📄 servermanage.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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