📄 servermanage.cpp
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if (m_pUserInfo[i]!=NULL)
m_pUserInfo[i]->m_UserData.bUserState=USER_SITTING;
}
GameCutStruct CutEnd;
CutEnd.bDeskStation=bDeskStation;
if(bCloseFlag==GF_SALE)
{
CutEnd.iTurePoint[bDeskStation]=0;
CutEnd.iTurePoint[(bDeskStation+1)%4]=0;
CutEnd.iTurePoint[(bDeskStation+2)%4]=0;
CutEnd.iTurePoint[(bDeskStation+3)%4]=0;
}
else
{
//设置分数
if (iTurePoint>0) m_iUpGradePeople=(m_iUpGradePeople+2)%4;
else m_iUpGradePeople=(m_iUpGradePeople+1)%4;
if(iTurePoint>-1)
{
CutEnd.iTurePoint[bDeskStation]=-15;
CutEnd.iTurePoint[(bDeskStation+1)%4]=0;
CutEnd.iTurePoint[(bDeskStation+2)%4]=0;
CutEnd.iTurePoint[(bDeskStation+3)%4]=0;
}
else
{
if(bDeskStation==m_iUpGradePeople || bDeskStation==(m_iUpGradePeople+2)%4)//如果将能升级,逃跑者不得分,他对家得分
{
CutEnd.iTurePoint[m_iUpGradePeople%4]=CutEnd.iTurePoint[(m_iUpGradePeople+2)%4]=abs(iTurePoint*3);
CutEnd.iTurePoint[bDeskStation]=0;
CutEnd.iTurePoint[(m_iUpGradePeople+1)%4]=CutEnd.iTurePoint[(m_iUpGradePeople+3)%4]=-abs(iTurePoint*3);
}
else
{
CutEnd.iTurePoint[bDeskStation]=-15;
CutEnd.iTurePoint[(bDeskStation+1)%4]=0;
CutEnd.iTurePoint[(bDeskStation+2)%4]=0;
CutEnd.iTurePoint[(bDeskStation+3)%4]=0;
}
}
}
//发送信息
if (bCloseFlag==GF_SALE)
{
for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&CutEnd,sizeof(CutEnd),MDM_GM_GAME_NOTIFY,ASS_SALE_END,0);
SendWatchData(m_bMaxPeople,&CutEnd,sizeof(CutEnd),MDM_GM_GAME_NOTIFY,ASS_SALE_END,0);
}
else
{
//计算金币类和比赛类的实得分
if (m_pDataManage->m_InitData.uComType!=TY_NORMAL_GAME)
{
CutEnd.iTurePoint[0]*=iBasePoint;
CutEnd.iTurePoint[1]*=iBasePoint;
CutEnd.iTurePoint[2]*=iBasePoint;
CutEnd.iTurePoint[3]*=iBasePoint;
for (BYTE i=0;i<m_bMaxPeople;i++)
{
if(CutEnd.iTurePoint[i]<0)
CutEnd.iTurePoint[i]=__max(-m_dwMaxPoint,CutEnd.iTurePoint[i]);
if (CutEnd.iTurePoint[i]>0)
{
CutEnd.iTurePoint[i]=__min(m_dwMaxPoint,CutEnd.iTurePoint[i]);
//if(m_pDataManage->m_InitData.uComType!=SUP_MATCH_GAME)
CutEnd.iTurePoint[i]=CutEnd.iTurePoint[i]*19L/20L;
}
}
}
for (int i=0;i<4;i++)
ChangeUserPoint(m_pUserInfo[i],CutEnd.iTurePoint[i],CutEnd.iTurePoint[i]>0,CutEnd.iTurePoint[i]<0,CutEnd.iTurePoint[i]==0,(bDeskStation==i && CutEnd.iTurePoint[i]<0));
for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&CutEnd,sizeof(CutEnd),MDM_GM_GAME_NOTIFY,ASS_CUT_END,0);
SendWatchData(m_bMaxPeople,&CutEnd,sizeof(CutEnd),MDM_GM_GAME_NOTIFY,ASS_CUT_END,0);
}
bCloseFlag=GFF_FORCE_FINISH;
ReSetGameState(bCloseFlag);
__super::GameFinish(bDeskStation,bCloseFlag);
return true;
}
}
//重置数据
ReSetGameState(bCloseFlag);
