📄 servermanage.cpp
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#include "StdAfx.h"
#include "ServerManage.h"
//构造函数
CServerGameDesk::CServerGameDesk(void):CGameDesk(FULL_BEGIN)
{
m_iEnableWatch=0;
m_iLessCount=0;
m_iPlayCardCount=0;
m_iBaseOutCount=0;
m_iFirstOutPeople=-1;
m_iOutCardPeople=-1;
m_iBeenPlayCount=0;
m_iGamePoint=0;
m_bGameStation=GS_WAIT_SETGAME;
m_CardCount=PLAY_TWO_CARD;
::memset(m_iDeskCardCount,0,sizeof(m_iDeskCardCount));
memset(m_iCurScoresArr,0,sizeof(m_iCurScoresArr));
memset(m_iPlayRemainCardCnt,0,sizeof(m_iPlayRemainCardCnt));
}
//析构函数
CServerGameDesk::~CServerGameDesk(void)
{
}
//获取游戏状态信息
bool CServerGameDesk::OnGetGameStation(BYTE bDeskStation, UINT uSocketID, bool bWatchUser)
{
switch (m_bGameStation)
{
case GS_WAIT_SETGAME: //游戏没有开始状态
{
GameStation_1 GameStation;
::memset(&GameStation,0,sizeof(GameStation));
GameStation.iCardCount=m_CardCount;
//发送数据
SendGameStation(bDeskStation,uSocketID,bWatchUser,&GameStation,sizeof(GameStation));
//MessageStruct Mess;
//ZeroMemory(Mess.Message,200);
//strcpy(Mess.Message,"欢迎你参加升级游戏,祝你玩得开心,你的快乐就是我们的快乐!");
//SendGameData(bDeskStation,&Mess,sizeof(Mess),MDM_GM_GAME_NOTIFY,ASS_MESSAGE,0);
return TRUE;
}
case GS_WAIT_ARGEE: //等待玩家开始状态
{
GameStation_2 GameStation;
::memset(&GameStation,0,sizeof(GameStation));
GameStation.iPlayCount=m_iLessCount;
GameStation.iCardCount=m_iPlayCardCount;
//发送数据
SendGameStation(bDeskStation,uSocketID,bWatchUser,&GameStation,sizeof(GameStation));
return TRUE;
}
case GS_SEND_CARD: //发牌状态
{
GameStation_3 GameStation;
::memset(&GameStation,0,sizeof(GameStation));
GameStation.iPlayCount=m_iLessCount;
GameStation.iCardCount=m_iPlayCardCount;
GameStation.iBeenPlayCount=m_iBeenPlayCount;
GameStation.iUserCardCount=m_iUserCardCount[bDeskStation];
::CopyMemory(GameStation.iUserCard,m_iUserCard[bDeskStation],sizeof(BYTE)*m_iUserCardCount[bDeskStation]);
//发送数据
int iSendSize=sizeof(GameStation)-sizeof(GameStation.iUserCard)+sizeof(BYTE)*m_iUserCardCount[bDeskStation];
SendGameStation(bDeskStation,uSocketID,bWatchUser,&GameStation,iSendSize);
return TRUE;
}
case GS_PLAY_GAME: //游戏中状态
{
GameStation_4 GameStation;
::memset(&GameStation,0,sizeof(GameStation));
GameStation.iPlayCount=m_iLessCount;
GameStation.iCardCount=m_iPlayCardCount;
GameStation.iBeenPlayCount=m_iBeenPlayCount;
GameStation.iGamePoint=m_iGamePoint;
GameStation.iOutCardPeople=m_iOutCardPeople;
GameStation.iFirstOutPeople=m_iFirstOutPeople;
GameStation.iBaseOutCount=m_iBaseOutCount;
GameStation.iUserCardCount=m_iUserCardCount[bDeskStation];
::CopyMemory(GameStation.iUserCardList,m_iUserCard[bDeskStation],sizeof(BYTE)*m_iUserCardCount[bDeskStation]);
