StoreProc.php 55 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. // case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
  29. // return StoreProc::decomposeItem($req);
  30. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  31. // return StoreProc::ItemUpgrade($req);
  32. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  33. // return StoreProc::composeItem($req);
  34. //
  35. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  36. return StoreProc::WearEquipToHero($req);
  37. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  38. return StoreProc::UnWieldEquip($req);
  39. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  40. return StoreProc::WearYanlingToHero($req);
  41. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  42. return StoreProc::UnWieldYanling($req);
  43. //
  44. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  45. return StoreProc::AddPacketNum($req);
  46. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  47. // Err(ErrCode::err_method_obsoleted);
  48. //// return StoreProc::MeltEquip($req);
  49. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  50. // return StoreProc::composePieces($req);
  51. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  52. return StoreProc::Test($req);
  53. default:
  54. Err(ErrCode::cmd_err);
  55. }
  56. }
  57. /**
  58. * 测试方法
  59. * @param Req $req
  60. * @return type
  61. */
  62. static public function Test($req) {
  63. // return StoreProc::MeltEquip($req);
  64. }
  65. /**
  66. * [6404] 使用仓库道具
  67. * @param Req $req
  68. */
  69. static function useItem($req) {
  70. // return ResponseVo::ErrResponse($req, ErrCode::msg_method_obsoleted);
  71. $itemId = $req->paras[0]; # 道具id
  72. $num = 1; # 数量, 可选参数, 默认为1
  73. if (count($req->paras) > 1) { # 如果传了,
  74. $num = $req->paras[1]; # 提取可选参数: 道具数量
  75. } # end 提取参数
  76. $typeId = substr($itemId, 0, 3); # 道具分类前缀
  77. switch ($typeId) { # 使用道具()
  78. case '701': # 宝箱
  79. $resp = Boxes::OpenBox($req); # 调用开宝箱功能
  80. break;
  81. default : # 其他
  82. Err(ErrCode::store_itemcantuse);
  83. break;
  84. }
  85. return $resp;
  86. }
  87. /**
  88. * [6405] 刷新仓库列表
  89. * @param Req $req
  90. */
  91. static function refreshStore($req) {
  92. StoreProc::CheckItemNum($req);
  93. $result = array(
  94. 'store' => $req->userInfo->game->store
  95. );
  96. return Resp::ok($result);
  97. }
  98. //
  99. // <editor-fold defaultstate="collapsed" desc=" 物品升级 ">
  100. // /**
  101. // * [6408] 物品的升级
  102. // * @param Req $req
  103. // * @return type
  104. // */
  105. // static function ItemUpgrade($req) {
  106. // $mem = $req->mem;
  107. // $uid = $req->paras[0]; //获取物品uid
  108. // $money = $req->paras[1]; //需要的手工费
  109. // $resp = new Resp();
  110. // $user = $req->userInfo->game; # user引用
  111. // $ary = $req->paras[3]; //获取物品的结构数组
  112. // foreach ($ary as $value) {
  113. // $itemId = $value[1];
  114. // $uid = $value[2];
  115. // if ($uid < 1) {
  116. // Err(ErrCode::paras_err);
  117. // }
  118. //
  119. // $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  120. // if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  121. // Err(ErrCode::store_removefail);
  122. // }
  123. // $item = GameConfig::item_getItem($itemId); //ConstProc::getItemConst($itemId);
  124. // if ($item == null) { //2.检测是否存在装备的原始数据
  125. // Err(ErrCode::err_const_no);
  126. // }
  127. //
  128. // $ret = array('resp' => "succeed!");
  129. // $resp = Resp::ok($ret); //返回必须是object
  130. // }
  131. // $bDeal = UserGameModel::Consume_Gold($user, $money);
  132. // if ($bDeal) {
  133. //
  134. // ActiveProc::ChangeTaskCount($req);
  135. // $result = array(
  136. // 'store' => $req->userInfo->game->store,
  137. // 'resp' => "succeed!"
  138. // );
  139. // $resp = Resp::ok($result);
  140. // } else {
  141. // Err(ErrCode::notenough_gold_msg);
  142. // }
  143. //
  144. //
  145. // if (0 == $resp->err) {
  146. // StoreProc:: UpdateItem($req);
  147. // $result = array(
  148. // 'store' => $req->userInfo->game->store,
  149. // 'resp' => "succeed!"
