StoreProc.php 60 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_UnWield: # 6411 将该装备从指定英雄上脱下
  38. return StoreProc::UnWieldEquip($req);
  39. //
  40. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  41. return StoreProc::AddPacketNum($req);
  42. case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  43. return StoreProc::MeltEquip($req);
  44. case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  45. return StoreProc::composePieces($req);
  46. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  47. return StoreProc::Test($req);
  48. default:
  49. Err(ErrCode::cmd_err);
  50. }
  51. }
  52. /**
  53. * 测试方法
  54. * @param Req $req
  55. * @return type
  56. */
  57. static public function Test($req) {
  58. return StoreProc::MeltEquip($req);
  59. }
  60. /**
  61. * [6404] 使用仓库道具
  62. * @param Req $req
  63. */
  64. static function useItem($req) {
  65. // return ResponseVo::ErrResponse($req, ErrCode::msg_method_obsoleted);
  66. $itemId = $req->paras[0]; # 道具id
  67. $num = 1; # 数量, 可选参数, 默认为1
  68. if (count($req->paras) > 1) { # 如果传了,
  69. $num = $req->paras[1]; # 提取可选参数: 道具数量
  70. } # end 提取参数
  71. $typeId = substr($itemId, 0, 3); # 道具分类前缀
  72. switch ($typeId) { # 使用道具()
  73. case '701': # 宝箱
  74. $resp = Boxes::OpenBox($req); # 调用开宝箱功能
  75. break;
  76. default : # 其他
  77. Err(ErrCode::store_itemcantuse);
  78. break;
  79. }
  80. return $resp;
  81. }
  82. /**
  83. * [6405] 刷新仓库列表
  84. * @param Req $req
  85. */
  86. static function refreshStore($req) {
  87. StoreProc::CheckItemNum($req);
  88. $result = array(
  89. 'store' => $req->userInfo->game->store
  90. );
  91. return Resp::ok($result);
  92. }
  93. //
  94. // <editor-fold defaultstate="collapsed" desc=" 物品升级 ">
  95. /**
  96. * [6408] 物品的升级
  97. * @param Req $req
  98. * @return type
  99. */
  100. static function ItemUpgrade($req) {
  101. $mem = $req->mem;
  102. $uid = $req->paras[0]; //获取物品uid
  103. $money = $req->paras[1]; //需要的手工费
  104. $resp = new Resp();
  105. $user = $req->userInfo->game; # user引用
  106. $ary = $req->paras[3]; //获取物品的结构数组
  107. foreach ($ary as $value) {
  108. $itemId = $value[1];
  109. $uid = $value[2];
  110. if ($uid < 1) {
  111. Err(ErrCode::paras_err);
  112. }
  113. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  114. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  115. Err(ErrCode::store_removefail);
  116. }
  117. $item = GameConfig::item_getItem($itemId); //ConstProc::getItemConst($itemId);
  118. if ($item == null) { //2.检测是否存在装备的原始数据
  119. Err(ErrCode::err_const_no);
  120. }
  121. $ret = array('resp' => "succeed!");
  122. $resp = Resp::ok($ret); //返回必须是object
  123. }
  124. $bDeal = UserGameModel::Consume_Gold($user, $money);
  125. if ($bDeal) {
  126. ActiveProc::ChangeTaskCount($req);
  127. $result = array(
  128. 'store' => $req->userInfo->game->store,
  129. 'resp' => "succeed!"
  130. );
  131. $resp = Resp::ok($result);
  132. } else {
  133. Err(ErrCode::notenough_gold_msg);
  134. }
  135. if (0 == $resp->err) {
  136. StoreProc:: UpdateItem($req);
  137. $result = array(
  138. 'store' => $req->userInfo->game->store,
  139. 'resp' => "succeed!"
  140. );
  141. $resp = Resp::ok($result);
  142. }
  143. StoreProc::CheckItemNum($req);
  144. return $resp;
  145. }
  146. /**
  147. * 更新单个物品属性
  148. * @param Req $req
  149. */
  150. private static function UpdateItem($req) {
  151. $store = $req->userInfo->game->store;
  152. $uid = $req->paras[0]; //获取物品uid
  153. $obj = $req->paras[2]; //获取物品的结构数组
  154. $itemLevel = 0;
  155. $bUplevel = false;
  156. foreach ($obj as $key => $value) {
  157. if ($key === "level") {
  158. if (CommUtil::isPropertyExists($store->equipment->$uid, $key)) {
  159. if ($store->equipment->$uid->$key < $value) {
  160. $bUplevel = true;
  161. $itemLevel = $value;
  162. }
  163. } else {
  164. if ($value > 1) {
  165. $bUplevel = true;
  166. $itemLevel = $value;
  167. }
  168. }
  169. }
  170. if ($bUplevel) {
  171. $item = GameConfig::item_getItem($store->equipment->$uid->typeId);
  172. if ($item == null) { //2.检测是否存在装备的原始数据
  173. Err(ErrCode::err_const_no);
  174. }
  175. // 推送系统消息
  176. SystemProc::insertWeapon_promoteUp($req->zoneid, $req->uid, $req->userInfo->game->name, $item->name, $itemLevel);
  177. }
  178. $store->equipment->$uid->$key = $value;
  179. }
  180. UserProc::updateUserInfo($req);
  181. $ret = array('resp' => "succeed!");
  182. $resp = Resp::ok($ret); //返回必须是object
  183. return $resp;
  184. }
  185. /**
  186. * [6413] 装备熔炼
  187. * @param Req $req
  188. * @return type
  189. */
  190. static function MeltEquip($req) {
  191. ////1获取参数
  192. $uid = $req->paras[0]; //获取物品uid
  193. if ($uid < 1) {
  194. Err(ErrCode::paras_err);
  195. }
  196. $resp = new Resp();
  197. $user = $req->userInfo->game; # user引用
  198. ///2检测装备是否在英雄身上
  199. $HeroObj = $req->userInfo->game->heros->collectHeros;
  200. ////检测英雄装备到身上的情况,装备到英雄身上要减去.
  201. if ($HeroObj) {
  202. foreach ($HeroObj as $value) {
  203. // echo var_dump($HeroObj);
  204. $HeroEquipId = $value->equip->weapon->itemuid;
  205. if ($HeroEquipId == $uid) {
  206. echoLine("该物品已经装备到英雄身上无法熔炼");
  207. Err(ErrCode::store_equipWeared_err);
  208. }
  209. $HeroEquipId = $value->equip->armor->itemuid;
  210. if ($HeroEquipId == $uid) {
  211. echoLine("该物品已经装备到英雄身上无法熔炼");
  212. Err(ErrCode::store_equipWeared_err);
  213. }
  214. $HeroEquipId = $value->equip->ring->itemuid;
  215. if ($HeroEquipId == $uid) {
  216. echoLine("该物品已经装备到英雄身上无法熔炼");
  217. Err(ErrCode::store_equipWeared_err);
  218. }
  219. }
  220. }
  221. ///3检查装备熔炼等级,是否打到熔炼上限,如果达到上限,报错.然后查看相应等级需要的七宗罪元素数量是否足够,金币是否足够.
