📄 servermanage.cpp
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::memset(m_iMiCiArr,0,sizeof(m_iMiCiArr));
::memset(m_iLastOneCard,0,sizeof(m_iLastOneCard));
::memset(m_iKouCardCount,0,sizeof(m_iKouCardCount));
for (int i=0;i<4;i++) m_iOutListCount[i] = 0;
//::memset(m_iOutListCount,0,sizeof(m_iOutListCount));
::memset(m_iOutCardList,0,sizeof(m_iOutCardList));
::memset(m_iKouCard,0,sizeof(m_iKouCard));
::memset(m_iDeskCardCount,0,sizeof(m_iDeskCardCount));
::memset(m_iTurePoint,0,sizeof(m_iTurePoint));
m_iWinStation = 0;
m_iCurMiCi = 0;
m_iCurScores = 0;
m_iFinishCard = 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;
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);
ModifyPlayInfo(-1,0);
return TRUE;
}
//用户出牌
bool CServerGameDesk::UserOutCard(BYTE bDeskStation, BYTE iOutCard[], int iCardCount)
{
if (bDeskStation!=m_iOutCardPeople) return FALSE;
BOOL bShowFalse=FALSE;
//记录数据
//删除扑克
if (m_Logic.RemoveCard(iOutCard,iCardCount,m_iUserCard[bDeskStation],m_iUserCardCount[bDeskStation])==0)
return FALSE;
m_iUserCardCount[bDeskStation]-=iCardCount;
//记录出牌信息
m_iDeskCardCount[bDeskStation]=iCardCount;
::CopyMemory(m_iDeskCard[bDeskStation],iOutCard,sizeof(BYTE)*iCardCount);
////记下当前出牌用户
m_iLastOutPeople = bDeskStation;
if (bShowFalse==TRUE) return TRUE;
m_iOutCardPeople = (bDeskStation + 1) % 4; ///计算下一出牌者
//判断是否最后出牌
if (m_iUserCardCount[bDeskStation]==0)
{
m_iUserCardCount[bDeskStation] = 0;
m_iCurMiCi++;
m_iMiCiArr[bDeskStation] = m_iCurMiCi;
m_iFinishCard++;
m_iLastOneCard[bDeskStation] = iOutCard[0];
/////是否结束
if (m_iFinishCard == 4)
{
SetTimer(TIME_GAME_FINISH,2000);
return TRUE;
}
}
////存储出牌信息
int iCardKind = m_Logic.GetCardHuaKind(iOutCard[0],FALSE);
if (m_iKouCardFalg != 2) ///非扣牌
{
m_iOutCardList[iCardKind][m_iOutListCount[iCardKind]] = iOutCard[0];
m_iOutListCount[iCardKind]++;
for (int i = 0;i < 4;i++)
{
if (m_iOutListCount[i] > 0)
{
for (int j = 0;j < m_iOutListCount[i] - 1;j++)
{
for (int k = j + 1;k < m_iOutListCount[i];k++)
{
int pd1 = m_Logic.GetCardNum(m_iOutCardList[i][j]);
int pd2 = m_Logic.GetCardNum(m_iOutCardList[i][k]);
if (pd1 == 14) pd1 = 1;
if (pd2 == 14) pd2 = 1;
if (pd1 < pd2)
{
BYTE temp;
temp = m_iOutCardList[i][j];
m_iOutCardList[i][j] = m_iOutCardList[i][k];
m_iOutCardList[i][k] = temp;
}
}
}
}
}
OutCardMsg UserOut;
UserOut.bDeskStation=bDeskStation;
UserOut.iNextDeskStation=m_iOutCardPeople;
UserOut.iCardCount=iCardCount;
///add
::CopyMemory(UserOut.iOutListCount,m_iOutListCount,sizeof(UserOut.iOutListCount));
::CopyMemory(UserOut.iAddOutList,m_iOutCardList[iCardKind],sizeof(BYTE)*m_iOutListCount[iCardKind]);
for (int i = 0;i < 4;i++)
::CopyMemory(UserOut.iOutCardList[i],m_iOutCardList[i],sizeof(BYTE)*m_iOutListCount[i]);
///////
::CopyMemory(UserOut.iCardList,iOutCard,sizeof(BYTE)*iCardCount);
int iSendSize=sizeof(UserOut);///-sizeof(UserOut.iCardList)+sizeof(BYTE)*iCardCount;
for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&UserOut,iSendSize,MDM_GM_GAME_NOTIFY,ASS_OUT_CARD,(int)m_iOutListCount[iCardKind]);
SendWatchData(m_bMaxPeople,&UserOut,iSendSize,MDM_GM_GAME_NOTIFY,ASS_OUT_CARD,(int)m_iOutListCount[iCardKind]);
return TRUE;
}
if (m_iKouCardFalg == 2) ///记录扣牌
{
m_iKouCard[bDeskStation][m_iKouCardCount[bDeskStation]] = iOutCard[0];