  150. // );
  151. // $resp = Resp::ok($result);
  152. // }
  153. //
  154. // StoreProc::CheckItemNum($req);
  155. //
  156. // return $resp;
  157. // }
  158. //
  159. // /**
  160. // * 更新单个物品属性
  161. // * @param Req $req
  162. // */
  163. // private static function UpdateItem($req) {
  164. // $store = $req->userInfo->game->store;
  165. // $uid = $req->paras[0]; //获取物品uid
  166. // $obj = $req->paras[2]; //获取物品的结构数组
  167. // $itemLevel = 0;
  168. // $bUplevel = false;
  169. // foreach ($obj as $key => $value) {
  170. // if ($key === "level") {
  171. // if (CommUtil::isPropertyExists($store->equipment->$uid, $key)) {
  172. // if ($store->equipment->$uid->$key < $value) {
  173. // $bUplevel = true;
  174. // $itemLevel = $value;
  175. // }
  176. // } else {
  177. // if ($value > 1) {
  178. // $bUplevel = true;
  179. // $itemLevel = $value;
  180. // }
  181. // }
  182. // }
  183. // if ($bUplevel) {
  184. // $item = GameConfig::item_getItem($store->equipment->$uid->typeId);
  185. // if ($item == null) { //2.检测是否存在装备的原始数据
  186. // Err(ErrCode::err_const_no);
  187. // }
  188. // // 推送系统消息
  189. // SystemProc::insertWeapon_promoteUp($req->zoneid, $req->uid, $req->userInfo->game->name, $item->name, $itemLevel);
  190. // }
  191. // $store->equipment->$uid->$key = $value;
  192. // }
  193. // UserProc::updateUserInfo($req);
  194. // $ret = array('resp' => "succeed!");
  195. // $resp = Resp::ok($ret); //返回必须是object
  196. // return $resp;
  197. // }
  198. /**
  199. *
  200. * @param type $req
  201. * @return type
  202. * @deprecated since version 0
  203. */
  204. static function UpgradeMeltEquip($req) {
  205. $store = $req->userInfo->game->store;
  206. $uid = $req->paras[0]; //获取物品uid
  207. // echo var_export($uid);
  208. $itemId = $store->equipment->$uid->typeId;
  209. $item = GameConfig::item_getItem($itemId);
  210. if ($store->equipment->$uid->melt_level > $item->melt_level) {
  211. $meltLevel = $store->equipment->$uid->melt_level;
  212. } else {
  213. $meltLevel = $item->melt_level;
  214. }
  215. $meltLevel++;
  216. $melt = GameConfig::smelting_getItem($meltLevel);
  217. // var_dump($melt);
  218. if ($melt == null) { ////在装备熔炼等级表里找不到该等级的熔炼规则
  219. Err(ErrCode::err_const_no);
  220. }
  221. $attrib = $melt->attribute; ////当前熔炼等级成功后属性加成
  222. foreach ($item as $key => $value) {
  223. if ($key === "melt_level") {
  224. $store->equipment->$uid->$key = $meltLevel;
  225. }
  226. if ($key === "gongji") {
  227. if ($store->equipment->$uid->$key > $value) {
  228. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  229. } else {
  230. $store->equipment->$uid->$key = (int) ($value * $attrib);
  231. }
  232. }
  233. if ($key === "fangyu") {
  234. if ($store->equipment->$uid->$key > $value) {
  235. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  236. } else {
  237. $store->equipment->$uid->$key = (int) ($value * $attrib);
  238. }
  239. }
  240. if ($key === "hp") {
  241. if ($store->equipment->$uid->$key > $value) {
  242. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  243. } else {
  244. $store->equipment->$uid->$key = (int) ($value * $attrib);
  245. }
  246. }
  247. if ($key === "minjie") {
  248. if ($store->equipment->$uid->$key > $value) {
  249. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  250. } else {
  251. $store->equipment->$uid->$key = (int) ($value * $attrib);
  252. }
  253. }
  254. if ($key === "baoji") {
  255. if ($store->equipment->$uid->$key > $value) {
  256. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  257. } else {
  258. $store->equipment->$uid->$key = (int) ($value * $attrib);
  259. }
  260. }
  261. }
  262. //
  263. // $EquipObj = $store->equipment->$uid;
  264. // ////检测装备的情况,装备升级时,基础属性要乘以系数. 如果之前升过级,那么它的"原始值"就不同了.
  265. // if ($EquipObj) {
  266. // foreach ($EquipObj as $key=> $value) {
  267. // if ($key === "melt_level") {
  268. // $key=$meltLevel;
  269. // }
  270. // if ($key === "melt_level") {
  271. // $key=$meltLevel;
  272. // }
  273. // }
  274. // }
  275. // echo var_export($store);
  276. $ret = array('resp' => "succeed!");
  277. $resp = Resp::ok($ret); //返回必须是object
  278. return $resp;
  279. }
  280. static function getItemProperty($req) {
  281. $store = $req->userInfo->game->store;
  282. $uid = $req->paras[0]; //获取物品uid
  283. // echo var_export($uid);
  284. $itemId = $store->equipment->$uid->typeId;
  285. $item = GameConfig::item_getItem($itemId);
  286. }
  287. /**
  288. * [6409] 合成道具
  289. * @param Req $req
  290. */
  291. static public function composeItem($req) {
  292. $resp = \Resp::err(ErrCode::err_method_notimplement);
  293. $store = $req->userInfo->game->store;
  294. // 解析客户端参数
  295. $lowitemId = $req->paras[0]; // 道具id
  296. $usenum = $req->paras[1]; // 数量
  297. $highitemId = $req->paras[2]; // 道具id
  298. $addnum = $req->paras[3]; // 数量
  299. $gold = $req->paras[4]; // 需要的手续费
  300. echo var_export($gold);
  301. $user = $req->userInfo->game; # user引用
  302. if ($usenum < 3) {
  303. Err(ErrCode::paras_err, "数量非法!");
  304. }
  305. //1.从仓库里移除这个道具
  306. $ok = StoreProc::removeItemFromStore($store, $lowitemId, $usenum); // 支持移除指定数量
  307. //如果仓库道具移出时出错,则直接返回错误
  308. if ($ok != ErrCode::ok) {
  309. Err($ok);
  310. }
  311. $bDeal = UserGameModel::Consume_Gold($user, $gold);
  312. if ($bDeal) {
  313. ActiveProc::ChangeTaskCount($req);
  314. $store->items->$highitemId += $addnum;
  315. UserProc::updateUserInfo($req);
  316. # 准备返回值
  317. $ret = array('resp' => "succeed!");
  318. $resp = Resp::ok($ret); //返回必须是object
  319. } else {
  320. Err(ErrCode::notenough_gold_msg);
  321. }
  322. StoreProc::CheckItemNum($req);
  323. return $resp;
  324. }
  325. /**
  326. * [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)
  327. * @param Req $req
  328. */
  329. static public function composePieces($req) {
  330. $resp = Resp::err(ErrCode::err_method_notimplement);
  331. $store = $req->userInfo->game->store;
  332. // 解析客户端参数
  333. $piecesid1 = $req->paras[0]; // 碎片id1
  334. $piecesid2 = $req->paras[1]; // 碎片id2
  335. $piecesid3 = $req->paras[2]; // 碎片id3
  336. $user = $req->userInfo->game; # user引用
  337. $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
  338. //1.从仓库里移除这个道具
  339. for ($i = 0; $i < count($pieceslist); $i++) {
  340. $ok = StoreProc::removeItemFromStore($store, $pieceslist[$i], 1); // 支持移除指定数量
  341. if ($ok != ErrCode::ok) {
  342. break;
  343. }
  344. }
  345. //如果仓库道具移出时出错,则直接返回错误
  346. if ($ok != ErrCode::ok) {
  347. Err($ok);
  348. }
  349. $gold = glc()->Compose_Pieces_Gold; ////临时用这个来算,等刷过数据再说
  350. echoLine($gold);
  351. $bDeal = UserGameModel::Consume_Gold($user, $gold);
  352. if ($bDeal) {
  353. ActiveProc::ChangeTaskCount($req);
  354. $reward = StoreProc::composePiecesProbability($req);
  355. StoreProc::addSegmentIntoStore($store, $reward);
  356. UserProc::updateUserInfo($req);
  357. # 准备返回值
  358. $result = array(
  359. 'reward' => $reward,
  360. 'store' => $req->userInfo->game->store,
  361. 'resp' => "succeed!"
