StoreProc.php 59 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. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  119. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  120. Err(ErrCode::store_removefail);
  121. }
  122. $item = GameConfig::item_getItem($itemId); //ConstProc::getItemConst($itemId);
  123. if ($item == null) { //2.检测是否存在装备的原始数据
  124. Err(ErrCode::err_const_no);
  125. }
  126. $ret = array('resp' => "succeed!");
  127. $resp = Resp::ok($ret); //返回必须是object
  128. }
  129. $bDeal = UserGameModel::Consume_Gold($user, $money);
  130. if ($bDeal) {
  131. ActiveProc::ChangeTaskCount($req);
  132. $result = array(
  133. 'store' => $req->userInfo->game->store,
  134. 'resp' => "succeed!"
  135. );
  136. $resp = Resp::ok($result);
  137. } else {
  138. Err(ErrCode::notenough_gold_msg);
  139. }
  140. if (0 == $resp->err) {
  141. StoreProc:: UpdateItem($req);
  142. $result = array(
  143. 'store' => $req->userInfo->game->store,
  144. 'resp' => "succeed!"
  145. );
  146. $resp = Resp::ok($result);
  147. }
  148. StoreProc::CheckItemNum($req);
  149. return $resp;
  150. }
  151. /**
  152. * 更新单个物品属性
  153. * @param Req $req
  154. */
  155. private static function UpdateItem($req) {
  156. $store = $req->userInfo->game->store;
  157. $uid = $req->paras[0]; //获取物品uid
  158. $obj = $req->paras[2]; //获取物品的结构数组
  159. $itemLevel = 0;
  160. $bUplevel = false;
  161. foreach ($obj as $key => $value) {
  162. if ($key === "level") {
  163. if (CommUtil::isPropertyExists($store->equipment->$uid, $key)) {
  164. if ($store->equipment->$uid->$key < $value) {
  165. $bUplevel = true;
  166. $itemLevel = $value;
  167. }
  168. } else {
  169. if ($value > 1) {
  170. $bUplevel = true;
  171. $itemLevel = $value;
  172. }
  173. }
  174. }
  175. if ($bUplevel) {
  176. $item = GameConfig::item_getItem($store->equipment->$uid->typeId);
  177. if ($item == null) { //2.检测是否存在装备的原始数据
  178. Err(ErrCode::err_const_no);
  179. }
  180. // 推送系统消息
  181. SystemProc::insertWeapon_promoteUp($req->zoneid, $req->uid, $req->userInfo->game->name, $item->name, $itemLevel);
  182. }
  183. $store->equipment->$uid->$key = $value;
  184. }
  185. UserProc::updateUserInfo($req);
  186. $ret = array('resp' => "succeed!");
  187. $resp = Resp::ok($ret); //返回必须是object
  188. return $resp;
  189. }
  190. /**
  191. *
  192. * @param type $req
  193. * @return type
  194. * @deprecated since version 0
  195. */
  196. static function UpgradeMeltEquip($req) {
  197. $store = $req->userInfo->game->store;
  198. $uid = $req->paras[0]; //获取物品uid
  199. // echo var_export($uid);
  200. $itemId = $store->equipment->$uid->typeId;
  201. $item = GameConfig::item_getItem($itemId);
  202. if ($store->equipment->$uid->melt_level > $item->melt_level) {
  203. $meltLevel = $store->equipment->$uid->melt_level;
  204. } else {
  205. $meltLevel = $item->melt_level;
  206. }
  207. $meltLevel++;
  208. $melt = GameConfig::smelting_getItem($meltLevel);
  209. // var_dump($melt);
  210. if ($melt == null) { ////在装备熔炼等级表里找不到该等级的熔炼规则
  211. Err(ErrCode::err_const_no);
  212. }
  213. $attrib = $melt->attribute; ////当前熔炼等级成功后属性加成
  214. foreach ($item as $key => $value) {
  215. if ($key === "melt_level") {
  216. $store->equipment->$uid->$key = $meltLevel;
  217. }
  218. if ($key === "gongji") {
  219. if ($store->equipment->$uid->$key > $value) {
  220. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  221. } else {
  222. $store->equipment->$uid->$key = (int) ($value * $attrib);
  223. }
  224. }
  225. if ($key === "fangyu") {
  226. if ($store->equipment->$uid->$key > $value) {
  227. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  228. } else {
  229. $store->equipment->$uid->$key = (int) ($value * $attrib);
  230. }
  231. }
  232. if ($key === "hp") {
  233. if ($store->equipment->$uid->$key > $value) {
  234. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  235. } else {
  236. $store->equipment->$uid->$key = (int) ($value * $attrib);
  237. }
  238. }
  239. if ($key === "minjie") {
  240. if ($store->equipment->$uid->$key > $value) {
  241. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  242. } else {
  243. $store->equipment->$uid->$key = (int) ($value * $attrib);
  244. }
  245. }
  246. if ($key === "baoji") {
  247. if ($store->equipment->$uid->$key > $value) {
  248. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  249. } else {
  250. $store->equipment->$uid->$key = (int) ($value * $attrib);
  251. }
  252. }
  253. }
  254. //
  255. // $EquipObj = $store->equipment->$uid;
  256. // ////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.