  222. $itemId = $user->store->equipment->$uid->typeId;
  223. $item = GameConfig::item_getItem($itemId);
  224. if ($item == null) { ////检测是否存在装备的原始数据
  225. Err(ErrCode::err_const_no);
  226. }
  227. // echoLine($item->baoji);
  228. if ($user->store->equipment->$uid->melt_level > $item->melt_level) {
  229. $meltLevel = $user->store->equipment->$uid->melt_level;
  230. } else {
  231. $meltLevel = $item->melt_level;
  232. }
  233. $meltLevel++;
  234. var_dump($meltLevel);
  235. // var_dump(GameConfig::smelting());
  236. $melt = GameConfig::smelting_getItem($meltLevel);
  237. // var_dump($melt);
  238. if ($melt == null) { ////在装备熔炼等级表里找不到该等级的熔炼规则
  239. Err(ErrCode::err_const_no);
  240. }
  241. $gold = $melt->spendgold; ////当前熔炼等级需要的金币数
  242. $costElement = $melt->costamoun; ////当前熔炼等级消耗的熔炼元素数
  243. $successRate = $melt->successrate; ////当前熔炼等级的成功率
  244. ////消耗金币和元素
  245. $ok = StoreProc::RemoveElementFromStore($req, $costElement);
  246. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  247. Err(ErrCode::store_removefail);
  248. }
  249. $bDeal = UserGameModel::Consume_Gold($user, $gold);
  250. if ($bDeal) {
  251. $result = array(
  252. 'resp' => "succeed!"
  253. );
  254. $resp = Resp::ok($result);
  255. } else {
  256. Err(ErrCode::notenough_gold_msg);
  257. }
  258. ///4按熔炼等级来确定当前操作的成功率,投骰子决定是否成功,失败的话,装备不变且不返还金币和元素。成功的话,消耗金币和元素,装备升级(按数据表要求增加属性)
  259. # 投骰子
  260. if (0 == $resp->err) {
  261. $rnd = CommUtil::random(0, 99);
  262. echoLine($rnd);
  263. if ($successRate > $rnd) {
  264. StoreProc:: UpgradeMeltEquip($req);
  265. $result = array(
  266. 'store' => $req->userInfo->game->store,
  267. 'resp' => "succeed!"
  268. );
  269. } else {
  270. $result = array(
  271. 'element' => $req->userInfo->game->store->element,
  272. 'resp' => "Failed!"
  273. );
  274. }
  275. $resp = Resp::ok($result);
  276. }
  277. UserProc::updateUserInfo($req);
  278. return $resp;
  279. }
  280. static function UpgradeMeltEquip($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. if ($store->equipment->$uid->melt_level > $item->melt_level) {
  287. $meltLevel = $store->equipment->$uid->melt_level;
  288. } else {
  289. $meltLevel = $item->melt_level;
  290. }
  291. $meltLevel++;
  292. $melt = GameConfig::smelting_getItem($meltLevel);
  293. // var_dump($melt);
  294. if ($melt == null) { ////在装备熔炼等级表里找不到该等级的熔炼规则
  295. Err(ErrCode::err_const_no);
  296. }
  297. $attrib = $melt->attribute; ////当前熔炼等级成功后属性加成
  298. foreach ($item as $key => $value) {
  299. if ($key === "melt_level") {
  300. $store->equipment->$uid->$key = $meltLevel;
  301. }
  302. if ($key === "gongji") {
  303. if ($store->equipment->$uid->$key > $value) {
  304. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  305. } else {
  306. $store->equipment->$uid->$key = (int) ($value * $attrib);
  307. }
  308. }
  309. if ($key === "fangyu") {
  310. if ($store->equipment->$uid->$key > $value) {
  311. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  312. } else {
  313. $store->equipment->$uid->$key = (int) ($value * $attrib);
  314. }
  315. }
  316. if ($key === "hp") {
  317. if ($store->equipment->$uid->$key > $value) {
  318. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  319. } else {
  320. $store->equipment->$uid->$key = (int) ($value * $attrib);
  321. }
  322. }
  323. if ($key === "minjie") {
  324. if ($store->equipment->$uid->$key > $value) {
  325. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  326. } else {
  327. $store->equipment->$uid->$key = (int) ($value * $attrib);
  328. }
  329. }
  330. if ($key === "baoji") {
  331. if ($store->equipment->$uid->$key > $value) {
  332. $store->equipment->$uid->$key = (int) ($store->equipment->$uid->$key * $attrib);
  333. } else {
  334. $store->equipment->$uid->$key = (int) ($value * $attrib);
  335. }
  336. }
  337. }
  338. //
  339. // $EquipObj = $store->equipment->$uid;
  340. // ////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.