  362. );
  363. $resp = Resp::ok($result);
  364. } else {
  365. Err(ErrCode::notenough_gold_msg);
  366. }
  367. StoreProc::CheckItemNum($req);
  368. return $resp;
  369. }
  370. ////合成碎片时的概率
  371. static public function composePiecesProbability($req) {
  372. $piecesid1 = $req->paras[0]; // 碎片id1
  373. $piecesid2 = $req->paras[1]; // 碎片id2
  374. $piecesid3 = $req->paras[2]; // 碎片id3
  375. $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
  376. ///权重和值
  377. $weight = 0;
  378. for ($i = 0; $i < count($pieceslist); $i++) {
  379. $segmentid = $pieceslist[$i];
  380. $segItem = GameConfig::segment_getItem($segmentid); /////获取该碎片的信息
  381. $WeightItem = GameConfig::segment_ronghe_getItem($segItem->quailty); ///通过品质来获取权重
  382. $weight += $WeightItem->weight;
  383. }
  384. $reward = StoreProc::GetRewarByWeight($weight);
  385. //////根据最终三个碎片的权重值和来判断该品质的获取概率。
  386. ////用类似 3,80;5,60;10,20; 来表示 (在权重和达到3时获取率是80%,在权重和达到5时获取率是60%,在权重和达到10时获取率是10%)
  387. //
  388. // ////为了数值设置表和填数据方便,将两个表合成为一个表
  389. //
  390. ////数值设置起来方便,但是用起来稍微麻烦一些,需要取出数据表里的所有碎片的值。
  391. return $reward;
  392. }
  393. static public function GetRewarByWeight($weight) {
  394. for ($i = 0; $i < 5; $i++) {
  395. $item = GameConfig::segment_ronghe_getItem($i + 1);
  396. // $RewardList[]=$item;
  397. $ary = explode(";", $item->probability);
  398. foreach ($ary as $value) {
  399. $val = explode(",", $value);
  400. $weig = $val[0]; //达到的权重值
  401. $prob = $val[1]; //该权重下的获取概率
  402. if ($weight >= $weig) {
  403. $probList[$i] = $prob;
  404. }
  405. }
  406. }
  407. $rnd = CommUtil::random(1, 10000);
  408. $start = 0;
  409. $rew = 0;
  410. for ($i = 0; $i < 5; $i++) {
  411. if ($start < $rnd && $rnd <= $start + $probList[$i]) { # 落入区间
  412. $rew = $i + 1; # 记录物品
  413. break;
  414. }
  415. $start += $probList[$i]; # 继续判断是否落入下一物品的区间
  416. }
  417. // $piecesDataBaseList= GameConfig::segment();////获取所有的碎片数据表
  418. $tmpPiecesList = GameConfig::segment_byPinzhi_getItem($rew, 1);
  419. // foreach ($piecesDataBaseList as $typeId => $value)
  420. // {
  421. // // $value->
  422. // // echo var_dump($value);
  423. // if ($value->itemType==1) ////是英雄碎片
  424. // {
  425. // if( $value->quailty==$rew) ///碎片品质是指定品质
  426. // {
  427. // $tmpPiecesList[]=$typeId; ///保存到一个临时表里。
  428. // }
  429. // }
  430. // }
  431. $tmprnd = CommUtil::random(0, count($tmpPiecesList) - 1);
  432. return $tmpPiecesList[$tmprnd]->typeId;
  433. }
  434. // </editor-fold>
  435. // --------------- 以下为辅助方法 ------------------
  436. //
  437. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  438. /**
  439. * 从仓库中移除指定数量的物品
  440. * @param UserGameModel $user
  441. * @param type $itemId
  442. * @param type $itemcount
  443. * @return type
  444. */
  445. static function removeItemFromStore($store, $itemId, $itemcount) {
  446. $typeId = substr($itemId, 0, 3);
  447. switch ($typeId) {
  448. case '307': #经验书
  449. case '305': #扫荡券
  450. case '304': # 宝石
  451. if (CommUtil::isPropertyExists($store->items, $itemId)) { //
  452. if ($store->items->$itemId >= $itemcount) { // 数量足够
  453. $store->items->$itemId -= $itemcount;
  454. if ($store->items->$itemId == 0) {
  455. unset($store->items->$itemId);
  456. }
  457. return ErrCode::ok;
  458. } else {
  459. return ErrCode::store_itemnotenough; // 道具数量不足
  460. }
  461. } else {
  462. return ErrCode::store_itemno_err;
  463. }
  464. break;
  465. case '310': # 碎片
  466. case '311': # 碎片
  467. case '312': # 碎片
  468. case '313': #装备 碎片
  469. case '314': #装备 碎片
  470. case '315': #装备 碎片
  471. if (CommUtil::isPropertyExists($store->segement, $itemId)) { //
  472. if ($store->segement->$itemId >= $itemcount) { // 数量足够
  473. $store->segement->$itemId -= $itemcount;
  474. if ($store->segement->$itemId == 0) {
  475. unset($store->segement->$itemId);
  476. }
  477. return ErrCode::ok;
  478. } else {
  479. return ErrCode::store_itemnotenough; // 道具数量不足
  480. }
  481. } else {
  482. return ErrCode::store_itemno_err;
  483. }
  484. break;
  485. default : # 其他
  486. Err(ErrCode::store_itemcantuse);
  487. break;
  488. }
  489. }
  490. /**
  491. * 从仓库移出
  492. * @param type $itemId