  257. // if ($EquipObj) {
  258. // foreach ($EquipObj as $key=> $value) {
  259. // if ($key === "melt_level") {
  260. // $key=$meltLevel;
  261. // }
  262. // if ($key === "melt_level") {
  263. // $key=$meltLevel;
  264. // }
  265. // }
  266. // }
  267. // echo var_export($store);
  268. $ret = array('resp' => "succeed!");
  269. $resp = Resp::ok($ret); //返回必须是object
  270. return $resp;
  271. }
  272. static function getItemProperty($req) {
  273. $store = $req->userInfo->game->store;
  274. $uid = $req->paras[0]; //获取物品uid
  275. // echo var_export($uid);
  276. $itemId = $store->equipment->$uid->typeId;
  277. $item = GameConfig::item_getItem($itemId);
  278. }
  279. /**
  280. * [6409] 合成道具
  281. * @param Req $req
  282. */
  283. static public function composeItem($req) {
  284. $resp = \Resp::err(ErrCode::err_method_notimplement);
  285. $store = $req->userInfo->game->store;
  286. // 解析客户端参数
  287. $lowitemId = $req->paras[0]; // 道具id
  288. $usenum = $req->paras[1]; // 数量
  289. $highitemId = $req->paras[2]; // 道具id
  290. $addnum = $req->paras[3]; // 数量
  291. $gold = $req->paras[4]; // 需要的手续费
  292. echo var_export($gold);
  293. $user = $req->userInfo->game; # user引用
  294. if ($usenum < 3) {
  295. Err(ErrCode::paras_err, "数量非法!");
  296. }
  297. //1.从仓库里移除这个道具
  298. $ok = StoreProc::removeItemFromStore($store, $lowitemId, $usenum); // 支持移除指定数量
  299. //如果仓库道具移出时出错,则直接返回错误
  300. if ($ok != ErrCode::ok) {
  301. Err($ok);
  302. }
  303. $bDeal = UserGameModel::Consume_Gold($user, $gold);
  304. if ($bDeal) {
  305. ActiveProc::ChangeTaskCount($req);
  306. $store->items->$highitemId += $addnum;
  307. UserProc::updateUserInfo($req);
  308. # 准备返回值
  309. $ret = array('resp' => "succeed!");
  310. $resp = Resp::ok($ret); //返回必须是object
  311. } else {
  312. Err(ErrCode::notenough_gold_msg);
  313. }
  314. StoreProc::CheckItemNum($req);
  315. return $resp;
  316. }
  317. /**
  318. * [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)
  319. * @param Req $req
  320. */
  321. static public function composePieces($req) {
  322. $resp = Resp::err(ErrCode::err_method_notimplement);
  323. $store = $req->userInfo->game->store;
  324. // 解析客户端参数
  325. $piecesid1 = $req->paras[0]; // 碎片id1
  326. $piecesid2 = $req->paras[1]; // 碎片id2
  327. $piecesid3 = $req->paras[2]; // 碎片id3
  328. $user = $req->userInfo->game; # user引用
  329. $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
  330. //1.从仓库里移除这个道具
  331. for ($i = 0; $i < count($pieceslist); $i++) {
  332. $ok = StoreProc::removeItemFromStore($store, $pieceslist[$i], 1); // 支持移除指定数量
  333. if ($ok != ErrCode::ok) {
  334. break;
  335. }
  336. }
  337. //如果仓库道具移出时出错,则直接返回错误
  338. if ($ok != ErrCode::ok) {
  339. Err($ok);
  340. }
  341. $gold = glc()->Compose_Pieces_Gold; ////临时用这个来算,等刷过数据再说
  342. echoLine($gold);
  343. $bDeal = UserGameModel::Consume_Gold($user, $gold);
  344. if ($bDeal) {
  345. ActiveProc::ChangeTaskCount($req);
  346. $reward = StoreProc::composePiecesProbability($req);
  347. StoreProc::addSegmentIntoStore($store, $reward);
  348. UserProc::updateUserInfo($req);
  349. # 准备返回值
  350. $result = array(
  351. 'reward' => $reward,
  352. 'store' => $req->userInfo->game->store,
  353. 'resp' => "succeed!"
  354. );
  355. $resp = Resp::ok($result);
  356. } else {
  357. Err(ErrCode::notenough_gold_msg);
  358. }
  359. StoreProc::CheckItemNum($req);
  360. return $resp;
  361. }
  362. ////合成碎片时的概率
  363. static public function composePiecesProbability($req) {
  364. $piecesid1 = $req->paras[0]; // 碎片id1
  365. $piecesid2 = $req->paras[1]; // 碎片id2
  366. $piecesid3 = $req->paras[2]; // 碎片id3
  367. $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
  368. ///权重和值
  369. $weight = 0;
  370. for ($i = 0; $i < count($pieceslist); $i++) {
  371. $segmentid = $pieceslist[$i];
  372. $segItem = GameConfig::segment_getItem($segmentid); /////获取该碎片的信息
  373. $WeightItem = GameConfig::segment_ronghe_getItem($segItem->quailty); ///通过品质来获取权重
  374. $weight += $WeightItem->weight;
  375. }
  376. $reward = StoreProc::GetRewarByWeight($weight);
  377. //////根据最终三个碎片的权重值和来判断该品质的获取概率。
  378. ////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%)
  379. //
  380. // ////为了数值设置表和填数据方便,将两个表合成为一个表
  381. //
  382. ////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。
  383. return $reward;
  384. }
  385. static public function GetRewarByWeight($weight) {
  386. for ($i = 0; $i < 5; $i++) {
  387. $item = GameConfig::segment_ronghe_getItem($i + 1);
  388. // $RewardList[]=$item;
  389. $ary = explode(";", $item->probability);
  390. foreach ($ary as $value) {
  391. $val = explode(",", $value);
  392. $weig = $val[0]; //达到的权重值
  393. $prob = $val[1]; //该权重下的获取概率
  394. if ($weight >= $weig) {
  395. $probList[$i] = $prob;
  396. }
  397. }
  398. }
  399. $rnd = CommUtil::random(1, 10000);
  400. $start = 0;
  401. $rew = 0;
  402. for ($i = 0; $i < 5; $i++) {
  403. if ($start < $rnd && $rnd <= $start + $probList[$i]) { # 落入区间
  404. $rew = $i + 1; # 记录物品
  405. break;
  406. }
  407. $start += $probList[$i]; # 继续判断是否落入下一物品的区间
  408. }
  409. // $piecesDataBaseList= GameConfig::segment();////获取所有的碎片数据表
  410. $tmpPiecesList = GameConfig::segment_byPinzhi_getItem($rew, 1);
