#include "StdAfx.h" #include "TableFrameSink.h" //构造函数 CTableFrameSink::CTableFrameSink():m_GameLogic(this) { //游戏变量 bGameType = 0; m_lSiceCount=0; m_wBankerUser=INVALID_CHAIR; ZeroMemory(m_cbCardIndex,sizeof(m_cbCardIndex)); ZeroMemory(m_bTrustee,sizeof(m_bTrustee)); ZeroMemory( m_cbGenCount,sizeof(m_cbGenCount) ); ZeroMemory( m_bPlayStatus,sizeof(m_bPlayStatus) ); ZeroMemory(m_lGameScore, sizeof(m_lGameScore)); ZeroMemory(m_lGameTatolScore, sizeof(m_lGameTatolScore)); ZeroMemory(m_HuPai, sizeof(m_HuPai)); ZeroMemory(m_TabbOutCardCout, sizeof(m_TabbOutCardCout)); //可以打出的牌就听牌的个数 ZeroMemory(m_TabbOutCardData, sizeof(m_TabbOutCardData)); //具体打哪几张牌 ZeroMemory(m_TabbTingCardCount, sizeof(m_TabbTingCardCount)); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 ZeroMemory(m_TabbTingCardData, sizeof(m_TabbTingCardData)); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 m_cbWinCount = 0; memset( m_wWinOrder,INVALID_CHAIR,sizeof(m_wWinOrder) ); ZeroMemory( m_lGameTax,sizeof(m_lGameTax) ); //出牌信息 m_cbOutCardData=0; m_cbOutCardCount=0; m_wOutCardUser=INVALID_CHAIR; ZeroMemory(m_cbDiscardCard,sizeof(m_cbDiscardCard)); ZeroMemory(m_cbDiscardCount,sizeof(m_cbDiscardCount)); ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData)); ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount)); ZeroMemory(m_OutLaiZi, sizeof(m_OutLaiZi)); //堆立信息 m_wHeapHand = INVALID_CHAIR; m_wHeapTail = INVALID_CHAIR; ZeroMemory(m_cbHeapCardInfo,sizeof(m_cbHeapCardInfo)); //发牌信息 m_cbSendCardData=0; m_cbSendCardCount=0; m_cbLeftCardCount=0; ZeroMemory(m_cbRepertoryCard,sizeof(m_cbRepertoryCard)); //运行变量 m_cbProvideCard=0; m_wResumeUser=INVALID_CHAIR; m_wCurrentUser=INVALID_CHAIR; m_wProvideUser=INVALID_CHAIR; //状态变量 m_bSendStatus=false; m_bGangStatus = false; m_bGangOutStatus = false; ZeroMemory(m_bEnjoinChiHu,sizeof(m_bEnjoinChiHu)); ZeroMemory(m_bEnjoinChiPeng,sizeof(m_bEnjoinChiPeng)); //用户状态 ZeroMemory(m_bResponse,sizeof(m_bResponse)); ZeroMemory(m_cbUserAction,sizeof(m_cbUserAction)); ZeroMemory(m_cbOperateCard,sizeof(m_cbOperateCard)); ZeroMemory(m_cbPerformAction,sizeof(m_cbPerformAction)); //组合扑克 ZeroMemory(m_WeaveItemArray,sizeof(m_WeaveItemArray)); ZeroMemory(m_cbWeaveItemCount,sizeof(m_cbWeaveItemCount)); //结束信息 m_cbChiHuCard=0; ZeroMemory( m_dwChiHuKind,sizeof(m_dwChiHuKind) ); memset( m_wProvider,INVALID_CHAIR,sizeof(m_wProvider) ); ZeroMemory(m_HuPai, sizeof(m_HuPai)); ZeroMemory(m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui)); //组件变量 m_pITableFrame=NULL; m_pGameServiceOption=NULL; for (int i = 0; i < GAME_PLAYER; ++i) { //m_cbDingQue[i] = INVALID_BYTE; m_lUserTmpScore[i] = TEMP_MAX_SCORE; //用户临时积分 } bIsHuang = false; return; } //析构函数 CTableFrameSink::~CTableFrameSink(void) { } //接口查询 void * CTableFrameSink::QueryInterface(const IID & Guid, DWORD dwQueryVer) { QUERYINTERFACE(ITableFrameSink,Guid,dwQueryVer); QUERYINTERFACE(ITableUserAction,Guid,dwQueryVer); QUERYINTERFACE_IUNKNOWNEX(ITableFrameSink,Guid,dwQueryVer); return NULL; } //初始化 bool CTableFrameSink::Initialization(IUnknownEx * pIUnknownEx) { //查询接口 ASSERT(pIUnknownEx!=NULL); m_pITableFrame=QUERY_OBJECT_PTR_INTERFACE(pIUnknownEx,ITableFrame); if (m_pITableFrame==NULL) return false; //获取参数 m_pGameServiceOption=m_pITableFrame->GetGameServiceOption(); ASSERT(m_pGameServiceOption!=NULL); //开始模式 m_pITableFrame->SetStartMode(START_MODE_FULL_READY); return true; } //复位桌子 VOID CTableFrameSink::RepositionSink() { //游戏变量 m_lSiceCount=0; ZeroMemory(m_cbCardIndex,sizeof(m_cbCardIndex)); ZeroMemory(m_bTrustee,sizeof(m_bTrustee)); ZeroMemory( m_cbGenCount,sizeof(m_cbGenCount) ); ZeroMemory( m_lGameScore,sizeof(m_lGameScore) ); ZeroMemory( m_bPlayStatus,sizeof(m_bPlayStatus) ); m_cbWinCount = 0; memset( m_wWinOrder,INVALID_CHAIR,sizeof(m_wWinOrder) ); ZeroMemory( m_lGameTax,sizeof(m_lGameTax) ); ZeroMemory(m_TabbOutCardCout, sizeof(m_TabbOutCardCout)); //可以打出的牌就听牌的个数 ZeroMemory(m_TabbOutCardData, sizeof(m_TabbOutCardData)); //具体打哪几张牌 ZeroMemory(m_TabbTingCardCount, sizeof(m_TabbTingCardCount)); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 ZeroMemory(m_TabbTingCardData, sizeof(m_TabbTingCardData)); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 //出牌信息 m_cbOutCardData=0; m_cbOutCardCount=0; m_wOutCardUser=INVALID_CHAIR; ZeroMemory(m_cbDiscardCard,sizeof(m_cbDiscardCard)); ZeroMemory(m_cbDiscardCount,sizeof(m_cbDiscardCount)); ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData)); ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount)); ZeroMemory(m_OutLaiZi, sizeof(m_OutLaiZi)); //堆立信息 m_wHeapHand = INVALID_CHAIR; m_wHeapTail = INVALID_CHAIR; ZeroMemory(m_cbHeapCardInfo,sizeof(m_cbHeapCardInfo)); //发牌信息 m_cbSendCardData=0; m_cbSendCardCount=0; m_cbLeftCardCount=0; ZeroMemory(m_cbRepertoryCard,sizeof(m_cbRepertoryCard)); //运行变量 m_cbProvideCard=0; m_wResumeUser=INVALID_CHAIR; m_wCurrentUser=INVALID_CHAIR; m_wProvideUser=INVALID_CHAIR; m_wBankerUser = INVALID_CHAIR; //状态变量 m_bSendStatus=false; m_bGangStatus = false; m_bGangOutStatus = false; ZeroMemory(m_bEnjoinChiHu,sizeof(m_bEnjoinChiHu)); ZeroMemory(m_bEnjoinChiPeng,sizeof(m_bEnjoinChiPeng)); //用户状态 ZeroMemory(m_bResponse,sizeof(m_bResponse)); ZeroMemory(m_cbUserAction,sizeof(m_cbUserAction)); ZeroMemory(m_cbOperateCard,sizeof(m_cbOperateCard)); ZeroMemory(m_cbPerformAction,sizeof(m_cbPerformAction)); //组合扑克 ZeroMemory(m_WeaveItemArray,sizeof(m_WeaveItemArray)); ZeroMemory(m_cbWeaveItemCount,sizeof(m_cbWeaveItemCount)); //结束信息 m_cbChiHuCard=0; ZeroMemory(m_dwChiHuKind,sizeof(m_dwChiHuKind)); m_cbLaiZiPiData = 0; m_cbLaiZiData = 0; bIsHuang = false; return; } bool CTableFrameSink::RepayRecordStart() { m_bReplayRecordStart = true; for (GameRecordPacket grp : m_UserReplayRecord) { delete[] grp.pData; grp.pData = nullptr; } m_UserReplayRecord.clear();//不会释放内存 m_UserReplayRecord.shrink_to_fit();//释放内存 return true; } bool CTableFrameSink::RepayRecordEnd() { if (!m_bReplayRecordStart) return false; m_bReplayRecordStart = false; CMD_GR_ReplayRecordResp urr; ZeroMemory(&urr, sizeof(CMD_GR_ReplayRecordResp)); urr.m_UUID = 0; urr.m_UserId = 0; urr.m_startTime = time(0); urr.m_endTime = time(0); urr.m_gameconfig = m_gameConfig; //urr.m_UserId = pIServerUserItem->GetUserID(); for (int j = 0; j < GAME_PLAYER; ++j) { IServerUserItem * pIServerUserItem = m_pITableFrame->GetTableUserItem(j); if ((pIServerUserItem == NULL) /*|| (pIServerUserItem->IsClientReady() == false)*/) continue; auto& chairInfo = urr.m_chairList[j]; chairInfo.dwUserId = pIServerUserItem->GetUserID(); chairInfo.wChairId = pIServerUserItem->GetChairID(); lstrcpy(chairInfo.userName, pIServerUserItem->GetNickName()); lstrcpy(chairInfo.headUrl, pIServerUserItem->GetUserInfo ()->szHeadUrl); } urr.m_recordCount = m_UserReplayRecord.size(); int GameRecordPacketSize = sizeof(GameRecordPacket) - sizeof(void*);//每条记录头长度 int totalSize = sizeof(CMD_GR_ReplayRecordResp);//总记录头长度 for (GameRecordPacket grp : m_UserReplayRecord) totalSize += (GameRecordPacketSize + grp.wSize); char* replyRecordData = new char[totalSize]; ZeroMemory(replyRecordData, totalSize); CopyMemory(replyRecordData, &urr, sizeof(CMD_GR_ReplayRecordResp)); int nOffset = sizeof(CMD_GR_ReplayRecordResp); for (GameRecordPacket grp : m_UserReplayRecord) { CopyMemory(replyRecordData + nOffset, &grp, GameRecordPacketSize); nOffset += GameRecordPacketSize; CopyMemory(replyRecordData + nOffset, grp.pData, grp.wSize); nOffset += grp.wSize; } m_pITableFrame->SaveReplayRecord(replyRecordData, totalSize); //delete replyRecordData;不能删除,已托管给SaveReplayRecord函数 return true; } bool CTableFrameSink::RepayRecord(WORD wChairID, WORD wSubCmdId, void* pData, WORD wSize) { //获取用户 //char* pNewData = new char[wSize + sizeof(GameRecordPacket)]; //memcpy(pNewData, pData, wSize); //修改BYJN 疑似内存溢出 GameRecordPacket record; record.wSize = wSize; record.wChairID = wChairID; record.wSubCmdID = wSubCmdId; record.wMainCmdID = MDM_GF_GAME; record.pData = new char[wSize]; CopyMemory(record.pData, pData, wSize); m_UserReplayRecord.push_back(record); return true; } //游戏开始 bool CTableFrameSink::OnEventGameStart() { //椅子数量 WORD wChairCount = m_pITableFrame->GetChairCount(); //开始记录回放数据 RepayRecordStart(); //重置发牌状态 m_isCanOutCard = false; //重置掉线玩家列表 m_offlineUsers.clear(); //设置状态 m_pITableFrame->SetGameStatus(GS_MJ_PLAY); m_gameConfig.wHadPlayCount++; //混乱扑克 m_lSiceCount = MAKELONG(MAKEWORD(rand()%6+1,rand()%6+1),MAKEWORD(rand()%6+1,rand()%6+1)); m_cbLeftCardCount = m_GameLogic.RandCardData(m_cbRepertoryCard); if (1 == m_gameConfig.wHadPlayCount || m_wNextBankerUser == INVALID_CHAIR) { m_wBankerUser = 0;//((BYTE)(m_lSiceCount >> 24) + (BYTE)(m_lSiceCount >> 16) - 1) % wChairCount; } else { m_wBankerUser = m_wNextBankerUser; } m_wNextBankerUser = INVALID_CHAIR; //BYTE byTest[] = { // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子 // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子 // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子 // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子 // 0x11, 0x12, 0x13, 0x15, 0x16, 0x17, 0x18, 0x19, 0x21, //索子 // 0x26, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子 // 0x11, 0x12, //索子 // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x13, //索子 // 0x11, 0x12, 0x13, 0x14, 0x15, 0x17, 0x17, 0x19, 0x19, 0x21, 0x16, 0x18, 0x18, //索子 //同子 // 0x21, 0x22, 0x23, 0x24, 0x25, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x27, 0x29, //同子 // 0x14, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x28, 0x28, 0x29, 0x29, 0x21, //同子 //}; //if (m_GameLogic.PeiPai(byTest)) // CopyMemory(m_cbRepertoryCard, byTest, sizeof(byTest)); BYTE cbTakeCount = 0; //分发扑克 for (WORD i=0;i 0 && m_wBankerUser == i) { m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--;//从手上去掉抓的牌 } else { return false; } } ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData)); m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]); if (i == m_wCurrentUser) { CopyMemory(GameStart.ActionCard, ActionCard, sizeof(ActionCard)); GameStart.cbCardData[i * 14 + 13] = m_cbSendCardData;//把去掉的牌加到数组末尾, m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;//把去掉的加进来 } //if( m_pITableFrame->GetTableUserItem(i)->IsAndroidUser() ) //{ // BYTE bIndex = 1; // for( WORD j=0; jSendTableData(i, SUB_S_GAME_START, &GameStart, sizeof(GameStart)); } //用户回放 ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData)); //清手牌 旁观只能发一次 m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_START, &GameStart, sizeof(GameStart)); for (WORD i = 0; i < wChairCount; i++) m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]); RepayRecord(INVALID_CHAIR, SUB_S_GAME_START, &GameStart, sizeof(GameStart)); return true; } void CTableFrameSink::DeletePrivateTable(bool bSendState) { tagScoreInfo ScoreInfoArray[GAME_PLAYER]; ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray)); WORD wChairCount = m_pITableFrame->GetChairCount(); for (int i = 0; i < wChairCount; ++i) { IServerUserItem *pIUserItem = m_pITableFrame->GetTableUserItem(i); if (pIUserItem == NULL) continue; ScoreInfoArray[i].cbType = SCORE_TYPE_END; ScoreInfoArray[i].lScore = m_lUserTmpScore[i] - TEMP_MAX_SCORE; //记录临时分 } m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray)); ConcludeGame(GAME_STATUS_DELETE, bSendState); m_pITableFrame->DeletePrivateTableNow(); } //游戏结束 bool CTableFrameSink::OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason, bool bSendState) { bool bFinish = (m_gameConfig.wHadPlayCount >= m_gameConfig.wPlayCountRule) ? 1 : 0; bool bDelete = false; switch (cbReason) { case GER_DELETE_PRIVATE: bFinish = 1; bDelete = true; if (!m_pITableFrame->IsGameStarted()) { DeletePrivateTable(bSendState); return true; } //return true; //下坠 case GER_NORMAL: //常规结束 { if (bSendState && cbReason == GER_NORMAL) { bSendState = true; } //变量定义 CMD_S_GameEnd GameEnd; ZeroMemory(&GameEnd, sizeof(GameEnd)); GameEnd.bFinish = bFinish;//1…… if (m_cbLeftCardCount <= 0 || bDelete)//荒庄了 { if (!bDelete) GameEnd.bOptType = (bIsHuang == true ? 2 : 1);//庄荒了,需要返回信息 else GameEnd.bOptType = 3; if (GameEnd.bOptType == 1) {//海底捞月 GameEnd.bOptType = 1; BYTE TempWanJiaCardCount = 0; m_wNextBankerUser = wChairID; //统计积分,胡牌得分,玩家牌值 for (WORD i = 0; i < GAME_PLAYER; i++) { //m_lGameTatolScore[i] += m_lGameScore[i]; GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3………… if (i == wChairID)continue; m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]); } if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--) { m_GameLogic.SwitchToCardData(m_cbCardIndex[wChairID], GameEnd.cbCardData[wChairID]); TempWanJiaCardCount = m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]); GameEnd.cbCardData[wChairID][TempWanJiaCardCount] = m_cbProvideCard;//手牌数据4…… m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++; } } else { m_wNextBankerUser = (m_wBankerUser + 1) % 4; //黄庄了 //统计玩家积分,牌值 for (WORD i = 0; i < GAME_PLAYER; i++) { GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分4………… m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]); } } } else { GameEnd.bOptType = 1; BYTE TempWanJiaCardCount = 0; m_wNextBankerUser = wChairID; //统计积分,胡牌得分,玩家牌值 for (WORD i = 0; i < GAME_PLAYER; i++) { //m_lGameTatolScore[i] += m_lGameScore[i]; GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3………… if (i == wChairID)continue; m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]); } if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--) { m_GameLogic.SwitchToCardData(m_cbCardIndex[wChairID], GameEnd.cbCardData[wChairID]); TempWanJiaCardCount = m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]); GameEnd.cbCardData[wChairID][TempWanJiaCardCount] = m_cbProvideCard;//手牌数据4…… m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++; } } GameEnd.bWanJiaId = wChairID;//玩家座位号 5…… GameEnd.bLeftCardCount = m_cbLeftCardCount;//剩余牌输量6………… CopyMemory(GameEnd.bLeftCardDada, m_cbRepertoryCard, m_cbLeftCardCount);//剩余牌值7……………… CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));//玩家胡牌次数8………… GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();//获取房间ID,9…… GameEnd.playGameNum = m_gameConfig.wHadPlayCount;//得到第几局了,10………… for (BYTE i = 0; i < GAME_PLAYER;i++) { m_HuPaiLiuShui[(m_gameConfig.wHadPlayCount-1)*4+i] = m_lGameScore[i]; } CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));//游戏流水,10………… //数据处理 int iSendLen = 0; CMD_S_GameEnd GameEndBuffer; BYTE *pOutData = (BYTE *)&GameEndBuffer; BYTE *pInData = (BYTE *)&GameEnd; ZeroMemory(&GameEndBuffer, sizeof(GameEndBuffer)); CopyMemory(pOutData, &GameEnd, 85); iSendLen = iSendLen + 85; pInData = pInData + 85; pOutData = pOutData + 85; BYTE *pData = (BYTE *)&GameEnd; BYTE bNum = GameEnd.bLeftCardCount; CopyMemory(pOutData, pInData, bNum); iSendLen = iSendLen + bNum; pOutData = pOutData + bNum; pInData = pInData + CountArray(GameEnd.bLeftCardDada); //pInData = pInData + 54; bNum = GameEnd.playGameNum; pOutData[0] = bNum; pInData++; pOutData++; iSendLen = iSendLen + bNum * 4 * GAME_PLAYER + 1; CopyMemory(pOutData, pInData, bNum * 4 * GAME_PLAYER); //iSendLen = iSendLen + bNum; RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, &GameEndBuffer, iSendLen); //发送结束信息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, &GameEndBuffer, iSendLen); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, &GameEndBuffer, iSendLen); tagScoreInfo ScoreInfoArray[GAME_PLAYER]; ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray)); for (WORD i = 0; i < GAME_PLAYER; i++) { IServerUserItem *pUserItem = m_pITableFrame->GetTableUserItem(i); if (NULL == pUserItem) continue; BYTE ScoreKind; if (m_lGameScore[i] > 0L) ScoreKind = SCORE_TYPE_WIN; else if (m_lGameScore[i] < 0L) ScoreKind = SCORE_TYPE_LOSE; else ScoreKind = SCORE_TYPE_DRAW; ScoreInfoArray[i].lScore = m_lGameScore[i]; ScoreInfoArray[i].cbType = ScoreKind; //if (i == wChairID)continue; //m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]); } m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray)); ConcludeGame(GS_MJ_FREE); if (!bDelete) { if (bFinish) { DeletePrivateTable(true); } } else { if (bFinish) { DeletePrivateTable(bSendState); } } return true; } case GER_DISMISS: //游戏解散 { //变量定义 CMD_S_GameEnd GameEnd; ZeroMemory(&GameEnd, sizeof(GameEnd)); GameEnd.bFinish = 1; GameEnd.bOptType = 3; CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai)); CopyMemory(GameEnd.cbWanJiaScore, m_lGameTatolScore, sizeof(m_lGameTatolScore)); GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID(); GameEnd.playGameNum = m_gameConfig.wHadPlayCount; CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui)); //设置变量 //memset(GameEnd.wProvideUser, INVALID_CHAIR, sizeof(GameEnd.wProvideUser)); //拷贝扑克 /*for (WORD i = 0;i < GAME_PLAYER;i++) { GameEnd.cbCardCount[i] = m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]); }*/ //CopyMemory(GameEnd.lUserTmpScore, m_lUserTmpScore, sizeof(m_lUserTmpScore)); RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, &GameEnd, sizeof(GameEnd)); //发送信息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, &GameEnd, sizeof(GameEnd)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, &GameEnd, sizeof(GameEnd)); ConcludeGame(GS_MJ_FREE); return true; } case GER_NETWORK_ERROR: //网络错误 case GER_USER_LEAVE: //用户强退 { DWORD dwUserID = pIServerUserItem->GetUserID(); m_offlineUsers.push_back(dwUserID); return true; ////变量定义 //CMD_S_GameEnd GameEnd; //ZeroMemory(&GameEnd,sizeof(GameEnd)); //GameEnd.wLeftUser = wChairID; ////结束信息 //for (WORD i=0;i 10) // chihuList.chihuCount = 10; // for (int j = 0; j < chihuList.chihuCount;j++) // { // ChiHuRightList[j].chr.GetRightData(&chihuList.chihuRightData[j], MAX_RIGHT_COUNT); // chihuList.chihuCardData[j] = ChiHuRightList[j].cbChihuCard; // chihuList.wProvideUser[j] = ChiHuRightList[j].wProvideUser; // } // //m_ChiHuRight[i].GetRightData( &GameEnd.dwChiHuRight[i],MAX_RIGHT_COUNT ); //} //LONGLONG lGangScore[GAME_PLAYER]; //ZeroMemory( lGangScore,sizeof(lGangScore) ); //////扣分,逃跑者垫付所有刮风下雨的钱,并扣16倍点数*未胡牌玩家. //for( WORD i = 0; i < GAME_PLAYER; i++ ) //{ // for( BYTE j = 0; j < m_GangScore[i].cbGangCount; j++ ) // { // for( WORD k = 0; k < GAME_PLAYER; k++ ) // { // if( m_GangScore[i].lScore[j][k] < 0 ) // lGangScore[wChairID] += m_GangScore[i].lScore[j][k]; // else if( k != wChairID ) // lGangScore[k] += m_GangScore[i].lScore[j][k]; // } // } //} //m_bPlayStatus[wChairID] = false; //for( WORD i = 0; i < GAME_PLAYER; i++ ) //{ // if( m_bPlayStatus[i] ) // { // m_lGameScore[i] += 16L*m_pGameServiceOption->lCellScore; // m_lGameScore[wChairID] -= 16L*m_pGameServiceOption->lCellScore; // } // m_lGameScore[i] += lGangScore[i]; //} //tagScoreInfo ScoreInfoArray[GAME_PLAYER]; //ZeroMemory(&ScoreInfoArray,sizeof(ScoreInfoArray)); ////统计积分 //for (WORD i=0;iGetTableUserItem(i) ) continue; // //设置积分 // LONG lGameTax = 0L; // if( GAME_GENRE_SCORE != m_pGameServiceOption->wServerType ) // { // if (m_lGameScore[i]>0L) // { // lGameTax = m_pITableFrame->CalculateRevenue(i,m_lGameScore[i]); // m_lGameScore[i] -= lGameTax; // } // else // { // //防止负分 // IServerUserItem *pUserItem = m_pITableFrame->GetTableUserItem(i); // if( GAME_GENRE_SCORE!