📄 servermanage1.cpp
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}
//调整三条
if (BaseAnalyse.iThreeCount!=0)
{
iTempCount=TackOutThree(iSoureCard,iSoureCardCount,iTempCard,FALSE);
if (BaseAnalyse.iThreeCount>iTempCount) return FALSE;
OutAnalyse.iThreeCount=BaseAnalyse.iThreeCount;
::CopyMemory(OutAnalyse.iThreeArray,iTempCard,sizeof(BYTE)*BaseAnalyse.iThreeCount);
iSoureCardCount-=RemoveCard(iTempCard,BaseAnalyse.iThreeCount,iSoureCard,iSoureCardCount);
}
//调整两条拖拉机
if (BaseAnalyse.iDoubleTractorCount!=0)
{
iTempCount=TackOutDoubleTrackor(iSoureCard,iSoureCardCount,iTempCard,TRUE);
iSoureCardCount-=iTempCount;
if (BaseAnalyse.iDoubleTractorCount>iTempCount) return FALSE;
int iOutPos=0,iTempPos=0,iNeedLength=0,iCopyLength=0;
do
{
iNeedLength=BaseAnalyse.iDoubleTractorCount-OutAnalyse.iDoubleTractorCount;
if (iNeedLength<4) return FALSE;
iCopyLength=__min(iTempCard[iTempPos+1],iNeedLength);
::CopyMemory(&OutAnalyse.iDoubleTractorArray[iOutPos+2],&iTempCard[iTempPos+2],sizeof(BYTE)*iCopyLength);
OutAnalyse.iDoubleTractorArray[iOutPos]=0;
OutAnalyse.iDoubleTractorArray[iOutPos+1]=iCopyLength;
OutAnalyse.iDoubleTractorCount+=iCopyLength;
if (iCopyLength==iTempCard[iTempPos+1])
{
iTempCount-=iTempCard[iTempPos+1];
iTempPos+=iTempCard[iTempPos+1]+2;
iOutPos+=OutAnalyse.iDoubleTractorArray[iOutPos+1]+2;
}
else
{
::CopyMemory(&iSoureCard[iSoureCardCount],&iTempCard[iTempPos+2+iCopyLength],
sizeof(BYTE)*(iTempCard[iTempPos+1]-iCopyLength));
iTempCount-=iTempCard[iTempPos+1];
iSoureCardCount+=(iTempCard[iTempPos+1]-iCopyLength);
iTempPos+=iTempCard[iTempPos+1]+2;
while ((iSoureCardCount+OutAnalyse.iDoubleTractorCount)<iCardCount)
{
::CopyMemory(&iSoureCard[iSoureCardCount],&iTempCard[iTempPos+2],sizeof(BYTE)*iTempCard[iTempPos+1]);
iTempCount-=iTempCard[iTempPos+1];
iSoureCardCount+=iTempCard[iTempPos+1];
iTempPos+=iTempCard[iTempPos+1]+2;
}
SortCard(iSoureCard,NULL,iSoureCardCount);
}
} while (BaseAnalyse.iDoubleTractorCount>=OutAnalyse.iDoubleTractorCount);
}
//调整对牌
if (BaseAnalyse.iDoubleCount!=0)
{
iTempCount=TackOutDouble(iSoureCard,iSoureCardCount,iTempCard,FALSE);
if (BaseAnalyse.iDoubleCount>iTempCount) return FALSE;
OutAnalyse.iDoubleCount=BaseAnalyse.iDoubleCount;
::CopyMemory(OutAnalyse.iDoubleArray,iTempCard,sizeof(BYTE)*BaseAnalyse.iDoubleCount);
iSoureCardCount-=RemoveCard(iTempCard,BaseAnalyse.iDoubleCount,iSoureCard,iSoureCardCount);
}
//调整单牌
if (iSoureCardCount>0)
{
OutAnalyse.iSignedCount=iSoureCardCount;
OutAnalyse.iBigSignedCard=iSoureCard[0];
OutAnalyse.iLessSignedCard=iSoureCard[iSoureCardCount-1];
}
return TRUE;
}
//提取对牌函数
int CUpGradeGameLogic::TackOutDouble(BYTE iCardList[], int iCardCount, BYTE iDoubleBuffer[], BOOL bRemoveCard)