  411. // foreach ($piecesDataBaseList as $typeId => $value)
  412. // {
  413. // // $value->
  414. // // echo var_dump($value);
  415. // if ($value->itemType==1) ////是英雄碎片
  416. // {
  417. // if( $value->quailty==$rew) ///碎片品质是指定品质
  418. // {
  419. // $tmpPiecesList[]=$typeId; ///保存到一个临时表里。
  420. // }
  421. // }
  422. // }
  423. $tmprnd = CommUtil::random(0, count($tmpPiecesList) - 1);
  424. return $tmpPiecesList[$tmprnd]->typeId;
  425. }
  426. // </editor-fold>
  427. // --------------- 以下为辅助方法 ------------------
  428. //
  429. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  430. /**
  431. * 从仓库中移除指定数量的物品
  432. * @param UserGameModel $user
  433. * @param type $itemId
  434. * @param type $itemcount
  435. * @return type
  436. */
  437. static function removeItemFromStore($store, $itemId, $itemcount) {
  438. $typeId = substr($itemId, 0, 3);
  439. switch ($typeId) {
  440. case '307': #经验书
  441. case '305': #扫荡券
  442. case '304': # 宝石
  443. if (CommUtil::isPropertyExists($store->items, $itemId)) { //
  444. if ($store->items->$itemId >= $itemcount) { // 数量足够
  445. $store->items->$itemId -= $itemcount;
  446. if ($store->items->$itemId == 0) {
  447. unset($store->items->$itemId);
  448. }
  449. return ErrCode::ok;
  450. } else {
  451. return ErrCode::store_itemnotenough; // 道具数量不足
  452. }
  453. } else {
  454. return ErrCode::store_itemno_err;
  455. }
  456. break;
  457. case '310': # 碎片
  458. case '311': # 碎片
  459. case '312': # 碎片
  460. case '313': #装备 碎片
  461. case '314': #装备 碎片
  462. case '315': #装备 碎片
  463. if (CommUtil::isPropertyExists($store->segement, $itemId)) { //
  464. if ($store->segement->$itemId >= $itemcount) { // 数量足够
  465. $store->segement->$itemId -= $itemcount;
  466. if ($store->segement->$itemId == 0) {
  467. unset($store->segement->$itemId);
  468. }
  469. return ErrCode::ok;
  470. } else {
  471. return ErrCode::store_itemnotenough; // 道具数量不足
  472. }
  473. } else {
  474. return ErrCode::store_itemno_err;
  475. }
  476. break;
  477. default : # 其他
  478. Err(ErrCode::store_itemcantuse);
  479. break;
  480. }
  481. }
  482. /**
  483. * 从仓库移出
  484. * @param type $itemId
  485. * @param StoreModel $store
  486. * @return boolean
  487. */
  488. static function removeFromStore($itemId, &$store) {
  489. //return ErrCode::succeed;
  490. $typid = substr("$itemId", 0, 3); # 取道具分类
  491. $ok = false;
  492. switch ($typid) {
  493. case "101": # 英雄 错误了的路径
  494. break;
  495. case '102': # 英雄碎片
  496. if (CommUtil::isPropertyExists($store->segement, "$itemId") && $store->segement->$itemId > 0) {
  497. $store->segement->$itemId -= 1;
  498. $ok = true;
  499. }
  500. break;
  501. case "203": # 宝箱
  502. if (CommUtil::isPropertyExists($store->boxes, "$itemId") && $store->boxes->$itemId > 0) {
  503. $store->boxes->$itemId -= 1;
  504. $ok = true;
  505. }
  506. break;
  507. default:
  508. break;
  509. }
  510. return $ok;
  511. }
  512. /**
  513. * 从仓库移出装备
  514. * @param type $itemId uid
  515. * @param StoreModel $store
  516. * @return boolean
  517. */
  518. static function removeEquipFromStore($uid, $typeId, &$req) {
  519. $ok = false;
  520. echo var_export($uid);
  521. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  522. // $con= ConstProc::getItemConst($req->mem, $req->userInfo->game->store->equipment->$uid->typeId);
  523. echo var_export($req->userInfo->game->store->equipment->$uid->typeId);
  524. if ($typeId == $req->userInfo->game->store->equipment->$uid->typeId) {
  525. echo "typeid相同";
  526. unset($req->userInfo->game->store->equipment->$uid);
  527. $ok = true;
  528. } else {
  529. echo "typeid检验错误";
  530. }
  531. }
  532. return $ok;
  533. }
  534. /**
  535. * 从仓库移除碎片
  536. * @param StoreModel $store
  537. * @param int $segmentId
  538. * @param int $num
  539. * @return bool 成功/失败
  540. */
  541. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  542. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  543. && $store->segement->$segmentId >= $num) {
  544. $store->segement->$segmentId -= $num;
  545. return TRUE;
  546. }
  547. return false;
  548. }
  549. /**
  550. * 向仓库添加碎片
  551. * @param StoreModel $store
  552. * @param int $segmentId
  553. * @param int $num
  554. */
  555. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  556. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  557. $store->segement->$segmentId += $num;
  558. } else {
  559. $store->segement->$segmentId = $num;
  560. }
  561. }
  562. /**
  563. * 计算玩家仓库中某种符石/道具的数量
  564. * @param type $map
  565. * @param type $stoneid
  566. * @return type
  567. */
  568. static function GetStoneCount($map, $stoneid) {
  569. $ret = 0;
  570. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  571. $ret = $map->store->stones->
  572. $stoneid;
  573. }
  574. return $ret;
  575. }
  576. /**
  577. * 从仓库移除符石(道具)
  578. * @param MapModel $map
  579. * @param int $stoneid
  580. * @param int $num
  581. */
  582. static function RemoveStoneFromStore(&$map, $stoneid, $num = 1) {
  583. if ($num <= 0) {
  584. return $num;
  585. }
  586. $ret = 0;
  587. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  588. $left = $map->store->stones->$stoneid - $num;
  589. if ($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.