=m_pGameServiceOption->wServerType && -m_lGameScore[i] > pUserItem->GetUserScore() ) // m_lGameScore[i] = -pUserItem->GetUserScore(); // } // } // BYTE ScoreKind; // if( i == wChairID ) ScoreKind = SCORE_TYPE_FLEE; // else if( m_lGameScore[i] > 0L ) ScoreKind = SCORE_TYPE_WIN; // else if( m_lGameScore[i] < 0L ) ScoreKind = SCORE_TYPE_LOSE; // else ScoreKind = SCORE_TYPE_DRAW; // ScoreInfoArray[i].lScore = GameEnd.lGameScore[i]; // ScoreInfoArray[i].lRevenue = m_lGameTax[i]; // ScoreInfoArray[i].cbType = ScoreKind; //} ////写入积分 //m_pITableFrame->WriteTableScore(ScoreInfoArray,CountArray(ScoreInfoArray)); //CopyMemory( GameEnd.lGameScore,m_lGameScore,sizeof(m_lGameScore) ); //CopyMemory( GameEnd.lGangScore,lGangScore,sizeof(lGangScore) ); //CopyMemory( GameEnd.wWinOrder,m_wWinOrder,sizeof(m_wWinOrder) ); //CopyMemory( GameEnd.wProvideUser,m_wProvider,sizeof(m_wProvider) ); //CopyMemory( GameEnd.wLostFanShu,m_wLostFanShu,sizeof(m_wLostFanShu) ); //RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, &GameEnd, sizeof(GameEnd)); ////发送结束信息 //m_pITableFrame->SendTableData( INVALID_CHAIR,SUB_S_GAME_END,&GameEnd,sizeof(GameEnd) ); //m_pITableFrame->SendLookonData( INVALID_CHAIR,SUB_S_GAME_END,&GameEnd,sizeof(GameEnd) ); ////结束游戏 //ConcludeGame(GS_MJ_FREE); //return true; } } //错误断言 ASSERT(FALSE); return false; } //发送场景 bool CTableFrameSink::OnEventSendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret) { switch (cbGameStatus) { case GS_MJ_FREE: //空闲状态 { //变量定义 CMD_S_StatusFree StatusFree; memset(&StatusFree,0,sizeof(StatusFree)); //游戏房主基础配置 CopyMemory(&StatusFree.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig)); for (int i = 0; i < GAME_PLAYER; i++) { StatusFree.lUserTmpScore[i] = (INT)m_lGameTatolScore[i]; } StatusFree.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0; //构造数据 StatusFree.UserStat = pIServerUserItem->GetUserInfo()->cbUserStatus; //发送场景 return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusFree,sizeof(StatusFree)); } case GS_MJ_PLAY: //游戏状态 { //变量定义 CMD_S_StatusPlay StatusPlay; memset(&StatusPlay,0,sizeof(StatusPlay)); //游戏房主基础配置 CopyMemory(&StatusPlay.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig)); CopyMemory(StatusPlay.lUserTmpScore, m_lGameTatolScore, sizeof(m_lGameTatolScore)); StatusPlay.cbTotalCardCount = MAX_REPERTORY; StatusPlay.cbLeftCardCount = m_cbLeftCardCount; StatusPlay.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0; //游戏变量 StatusPlay.wBankerUser=m_wBankerUser; WORD wSice = WORD(m_lSiceCount & 0xffff); StatusPlay.lSiZi[0] = HIBYTE(wSice); StatusPlay.lSiZi[1] = LOBYTE(wSice); StatusPlay.lSiZi[2] = m_cbLaiZiPiData; StatusPlay.lSiZi[3] = m_cbLaiZiData; StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID(); CopyMemory(StatusPlay.bWanLaiZi, m_OutLaiZi, sizeof(m_OutLaiZi)); CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard)); CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount)); StatusPlay.totalOptTime = 10; StatusPlay.leftOptTime = 0; //当前到谁家 StatusPlay.wCurrentUser = (m_wCurrentUser == INVALID_CHAIR ? m_wProvideUser : m_wCurrentUser); BYTE OldUser = 0;//定义一个最后出牌用户 if (m_wProvideUser == m_wCurrentUser&&m_wOutCardUser == INVALID_CHAIR)//牌权是摸牌得且没出牌 { if (m_wProvideUser == 0) { OldUser = 3; } else OldUser = m_wProvideUser - 1; BYTE TempIndex; for (BYTE i = 0; i < 55; i++) { if (m_cbDiscardCard[OldUser][i] == 0) { TempIndex = i - 1; break; } } if (OldUser>3 || TempIndex == 255) { OldUser = 0; TempIndex = 0; } StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex]; } //if (m_wProvideUser != m_wCurrentUser&&m_wOutCardUser == INVALID_CHAIR)//牌权是碰来得且没出牌 //{ //OldUser = m_wProvideUser; //StatusPlay.bPutCardData[OldUser] = m_cbProvideCard; //} if (m_wProvideUser == m_wOutCardUser&& m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候 { OldUser = m_wProvideUser; StatusPlay.bPutCardData[OldUser] = m_cbProvideCard; StatusPlay.cbDiscardCard[OldUser][StatusPlay.cbDiscardCount[OldUser]++] = m_cbProvideCard; } for (BYTE i = 0; i < GAME_PLAYER; i++) { StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]); } //CopyMemory(StatusPlay.cbCardData, m_cbCardIndex[wChiarID], sizeof(StatusPlay.cbCardData)); m_GameLogic.SwitchToCardData(m_cbCardIndex[wChiarID], StatusPlay.cbCardData); StatusPlay.bOutCardCout = m_TabbOutCardCout[wChiarID]; //可以打出的牌就听牌的个数 CopyMemory(StatusPlay.bOutCardData, m_TabbOutCardData[wChiarID], sizeof(m_TabbOutCardData[wChiarID])); //具体打哪几张牌 CopyMemory(StatusPlay.bTingCardCount, m_TabbTingCardCount[wChiarID], sizeof(m_TabbTingCardCount[wChiarID]));//相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 CopyMemory(StatusPlay.bTingCardData, m_TabbTingCardData[wChiarID], sizeof(m_TabbTingCardData[wChiarID])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 if (wChiarID != StatusPlay.wCurrentUser&&m_wCurrentUser == INVALID_CHAIR) //表示当前牌权就在断线玩家手里,且是轮到他碰或者杠 { StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码 } if (wChiarID == StatusPlay.wCurrentUser&&m_wCurrentUser != INVALID_CHAIR&&m_wCurrentUser != m_wProvideUser)////表示当前牌权就在断线玩家手里,且是轮到他出牌(牌权碰来得) { ZeroMemory(StatusPlay.cbCardData, sizeof(StatusPlay.cbCardData)); StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码 BYTE TempIndex = 0; if (m_cbUserAction[wChiarID] & WIK_AN_PIGANG) { StatusPlay.gangCards[TempIndex++] = m_cbLaiZiPiData; } if (m_cbUserAction[wChiarID] & WIK_AN_GANG) { for (BYTE i = 0; i < MAX_INDEX;i++) { if (m_cbCardIndex[wChiarID][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)) { StatusPlay.gangCards[TempIndex++] = m_GameLogic.SwitchToCardData(i); if (TempIndex > 3) break; } } } BYTE TempCardData[MAX_INDEX]; CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData)); BYTE TempCardIndex = 0; for (int i = MAX_INDEX - 1; i >= 0; i--)//手牌里面获取最后一张牌, { if (TempCardData[i] > 0 && m_GameLogic.SwitchToCardData(i) != m_cbLaiZiData) { TempCardIndex = i; break; } } if (TempCardData[TempCardIndex] == 0)ASSERT(false); TempCardData[TempCardIndex]--; m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData); BYTE cardNum = m_GameLogic.GetCardCount(TempCardData); StatusPlay.cbCardData[cardNum] = m_GameLogic.SwitchToCardData(TempCardIndex);//处理得到最后一张牌数据放最后 } if (wChiarID == StatusPlay.wCurrentUser&&m_wCurrentUser != INVALID_CHAIR&&m_wCurrentUser == m_wProvideUser)//牌权是轮到他抓牌,未打出 { ZeroMemory(StatusPlay.cbCardData, sizeof(StatusPlay.cbCardData)); StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码 BYTE TempIndex = 0; if (m_cbUserAction[wChiarID] & WIK_AN_PIGANG)//|| m_cbUserAction[wChiarID] & WIK_MING_PIGANG) { StatusPlay.gangCards[TempIndex++] = m_cbLaiZiPiData; } if (m_cbUserAction[wChiarID] & WIK_AN_GANG) { for (BYTE i = 0; i < MAX_INDEX; i++) { if (m_cbCardIndex[wChiarID][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)) { StatusPlay.gangCards[TempIndex++] = m_GameLogic.SwitchToCardData(i); if (TempIndex > 3) break; } } } BYTE TempCardData[MAX_INDEX]; CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData)); BYTE TempCardIndex = m_GameLogic.SwitchToCardIndex(m_cbProvideCard); if (m_cbCardIndex[wChiarID][TempCardIndex] == 0)ASSERT(false); TempCardData[TempCardIndex]--; m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData); BYTE cardNum = m_GameLogic.GetCardCount(TempCardData); StatusPlay.cbCardData[cardNum] = m_GameLogic.SwitchToCardData(TempCardIndex);//处理得到最后一张牌数据放最后 } //组合扑克 CopyMemory(StatusPlay.WeaveItemArray,m_WeaveItemArray,sizeof(m_WeaveItemArray)); CopyMemory(StatusPlay.cbWeaveCount,m_cbWeaveItemCount,sizeof(m_cbWeaveItemCount)); //扑克数据 //StatusPlay.cbSendCardData=((m_cbSendCardData!