡放入背包
  1198. * @param type $itemId
  1199. */
  1200. static function PutTaskCardInStore($itemId) {
  1201. $privateState = ctx()->privateState;
  1202. $unlockNum = $privateState->expandNum * 5;
  1203. //var_dump("task==============");
  1204. //$n = self::countStoreNum();
  1205. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1206. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1207. ctx()->privateState->currentId = 1;
  1208. }
  1209. $cid = ctx()->privateState->currentId++;
  1210. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1211. // var_dump($mo);
  1212. my_Assert(null != $mo, ErrCode::err_const_no);
  1213. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1214. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1215. if ($itembaseMo->pileNum > 0) { # 可叠加
  1216. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1217. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1218. // $taskCard = null;
  1219. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1220. // $val = new Ins_TaskCard($val);
  1221. // if ($val->typeId == $itemId) {
  1222. // $taskCard = $val;
  1223. // break;
  1224. // }
  1225. // }
  1226. // if (null == $taskCard) { # 原来么有
  1227. // $taskCard = new Ins_TaskCard($itemId);
  1228. // $taskCard->uid = $cid;
  1229. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1230. // }
  1231. // $taskCard->count += 1;
  1232. // </editor-fold>
  1233. } else {
  1234. $taskCard = new Ins_TaskCard($itemId);
  1235. $taskCard->uid = $cid;
  1236. ctx()->store->taskcards->$cid = $taskCard;
  1237. }
  1238. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1239. if (null != $taskCard) {
  1240. $t = req()->paras;
  1241. req()->paras = array($cid);
  1242. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1243. req()->paras = $t;
  1244. }
  1245. return $cid;
  1246. }
  1247. /**
  1248. * 将可叠加物品放入背包
  1249. * @param int $itemId
  1250. * @param int $num
  1251. */
  1252. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1253. //var_dump("item==============".$itemId);
  1254. $unlockNum = ctx()->privateState->expandNum * 5;
  1255. $n = self::countStoreNum();
  1256. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1257. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1258. $items = ctx()->store->items; # dic: itemid=>number
  1259. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1260. $items->$itemId += $num;
  1261. } else { # 如果仓库中没有这种元素,则其数目置为num
  1262. $items->$itemId = $num;
  1263. }
  1264. }
  1265. /**
  1266. * 物品包裹打散成独立道具到仓库
  1267. * @param GoodsItemModel $itemModel
  1268. * @deprecated since version now
  1269. */
  1270. static function addSeprateItem($itemModel) {
  1271. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1272. }
  1273. /**
  1274. * [6416] 给英雄装上言灵
  1275. */
  1276. static function WearYanlingToHero() {
  1277. $user = ctx(); # user引用
  1278. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1279. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1280. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1281. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1282. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1283. Err(ErrCode::store_equipWeared_err);
  1284. }
  1285. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1286. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1287. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1288. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1289. my_Assert($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.
  1290. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1291. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1292. if ($oldYLid > 0) { # 代表替换操作
  1293. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1294. }
  1295. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1296. $collectHeros->$herouid = $hero;
  1297. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1298. UserProc::updateUserInfo(); # 5.回写数据
  1299. $ret = array('resp' => "succeed!",
  1300. 'store' => $user->store);
  1301. $resp = Resp::ok($ret); // 返回
  1302. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1303. return $resp;
  1304. }
  1305. /**
  1306. * [6417] 给英雄卸下言灵
  1307. * @deprecated since version 无法卸下,只能更换
  1308. */
  1309. static function UnWieldYanling() {
  1310. $user = ctx(); # user引用
  1311. list($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
  1312. $collectHeros = $user->heros->collectHeros;
  1313. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1314. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1315. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1316. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1317. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1318. }
  1319. // $arr = $collectHeros->$herouid->yanling;
  1320. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1321. // StlUtil::arrayRemove($arr, $yanling_uid);
  1322. // $collectHeros->$herouid->yanling = $arr;
  1323. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1324. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1325. UserProc::updateUserInfo(); # 回写数据
  1326. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1327. // StoreProc::CheckItemNum($req);
  1328. return $resp;
  1329. }
  1330. /**
  1331. * [6410] 给英雄穿装备
  1332. */
  1333. static function WearEquipToHero() {
  1334. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1335. $user = ctx(); # user引用
  1336. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1337. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1338. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1339. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1340. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1341. }
  1342. $collectHeros = $user->heros->collectHeros;
  1343. my_default_Obj($collectHeros);
  1344. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1345. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1346. my_Assert($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
  1347. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1348. $oldEquipId = 0;
  1349. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1350. case 1: # 武器
  1351. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1352. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1353. break;
  1354. case 2: # 防具
  1355. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1356. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1357. break;
  1358. case 3: # 饰品
  1359. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1360. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1361. break;
  1362. default :
  1363. Err(ErrCode::store_equip_type);
  1364. break;
  1365. }
  1366. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1367. $user->store->equipment->$oldEquipId->herouid = 0;
  1368. }
  1369. UserProc::updateUserInfo(); // 5.回写数据
  1370. // StoreProc::CheckItemNum($req);
  1371. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1372. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1373. return Resp::ok(array('resp' => "succeed!",
  1374. 'store' => $user->store)); // 返回
  1375. }
  1376. /**
  1377. * [6411] 给英雄脱装备
  1378. * @deprecated since version 不能卸下装备, 只能更换.
