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📄 servermanage.cpp

📁 这是用Windows编写的
💻 CPP
📖 第 1 页 / 共 3 页
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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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