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- <?php
- namespace loyalsoft;
- /**
- * Description of StoreProc
- * 仓库/背包 处理流程
- * ===========================
- * 尚待处理的流程:道具售出时貌似存在多种格式....
- * @author
- */
- class StoreProc {
- /**
- * 逻辑分发
- * 所有的Proc中必须有这样一个方法
- * @param type $req
- */
- static function procMain($req) {
- switch ($req->cmd) {
- case CmdCode::cmd_store_put: # 6401 放入仓库
- return StoreProc::AddItemInStore($req);
- case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
- return StoreProc::sellItem($req);
- case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
- return StoreProc::sellMultiItemFromStore($req);
- case CmdCode::cmd_store_use: # 6404 使用道具
- return StoreProc::useItem($req);
- case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
- return StoreProc::refreshStore($req);
- case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
- return StoreProc::decomposeItem($req);
- case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
- return StoreProc::ItemUpgrade($req);
- case CmdCode::cmd_store_GemCompose: # 6408 装备合成
- return StoreProc::composeItem($req);
- //
- case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
- return StoreProc::WearEquipToHero($req);
- case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
- return StoreProc::UnWieldEquip($req);
- case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
- return StoreProc::WearYanlingToHero($req);
- case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
- return StoreProc::UnWieldYanling($req);
- //
- case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
- return StoreProc::AddPacketNum($req);
- case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
- Err(ErrCode::err_method_obsoleted);
- // return StoreProc::MeltEquip($req);
- case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
- return StoreProc::composePieces($req);
- case CmdCode::cmd_store_Testcmd: # 6407 测试方法
- return StoreProc::Test($req);
- default:
- Err(ErrCode::cmd_err);
- }
- }
- /**
- * 测试方法
- * @param Req $req
- * @return type
- */
- static public function Test($req) {
- // return StoreProc::MeltEquip($req);
- }
- /**
- * [6404] 使用仓库道具
- * @param Req $req
- */
- static function useItem($req) {
- // return ResponseVo::ErrResponse($req, ErrCode::msg_method_obsoleted);
- $itemId = $req->paras[0]; # 道具id
- $num = 1; # 数量, 可选参数, 默认为1
- if (count($req->paras) > 1) { # 如果传了,
- $num = $req->paras[1]; # 提取可选参数: 道具数量
- } # end 提取参数
- $typeId = substr($itemId, 0, 3); # 道具分类前缀
- switch ($typeId) { # 使用道具()
- case '701': # 宝箱
- $resp = Boxes::OpenBox($req); # 调用开宝箱功能
- break;
- default : # 其他
- Err(ErrCode::store_itemcantuse);
- break;
- }
- return $resp;
- }
- /**
- * [6405] 刷新仓库列表
- * @param Req $req
- */
- static function refreshStore($req) {
- StoreProc::CheckItemNum($req);
- $result = array(
- 'store' => $req->userInfo->game->store
- );
- return Resp::ok($result);
- }
- //
- // <editor-fold defaultstate="collapsed" desc=" 物品升级 ">
- /**
- * [6408] 物品的升级
- * @param Req $req
- * @return type
- */
- static function ItemUpgrade($req) {
- $mem = $req->mem;
- $uid = $req->paras[0]; //获取物品uid
- $money = $req->paras[1]; //需要的手工费
- $resp = new Resp();
- $user = $req->userInfo->game; # user引用
- $ary = $req->paras[3]; //获取物品的结构数组
- foreach ($ary as $value) {
- $itemId = $value[1];
- $uid = $value[2];
- if ($uid < 1) {
- Err(ErrCode::paras_err);
- }
- $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
- if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
- Err(ErrCode::store_removefail);
- }
- $item = GameConfig::item_getItem($itemId); //ConstProc::getItemConst($itemId);
- if ($item == null) { //2.检测是否存在装备的原始数据
- Err(ErrCode::err_const_no);
- }
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); //返回必须是object
- }
- $bDeal = UserGameModel::Consume_Gold($user, $money);
- if ($bDeal) {
- ActiveProc::ChangeTaskCount($req);
- $result = array(
- 'store' => $req->userInfo->game->store,
- 'resp' => "succeed!"
- );
- $resp = Resp::ok($result);
- } else {
- Err(ErrCode::notenough_gold_msg);
- }
- if (0 == $resp->err) {
- StoreProc:: UpdateItem($req);
- $result = array(
- 'store' => $req->userInfo->game->store,
- 'resp' => "succeed!"