=0)&&(m_wProvideUser==wChiarID))?m_cbSendCardData:0x00; //发送场景 return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusPlay,sizeof(StatusPlay)); } } return false; } //定时器事件 bool CTableFrameSink::OnTimerMessage(DWORD wTimerID, WPARAM wBindParam) { return false; } //游戏消息处理 void CTableFrameSink::SetGameConfig(VOID * pDataBuffer, WORD wDataSize, std::wstring sPrivateRoomId) { tagGameConfig* ppConfig = (tagGameConfig*)pDataBuffer; m_gameConfig.wSubGameID = ppConfig->wSubGameID; m_gameConfig.wDiScore = ppConfig->wPlayRule; m_gameConfig.wFanFei = ppConfig->wMaxFanRule; m_gameConfig.wIpLimit = ppConfig->wMaxScore; m_gameConfig.wPlayCountRule = ppConfig->wPlayCountRule; m_gameConfig.RoomId = ppConfig->wHadPlayCount; m_gameConfig.wHadPlayCount = 0; lstrcpy(m_gameConfig.sPrivateTableID, sPrivateRoomId.c_str()); bGameType = m_gameConfig.wSubGameID; m_pITableFrame->SetChairCount(GAME_PLAYER); ASSERT(m_gameConfig.wSubGameID >= 0 && m_gameConfig.wSubGameID < MahJongType::count); } //游戏消息处理 bool CTableFrameSink::OnGameMessage(WORD wSubCmdID, VOID* pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem) { switch (wSubCmdID) { case SUB_C_OUT_CARD: //出牌消息 { //效验消息 ASSERT(wDataSize == sizeof(CMD_C_OutCard)); if (wDataSize != sizeof(CMD_C_OutCard)) return false; //用户效验 if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true; //消息处理 CMD_C_OutCard * pOutCard = (CMD_C_OutCard *)pDataBuffer; return OnUserOutCard(pIServerUserItem->GetChairID(), pOutCard->cbCardData); } case SUB_C_OPERATE_CARD: //操作消息 { //效验消息 ASSERT(wDataSize == sizeof(CMD_C_OperateCard)); if (wDataSize != sizeof(CMD_C_OperateCard)) return false; //用户效验 if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true; //消息处理 CMD_C_OperateCard * pOperateCard = (CMD_C_OperateCard *)pDataBuffer; return OnUserOperateCard(pIServerUserItem->GetChairID(), pOperateCard->cbOperateCode, pOperateCard->cbOperateCard); } case SUB_C_TRUSTEE: { CMD_C_Trustee *pTrustee = (CMD_C_Trustee *)pDataBuffer; if (wDataSize != sizeof(CMD_C_Trustee)) return false; m_bTrustee[pIServerUserItem->GetChairID()] = pTrustee->bTrustee; CMD_S_Trustee Trustee; Trustee.bTrustee = pTrustee->bTrustee; Trustee.wChairID = pIServerUserItem->GetChairID(); RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, &Trustee, sizeof(Trustee)); m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_TRUSTEE, &Trustee, sizeof(Trustee)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_TRUSTEE, &Trustee, sizeof(Trustee)); return true; } return false; } return false; } //框架消息处理 bool CTableFrameSink::OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem) { return false; } //用户断线重连 bool CTableFrameSink::OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem) { auto dwUserID = pIServerUserItem->GetUserID(); auto iter = std::find(m_offlineUsers.begin(), m_offlineUsers.end(), dwUserID); if (iter != end(m_offlineUsers)) { m_offlineUsers.erase(iter); //玩家重新上线 return true; } return true; } //用户坐下 bool CTableFrameSink::OnActionUserSitDown(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser) { return true; } //游戏中途旁观进入 bool CTableFrameSink::PerformLookonLogin(IServerUserItem * pIServerUserItem) { CMD_S_PangGuan StatusPlay; memset(&StatusPlay, 0, sizeof(StatusPlay)); //游戏房主基础配置 CopyMemory(&StatusPlay.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig)); CopyMemory(StatusPlay.lUserTmpScore, m_lGameTatolScore, sizeof(m_lGameTatolScore)); StatusPlay.cbTotalCardCount = MAX_REPERTORY; StatusPlay.cbLeftCardCount = m_cbLeftCardCount; StatusPlay.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0; StatusPlay.GameStatus = m_pITableFrame->IsDrawStarted(); if (StatusPlay.GameStatus) { //游戏变量 StatusPlay.wBankerUser = m_wBankerUser; WORD wSice = WORD(m_lSiceCount & 0xffff); StatusPlay.lSiZi[0] = HIBYTE(wSice); StatusPlay.lSiZi[1] = LOBYTE(wSice); StatusPlay.lSiZi[2] = m_cbLaiZiPiData; StatusPlay.lSiZi[3] = m_cbLaiZiData; StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID(); CopyMemory(StatusPlay.bWanLaiZi, m_OutLaiZi, sizeof(m_OutLaiZi)); CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard)); CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount)); StatusPlay.totalOptTime = 10; StatusPlay.leftOptTime = 0; //当前到谁家 StatusPlay.wCurrentUser = (m_wCurrentUser == INVALID_CHAIR ? m_wProvideUser : m_wCurrentUser); WORD OldUser = 0;//定义一个最后出牌用户 if (m_wProvideUser == m_wCurrentUser&&m_wOutCardUser == INVALID_CHAIR)//牌权是摸牌得且没出牌 { if (m_wProvideUser == 0) { OldUser = 3; } else OldUser = m_wProvideUser - 1; BYTE TempIndex; for (BYTE i = 0; i < 55; i++) { if (m_cbDiscardCard[OldUser][i] == 0) { TempIndex = i - 1; break; } } if (OldUser>3 || TempIndex == 255) { OldUser = 0; TempIndex = 0; } StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex]; } if (m_wProvideUser == m_wOutCardUser&& m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候 { OldUser = m_wProvideUser; StatusPlay.bPutCardData[OldUser] = m_cbProvideCard; StatusPlay.cbDiscardCard[OldUser][StatusPlay.cbDiscardCount[OldUser]++] = m_cbProvideCard; } for (BYTE i = 0; i < GAME_PLAYER; i++) { StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]); } //组合扑克 CopyMemory(StatusPlay.WeaveItemArray, m_WeaveItemArray, sizeof(m_WeaveItemArray)); CopyMemory(StatusPlay.cbWeaveCount, m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount)); } return m_pITableFrame->SendUserItemData(pIServerUserItem, SUB_S_PANGGUAN, &StatusPlay, sizeof(StatusPlay)); } //用户起来 bool CTableFrameSink::OnActionUserStandUp(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser) { //庄家设置 if (bLookonUser == false && !QueryUseTemporaryScore()) { m_bTrustee[wChairID]=false; CMD_S_Trustee Trustee; Trustee.bTrustee=false; Trustee.wChairID = wChairID; RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, &Trustee, sizeof(Trustee)); m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_TRUSTEE,&Trustee,sizeof(Trustee)); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_TRUSTEE,&Trustee,sizeof(Trustee)); } return true; } //用户出牌 bool CTableFrameSink::OnUserOutCard(WORD wChairID, BYTE cbCardData) { //检查是否可以出牌 //if (!IsCanOutCard()) // return true; //效验状态 ASSERT(m_pITableFrame->GetGameStatus()==GS_MJ_PLAY); if (m_pITableFrame->GetGameStatus()!=GS_MJ_PLAY) return true; //错误断言 ASSERT(wChairID==m_wCurrentUser); ASSERT(m_GameLogic.IsValidCard(cbCardData)==true); //效验参数 if (wChairID!=m_wCurrentUser) return true; if (m_GameLogic.IsValidCard(cbCardData)==false) return false; if ((m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]) - 2) % 3 != 0) { return false; } //删除扑克 if (m_GameLogic.RemoveCard(m_cbCardIndex[wChairID],cbCardData)==false) { ASSERT(FALSE); return false; } ZeroMemory(&m_cbLastDisCardData[wChairID], sizeof(m_cbLastDisCardData[wChairID])); m_cbLastDisCount[wChairID] = 0; for (BYTE i = 0; i < GAME_PLAYER; i++) { if (i == wChairID)continue; m_cbLastDisCardData[i][m_cbLastDisCount[i]++] = cbCardData;//打出得牌,放到其他玩家得记忆库里面 } if (cbCardData == m_cbLaiZiData) { //设置变量 m_bSendStatus = true; if (!m_bGangStatus) { m_bGangStatus = true; m_bGangOutStatus = true; } m_cbUserAction[wChairID] = WIK_NULL; m_cbPerformAction[wChairID] = WIK_NULL; //出牌记录 m_cbOutCardCount++; //m_cbDiscardCard[wChairID][m_cbDiscardCount[wChairID]++] = cbCardData; //m_cbDiscardWuYongCard[wChairID][m_cbDiscardWuYongCount[wChairID]++] = cbCardData; m_wOutCardUser = INVALID_CHAIR; //记录出牌人 m_cbOutCardData = 0; //记录出牌数据 //构造数据 CMD_S_OutCard OutCard; OutCard.wOutCardUser = wChairID; OutCard.cbOutCardData = cbCardData; OutCard.bOptType = 1;//打出的是癞子 RepayRecord(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard)); m_wProvideUser = wChairID; m_cbProvideCard = cbCardData; //筹码翻倍,该用户打出的癞子加一 m_OutLaiZi[wChairID]++; //相当于杠牌,摸一张重新出牌 return DispatchCardData(m_wCurrentUser, true, true); } else { //设置变量 m_bSendStatus = true; if (m_bGangStatus) { m_bGangStatus = false; m_bGangOutStatus = true; } m_cbUserAction[wChairID] = WIK_NULL; m_cbPerformAction[wChairID] = WIK_NULL; //出牌记录 m_cbOutCardCount++; //m_cbDiscardCard[wChairID][m_cbDiscardCount[wChairID]++] = cbCardData; //m_cbDiscardWuYongCard[wChairID][m_cbDiscardWuYongCount[wChairID]++] = cbCardData; m_wOutCardUser = wChairID; //记录出牌人 m_cbOutCardData = cbCardData; //记录出牌数据 //构造数据 CMD_S_OutCard OutCard; OutCard.wOutCardUser = wChairID; OutCard.cbOutCardData = cbCardData; OutCard.bOptType = 0; m_TabbOutCardCout[wChairID] = 255; //可以打出的牌就听牌的个数 ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌 ZeroMemory(m_TabbTingCardCount[wChairID], sizeof(m_TabbTingCardCount[wChairID])); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 ZeroMemory(m_TabbTingCardData[wChairID], sizeof(m_TabbTingCardData[wChairID])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 BYTE TingParCount = 0; BYTE TingParData[MAX_INDEX]; BYTE m_cbTingPai[MAX_INDEX]; ZeroMemory(TingParData, sizeof(TingParData)); ZeroMemory(m_cbTingPai, sizeof(m_cbTingPai)); if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbLaiZiData, bGameType, m_OutLaiZi[wChairID]))//是否听牌状态 { //OutCard.bIsTingPai = m_isTingPai[wChairID]; if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, m_cbLaiZiData, bGameType, m_OutLaiZi[wChairID])) { for (BYTE i = 0; i < MAX_INDEX; i++) { if (m_cbTingPai[i] == 1) { TingParData[TingParCount++] = m_GameLogic.SwitchToCardData(i); BYTE num = RemainNum(wChairID, TingParData[TingParCount - 1], m_GameLogic.SwitchToCardIndex(cbCardData)); TingParData[TingParCount - 1] = m_GameLogic.GetValue(num, TingParData[TingParCount - 1]); } } //OutCard.cbTingCardCount = m_cbTingParCount; } m_TabbTingCardCount[wChairID][0] = TingParCount; CopyMemory(m_TabbTingCardData[wChairID][0], TingParData, sizeof(TingParData)); } RepayRecord(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard)); m_wProvideUser = wChairID; m_cbProvideCard = cbCardData; //用户切换 m_wCurrentUser = (wChairID + 1) % GAME_PLAYER; while (!m_bPlayStatus[m_wCurrentUser]) m_wCurrentUser = (m_wCurrentUser + 1) % GAME_PLAYER; //响应判断 bool bAroseAction = EstimateUserRespond(wChairID, cbCardData, EstimatKind_OutCard); //派发扑克 if (bAroseAction == false) DispatchCardData(m_wCurrentUser); return true; } } //用户操作 bool CTableFrameSink::OnUserOperateCard(WORD wChairID, int cbOperateCode, BYTE cbOperateCard) { //效验状态 ASSERT(m_pITableFrame->GetGameStatus()==GS_MJ_PLAY); if (m_pITableFrame->GetGameStatus()!