  341. // if ($EquipObj) {
  342. // foreach ($EquipObj as $key=> $value) {
  343. // if ($key === "melt_level") {
  344. // $key=$meltLevel;
  345. // }
  346. // if ($key === "melt_level") {
  347. // $key=$meltLevel;
  348. // }
  349. // }
  350. // }
  351. // echo var_export($store);
  352. $ret = array('resp' => "succeed!");
  353. $resp = Resp::ok($ret); //返回必须是object
  354. return $resp;
  355. }
  356. static function getItemProperty($req) {
  357. $store = $req->userInfo->game->store;
  358. $uid = $req->paras[0]; //获取物品uid
  359. // echo var_export($uid);
  360. $itemId = $store->equipment->$uid->typeId;
  361. $item = GameConfig::item_getItem($itemId);
  362. }
  363. /**
  364. * [6409] 合成道具
  365. * @param Req $req
  366. */
  367. static public function composeItem($req) {
  368. $resp = \Resp::err(ErrCode::err_method_notimplement);
  369. $store = $req->userInfo->game->store;
  370. // 解析客户端参数
  371. $lowitemId = $req->paras[0]; // 道具id
  372. $usenum = $req->paras[1]; // 数量
  373. $highitemId = $req->paras[2]; // 道具id
  374. $addnum = $req->paras[3]; // 数量
  375. $gold = $req->paras[4]; // 需要的手续费
  376. echo var_export($gold);
  377. $user = $req->userInfo->game; # user引用
  378. if ($usenum < 3) {
  379. Err(ErrCode::paras_err, "数量非法!");
  380. }
  381. //1.从仓库里移除这个道具
  382. $ok = StoreProc::removeItemFromStore($store, $lowitemId, $usenum); // 支持移除指定数量
  383. //如果仓库道具移出时出错,则直接返回错误
  384. if ($ok != ErrCode::ok) {
  385. Err($ok);
  386. }
  387. $bDeal = UserGameModel::Consume_Gold($user, $gold);
  388. if ($bDeal) {
  389. ActiveProc::ChangeTaskCount($req);
  390. $store->items->$highitemId += $addnum;
  391. UserProc::updateUserInfo($req);
  392. # 准备返回值
  393. $ret = array('resp' => "succeed!");
  394. $resp = Resp::ok($ret); //返回必须是object
  395. } else {
  396. Err(ErrCode::notenough_gold_msg);
  397. }
  398. StoreProc::CheckItemNum($req);
  399. return $resp;
  400. }
  401. /**
  402. * [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)
  403. * @param Req $req
  404. */
  405. static public function composePieces($req) {
  406. $resp = Resp::err(ErrCode::err_method_notimplement);
  407. $store = $req->userInfo->game->store;
  408. // 解析客户端参数
  409. $piecesid1 = $req->paras[0]; // 碎片id1
  410. $piecesid2 = $req->paras[1]; // 碎片id2
  411. $piecesid3 = $req->paras[2]; // 碎片id3
  412. $user = $req->userInfo->game; # user引用
  413. $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
  414. //1.从仓库里移除这个道具
  415. for ($i = 0; $i < count($pieceslist); $i++) {
  416. $ok = StoreProc::removeItemFromStore($store, $pieceslist[$i], 1); // 支持移除指定数量
  417. if ($ok != ErrCode::ok) {
  418. break;
  419. }
  420. }
  421. //如果仓库道具移出时出错,则直接返回错误
  422. if ($ok != ErrCode::ok) {
  423. Err($ok);
  424. }
  425. $gold = glc()->Compose_Pieces_Gold; ////临时用这个来算,等刷过数据再说
  426. echoLine($gold);
  427. $bDeal = UserGameModel::Consume_Gold($user, $gold);
  428. if ($bDeal) {
  429. ActiveProc::ChangeTaskCount($req);
  430. $reward = StoreProc::composePiecesProbability($req);
  431. StoreProc::addSegmentIntoStore($store, $reward);
  432. UserProc::updateUserInfo($req);
  433. # 准备返回值
  434. $result = array(
  435. 'reward' => $reward,
  436. 'store' => $req->userInfo->game->store,
  437. 'resp' => "succeed!"
  438. );
  439. $resp = Resp::ok($result);
  440. } else {
  441. Err(ErrCode::notenough_gold_msg);
  442. }
  443. StoreProc::CheckItemNum($req);
  444. return $resp;
  445. }
  446. ////合成碎片时的概率
  447. static public function composePiecesProbability($req) {
  448. $piecesid1 = $req->paras[0]; // 碎片id1
  449. $piecesid2 = $req->paras[1]; // 碎片id2
  450. $piecesid3 = $req->paras[2]; // 碎片id3
  451. $pieceslist = array($piecesid1, $piecesid2, $piecesid3);
  452. ///权重和值
  453. $weight = 0;
  454. for ($i = 0; $i < count($pieceslist); $i++) {
  455. $segmentid = $pieceslist[$i];
  456. $segItem = GameConfig::segment_getItem($segmentid); /////获取该碎片的信息
  457. $WeightItem = GameConfig::segment_ronghe_getItem($segItem->quailty); ///通过品质来获取权重
  458. $weight += $WeightItem->weight;
  459. }
  460. $reward = StoreProc::GetRewarByWeight($weight);
  461. //////根据最终三个碎片的权重值和来判断该品质的获取概率。
  462. ////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%)
  463. //
  464. // ////为了数值设置表和填数据方便,将两个表合成为一个表
  465. //
  466. ////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。
  467. return $reward;
  468. }
  469. static public function GetRewarByWeight($weight) {
  470. for ($i = 0; $i < 5; $i++) {
  471. $item = GameConfig::segment_ronghe_getItem($i + 1);
  472. // $RewardList[]=$item;
  473. $ary = explode(";", $item->probability);
  474. foreach ($ary as $value) {
  475. $val = explode(",", $value);
  476. $weig = $val[0]; //达到的权重值
  477. $prob = $val[1]; //该权重下的获取概率
  478. if ($weight >= $weig) {
  479. $probList[$i] = $prob;
  480. }
  481. }
  482. }
  483. $rnd = CommUtil::random(1, 10000);
  484. $start = 0;
  485. $rew = 0;
  486. for ($i = 0; $i < 5; $i++) {
  487. if ($start < $rnd && $rnd <= $start + $probList[$i]) { # 落入区间
  488. $rew = $i + 1; # 记录物品
  489. break;
  490. }
  491. $start += $probList[$i]; # 继续判断是否落入下一物品的区间
  492. }
  493. // $piecesDataBaseList= GameConfig::segment();////获取所有的碎片数据表
  494. $tmpPiecesList = GameConfig::segment_byPinzhi_getItem($rew, 1);
  495. // foreach ($piecesDataBaseList as $typeId => $value)
  496. // {
  497. // // $value->
  498. // // echo var_dump($value);
  499. // if ($value->itemType==1) ////是英雄碎片
  500. // {
  501. // if( $value->quailty==$rew) ///碎片品质是指定品质
  502. // {
  503. // $tmpPiecesList[]=$typeId; ///保存到一个临时表里。
  504. // }
  505. // }
  506. // }
  507. $tmprnd = CommUtil::random(0, count($tmpPiecesList) - 1);
  508. return $tmpPiecesList[$tmprnd]->typeId;
  509. }
  510. // </editor-fold>
  511. // --------------- 以下为辅助方法 ------------------
  512. //
  513. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  514. /**
  515. * 从仓库中移除指定数量的物品
  516. * @param UserGameModel $user
  517. * @param type $itemId
  518. * @param type $itemcount
  519. * @return type
  520. */
  521. static function removeItemFromStore($store, $itemId, $itemcount) {
  522. $typeId = substr($itemId, 0, 3);
  523. switch ($typeId) {
  524. case '307': #经验书
  525. case '305': #扫荡券
  526. case '304': # 宝石
  527. if (CommUtil::isPropertyExists($store->items, $itemId)) { //
  528. if ($store->items->$itemId >= $itemcount) { // 数量足够
  529. $store->items->$itemId -= $itemcount;
  530. if ($store->items->$itemId == 0) {
  531. unset($store->items->$itemId);
  532. }
  533. return ErrCode::ok;
  534. } else {
  535. return ErrCode::store_itemnotenough; // 道具数量不足