- );
- $resp = Resp::ok($result);
- }
- StoreProc::CheckItemNum($req);
- return $resp;
- }
- /**
- * 更新单个物品属性
- * @param Req $req
- */
- private static function UpdateItem($req) {
- $store = $req->userInfo->game->store;
- $uid = $req->paras[0]; //获取物品uid
- $obj = $req->paras[2]; //获取物品的结构数组
- $itemLevel = 0;
- $bUplevel = false;
- foreach ($obj as $key => $value) {
- if ($key === "level") {
- if (CommUtil::isPropertyExists($store->equipment->$uid, $key)) {
- if ($store->equipment->$uid->$key < $value) {
- $bUplevel = true;
- $itemLevel = $value;
- }
- } else {
- if ($value > 1) {
- $bUplevel = true;
- $itemLevel = $value;
- }
- }
- }
- if ($bUplevel) {
- $item = GameConfig::item_getItem($store->equipment->$uid->typeId);
- if ($item == null) { //2.检测是否存在装备的原始数据
- Err(ErrCode::err_const_no);
- }
- // 推送系统消息
- SystemProc::insertWeapon_promoteUp($req->zoneid, $req->uid, $req->userInfo->game->name, $item->name, $itemLevel);
- }
- $store->equipment->$uid->$key = $value;
- }
- UserProc::updateUserInfo($req);
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); //返回必须是object
- return $resp;
- }
- /**
- *
- * @param type $req
- * @return type
- * @deprecated since version 0
- */
- static function UpgradeMeltEquip($req) {
- $store = $req->userInfo->game->store;
- $uid = $req->paras[0]; //获取物品uid
- // echo var_export($uid);
- $itemId = $store->equipment->$uid->typeId;
- $item = GameConfig::item_getItem($itemId);
- if ($store->equipment->$uid->melt_level > $item->melt_level) {
- $meltLevel = $store->equipment->$uid->melt_level;
- } else {
- $meltLevel = $item->melt_level;
- }
- $meltLevel++;
- $melt = GameConfig::smelting_getItem($meltLevel);
- // var_dump($melt);
- if ($melt == null) { ////在装备熔炼等级表里找不到该等级的熔炼规则
- Err(ErrCode::err_const_no);
- }
- $attrib = $melt->attribute; ////当前熔炼等级成功后属性加成
- foreach ($item as $key => $value) {
- if ($key === "melt_level") {
- $store->equipment->$uid->$key = $meltLevel;
- }
- if ($key === "gongji") {
- if ($store->equipment->$uid->$key > $value) {
- $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
- } else {
- $store->equipment->$uid->$key = (int) ($value * $attrib);
- }
- }
- if ($key === "fangyu") {
- if ($store->equipment->$uid->$key > $value) {
- $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
- } else {
- $store->equipment->$uid->$key = (int) ($value * $attrib);
- }
- }
- if ($key === "hp") {
- if ($store->equipment->$uid->$key > $value) {
- $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
- } else {
- $store->equipment->$uid->$key = (int) ($value * $attrib);
- }
- }
- if ($key === "minjie") {
- if ($store->equipment->$uid->$key > $value) {
- $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
- } else {
- $store->equipment->$uid->$key = (int) ($value * $attrib);
- }
- }
- if ($key === "baoji") {
- if ($store->equipment->$uid->$key > $value) {
- $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
- } else {
- $store->equipment->$uid->$key = (int) ($value * $attrib);
- }
- }
- }
- //
- // $EquipObj = $store->equipment->$uid;
- // ////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.
- // if ($EquipObj) {
- // foreach ($EquipObj as $key=> $value) {
- // if ($key === "melt_level") {
- // $key=$meltLevel;
- // }
- // if ($key === "melt_level") {
- // $key=$meltLevel;
- // }
- // }
- // }
- // echo var_export($store);
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); //返回必须是object
- return $resp;
- }
- static function getItemProperty($req) {
- $store = $req->userInfo->game->store;
- $uid = $req->paras[0]; //获取物品uid
- // echo var_export($uid);
- $itemId = $store->equipment->$uid->typeId;
- $item = GameConfig::item_getItem($itemId);
- }
- /**
- * [6409] 合成道具
- * @param Req $req
- */
- static public function composeItem($req) {
- $resp = \Resp::err(ErrCode::err_method_notimplement);
- $store = $req->userInfo->game->store;
- // 解析客户端参数
- $lowitemId = $req->paras[0]; // 道具id
- $usenum = $req->paras[1]; // 数量
- $highitemId = $req->paras[2]; // 道具id
- $addnum = $req->paras[3]; // 数量
- $gold = $req->paras[4]; // 需要的手续费
- echo var_export($gold);
- $user = $req->userInfo->game; # user引用
- if ($usenum < 3) {
- Err(ErrCode::paras_err, "数量非法!");
- }
- //1.从仓库里移除这个道具
- $ok = StoreProc::removeItemFromStore($store, $lowitemId, $usenum); // 支持移除指定数量
- //如果仓库道具移出时出错,则直接返回错误
- if ($ok != ErrCode::ok) {
- Err($ok);
- }
- $bDeal = UserGameModel::Consume_Gold($user, $gold);
- if ($bDeal) {
- ActiveProc::ChangeTaskCount($req);
- $store->items->$highitemId += $addnum;
- UserProc::updateUserInfo($req);
- # 准备返回值
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); //返回必须是object
- } else {
- Err(ErrCode::notenough_gold_msg);
- }
- StoreProc::CheckItemNum($req);
- return $resp;
- }
- /**
- * [6409] 合成碎片(几个碎片合成获得同品质或者更高品质的新碎片)
- * @param Req $req
- */
- static public function composePieces($req) {
- $resp = Resp::err(ErrCode::err_method_notimplement);
- $store = $req->userInfo->game->store;
- // 解析客户端参数
- $piecesid1 = $req->paras[0]; // 碎片id1
- $piecesid2 = $req->paras[1]; // 碎片id2
- $piecesid3 = $req->paras[2]; // 碎片id3
- $user = $req->userInfo->game; # user引用
- $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
- //1.从仓库里移除这个道具
- for ($i = 0; $i < count($pieceslist); $i++) {
- $ok = StoreProc::removeItemFromStore($store, $pieceslist[$i], 1); // 支持移除指定数量
- if ($ok != ErrCode::ok) {
- break;
- }
- }
- //如果仓库道具移出时出错,则直接返回错误
- if ($ok != ErrCode::ok) {
- Err($ok);
- }
- $gold = glc()->Compose_Pieces_Gold; ////临时用这个来算,等刷过数据再说
- echoLine($gold);
- $bDeal = UserGameModel::Consume_Gold($user, $gold);
- if ($bDeal) {
- ActiveProc::ChangeTaskCount($req);
- $reward = StoreProc::composePiecesProbability($req);
- StoreProc::addSegmentIntoStore($store, $reward);
- UserProc::updateUserInfo($req);
- # 准备返回值
- $result = array(
- 'reward' => $reward,
- 'store' => $req->userInfo->game->store,
- 'resp' => "succeed!"