  493. * @param StoreModel $store
  494. * @return boolean
  495. */
  496. static function removeFromStore($itemId, &$store) {
  497. //return ErrCode::succeed;
  498. $typid = substr("$itemId", 0, 3); # 取道具分类
  499. $ok = false;
  500. switch ($typid) {
  501. case "101": # 英雄 错误了的路径
  502. break;
  503. case '102': # 英雄碎片
  504. if (CommUtil::isPropertyExists($store->segement, "$itemId") && $store->segement->$itemId > 0) {
  505. $store->segement->$itemId -= 1;
  506. $ok = true;
  507. }
  508. break;
  509. case "203": # 宝箱
  510. if (CommUtil::isPropertyExists($store->boxes, "$itemId") && $store->boxes->$itemId > 0) {
  511. $store->boxes->$itemId -= 1;
  512. $ok = true;
  513. }
  514. break;
  515. default:
  516. break;
  517. }
  518. return $ok;
  519. }
  520. /**
  521. * 从仓库移出装备
  522. * @param type $itemId uid
  523. * @param StoreModel $store
  524. * @return boolean
  525. */
  526. static function removeEquipFromStore($uid, $typeId, &$req) {
  527. $ok = false;
  528. echo var_export($uid);
  529. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  530. // $con= ConstProc::getItemConst($req->mem, $req->userInfo->game->store->equipment->$uid->typeId);
  531. echo var_export($req->userInfo->game->store->equipment->$uid->typeId);
  532. if ($typeId == $req->userInfo->game->store->equipment->$uid->typeId) {
  533. echo "typeid相同";
  534. unset($req->userInfo->game->store->equipment->$uid);
  535. $ok = true;
  536. } else {
  537. echo "typeid检验错误";
  538. }
  539. }
  540. return $ok;
  541. }
  542. /**
  543. * 从仓库移除碎片
  544. * @param StoreModel $store
  545. * @param int $segmentId
  546. * @param int $num
  547. * @return bool 成功/失败
  548. */
  549. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  550. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  551. && $store->segement->$segmentId >= $num) {
  552. $store->segement->$segmentId -= $num;
  553. return TRUE;
  554. }
  555. return false;
  556. }
  557. /**
  558. * 向仓库添加碎片
  559. * @param StoreModel $store
  560. * @param int $segmentId
  561. * @param int $num
  562. */
  563. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  564. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  565. $store->segement->$segmentId += $num;
  566. } else {
  567. $store->segement->$segmentId = $num;
  568. }
  569. }
  570. /**
  571. * 计算玩家仓库中某种符石/道具的数量
  572. * @param type $map
  573. * @param type $stoneid
  574. * @return type
  575. */
  576. static function GetStoneCount($map, $stoneid) {
  577. $ret = 0;
  578. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  579. $ret = $map->store->stones->
  580. $stoneid;
  581. }
  582. return $ret;
  583. }
  584. /**
  585. * 从仓库移除符石(道具)
  586. * @param MapModel $map
  587. * @param int $stoneid
  588. * @param int $num
  589. */
  590. static function RemoveStoneFromStore(&$map, $stoneid, $num = 1) {
  591. if ($num <= 0) {
  592. return $num;
  593. }
  594. $ret = 0;
  595. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  596. $left = $map->store->stones->$stoneid - $num;
  597. if ($ret >= 0) {////这里有bug吗?应该是用$left啊,不过无所谓,反正这个函数暂时用不上,不考虑了.
  598. $map->store->stones->$stoneid -= $num;
  599. $ret = $num;
  600. }
  601. }
  602. return $ret;
  603. }
  604. // </editor-fold>
  605. //
  606. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  607. /**
  608. * 将其他物品放入仓库
  609. * @param type $itemId
  610. * @param UserGameModel $game
  611. */
  612. static function PutItemInStore($itemId, &$game) {
  613. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  614. $game->store->items->$itemId += 1;
  615. } else {// 如果仓库中没有这种元素,则其数目置1
  616. $game->store->items->$itemId = 1;
  617. }
  618. }
  619. /**
  620. * 检测是否允许放入仓库
  621. * @param BuildModel $build
  622. * @return type
  623. */
  624. static function canPutInStore($build) {
  625. if ($build->categoryId == INIT_HABITID) {
  626. return ErrCode::ok;
  627. }
  628. return ErrCode::store_putinto;
  629. }
  630. /**
  631. * 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
  632. * 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
  633. * @param Req $req
  634. * @param string $goodsStr itemid,num;itemid,num;...
