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📄 servermanage.cpp

📁 原子,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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				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;
			
			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,"敌家经过商量,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;
			
			m_iCurStation[bDeskStation] = 1;
			//m_iDeskCardCount[bDeskStation] = 0;
			//memset(m_iDeskCard[bDeskStation],0,sizeof(m_iDeskCard[bDeskStation]));

			tagPassStruct pass;
			pass.iPassStation = bDeskStation;
			for (int i = 0;i < 4;i++)
				SendGameData(i,&pass,sizeof(pass),MDM_GM_GAME_NOTIFY,ASS_RECV_PASS,0);
			SendWatchData(m_bMaxPeople,&pass,sizeof(pass),MDM_GM_GAME_NOTIFY,ASS_RECV_PASS,0);

			NewPlayTurn(bDeskStation);
			if (!IsNewTurn)
			{	
				m_iCurStation[m_iOutCardPeople] = 0;

				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);
}

//计算得分
int	CServerGameDesk::GetUpGrade(int iGamePoint, int iPlayCardCount)
{
	////如果是”双夹”胜利,则胜利方两玩家各得二分,失败方两玩家各扣二分。
	
	if (m_bDoubleClip)
	{
		m_iTurePoint[m_iDoubleWin] = 2;
		m_iTurePoint[(m_iDoubleWin + 2) % 4] = 2;
		m_iTurePoint[(m_iDoubleWin + 1) % 4] = -2;
		m_iTurePoint[(m_iDoubleWin + 3) % 4] = -2;

		return 0;
	}
	
	
	/////进行下半局,上下局分数相加进行比较,分数多的一方获胜。如果出现300:300的比分情况,则由上半局取得”上游”的一方获胜。
	//////胜利方两玩家各得一分,失败方两玩家各扣一分。

	int winTotScores = m_iMiCiArr[m_iUpGradePeople] + m_iMiCiArr[(m_iUpGradePeople + 2) % 4];
	int defTotScores = m_iMiCiArr[(m_iUpGradePeople + 1) % 4] + m_iMiCiArr[(m_iUpGradePeople + 3) % 4];
	if (winTotScores >= defTotScores)
	{
		m_iTurePoint[m_iUpGradePeople] = 1;
		m_iTurePoint[(m_iUpGradePeople + 2) % 4] = 1;
		m_iTurePoint[(m_iUpGradePeople + 1) % 4] = -1;
		m_iTurePoint[(m_iUpGradePeople + 3) % 4] = -1;

		return 0;
	}
	
	if (winTotScores < defTotScores)
	{
		m_iTurePoint[m_iUpGradePeople] = -1;
		m_iTurePoint[(m_iUpGradePeople + 2) % 4] = -1;
		m_iTurePoint[(m_iUpGradePeople + 1) % 4] = 1;
		m_iTurePoint[(m_iUpGradePeople + 3) % 4] = 1;

		return 0;
	}
	
	
	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;

	bFlagNextHalf = false;

	m_bGameStation=GS_WAIT_ARGEE;
	
	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 == 162) //发牌完成
	{
		KillTimer(TIME_SEND_CARD);
		if(!bFlagNextHalf)
		{
			if(m_iDaoCard == 0x4E || m_iDaoCard == 0x4F) m_iDaoCard = 0x02;	///上半局抽到刀为王则3为刀
		}
		else	///下半局抽到刀为王或分数(5、10、K)则3为刀
		{
			if(m_iDaoCard == 0x4E || m_iDaoCard == 0x4F ||
				(m_iDaoCard&UG_VALUE_MASK + 1) == 5 || 
				(m_iDaoCard&UG_VALUE_MASK + 1) == 10 ||
				(m_iDaoCard&UG_VALUE_MASK + 1) == 13
			)
			m_iDaoCard = 0x02;
		}
		
		NetMessageHead SendFinish;
		for (int i=0;i<m_bMaxPeople;i++) SendGameData(i,&SendFinish,sizeof(SendFinish),MDM_GM_GAME_NOTIFY,ASS_SEND_FINISH,m_iDaoCard);
		SendWatchData(m_bMaxPeople,&SendFinish,sizeof(SendFinish),MDM_GM_GAME_NOTIFY,ASS_SEND_FINISH,m_iDaoCard);	
			
			
		
		if(!bFlagNextHalf)
		{	
			m_iUpGradePeople = m_iFirstPerOut;
		}
		else
		{
			for (int i = 0;i < 4;i++)	////下半局第一个出牌的人是上半局的“上游”
			{
				if (m_iMiCiArr[i] == 1) m_iUpGradePeople = i;
			}
		}
		
		
		
		
		BeginPlayUpGrade();
		ModifyPlayInfo(-1,0);
		return FALSE;
	}

	//继续发送扑克(1次发13张)
	
	for(int j = 0;j < 4;j++)
	{	
		
		if(j == m_iFirstTouchCard || j == (m_iFirstTouchCard + 1) % 4)
		{
			for (int i = 0; i < 41;i++)
			{
				SendCardStruct SendCard;
				SendCard.iCard=m_iUserCard[j][i];
				SendGameData(j,&SendCard,sizeof(SendCard),MDM_GM_GAME_NOTIFY,ASS_SEND_CARD,0);
				SendWatchData(j,&SendCard,sizeof(SendCard),MDM_GM_GAME_NOTIFY,ASS_SEND_CARD,0);
				if (m_iFirstPerOut < 0)	
				{
					if (m_iUserCard[j][i] == m_iDaoCard) m_iFirstPerOut = j;
				}
				m_iUserCardCount[j]++;
				m_iSendCardPos++;
			}
		}
		else
		{
			for(int i=0;i < 40;i++)
			{	
				
				SendCardStruct SendCard;
				SendCard.iCard=m_iUserCard[j][i];
				SendGameData(j,&SendCard,sizeof(SendCard),MDM_GM_GAME_NOTIFY,ASS_SEND_CARD,0);
				SendWatchData(j,&SendCard,sizeof(SendCard),MDM_GM_GAME_NOTIFY,ASS_SEND_CARD,0);
				if (m_iFirstPerOut < 0)	
				{
					if (m_iUserCard[j][i] == m_iDaoCard) m_iFirstPerOut = j;
				}
				m_iUserCardCount[j]++;
				m_iSendCardPos++;
			}
		}
	}

	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;
	IsDoubleKou = 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;
	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;
	
	m_iCurScores += m_Logic.FindPoint(iOutCard,iCardCount);

	m_iCurStation[bDeskStation] = 0;
	//计算下一出牌者
	///m_iOutCardPeople=(bDeskStation+1)%3;
	///if (m_iOutCardPeople==m_iFirstOutPeople) m_iOutCardPeople=-1;

	///if (bShowFalse==TRUE) return TRUE;

	if (m_iUserCardCount[bDeskStation] == 0)
	{		

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