  590. $map->store->stones->$stoneid -= $num;
  591. $ret = $num;
  592. }
  593. }
  594. return $ret;
  595. }
  596. // </editor-fold>
  597. //
  598. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  599. /**
  600. * 将其他物品放入仓库
  601. * @param type $itemId
  602. * @param UserGameModel $game
  603. */
  604. static function PutItemInStore($itemId, &$game) {
  605. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  606. $game->store->items->$itemId += 1;
  607. } else {// 如果仓库中没有这种元素,则其数目置1
  608. $game->store->items->$itemId = 1;
  609. }
  610. }
  611. /**
  612. * 检测是否允许放入仓库
  613. * @param BuildModel $build
  614. * @return type
  615. */
  616. static function canPutInStore($build) {
  617. if ($build->categoryId == INIT_HABITID) {
  618. return ErrCode::ok;
  619. }
  620. return ErrCode::store_putinto;
  621. }
  622. /**
  623. * 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
  624. * 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
  625. * @param Req $req
  626. * @param string $goodsStr itemid,num;itemid,num;...
  627. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  628. * @deprecated since version 0
  629. * @return type
  630. */
  631. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  632. $user = $req->userInfo->game;
  633. $ary = explode(";", $goodsStr);
  634. foreach ($ary as $value) {
  635. $val = explode(",", $value);
  636. $itemId = $val[0];
  637. $num = $val[1]; //数量
  638. $str1 = substr($itemId, 0, 3); # prefix
  639. switch ($str1) {
  640. // 10x 怪物卡或者英雄卡牌获取
  641. case "101":
  642. case "202":
  643. case "201":
  644. // if (1 == $src && $user->heros->maxCollectCount <= StoreProc::CheckHeroNum($req)) {
  645. // # 战斗模块获得的英雄,超过上限丢弃
  646. // 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
  647. // } else {
  648. // HeroProc::AddHeroTFromStore($req, $itemId);
  649. // }
  650. break;
  651. // 30x 装备物品的获取.
  652. case "301":
  653. case "302":
  654. case "303":
  655. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  656. StoreProc::PutEquipInStore($itemId, $req);
  657. }
  658. break;
  659. //宝石的获取 + 抽奖券+经验书
  660. case "304":
  661. case "305":
  662. case "307":
  663. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  664. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req);
  665. }
  666. break;
  667. // // 31x 碎片
  668. case "310": # 英雄碎片
  669. case "311": # 小怪碎片
  670. case "312": # boss碎片
  671. case "313": # 装备碎片
  672. case "314": # 装备碎片
  673. case "315": # 装备碎片\
  674. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  675. StoreProc::addSegmentIntoStore($req->userInfo->game->store, $itemId, $num);
  676. }
  677. break;
  678. case "701": # 宝箱
  679. case "702":
  680. case "703":
  681. case "704":
  682. StoreProc::putBoxexInStore($req->userInfo->game->store, $itemId, $num);
  683. break;
  684. // 游戏内货币的获取
  685. case "399":
  686. switch ($itemId) {
  687. case META_CASH_ITEMID: # 钻石
  688. UserGameModel::Add_Cash($req->userInfo->game, $num);
  689. break;
  690. case META_GOLD_ITEMID: # 金币
  691. UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $num);
  692. break;
  693. case META_tili_ITEMID: # 体力
  694. UserGameModel::Add_tili($req, $num);
  695. break;
  696. case META_FriendShipPoit_ItemId: # 友情
  697. UserGameModel::Add_FriendPoint($req->userInfo->game, $num);
  698. break;
  699. default :
  700. }
  701. break;
  702. ////熔炼元素的获取
  703. case "388":
  704. // StoreProc::PutElementInStore($itemId, $num, $req);
  705. break;
  706. default:
  707. break;
  708. }
  709. }
  710. // // 更新数据库数据
  711. UserProc::updateUserInfo($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)
  712. return ErrCode::ok; // 返回
  713. }
  714. /// 物品类型,物品typeid,物品数量
  715. public static function AddItemInStore($req) {
  716. $itemType = $req->paras[0];
  717. $itemId = $req->paras[1];
  718. $num = $req->paras[2]; //数量
  719. if ($itemType < 4) {
  720. StoreProc::PutEquipInStore($itemId, $req);
  721. } else if ($itemType == 4) {
  722. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req);
  723. } else if ($itemType == 10) {
  724. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req); ///准备添加其他
  725. }
  726. // 更新数据库数据
  727. UserProc::updateUserInfo($req);
  728. // 返回
  729. $ret = array('resp' => "succeed!");
  730. $resp = Resp::ok($ret); //返回必须是object
  731. return $resp;
  732. }
  733. /**
  734. * 将装备放入背包
  735. * @param type $itemId
  736. * @param Req $req
  737. */
  738. static function PutEquipInStore($itemId, &$req) {
  739. $privateState = $req->userInfo->game->privateState;
  740. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  741. $req->userInfo->game->privateState->currentId = 1;
  742. }
  743. $cid = $req->userInfo->game->privateState->currentId++;
  744. $equip = ObjectInit();
  745. $equip->typeId = $itemId;
  746. $req->userInfo->game->store->equipment->$cid = $equip;
  747. return $cid;
  748. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  749. }
  750. /**
  751. * 将可叠加物品放入背包
  752. * @param type $itemId
  753. * @param UserGameModel $game
  754. */
  755. static function PutOverlyingItemInStore($itemId, $num, &$req) {
  756. // $game->userInfo->game;
  757. if (CommUtil::isPropertyExists($req->userInfo->game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  758. $req->userInfo->game->store->items->$itemId += $num;