- );
- $resp = Resp::ok($result);
- } else {
- Err(ErrCode::notenough_gold_msg);
- }
- StoreProc::CheckItemNum($req);
- return $resp;
- }
- ////合成碎片时的概率
- static public function composePiecesProbability($req) {
- $piecesid1 = $req->paras[0]; // 碎片id1
- $piecesid2 = $req->paras[1]; // 碎片id2
- $piecesid3 = $req->paras[2]; // 碎片id3
- $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
- ///权重和值
- $weight = 0;
- for ($i = 0; $i < count($pieceslist); $i++) {
- $segmentid = $pieceslist[$i];
- $segItem = GameConfig::segment_getItem($segmentid); /////获取该碎片的信息
- $WeightItem = GameConfig::segment_ronghe_getItem($segItem->quailty); ///通过品质来获取权重
- $weight += $WeightItem->weight;
- }
- $reward = StoreProc::GetRewarByWeight($weight);
- //////根据最终三个碎片的权重值和来判断该品质的获取概率。
- ////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%)
- //
- // ////为了数值设置表和填数据方便,将两个表合成为一个表
- //
- ////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。
- return $reward;
- }
- static public function GetRewarByWeight($weight) {
- for ($i = 0; $i < 5; $i++) {
- $item = GameConfig::segment_ronghe_getItem($i + 1);
- // $RewardList[]=$item;
- $ary = explode(";", $item->probability);
- foreach ($ary as $value) {
- $val = explode(",", $value);
- $weig = $val[0]; //达到的权重值
- $prob = $val[1]; //该权重下的获取概率
- if ($weight >= $weig) {
- $probList[$i] = $prob;
- }
- }
- }
- $rnd = CommUtil::random(1, 10000);
- $start = 0;
- $rew = 0;
- for ($i = 0; $i < 5; $i++) {
- if ($start < $rnd && $rnd <= $start + $probList[$i]) { # 落入区间
- $rew = $i + 1; # 记录物品
- break;
- }
- $start += $probList[$i]; # 继续判断是否落入下一物品的区间
- }
- // $piecesDataBaseList= GameConfig::segment();////获取所有的碎片数据表
- $tmpPiecesList = GameConfig::segment_byPinzhi_getItem($rew, 1);
- // foreach ($piecesDataBaseList as $typeId => $value)
- // {
- // // $value->
- // // echo var_dump($value);
- // if ($value->itemType==1) ////是英雄碎片
- // {
- // if( $value->quailty==$rew) ///碎片品质是指定品质
- // {
- // $tmpPiecesList[]=$typeId; ///保存到一个临时表里。
- // }
- // }
- // }
- $tmprnd = CommUtil::random(0, count($tmpPiecesList) - 1);
- return $tmpPiecesList[$tmprnd]->typeId;
- }
- // </editor-fold>
- // --------------- 以下为辅助方法 ------------------
- //
- // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
- /**
- * 从仓库中移除指定数量的物品
- * @param UserGameModel $user
- * @param type $itemId
- * @param type $itemcount
- * @return type
- */
- static function removeItemFromStore($store, $itemId, $itemcount) {
- $typeId = substr($itemId, 0, 3);
- switch ($typeId) {
- case '307': #经验书
- case '305': #扫荡券
- case '304': # 宝石
- if (CommUtil::isPropertyExists($store->items, $itemId)) { //
- if ($store->items->$itemId >= $itemcount) { // 数量足够
- $store->items->$itemId -= $itemcount;
- if ($store->items->$itemId == 0) {
- unset($store->items->$itemId);
- }
- return ErrCode::ok;
- } else {
- return ErrCode::store_itemnotenough; // 道具数量不足
- }
- } else {
- return ErrCode::store_itemno_err;
- }
- break;
- case '310': # 碎片
- case '311': # 碎片
- case '312': # 碎片
- case '313': #装备 碎片
- case '314': #装备 碎片
- case '315': #装备 碎片
- if (CommUtil::isPropertyExists($store->segement, $itemId)) { //
- if ($store->segement->$itemId >= $itemcount) { // 数量足够
- $store->segement->$itemId -= $itemcount;
- if ($store->segement->$itemId == 0) {
- unset($store->segement->$itemId);
- }
- return ErrCode::ok;
- } else {
- return ErrCode::store_itemnotenough; // 道具数量不足
- }
- } else {
- return ErrCode::store_itemno_err;
- }
- break;
- default : # 其他
- Err(ErrCode::store_itemcantuse);
- break;
- }
- }
- /**
- * 从仓库移出
- * @param type $itemId
- * @param StoreModel $store
- * @return boolean
- */
- static function removeFromStore($itemId, &$store) {
- //return ErrCode::succeed;
- $typid = substr("$itemId", 0, 3); # 取道具分类
- $ok = false;
- switch ($typid) {
- case "101": # 英雄 错误了的路径
- break;
- case '102': # 英雄碎片
- if (CommUtil::isPropertyExists($store->segement, "$itemId") && $store->segement->$itemId > 0) {