  1379. */
  1380. static function UnWieldEquip() {
  1381. list($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
  1382. $user = ctx(); # user引用
  1383. $collectHeros = $user->heros->collectHeros;
  1384. my_default_Obj($collectHeros);
  1385. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1386. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1387. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1388. $user->store->equipment->$equipuid->herouid = 0;
  1389. }
  1390. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1391. case 1: # 武器
  1392. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1393. Err(ErrCode::store_noequip_err);
  1394. }
  1395. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1396. break;
  1397. case 2: # 防具
  1398. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1399. Err(ErrCode::store_noequip_err);
  1400. }
  1401. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1402. break;
  1403. case 3: # 饰品
  1404. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1405. Err(ErrCode::store_noequip_err);
  1406. }
  1407. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1408. break;
  1409. default :
  1410. Err(ErrCode::store_equip_type);
  1411. }
  1412. UserProc::updateUserInfo(); # 回写数据
  1413. return Resp::ok(array('resp' => "succeed!")); // 返回
  1414. }
  1415. // </editor-fold>
  1416. //
  1417. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1418. //
  1419. /**
  1420. * 检查背包中物品的个数
  1421. * @return int
  1422. */
  1423. public static function CheckItemNum() {
  1424. $ItemObj = ctx()->store->items;
  1425. $EquipObj = ctx()->store->equipment;
  1426. $SegementObj = ctx()->store->segement;
  1427. $HeroObj = ctx()->heros->collectHeros;
  1428. $ItemNum = 0;
  1429. if ($ItemObj) {
  1430. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1431. $ItemNum++;
  1432. }
  1433. }
  1434. if ($SegementObj) {
  1435. foreach ($SegementObj as $value) { # 碎片
  1436. $ItemNum++;
  1437. }
  1438. }
  1439. if ($EquipObj) {
  1440. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1441. $ItemNum++;
  1442. }
  1443. }
  1444. if ($HeroObj) {
  1445. 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.
  1446. $HeroEquipId = $value->equip->weapon->itemuid;
  1447. if ($HeroEquipId > 0) {
  1448. $ItemNum--;
  1449. }
  1450. $HeroEquipId = $value->equip->armor->itemuid;
  1451. if ($HeroEquipId > 0) {
  1452. $ItemNum--;
  1453. }
  1454. $HeroEquipId = $value->equip->ring->itemuid;
  1455. if ($HeroEquipId > 0) {
  1456. $ItemNum--;
  1457. }
  1458. }
  1459. }
  1460. ctx()->privateState->ItemNum = $ItemNum;
  1461. return $ItemNum;
  1462. }
  1463. /**
  1464. * 获取物品格子的上限值---废弃了
  1465. * @return int 上限数值
  1466. */
  1467. // public static function GetItemMaxNum() {
  1468. // $user = ctx();
  1469. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1470. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1471. // }
  1472. // return $user->privateState->maxItemNum;
  1473. // }
  1474. /**
  1475. * 6412 背包扩容
  1476. */
  1477. public static function AddPacketNum() {
  1478. $user = ctx(); # user引用
  1479. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1480. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1481. }
  1482. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1483. my_Assert($costCash > 0, ErrCode::paras_err);
  1484. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1485. $user->privateState->maxItemNum += 10; # 扩容
  1486. UserProc::updateUserInfo(); # 保存玩家数据
  1487. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1488. StoreProc::CheckItemNum();
  1489. return $resp;
  1490. }
  1491. // </editor-fold>
  1492. //
  1493. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1494. //
  1495. /**
  1496. * 出售单一的物品
  1497. */
  1498. static function sellItem() {
  1499. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1500. }
  1501. /**
  1502. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1503. */
  1504. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1505. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1506. }
  1507. /**
  1508. * 6403 从背包出售多个物品
  1509. */
  1510. static function sellMultiItemFromStore() {
  1511. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1512. $obj = req()->paras[0]; // 获取物品的结构数组
  1513. foreach ($obj as $value) {
  1514. $type = $value[0];
  1515. $itemId = $value[1];
  1516. if ($type > 3) {
  1517. $count = intval($value[2]); // 数量
  1518. $uid = 0;
  1519. } 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
  1520. $count = 1;
  1521. $uid = $value[2];
  1522. }//物品的uid
  1523. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1524. }
  1525. if (0 == $resp->err) {
  1526. UserProc::updateUserInfo();
  1527. }
  1528. StoreProc::CheckItemNum();
  1529. return $resp;
  1530. }
  1531. // </editor-fold>
  1532. //
  1533. }