m_iKouCardCount[bDeskStation]++;
OutCardMsg UserOut;
UserOut.bDeskStation=bDeskStation;
UserOut.iNextDeskStation=m_iOutCardPeople;
UserOut.iCardCount=iCardCount;
/// ::CopyMemory(UserOut.iOutListCount,m_iKouCardCount,sizeof(UserOut.iOutListCount));
///::CopyMemory(UserOut.iAddOutList,m_iOutCardList[iCardKind],sizeof(BYTE)*m_iOutListCount[iCardKind]);
//for (int i = 0;i < 4;i++)
// ::CopyMemory(UserOut.iOutCardList[i],m_iKouCard[i],sizeof(BYTE)*m_iKouCardCount[i]);
///////
::CopyMemory(UserOut.iCardList,iOutCard,sizeof(BYTE)*iCardCount);
int iSendSize=sizeof(UserOut);///-sizeof(UserOut.iCardList)+sizeof(BYTE)*iCardCount;
for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&UserOut,iSendSize,MDM_GM_GAME_NOTIFY,ASS_OUT_CARD,0);
SendWatchData(m_bMaxPeople,&UserOut,iSendSize,MDM_GM_GAME_NOTIFY,ASS_OUT_CARD,0);
}
return TRUE;
}
//新一轮开始
BOOL CServerGameDesk::NewPlayTurn(BYTE bDeskStation)
{
int iWiner;
int lastOutPeople = m_iLastOutPeople;
IsNewTurn = false;
m_iOutCardPeople = bDeskStation;
for (int i = 0;i < 3;i++)
{
//计算下一出牌者
m_iOutCardPeople = (m_iOutCardPeople + 1) % 4;
if (m_iOutCardPeople == m_iLastOutPeople) m_iLastOutPeople = -1;
if (m_iMiCiArr[m_iOutCardPeople] < 0)break;
}
if (m_iLastOutPeople < 0)
{
if (lastOutPeople >= 0)
{
m_iCurScoresArr[lastOutPeople] += m_iCurScores;
m_iBaseOutCount=0;
////m_iOutCardPeople=m_iOutCardPeople;
m_iFirstOutPeople=m_iOutCardPeople;
iWiner = m_iOutCardPeople;
::memset(m_iDeskCardCount,0,sizeof(m_iDeskCardCount));
for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,MDM_GM_GAME_NOTIFY,ASS_NEW_TURN,iWiner);
SendWatchData(m_bMaxPeople,MDM_GM_GAME_NOTIFY,ASS_NEW_TURN,iWiner);
IsNewTurn = true;
if (m_iCurScores != 0)
{
m_iGamePoint+=m_iCurScores;
//GamePointStruct GamePoint;
//GamePoint.iPoint=m_iCurScores;
///GamePoint.bAdd=true;
//for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&GamePoint,sizeof(GamePoint),MDM_GM_GAME_NOTIFY,ASS_GAME_POINT,iWiner);
//SendWatchData(m_bMaxPeople,&GamePoint,sizeof(GamePoint),MDM_GM_GAME_NOTIFY,ASS_GAME_POINT,0);
ModifyPlayInfo(-1,0);
}
m_iCurScores = 0;
}
}
return TRUE;
}
void CServerGameDesk::ModifyPlayInfo(BYTE bDeskStation, int iCardCount)
{
if (bDeskStation >= 0) m_iPlayRemainCardCnt[bDeskStation] -= iCardCount;
tagPlayInfoStruct playInfo;
for (int i=0;i<4;i++)
{
playInfo.iScore[i] =m_iCurScoresArr[i];
playInfo.iCardCnt[i] =m_iPlayRemainCardCnt[i];
}
for (int i = 0;i < 4;i++) SendGameData(i,&playInfo,sizeof(playInfo),MDM_GM_GAME_NOTIFY,ASS_MODIFY_PLAYINFO,0);
SendWatchData(m_bMaxPeople,&playInfo,sizeof(playInfo),MDM_GM_GAME_NOTIFY,ASS_MODIFY_PLAYINFO,0);
return;
}
//用户请求离开
bool CServerGameDesk::UserHaveThing(BYTE bDeskStation, char * szMessage)
{
if (m_bGameStation<GS_SEND_CARD) return TRUE;
m_iLeaveArgee|=1<<bDeskStation;
if (m_iLeaveArgee!=15)
{
HaveThingStruct HaveThing;
HaveThing.pos=bDeskStation;
::CopyMemory(HaveThing.szMessage,szMessage,60*sizeof(char));
for (int i=0;i<m_bMaxPeople;i++)
if (i!=bDeskStation) SendGameData(i,&HaveThing,sizeof(HaveThing),MDM_GM_GAME_NOTIFY,ASS_HAVE_THING,0);
}
else GameFinish(bDeskStation,GF_SALE);
return TRUE;
}
//同意用户离开
bool CServerGameDesk::ArgeeUserLeft(BYTE bDeskStation, BOOL bArgee)
{
if (bArgee) m_iLeaveArgee|=1<<bDeskStation;