  759. } else {// 如果仓库中没有这种元素,则其数目置1
  760. $req->userInfo->game->store->items->$itemId = $num;
  761. }
  762. }
  763. /**
  764. * 物品包裹打散成独立道具到仓库
  765. * @param GoodsItemModel $itemModel
  766. * @param Req $req
  767. * @return type
  768. */
  769. static function addSeprateItem($itemModel, $req) {
  770. // var_dump($itemModel);
  771. $user = $req->userInfo->game;
  772. $store = $req->userInfo->game->store;
  773. $itemContent = JsonUtil::decode($itemModel->content);
  774. foreach ($itemContent as $itemId => $itemNum) {
  775. if ($itemId == META_GOLDITEMID) { # 如果是金币 1
  776. UserModel::Add_Gold($user, $itemNum);
  777. } else if ($itemId == META_CASHITEMID) { # 如果是宝石 2
  778. UserModel::present_cash($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
  779. } else if ($itemId == META_SPAEITEMID) { # 如果是能量块 3
  780. $user->spar += $itemNum;
  781. } else if ($itemId == META_YUANBAOITEMID) { # 元宝,后加的只能采用字段补偿机制 7
  782. PayProc::m_AddUserYuanbao($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
  783. } else { // 否则就是道具
  784. $typid = substr("$itemId", 0, 3);
  785. switch ($typid) {
  786. case "101": # 英雄
  787. if (property_exists($user->heros, $itemId)) {
  788. DebugHelper::var_dump(" 已经有了xxx英雄了.");
  789. } else { # 给玩家创建一个英雄
  790. $hero = new HeroModel();
  791. $instanceID = now();
  792. $heroID = $itemId;
  793. $hero->reInit($heroID, $instanceID);
  794. $user->heros->$heroID = $hero;
  795. }
  796. break;
  797. case '102': # 碎片
  798. if (CommUtil::isPropertyExists($store->segement, $itemId)) {
  799. $store->segement->$itemId += $itemNum;
  800. } else {
  801. $store->segement->$itemId = $itemNum;
  802. }
  803. break;
  804. case '203': # 宝箱
  805. if (CommUtil::isPropertyExists($store->boxes, $itemId)) {
  806. $store->boxes->$itemId += $itemNum;
  807. } else {
  808. $store->boxes->$itemId = $itemNum;
  809. }
  810. break;
  811. default :
  812. break;
  813. }
  814. // for ($i = 0; $i < $itemNum; $i++) {
  815. // $store->items[] = $itemId;
  816. // }
  817. }
  818. // break; # 不会循环的,一个物品中只有第一个道具配置生效,否则
  819. }
  820. UserProc::updateUserInfo($req);
  821. # 添加活动记录
  822. // self::checkActiveItem($req, $itemModel);
  823. }
  824. /**
  825. * [6417] 给英雄装上言灵
  826. * @param req $req
  827. * @return type
  828. */
  829. static function WearYanlingToHero($req) {
  830. $user = $req->userInfo->game; # user引用
  831. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  832. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  833. Err(ErrCode::store_itemno_err);
  834. }
  835. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  836. if ($yanlingVo->herouid > 0 && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  837. Err(ErrCode::store_equipWeared_err);
  838. }
  839. $collectHeros = $user->heros->collectHeros; # 英雄集合
  840. if (!$collectHeros) { # 防御对象为空
  841. Err(ErrCode::err_innerfault);
  842. }
  843. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  844. Err(ErrCode::hero_no);
  845. }
  846. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  847. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  848. if ($oldYLid > 0) { # 代表替换操作
  849. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  850. }
  851. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  852. UserProc::updateUserInfo($req); # 5.回写数据
  853. $ret = array('resp' => "succeed!");
  854. $resp = Resp::ok($ret); // 返回
  855. // StoreProc::CheckItemNum($req);
  856. return $resp;
  857. }
  858. /**
  859. * [6416] 给英雄卸下言灵
  860. * @param req $req
  861. * @return type
  862. */
  863. static function UnWieldYanling($req) {
  864. $user = $req->userInfo->game; # user引用
  865. list($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
  866. $collectHeros = $user->heros->collectHeros;
  867. if (!$collectHeros) {
  868. Err(ErrCode::err_innerfault);
  869. }
  870. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检测是否存在拥有该装备的英雄
  871. Err(ErrCode::hero_no);
  872. }
  873. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该装备
  874. Err(ErrCode::store_itemno_err);
  875. }
  876. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  877. $user->store->yanling->$yanling_uid->herouid = 0;
  878. }
  879. if ($collectHeros->$herouid->yanling->$itemtype->itemuid != $yanling_uid) {
  880. Err(ErrCode::store_noequip_err);
  881. }
  882. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  883. UserProc::updateUserInfo($req); # 回写数据
  884. $ret = array('resp' => "succeed!");
  885. $resp = Resp::ok($ret); // 返回
  886. // StoreProc::CheckItemNum($req);
  887. return $resp;
  888. }
  889. /**
  890. * [6410] 给英雄穿装备
  891. * @param req $req
  892. * @return type
  893. */
  894. static function WearEquipToHero($req) {
  895. $user = $req->userInfo->game; # user引用
  896. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  897. if (!CommUtil::isPropertyExists($user->store->equipment, $equipuid)) { # 检测是否存在该装备
  898. Err(ErrCode::store_itemno_err);
  899. }
  900. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  901. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  902. if ($equipVo->herouid != $herouid) {
  903. Err(ErrCode::store_equipWeared_err);
  904. }
  905. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  906. }