{
int iCount=0;
for (int i=0;i<iCardCount-1;i++)
{
if (iCardList[i]==iCardList[i+1])
{
iDoubleBuffer[iCount+1]=iDoubleBuffer[iCount]=iCardList[i];
iCount+=2;
if (bRemoveCard) iCardList[i]=iCardList[i+1]=0;
i++;
}
}
if (iCount && bRemoveCard) RemoveNummCard(iCardList,iCardCount);
return iCount;
}
//提取两条拖拉机函数
int CUpGradeGameLogic::TackOutDoubleTrackor(BYTE iCardList[], int iCardCount, BYTE iDoubleBuffer[], BOOL bRemoveCard)
{
BOOL bEndFind=FALSE;
int iCount=0,iRecordPos=0,iDataPos=0,iTrackorLen=0;
for (int i=0;i<iCardCount-3;i++)
{
if (IsDouble(&iCardList[i],2))
{
iDataPos=i;
iTrackorLen=2;
bEndFind=FALSE;
do
{
if ((IsDouble(&iCardList[i+2],2))&&(IsTrackorRule(iCardList[i],iCardList[i+2])))
{
//是拖拉机
i+=2;
iTrackorLen+=2;
}
else bEndFind=TRUE;
} while ((bEndFind==FALSE)&&(i<iCardCount-3));
//记录数据
if (iTrackorLen>=4)
{
iCount+=iTrackorLen;
iDoubleBuffer[iRecordPos]=0;
iDoubleBuffer[iRecordPos+1]=iTrackorLen;
for (int j=0;j<iTrackorLen;j++)
{
iDoubleBuffer[iRecordPos+j+2]=iCardList[iDataPos+j];
if (bRemoveCard) iCardList[iDataPos+j]=0;
}
iRecordPos+=(iTrackorLen+2);
}
}
}
if (iCount && bRemoveCard) RemoveNummCard(iCardList,iCardCount);
return iCount;
}
//提取三条函数
int CUpGradeGameLogic::TackOutThree(BYTE iCardList[], int iCardCount, BYTE iThreeBuffer[], BOOL bRemoveCard)
{
int iCount=0;
for (int i=0;i<iCardCount-2;i++)
{
if ((iCardList[i]==iCardList[i+1])&&(iCardList[i]==iCardList[i+2]))
{
iThreeBuffer[iCount]=iThreeBuffer[iCount+1]=iThreeBuffer[iCount+2]=iCardList[i];
iCount+=3;
if (bRemoveCard) iCardList[i]=iCardList[i+1]=iCardList[i+2]=0;
i+=2;
}
}
if (iCount && bRemoveCard) RemoveNummCard(iCardList,iCardCount);
return iCount;
}
//提取三条拖拉机函数
int CUpGradeGameLogic::TackOutThreeTrackor(BYTE iCardList[], int iCardCount, BYTE iThreeBuffer[], BOOL bRemoveCard)
{
BOOL bEndFind=FALSE;
int iCount=0,iRecordPos=0,iDataPos=0,iTrackorLen=0;
for (int i=0;i<iCardCount-5;i++)
{
if (IsThree(&iCardList[i],3))
{
iDataPos=i;
iTrackorLen=3;
bEndFind=FALSE;
do
{
if ((IsThree(&iCardList[i+3],3))&&(IsTrackorRule(iCardList[i],iCardList[i+3])))
{
//是拖拉机
i+=3;
iTrackorLen+=3;
}
else bEndFind=TRUE;
} while ((bEndFind==FALSE)&&(i<iCardCount-5));
//记录数据
if (iTrackorLen>=6)
{
iCount+=iTrackorLen;
iThreeBuffer[iRecordPos]=0;
iThreeBuffer[iRecordPos+1]=iTrackorLen;
for (int j=0;j<iTrackorLen;j++)
{
iThreeBuffer[iRecordPos+j+2]=iCardList[iDataPos+j];
if (bRemoveCard) iCardList[iDataPos+j]=0;
}
iRecordPos+=(iTrackorLen+2);
}
}
}
if (iCount && bRemoveCard) RemoveNummCard(iCardList,iCardCount);
return iCount;
}
//提取同一花色扑克
int CUpGradeGameLogic::TackOutCardByHua(BYTE iCardList[], int iCardCount, BYTE iHuaKind, BYTE iCardBuffer[], BOOL bRemoveCard)