  635. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  636. * @deprecated since version 0
  637. * @return type
  638. */
  639. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  640. $user = $req->userInfo->game;
  641. $ary = explode(";", $goodsStr);
  642. foreach ($ary as $value) {
  643. $val = explode(",", $value);
  644. $itemId = $val[0];
  645. $num = $val[1]; //数量
  646. $str1 = substr($itemId, 0, 3); # prefix
  647. switch ($str1) {
  648. // 10x 怪物卡或者英雄卡牌获取
  649. case "101":
  650. case "202":
  651. case "201":
  652. // if (1 == $src && $user->heros->maxCollectCount <= StoreProc::CheckHeroNum($req)) {
  653. // # 战斗模块获得的英雄,超过上限丢弃
  654. // echo "英雄满了."; # 满了如何处理? 直接丢弃吗? 是的, ok. gwang 2017年4月22日 16:49:58 问过
  655. // } else {
  656. // HeroProc::AddHeroTFromStore($req, $itemId);
  657. // }
  658. break;
  659. // 30x 装备物品的获取.
  660. case "301":
  661. case "302":
  662. case "303":
  663. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  664. StoreProc::PutEquipInStore($itemId, $req);
  665. }
  666. break;
  667. //宝石的获取 + 抽奖券+经验书
  668. case "304":
  669. case "305":
  670. case "307":
  671. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  672. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req);
  673. }
  674. break;
  675. // // 31x 碎片
  676. case "310": # 英雄碎片
  677. case "311": # 小怪碎片
  678. case "312": # boss碎片
  679. case "313": # 装备碎片
  680. case "314": # 装备碎片
  681. case "315": # 装备碎片\
  682. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  683. StoreProc::addSegmentIntoStore($req->userInfo->game->store, $itemId, $num);
  684. }
  685. break;
  686. case "701": # 宝箱
  687. case "702":
  688. case "703":
  689. case "704":
  690. StoreProc::putBoxexInStore($req->userInfo->game->store, $itemId, $num);
  691. break;
  692. // 游戏内货币的获取
  693. case "399":
  694. switch ($itemId) {
  695. case META_CASH_ITEMID: # 钻石
  696. UserGameModel::Add_Cash($req->userInfo->game, $num);
  697. break;
  698. case META_GOLD_ITEMID: # 金币
  699. UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $num);
  700. break;
  701. case META_tili_ITEMID: # 体力
  702. UserGameModel::Add_tili($req, $num);
  703. break;
  704. case META_FriendShipPoit_ItemId: # 友情
  705. UserGameModel::Add_FriendPoint($req->userInfo->game, $num);
  706. break;
  707. default :
  708. }
  709. break;
  710. ////熔炼元素的获取
  711. case "388":
  712. // StoreProc::PutElementInStore($itemId, $num, $req);
  713. break;
  714. default:
  715. break;
  716. }
  717. }
  718. // // 更新数据库数据
  719. UserProc::updateUserInfo($req); ////这行不要注释掉,除非在邮件和任务领奖那里加入更新(在调用addmultiInstore函数的后面加入updateuserinfo的话,就可以注销到这行代码)
  720. return ErrCode::ok; // 返回
  721. }
  722. /// 物品类型,物品typeid,物品数量
  723. public static function AddItemInStore($req) {
  724. $itemType = $req->paras[0];
  725. $itemId = $req->paras[1];
  726. $num = $req->paras[2]; //数量
  727. if ($itemType < 4) {
  728. StoreProc::PutEquipInStore($itemId, $req);
  729. } else if ($itemType == 4) {
  730. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req);
  731. } else if ($itemType == 10) {
  732. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req); ///准备添加其他
  733. }
  734. // 更新数据库数据
  735. UserProc::updateUserInfo($req);
  736. // 返回
  737. $ret = array('resp' => "succeed!");
  738. $resp = Resp::ok($ret); //返回必须是object
  739. return $resp;
  740. }
  741. /**
  742. * 将装备放入背包
  743. * @param type $itemId
  744. * @param Req $req
  745. */
  746. static function PutEquipInStore($itemId, &$req) {
  747. $privateState = $req->userInfo->game->privateState;
  748. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  749. $req->userInfo->game->privateState->currentId = 1;
  750. }
  751. $cid = $req->userInfo->game->privateState->currentId++;
  752. $equip = ObjectInit();
  753. $equip->typeId = $itemId;
  754. $req->userInfo->game->store->equipment->$cid = $equip;
  755. return $cid;
  756. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  757. }
  758. /**
  759. * 将可叠加物品放入背包
  760. * @param type $itemId
  761. * @param UserGameModel $game
  762. */
  763. static function PutOverlyingItemInStore($itemId, $num, &$req) {
  764. // $game->userInfo->game;
  765. if (CommUtil::isPropertyExists($req->userInfo->game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  766. $req->userInfo->game->store->items->$itemId += $num;
  767. } else {// 如果仓库中没有这种元素,则其数目置1
  768. $req->userInfo->game->store->items->$itemId = $num;
  769. }
  770. }
  771. /**
  772. * 物品包裹打散成独立道具到仓库
  773. * @param GoodsItemModel $itemModel
  774. * @param Req $req
  775. * @return type
  776. */
  777. static function addSeprateItem($itemModel, $req) {
  778. // var_dump($itemModel);
  779. $user = $req->userInfo->game;
  780. $store = $req->userInfo->game->store;
  781. $itemContent = JsonUtil::decode($itemModel->content);
  782. foreach ($itemContent as $itemId => $itemNum) {
  783. if ($itemId == META_GOLDITEMID) { # 如果是金币 1
  784. UserModel::Add_Gold($user, $itemNum);
  785. } else if ($itemId == META_CASHITEMID) { # 如果是宝石 2
  786. UserModel::present_cash($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
  787. } else if ($itemId == META_SPAEITEMID) { # 如果是能量块 3
  788. $user->spar += $itemNum;
  789. } else if ($itemId == META_YUANBAOITEMID) { # 元宝,后加的只能采用字段补偿机制 7
  790. PayProc::m_AddUserYuanbao($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
  791. } else { // 否则就是道具
  792. $typid = substr("$itemId", 0, 3);
  793. switch ($typid) {
  794. case "101": # 英雄