  907. $collectHeros = $user->heros->collectHeros;
  908. if (!$collectHeros) { # 防御对象为空
  909. Err(ErrCode::err_innerfault);
  910. }
  911. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查是否存在需要装备的英雄
  912. Err(ErrCode::hero_no);
  913. }
  914. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  915. $oldEquipId = 0;
  916. switch ($itemtype) { # 添加或替换英雄该部位的装备
  917. case 1: # 武器
  918. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  919. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  920. break;
  921. case 2: # 防具
  922. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  923. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  924. break;
  925. case 3: # 饰品
  926. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  927. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  928. break;
  929. default :
  930. Err(ErrCode::store_equip_type);
  931. break;
  932. }
  933. if ($oldEquipId > 0) {
  934. $user->store->equipment->$oldEquipId->herouid = 0;
  935. }
  936. UserProc::updateUserInfo($req); // 5.回写数据
  937. $ret = array('resp' => "succeed!");
  938. $resp = Resp::ok($ret); // 返回
  939. // StoreProc::CheckItemNum($req);
  940. return $resp;
  941. }
  942. /**
  943. * [6411] 给英雄脱装备
  944. * @param req $req
  945. * @return type
  946. */
  947. static function UnWieldEquip($req) {
  948. $user = $req->userInfo->game; # user引用
  949. list($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
  950. $collectHeros = $user->heros->collectHeros;
  951. if (!$collectHeros) {
  952. Err(ErrCode::err_innerfault);
  953. }
  954. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检测是否存在拥有该装备的英雄
  955. Err(ErrCode::hero_no);
  956. }
  957. if (!CommUtil::isPropertyExists($user->store->equipment, $equipuid)) { # 检测是否存在该装备
  958. Err(ErrCode::store_itemno_err);
  959. }
  960. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  961. $user->store->equipment->$equipuid->herouid = 0;
  962. }
  963. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  964. case 1: # 武器
  965. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  966. Err(ErrCode::store_noequip_err);
  967. }
  968. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  969. break;
  970. case 2: # 防具
  971. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  972. Err(ErrCode::store_noequip_err);
  973. }
  974. $collectHeros->$herouid->equip->armor->itemuid = 0;
  975. break;
  976. case 3: # 饰品
  977. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  978. Err(ErrCode::store_noequip_err);
  979. }
  980. $collectHeros->$herouid->equip->ring->itemuid = 0;
  981. break;
  982. default :
  983. Err(ErrCode::store_equip_type);
  984. }
  985. UserProc::updateUserInfo($req); # 回写数据
  986. $ret = array('resp' => "succeed!");
  987. $resp = Resp::ok($ret); // 返回
  988. // StoreProc::CheckItemNum($req);
  989. return $resp;
  990. }
  991. // </editor-fold>
  992. //
  993. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  994. /**
  995. * 将宝箱放入仓库
  996. * @param StoreModel $store
  997. * @param int $boxId 宝箱类型编号
  998. * @param int $num 数量
  999. */
  1000. static function putBoxexInStore($store, $boxId, $num) {
  1001. if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
  1002. $store->boxes->$boxId += $num;
  1003. } else {
  1004. $store->boxes->$boxId = $num;
  1005. }
  1006. }
  1007. public static function CheckHeroNum($req) {
  1008. $heroNum = 0;
  1009. $gamedata = $req->userInfo->game;
  1010. $HeroObj = $gamedata->heros->collectHeros;
  1011. if ($HeroObj) {
  1012. foreach ($HeroObj as $value) {
  1013. $heroNum++;
  1014. }
  1015. }
  1016. return $heroNum;
  1017. }
  1018. /**
  1019. * 检查背包中物品的个数
  1020. * @param type $req
  1021. * @return int
  1022. */
  1023. public static function CheckItemNum($req) {
  1024. $ItemObj = $req->userInfo->game->store->items;
  1025. $EquipObj = $req->userInfo->game->store->equipment;
  1026. $SegementObj = $req->userInfo->game->store->segement;
  1027. $HeroObj = $req->userInfo->game->heros->collectHeros;
  1028. $ItemNum = 0;
  1029. ////检查宝石类可叠加物品的格子占用
  1030. if ($ItemObj) {
  1031. foreach ($ItemObj as $value) {
  1032. $ItemNum++;
  1033. }
  1034. }
  1035. if ($SegementObj) {
  1036. foreach ($SegementObj as $value) {
  1037. $ItemNum++;
  1038. }
  1039. }
  1040. ////检测装备类物品格子占用
  1041. if ($EquipObj) {
  1042. foreach ($EquipObj as $value) {
  1043. $ItemNum++;
  1044. }
  1045. }
  1046. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  1047. if ($HeroObj) {
  1048. foreach ($HeroObj as $value) {
  1049. // echo var_dump($HeroObj);
  1050. $HeroEquipId = $value->equip->weapon->itemuid;
  1051. if ($HeroEquipId > 0) {
  1052. $ItemNum--;
  1053. }
  1054. $HeroEquipId = $value->equip->armor->itemuid;
  1055. if ($HeroEquipId > 0) {
  1056. $ItemNum--;
  1057. }
  1058. $HeroEquipId = $value->equip->ring->itemuid;
  1059. if ($HeroEquipId > 0) {
  1060. $ItemNum--;
  1061. }
  1062. }
  1063. }
  1064. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  1065. return $ItemNum;
  1066. }
  1067. /**
  1068. * 获取物品格子的上限值
  1069. * @param type $req
  1070. * @return int 上限数值
  1071. */
  1072. public static function GetItemMaxNum($req) {
  1073. $g = glc();
  1074. if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "maxItemNum")) {