  536. }
  537. } else {
  538. return ErrCode::store_itemno_err;
  539. }
  540. break;
  541. case '310': # 碎片
  542. case '311': # 碎片
  543. case '312': # 碎片
  544. case '313': #装备 碎片
  545. case '314': #装备 碎片
  546. case '315': #装备 碎片
  547. if (CommUtil::isPropertyExists($store->segement, $itemId)) { //
  548. if ($store->segement->$itemId >= $itemcount) { // 数量足够
  549. $store->segement->$itemId -= $itemcount;
  550. if ($store->segement->$itemId == 0) {
  551. unset($store->segement->$itemId);
  552. }
  553. return ErrCode::ok;
  554. } else {
  555. return ErrCode::store_itemnotenough; // 道具数量不足
  556. }
  557. } else {
  558. return ErrCode::store_itemno_err;
  559. }
  560. break;
  561. default : # 其他
  562. Err(ErrCode::store_itemcantuse);
  563. break;
  564. }
  565. }
  566. /**
  567. * 从仓库移出
  568. * @param type $itemId
  569. * @param StoreModel $store
  570. * @return boolean
  571. */
  572. static function removeFromStore($itemId, &$store) {
  573. //return ErrCode::succeed;
  574. $typid = substr("$itemId", 0, 3); # 取道具分类
  575. $ok = false;
  576. switch ($typid) {
  577. case "101": # 英雄 错误了的路径
  578. break;
  579. case '102': # 英雄碎片
  580. if (CommUtil::isPropertyExists($store->segement, "$itemId") && $store->segement->$itemId > 0) {
  581. $store->segement->$itemId -= 1;
  582. $ok = true;
  583. }
  584. break;
  585. case "203": # 宝箱
  586. if (CommUtil::isPropertyExists($store->boxes, "$itemId") && $store->boxes->$itemId > 0) {
  587. $store->boxes->$itemId -= 1;
  588. $ok = true;
  589. }
  590. break;
  591. default:
  592. break;
  593. }
  594. return $ok;
  595. }
  596. /**
  597. * 从仓库移出装备
  598. * @param type $itemId uid
  599. * @param StoreModel $store
  600. * @return boolean
  601. */
  602. static function removeEquipFromStore($uid, $typeId, &$req) {
  603. $ok = false;
  604. echo var_export($uid);
  605. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  606. // $con= ConstProc::getItemConst($req->mem, $req->userInfo->game->store->equipment->$uid->typeId);
  607. echo var_export($req->userInfo->game->store->equipment->$uid->typeId);
  608. if ($typeId == $req->userInfo->game->store->equipment->$uid->typeId) {
  609. echo "typeid相同";
  610. unset($req->userInfo->game->store->equipment->$uid);
  611. $ok = true;
  612. } else {
  613. echo "typeid检验错误";
  614. }
  615. }
  616. return $ok;
  617. }
  618. /**
  619. * 从仓库移除碎片
  620. * @param StoreModel $store
  621. * @param int $segmentId
  622. * @param int $num
  623. * @return bool 成功/失败
  624. */
  625. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  626. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  627. && $store->segement->$segmentId >= $num) {
  628. $store->segement->$segmentId -= $num;
  629. return TRUE;
  630. }
  631. return false;
  632. }
  633. /**
  634. * 向仓库添加碎片
  635. * @param StoreModel $store
  636. * @param int $segmentId
  637. * @param int $num
  638. */
  639. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  640. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  641. $store->segement->$segmentId += $num;
  642. } else {
  643. $store->segement->$segmentId = $num;
  644. }
  645. }
  646. /**
  647. * 计算玩家仓库中某种符石/道具的数量
  648. * @param type $map
  649. * @param type $stoneid
  650. * @return type
  651. */
  652. static function GetStoneCount($map, $stoneid) {
  653. $ret = 0;
  654. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  655. $ret = $map->store->stones->
  656. $stoneid;
  657. }
  658. return $ret;
  659. }
  660. /**
  661. * 从仓库移除符石(道具)
  662. * @param MapModel $map
  663. * @param int $stoneid
  664. * @param int $num
  665. */
  666. static function RemoveStoneFromStore(&$map, $stoneid, $num = 1) {
  667. if ($num <= 0) {
  668. return $num;
  669. }
  670. $ret = 0;
  671. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  672. $left = $map->store->stones->$stoneid - $num;
  673. if ($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.
  674. $map->store->stones->$stoneid -= $num;
  675. $ret = $num;
  676. }
  677. }
  678. return $ret;
  679. }
  680. /**
  681. * 从仓库移除七宗罪炼金元素(道具)
  682. * @param $req
  683. * @param int $elementid
  684. * @param int $num
  685. */
  686. static function RemoveElementFromStore(&$req, $num) {
  687. if ($num < 0) {
  688. return FALSE;
  689. }
  690. echoLine("元素数量");
  691. $ok = StoreProc::CheckElementNum($req, $num);
  692. if (!$ok) {
  693. echoLine("元素数量不足");
  694. } else {
  695. $ElementObj = $req->userInfo->game->store->element;
  696. if ($ElementObj) {
  697. foreach ($ElementObj as $key => $value) {
  698. // echo var_dump($HeroObj);
  699. if ($value >= $num) {
  700. $req->userInfo->game->store->element->$key -= $num;
  701. } else {
  702. return FALSE;
  703. }
  704. }
  705. return true;
  706. }
  707. }
  708. return FALSE;
  709. }
  710. /**
  711. * 检测身上的熔炼元素是否够数量
  712. * @param type $req
  713. * @param type $num
  714. */
  715. static function CheckElementNum($req, $num) {
  716. if (!CommUtil::isPropertyExists($req->userInfo->game->store, "element")) {
  717. echoLine("没有element节点,开始创建");
  718. // $req->userInfo->game->store->element= ObjectInit();
  719. $req->userInfo->game->store->element = array('388001' => 0, '388002' => 0, '388003' => 0, '388004' => 0, '388005' => 0, '388006' => 0, '388007' => 0);
  720. UserProc::updateUserInfo($req);
  721. }
  722. $ElementObj = $req->userInfo->game->store->element;
  723. ////检测英雄装备到身上的情况,装备到英雄身上要减去.
  724. if ($ElementObj) {
  725. foreach ($ElementObj as $value) {
  726. // echo var_dump($HeroObj);
  727. if ($value < $num) {
  728. return FALSE;
  729. }
  730. }
  731. return true;
  732. }
  733. return FALSE;
  734. }
  735. // </editor-fold>
  736. //
  737. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  738. /**
  739. * 将其他物品放入仓库
  740. * @param type $itemId
  741. * @param UserGameModel $game
  742. */
  743. static function PutItemInStore($itemId, &$game) {
  744. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  745. $game->store->items->$itemId += 1;
  746. } else {// 如果仓库中没有这种元素,则其数目置1
  747. $game->store->items->$itemId = 1;
  748. }
  749. }
  750. /**
  751. * 检测是否允许放入仓库
  752. * @param BuildModel $build
  753. * @return type
  754. */
  755. static function canPutInStore($build) {
  756. if ($build->categoryId == INIT_HABITID) {
  757. return ErrCode::ok;
  758. }
  759. return ErrCode::store_putinto;
  760. }
  761. /**
  762. * 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
  763. * @param Req $req
  764. * @param string $goodsStr itemid,num;itemid,num;...
