📄 npc_gamblemaster.c
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return;}void NPC_Gamble_MasterLoop( int meindex){ int objmeindex = -1; int full_time; //int Master_Stone = 0; int timeNum = 0; //int time_run=0; //int act; objmeindex = CHAR_getWorkInt( meindex, CHAR_WORKOBJINDEX); switch( CHAR_getWorkInt( meindex, NPC_WORK_MODE )) { case 0: // 等待 full_time = ROULETTE_STANDBY1; timeNum = CHAR_getWorkInt( meindex, NPC_WORK_MASTERFLG ); if( ( CHAR_getWorkInt( meindex, NPC_WORK_SYSTIME) + full_time) < NowTime.tv_sec ) { if( timeNum == 30 ) { //倒数20秒 //0 null 1 准备 2 跑 3 停 CHAR_setWorkInt( meindex, NPC_WORK_GAMEFLG, 1); showString( meindex, "下注时间剩下20秒。", 0); }else if( timeNum == 10 ) { showString( meindex, "standby_msg", 0); //广播 SetCasinoMap( meindex, 0, 0); //设定地图不可下注 }else if( timeNum <= 6 ) { //开始 //0 null 1 准备 2 跑 3 停 CHAR_setWorkInt( meindex, NPC_WORK_GAMEFLG, 2); CHAR_setWorkInt( meindex, NPC_WORK_MODE, 1); showString( meindex, "start_msg", 0); //广播 } CHAR_setWorkInt( meindex, NPC_WORK_MASTERFLG, timeNum - 2 ); } break; case 1: // GAME START if( CHAR_getWorkInt( meindex, NPC_WORK_GAMEFLG) == 3 ) { CHAR_setWorkInt( meindex, NPC_WORK_MODE, 2); } break; case 2: // GAME END CHAR_setWorkInt( meindex, NPC_WORK_MODE, 3); defPlayerGold( meindex , TRUE); //计算输赢 CHAR_setWorkInt( meindex, NPC_WORK_ENDPOINT, 0); NPC_MAPCLEANGOLD( meindex , CHAR_getInt( meindex, CHAR_FLOOR )); LogGamble( CHAR_getChar( meindex, CHAR_NAME ), "master", "ROULETTE", CHAR_getInt( meindex, CHAR_FLOOR), CHAR_getInt( meindex, CHAR_X ), CHAR_getInt( meindex, CHAR_Y ) , CHAR_getWorkInt( meindex, NPC_WORK_MASTERSTONE), 0, 0, 0, 2 ); break; case 3: CHAR_setWorkInt( meindex, NPC_WORK_MODE, 0); CHAR_setWorkInt( meindex, NPC_WORK_GAMEFLG, 0); showString( meindex, "end_msg", 0); //广播 SetCasinoMap( meindex, 0, 1); //设定地图可下注 CHAR_setWorkInt( meindex, NPC_WORK_MASTERFLG, 30 ); CHAR_setWorkInt( meindex, NPC_WORK_SYSTIME, NowTime.tv_sec); break; default: NPC_GAMBLEMASTER_RESET( meindex); break; }}void defPlayerGold( int meindex , int flg){ int X,Y; int endpoint; int End_type = 0; int toindex=0, i, master_floor; int player_type; int gamble_num; //float def; char token[256], buff[256]; char buf1[56],buf2[56]; BOOL GAMBLE_YES = FALSE; endpoint = CHAR_getWorkInt( meindex, NPC_WORK_ENDPOINT); X = (endpoint >> 16 ); Y = (endpoint & 0xffff); for( End_type = 0; End_type < arraysizeof(EndTypedef) ; End_type++ ) { if( (X == EndTypedef[ End_type].m_fx) && (Y == EndTypedef[ End_type].m_fy )) { break; } } if( End_type == arraysizeof(EndTypedef) ) { print("\n\n **********GAMBLE MASTER ERROR !! **************"); print("\n NOT FOUND : X=%d Y=%d EndTypedef[I] !!", X, Y); return; }/*Log===================================== { //记录用 FILE *fp; int kp=0,pn=0;; fp = fopen("./data/npc/roulette/lookgamble.txt","w+"); if( fp != NULL ) { if( EndTypedef[ End_type].m_nums < 10000 ) EndTypedef[ End_type].m_nums = EndTypedef[ End_type].m_nums+1; for( kp=0; kp<arraysizeof( EndTypedef)-1; kp++ ) { if( EndTypedef[ kp].m_nums > 0 && EndTypedef[ kp].m_type > 0 ) { fprintf( fp," %s 中奖次数 [%d] ", EndTypedef[ kp].str_type, EndTypedef[ kp].m_nums ); if( (pn+1)%2 == 0 ) { fprintf( fp," \n"); } pn ++; } } fclose( fp); } }//========================================*/ if( EndTypedef[ End_type].m_type <= 0 ) { showString( meindex, "号码X,通杀!", 0); }else { sprintf( token ,"中奖号码 : %s ", EndTypedef[End_type].str_type ); showString( meindex, token, 0 ); } if( EndTypedef[ End_type].m_EO == roulette43 ) { sprintf( buf1,"单"); }else { sprintf( buf1,"双"); } if( EndTypedef[ End_type].m_RG == roulette41 ) { sprintf( buf2,"红"); }else { sprintf( buf2,"绿"); } //找在场的人 toindex = -1; master_floor = CHAR_getInt( meindex , CHAR_FLOOR); while( toindex < 10000 ) { toindex++; if( !CHAR_CHECKINDEX( toindex) ) continue; if( CHAR_getInt( toindex , CHAR_WHICHTYPE ) != CHAR_TYPEPLAYER ) continue; if( master_floor != CHAR_getInt( toindex, CHAR_FLOOR ) ) //是否在赌场 continue; if( CHAR_getWorkInt( toindex, CHAR_WORKSTAKEFLAG) == FALSE ) //是否有下注 continue; //是否赌中 GAMBLE_YES = FALSE; CHAR_setWorkInt( toindex, CHAR_WORKSTAKEFLAG, FALSE); for( i=0; i<5; i++) { player_type = CHAR_getWorkInt( toindex, i+CHAR_WORKSTAKETYPE1); gamble_num = 0; if( player_type > 0 ) { if( player_type == EndTypedef[End_type].m_type ) { //中了号码 if( EndTypedef[End_type].m_type == roulette45 ) { gamble_num += 40; }else { gamble_num += 20; } GAMBLE_YES = TRUE; //算钱 Codef_Gold( meindex, toindex, gamble_num, 0, EndTypedef[End_type].str_type ); }else if( player_type == EndTypedef[End_type].m_RG ) { //中了红绿 gamble_num += 1; GAMBLE_YES = TRUE; Codef_Gold( meindex, toindex, gamble_num, 0, buf2 ); }else if( player_type == EndTypedef[End_type].m_EO ) { //中了单双 gamble_num += 1; GAMBLE_YES = TRUE; Codef_Gold( meindex, toindex, gamble_num, 0, buf1 ); }else if( player_type == EndTypedef[End_type].m_SI ) { //横列 gamble_num += 2; GAMBLE_YES = TRUE; sprintf( token,"%s%d", "横列", EndTypedef[End_type].m_SI-100 ); Codef_Gold( meindex, toindex, gamble_num, 0, token ); }else if( player_type == EndTypedef[End_type].m_IN ) { //1-10 11-20 gamble_num += 1; GAMBLE_YES = TRUE; if( (EndTypedef[End_type].m_IN - 100 ) == 11 ) { snprintf( buff, sizeof( buff),"1-10"); }else if( (EndTypedef[End_type].m_IN - 100 ) == 12 ) { snprintf( buff, sizeof( buff),"11-20"); } sprintf( token,"%s%s", "范围", buff ); Codef_Gold( meindex, toindex, gamble_num, 0, token ); }else { //没中 扣积分 if( (player_type>>16) == EndTypedef[End_type].m_type || (player_type&0xffff) == EndTypedef[End_type].m_type ) { //中双号 gamble_num += 10; GAMBLE_YES = TRUE; sprintf( token,"%s%s", "双号-", EndTypedef[End_type].str_type ); Codef_Gold( meindex, toindex, gamble_num, 0, token ); }else if( player_type > 0 ) { //72 73 74 75 没中 