::CopyMemory(GameStation.iRemainCard,m_iPlayRemainCardCnt,sizeof(m_iPlayRemainCardCnt));
::CopyMemory(GameStation.iUserPoint,m_iCurScoresArr,sizeof(m_iCurScoresArr));
int iPos=GameStation.iUserCardCount;
for (int i=0;i<4;i++)
{
GameStation.iDeskCardCount[i]=m_iDeskCardCount[i];
::CopyMemory(&GameStation.iUserCardList[iPos],m_iDeskCard[i],sizeof(BYTE)*m_iDeskCardCount[i]);
iPos+=m_iDeskCardCount[i];
}
//发送数据
int iSendSize=sizeof(GameStation)-sizeof(GameStation.iUserCardList)+sizeof(BYTE)*iPos;
SendGameStation(bDeskStation,uSocketID,bWatchUser,&GameStation,iSendSize);
return TRUE;
}
case GS_WAIT_NEXT: //等待下一盘游戏开始
{
GameStation_5 GameStation;
::memset(&GameStation,0,sizeof(GameStation));
GameStation.iPlayCount=m_iLessCount;
GameStation.iCardCount=m_iPlayCardCount;
//GameStation.iBeginStation=m_iBeginStation;
//GameStation.iEndStation=m_iEndStation;
//GameStation.iWinPoint=m_iPlayNTNum[bDeskStation%2]-m_iBeginStation;
GameStation.iBeenPlayCount=m_iBeenPlayCount;
//发送数据
SendGameStation(bDeskStation,uSocketID,bWatchUser,&GameStation,sizeof(GameStation));
return TRUE;
}
}
return false;
}
//重置游戏状态
bool CServerGameDesk::ReSetGameState(BYTE bLastStation)
{
if ((bLastStation==GFF_FORCE_FINISH)||(bLastStation==GF_SALE))
{
m_iLessCount=0;
m_iPlayCardCount=0;
//m_iBeginStation=0;
//m_iEndStation=0;
m_iBeenPlayCount=0;
}
m_iGamePoint=0;
m_iBaseOutCount=0;
m_iFirstOutPeople=-1;
m_iOutCardPeople=-1;
m_iSendCardPos=0;
//m_Logic.SetNTHuaKind(UG_ERROR_HUA);
memset(m_iDeskCardCount,0,sizeof(m_iDeskCardCount));
memset(m_iUserCardCount,0,sizeof(m_iUserCardCount));
return TRUE;
}
//游戏开始
bool CServerGameDesk::GameBegin(BYTE bBeginFlag)
{
if (__super::GameBegin(bBeginFlag)==false)
return false;
//设置状态
m_iSendCardPos=0;
m_iBeenPlayCount++;
//m_Logic.SetNTHuaKind(UG_ERROR_HUA);
m_bGameStation=GS_SEND_CARD;
::memset(m_iDeskCardCount,0,sizeof(m_iDeskCardCount));
::memset(m_iUserCardCount,0,sizeof(m_iUserCardCount));
m_iCurMiCi = 0;
m_iCurScores = 0;
memset(m_iCurScoresArr,0,sizeof(m_iCurScoresArr));
::CopyMemory(m_iPlayRemainCardCnt,m_iUserCardCount,sizeof(m_iUserCardCount));
//分发扑克
BYTE iCardArray[52];//需要修改
//BYTE iCardArray[108];
//m_Logic.RandCard(iCardArray,(m_iPlayCardCount==2)?108:162);
m_Logic.RandCard(iCardArray,52);
for (int i=0;i<4;i++)
::CopyMemory(m_iUserCard[i],&iCardArray[13*i],sizeof(BYTE)*13);
//::CopyMemory(m_iUserCard[i],&iCardArray[27*i],sizeof(BYTE)*27);
//::CopyMemory(m_iUserCard[i],&iCardArray[((m_iPlayCardCount==2)?25:39)*i],sizeof(BYTE)*((m_iPlayCardCount==2)?25:39));
//发牌消息
SendCard();
return TRUE;
}
//发送扑克给用户
BOOL CServerGameDesk::SendCard()
{
//继续发送扑克(1次发两张)
for(int i=0;i<52;i++)
//for(int i=0;i<27;i++)
{
SendCardStruct SendCard;
SendCard.iCard=m_iUserCard[m_iSendCardPos%4][m_iSendCardPos/m_bMaxPeople];