  1075. $req->userInfo->game->privateState->maxItemNum = $g->Item_Packet_MaxNum;
  1076. }
  1077. return $req->userInfo->game->privateState->maxItemNum;
  1078. }
  1079. public static function AddPacketNum($req) {
  1080. $g = glc();
  1081. // $user = $req->userInfo->game; # user引用
  1082. if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "maxItemNum")) {
  1083. $req->userInfo->game->privateState->maxItemNum = $g->Item_Packet_MaxNum;
  1084. }
  1085. $costCash = $g->Item_Packet_NumCostCash;
  1086. $bDeal = false;
  1087. if ($costCash > 0) {
  1088. if ($req->userInfo->game->cash < $costCash) {
  1089. Err(ErrCode::notenough_spar);
  1090. }
  1091. $bDeal = UserGameModel::Consume_Cash($req->userInfo->game, $costCash);
  1092. } else {
  1093. Err(ErrCode::paras_err);
  1094. }
  1095. //6.进行消耗
  1096. if ($bDeal) {
  1097. $req->userInfo->game->privateState->maxItemNum += 10;
  1098. UserProc::updateUserInfo($req);
  1099. $result = ObjectInit();
  1100. $result->maxItemNum = $req->userInfo->game->privateState->maxItemNum;
  1101. $resp = Resp::ok($result);
  1102. }
  1103. StoreProc::CheckItemNum($req);
  1104. return $resp;
  1105. }
  1106. // </editor-fold>
  1107. //
  1108. // -------------- 已废弃的代码 -------------------------------
  1109. //
  1110. // <editor-fold defaultstate="collapsed" desc=" --- 已废弃的代码 --- ">
  1111. //
  1112. /**
  1113. * 符石放入仓库
  1114. * @param type $itemId
  1115. * @param MapModel $map
  1116. */
  1117. static function putStoneInStore($itemId, $itemNum, &$map) {
  1118. if (!CommUtil::isPropertyExists($map->store, "stones")) {
  1119. $map->store->stones = ObjectInit();
  1120. }
  1121. if (CommUtil::isPropertyExists($map->store->stones, $itemId)) {
  1122. $map->store->stones->$itemId += $itemNum;
  1123. } else {// 如果仓库中没有这种元素,则其数目置1
  1124. $map->store->stones->$itemId = $itemNum;
  1125. }
  1126. }
  1127. // </editor-fold>
  1128. //
  1129. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1130. //
  1131. // /**
  1132. // * 从仓库出售可叠加物品
  1133. // * @param RequestVo $req
  1134. // * @return type
  1135. // */
  1136. // static function sellGemFromStore($req)
  1137. // {
  1138. // $resp = new ResponseVo();
  1139. // $mem = $req->mem;
  1140. // // $user = $req->userInfo->user;
  1141. // $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1142. ////客户端参数解析
  1143. // $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  1144. // $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  1145. // $count = intval($req->paras[2]); // 数量
  1146. //
  1147. // ////0是type 1是itemid,2是uid,3是数量
  1148. //
  1149. // if (4 == $type) { // 从仓库出售宝石 出售可叠加的物品
  1150. //
  1151. // $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1152. //
  1153. ////1.如果仓库道具移出时出错,则直接返回错误
  1154. // if ($ok != ErrCode::succeed) {
  1155. // $resp = ResponseVo::ErrResponse($req, $ok);
  1156. //
  1157. // } else {
  1158. // // echo "弄弄";
  1159. // $gem = ConstProc::getItemConst ($mem, $itemId);
  1160. // echo var_export($gem);
  1161. ////2.检测是否存在该物品的原始物种
  1162. // if ($gem == null) {
  1163. // $resp = ResponseVo::ErrResponse($req, ErrCode::err_godpet_noconst);
  1164. // } else {
  1165. // // 发金币
  1166. //
  1167. // UserGameModel::Add_Gold($mem, $req->userInfo->game,$gem->maijia *$count );
  1168. //
  1169. // $resp = ResponseVo::RetResponse($req, "succeed!");
  1170. //
  1171. // UserProc::updateUserInfo($req);
  1172. //
  1173. // }
  1174. // }
  1175. // } else if (1 == $type) { # 建筑 // 其它
  1176. // if ($count > 1) {
  1177. // $resp = ResponseVo::ErrResponse($req, ErrCode::err_msg_paras);
  1178. // } else {
  1179. // $ok = StoreProc::removeFromStore($itemId, $map); # 从仓库移除
  1180. // if ($ok) {//1.如果仓库道具移出时出错,则直接返回错误
  1181. // $resp = ResponseVo::ErrResponse($req, ErrCode::err_store_removefail);
  1182. // } else {
  1183. // $build = ConstProc::getBuildConst($mem, $itemId);
  1184. // if (build == null) { //2.检测是否存在建筑的原始数据
  1185. // $resp = ResponseVo::errResponse($req->oid, $req->msgid, ErrCode::err_build_noconst);
  1186. // } else {
  1187. // UserModel::Add_Gold($user, JsonUtil::decode($build->sellPrice)->g); # 加金币
  1188. // $resp = ResponseVo::myRetResponse($req, "succeed!"); # 返回值
  1189. // //成就触发--获取金币
  1190. // /// AchievementProc::dealAchievementState($req, $resp, AchievementProc::Gold);
  1191. // UserProc::updateUserInfo($req);
  1192. // }
  1193. // }
  1194. // }
  1195. // }
  1196. // }
  1197. //
  1198. //
  1199. //
  1200. //
  1201. //
  1202. //
  1203. //
  1204. /**
  1205. * 出售单一的物品
  1206. * @param Req $req
  1207. * @return type
  1208. */
  1209. static function sellItem($req) {
  1210. $resp = new Resp();
  1211. $mem = $req->mem;
  1212. // $user = $req->userInfo->user;
  1213. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1214. //客户端参数解析
  1215. $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  1216. $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  1217. if ($type > 3) {
  1218. $count = intval($req->paras[2]); // 数量
  1219. $uid = 0;
  1220. } else {
  1221. $count = 1;
  1222. $uid = $req->paras[2];
  1223. }//物品的uid
  1224. ////0是type 1是itemid,2是uid或者是数量
  1225. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  1226. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1227. //1.如果仓库道具移出时出错,则直接返回错误