  765. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  766. * @deprecated since version 0
  767. * @return type
  768. */
  769. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  770. $user = $req->userInfo->game;
  771. $ary = explode(";", $goodsStr);
  772. foreach ($ary as $value) {
  773. $val = explode(",", $value);
  774. $itemId = $val[0];
  775. $num = $val[1]; //数量
  776. $str1 = substr($itemId, 0, 3); # prefix
  777. switch ($str1) {
  778. // 10x 怪物卡或者英雄卡牌获取
  779. case "101":
  780. case "202":
  781. case "201":
  782. // if (1 == $src && $user->heros->maxCollectCount <= StoreProc::CheckHeroNum($req)) {
  783. // # 战斗模块获得的英雄,超过上限丢弃
  784. // 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
  785. // } else {
  786. // HeroProc::AddHeroTFromStore($req, $itemId);
  787. // }
  788. break;
  789. // 30x 装备物品的获取.
  790. case "301":
  791. case "302":
  792. case "303":
  793. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  794. StoreProc::PutEquipInStore($itemId, $req);
  795. }
  796. break;
  797. //宝石的获取 + 抽奖券+经验书
  798. case "304":
  799. case "305":
  800. case "307":
  801. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  802. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req);
  803. }
  804. break;
  805. // // 31x 碎片
  806. case "310": # 英雄碎片
  807. case "311": # 小怪碎片
  808. case "312": # boss碎片
  809. case "313": # 装备碎片
  810. case "314": # 装备碎片
  811. case "315": # 装备碎片\
  812. if (StoreProc::GetItemMaxNum($req) > StoreProc::CheckItemNum($req)) {
  813. StoreProc::addSegmentIntoStore($req->userInfo->game->store, $itemId, $num);
  814. }
  815. break;
  816. case "701": # 宝箱
  817. case "702":
  818. case "703":
  819. case "704":
  820. StoreProc::putBoxexInStore($req->userInfo->game->store, $itemId, $num);
  821. break;
  822. // 游戏内货币的获取
  823. case "399":
  824. switch ($itemId) {
  825. case META_CASH_ITEMID: # 钻石
  826. UserGameModel::Add_Cash($req->userInfo->game, $num);
  827. break;
  828. case META_GOLD_ITEMID: # 金币
  829. UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $num);
  830. break;
  831. case META_tili_ITEMID: # 体力
  832. UserGameModel::Add_tili($req, $num);
  833. break;
  834. case META_FriendShipPoit_ItemId: # 友情
  835. UserGameModel::Add_FriendPoint($req->userInfo->game, $num);
  836. break;
  837. default :
  838. }
  839. break;
  840. ////熔炼元素的获取
  841. case "388":
  842. StoreProc::PutElementInStore($itemId, $num, $req);
  843. break;
  844. default:
  845. break;
  846. }
  847. }
  848. // // 更新数据库数据
  849. UserProc::updateUserInfo($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)
  850. return ErrCode::ok; // 返回
  851. }
  852. /// 物品类型,物品typeid,物品数量
  853. public static function AddItemInStore($req) {
  854. $itemType = $req->paras[0];
  855. $itemId = $req->paras[1];
  856. $num = $req->paras[2]; //数量
  857. if ($itemType < 4) {
  858. StoreProc::PutEquipInStore($itemId, $req);
  859. } else if ($itemType == 4) {
  860. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req);
  861. } else if ($itemType == 10) {
  862. StoreProc:: PutOverlyingItemInStore($itemId, $num, $req); ///准备添加其他
  863. }
  864. // 更新数据库数据
  865. UserProc::updateUserInfo($req);
  866. // 返回
  867. $ret = array('resp' => "succeed!");
  868. $resp = Resp::ok($ret); //返回必须是object
  869. return $resp;
  870. }
  871. /**
  872. * 将装备放入背包
  873. * @param type $itemId
  874. * @param Req $req
  875. */
  876. static function PutEquipInStore($itemId, &$req) {
  877. $privateState = $req->userInfo->game->privateState;
  878. if (!CommUtil::isPropertyExists($privateState, "currentId")) {// 如果仓库中已经有这种元素,则其数目+1
  879. $req->userInfo->game->privateState->currentId = 1;
  880. }
  881. $cid = $req->userInfo->game->privateState->currentId++;
  882. $equip = ObjectInit();
  883. $equip->typeId = $itemId;
  884. $req->userInfo->game->store->equipment->$cid = $equip;
  885. SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  886. }
  887. /**
  888. * 将可叠加物品放入背包
  889. * @param type $itemId
  890. * @param UserGameModel $game
  891. */
  892. static function PutOverlyingItemInStore($itemId, $num, &$req) {
  893. // $game->userInfo->game;
  894. if (CommUtil::isPropertyExists($req->userInfo->game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  895. $req->userInfo->game->store->items->$itemId += $num;
  896. } else {// 如果仓库中没有这种元素,则其数目置1
  897. $req->userInfo->game->store->items->$itemId = $num;
  898. }
  899. }
  900. /**
  901. * 将炼金元素放入仓库
  902. * @param type $itemId
  903. *
  904. */
  905. static function PutElementInStore($elementId, $num, &$req) {
  906. // $game->userInfo->game;
  907. $g = glc();
  908. if (CommUtil::isPropertyExists($req->userInfo->game->store->element, $elementId)) {// 如果仓库中已经有这种元素,则其数目+
  909. if ($req->userInfo->game->store->element->$elementId + $num < $g->Melt_Element_MaxNum) { ////如果炼金元素增加之后的数量没到上限,则加
  910. $req->userInfo->game->store->element->$elementId += $num;
  911. } else {
  912. $req->userInfo->game->store->element->$elementId = $g->Melt_Element_MaxNum; ////如果到上限了,就直接等于上限.
  913. }
  914. } else {// 如果仓库中没有这种元素,则当做之前数量零处理
  915. if ($num > $g->Melt_Element_MaxNum) { ////如果要添加的数量超过最大值,那么等于最大值.