  795. if (property_exists($user->heros, $itemId)) {
  796. DebugHelper::var_dump(" 已经有了xxx英雄了.");
  797. } else { # 给玩家创建一个英雄
  798. $hero = new HeroModel();
  799. $instanceID = now();
  800. $heroID = $itemId;
  801. $hero->reInit($heroID, $instanceID);
  802. $user->heros->$heroID = $hero;
  803. }
  804. break;
  805. case '102': # 碎片
  806. if (CommUtil::isPropertyExists($store->segement, $itemId)) {
  807. $store->segement->$itemId += $itemNum;
  808. } else {
  809. $store->segement->$itemId = $itemNum;
  810. }
  811. break;
  812. case '203': # 宝箱
  813. if (CommUtil::isPropertyExists($store->boxes, $itemId)) {
  814. $store->boxes->$itemId += $itemNum;
  815. } else {
  816. $store->boxes->$itemId = $itemNum;
  817. }
  818. break;
  819. default :
  820. break;
  821. }
  822. // for ($i = 0; $i < $itemNum; $i++) {
  823. // $store->items[] = $itemId;
  824. // }
  825. }
  826. // break; # 不会循环的,一个物品中只有第一个道具配置生效,否则
  827. }
  828. UserProc::updateUserInfo($req);
  829. # 添加活动记录
  830. // self::checkActiveItem($req, $itemModel);
  831. }
  832. /**
  833. * [6417] 给英雄装上言灵
  834. * @param req $req
  835. * @return type
  836. */
  837. static function WearYanlingToHero($req) {
  838. $user = $req->userInfo->game; # user引用
  839. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  840. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  841. Err(ErrCode::store_itemno_err);
  842. }
  843. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  844. if ($yanlingVo->herouid > 0 && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  845. Err(ErrCode::store_equipWeared_err);
  846. }
  847. $collectHeros = $user->heros->collectHeros; # 英雄集合
  848. if (!$collectHeros) { # 防御对象为空
  849. Err(ErrCode::err_innerfault);
  850. }
  851. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  852. Err(ErrCode::hero_no);
  853. }
  854. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  855. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  856. if ($oldYLid > 0) { # 代表替换操作
  857. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  858. }
  859. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  860. UserProc::updateUserInfo($req); # 5.回写数据
  861. $ret = array('resp' => "succeed!");
  862. $resp = Resp::ok($ret); // 返回
  863. // StoreProc::CheckItemNum($req);
  864. return $resp;
  865. }
  866. /**
  867. * [6416] 给英雄卸下言灵
  868. * @param req $req
  869. * @return type
  870. */
  871. static function UnWieldYanling($req) {
  872. $user = $req->userInfo->game; # user引用
  873. list($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
  874. $collectHeros = $user->heros->collectHeros;
  875. if (!$collectHeros) {
  876. Err(ErrCode::err_innerfault);
  877. }
  878. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检测是否存在拥有该装备的英雄
  879. Err(ErrCode::hero_no);
  880. }
  881. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该装备
  882. Err(ErrCode::store_itemno_err);
  883. }
  884. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  885. $user->store->yanling->$yanling_uid->herouid = 0;
  886. }
  887. if ($collectHeros->$herouid->yanling->$itemtype->itemuid != $yanling_uid) {
  888. Err(ErrCode::store_noequip_err);
  889. }
  890. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  891. UserProc::updateUserInfo($req); # 回写数据
  892. $ret = array('resp' => "succeed!");
  893. $resp = Resp::ok($ret); // 返回
  894. // StoreProc::CheckItemNum($req);
  895. return $resp;
  896. }
  897. /**
  898. * [6410] 给英雄穿装备
  899. * @param req $req
  900. * @return type
  901. */
  902. static function WearEquipToHero($req) {
  903. $user = $req->userInfo->game; # user引用
  904. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  905. if (!CommUtil::isPropertyExists($user->store->equipment, $equipuid)) { # 检测是否存在该装备
  906. Err(ErrCode::store_itemno_err);
  907. }
  908. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  909. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  910. if ($equipVo->herouid != $herouid) {
  911. Err(ErrCode::store_equipWeared_err);
  912. }
  913. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  914. }
  915. $collectHeros = $user->heros->collectHeros;
  916. if (!$collectHeros) { # 防御对象为空
  917. Err(ErrCode::err_innerfault);
  918. }
  919. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查是否存在需要装备的英雄
  920. Err(ErrCode::hero_no);
  921. }
  922. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  923. $oldEquipId = 0;
  924. switch ($itemtype) { # 添加或替换英雄该部位的装备
  925. case 1: # 武器
  926. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  927. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  928. break;
  929. case 2: # 防具
  930. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  931. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  932. break;
  933. case 3: # 饰品
  934. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  935. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  936. break;
  937. default :
  938. Err(ErrCode::store_equip_type);
  939. break;
  940. }
  941. if ($oldEquipId > 0) {
  942. $user->store->equipment->$oldEquipId->herouid = 0;
  943. }
  944. UserProc::updateUserInfo($req); // 5.回写数据
  945. $ret = array('resp' => "succeed!");
  946. $resp = Resp::ok($ret); // 返回
  947. // StoreProc::CheckItemNum($req);
  948. return $resp;
  949. }
  950. /**
  951. * [6411] 给英雄脱装备
  952. * @param req $req
  953. * @return type
  954. */
  955. static function UnWieldEquip($req) {
  956. $user = $req->userInfo->game; # user引用
  957. list($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
