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📄 gametable.h

📁 网络泡泡被.net管理
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// GameTable.h: interface for the GameTable class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_GAMETABLE_H__FD9707E2_0DA6_4D85_AD96_B90F05A4AF0A__INCLUDED_)
#define AFX_GAMETABLE_H__FD9707E2_0DA6_4D85_AD96_B90F05A4AF0A__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

class Bubble_Server;
class GameTable  : public STRUCT_TABLE_INFO
{
	friend Bubble_Server;
public:
	void on_auto_handle(GamePlayer* ptr_player);
	NET_Packet* CreateTableInfoPacket();
	void do_handle_player(STRUCT_HANDLE_PLAYER* pSHP);
	virtual void on_msg_handle_player(GameUser* ptr_obj, GameUser* ptr_user);
	void DoUpdate();
	bool CheckWinner();
	bool Start();
	void BroadcastPacket(NET_Packet* pPacket, ULONG id_except=0);
	void on_user_enter_table(ULONG id_user);
	GamePlayer* get_player(ULONG id_user);
	bool UserEnter(GameUser* pUser, int nChair);
	void UserLeave(GameUser* pUser);


	bool IsPlaying();//	{return is_playing;}

	GameTable();
	virtual ~GameTable();



protected:
	void on_msg_trigger_cards(GameUser* pUser, BYTE* pData);
	void _update_player_state(GameUser* ptr_user, GamePlayer* ptr_player);
	void do_score(GameUser* ptr_user, int score);
	virtual bool on_msg_shoot(GameUser* pUser, STRUCT_SHOOT_DATA* pShoot);
	virtual bool on_ui_cmd_ready(GameUser* pUser);
	GamePlayer					m_player[NUM_CHAIR];
//	std::map<ULONG, GamePlayer> m_map_player;
	std::set<ULONG>				m_set_user;

	int							m_num_playing;
	int							m_prize;
	DWORD						m_time_game;
	DWORD						m_time_start_game;
};

#endif // !defined(AFX_GAMETABLE_H__FD9707E2_0DA6_4D85_AD96_B90F05A4AF0A__INCLUDED_)

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