  1228. if ($ok != ErrCode::ok) {
  1229. Err($ok);
  1230. }
  1231. // echo "弄弄";
  1232. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1233. echo var_export($gem);
  1234. //2.检测是否存在该物品的原始物种
  1235. if ($gem == null) {
  1236. Err(ErrCode::err_godpet_noconst);
  1237. }
  1238. // 发金币
  1239. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->maijia * $count);
  1240. $ret = array('resp' => "succeed!");
  1241. $resp = Resp::ok($ret);
  1242. UserProc::updateUserInfo($req);
  1243. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  1244. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1245. //1.如果仓库道具移出时出错,则直接返回错误
  1246. if ($ok != ErrCode::ok) {
  1247. Err($ok);
  1248. }
  1249. // echo "弄弄";
  1250. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  1251. // echo var_export($gem);
  1252. //2.检测是否存在该物品的原始物种
  1253. if ($gem == null) {
  1254. Err(ErrCode::err_godpet_noconst);
  1255. }
  1256. // 发金币
  1257. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->saleGoldPrice * $count);
  1258. $ret = array('resp' => "succeed!");
  1259. $resp = Resp::ok($ret);
  1260. UserProc::updateUserInfo($req);
  1261. } else if ($type < 4 && $type > 0) { # 这里是装备
  1262. if ($count > 1) {
  1263. Err(ErrCode::paras_err);
  1264. }
  1265. if ($uid < 1) {
  1266. Err(ErrCode::paras_err);
  1267. }
  1268. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  1269. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  1270. Err(ErrCode::store_removefail);
  1271. }
  1272. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1273. if ($item == null) { //2.检测是否存在装备的原始数据
  1274. Err(ErrCode::err_const_no);
  1275. }
  1276. UserGameModel::Add_Gold($mem, $req->userInfo->game, $item->maijia);
  1277. $ret = array('resp' => "succeed!");
  1278. $resp = Resp::ok($ret); //返回必须是object
  1279. UserProc::updateUserInfo($req);
  1280. } else {
  1281. Err(ErrCode::paras_err);
  1282. }
  1283. StoreProc::CheckItemNum($req);
  1284. return $resp;
  1285. }
  1286. /**
  1287. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1288. * @param Req $req
  1289. * @return type
  1290. */
  1291. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  1292. $resp = new Resp();
  1293. $mem = $req->mem;
  1294. // $user = $req->userInfo->user;
  1295. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1296. //客户端参数解析
  1297. ////0是type 1是itemid,2是uid或者是数量
  1298. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  1299. echoLine(":fs::");
  1300. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1301. //1.如果仓库道具移出时出错,则直接返回错误
  1302. if ($ok != ErrCode::ok) {
  1303. Err($ok);
  1304. }
  1305. echo "弄弄";
  1306. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1307. echo var_export($gem);
  1308. //2.检测是否存在该物品的原始物种
  1309. if ($gem == null) {
  1310. Err(ErrCode::err_godpet_noconst);
  1311. }
  1312. // 发金币
  1313. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->maijia * $count);
  1314. $ret = array('resp' => "succeed!");
  1315. $resp = Resp::ok($ret);
  1316. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  1317. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1318. //1.如果仓库道具移出时出错,则直接返回错误
  1319. if ($ok != ErrCode::ok) {
  1320. Err($ok);
  1321. }
  1322. // echo "弄弄";
  1323. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  1324. // echo var_export($gem);
  1325. //2.检测是否存在该物品的原始物种
  1326. if ($gem == null) {
  1327. Err(ErrCode::err_godpet_noconst);
  1328. }
  1329. // 发金币
  1330. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->saleGoldPrice * $count);
  1331. $ret = array('resp' => "succeed!");
  1332. $resp = Resp::ok($ret);
  1333. } else if ($type < 4 && $type > 0) { # 这里是装备
  1334. if ($count > 1) {
  1335. Err(ErrCode::paras_err);
  1336. }
  1337. if ($uid < 1) {
  1338. Err(ErrCode::paras_err);
  1339. }
  1340. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  1341. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  1342. Err(ErrCode::store_removefail);
  1343. }
  1344. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1345. if ($item == null) { //2.检测是否存在装备的原始数据
  1346. Err(ErrCode::err_const_no);
  1347. }
  1348. UserGameModel::Add_Gold($mem, $req->userInfo->game, $item->maijia);
  1349. $ret = array('resp' => "succeed!");
  1350. $resp = Resp::ok($ret); //返回必须是object
  1351. } else {
  1352. Err(ErrCode::paras_err);
  1353. }
  1354. return $resp;
  1355. }
  1356. /**
  1357. * 从背包出售多个物品
  1358. * @param Req $req
  1359. * @return type
  1360. */
  1361. static function sellMultiItemFromStore($req) {
  1362. $resp = new Resp();
  1363. $obj = $req->paras[0]; //获取物品的结构数组
  1364. echo var_export($obj);
  1365. foreach ($obj as $value) {
  1366. $type = $value[0];
  1367. $itemId = $value[1];
  1368. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  1369. if ($type > 3) {
  1370. $count = intval($value[2]); // 数量
  1371. $uid = 0;
  1372. } else {
  1373. $count = 1;
  1374. $uid = $value[2];
  1375. }//物品的uid
  1376. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  1377. echo var_export($resp);
  1378. #sellitem();
  1379. }
  1380. if (0 == $resp->err) {
  1381. UserProc::updateUserInfo($req);
  1382. }
  1383. // echo var_export($resp);
  1384. StoreProc::CheckItemNum($req);
  1385. return $resp;
  1386. }
  1387. // </editor-fold>
  1388. //
  1389. }