  958. $collectHeros = $user->heros->collectHeros;
  959. if (!$collectHeros) {
  960. Err(ErrCode::err_innerfault);
  961. }
  962. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检测是否存在拥有该装备的英雄
  963. Err(ErrCode::hero_no);
  964. }
  965. if (!CommUtil::isPropertyExists($user->store->equipment, $equipuid)) { # 检测是否存在该装备
  966. Err(ErrCode::store_itemno_err);
  967. }
  968. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  969. $user->store->equipment->$equipuid->herouid = 0;
  970. }
  971. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  972. case 1: # 武器
  973. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  974. Err(ErrCode::store_noequip_err);
  975. }
  976. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  977. break;
  978. case 2: # 防具
  979. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  980. Err(ErrCode::store_noequip_err);
  981. }
  982. $collectHeros->$herouid->equip->armor->itemuid = 0;
  983. break;
  984. case 3: # 饰品
  985. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  986. Err(ErrCode::store_noequip_err);
  987. }
  988. $collectHeros->$herouid->equip->ring->itemuid = 0;
  989. break;
  990. default :
  991. Err(ErrCode::store_equip_type);
  992. }
  993. UserProc::updateUserInfo($req); # 回写数据
  994. $ret = array('resp' => "succeed!");
  995. $resp = Resp::ok($ret); // 返回
  996. // StoreProc::CheckItemNum($req);
  997. return $resp;
  998. }
  999. // </editor-fold>
  1000. //
  1001. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1002. /**
  1003. * 将宝箱放入仓库
  1004. * @param StoreModel $store
  1005. * @param int $boxId 宝箱类型编号
  1006. * @param int $num 数量
  1007. */
  1008. static function putBoxexInStore($store, $boxId, $num) {
  1009. if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
  1010. $store->boxes->$boxId += $num;
  1011. } else {
  1012. $store->boxes->$boxId = $num;
  1013. }
  1014. }
  1015. /**
  1016. * 检查背包中物品的个数
  1017. * @param type $req
  1018. * @return int
  1019. */
  1020. public static function CheckItemNum($req) {
  1021. $ItemObj = $req->userInfo->game->store->items;
  1022. $EquipObj = $req->userInfo->game->store->equipment;
  1023. $SegementObj = $req->userInfo->game->store->segement;
  1024. $HeroObj = $req->userInfo->game->heros->collectHeros;
  1025. $ItemNum = 0;
  1026. ////检查宝石类可叠加物品的格子占用
  1027. if ($ItemObj) {
  1028. foreach ($ItemObj as $value) {
  1029. $ItemNum++;
  1030. }
  1031. }
  1032. if ($SegementObj) {
  1033. foreach ($SegementObj as $value) {
  1034. $ItemNum++;
  1035. }
  1036. }
  1037. ////检测装备类物品格子占用
  1038. if ($EquipObj) {
  1039. foreach ($EquipObj as $value) {
  1040. $ItemNum++;
  1041. }
  1042. }
  1043. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  1044. if ($HeroObj) {
  1045. foreach ($HeroObj as $value) {
  1046. // echo var_dump($HeroObj);
  1047. $HeroEquipId = $value->equip->weapon->itemuid;
  1048. if ($HeroEquipId > 0) {
  1049. $ItemNum--;
  1050. }
  1051. $HeroEquipId = $value->equip->armor->itemuid;
  1052. if ($HeroEquipId > 0) {
  1053. $ItemNum--;
  1054. }
  1055. $HeroEquipId = $value->equip->ring->itemuid;
  1056. if ($HeroEquipId > 0) {
  1057. $ItemNum--;
  1058. }
  1059. }
  1060. }
  1061. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  1062. return $ItemNum;
  1063. }
  1064. /**
  1065. * 获取物品格子的上限值
  1066. * @param type $req
  1067. * @return int 上限数值
  1068. */
  1069. public static function GetItemMaxNum($req) {
  1070. $g = glc();
  1071. if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "maxItemNum")) {
  1072. $req->userInfo->game->privateState->maxItemNum = $g->Item_Packet_MaxNum;
  1073. }
  1074. return $req->userInfo->game->privateState->maxItemNum;
  1075. }
  1076. public static function AddPacketNum($req) {
  1077. $g = glc();
  1078. // $user = $req->userInfo->game; # user引用
  1079. if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "maxItemNum")) {
  1080. $req->userInfo->game->privateState->maxItemNum = $g->Item_Packet_MaxNum;
  1081. }
  1082. $costCash = $g->Item_Packet_NumCostCash;
  1083. $bDeal = false;
  1084. if ($costCash > 0) {
  1085. if ($req->userInfo->game->cash < $costCash) {
  1086. Err(ErrCode::notenough_spar);
  1087. }
  1088. $bDeal = UserGameModel::Consume_Cash($req->userInfo->game, $costCash);
  1089. } else {
  1090. Err(ErrCode::paras_err);
  1091. }
  1092. //6.进行消耗
  1093. if ($bDeal) {
  1094. $req->userInfo->game->privateState->maxItemNum += 10;
  1095. UserProc::updateUserInfo($req);
  1096. $result = ObjectInit();
  1097. $result->maxItemNum = $req->userInfo->game->privateState->maxItemNum;
  1098. $resp = Resp::ok($result);
  1099. }
  1100. StoreProc::CheckItemNum($req);
  1101. return $resp;
  1102. }
  1103. // </editor-fold>
  1104. //
  1105. // -------------- 已废弃的代码 -------------------------------
  1106. //
  1107. //
  1108. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1109. //
  1110. /**
  1111. * 出售单一的物品
  1112. * @param Req $req
  1113. * @return type
  1114. */
  1115. static function sellItem($req) {
  1116. $resp = new Resp();
  1117. $mem = $req->mem;
  1118. // $user = $req->userInfo->user;
  1119. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1120. //客户端参数解析
  1121. $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  1122. $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  1123. if ($type > 3) {
  1124. $count = intval($req->paras[2]); // 数量
  1125. $uid = 0;
  1126. } else {
  1127. $count = 1;
  1128. $uid = $req->paras[2];