SendGameData(m_iSendCardPos%4,&SendCard,sizeof(SendCard),MDM_GM_GAME_NOTIFY,ASS_SEND_CARD,0);
SendWatchData(m_iSendCardPos%4,&SendCard,sizeof(SendCard),MDM_GM_GAME_NOTIFY,ASS_SEND_CARD,0);
m_iUserCardCount[m_iSendCardPos%4]++;
m_iSendCardPos++;
}
if (m_iSendCardPos==52)//((m_iPlayCardCount==2)?100:156)) //发牌完成 //需要修改
// if (m_iSendCardPos==108)//((m_iPlayCardCount==2)?100:156)) //发牌完成 //需要修改
{
NetMessageHead SendFinish;
for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&SendFinish,sizeof(SendFinish),MDM_GM_GAME_NOTIFY,ASS_SEND_FINISH,15);
SendWatchData(m_bMaxPeople,&SendFinish,sizeof(SendFinish),MDM_GM_GAME_NOTIFY,ASS_SEND_FINISH,0);
//第一局由拿黑桃3的先出,以后由上局第一名先出
if (m_iBeenPlayCount == 1)//第一局
{
bool flag = false;
for (int i = 0;i < 4;i++)
{
for (int j = 0;j < 13;j++)
{
if (m_iUserCard[i][j] == 0x32)
{
m_iOutCardPeople= i;
flag = true;
break;
}
else continue;
}
if(flag) break;
}
}
else
{
int iNext = 0;
for (int i = 0;i < 4;i++)
{
if (m_iMiCiArr[i] == 1)
{
iNext = i;
break;
}
}
m_iOutCardPeople= iNext;
}
BeginPlayUpGrade();
return TRUE;
}
return TRUE;
}
//游戏开始
BOOL CServerGameDesk::BeginPlayUpGrade()
{
//设置数据
m_bGameStation=GS_PLAY_GAME;
m_iBaseOutCount=0;
m_iLastOutPeople=m_iFirstOutPeople=m_iOutCardPeople;
m_iGamePoint=0;
IsNewTurn = false;
::memset(m_iDeskCardCount,0,sizeof(m_iDeskCardCount));
::memset(m_iTurePoint,0,sizeof(m_iTurePoint));
m_iWinStation = 0;
m_iCurMiCi = 0;
m_iCurScores = 0;
memset(m_iCurScoresArr,0,sizeof(m_iCurScoresArr));
::CopyMemory(m_iPlayRemainCardCnt,m_iUserCardCount,sizeof(m_iUserCardCount));
for (int i = 0;i < 4;i++) m_iMiCiArr[i] = -1;
//排列扑克
for (int i=0;i<4;i++) m_Logic.SortCard(m_iUserCard[i],NULL,m_iUserCardCount[i]);
//发送游戏开始消息
BeginPlayStruct Begin;
Begin.iOutDeskStation=m_iOutCardPeople;
Begin.iBeenPlayCount=m_iBeenPlayCount;
for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&Begin,sizeof(Begin),MDM_GM_GAME_NOTIFY,ASS_GAME_PLAY,0);
SendWatchData(m_bMaxPeople,&Begin,sizeof(Begin),MDM_GM_GAME_NOTIFY,ASS_GAME_PLAY,0);
return TRUE;
}
//游戏结束
bool CServerGameDesk::GameFinish(BYTE bDeskStation, BYTE bCloseFlag)
{
//得到最小数的金币
long m_dwMaxPoint=0;
bool bSetMaxMoney=false;
for (BYTE i=0;i<m_bMaxPeople;i++)
{
if (m_pUserInfo[i]!=NULL)
{
if (bSetMaxMoney==false)
{
bSetMaxMoney=true;
m_dwMaxPoint=(long int)m_pUserInfo[i]->m_UserData.dwPoint-1;
}
else
m_dwMaxPoint=__min(m_dwMaxPoint,(long int)m_pUserInfo[i]->m_UserData.dwPoint-1);
}
}
if(m_pDataManage->m_InitData.uComType!=TY_NORMAL_GAME && m_dwMaxPoint<0)
{
TRACE("出现错误,升级金币或比赛游戏中,玩家的金币数为负数.");
return false;
}
//编写代码
switch (bCloseFlag)
{
case GF_NORMAL: //游戏正常结束
{
int iBasePoint=m_pDataManage->m_InitData.uBasePoint;//倍数