  916. $req->userInfo->game->store->element->$elementId = $g->Melt_Element_MaxNum;
  917. }
  918. }
  919. }
  920. /**
  921. * 物品包裹打散成独立道具到仓库
  922. * @param GoodsItemModel $itemModel
  923. * @param Req $req
  924. * @return type
  925. */
  926. static function addSeprateItem($itemModel, $req) {
  927. // var_dump($itemModel);
  928. $user = $req->userInfo->game;
  929. $store = $req->userInfo->game->store;
  930. $itemContent = JsonUtil::decode($itemModel->content);
  931. foreach ($itemContent as $itemId => $itemNum) {
  932. if ($itemId == META_GOLDITEMID) { # 如果是金币 1
  933. UserModel::Add_Gold($user, $itemNum);
  934. } else if ($itemId == META_CASHITEMID) { # 如果是宝石 2
  935. UserModel::present_cash($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
  936. } else if ($itemId == META_SPAEITEMID) { # 如果是能量块 3
  937. $user->spar += $itemNum;
  938. } else if ($itemId == META_YUANBAOITEMID) { # 元宝,后加的只能采用字段补偿机制 7
  939. PayProc::m_AddUserYuanbao($req, $itemNum, "<" . $req->cmd . ">道具解包-" . $itemModel->name);
  940. } else { // 否则就是道具
  941. $typid = substr("$itemId", 0, 3);
  942. switch ($typid) {
  943. case "101": # 英雄
  944. if (property_exists($user->heros, $itemId)) {
  945. DebugHelper::var_dump(" 已经有了xxx英雄了.");
  946. } else { # 给玩家创建一个英雄
  947. $hero = new HeroModel();
  948. $instanceID = now();
  949. $heroID = $itemId;
  950. $hero->reInit($heroID, $instanceID);
  951. $user->heros->$heroID = $hero;
  952. }
  953. break;
  954. case '102': # 碎片
  955. if (CommUtil::isPropertyExists($store->segement, $itemId)) {
  956. $store->segement->$itemId += $itemNum;
  957. } else {
  958. $store->segement->$itemId = $itemNum;
  959. }
  960. break;
  961. case '203': # 宝箱
  962. if (CommUtil::isPropertyExists($store->boxes, $itemId)) {
  963. $store->boxes->$itemId += $itemNum;
  964. } else {
  965. $store->boxes->$itemId = $itemNum;
  966. }
  967. break;
  968. default :
  969. break;
  970. }
  971. // for ($i = 0; $i < $itemNum; $i++) {
  972. // $store->items[] = $itemId;
  973. // }
  974. }
  975. // break; # 不会循环的,一个物品中只有第一个道具配置生效,否则
  976. }
  977. UserProc::updateUserInfo($req);
  978. # 添加活动记录
  979. // self::checkActiveItem($req, $itemModel);
  980. }
  981. ///给英雄穿装备
  982. static function WearEquipToHero($req) {
  983. $user = $req->userInfo->game; # user引用
  984. $itemtype = $req->paras[0]; //装备类型
  985. $equipuid = $req->paras[1]; //装备的UID
  986. $herouid = $req->paras[2]; //英雄的UID
  987. echo "开始进去";
  988. //1.检测是否存在该装备
  989. if (!CommUtil::isPropertyExists($user->store->equipment, $equipuid)) {
  990. Err(ErrCode::store_itemno_err);
  991. }
  992. //2.检查是否存在需要装备的英雄
  993. $collectHeros = $user->heros->collectHeros;
  994. if (!$collectHeros) {
  995. $collectHeros = ObjectInit();
  996. }
  997. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) {
  998. Err(ErrCode::hero_no);
  999. }
  1000. //3.检测该装备是否装备到其他英雄身上
  1001. foreach ($collectHeros as $tmpheroid => $tempvalue) {
  1002. if ($tempvalue->equip->weapon->itemuid == $equipuid) {
  1003. Err(ErrCode::store_equipWeared_err);
  1004. } elseif ($tempvalue->equip->armor->itemuid == $equipuid) {
  1005. Err(ErrCode::store_equipWeared_err);
  1006. } elseif ($tempvalue->equip->ring->itemuid == $equipuid) {
  1007. Err(ErrCode::store_equipWeared_err);
  1008. }
  1009. }
  1010. ///4.添加或替换英雄该部位的装备
  1011. if ($itemtype == 1) {
  1012. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1013. }
  1014. if ($itemtype == 2) {
  1015. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1016. }
  1017. if ($itemtype == 3) {
  1018. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1019. }
  1020. //5.回写数据
  1021. UserProc::updateUserInfo($req);
  1022. $ret = array('resp' => "succeed!");
  1023. $resp = Resp::ok($ret); //返回必须是object
  1024. StoreProc::CheckItemNum($req);
  1025. return $resp;
  1026. }
  1027. ///给英雄穿装备
  1028. static function UnWieldEquip($req) {
  1029. $user = $req->userInfo->game; # user引用
  1030. $itemtype = $req->paras[0]; //装备类型
  1031. $equipuid = $req->paras[1]; //装备的UID
  1032. $herouid = $req->paras[2]; //拥有该装备的英雄的UID
  1033. echo "开始进去";
  1034. //1.检测是否存在拥有该装备的英雄
  1035. $collectHeros = $user->heros->collectHeros;
  1036. if (!$collectHeros) {
  1037. $collectHeros = ObjectInit();
  1038. }
  1039. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) {
  1040. Err(ErrCode::hero_no);
  1041. }
  1042. //2.检测该装备是否装备在该英雄身上
  1043. if ($itemtype == 1) {
  1044. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1045. Err(ErrCode::store_noequip_err);
  1046. }
  1047. }
  1048. if ($itemtype == 2) {
  1049. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1050. Err(ErrCode::store_noequip_err);
  1051. }
  1052. }
  1053. if ($itemtype == 3) {
  1054. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1055. Err(ErrCode::store_noequip_err);
  1056. }
  1057. }
  1058. ///4.卸下英雄该部位的装备
  1059. if ($itemtype == 1) {
  1060. $collectHeros->$herouid->equip->weapon->itemuid = 0;
  1061. }
  1062. if ($itemtype == 2) {
  1063. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1064. }
  1065. if ($itemtype == 3) {
  1066. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1067. }
  1068. //5.回写数据
  1069. UserProc::updateUserInfo($req);
  1070. $ret = array('resp' => "succeed!");
  1071. $resp = Resp::ok($ret); //返回必须是object
  1072. StoreProc::CheckItemNum($req);
  1073. return $resp;
  1074. }
  1075. // </editor-fold>
  1076. //
  1077. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1078. /**
  1079. * 将宝箱放入仓库
  1080. * @param StoreModel $store
  1081. * @param int $boxId 宝箱类型编号
  1082. * @param int $num 数量
  1083. */
  1084. static function putBoxexInStore($store, $boxId, $num) {
  1085. if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
  1086. $store->boxes->$boxId += $num;
  1087. } else {
  1088. $store->boxes->$boxId = $num;
  1089. }
  1090. }
  1091. public static function CheckHeroNum($req) {
  1092. $heroNum = 0;
  1093. $gamedata = $req->userInfo->game;
  1094. $HeroObj = $gamedata->heros->collectHeros;
  1095. if ($HeroObj) {
  1096. foreach ($HeroObj as $value) {
  1097. $heroNum++;
  1098. }
  1099. }