- $store->segement->$itemId -= 1;
- $ok = true;
- }
- break;
- case "203": # 宝箱
- if (CommUtil::isPropertyExists($store->boxes, "$itemId") && $store->boxes->$itemId > 0) {
- $store->boxes->$itemId -= 1;
- $ok = true;
- }
- break;
- default:
- break;
- }
- return $ok;
- }
- /**
- * 从仓库移出装备
- * @param type $itemId uid
- * @param StoreModel $store
- * @return boolean
- */
- static function removeEquipFromStore($uid, $typeId, &$req) {
- $ok = false;
- echo var_export($uid);
- if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
- // $con= ConstProc::getItemConst($req->mem, $req->userInfo->game->store->equipment->$uid->typeId);
- echo var_export($req->userInfo->game->store->equipment->$uid->typeId);
- if ($typeId == $req->userInfo->game->store->equipment->$uid->typeId) {
- echo "typeid相同";
- unset($req->userInfo->game->store->equipment->$uid);
- $ok = true;
- } else {
- echo "typeid检验错误";
- }
- }
- return $ok;
- }
- /**
- * 从仓库移除碎片
- * @param StoreModel $store
- * @param int $segmentId
- * @param int $num
- * @return bool 成功/失败
- */
- static function removeSegmetFromStore($store, $segmentId, $num = 1) {
- if (CommUtil::isPropertyExists($store->segement, $segmentId) #
- && $store->segement->$segmentId >= $num) {
- $store->segement->$segmentId -= $num;
- return TRUE;
- }
- return false;
- }
- /**
- * 向仓库添加碎片
- * @param StoreModel $store
- * @param int $segmentId
- * @param int $num
- */
- static function addSegmentIntoStore($store, $segmentId, $num = 1) {
- if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
- $store->segement->$segmentId += $num;
- } else {
- $store->segement->$segmentId = $num;
- }
- }
- /**
- * 计算玩家仓库中某种符石/道具的数量
- * @param type $map
- * @param type $stoneid
- * @return type
- */
- static function GetStoneCount($map, $stoneid) {
- $ret = 0;
- if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
- $ret = $map->store->stones->
- $stoneid;
- }
- return $ret;
- }
- /**
- * 从仓库移除符石(道具)
- * @param MapModel $map
- * @param int $stoneid
- * @param int $num
- */
- static function RemoveStoneFromStore(&$map, $stoneid, $num = 1) {
- if ($num <= 0) {
- return $num;
- }
- $ret = 0;
- if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
- $left = $map->store->stones->$stoneid - $num;
- if ($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.
- $map->store->stones->$stoneid -= $num;
- $ret = $num;
- }
- }
- return $ret;
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
- /**
- * 将其他物品放入仓库
- * @param type $itemId
- * @param UserGameModel $game
- */
- static function PutItemInStore($itemId, &$game) {
- if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
- $game->store->items->$itemId += 1;
- } else {// 如果仓库中没有这种元素,则其数目置1
- $game->store->items->$itemId = 1;
- }
- }
- /**
- * 检测是否允许放入仓库
- * @param BuildModel $build
- * @return type
- */
- static function canPutInStore($build) {
- if ($build->categoryId == INIT_HABITID) {
- return ErrCode::ok;
- }
- return ErrCode::store_putinto;
- }
- /**
- * 解包多种物品到玩家身上 【警告】此函数的异常处理功能残废,不安全
- * 检测如果当前物品格子大于物品总数,则可以获取战利品,否则不可以
- * @param Req $req
- * @param string $goodsStr itemid,num;itemid,num;...
- * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
- * @deprecated since version 0
- * @return type
- */
- public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
- $user = $req->userInfo->game;
- $ary = explode(";", $goodsStr);
- foreach ($ary as $value) {
- $val = explode(",", $value);
- $itemId = $val[0];
- $num = $val[1]; //数量
- $str1 = substr($itemId, 0, 3); # prefix
- switch ($str1) {
- // 10x 怪物卡或者英雄卡牌获取
- case "101":
- case "202":
- case "201":
- // if (1 == $src && $user->heros->maxCollectCount <= StoreProc::CheckHeroNum($req)) {
- // # 战斗模块获得的英雄,超过上限丢弃
- // 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
- // } else {
- // HeroProc::AddHeroTFromStore($req, $itemId);
- // }
- break;
- // 30x 装备物品的获取.