扣积分 strcpy( token, "\0"); if( player_type >= roulette41 && player_type <= roulette44 ) { //红绿单双 sprintf( token,"%s", "押注 红绿单双 没中"); }else if( player_type == roulette45 ) { //数字00 sprintf( token,"%s", "押注 数字00 没中"); }else if( player_type >= roulette51 && player_type <= roulette53 ) { //横列 sprintf( token,"%s", "押注 横列 没中"); }else if( player_type >= roulette61 && player_type <= roulette62 ) { //范围 sprintf( token,"%s", "押注 范围 没中"); }else if( player_type > (1<<16) ) { //双号 sprintf( token,"%s", "押注 双号 没中"); }else { //数字 sprintf( token,"%s", "押注 数字 没中"); } gamble_num -= 1; Codef_Gold( meindex, toindex, gamble_num, 1, token ); } } } //清空 CHAR_setWorkInt( toindex, i+CHAR_WORKSTAKETYPE1, 0); } if( CHAR_getInt( toindex, CHAR_GAMBLENUM) < 0 ) { CHAR_setInt( toindex, CHAR_GAMBLENUM, 0 ); }else if( CHAR_getInt( toindex, CHAR_GAMBLENUM) > 10000 ) { CHAR_setInt( toindex, CHAR_GAMBLENUM, 10000 ); } sprintf( token, "你的游乐场积分累计为%d分。", CHAR_getInt( toindex, CHAR_GAMBLENUM)); CHAR_talkToCli( toindex, meindex, token, CHAR_COLORYELLOW); if( GAMBLE_YES == FALSE ) { sprintf( token, "你所有押注都没中奖!"); CHAR_talkToCli( toindex, meindex, token, CHAR_COLORYELLOW); continue; } } return;}void Codef_Gold( int meindex, int toindex, int stone,int flg, char *token){ char buf1[256]; int dnum=-1; int Master_gnum=0; Master_gnum = CHAR_getWorkInt( meindex, NPC_WORK_MASTERSTONE); Master_gnum += stone; if( !flg ) { sprintf( buf1,"恭喜你中了:%s,可拿得 %d 点积分", token, stone); CHAR_talkToCli( toindex, meindex, buf1, CHAR_COLORYELLOW);#ifdef _FIX_GAMBLENUM stone += 1; //加上一开始下注扣的积分#endif CHAR_setInt( toindex, CHAR_GAMBLENUM, CHAR_getInt( toindex, CHAR_GAMBLENUM) + stone); }else { dnum = stone; if( stone < 0 ) { dnum = (dnum*(-1)); } sprintf( buf1,"%s,扣 %d 点积分", token, dnum); CHAR_talkToCli( toindex, meindex, buf1, CHAR_COLORYELLOW);#ifdef _FIX_GAMBLENUM#else CHAR_setInt( toindex, CHAR_GAMBLENUM, CHAR_getInt( toindex, CHAR_GAMBLENUM) + stone);#endif } LogGamble( CHAR_getChar( toindex, CHAR_NAME ), CHAR_getChar( toindex, CHAR_CDKEY ), "ROULETTE", CHAR_getInt( toindex, CHAR_FLOOR), CHAR_getInt( toindex, CHAR_X ), CHAR_getInt( toindex, CHAR_Y ), CHAR_getInt( toindex, CHAR_GOLD), stone, 0, CHAR_getInt( toindex, CHAR_GAMBLENUM ), 1 ); //纪录盈亏 if( Master_gnum > 5000000 ) Master_gnum = 5000000; if( Master_gnum < 0 ) Master_gnum = 0; CHAR_setWorkInt( meindex, NPC_WORK_MASTERSTONE, Master_gnum); return;}//重置 错误处理void NPC_GAMBLEMASTER_RESET( int meindex){ //错误处理 print("\n 错误处理"); CHAR_setWorkInt( meindex, NPC_WORK_GAMEFLG, 0);//0 null 1 准备 2 跑 CHAR_setWorkInt( meindex, NPC_WORK_MODE, 0); showString( meindex, "本回合不算!等5分钟後重新开始!!", 1); NPC_MAPCLEANGOLD( meindex , CHAR_getInt( meindex, CHAR_FLOOR )); //defPlayerGold( meindex , FALSE); CHAR_setWorkInt( meindex, NPC_WORK_SYSTIME, NowTime.tv_sec + ROULETTE_ERRTIME);}#endif
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