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📄 servermanage.cpp

📁 添七,棋牌游戏源代码,功能齐全,稳定,适合用于棋牌游戏开发
💻 CPP
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#include "StdAfx.h"
#include "ServerManage.h"


//构造函数
CServerGameDesk::CServerGameDesk(void):CGameDesk(FULL_BEGIN)
{
	//m_bQueryQuit=false;
m_bQueryQuit=true;//只要结束就退出
	m_iEnableWatch=0;
	m_iLeaveArgee=0;
	m_iNtCardCount=0;
	m_iLessCount=0;
	m_iPlayCardCount=0;
	m_iBeginStation=0;
	m_iEndStation=0;
	m_iBaseOutCount=0;
	m_iNtPeople=-1;
	m_iFirstOutPeople=-1;
	m_iOutCardPeople=-1;
	m_iUpGradePeople=-1;
	m_iBeenPlayGame=0;
	m_iGamePoint=0;
	m_bGameStation=GS_WAIT_SETGAME;
	m_CardCount=PLAY_TWO_CARD;
	::memset(&m_PunishPoint,0,sizeof(m_PunishPoint));
	::memset(m_iPlayNTNum,0,sizeof(m_iPlayNTNum));
	::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)
{
}

//定时器消息
bool CServerGameDesk::OnTimer(UINT uTimerID)
{
	if (uTimerID==TIME_SEND_CARD)	//发牌定时器
	{
		if (m_bGameStation==GS_SEND_CARD) SendCard();
		else KillTimer(TIME_SEND_CARD);
		return TRUE;
	}
	if (uTimerID==TIME_WAIT_NT)		//反牌定时器
	{
		if (m_bGameStation==GS_SEND_CARD) SendBackCard();
		KillTimer(TIME_WAIT_NT);
		return TRUE;
	}
	if (uTimerID==TIME_GAME_FINISH)	//结束定时器
	{
		KillTimer(TIME_GAME_FINISH);
		if (m_bGameStation==GS_PLAY_GAME) GameFinish(0,GF_NORMAL);
	}
	return __super::OnTimer(uTimerID);
}

//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;
			GameStation.iVersion=7;
			GameStation.iVersion2=0;

			//发送数据
			SendGameStation(bDeskStation,uSocketID,bWatchUser,&GameStation,sizeof(GameStation));

			MessageStruct Mess;
			ZeroMemory(Mess.Message,200);
			strcpy(Mess.Message,"欢迎你参加憋七游戏,祝你玩得开心!");
			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;
			GameStation.iBeginStation=m_iBeginStation;
			GameStation.iEndStation=m_iEndStation;

			//发送数据
			SendGameStation(bDeskStation,uSocketID,bWatchUser,&GameStation,sizeof(GameStation));
			return TRUE;
		}
	case GS_SEND_CARD:		//发牌状态
	case GS_WAIT_BACK:		//等待埋底牌状态
		{
			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.iBeginStation=m_iBeginStation;
			GameStation.iEndStation=m_iEndStation;
			GameStation.iMeStation=0;
			GameStation.iOtherStation=0;
		
			GameStation.iUpGradePeople=m_iUpGradePeople;		
		
			GameStation.iBeenPlayGame=m_iBeenPlayGame;		
			GameStation.iGamePoint=m_iGamePoint;
			GameStation.iOutCardPeople=m_iOutCardPeople;	
			GameStation.iFirstOutPeople=m_iFirstOutPeople;	
			GameStation.iBaseOutCount=m_iBaseOutCount;	
			GameStation.iUserCardCount=m_iUserCardCount[bDeskStation];

			::CopyMemory(GameStation.iOutCardList,m_iOutCardList,sizeof(m_iOutCardList));
			::CopyMemory(GameStation.iOutCardCount,m_iOutListCount,sizeof(m_iOutListCount));

			::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_iOutListCount[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.iPunishPoint=m_PunishPoint[bDeskStation];			
			GameStation.iUpGradePeople=m_iUpGradePeople;		
			GameStation.iPlayNTNum[0]=m_iPlayNTNum[0];		
			GameStation.iPlayNTNum[1]=m_iPlayNTNum[1];		
			GameStation.iBeenPlayGame=m_iBeenPlayGame;		

			//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)
{
	KillTimer(TIME_SEND_CARD);
	KillTimer(TIME_WAIT_NT);
	KillTimer(TIME_GAME_FINISH);

	if ((bLastStation==GFF_FORCE_FINISH)||(bLastStation==GF_SALE))
	{
		m_iLessCount=0;
		m_iPlayCardCount=0;
		m_iBeginStation=0;
		m_iEndStation=0;
		m_iBeenPlayGame=0;
		m_iUpGradePeople=-1;
		m_Logic.SetNTCardNum(0);
		::memset(m_iPlayNTNum,0,sizeof(m_iPlayNTNum));
		::memset(m_PunishPoint,0,sizeof(m_PunishPoint));
		::memset(m_iUserJiaoFen,0,sizeof(m_iUserJiaoFen));
		::memset(m_bUserJiaoFenState,0,sizeof(m_bUserJiaoFenState));
	}
	