  1100. return $heroNum;
  1101. }
  1102. /**
  1103. * 检查背包中物品的个数
  1104. * @param type $req
  1105. * @return int
  1106. */
  1107. public static function CheckItemNum($req) {
  1108. $ItemObj = $req->userInfo->game->store->items;
  1109. $EquipObj = $req->userInfo->game->store->equipment;
  1110. $SegementObj = $req->userInfo->game->store->segement;
  1111. $HeroObj = $req->userInfo->game->heros->collectHeros;
  1112. $ItemNum = 0;
  1113. ////检查宝石类可叠加物品的格子占用
  1114. if ($ItemObj) {
  1115. foreach ($ItemObj as $value) {
  1116. $ItemNum++;
  1117. }
  1118. }
  1119. if ($SegementObj) {
  1120. foreach ($SegementObj as $value) {
  1121. $ItemNum++;
  1122. }
  1123. }
  1124. ////检测装备类物品格子占用
  1125. if ($EquipObj) {
  1126. foreach ($EquipObj as $value) {
  1127. $ItemNum++;
  1128. }
  1129. }
  1130. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  1131. if ($HeroObj) {
  1132. foreach ($HeroObj as $value) {
  1133. // echo var_dump($HeroObj);
  1134. $HeroEquipId = $value->equip->weapon->itemuid;
  1135. if ($HeroEquipId > 0) {
  1136. $ItemNum--;
  1137. }
  1138. $HeroEquipId = $value->equip->armor->itemuid;
  1139. if ($HeroEquipId > 0) {
  1140. $ItemNum--;
  1141. }
  1142. $HeroEquipId = $value->equip->ring->itemuid;
  1143. if ($HeroEquipId > 0) {
  1144. $ItemNum--;
  1145. }
  1146. }
  1147. }
  1148. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  1149. return $ItemNum;
  1150. }
  1151. /**
  1152. * 获取物品格子的上限值
  1153. * @param type $req
  1154. * @return int 上限数值
  1155. */
  1156. public static function GetItemMaxNum($req) {
  1157. $g = glc();
  1158. if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "maxItemNum")) {
  1159. $req->userInfo->game->privateState->maxItemNum = $g->Item_Packet_MaxNum;
  1160. }
  1161. return $req->userInfo->game->privateState->maxItemNum;
  1162. }
  1163. public static function AddPacketNum($req) {
  1164. $g = glc();
  1165. // $user = $req->userInfo->game; # user引用
  1166. if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "maxItemNum")) {
  1167. $req->userInfo->game->privateState->maxItemNum = $g->Item_Packet_MaxNum;
  1168. }
  1169. $costCash = $g->Item_Packet_NumCostCash;
  1170. $bDeal = false;
  1171. if ($costCash > 0) {
  1172. if ($req->userInfo->game->cash < $costCash) {
  1173. Err(ErrCode::notenough_spar);
  1174. }
  1175. $bDeal = UserGameModel::Consume_Cash($req->userInfo->game, $costCash);
  1176. } else {
  1177. Err(ErrCode::paras_err);
  1178. }
  1179. //6.进行消耗
  1180. if ($bDeal) {
  1181. $req->userInfo->game->privateState->maxItemNum += 10;
  1182. UserProc::updateUserInfo($req);
  1183. $result = ObjectInit();
  1184. $result->maxItemNum = $req->userInfo->game->privateState->maxItemNum;
  1185. $resp = Resp::ok($result);
  1186. }
  1187. StoreProc::CheckItemNum($req);
  1188. return $resp;
  1189. }
  1190. // </editor-fold>
  1191. //
  1192. // -------------- 已废弃的代码 -------------------------------
  1193. //
  1194. // <editor-fold defaultstate="collapsed" desc=" --- 已废弃的代码 --- ">
  1195. //
  1196. /**
  1197. * 符石放入仓库
  1198. * @param type $itemId
  1199. * @param MapModel $map
  1200. */
  1201. static function putStoneInStore($itemId, $itemNum, &$map) {
  1202. if (!CommUtil::isPropertyExists($map->store, "stones")) {
  1203. $map->store->stones = ObjectInit();
  1204. }
  1205. if (CommUtil::isPropertyExists($map->store->stones, $itemId)) {
  1206. $map->store->stones->$itemId += $itemNum;
  1207. } else {// 如果仓库中没有这种元素,则其数目置1
  1208. $map->store->stones->$itemId = $itemNum;
  1209. }
  1210. }
  1211. // </editor-fold>
  1212. //
  1213. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1214. //
  1215. // /**
  1216. // * 从仓库出售可叠加物品
  1217. // * @param RequestVo $req
  1218. // * @return type
  1219. // */
  1220. // static function sellGemFromStore($req)
  1221. // {
  1222. // $resp = new ResponseVo();
  1223. // $mem = $req->mem;
  1224. // // $user = $req->userInfo->user;
  1225. // $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1226. ////客户端参数解析
  1227. // $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  1228. // $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  1229. // $count = intval($req->paras[2]); // 数量
  1230. //
  1231. // ////0是type 1是itemid,2是uid,3是数量
  1232. //
  1233. // if (4 == $type) { // 从仓库出售宝石 出售可叠加的物品
  1234. //
  1235. // $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1236. //
  1237. ////1.如果仓库道具移出时出错,则直接返回错误
  1238. // if ($ok != ErrCode::succeed) {
  1239. // $resp = ResponseVo::ErrResponse($req, $ok);
  1240. //
  1241. // } else {
  1242. // // echo "弄弄";
  1243. // $gem = ConstProc::getItemConst ($mem, $itemId);
  1244. // echo var_export($gem);
  1245. ////2.检测是否存在该物品的原始物种
  1246. // if ($gem == null) {
  1247. // $resp = ResponseVo::ErrResponse($req, ErrCode::err_godpet_noconst);
  1248. // } else {
  1249. // // 发金币
  1250. //
  1251. // UserGameModel::Add_Gold($mem, $req->userInfo->game,$gem->maijia *$count );
  1252. //
  1253. // $resp = ResponseVo::RetResponse($req, "succeed!");
  1254. //
  1255. // UserProc::updateUserInfo($req);
  1256. //
  1257. // }
  1258. // }
  1259. // } else if (1 == $type) { # 建筑 // 其它
  1260. // if ($count > 1) {
  1261. // $resp = ResponseVo::ErrResponse($req, ErrCode::err_msg_paras);
  1262. // } else {
  1263. // $ok = StoreProc::removeFromStore($itemId, $map); # 从仓库移除
  1264. // if ($ok) {//1.如果仓库道具移出时出错,则直接返回错误
  1265. // $resp = ResponseVo::ErrResponse($req, ErrCode::err_store_removefail);
  1266. // } else {
  1267. // $build = ConstProc::getBuildConst($mem, $itemId);
  1268. // if (build == null) { //2.检测是否存在建筑的原始数据
  1269. // $resp = ResponseVo::errResponse($req->oid, $req->msgid, ErrCode::err_build_noconst);
  1270. // } else {
  1271. // UserModel::Add_Gold($user, JsonUtil::decode($build->sellPrice)->g); # 加金币
  1272. // $resp = ResponseVo::myRetResponse($req, "succeed!"); # 返回值
  1273. // //成就触发--获取金币
  1274. // /// AchievementProc::dealAchievementState($req, $resp, AchievementProc::Gold);
  1275. // UserProc::updateUserInfo($req);
  1276. // }
  1277. // }
  1278. // }
  1279. // }
  1280. // }
  1281. //
  1282. //
  1283. //
  1284. //