__super::GameFinish(bDeskStation,bCloseFlag);
return true;
}
//判断是否正在游戏
bool CServerGameDesk::IsPlayGame(BYTE bDeskStation)
{
return __super::IsPlayGame(bDeskStation);
}
//用户离开游戏桌
BYTE CServerGameDesk::UserLeftDesk(BYTE bDeskStation, CGameUserInfo * pUserInfo)
{
if ((m_pUserInfo[bDeskStation]!=NULL)&&(m_bGameStation==GS_WAIT_ARGEE)&&(bDeskStation==0))
{
//更改数据
m_bGameStation=GS_WAIT_SETGAME;
for (int i=0;i<m_bMaxPeople;i++)
{
if (m_pUserInfo[i]!=NULL) m_pUserInfo[i]->m_UserData.bUserState=USER_SITTING;
}
}
else if(m_bGameStation==GS_WAIT_SETGAME && (m_pUserInfo[bDeskStation]!=NULL) && m_iBeenPlayGame>0)
{
GameFinish(0,GF_SALE);
}
return __super::UserLeftDesk(bDeskStation,pUserInfo);
}
//游戏数据包处理函数
bool CServerGameDesk::HandleNotifyMessage(BYTE bDeskStation, NetMessageHead * pNetHead, void * pData, UINT uSize, UINT uSocketID, bool bWatchUser)
{
switch (pNetHead->bAssistantID)
{
case ASS_GM_AGREE_GAME: //用户同意游戏
{
if (bWatchUser) return FALSE;
if ((bDeskStation==0)&&(m_bGameStation==GS_WAIT_SETGAME)) //东家设置
{
if (uSize!=sizeof(UserArgeeGame)) return FALSE;
UserArgeeGame * pGameSet=(UserArgeeGame *)pData;
if (!UserSetGame(pGameSet)) return FALSE;
__super::HandleNotifyMessage(bDeskStation,pNetHead,pData,uSize,uSocketID,bWatchUser);
return TRUE;
}
//其他玩家
if ((m_bGameStation!=GS_WAIT_ARGEE)&&(m_bGameStation!=GS_WAIT_NEXT))
return TRUE;
return __super::HandleNotifyMessage(bDeskStation,pNetHead,pData,uSize,uSocketID,bWatchUser);
}
case ASS_OUT_CARD: //用户出牌
{
if(bWatchUser)
return false;
if(m_bGameStation==GS_WAIT_NEXT || m_bGameStation==GS_WAIT_ARGEE || m_bGameStation==GS_WAIT_SETGAME)
return true;
OutCardStruct * pOutCard=(OutCardStruct *)pData;
if ((uSize<=(sizeof(OutCardStruct)-sizeof(pOutCard->iCardList)))
||(uSize>sizeof(OutCardStruct))||bWatchUser) return FALSE;
if (uSize!=(sizeof(OutCardStruct)-sizeof(pOutCard->iCardList)+sizeof(BYTE)*pOutCard->iCardCount)) return FALSE;
m_iKouCardFalg = pNetHead->bHandleCode;
ModifyPlayInfo(bDeskStation,pOutCard->iCardCount);
return UserOutCard(bDeskStation,pOutCard->iCardList,pOutCard->iCardCount);
}
case ASS_HAVE_THING: //有事请求离开
{
if(bWatchUser)
return false;
HaveThingStruct * pThing=(HaveThingStruct *)pData;
return UserHaveThing(bDeskStation,pThing->szMessage);
}
case ASS_LEFT_RESULT: //同意用户离开
{
if(bWatchUser)
return false;
LeaveResultStruct * pLeave=(LeaveResultStruct *)pData;
return ArgeeUserLeft(bDeskStation,pLeave->bArgeeLeave);
}
case ASS_STOP_THING:
{
if(bWatchUser)
return false;
SendGameData((bDeskStation+2)%4,MDM_GM_GAME_NOTIFY,ASS_STOP_THING,0);
return true;
}
case ASS_AGREE_STOP:
{
if(bWatchUser)
return false;