  1129. }//物品的uid
  1130. ////0是type 1是itemid,2是uid或者是数量
  1131. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  1132. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1133. //1.如果仓库道具移出时出错,则直接返回错误
  1134. if ($ok != ErrCode::ok) {
  1135. Err($ok);
  1136. }
  1137. // echo "弄弄";
  1138. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1139. echo var_export($gem);
  1140. //2.检测是否存在该物品的原始物种
  1141. if ($gem == null) {
  1142. Err(ErrCode::err_godpet_noconst);
  1143. }
  1144. // 发金币
  1145. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->maijia * $count);
  1146. $ret = array('resp' => "succeed!");
  1147. $resp = Resp::ok($ret);
  1148. UserProc::updateUserInfo($req);
  1149. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  1150. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1151. //1.如果仓库道具移出时出错,则直接返回错误
  1152. if ($ok != ErrCode::ok) {
  1153. Err($ok);
  1154. }
  1155. // echo "弄弄";
  1156. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  1157. // echo var_export($gem);
  1158. //2.检测是否存在该物品的原始物种
  1159. if ($gem == null) {
  1160. Err(ErrCode::err_godpet_noconst);
  1161. }
  1162. // 发金币
  1163. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->saleGoldPrice * $count);
  1164. $ret = array('resp' => "succeed!");
  1165. $resp = Resp::ok($ret);
  1166. UserProc::updateUserInfo($req);
  1167. } else if ($type < 4 && $type > 0) { # 这里是装备
  1168. if ($count > 1) {
  1169. Err(ErrCode::paras_err);
  1170. }
  1171. if ($uid < 1) {
  1172. Err(ErrCode::paras_err);
  1173. }
  1174. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  1175. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  1176. Err(ErrCode::store_removefail);
  1177. }
  1178. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1179. if ($item == null) { //2.检测是否存在装备的原始数据
  1180. Err(ErrCode::err_const_no);
  1181. }
  1182. UserGameModel::Add_Gold($mem, $req->userInfo->game, $item->maijia);
  1183. $ret = array('resp' => "succeed!");
  1184. $resp = Resp::ok($ret); //返回必须是object
  1185. UserProc::updateUserInfo($req);
  1186. } else {
  1187. Err(ErrCode::paras_err);
  1188. }
  1189. StoreProc::CheckItemNum($req);
  1190. return $resp;
  1191. }
  1192. /**
  1193. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1194. * @param Req $req
  1195. * @return type
  1196. */
  1197. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  1198. $resp = new Resp();
  1199. $mem = $req->mem;
  1200. // $user = $req->userInfo->user;
  1201. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1202. //客户端参数解析
  1203. ////0是type 1是itemid,2是uid或者是数量
  1204. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  1205. echoLine(":fs::");
  1206. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1207. //1.如果仓库道具移出时出错,则直接返回错误
  1208. if ($ok != ErrCode::ok) {
  1209. Err($ok);
  1210. }
  1211. echo "弄弄";
  1212. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1213. echo var_export($gem);
  1214. //2.检测是否存在该物品的原始物种
  1215. if ($gem == null) {
  1216. Err(ErrCode::err_godpet_noconst);
  1217. }
  1218. // 发金币
  1219. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->maijia * $count);
  1220. $ret = array('resp' => "succeed!");
  1221. $resp = Resp::ok($ret);
  1222. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  1223. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1224. //1.如果仓库道具移出时出错,则直接返回错误
  1225. if ($ok != ErrCode::ok) {
  1226. Err($ok);
  1227. }
  1228. // echo "弄弄";
  1229. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  1230. // echo var_export($gem);
  1231. //2.检测是否存在该物品的原始物种
  1232. if ($gem == null) {
  1233. Err(ErrCode::err_godpet_noconst);
  1234. }
  1235. // 发金币
  1236. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->saleGoldPrice * $count);
  1237. $ret = array('resp' => "succeed!");
  1238. $resp = Resp::ok($ret);
  1239. } else if ($type < 4 && $type > 0) { # 这里是装备
  1240. if ($count > 1) {
  1241. Err(ErrCode::paras_err);
  1242. }
  1243. if ($uid < 1) {
  1244. Err(ErrCode::paras_err);
  1245. }
  1246. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  1247. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  1248. Err(ErrCode::store_removefail);
  1249. }
  1250. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1251. if ($item == null) { //2.检测是否存在装备的原始数据
  1252. Err(ErrCode::err_const_no);
  1253. }
  1254. UserGameModel::Add_Gold($mem, $req->userInfo->game, $item->maijia);
  1255. $ret = array('resp' => "succeed!");
  1256. $resp = Resp::ok($ret); //返回必须是object
  1257. } else {
  1258. Err(ErrCode::paras_err);
  1259. }
  1260. return $resp;
  1261. }
  1262. /**
  1263. * 从背包出售多个物品
  1264. * @param Req $req
  1265. * @return type
  1266. */
  1267. static function sellMultiItemFromStore($req) {
  1268. $resp = new Resp();
  1269. $obj = $req->paras[0]; //获取物品的结构数组
  1270. echo var_export($obj);
  1271. foreach ($obj as $value) {
  1272. $type = $value[0];
  1273. $itemId = $value[1];
  1274. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  1275. if ($type > 3) {
  1276. $count = intval($value[2]); // 数量
  1277. $uid = 0;
  1278. } else {
  1279. $count = 1;
  1280. $uid = $value[2];
  1281. }//物品的uid
  1282. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  1283. echo var_export($resp);
  1284. #sellitem();
  1285. }
  1286. if (0 == $resp->err) {
  1287. UserProc::updateUserInfo($req);
  1288. }
  1289. // echo var_export($resp);
  1290. StoreProc::CheckItemNum($req);
  1291. return $resp;
  1292. }
  1293. // </editor-fold>
  1294. //
  1295. }