  1285. //
  1286. //
  1287. //
  1288. /**
  1289. * 出售单一的物品
  1290. * @param Req $req
  1291. * @return type
  1292. */
  1293. static function sellItem($req) {
  1294. $resp = new Resp();
  1295. $mem = $req->mem;
  1296. // $user = $req->userInfo->user;
  1297. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1298. //客户端参数解析
  1299. $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  1300. $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  1301. if ($type > 3) {
  1302. $count = intval($req->paras[2]); // 数量
  1303. $uid = 0;
  1304. } else {
  1305. $count = 1;
  1306. $uid = $req->paras[2];
  1307. }//物品的uid
  1308. ////0是type 1是itemid,2是uid或者是数量
  1309. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  1310. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1311. //1.如果仓库道具移出时出错,则直接返回错误
  1312. if ($ok != ErrCode::ok) {
  1313. Err($ok);
  1314. }
  1315. // echo "弄弄";
  1316. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1317. echo var_export($gem);
  1318. //2.检测是否存在该物品的原始物种
  1319. if ($gem == null) {
  1320. Err(ErrCode::err_godpet_noconst);
  1321. }
  1322. // 发金币
  1323. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->maijia * $count);
  1324. $ret = array('resp' => "succeed!");
  1325. $resp = Resp::ok($ret);
  1326. UserProc::updateUserInfo($req);
  1327. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  1328. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1329. //1.如果仓库道具移出时出错,则直接返回错误
  1330. if ($ok != ErrCode::ok) {
  1331. Err($ok);
  1332. }
  1333. // echo "弄弄";
  1334. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  1335. // echo var_export($gem);
  1336. //2.检测是否存在该物品的原始物种
  1337. if ($gem == null) {
  1338. Err(ErrCode::err_godpet_noconst);
  1339. }
  1340. // 发金币
  1341. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->saleGoldPrice * $count);
  1342. $ret = array('resp' => "succeed!");
  1343. $resp = Resp::ok($ret);
  1344. UserProc::updateUserInfo($req);
  1345. } else if ($type < 4 && $type > 0) { # 这里是装备
  1346. if ($count > 1) {
  1347. Err(ErrCode::paras_err);
  1348. }
  1349. if ($uid < 1) {
  1350. Err(ErrCode::paras_err);
  1351. }
  1352. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  1353. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  1354. Err(ErrCode::store_removefail);
  1355. }
  1356. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1357. if ($item == null) { //2.检测是否存在装备的原始数据
  1358. Err(ErrCode::err_const_no);
  1359. }
  1360. UserGameModel::Add_Gold($mem, $req->userInfo->game, $item->maijia);
  1361. $ret = array('resp' => "succeed!");
  1362. $resp = Resp::ok($ret); //返回必须是object
  1363. UserProc::updateUserInfo($req);
  1364. } else {
  1365. Err(ErrCode::paras_err);
  1366. }
  1367. StoreProc::CheckItemNum($req);
  1368. return $resp;
  1369. }
  1370. /**
  1371. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1372. * @param Req $req
  1373. * @return type
  1374. */
  1375. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  1376. $resp = new Resp();
  1377. $mem = $req->mem;
  1378. // $user = $req->userInfo->user;
  1379. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  1380. //客户端参数解析
  1381. ////0是type 1是itemid,2是uid或者是数量
  1382. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  1383. echoLine(":fs::");
  1384. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1385. //1.如果仓库道具移出时出错,则直接返回错误
  1386. if ($ok != ErrCode::ok) {
  1387. Err($ok);
  1388. }
  1389. echo "弄弄";
  1390. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1391. echo var_export($gem);
  1392. //2.检测是否存在该物品的原始物种
  1393. if ($gem == null) {
  1394. Err(ErrCode::err_godpet_noconst);
  1395. }
  1396. // 发金币
  1397. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->maijia * $count);
  1398. $ret = array('resp' => "succeed!");
  1399. $resp = Resp::ok($ret);
  1400. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  1401. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  1402. //1.如果仓库道具移出时出错,则直接返回错误
  1403. if ($ok != ErrCode::ok) {
  1404. Err($ok);
  1405. }
  1406. // echo "弄弄";
  1407. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  1408. // echo var_export($gem);
  1409. //2.检测是否存在该物品的原始物种
  1410. if ($gem == null) {
  1411. Err(ErrCode::err_godpet_noconst);
  1412. }
  1413. // 发金币
  1414. UserGameModel::Add_Gold($mem, $req->userInfo->game, $gem->saleGoldPrice * $count);
  1415. $ret = array('resp' => "succeed!");
  1416. $resp = Resp::ok($ret);
  1417. } else if ($type < 4 && $type > 0) { # 这里是装备
  1418. if ($count > 1) {
  1419. Err(ErrCode::paras_err);
  1420. }
  1421. if ($uid < 1) {
  1422. Err(ErrCode::paras_err);
  1423. }
  1424. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  1425. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  1426. Err(ErrCode::store_removefail);
  1427. }
  1428. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  1429. if ($item == null) { //2.检测是否存在装备的原始数据
  1430. Err(ErrCode::err_const_no);
  1431. }
  1432. UserGameModel::Add_Gold($mem, $req->userInfo->game, $item->maijia);
  1433. $ret = array('resp' => "succeed!");
  1434. $resp = Resp::ok($ret); //返回必须是object
  1435. } else {
  1436. Err(ErrCode::paras_err);
  1437. }
  1438. return $resp;
  1439. }
  1440. /**
  1441. * 从背包出售多个物品
  1442. * @param Req $req
  1443. * @return type
  1444. */
  1445. static function sellMultiItemFromStore($req) {
  1446. $resp = new Resp();
  1447. $obj = $req->paras[0]; //获取物品的结构数组
  1448. echo var_export($obj);
  1449. foreach ($obj as $value) {
  1450. $type = $value[0];
  1451. $itemId = $value[1];
  1452. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  1453. if ($type > 3) {
  1454. $count = intval($value[2]); // 数量
  1455. $uid = 0;
  1456. } else {
  1457. $count = 1;
  1458. $uid = $value[2];
  1459. }//物品的uid
  1460. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  1461. echo var_export($resp);
  1462. #sellitem();
  1463. }
  1464. if (0 == $resp->err) {
  1465. UserProc::updateUserInfo($req);
  1466. }
  1467. // echo var_export($resp);
  1468. StoreProc::CheckItemNum($req);
  1469. return $resp;
  1470. }
  1471. // </editor-fold>
  1472. //
  1473. }