StopResultStruct * pStop=(StopResultStruct *)pData;
if(pStop->bArgee==1)
{
//同意
StopResultStruct stop;
stop.bArgee=true;
SendGameData((bDeskStation+2)%4,&stop,sizeof(stop),MDM_GM_GAME_NOTIFY,ASS_AGREE_STOP,0);
MessageStruct Mess;
memset(&Mess,0,sizeof(Mess));
strcpy(Mess.Message,"敌家经过商量,提前结束了本局!");
SendGameData((bDeskStation+1)%4,&Mess,sizeof(Mess),MDM_GM_GAME_NOTIFY,ASS_MESSAGE,0);
SendGameData((bDeskStation+3)%4,&Mess,sizeof(Mess),MDM_GM_GAME_NOTIFY,ASS_MESSAGE,0);
memset(&Mess,0,sizeof(Mess));
strcpy(Mess.Message,"拣分的双方经过商量,提前结束了本局!");
SendWatchData(m_bMaxPeople,&Mess,sizeof(Mess),MDM_GM_GAME_NOTIFY,ASS_MESSAGE,0);
//结束游戏
if (m_bGameStation==GS_PLAY_GAME)
GameFinish(0,GF_NORMAL);
}
else
{
StopResultStruct stop;
stop.bArgee=false;
SendGameData((bDeskStation+2)%4,&stop,sizeof(stop),MDM_GM_GAME_NOTIFY,ASS_AGREE_STOP,0);
}
return true;
}
case ASS_PASS://不出
{
if (bWatchUser) return false;
if(m_bGameStation==GS_WAIT_NEXT || m_bGameStation==GS_WAIT_ARGEE || m_bGameStation==GS_WAIT_SETGAME)
return true;
NewPlayTurn(bDeskStation);
if (!IsNewTurn)
{
for (int i=0;i<m_bMaxPeople;i++)
SendGameData(i,MDM_GM_GAME_NOTIFY,ASS_PASS,m_iOutCardPeople);
SendWatchData(m_bMaxPeople,MDM_GM_GAME_NOTIFY,ASS_PASS,m_iOutCardPeople);
}
return true;
}
}
return __super::HandleNotifyMessage(bDeskStation,pNetHead,pData,uSize,uSocketID,bWatchUser);
}
/*
名词解释:
扣牌分:按扣牌张点数计算的分数,K为13分,Q为12分,J为11分,10为10分,
依此类推,A为1分;每位玩家扣牌分为其扣下的牌张分值总和;
“通”或“走通”:游戏结束时当一名玩家把手中所有的牌都跟出,
面前无扣牌时,这种状态称为”通”或”走通”;
如有两名玩家”走通”则称为”双通”,三名玩家”走通”则称为”三通”。
“独头七”:当有一位玩家”走通”并且所跟出的最后一张牌为任意一张7时,
这张7称为”独头七”。
积分说明:
1.得分计算:
假设A、B、C、D四个玩家在一局游戏结束后,手中扣牌分分别为:
A:5分 B:8分 C:1分 D:12分
按下面的公式计算最后得分:
A的得分=(B扣牌分-A扣牌分)+(C扣牌分-A扣牌分)+(D扣牌分-A扣牌分)
B的得分=(A扣牌分-B扣牌分)+(C扣牌分-B扣牌分)+(D扣牌分-B扣牌分)
C的得分=(A扣牌分-C扣牌分)+(B扣牌分-C扣牌分)+(D扣牌分-C扣牌分)
D的得分=(A扣牌分-D扣牌分)+(B扣牌分-D扣牌分)+(C扣牌分-D扣牌分)
按上述公式计算得到ABCD的实际得分为:
A: (8 - 5) + (1 - 5) + (12 - 5) = 3 - 5 +7 = 6分
B: (5 - 8) + (1 - 8) + (12 - 8) = -3 -8 + 4 = -6分
C: (5 - 1) + (8 - 1) + (12 - 1) = 5 + 8 + 12 = 22
D: (5 - 12) + (8 - 12) + (1 - 12) = -7 -4 -12 = -22
四位玩家的分数相加的总和为零
2.当有一位玩家”走通”时,其他三位玩家的扣牌分都要加倍;当发生”双通”时,
另两位玩家的扣牌分都要乘以4;当发生”三通”时,未通的一位玩家扣牌分要乘以8;
3.当有一位玩家”走通”并且其所跟出的最后一张牌为任意一张7时,这张7称为”独头七”。
每出现一张”独头七”,则未通的每位玩家的扣牌分要乘以8。
*/
//计算得分
int CServerGameDesk::GetUpGrade(int iGamePoint, int iPlayCardCount)
{
int scores[4] = {0,0,0,0};
int totScore = 0;
bool bZouTong[4] = {false,false,false,false};
for (int i = 0;i < 4;i++)
{
int tot = 0;
for (int j = 0;j < m_iKouCardCount[i];j++)
{
int pd = m_Logic.GetCardNum(m_iKouCard[i][j]);
if ( pd== 14) tot += 1;
else tot += pd;
}
totScore += tot;
scores[i] += tot;
