#ifndef TABLE_FRAME_SINK_ZHIPAI_HEAD_FILE #define TABLE_FRAME_SINK_ZHIPAI_HEAD_FILE #pragma once #include "Stdafx.h" #include "GameLogicZhiPai.h" #include "ReplayRecordManager.h" #include "data.h" //游戏桌子类 class TableFrameSinkZhiPai : public ITableFrameSink, public ITableUserAction { //游戏变量 private: BYTE bGameType; //湖北花牌 WORD m_wBankerUser; //庄家用户 WORD m_wNextBankerUser; //下一个庄家 BYTE m_HuPai[GAME_PLAY]; //玩家胡牌次数 bool b_QingTong[GAME_PLAY]; //玩家开局请统 int m_lGameScore[GAME_PLAY]; //单局游戏得分 int m_lGameTatolScore[GAME_PLAY]; //单轮积分计算 int m_HuPaiLiuShui[16*GAME_PLAY]; //流水详情 BYTE m_cbOperateScore[GAME_PLAY]; //操作显示胡数分 BYTE m_cbTongCount[GAME_PLAY]; //玩家统的个数 BYTE m_cbCardIndex[GAME_PLAY][MAX_INDEX_HUA]; //用户扑克 BYTE m_cbHuaCardIndex[GAME_PLAY][5]; //三个用户手中各花牌的个数--不含统组合的 BYTE m_cbHuaWeaveCardIndex[GAME_PLAY][5]; //三个用户组合牌中各花牌的个数--不含统组合的 BYTE m_cbDuiOperator[GAME_PLAY]; //玩家对的次数 BYTE m_cbCardIndex_Tong[GAME_PLAY][MAX_INDEX_HUA];//用户扑克,保存统的手牌 BYTE m_cbHuaCardIndex_Tong[GAME_PLAY][5]; //保存统的花牌手牌 BYTE m_cbHuaWeaveCardIndex_Tong[GAME_PLAY][5]; //加上了统的组合花牌 BYTE m_bTrustee[GAME_PLAY]; //是否托管 BYTE m_bReading[GAME_PLAY]; //是否准备 bool m_bPlayStatus[GAME_PLAY]; //玩家状态 std::list m_offlineUsers; //掉线的玩家 private: CMD_S_GameConfig m_gameConfig; //游戏配置 bool m_isCanOutCard; //是否可以出牌 bool m_bDelete; //是否解散房间 bool bIsHuang; //是否黄庄 bool m_IsHu; //记录当局是否胡牌结束。 //出牌信息 private: WORD m_wOutCardUser; //出牌用户 BYTE m_cbOutCardData; //出牌扑克 BYTE m_cbOutCardCount; //出牌数目 BYTE m_cbDiscardCount[GAME_PLAY]; //丢弃数目 BYTE m_cbDiscardCard[GAME_PLAY][15]; //丢弃记录 BYTE m_cbLastDisCardData[GAME_PLAY][15];//每个玩家得记忆库,用于判断是否可以碰不 BYTE m_cbLastDisCount[GAME_PLAY]; //每个玩家记忆库得个数 //发牌信息 private: BYTE m_cbSendCardData; //发牌扑克 BYTE m_cbSendCardCount; //发牌数目 BYTE m_cbLeftCardCount; //剩余数目 BYTE m_cbRepertoryCard[MAX_REPERTORY_HUA]; //库存扑克 BYTE m_cbRepertoryCard_One[MAX_REPERTORY_HUA_ONE]; //库存扑克 BYTE m_cbRepertoryCard_Two[MAX_REPERTORY_HUA_TWO]; //库存扑克 //运行变量 private: WORD m_wResumeUser; //还原用户(下一个用户?) WORD m_wCurrentUser; //当前用户 WORD m_wProvideUser; //供应用户 BYTE m_cbProvideCard; //供应扑克 //状态变量 bool m_bSendStatus; //发牌状态 //用户状态 private: bool m_bResponse[GAME_PLAY]; //响应标志 INT m_cbUserAction[GAME_PLAY]; //用户动作 BYTE m_cbOperateCard[GAME_PLAY]; //操作扑克 BYTE m_cbOperateCard_FuJia[GAME_PLAY][4];//操作扑克的额外的花牌或者别杠牌 INT m_cbPerformAction[GAME_PLAY]; //执行动作 BYTE EsponseHuShu[GAME_PLAY]; //胡数 BYTE EsponsePaPoShu[GAME_PLAY]; //爬坡数 BYTE m_cbGamePlayerHandCard[GAME_PLAY][9][9];//每位玩家手牌牌墙排列 //组合扑克 private: BYTE m_cbWeaveItemCount[GAME_PLAY]; //组合数目 ,落地组合个数 满足前端显示需要 tagWeaveItem_Hua m_WeaveItemArray[GAME_PLAY][MAX_WEAVE_HUA]; //组合扑克 ,落地的组合 BYTE m_cbWeaveItemCount_HuPai[GAME_PLAY]; //胡牌用到的组合,去除统的组合 tagWeaveItem_Hua m_WeaveItemArray_HuPai[GAME_PLAY][MAX_WEAVE_HUA]; //胡牌用到的组合,去除统的组合 tagHuCardResult ChiHu; //保存胡牌者数据 //组件变量 private: CGameLogicZhiPai m_GameLogic; //游戏逻辑 ITableFrame * m_pITableFrame; //框架接口 const tagGameServiceOption * m_pGameServiceOption; //配置参数 bool m_bReplayRecordStart; //是否开始录像 std::vector m_UserReplayRecord; //对四个位置用户的数据的记录,用于回放。 //bool m_bReduceBean; //是否已扣房卡(游戏豆) LONGLONG m_lUserTmpScore[GAME_PLAY]; //函数定义 public: //构造函数 TableFrameSinkZhiPai(); //析构函数 virtual ~TableFrameSinkZhiPai(); //void ReduceBean(); //bool IsCanOutCard(); //是否可以出牌 //基础接口 public: //释放对象 virtual VOID Release() { delete this; } //接口查询 virtual void * QueryInterface(const IID & Guid, DWORD dwQueryVer); //管理接口 public: //初始化 virtual bool Initialization(IUnknownEx * pIUnknownEx); //复位桌子 virtual VOID RepositionSink(); //查询接口 public: virtual void DeletePrivateTable(bool bSendState = false); virtual bool ConcludeGame(BYTE cbGameStatus, bool bSendState = false) { //结束记录回放数据 auto dataPair = RepayRecordEnd(); //结束游戏 m_pITableFrame->ConcludeGame(cbGameStatus, bSendState); return true; } //查询限额 virtual SCORE QueryConsumeQuota(IServerUserItem * pIServerUserItem){ return 0; }; //最少积分 virtual SCORE QueryLessEnterScore(WORD wChairID, IServerUserItem * pIServerUserItem){ return 0; }; //查询是否扣服务费 virtual bool QueryBuckleServiceCharge(WORD wChairID){return true;} //查询总得分 virtual int QueryTatolScore(WORD wChairID){ if (wChairID >= GAME_PLAYER || wChairID<0) ASSERT(false); return m_lGameTatolScore[wChairID]; } //查询癞子数 virtual int QueryTatolLaiGang(WORD wChairID){ if (wChairID >= GAME_PLAYER || wChairID < 0) ASSERT(false); return 0; } //查询是否使用临时积分 virtual bool QueryUseTemporaryScore() { return (0!=lstrlen(m_gameConfig.sPrivateTableID)); //私有房间私用临时积分 } //比赛接口 public: //设置基数 virtual void SetGameBaseScore(LONG lBaseScore){}; virtual void SetGameConfig(VOID * pDataBuffer, WORD wDataSize, std::wstring sPrivateRoomId); //游戏事件 public: bool RepayRecordStart(); bool RepayRecordEnd(); bool RepayRecord(WORD wChairID, WORD wSubCmdId, void* pData, WORD wSize); // bool CheckGameConclude(); public: //游戏开始 virtual bool OnEventGameStart(); //游戏结束 virtual bool OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason, bool bSendState = false); //发送场景 virtual bool OnEventSendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret); //事件接口 public: //定时器事件 virtual bool OnTimerMessage(DWORD wTimerID, WPARAM wBindParam); //数据事件 virtual bool OnDataBaseMessage(WORD wRequestID, VOID * pData, WORD wDataSize) { return false; } //积分事件 virtual bool OnUserScroeNotify(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason) { return false; } //网络接口 public: //游戏消息处理 virtual bool OnGameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem); //框架消息处理 virtual bool OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem); //用户事件 public: //用户断线 virtual bool OnActionUserOffLine(WORD wChairID,IServerUserItem * pIServerUserItem) { return true; } //用户重入 需要处理重新发送指令 virtual bool OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem); //用户坐下 virtual bool OnActionUserSitDown(WORD wChairID,IServerUserItem * pIServerUserItem, bool bLookonUser); //用户起立 virtual bool OnActionUserStandUp(WORD wChairID,IServerUserItem * pIServerUserItem, bool bLookonUser); //用户同意 virtual bool OnActionUserOnReady(WORD wChairID,IServerUserItem * pIServerUserItem, void * pData, WORD wDataSize) { return true; } //游戏中途旁观进入 virtual bool PerformLookonLogin(IServerUserItem * pIServerUserItem); //游戏事件 protected: //用户出牌 bool OnUserOutCard(WORD wChairID, BYTE cbCardData, BYTE cbWeiZhi); //用户操作 bool OnUserOperateCard(WORD wChairID, int cbOperateCode, BYTE cbOperateCard, BYTE cbHuaCard[]); //辅助函数 //bool IsWin(WORD wChairID); //发送操作 bool SendOperateNotify(); //派发扑克 bool DispatchCardData(WORD wCurrentUser,bool bTail=false); //响应判断 bool EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind); //玩家胡牌类型 //BYTE FiltrateRight(WORD wChairId, WORD HuPaiType, bool bIsZiMo = true); //BYTE RemainNum(WORD wChairId, const BYTE m_cbCard,BYTE bIndex); //操作优先级判断 bool OperatorPriority(WORD TempUser, WORD &wTargetUser, int &cbTargetAction); bool GetGameEndPaiQiang(WORD wChairID, BYTE GameEndCard[9][5]); bool GetPaiQiang(WORD wChairID, BYTE HandCard[9][9]); bool GetGameEndCardIndex(WORD wChairID, BYTE TempCardIndex[28]); bool DeleteHandCardData(WORD wChairID, BYTE CardData[], BYTE CardCount); //操作对应分数 BYTE GetOperatorScore(INT OperatorCode, BYTE OperatorCardIndex, BYTE HuaCard[4]); //响应展示手牌和手牌个数是否相等 bool IsEqual(WORD wChairID); }; ////////////////////////////////////////////////////////////////////////// #endif