{
for (int iBeginPos=0;iBeginPos<iCardCount;iBeginPos++)
{
if (GetCardHuaKind(iCardList[iBeginPos],FALSE)==iHuaKind) break;
}
if (iBeginPos==iCardCount) return 0;
for (int iEndPos=iCardCount-1;iEndPos>=0;iEndPos--)
{
if (GetCardHuaKind(iCardList[iEndPos],FALSE)==iHuaKind) break;
}
::CopyMemory(iCardBuffer,&iCardList[iBeginPos],sizeof(BYTE)*(iEndPos-iBeginPos+1));
if (bRemoveCard) RemoveNummCard(iCardList,iCardCount);
return (iEndPos-iBeginPos+1);
}
//清除 0 位扑克
int CUpGradeGameLogic::RemoveNummCard(BYTE iCardList[], int iCardCount)
{
int iRemoveCount=0;
for (int i=0;i<iCardCount;i++)
{
if (iCardList[i]!=0) iCardList[i-iRemoveCount]=iCardList[i];
else iRemoveCount++;
}
return iRemoveCount;
}
//混乱扑克
BYTE CUpGradeGameLogic::RandCard(BYTE iCard[], int iCardCount)
{
static const BYTE m_CardArray[54]={
0x01, 0x02 ,0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, //方块 2 - A
0x11, 0x12 ,0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, //梅花 2 - A
0x21, 0x22 ,0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, //红桃 2 - A
0x31, 0x32 ,0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, //黑桃 2 - A
0x4E, 0x4F}; //小鬼,大鬼
BYTE iSend=0,iStation=0,iCardList[162];
srand((unsigned)time(NULL));
for (int i=0;i<iCardCount;i+=54)
::CopyMemory(&iCardList[i],m_CardArray,sizeof(m_CardArray));
do
{
iStation=rand()%(iCardCount-iSend);
iCard[iSend]=iCardList[iStation];
iSend++;
iCardList[iStation]=iCardList[iCardCount-iSend];
} while (iSend<iCardCount);
return iCardCount;
}
//删除扑克
int CUpGradeGameLogic::RemoveCard(BYTE iRemoveCard[], int iRemoveCount, BYTE iCardList[], int iCardCount)
{
//检验数据
if ((iRemoveCount>iCardCount)) return 0;
//把要删除的牌置零
int iDeleteCount=0;
for (int i=0;i<iRemoveCount;i++)
{
for (int j=0;j<iCardCount;j++)
{
if (iRemoveCard[i]==iCardList[j])
{
iDeleteCount++;
iCardList[j]=0;
break;
}
}
}
RemoveNummCard(iCardList,iCardCount);
if (iDeleteCount!=iRemoveCount) return 0;
return iDeleteCount;
}
//查找分数
int CUpGradeGameLogic::FindPoint(BYTE iCardList[], int iCardCount)
{
int iPoint=0,iNum=0;
for (int i=0;i<iCardCount;i++)
{
iNum=GetCardNum(iCardList[i]);
if (iNum==5) iPoint+=5;
else if ((iNum==10)||(iNum==13)) iPoint+=10;
}
return iPoint;
}
//查找最长的拖拉机
int CUpGradeGameLogic::MaxThreeTractorLong(BYTE iCardList[], int iCardCount, BYTE iTrackorBuffer[])
{
int iMaxPos=0,iMaxCount=0,i=0;
BYTE iTempThreeTrackor[48];
int iCount=TackOutThreeTrackor(iCardList,iCardCount,iTempThreeTrackor,FALSE);
while (i<iCount)
{
if (iTempThreeTrackor[i+1]>iMaxCount)
{
iMaxPos=i;
iMaxCount=iTrackorBuffer[i+1];
}
i+=(iTempThreeTrackor[i+1]+2);
}
if ((iMaxCount!=0)&&(iTrackorBuffer!=NULL))