=GS_MJ_PLAY) return true; if (cbOperateCode == WIK_NULL) { //用户状态 ZeroMemory(m_bResponse, sizeof(m_bResponse)); ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction)); ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard)); ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction)); //发送扑克 if (m_wCurrentUser == INVALID_CHAIR) DispatchCardData(m_wResumeUser); return true; } //效验用户 注意:机器人有可能发生此断言 //ASSERT((wChairID==m_wCurrentUser)||(m_wCurrentUser==INVALID_CHAIR)); if ((wChairID!=m_wCurrentUser)&&(m_wCurrentUser!=INVALID_CHAIR)) return true; int FanKuiAction = WIK_NULL; //被动动作 if (m_wCurrentUser == INVALID_CHAIR&&wChairID != m_wProvideUser)//表示有人出牌后,下一个人还未摸牌这段时间内,有人对上一张出牌有吃胡、杠、碰等操作 { //效验状态 if (m_bResponse[wChairID] == true) return true; if ((cbOperateCode != WIK_NULL) && ((m_cbUserAction[wChairID] & cbOperateCode) == 0)) return true; if (cbOperateCard != m_cbProvideCard) { ASSERT(false); return true; } //变量定义 WORD wTargetUser = wChairID; int cbTargetAction = cbOperateCode; //设置变量 m_bResponse[wChairID] = true; m_cbPerformAction[wChairID] = cbOperateCode; m_cbOperateCard[wChairID] = m_cbProvideCard; //在自己未摸下一张牌的一圈内,不能弃上一家而胡下一家,癞油不可以胡打出来的牌的。 if (cbTargetAction == WIK_NULL && (WIK_CHI_HU&m_cbUserAction[wTargetUser]) && m_wProvideUser != wTargetUser) m_bEnjoinChiHu[wTargetUser] = true; //执行动作的优先级判断, WIK_CHI_HU 大于 WIK_GANG 大于 WIK_PENG 大于 [WIK_RIGHT or WIK_CENTER or WIK_LEFT] //for (WORD i = 0; i < GAME_PLAYER; i++) //{ // //获取动作 // BYTE cbUserAction = (m_bResponse[i] == false) ? m_cbUserAction[i] : m_cbPerformAction[i]; // //优先级别 // BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction); // BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction); // //动作判断 // if (cbUserActionRank > cbTargetActionRank) // { // wTargetUser = i; // cbTargetAction = cbUserAction; // } //} //if (m_bResponse[wTargetUser] == false) // return true; //放弃操作 //变量定义 BYTE cbTargetCard = cbOperateCard; m_cbOperateCard[wTargetUser] = cbTargetCard; //出牌变量 m_cbOutCardData = 0; m_bSendStatus = true; m_wOutCardUser = INVALID_CHAIR; m_bEnjoinChiHu[wTargetUser] = true; //用户状态 ZeroMemory(m_bResponse, sizeof(m_bResponse)); ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction)); ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard)); ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction)); //组合扑克 ASSERT(m_cbWeaveItemCount[wTargetUser] < 4); WORD wIndex = m_cbWeaveItemCount[wTargetUser]++; m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE; m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard; m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction; m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser; tagGangCardResult GangCardResult; ZeroMemory(&GangCardResult, sizeof(GangCardResult)); //删除扑克 switch (cbTargetAction) { case WIK_PENG: //碰牌操作 { //删除扑克 if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] < 2) { return false; } BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard }; VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2)); FanKuiAction |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChairID], m_cbLaiZiData, m_cbLaiZiPiData, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], GangCardResult); break; } case WIK_MING_GANG: //明杠牌操作 { if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] != 3) { return false; } BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard, cbTargetCard }; VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, CountArray(cbRemoveCard))); break; } case WIK_MING_PIGANG: //明朝天杠牌操作 { //删除扑克,被动动作只存在放杠 if (cbTargetCard == m_cbLaiZiPiData) { if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] != 2) { ASSERT(false); return false; } //删除扑克 BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard }; VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2)); FanKuiAction |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChairID], m_cbLaiZiData, m_cbLaiZiPiData, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], GangCardResult); } else false; break; } default: ASSERT(FALSE); return false; } //构造结果 CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wTargetUser; OperateResult.cbOperateCard = cbTargetCard; OperateResult.cbOperateCode = cbTargetAction; OperateResult.wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser; OperateResult.bOutCardCout = 0;//能出牌个数 OperateResult.cbActionMask = WIK_NULL; ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据 ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); if (OperateResult.cbOperateCode == WIK_PENG || OperateResult.cbOperateCode == WIK_MING_PIGANG) { BYTE tempData[MAX_INDEX] = { 0 }; for (BYTE i = 0; i < MAX_INDEX; i++) { if (m_cbCardIndex[wChairID][i] == 0)continue; BYTE TempLaiZiCount = m_OutLaiZi[wChairID]; if (m_GameLogic.SwitchToCardData(i) == m_cbLaiZiData)TempLaiZiCount++; m_cbCardIndex[wChairID][i]--; if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbLaiZiData, bGameType, TempLaiZiCount)) { OperateResult.bOutCardData[OperateResult.bOutCardCout] = m_GameLogic.SwitchToCardData(i); BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1 BYTE m_cbTingParCount = 0;//听牌数据 bool BbanlaiTemp = true; if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, m_cbLaiZiData, bGameType,TempLaiZiCount)) { for (BYTE j = 0; j < MAX_INDEX; j++) { if (m_cbTingPai[j] == 1) { BbanlaiTemp = false; OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j); BYTE num = RemainNum(wChairID, OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1], i); OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1]); } } OperateResult.bTingCardCount[OperateResult.bOutCardCout] = m_cbTingParCount; } if ((bGameType == BanLai) && BbanlaiTemp) { OperateResult.bOutCardData[OperateResult.bOutCardCout] = 0; OperateResult.bOutCardCout--; } OperateResult.bOutCardCout++; } m_cbCardIndex[wChairID][i]++; } } BYTE TempCount = 0; if (FanKuiAction != WIK_NULL) { m_cbUserAction[wChairID] = FanKuiAction; for (BYTE i = 0; i < GangCardResult.cbCardCount; i++) { OperateResult.cbActionCard[i] = GangCardResult.cbCardData[i]; } /*if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiPiData)]==3) { OperateResult.cbActionMask |= WIK_AN_PIGANG; m_cbUserAction[wChairID] |= WIK_AN_PIGANG; OperateResult.cbActionCard[TempCount++] = m_cbLaiZiPiData; } for (BYTE i = 0; i < MAX_INDEX;i++) { if (m_cbCardIndex[wChairID][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)) { OperateResult.cbActionMask |= WIK_AN_GANG; m_cbUserAction[wChairID] |= WIK_AN_GANG; OperateResult.cbActionCard[TempCount++] = m_GameLogic.SwitchToCardData(i); } }*/ } if (OperateResult.bOutCardCout != 0) { m_TabbOutCardCout[wTargetUser] = 0; //可以打出的牌就听牌的个数 ZeroMemory(m_TabbOutCardData[wTargetUser], sizeof(m_TabbOutCardData[wTargetUser])); //具体打哪几张牌 ZeroMemory(m_TabbTingCardCount[wTargetUser], sizeof(m_TabbTingCardCount[wTargetUser])); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 ZeroMemory(m_TabbTingCardData[wTargetUser], sizeof(m_TabbTingCardData[wTargetUser])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 m_TabbOutCardCout[wTargetUser] = OperateResult.bOutCardCout; //可以打出的牌就听牌的个数 CopyMemory(m_TabbOutCardData[wTargetUser], OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData)); //具体打哪几张牌 CopyMemory(m_TabbTingCardCount[wTargetUser], OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount)); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 CopyMemory(m_TabbTingCardData[wTargetUser], OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 } RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //设置用户 m_wCurrentUser = wTargetUser; //杠牌处理 if (cbTargetAction == WIK_MING_GANG || cbTargetAction == WIK_MING_PIGANG) { //发送信息 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); gs.wChairId = wTargetUser; gs.lGangScore[wTargetUser] += m_gameConfig.wDiScore * 3; gs.lGangScore[m_wProvideUser] -= m_gameConfig.wDiScore * 3; gs.cbOperateCode = cbTargetAction; m_lGameScore[wTargetUser] += gs.lGangScore[wTargetUser]; m_lGameScore[m_wProvideUser] += gs.lGangScore[m_wProvideUser]; m_lGameTatolScore[wTargetUser] += gs.lGangScore[wTargetUser]; m_lGameTatolScore[m_wProvideUser] += gs.lGangScore[m_wProvideUser]; gs.cbWanJiaScore[wTargetUser] = m_lGameTatolScore[wTargetUser]; gs.cbWanJiaScore[m_wProvideUser] = m_lGameTatolScore[m_wProvideUser]; for (BYTE i = 0; i < GAME_PLAYER;i++) { if (i == m_wProvideUser || i == wTargetUser)continue; gs.cbWanJiaScore[i] = m_lGameTatolScore[i]; } m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); for (BYTE i = 0; i < GAME_PLAYER; i++) { gs.cbWanJiaScore[i] = m_lGameScore[i]; } RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); //杠得分 //送杠者扣2倍积分 //BYTE cbIndex = m_GangScore[wTargetUser].cbGangCount++; ////这里需要及时算分 //m_GangScore[wTargetUser].lScore[cbIndex][wTargetUser] += m_pGameServiceOption->lCellScore * 3; //m_GangScore[wTargetUser].lScore[cbIndex][m_wProvideUser] += -m_pGameServiceOption->lCellScore * 3; m_bGangStatus = false; m_wDianGangUser = m_wProvideUser; if ((cbTargetCard != m_cbLaiZiPiData) && cbTargetAction == WIK_MING_GANG) { DispatchCardData(wTargetUser, true); } } return true; } //主动动作 if (m_wCurrentUser==wChairID) //如果是摸牌用户的操作,比如自摸或者自杠 { //效验操作 if ((cbOperateCode==WIK_NULL)||((m_cbUserAction[wChairID]&cbOperateCode)==0)) return true; //设置变量 m_bSendStatus=true; m_bEnjoinChiHu[m_wCurrentUser]=true; m_cbUserAction[m_wCurrentUser]=WIK_NULL; m_cbPerformAction[m_wCurrentUser]=WIK_NULL; bool bPublic=false; //执行动作 switch (cbOperateCode) { case WIK_AN_GANG: //暗杠牌操作 { //扑克效验 ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_ZI_MO) || (m_GameLogic.IsValidCard(cbOperateCard) == true)); if ((cbOperateCode != WIK_NULL) && (cbOperateCode != WIK_CHI_HU) && (m_GameLogic.IsValidCard(cbOperateCard) == false)) return false; //变量定义 BYTE cbWeaveIndex = 0xFF; BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard); //杠牌处理 if (m_cbCardIndex[wChairID][cbCardIndex] == 4 && m_GameLogic.SwitchToCardData(cbCardIndex) != m_cbLaiZiPiData) { //扑克效验 ASSERT(m_cbCardIndex[wChairID][cbCardIndex] == 4); if (m_cbCardIndex[wChairID][cbCardIndex] != 4) return false; //设置变量 bPublic = false; cbWeaveIndex = m_cbWeaveItemCount[wChairID]++; m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE; m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID; m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode; m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard; } else return false; //删除扑克 m_cbCardIndex[wChairID][cbCardIndex] = 0; m_wDianGangUser = wChairID; //构造结果 CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = cbOperateCard; OperateResult.bOutCardCout = 0;//能出牌个数 OperateResult.cbActionMask = WIK_NULL; ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据 ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送信息 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); //杠牌得分 int lScore = 0; gs.wChairId = wChairID; gs.cbOperateCode = WIK_AN_GANG; for (WORD i = 0; i < GAME_PLAYER; i++) { if (!m_bPlayStatus[i] || i == wChairID) continue; gs.lGangScore[i] -= m_gameConfig.wDiScore * 2; m_lGameScore[i] += gs.lGangScore[i]; m_lGameTatolScore[i] += gs.lGangScore[i]; gs.cbWanJiaScore[i] = m_lGameTatolScore[i]; lScore -= gs.lGangScore[i]; } gs.lGangScore[wChairID] = lScore; m_lGameScore[wChairID] += gs.lGangScore[wChairID]; m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID]; gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID]; m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); for (BYTE i = 0; i < GAME_PLAYER; i++) { gs.cbWanJiaScore[i] = m_lGameScore[i]; } RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); DispatchCardData(wChairID, true); return true; } case WIK_BU_GANG: { //扑克效验 ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_ZI_MO) || (m_GameLogic.IsValidCard(cbOperateCard) == true)); if ((cbOperateCode != WIK_NULL) && (cbOperateCode != WIK_CHI_HU) && (m_GameLogic.IsValidCard(cbOperateCard) == false)) return false; BYTE cbWeaveIndex = 0xFF; BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(m_cbProvideCard); //杠牌处理 if (m_cbCardIndex[wChairID][cbCardIndex] == 1)//表示续杠类型 { //寻找组合 for (BYTE i = 0; i < m_cbWeaveItemCount[wChairID]; i++) { BYTE cbWeaveKind = m_WeaveItemArray[wChairID][i].cbWeaveKind; BYTE cbCenterCard = m_WeaveItemArray[wChairID][i].cbCenterCard; if ((cbCenterCard == m_cbProvideCard) && (cbWeaveKind == WIK_PENG)) { bPublic = true; cbWeaveIndex = i; break; } } //效验动作 ASSERT(cbWeaveIndex != 0xFF); if (cbWeaveIndex == 0xFF) return false; //组合扑克 m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = TRUE; m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID; m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode; m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = m_cbProvideCard; } else return false; //删除扑克 m_cbCardIndex[wChairID][cbCardIndex] = 0; m_wDianGangUser = wChairID; //构造结果 CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = m_cbProvideCard; OperateResult.bOutCardCout = 0;//能出牌个数 OperateResult.cbActionMask = WIK_NULL; ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据 ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送信息 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); gs.wChairId = wChairID; //杠牌得分 int lScore = 0; gs.cbOperateCode = WIK_BU_GANG; for (WORD i = 0; i < GAME_PLAYER; i++) { if (!m_bPlayStatus[i] || i == wChairID) continue; gs.lGangScore[i] -= m_gameConfig.wDiScore; m_lGameScore[i] += gs.lGangScore[i]; m_lGameTatolScore[i] += gs.lGangScore[i]; gs.cbWanJiaScore[i] = m_lGameTatolScore[i]; lScore -= gs.lGangScore[i]; } gs.lGangScore[wChairID] = lScore; m_lGameScore[wChairID] += gs.lGangScore[wChairID]; m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID]; gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID]; m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); for (BYTE i = 0; i < GAME_PLAYER; i++) { gs.cbWanJiaScore[i] = m_lGameScore[i]; } RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); DispatchCardData(wChairID, true); return true; } case WIK_AN_PIGANG: { //扑克效验 ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_ZI_MO) || (m_GameLogic.IsValidCard(cbOperateCard) == true)); if ((cbOperateCode != WIK_NULL) && (cbOperateCode != WIK_CHI_HU) && (m_GameLogic.IsValidCard(cbOperateCard) == false)) return false; BYTE cbWeaveIndex = 0xFF; BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard); if (m_cbCardIndex[wChairID][cbCardIndex] == 3 && m_GameLogic.SwitchToCardData(cbCardIndex) == m_cbLaiZiPiData) { bPublic = false; cbWeaveIndex = m_cbWeaveItemCount[wChairID]++; m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE; m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID; m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode; m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard; } else return false; //删除扑克 m_cbCardIndex[wChairID][cbCardIndex] = 0; m_wDianGangUser = wChairID; //构造结果 CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = cbOperateCard; OperateResult.bOutCardCout = 0;//能出牌个数 OperateResult.cbActionMask = 0; ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); if (m_wProvideUser == m_wCurrentUser&&wChairID == m_wCurrentUser) { CChiHuRight chr; BYTE LastTempDate = 0; if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] == 1) { LastTempDate = m_cbLaiZiData; } else { LastTempDate = m_cbProvideCard == m_cbLaiZiPiData ? (m_GameLogic.GetEndCard(m_cbCardIndex[wChairID], m_cbLaiZiData)) : m_cbProvideCard; } BYTE m_cbTempData[MAX_INDEX]; ZeroMemory(m_cbTempData, sizeof(m_cbTempData)); CopyMemory(m_cbTempData, m_cbCardIndex[wChairID], sizeof(m_cbTempData)); m_cbTempData[m_GameLogic.SwitchToCardIndex(LastTempDate)]--; OperateResult.cbActionMask |= m_GameLogic.AnalyseChiHuCard(m_cbTempData, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], LastTempDate, chr, m_cbLaiZiData, bGameType); if (OperateResult.cbActionMask&WIK_ZI_MO) { if (OperateResult.cbActionMask&WIK_YING_ZIMO) { if (m_bGangStatus) { OperateResult.cbActionMask |= WIK_YING_LAIYOU; m_cbUserAction[wChairID] |= WIK_YING_LAIYOU; } else m_cbUserAction[wChairID] |= WIK_YING_ZIMO; } else { if (m_bGangStatus) { OperateResult.cbActionMask |= WIK_RUAN_LAIYOU; m_cbUserAction[wChairID] |= WIK_RUAN_LAIYOU; } else { OperateResult.cbActionMask |= WIK_RUAN_ZIMO; m_cbUserAction[wChairID] |= WIK_RUAN_ZIMO; } } m_cbProvideCard = LastTempDate; } if (bGameType == BanLai && (m_cbUserAction[wChairID] & WIK_RUAN_ZIMO) && m_OutLaiZi[wChairID] == 0) { OperateResult.cbActionMask = OperateResult.cbActionMask & 0xff0ff; m_cbUserAction[wChairID] = m_cbUserAction[wChairID] & 0xff0ff; } } tagGangCardResult GangCardResult; OperateResult.cbActionMask |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChairID], m_cbLaiZiData, m_cbLaiZiPiData, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], GangCardResult); if (OperateResult.cbActionMask & WIK_GANG) { m_cbUserAction[wChairID] = OperateResult.cbActionMask; for (BYTE i = 0; i < GangCardResult.cbCardCount; i++) { OperateResult.cbActionCard[i] = GangCardResult.cbCardData[i]; } /*BYTE TempCount = 0; for (BYTE i = 0; i < MAX_INDEX; i++) { if (m_cbCardIndex[wChairID][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)) { OperateResult.cbActionMask |= WIK_AN_GANG; m_cbUserAction[wChairID] |= WIK_GANG; m_cbUserAction[wChairID] |= WIK_AN_GANG; OperateResult.cbActionCard[TempCount++] = m_GameLogic.SwitchToCardData(i); } }*/ } ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据 ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); for (BYTE i = 0; i < MAX_INDEX; i++) { if (m_cbCardIndex[wChairID][i] == 0)continue; BYTE TempLaiZiCount = m_OutLaiZi[wChairID]; if (m_GameLogic.SwitchToCardData(i) == m_cbLaiZiData)TempLaiZiCount++; m_cbCardIndex[wChairID][i]--; if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbLaiZiData, bGameType, TempLaiZiCount)) { OperateResult.bOutCardData[OperateResult.bOutCardCout] = m_GameLogic.SwitchToCardData(i); BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1 BYTE m_cbTingParCount = 0;//听牌数据 bool BbanlaiTemp = true; if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, m_cbLaiZiData, bGameType,TempLaiZiCount)) { for (BYTE j = 0; j < MAX_INDEX; j++) { if (m_cbTingPai[j] == 1) { BbanlaiTemp = false; OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j); BYTE num = RemainNum(wChairID, OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1], i); OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1]); } } OperateResult.bTingCardCount[OperateResult.bOutCardCout] = m_cbTingParCount; } if ((bGameType == BanLai) && BbanlaiTemp) { OperateResult.bOutCardData[OperateResult.bOutCardCout] = 0; OperateResult.bOutCardCout--; } OperateResult.bOutCardCout++; } m_cbCardIndex[wChairID][i]++; } if (OperateResult.bOutCardCout != 0) { m_TabbOutCardCout[wChairID] = 0; //可以打出的牌就听牌的个数 ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌 ZeroMemory(m_TabbTingCardCount[wChairID], sizeof(m_TabbTingCardCount[wChairID])); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 ZeroMemory(m_TabbTingCardData[wChairID], sizeof(m_TabbTingCardData[wChairID])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 m_TabbOutCardCout[wChairID] = OperateResult.bOutCardCout; //可以打出的牌就听牌的个数 CopyMemory(m_TabbOutCardData[wChairID], OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData)); //具体打哪几张牌 CopyMemory(m_TabbTingCardCount[wChairID], OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount)); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 CopyMemory(m_TabbTingCardData[wChairID], OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 } RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送信息 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); gs.wChairId = wChairID; gs.cbOperateCode = WIK_AN_PIGANG; //杠牌得分 int lScore = 0; for (WORD i = 0; i < GAME_PLAYER; i++) { if (!m_bPlayStatus[i] || i == wChairID) continue; gs.lGangScore[i] -= m_gameConfig.wDiScore * 2; m_lGameScore[i] += gs.lGangScore[i]; m_lGameTatolScore[i] += gs.lGangScore[i]; gs.cbWanJiaScore[i] = m_lGameTatolScore[i]; lScore -= gs.lGangScore[i]; } gs.lGangScore[wChairID] = lScore; m_lGameScore[wChairID] += gs.lGangScore[wChairID]; m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID]; gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID]; m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); for (BYTE i = 0; i < GAME_PLAYER; i++) { gs.cbWanJiaScore[i] = m_lGameScore[i]; } RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); if (m_cbProvideCard==m_cbLaiZiPiData || wChairID != m_wProvideUser) m_cbProvideCard = m_GameLogic.GetEndCard(m_cbCardIndex[wChairID], m_cbLaiZiData); m_cbSendCardData = m_cbProvideCard; m_wProvideUser = wChairID; m_wCurrentUser = wChairID; return true; } case WIK_RUAN_ZIMO: //自摸和牌 { if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] != 1) { ASSERT(false); return false; } BYTE TempCardData=m_cbProvideCard; if (m_cbProvideCard!=m_cbSendCardData) { ASSERT(false); return false; } int TempAction; m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--; CChiHuRight chr; TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, m_cbLaiZiData,bGameType); m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++; if (TempAction == WIK_NULL) { ASSERT(false); return false; } m_HuPai[wChairID]++; CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = cbOperateCard; OperateResult.bOutCardCout = 0;//能出牌个数 OperateResult.cbActionMask = WIK_NULL; ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据 ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); BYTE tempLaiZi = 0;//癞子个数超过四个就特殊处理 for (BYTE i = 0; i < GAME_PLAYER; i++) { tempLaiZi += m_OutLaiZi[i]; } if (tempLaiZi > 4) { ASSERT(false); return false; } //积分变动 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); gs.wChairId = wChairID; gs.cbOperateCode = WIK_RUAN_ZIMO; int TempInfoScore = 0; BYTE FanShu = 1; for (BYTE i = 0; i < GAME_PLAYER; i++)//各个玩家游戏积分变动 { if (i == wChairID)continue; FanShu = (FanShu << (m_OutLaiZi[i] + m_OutLaiZi[wChairID])); gs.lGangScore[i] -= m_gameConfig.wDiScore*FanShu; m_lGameScore[i] += gs.lGangScore[i]; m_lGameTatolScore[i] += gs.lGangScore[i]; gs.cbWanJiaScore[i] = m_lGameTatolScore[i]; TempInfoScore -= gs.lGangScore[i]; FanShu = 1; } gs.lGangScore[wChairID] = TempInfoScore; m_lGameScore[wChairID] += gs.lGangScore[wChairID]; m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID]; gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID]; m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); for (BYTE i = 0; i < GAME_PLAYER; i++) { gs.cbWanJiaScore[i] = m_lGameScore[i]; } RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); OnEventGameConclude(wChairID, NULL, GER_NORMAL); return true; } case WIK_YING_ZIMO: { if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] > 1) { ASSERT(false); return false; } if (m_cbProvideCard != m_cbSendCardData) { ASSERT(false); return false; } BYTE TempCardData = m_cbProvideCard; int TempAction; m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--; CChiHuRight chr; TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, m_cbLaiZiData, bGameType); m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++; if (TempAction == WIK_NULL) { ASSERT(false); return false; } m_HuPai[wChairID]++; CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = cbOperateCard; OperateResult.bOutCardCout = 0;//能出牌个数 OperateResult.cbActionMask = WIK_NULL; ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据 ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); BYTE tempLaiZi = 0;//癞子个数超过四个就特殊处理 for (BYTE i = 0; i < GAME_PLAYER; i++) { tempLaiZi += m_OutLaiZi[i]; } if (tempLaiZi > 4) { ASSERT(false); return false; } //积分变动 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); gs.wChairId = wChairID; gs.cbOperateCode = WIK_YING_ZIMO; int TempInfoScore = 0; BYTE FanShu = 1; for (BYTE i = 0; i < GAME_PLAYER; i++)//各个玩家游戏积分变动 { if (i == wChairID)continue; FanShu = (FanShu << (m_OutLaiZi[i] + m_OutLaiZi[wChairID])); gs.lGangScore[i] -= m_gameConfig.wDiScore*FanShu * 2; m_lGameScore[i] += gs.lGangScore[i]; m_lGameTatolScore[i] += gs.lGangScore[i]; gs.cbWanJiaScore[i] = m_lGameTatolScore[i]; TempInfoScore -= gs.lGangScore[i]; FanShu = 1; } gs.lGangScore[wChairID] = TempInfoScore; m_lGameScore[wChairID] += gs.lGangScore[wChairID]; m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID]; gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID]; m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); for (BYTE i = 0; i < GAME_PLAYER; i++) { gs.cbWanJiaScore[i] = m_lGameScore[i]; } RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); OnEventGameConclude(wChairID, NULL, GER_NORMAL); return true; } case WIK_RUAN_LAIYOU: { if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] != 1) { ASSERT(false); return false; } if (!m_bGangStatus) { m_bGangStatus = false; ASSERT(false); return false; } BYTE TempCardData = m_cbProvideCard; if (m_cbProvideCard != m_cbSendCardData) { ASSERT(false); return false; } int TempAction; m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--; CChiHuRight chr; TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, m_cbLaiZiData, bGameType); m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++; if (TempAction == WIK_NULL) { ASSERT(false); return false; } m_HuPai[wChairID]++; CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = cbOperateCard; OperateResult.bOutCardCout = 0;//能出牌个数 OperateResult.cbActionMask = WIK_NULL; ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据 ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); BYTE tempLaiZi = 0;//癞子个数超过四个就特殊处理 for (BYTE i = 0; i < GAME_PLAYER; i++) { tempLaiZi += m_OutLaiZi[i]; } if (tempLaiZi > 4)return false; //积分变动 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); gs.wChairId = wChairID; gs.cbOperateCode = WIK_RUAN_LAIYOU; int TempInfoScore = 0; BYTE FanShu = 1; for (BYTE i = 0; i < GAME_PLAYER; i++)//各个玩家游戏积分变动 { if (i == wChairID)continue; FanShu = (FanShu << (m_OutLaiZi[i] + m_OutLaiZi[wChairID])); gs.lGangScore[i] -= m_gameConfig.wDiScore*FanShu * 2; m_lGameScore[i] += gs.lGangScore[i]; m_lGameTatolScore[i] += gs.lGangScore[i]; gs.cbWanJiaScore[i] = m_lGameTatolScore[i]; TempInfoScore -= gs.lGangScore[i]; FanShu = 1; } gs.lGangScore[wChairID] = TempInfoScore; m_lGameScore[wChairID] += gs.lGangScore[wChairID]; m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID]; gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID]; m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); for (BYTE i = 0; i < GAME_PLAYER; i++) { gs.cbWanJiaScore[i] = m_lGameScore[i]; } RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); OnEventGameConclude(wChairID, NULL, GER_NORMAL); return true; } case WIK_YING_LAIYOU: { if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] > 1) { ASSERT(false); return false; } if (!m_bGangStatus) { m_bGangStatus = false; ASSERT(false); return false; } BYTE TempCardData = m_cbProvideCard; int TempAction; m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--; CChiHuRight chr; TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, m_cbLaiZiData, bGameType); m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++; if (TempAction == WIK_NULL) { ASSERT(false); return