- case "301":
- case "302":
- case "303":
- if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
- StoreProc::PutEquipInStore($itemId, $req);
- }
- break;
- //宝石的获取 + 抽奖券+经验书
- case "304":
- case "305":
- case "307":
- if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
- StoreProc:: PutOverlyingItemInStore($itemId, $num, $req);
- }
- break;
- // // 31x 碎片
- case "310": # 英雄碎片
- case "311": # 小怪碎片
- case "312": # boss碎片
- case "313": # 装备碎片
- case "314": # 装备碎片
- case "315": # 装备碎片\
- if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
- StoreProc::addSegmentIntoStore($req->userInfo->game->store, $itemId, $num);
- }
- break;
- case "701": # 宝箱
- case "702":
- case "703":
- case "704":
- StoreProc::putBoxexInStore($req->userInfo->game->store, $itemId, $num);
- break;
- // 游戏内货币的获取
- case "399":
- switch ($itemId) {
- case META_CASH_ITEMID: # 钻石
- UserGameModel::Add_Cash($req->userInfo->game, $num);
- break;
- case META_GOLD_ITEMID: # 金币
- UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $num);
- break;
- case META_tili_ITEMID: # 体力
- UserGameModel::Add_tili($req, $num);
- break;
- case META_FriendShipPoit_ItemId: # 友情
- UserGameModel::Add_FriendPoint($req->userInfo->game, $num);
- break;
- default :
- }
- break;
- ////熔炼元素的获取
- case "388":
- // StoreProc::PutElementInStore($itemId, $num, $req);
- break;
- default:
- break;
- }
- }
- // // 更新数据库数据
- UserProc::updateUserInfo($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)
- return ErrCode::ok; // 返回
- }
- /// 物品类型,物品typeid,物品数量
- public static function AddItemInStore($req) {
- $itemType = $req->paras[0];
- $itemId = $req->paras[1];
- $num = $req->paras[2]; //数量
- if ($itemType < 4) {
- StoreProc::PutEquipInStore($itemId, $req);
- } else if ($itemType == 4) {
- StoreProc:: PutOverlyingItemInStore($itemId, $num, $req);
- } else if ($itemType == 10) {
- StoreProc:: PutOverlyingItemInStore($itemId, $num, $req); ///准备添加其他
- }
- // 更新数据库数据
- UserProc::updateUserInfo($req);
- // 返回
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); //返回必须是object
- return $resp;
- }
- /**
- * 将装备放入背包
- * @param type $itemId
- * @param Req $req
- */
- static function PutEquipInStore($itemId, &$req) {
- $privateState = $req->userInfo->game->privateState;
- if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
- $req->userInfo->game->privateState->currentId = 1;
- }
- $cid = $req->userInfo->game->privateState->currentId++;
- $equip = ObjectInit();
- $equip->typeId = $itemId;
- $req->userInfo->game->store->equipment->$cid = $equip;
- return $cid;
- // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
- }
- /**
- * 将可叠加物品放入背包
- * @param type $itemId
- * @param UserGameModel $game
- */
- static function PutOverlyingItemInStore($itemId, $num, &$req) {
- // $game->userInfo->game;
- if (CommUtil::isPropertyExists($req->userInfo->game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
- $req->userInfo->game->store->items->$itemId += $num;
- } else {// 如果仓库中没有这种元素,则其数目置1
- $req->userInfo->game->store->items->$itemId = $num;
- }
- }
- /**
- * 物品包裹打散成独立道具到仓库
- * @param GoodsItemModel $itemModel
- * @param Req $req
- * @return type
- */
- static function addSeprateItem($itemModel, $req) {
- // var_dump($itemModel);
- $user = $req->userInfo->game;
- $store = $req->userInfo->game->store;
- $itemContent = JsonUtil::decode($itemModel->content);
- foreach ($itemContent as $itemId => $itemNum) {
- if ($itemId == META_GOLDITEMID) { # 如果是金币 1
- UserModel::Add_Gold($user, $itemNum);
- } else if ($itemId == META_CASHITEMID) { # 如果是宝石 2
- UserModel::present_cash($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
- } else if ($itemId == META_SPAEITEMID) { # 如果是能量块 3
- $user->spar += $itemNum;
- } else if ($itemId == META_YUANBAOITEMID) { # 元宝,后加的只能采用字段补偿机制 7
- PayProc::m_AddUserYuanbao($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
- } else { // 否则就是道具
- $typid = substr("$itemId", 0, 3);
- switch ($typid) {
- case "101": # 英雄
- if (property_exists($user->heros, $itemId)) {
- DebugHelper::var_dump(" 已经有了xxx英雄了.");
- } else { # 给玩家创建一个英雄
- $hero = new HeroModel();
- $instanceID = now();
- $heroID = $itemId;
- $hero->reInit($heroID, $instanceID);
- $user->heros->$heroID = $hero;
- }
- break;
- case '102': # 碎片
- if (CommUtil::isPropertyExists($store->segement, $itemId)) {
- $store->segement->$itemId += $itemNum;
- } else {
- $store->segement->$itemId = $itemNum;
- }
- break;
- case '203': # 宝箱
- if (CommUtil::isPropertyExists($store->boxes, $itemId)) {
- $store->boxes->$itemId += $itemNum;
- } else {
- $store->boxes->$itemId = $itemNum;
- }
- break;
- default :
- break;
- }
- // for ($i = 0; $i < $itemNum; $i++) {
- // $store->items[] = $itemId;
- // }
- }
- // break; # 不会循环的,一个物品中只有第一个道具配置生效,否则
- }
- UserProc::updateUserInfo($req);
- # 添加活动记录
- // self::checkActiveItem($req, $itemModel);
- }
- /**
- * [6417] 给英雄装上言灵
- * @param req $req
- * @return type
- */
- static function WearYanlingToHero($req) {
- $user = $req->userInfo->game; # user引用
- list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
- if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
- Err(ErrCode::store_itemno_err);
- }
- $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