::CopyMemory(iTrackorBuffer,&iTempThreeTrackor[iMaxPos],sizeof(BYTE)*(iMaxCount+2));
return iMaxCount;
}
//查找最长的拖拉机
int CUpGradeGameLogic::MaxDoubleTractorLong(BYTE iCardList[], int iCardCount, BYTE iTrackorBuffer[])
{
int iMaxPos=0,iMaxCount=0,i=0;
BYTE iTempDoubleTrackor[54];
int iCount=TackOutDoubleTrackor(iCardList,iCardCount,iTempDoubleTrackor,FALSE);
while (i<iCount)
{
if (iTempDoubleTrackor[i+1]>iMaxCount)
{
iMaxPos=i;
iMaxCount=iTempDoubleTrackor[i+1];
}
i+=(iTempDoubleTrackor[i+1]+2);
}
if ((iMaxCount!=0)&&(iTrackorBuffer!=NULL))
::CopyMemory(iTrackorBuffer,&iTempDoubleTrackor[iMaxPos],sizeof(BYTE)*(iMaxCount+2));
return iMaxCount;
}
//是否可以出牌
BOOL CUpGradeGameLogic::CanOutCard(BYTE iOutCard[], int iOutCount, BYTE iBaseCard[],
int iBaseCount, BYTE iHandCard[], int iHandCount)
{
//判断数目是否相同
if (iOutCount!=iBaseCount) return FALSE;
//得取扑克的基本信息
int iBaseHua=GetCardListHua(iBaseCard,iBaseCount);
int iOutHua=GetCardListHua(iOutCard,iOutCount);
BYTE iBaseKind=GetCardShape(iBaseCard,iBaseCount);
BYTE iOutKind=GetCardShape(iOutCard,iOutCount);
BYTE iSameHuaCardBuf[39],iTempCard[54];
//判断是否与这轮的出牌参数敏合
if ((iBaseKind==iOutKind)&&(iBaseHua==iOutHua)&&(iBaseKind!=UG_SHOW_CARD)) return TRUE;
int iSameHuaCount=TackOutCardByHua(iHandCard,iHandCount,iBaseHua,iSameHuaCardBuf,FALSE);
if (iBaseHua!=iOutHua) //花色不相同
{
//花色不相同,判断是否没了这种花色的扑克
return (TackOutCardByHua(iOutCard,iOutCount,iBaseHua,iTempCard,FALSE)==iSameHuaCount);
}
if (iOutKind!=iBaseKind) //类型不相同
{
//类型不相同,判断是否游戏者没有此类型
switch (iBaseKind)
{
//单牌类型的已经在花色判断中过滤掉了
case UG_DOUBLE:
{
//判断是否没有了对牌
return TackOutDouble(iSameHuaCardBuf,iSameHuaCount,iTempCard,FALSE)==0;
}
case UG_THREE:
{
//判断是否没有了三条
if (TackOutThree(iSameHuaCardBuf,iSameHuaCount,iTempCard,FALSE)!=0) return FALSE;
//判断是否已经尽力出对牌
BYTE iMeOutLength=TackOutDouble(iOutCard,iOutCount,iTempCard,FALSE);
BYTE iMeHandLength=TackOutDouble(iSameHuaCardBuf,iSameHuaCount,iTempCard,FALSE);
if ((iMeHandLength>iMeOutLength)&&(iMeOutLength<(iBaseCount-1))) return FALSE;
return TRUE;
}
case UG_DOUBLE_TRACKOR:
{
//判断游戏者是否尽力出拖拉机
BYTE iMeOutLength=MaxDoubleTractorLong(iOutCard,iOutCount,NULL);
BYTE iMeHandLength=MaxDoubleTractorLong(iSameHuaCardBuf,iSameHuaCount,NULL);
if (iMeHandLength>iMeOutLength) return FALSE;
iBaseCount-=iMeOutLength;
//判断是否已经尽力出对牌
iMeOutLength=TackOutDouble(iOutCard,iOutCount,iTempCard,FALSE);
iMeHandLength=TackOutDouble(iSameHuaCardBuf,iSameHuaCount,iTempCard,FALSE);
if ((iMeHandLength>iMeOutLength)&&(iMeOutLength<(iBaseCount-1))) return FALSE;
return TRUE;
}
case UG_THREE_TARCKOR:
{
//判断游戏者是否尽力出拖拉机
BYTE iMeOutLength=MaxThreeTractorLong(iOutCard,iOutCount,NULL);
BYTE iMeHandLength=Ma
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