StoreProc.php 55 KB

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