//计算得分
int iTurePoint=GetUpGrade(m_iGamePoint,m_iPlayCardCount);
//计算胜利
///if (iTurePoint>0) m_iPlayNTNum[m_iUpGradePeople%2]+=iTurePoint;
///else if (iTurePoint<=-1) m_iPlayNTNum[(m_iUpGradePeople+1)%2]+=(-iTurePoint-1);
//游戏结束
GameEndStruct GameEnd;
::memset(&GameEnd,0,sizeof(GameEnd));
GameEnd.iGamePoint=m_iGamePoint;
//for(int i = 0;i < 3;i++) m_iBackCard[i] = 0x4E;
//::CopyMemory(GameEnd.iBackList,m_iBackCard,sizeof(m_iBackCard));
////if ((m_iPlayNTNum[0]>m_iEndStation)||(m_iPlayNTNum[1]>m_iEndStation))
//{
// for (int i=0;i<m_bMaxPeople;i++)
// {
// if (m_pUserInfo[i]!=NULL)
// m_pUserInfo[i]->m_UserData.bUserState=USER_SITTING;
// }
// //设置数据
// bCloseFlag=GFF_FORCE_FINISH;
// m_bGameStation=GS_WAIT_SETGAME;
// //计算总得分
// for (int i = 0;i < 4;i++) GameEnd.iTurePoint[i]=m_iTurePoint[i];
//
//
// //计算金币类和比赛类的实得分
// if (m_pDataManage->m_InitData.uComType!=TY_NORMAL_GAME)
// {
// GameEnd.iTurePoint[0]*=iBasePoint;
// GameEnd.iTurePoint[1]*=iBasePoint;
// GameEnd.iTurePoint[2]*=iBasePoint;
// GameEnd.iTurePoint[3]*=iBasePoint;
// for (BYTE i=0;i<m_bMaxPeople;i++)
// {
// if(GameEnd.iTurePoint[i]>0)
// GameEnd.iTurePoint[i]=__min(m_dwMaxPoint,GameEnd.iTurePoint[i]);
// if(GameEnd.iTurePoint[i]<0)
// GameEnd.iTurePoint[i]=__max(-m_dwMaxPoint,GameEnd.iTurePoint[i]);
// if (GameEnd.iTurePoint[i]>=100)
// {
// GameEnd.iTurePoint[i]=GameEnd.iTurePoint[i]*49L/50L;
// }
// }
// }
// //写入数据库
// for (int i=0;i<3;i++)
// ChangeUserPoint(m_pUserInfo[i],GameEnd.iTurePoint[i],GameEnd.iTurePoint[i]>0,GameEnd.iTurePoint[i]<0,GameEnd.iTurePoint[i]==0,false);
//
// //发送数据
// for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&GameEnd,sizeof(GameEnd),MDM_GM_GAME_NOTIFY,ASS_NO_CONTINUE_END,0);
// SendWatchData(m_bMaxPeople,&GameEnd,sizeof(GameEnd),MDM_GM_GAME_NOTIFY,ASS_NO_CONTINUE_END,0);
// //重置数据
// ReSetGameState(bCloseFlag);
// __super::GameFinish(bDeskStation,bCloseFlag);
//}
//else //继续下一盘
{
//设置数据
m_bGameStation=GS_WAIT_NEXT;
//if (iTurePoint>0) m_iUpGradePeople=(m_iUpGradePeople+2)%4;
//else m_iUpGradePeople=(m_iUpGradePeople+1)%4;
//m_Logic.SetNTCardNum(m_iPlayNTNum[m_iUpGradePeople%2]);
for (int i=0;i<m_bMaxPeople;i++)
{
if (m_pUserInfo[i]!=NULL)
m_pUserInfo[i]->m_UserData.bUserState=USER_SITTING;
}
for (int i = 0;i < 4;i++)GameEnd.iTurePoint[i]=m_iTurePoint[i];
if (m_pDataManage->m_InitData.uComType!=TY_NORMAL_GAME)
{
GameEnd.iTurePoint[0]*=iBasePoint;
GameEnd.iTurePoint[1]*=iBasePoint;
GameEnd.iTurePoint[2]*=iBasePoint;
GameEnd.iTurePoint[3]*=iBasePoint;
for (BYTE i=0;i<m_bMaxPeople;i++)
{
if(GameEnd.iTurePoint[i]>0)
GameEnd.iTurePoint[i]=__min(m_dwMaxPoint,GameEnd.iTurePoint[i]);
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