- if ($yanlingVo->herouid > 0 && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
- Err(ErrCode::store_equipWeared_err);
- }
- $collectHeros = $user->heros->collectHeros; # 英雄集合
- if (!$collectHeros) { # 防御对象为空
- Err(ErrCode::err_innerfault);
- }
- if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
- Err(ErrCode::hero_no);
- }
- $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
- $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
- if ($oldYLid > 0) { # 代表替换操作
- $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
- }
- $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
- UserProc::updateUserInfo($req); # 5.回写数据
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); // 返回
- // StoreProc::CheckItemNum($req);
- return $resp;
- }
- /**
- * [6416] 给英雄卸下言灵
- * @param req $req
- * @return type
- */
- static function UnWieldYanling($req) {
- $user = $req->userInfo->game; # user引用
- list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 拥有该装备的英雄的UID
- $collectHeros = $user->heros->collectHeros;
- if (!$collectHeros) {
- Err(ErrCode::err_innerfault);
- }
- if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检测是否存在拥有该装备的英雄
- Err(ErrCode::hero_no);
- }
- if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该装备
- Err(ErrCode::store_itemno_err);
- }
- if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
- $user->store->yanling->$yanling_uid->herouid = 0;
- }
- if ($collectHeros->$herouid->yanling->$itemtype->itemuid != $yanling_uid) {
- Err(ErrCode::store_noequip_err);
- }
- $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
- UserProc::updateUserInfo($req); # 回写数据
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); // 返回
- // StoreProc::CheckItemNum($req);
- return $resp;
- }
- /**
- * [6410] 给英雄穿装备
- * @param req $req
- * @return type
- */
- static function WearEquipToHero($req) {
- $user = $req->userInfo->game; # user引用
- list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
- if (!CommUtil::isPropertyExists($user->store->equipment, $equipuid)) { # 检测是否存在该装备
- Err(ErrCode::store_itemno_err);
- }
- $equipVo = $user->store->equipment->$equipuid; # 取装备对象
- if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
- if ($equipVo->herouid != $herouid) {
- Err(ErrCode::store_equipWeared_err);
- }
- $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
- }
- $collectHeros = $user->heros->collectHeros;
- if (!$collectHeros) { # 防御对象为空
- Err(ErrCode::err_innerfault);
- }
- if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查是否存在需要装备的英雄
- Err(ErrCode::hero_no);
- }
- $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
- $oldEquipId = 0;
- switch ($itemtype) { # 添加或替换英雄该部位的装备
- case 1: # 武器
- $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
- $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
- break;
- case 2: # 防具
- $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
- $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
- break;
- case 3: # 饰品
- $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
- $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
- break;
- default :
- Err(ErrCode::store_equip_type);
- break;
- }
- if ($oldEquipId > 0) {
- $user->store->equipment->$oldEquipId->herouid = 0;
- }
- UserProc::updateUserInfo($req); // 5.回写数据
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); // 返回
- // StoreProc::CheckItemNum($req);
- return $resp;
- }
- /**
- * [6411] 给英雄脱装备
- * @param req $req
- * @return type
- */
- static function UnWieldEquip($req) {
- $user = $req->userInfo->game; # user引用
- list($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
- $collectHeros = $user->heros->collectHeros;
- if (!$collectHeros) {
- Err(ErrCode::err_innerfault);
- }
- if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检测是否存在拥有该装备的英雄
- Err(ErrCode::hero_no);
- }
- if (!CommUtil::isPropertyExists($user->store->equipment, $equipuid)) { # 检测是否存在该装备
- Err(ErrCode::store_itemno_err);
- }
- if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
- $user->store->equipment->$equipuid->herouid = 0;
- }
- switch ($itemtype) { # 检测该装备是否装备在该英雄身上
- case 1: # 武器
- if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
- Err(ErrCode::store_noequip_err);
- }
- $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
- break;
- case 2: # 防具
- if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
- Err(ErrCode::store_noequip_err);
- }
- $collectHeros->$herouid->equip->armor->itemuid = 0;
- break;
- case 3: # 饰品
- if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
- Err(ErrCode::store_noequip_err);
- }
- $collectHeros->$herouid->equip->ring->itemuid = 0;
- break;
- default :
- Err(ErrCode::store_equip_type);
- }
- UserProc::updateUserInfo($req); # 回写数据
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); // 返回
- // StoreProc::CheckItemNum($req);
- return $resp;
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
- /**
- * 将宝箱放入仓库
- * @param StoreModel $store
- * @param int $boxId 宝箱类型编号
- * @param int $num 数量
- */
- static function putBoxexInStore($store, $boxId, $num) {
- if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
- $store->boxes->$boxId += $num;
- } else {
- $store->boxes->$boxId = $num;
- }
- }
- public static function CheckHeroNum($req) {