else m_iLeaveArgee&=~1<<bDeskStation;
if (m_iLeaveArgee!=15)
{
m_bQueryQuit=true;
LeaveResultStruct Leave;
Leave.bDeskStation=bDeskStation;
Leave.bArgeeLeave=bArgee;
for (int i=0;i<m_bMaxPeople;i++)
if (i!=bDeskStation) SendGameData(i,&Leave,sizeof(Leave),MDM_GM_GAME_NOTIFY,ASS_LEFT_RESULT,0);
}
else GameFinish(bDeskStation,GF_SALE);
return TRUE;
}
/******************************************************************************************************/
/***********************************************************************************************************/
// 升级逻辑类
/***********************************************************************************************************/
//构造函数
CUpGradeGameLogic::CUpGradeGameLogic(void)
{
m_iNTNum=0;
m_iNTHuaKind=UG_ERROR_HUA;
m_iStation[4]=500;
for (int i=0;i<4;i++) m_iStation[i]=100*i;
}
//设置主牌花色
void CUpGradeGameLogic::SetNTHuaKind(BYTE iNTHuaKind)
{
//设置数据
m_iNTHuaKind=iNTHuaKind & UG_HUA_MASK;
//调整相对位置
for (int i=0;i<4;i++) m_iStation[i]=100*i;
if (m_iNTHuaKind!=UG_ERROR_HUA) m_iStation[m_iNTHuaKind>>4]=400;
if (m_iNTHuaKind==UG_MEI_HUA)
{
m_iStation[3]=200;
m_iStation[2]=300;
}
else if (m_iNTHuaKind==UG_HONG_TAO)
{
m_iStation[0]=100;
m_iStation[1]=0;
}
return;
}
//获取扑克花色
BYTE CUpGradeGameLogic::GetCardHuaKind(BYTE iCard, BOOL bTrueHua)
{
if ((iCard&UG_HUA_MASK) == UG_FANG_KUAI) return 0; ////方块
if ((iCard&UG_HUA_MASK) == UG_MEI_HUA) return 1; ///梅花
if ((iCard&UG_HUA_MASK) == UG_HONG_TAO) return 2; ///红桃
if ((iCard&UG_HUA_MASK) == UG_HEI_TAO) return 3; //黑桃
return 4;
}
//获取扑克大小 (2 - 18 , 15 以上是主牌 : 2 - 21 , 15 以上是主)
int CUpGradeGameLogic::GetCardBulk(BYTE iCard, BOOL bExtVol)
{
if ((iCard==0x4E)||(iCard==0x4F))
{
return bExtVol?(iCard-58):(iCard-61); //大小鬼
}
int iCardNum=GetCardNum(iCard);
if (iCardNum==m_iNTNum)
{
int iHuaKind=GetCardHuaKind(iCard,TRUE);
if (bExtVol)
{
if (iHuaKind==m_iNTHuaKind) return 19;
return (iHuaKind>>4)+15;
}
return (iHuaKind==m_iNTHuaKind)?16:15;
}
return iCardNum;
}
//排列扑克
BOOL CUpGradeGameLogic::SortCard(BYTE iCardList[], BOOL bUp[], int iCardCount)
{
BOOL bSorted=TRUE,bTempUp;
int iTemp,iLast=iCardCount-1,iStationVol[45];
//获取位置数值
for (int i=0;i<iCardCount;i++)
{
iStationVol[i]=GetCardBulk(iCardList[i],TRUE);
if (iStationVol[i]>=15) iStationVol[i]+=m_iStation[4];
else iStationVol[i]+=m_iStation[GetCardHuaKind(iCardList[i],FALSE)>>4];
}
//排序操作
do
{
bSorted=TRUE;
for (int i=0;i<iLast;i++)
{
if (iStationVol[i]<iStationVol[i+1])
{
//交换位置
iTemp=iCardList[i];
iCardList[i]=iCardList[i+1];
iCardList[i+1]=iTemp;
iTemp=iStationVol[i];
iStationVol[i]=iStationVol[i+1];
iStationVol[i+1]=iTemp;
if (bUp!=NULL)
{
bTempUp=bUp[i];
bUp[i]=bUp[i+1];
bUp[i+1]=bTempUp;
}
bSorted=FALSE;
}
}
iLast--;
} while(!bSorted);
return TRUE;
}
//获取扑克
BYTE CUpGradeGameLogic::GetCardFromHua(int iHuaKind, int iNum)
{
if (iHuaKind!=UG_ERROR_HUA) return (iHuaKind+iNum-1);
return 0;
}
//是否对牌
BOOL CUpGradeGameLogic::IsDouble(BYTE iCardList[], int iCardCount)
{
if (iCardCount!=2) return FALSE;
return (iCardList[0]==iCardList[1]);
}
//是否三条
BOOL CUpGradeGameLogic::IsThree(BYTE iCardList[], int iCardCount)
{
if (iCardCount!=3) return FALSE;
return ((iCardList[0]==iCardList[1])&&(iCardList[0]==iCardList[2]));
}
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