	//m_bQueryQuit=false;
m_bQueryQuit=true;//只要结束就退出
	m_iLeaveArgee=0;
	m_iGamePoint=0;
	m_iBaseOutCount=0;
	m_iFirstOutPeople=-1;
	m_iOutCardPeople=-1;
	m_iNtPeople=-1;
	m_iNtCardCount=0;
	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_bQueryQuit=false;
m_bQueryQuit=true;//只要结束就退出
	m_iNtPeople=-1;
	m_iNtCardCount=0;
	m_iSendCardPos=0;
	m_iBeenPlayGame++;
	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));
	
	::memset(m_iUserJiaoFen,0,sizeof(m_iUserJiaoFen));
	::memset(m_bUserJiaoFenState,0,sizeof(m_bUserJiaoFenState));

	m_iCurMiCi = 0;
	m_iCurScores = 0;
	memset(m_iCurScoresArr,0,sizeof(m_iCurScoresArr));
	::CopyMemory(m_iPlayRemainCardCnt,m_iUserCardCount,sizeof(m_iUserCardCount));

	
	//发送开始消息
	BeginUpgradeStruct BeginMessage;
	BeginMessage.iNtStation=m_Logic.GetNTCardNum();
	BeginMessage.iStation[0]=m_iPlayNTNum[0];
	BeginMessage.iStation[1]=m_iPlayNTNum[1];
	BeginMessage.iPlayCount=m_iBeenPlayGame;
	BeginMessage.iUpgradeStation=m_iUpGradePeople;
	for (int i=0;i<4;i++) SendGameData(i,&BeginMessage,sizeof(BeginMessage),MDM_GM_GAME_NOTIFY,ASS_BEGIN_UPGRADE,0);
	SendWatchData(m_bMaxPeople,&BeginMessage,sizeof(BeginMessage),MDM_GM_GAME_NOTIFY,ASS_BEGIN_UPGRADE,0);

	//分发扑克
	//BYTE iCardArray[162];
	BYTE iCardArray[52];
	//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[((m_iPlayCardCount==2)?25:39)*i],sizeof(BYTE)*((m_iPlayCardCount==2)?25:39));
	

	//发牌消息
	SetTimer(TIME_SEND_CARD,200);

	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,憋七金币或比赛游戏中,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.iUpGradeStation=m_iUpGradePeople;
			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]=__max(-m_dwMaxPoint,GameEnd.iTurePoint[i]);
						if (GameEnd.iTurePoint[i]>0)
						{
							GameEnd.iTurePoint[i]=__min(m_dwMaxPoint,GameEnd.iTurePoint[i]);
				//			GameEnd.dwTax+=GameEnd.dwPoint[i]/50L;
							//if(m_pDataManage->m_InitData.uComType!=SUP_MATCH_GAME)
								GameEnd.iTurePoint[i]=GameEnd.iTurePoint[i]*19L/20L;
						}
					}
				}
				//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]=__max(-m_dwMaxPoint,GameEnd.iTurePoint[i]);
						if (GameEnd.iTurePoint[i]>0)
						{
							GameEnd.iTurePoint[i]=__min(m_dwMaxPoint,GameEnd.iTurePoint[i]);
							//if(m_pDataManage->m_InitData.uComType!=SUP_MATCH_GAME)
								GameEnd.iTurePoint[i]=GameEnd.iTurePoint[i]*19L/20L;
						}
					}
					
				}
			
				//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_CONTINUE_END,0);
				SendWatchData(m_bMaxPeople,&GameEnd,sizeof(GameEnd),MDM_GM_GAME_NOTIFY,ASS_CONTINUE_END,0);

				if(m_bQueryQuit)
				{
					GameFinish(bDeskStation,GF_SALE);
				}
				ReSetGameState(bCloseFlag);
			}

			return true;
		}
	case GF_SALE:			//游戏安全结束
	case GFF_FORCE_FINISH:		//用户断线离开
		{
			int iBasePoint=m_pDataManage->m_InitData.uBasePoint;//倍数
			//计算得分
			int iTurePoint=GetUpGrade(m_iGamePoint,m_iPlayCardCount);
			//设置数据
			m_bGameStation=GS_WAIT_SETGAME;

			for (int i=0;i<m_bMaxPeople;i++)
			{

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