if (tot <= 0) bZouTong[i] = true;
}
for (int i = 0;i < 4;i++)
{
if (!bZouTong[i]) continue;
int ff = 2;
if (m_Logic.GetCardNum(m_iLastOneCard[i]) == 7) ff = 8;
for (int j = 0;j < 4;j++) scores[j] *= ff;
}
for (int i = 0;i < 4;i++) m_iTurePoint[i] = totScore - 4 * scores[i];
return 0;
}
//用户设置游戏
BOOL CServerGameDesk::UserSetGame(UserArgeeGame * pGameSet)
{
//效验数据
if (m_bGameStation!=GS_WAIT_SETGAME) return FALSE;
//效验数据
if (((pGameSet->iPlayCount<=0)||(pGameSet->iPlayCount>99))||
(pGameSet->iBeginStation<2)||(pGameSet->iEndStation>14)||
(pGameSet->iBeginStation>pGameSet->iEndStation))
return FALSE;
if ((m_CardCount & pGameSet->iCardCount)==0) return FALSE;
//设置数据
m_iLessCount=pGameSet->iPlayCount;
m_iPlayCardCount=(pGameSet->iCardCount&1)?2:3;
m_iBeginStation=pGameSet->iBeginStation;
m_iEndStation=pGameSet->iEndStation;
m_iBeenPlayGame=0;
m_bGameStation=GS_WAIT_ARGEE;
m_Logic.SetNTCardNum(pGameSet->iBeginStation);
m_Logic.SetNTHuaKind(UG_ERROR_HUA);
m_iPlayNTNum[0]=pGameSet->iBeginStation;
m_iPlayNTNum[1]=pGameSet->iBeginStation;
//发送消息
UserArgeeGame Agree;
Agree.iBeginStation=m_iBeginStation;
Agree.iEndStation=m_iEndStation;
Agree.iPlayCount=m_iLessCount;
Agree.iCardCount=m_iPlayCardCount;
for (int i=0;i<4;i++) SendGameData(i,&Agree,sizeof(Agree),MDM_GM_GAME_NOTIFY,ASS_UG_USER_SET,0);
SendWatchData(m_bMaxPeople,&Agree,sizeof(Agree),MDM_GM_GAME_NOTIFY,ASS_UG_USER_SET,0);
return TRUE;
}
//发送扑克给用户
BOOL CServerGameDesk::SendCard()
{
if (m_iSendCardPos==52)//((m_iPlayCardCount==2)?100:156)) //发牌完成
{
KillTimer(TIME_SEND_CARD);
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);
if (m_iBeenPlayGame >= 1) ///每局由拿到黑桃7先出
{
bool flag = false;
for (int i = 0;i < 4;i++)
{
for (int j = 0;j < 13;j++)
{
if (m_iUserCard[i][j] == 0x36)
{
m_iUpGradePeople = i;
flag = true;
break;
}
}
if (flag) break;
}
}
BeginPlayUpGrade();
return TRUE;
}
//继续发送扑克(1次发两张)
for(int i=0;i<13;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++;
}
return TRUE;
}
//用户反牌
bool CServerGameDesk::UserNtCard(BYTE bDeskStation, int iHuaKind, int iCardCount)
{
return FALSE;
}
//发送底牌
BOOL CServerGameDesk::SendBackCard()
{
return TRUE;
}
//用户上交底牌
bool CServerGameDesk::UserGiveBackCard(BYTE bDeskStation, BYTE iBackCard[], int iCardCount)
{
return TRUE;
}
//游戏开始
BOOL CServerGameDesk::BeginPlayUpGrade()
{
//设置数据
m_bGameStation=GS_PLAY_GAME;
m_iBaseOutCount=0;
m_iOutCardPeople=m_iUpGradePeople;
m_iFirstOutPeople=m_iUpGradePeople;
m_iGamePoint=0;
m_iLastOutPeople = -1;
IsNewTurn = false;
::memset(m_iTurePoint,0,sizeof(m_iTurePoint));
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