- $heroNum = 0;
- $gamedata = $req->userInfo->game;
- $HeroObj = $gamedata->heros->collectHeros;
- if ($HeroObj) {
- foreach ($HeroObj as $value) {
- $heroNum++;
- }
- }
- return $heroNum;
- }
- /**
- * 检查背包中物品的个数
- * @param type $req
- * @return int
- */
- public static function CheckItemNum($req) {
- $ItemObj = $req->userInfo->game->store->items;
- $EquipObj = $req->userInfo->game->store->equipment;
- $SegementObj = $req->userInfo->game->store->segement;
- $HeroObj = $req->userInfo->game->heros->collectHeros;
- $ItemNum = 0;
- ////检查宝石类可叠加物品的格子占用
- if ($ItemObj) {
- foreach ($ItemObj as $value) {
- $ItemNum++;
- }
- }
- if ($SegementObj) {
- foreach ($SegementObj as $value) {
- $ItemNum++;
- }
- }
- ////检测装备类物品格子占用
- if ($EquipObj) {
- foreach ($EquipObj as $value) {
- $ItemNum++;
- }
- }
- ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
- if ($HeroObj) {
- foreach ($HeroObj as $value) {
- // echo var_dump($HeroObj);
- $HeroEquipId = $value->equip->weapon->itemuid;
- if ($HeroEquipId > 0) {
- $ItemNum--;
- }
- $HeroEquipId = $value->equip->armor->itemuid;
- if ($HeroEquipId > 0) {
- $ItemNum--;
- }
- $HeroEquipId = $value->equip->ring->itemuid;
- if ($HeroEquipId > 0) {
- $ItemNum--;
- }
- }
- }
- $req->userInfo->game->privateState->ItemNum = $ItemNum;
- return $ItemNum;
- }
- /**
- * 获取物品格子的上限值
- * @param type $req
- * @return int 上限数值
- */
- public static function GetItemMaxNum($req) {
- $g = glc();
- if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "maxItemNum")) {
- $req->userInfo->game->privateState->maxItemNum = $g->Item_Packet_MaxNum;
- }
- return $req->userInfo->game->privateState->maxItemNum;
- }
- public static function AddPacketNum($req) {
- $g = glc();
- // $user = $req->userInfo->game; # user引用
- if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "maxItemNum")) {
- $req->userInfo->game->privateState->maxItemNum = $g->Item_Packet_MaxNum;
- }
- $costCash = $g->Item_Packet_NumCostCash;
- $bDeal = false;
- if ($costCash > 0) {
- if ($req->userInfo->game->cash < $costCash) {
- Err(ErrCode::notenough_spar);
- }
- $bDeal = UserGameModel::Consume_Cash($req->userInfo->game, $costCash);
- } else {
- Err(ErrCode::paras_err);
- }
- //6.进行消耗
- if ($bDeal) {
- $req->userInfo->game->privateState->maxItemNum += 10;
- UserProc::updateUserInfo($req);
- $result = ObjectInit();
- $result->maxItemNum = $req->userInfo->game->privateState->maxItemNum;
- $resp = Resp::ok($result);
- }
- StoreProc::CheckItemNum($req);
- return $resp;
- }
- // </editor-fold>
- //
- // -------------- 已废弃的代码 -------------------------------
- //
- // <editor-fold defaultstate="collapsed" desc=" --- 已废弃的代码 --- ">
- //
- /**
- * 符石放入仓库
- * @param type $itemId
- * @param MapModel $map
- */
- static function putStoneInStore($itemId, $itemNum, &$map) {
- if (!CommUtil::isPropertyExists($map->store, "stones")) {
- $map->store->stones = ObjectInit();
- }
- if (CommUtil::isPropertyExists($map->store->stones, $itemId)) {
- $map->store->stones->$itemId += $itemNum;
- } else {// 如果仓库中没有这种元素,则其数目置1
- $map->store->stones->$itemId = $itemNum;
- }
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 出售 ">
- //
- // /**
- // * 从仓库出售可叠加物品
- // * @param RequestVo $req
- // * @return type
- // */
- // static function sellGemFromStore($req)
- // {
- // $resp = new ResponseVo();
- // $mem = $req->mem;
- // // $user = $req->userInfo->user;
- // $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
- ////客户端参数解析
- // $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
- // $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
- // $count = intval($req->paras[2]); // 数量
- //
- // ////0是type 1是itemid,2是uid,3是数量
- //
- // if (4 == $type) { // 从仓库出售宝石 出售可叠加的物品
- //
- // $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
- //
- ////1.如果仓库道具移出时出错,则直接返回错误
- // if ($ok != ErrCode::succeed) {
- // $resp = ResponseVo::ErrResponse($req, $ok);
- //
- // } else {
- // // echo "弄弄";
- // $gem = ConstProc::getItemConst ($mem, $itemId);
- // echo var_export($gem);
- ////2.检测是否存在该物品的原始物种
- // if ($gem == null) {
- // $resp = ResponseVo::ErrResponse($req, ErrCode::err_godpet_noconst);
- // } else {
- // // 发金币
- //
- // UserGameModel::Add_Gold($mem, $req->userInfo->game,$gem->maijia *$count );
- //
- // $resp = ResponseVo::RetResponse($req, "succeed!");
- //
- // UserProc::updateUserInfo($req);
- //
- // }
- // }
- // } else if (1 == $type) { # 建筑 // 其它
- // if ($count > 1) {
- // $resp = ResponseVo::ErrResponse($req, ErrCode::err_msg_paras);
- // } else {
- // $ok = StoreProc::removeFromStore($itemId, $map); # 从仓库移除
- // if ($ok) {//1.如果仓库道具移出时出错,则直接返回错误
- // $resp = ResponseVo::ErrResponse($req, ErrCode::err_store_removefail);
- // } else {
- // $build = ConstProc::getBuildConst($mem, $itemId);
- // if (build == null) { //2.检测是否存在建筑的原始数据
- // $resp = ResponseVo::errResponse($req->oid, $req->msgid, ErrCode::err_build_noconst);
- // } else {
- // UserModel::Add_Gold($user, JsonUtil::decode($build->sellPrice)->g); # 加金币
- // $resp = ResponseVo::myRetResponse($req, "succeed!"); # 返回值
- // //成就触发--获取金币
- // /// AchievementProc::dealAchievementState($req, $resp, AchievementProc::Gold);
- // UserProc::updateUserInfo($req);
- // }
- // }
- // }
- // }
- // }
- //
- //
- //
- //
- //
- //
- //
- /**
- * 出售单一的物品
- * @param Req $req
- * @return type
- */
- static function sellItem($req) {
- $resp = new Resp();
- $mem = $req->mem;
- // $user = $req->userInfo->user;
- $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
- //客户端参数解析
- $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
- $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
- if ($type > 3) {
- $count = intval($req->paras[2]); // 数量
- $uid = 0;
- } else {
- $count = 1;
- $uid = $req->paras[2];
- }//物品的uid
- ////0是type 1是itemid,2是uid或者是数量
- if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
- $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
- //1.如果仓库道具移出时出错,则直接返回错误
- if ($ok != ErrCode::ok) {
- Err($ok);
- }
- // echo "弄弄";
- $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
- echo var_export($gem);
- //2.检测是否存在该物品的原始物种
- if ($gem == null) {
- Err(ErrCode::err_godpet_noconst);
- }
- // 发金币
- UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->maijia * $count);
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret);
- UserProc::updateUserInfo($req);
- } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
- $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
- //1.如果仓库道具移出时出错,则直接返回错误
- if ($ok != ErrCode::ok) {
- Err($ok);
- }
- // echo "弄弄";
- $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
- // echo var_export($gem);
- //2.检测是否存在该物品的原始物种
- if ($gem == null) {
- Err(ErrCode::err_godpet_noconst);
- }
- // 发金币
- UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->saleGoldPrice * $count);
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret);
- UserProc::updateUserInfo($req);
- } else if ($type < 4 && $type > 0) { # 这里是装备
- if ($count > 1) {
- Err(ErrCode::paras_err);
- }
- if ($uid < 1) {
- Err(ErrCode::paras_err);
- }
- $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
- if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
- Err(ErrCode::store_removefail);
- }
- $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
- if ($item == null) { //2.检测是否存在装备的原始数据
- Err(ErrCode::err_const_no);
- }
- UserGameModel::Add_Gold($mem, $req->userInfo->game, $item->maijia);
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); //返回必须是object
- UserProc::updateUserInfo($req);
- } else {
- Err(ErrCode::paras_err);
- }
- StoreProc::CheckItemNum($req);
- return $resp;
- }
- /**
- * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
- * @param Req $req
- * @return type
- */
- static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
- $resp = new Resp();
- $mem = $req->mem;
- // $user = $req->userInfo->user;
- $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
- //客户端参数解析
- ////0是type 1是itemid,2是uid或者是数量
- if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
- echoLine(":fs::");
- $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
- //1.如果仓库道具移出时出错,则直接返回错误
- if ($ok != ErrCode::ok) {
- Err($ok);
- }
- echo "弄弄";
- $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
- echo var_export($gem);
- //2.检测是否存在该物品的原始物种
- if ($gem == null) {
- Err(ErrCode::err_godpet_noconst);
- }
- // 发金币
- UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->maijia * $count);
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret);
- } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
- $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
- //1.如果仓库道具移出时出错,则直接返回错误
- if ($ok != ErrCode::ok) {
- Err($ok);
- }
- // echo "弄弄";
- $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
- // echo var_export($gem);
- //2.检测是否存在该物品的原始物种
- if ($gem == null) {
- Err(ErrCode::err_godpet_noconst);
- }
- // 发金币
- UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->saleGoldPrice * $count);
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret);
- } else if ($type < 4 && $type > 0) { # 这里是装备
- if ($count > 1) {
- Err(ErrCode::paras_err);
- }
- if ($uid < 1) {
- Err(ErrCode::paras_err);
- }
- $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
- if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
- Err(ErrCode::store_removefail);
- }
- $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
- if ($item == null) { //2.检测是否存在装备的原始数据
- Err(ErrCode::err_const_no);
- }
- UserGameModel::Add_Gold($mem, $req->userInfo->game, $item->maijia);
- $ret = array('resp' => "succeed!");
- $resp = Resp::ok($ret); //返回必须是object
- } else {
- Err(ErrCode::paras_err);
- }
- return $resp;
- }
- /**
- * 从背包出售多个物品
- * @param Req $req
- * @return type
- */
- static function sellMultiItemFromStore($req) {
- $resp = new Resp();
- $obj = $req->paras[0]; //获取物品的结构数组
- echo var_export($obj);
- foreach ($obj as $value) {
- $type = $value[0];
- $itemId = $value[1];
- ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
- if ($type > 3) {
- $count = intval($value[2]); // 数量
- $uid = 0;
- } else {
- $count = 1;
- $uid = $value[2];
- }//物品的uid
- $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
- echo var_export($resp);
- #sellitem();
- }
- if (0 == $resp->err) {
- UserProc::updateUserInfo($req);
- }
- // echo var_export($resp);
- StoreProc::CheckItemNum($req);
- return $resp;
- }
- // </editor-fold>
- //
- }
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