false; } m_HuPai[wChairID]++; CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = cbOperateCard; OperateResult.bOutCardCout = 0;//能出牌个数 OperateResult.cbActionMask = WIK_NULL; ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据 ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult)); BYTE tempLaiZi = 0;//癞子个数超过四个就特殊处理 for (BYTE i = 0; i < GAME_PLAYER; i++) { tempLaiZi += m_OutLaiZi[i]; } if (tempLaiZi > 4)return false; //积分变动 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); gs.wChairId = wChairID; gs.cbOperateCode = WIK_YING_LAIYOU; int TempInfoScore = 0; BYTE FanShu = 1; for (BYTE i = 0; i < GAME_PLAYER; i++)//各个玩家游戏积分变动 { if (i == wChairID)continue; FanShu = (FanShu << (m_OutLaiZi[i] + m_OutLaiZi[wChairID])); gs.lGangScore[i] -= m_gameConfig.wDiScore*FanShu * 4; m_lGameScore[i] += gs.lGangScore[i]; m_lGameTatolScore[i] += gs.lGangScore[i]; gs.cbWanJiaScore[i] = m_lGameTatolScore[i]; TempInfoScore -= gs.lGangScore[i]; FanShu = 1; } gs.lGangScore[wChairID] = TempInfoScore; m_lGameScore[wChairID] += gs.lGangScore[wChairID]; m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID]; gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID]; m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); for (BYTE i = 0; i < GAME_PLAYER; i++) { gs.cbWanJiaScore[i] = m_lGameScore[i]; } RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs)); OnEventGameConclude(wChairID, NULL, GER_NORMAL); return true; } } return true; } return false; } //发送操作 bool CTableFrameSink::SendOperateNotify() { //发送提示 for (WORD i=0;iSendTableData(i,SUB_S_OPERATE_NOTIFY,&OperateNotify,sizeof(OperateNotify)); } } //m_pITableFrame->SendLookonData(i, SUB_S_OPERATE_NOTIFY, &OperateNotify, sizeof(OperateNotify)); return true; } //派发扑克,wCurrentUser表示给哪个用户,bTail表示是末尾拿牌还是不是,true表示末尾,bLaiZiGang默认false不是癞子杠,true才是 bool CTableFrameSink::DispatchCardData(WORD wCurrentUser,bool bTail,bool bLaiZiGang) { //状态效验 ASSERT(wCurrentUser!=INVALID_CHAIR); if (wCurrentUser==INVALID_CHAIR) return false; //丢弃扑克 if ((m_wOutCardUser != INVALID_CHAIR) && (m_cbOutCardData != 0)) { m_cbDiscardCount[m_wOutCardUser]++; m_cbDiscardCard[m_wOutCardUser][m_cbDiscardCount[m_wOutCardUser] - 1] = m_cbOutCardData; } //荒庄结束 if (m_cbLeftCardCount == 0) { m_cbChiHuCard = 0; m_wProvideUser = INVALID_CHAIR; bIsHuang = true; OnEventGameConclude(m_wProvideUser, NULL, GER_NORMAL); return true; } m_TabbOutCardCout[wCurrentUser] = 0; //可以打出的牌就听牌的个数 ZeroMemory(m_TabbOutCardData[wCurrentUser], sizeof(m_TabbOutCardData[wCurrentUser])); //具体打哪几张牌 ZeroMemory(m_TabbTingCardCount[wCurrentUser], sizeof(m_TabbTingCardCount[wCurrentUser])); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 ZeroMemory(m_TabbTingCardData[wCurrentUser], sizeof(m_TabbTingCardData[wCurrentUser])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 //设置变量 m_cbOutCardData = 0; m_wCurrentUser = wCurrentUser; //记录拿牌人的索引。 m_wOutCardUser = INVALID_CHAIR; //置空上次出牌用户的索引 m_bEnjoinChiHu[wCurrentUser] = false; BYTE ActionCard[3] = { 0 };//操作牌值 BYTE AnActionCount = 0; tagGangCardResult GangCardResult; ZeroMemory(&GangCardResult, sizeof(GangCardResult)); //发牌处理 if (m_bSendStatus == true) { //发送扑克 m_cbSendCardCount++; m_cbSendCardData = m_cbRepertoryCard[--m_cbLeftCardCount]; CChiHuRight chr; m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wCurrentUser], m_WeaveItemArray[wCurrentUser], m_cbWeaveItemCount[wCurrentUser], m_cbSendCardData, chr, m_cbLaiZiData, bGameType); //加牌 m_cbCardIndex[wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++; //设置变量 m_wProvideUser = wCurrentUser; m_cbProvideCard = m_cbSendCardData; //杠牌判断 if (m_cbLeftCardCount > 0 ) { bool bCanAnGang = true;//此true表示自己抓牌,false表示表人打得去检验杠, m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wCurrentUser], m_cbLaiZiData, m_cbLaiZiPiData, m_WeaveItemArray[wCurrentUser], m_cbWeaveItemCount[wCurrentUser], GangCardResult, m_cbSendCardData); } } if (m_cbUserAction[wCurrentUser]!=WIK_NULL) { if (m_cbUserAction[wCurrentUser] & WIK_ZI_MO) { if (bLaiZiGang) { if (m_cbUserAction[wCurrentUser]&WIK_YING_ZIMO) { m_cbUserAction[wCurrentUser] = m_cbUserAction[wCurrentUser] & 0xff0ff; m_cbUserAction[wCurrentUser] |= WIK_YING_LAIYOU; } if (m_cbCardIndex[wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] == 1 && !(m_cbUserAction[wCurrentUser] & WIK_YING_LAIYOU)) { m_cbUserAction[wCurrentUser] |= WIK_RUAN_LAIYOU; } else { m_cbUserAction[wCurrentUser] |= WIK_YING_LAIYOU; } } else { if (m_cbCardIndex[wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] == 1 && !(m_cbUserAction[wCurrentUser]&WIK_YING_ZIMO)) { m_cbUserAction[wCurrentUser] |= WIK_RUAN_ZIMO; } else { m_cbUserAction[wCurrentUser] |= WIK_YING_ZIMO; } } } if (m_cbUserAction[wCurrentUser] & WIK_GANG) { for (BYTE i = 0; i < GangCardResult.cbCardCount; i++) { ActionCard[i] = GangCardResult.cbCardData[i]; } } } if (bGameType == BanLai && (m_cbUserAction[wCurrentUser]&WIK_RUAN_ZIMO) && m_OutLaiZi[wCurrentUser] == 0) { m_cbUserAction[wCurrentUser] = m_cbUserAction[wCurrentUser] & 0xff0ff; } //构造数据 CMD_S_SendCard SendCard; ZeroMemory(&SendCard, sizeof(SendCard)); SendCard.wCurrentUser = wCurrentUser; SendCard.bTail = 0; SendCard.bLeftCardCount = m_cbLeftCardCount; SendCard.cbActionMask = m_cbUserAction[wCurrentUser]; SendCard.cbCardData = (m_bSendStatus == true) ? m_cbSendCardData : 0x00; BYTE bOutCardCount = 0;//听牌个数 BYTE bTempCardData[14] = { 0 }; BYTE bTingCount[14] = { 0 }; BYTE bTingCardData[14][27] = { 0 }; SendCard.bOutCardCout = 0;//能出牌个数(由个数决定是否听牌,0表示不可以听牌) ZeroMemory(SendCard.bOutCardData, sizeof(SendCard.bOutCardData));//能出牌具体数据 ZeroMemory(SendCard.bTingCardCount, sizeof(SendCard.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(SendCard.bTingCardData, sizeof(SendCard.bTingCardData)); BYTE tempData[MAX_INDEX] = { 0 }; for (BYTE i = 0; i < MAX_INDEX; i++) { if (m_cbCardIndex[m_wCurrentUser][i] == 0)continue; BYTE TempLaiZiCount = m_OutLaiZi[wCurrentUser]; if (m_GameLogic.SwitchToCardData(i) == m_cbLaiZiData)TempLaiZiCount++; m_cbCardIndex[m_wCurrentUser][i]--; if (m_GameLogic.IsTingCard(m_cbCardIndex[m_wCurrentUser], m_WeaveItemArray[m_wCurrentUser], m_cbWeaveItemCount[m_wCurrentUser], m_cbLaiZiData, bGameType, TempLaiZiCount)) { bTempCardData[bOutCardCount] = m_GameLogic.SwitchToCardData(i); BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1 BYTE m_cbTingParCount = 0;//听牌数据 bool BbanlaiTemp = true; if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[m_wCurrentUser], m_WeaveItemArray[m_wCurrentUser], m_cbWeaveItemCount[m_wCurrentUser], m_cbTingPai, m_cbLaiZiData, bGameType,TempLaiZiCount)) { for (BYTE j = 0; j < MAX_INDEX; j++) { if (m_cbTingPai[j] == 1) { BbanlaiTemp = false; bTingCardData[bOutCardCount][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j); BYTE num = RemainNum(wCurrentUser, bTingCardData[bOutCardCount][m_cbTingParCount - 1], i); bTingCardData[bOutCardCount][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, bTingCardData[bOutCardCount][m_cbTingParCount - 1]); } } bTingCount[bOutCardCount] = m_cbTingParCount; } if ((bGameType == BanLai) && BbanlaiTemp) { bTempCardData[bOutCardCount] = 0; bOutCardCount--; } //if (bTingCount[bOutCardCount] > 0) bOutCardCount++; //else // bTempCardData[bOutCardCount] = 0; } m_cbCardIndex[m_wCurrentUser][i]++; } RepayRecord(INVALID_CHAIR, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard) - 378); //m_wResumeUser = m_wCurrentUser;//当前为抓牌用户,就算是过,也是还回到自己牌权 //发送数据 for (int i = 0; i < GAME_PLAYER; i++) { if (i == m_wCurrentUser) {//发送给摸牌玩家的数据,附带麻将牌面数据 SendCard.cbCardData = (m_bSendStatus == true) ? m_cbSendCardData : 0x00; SendCard.cbActionMask = m_cbUserAction[wCurrentUser]; SendCard.bOutCardCout = bOutCardCount; CopyMemory(SendCard.cbActionCard, ActionCard, sizeof(ActionCard)); CopyMemory(SendCard.bTingCardCount, bTingCount, sizeof(bTingCount)); CopyMemory(SendCard.bOutCardData, bTempCardData, sizeof(bTempCardData)); CopyMemory(SendCard.bTingCardData, bTingCardData, sizeof(bTingCardData)); m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard)); //m_pITableFrame->SendLookonData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard)); m_TabbOutCardCout[m_wCurrentUser] = bOutCardCount; //可以打出的牌就听牌的个数 CopyMemory(m_TabbOutCardData[m_wCurrentUser], bTempCardData, sizeof(bTempCardData)); //具体打哪几张牌 CopyMemory(m_TabbTingCardCount[m_wCurrentUser], bTingCount, sizeof(bTingCount)); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数 CopyMemory(m_TabbTingCardData[m_wCurrentUser], bTingCardData, sizeof(bTingCardData)); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据 } else {//发送给其他玩家的数据,没有麻将牌面数据(防止客户端作弊) SendCard.cbCardData = 0x00; SendCard.cbActionMask = 0x0000; SendCard.bOutCardCout = 0;//能出牌个数这幅牌出个牌是否可以听牌 ZeroMemory(SendCard.cbActionCard, sizeof(SendCard.cbActionCard));//对哪个牌操作 ZeroMemory(SendCard.bOutCardData, sizeof(SendCard.bOutCardData));//能出牌具体数据 ZeroMemory(SendCard.bTingCardCount, sizeof(SendCard.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的 ZeroMemory(SendCard.bTingCardData, sizeof(SendCard.bTingCardData)); m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard)); //m_pITableFrame->SendLookonData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard)); } } SendCard.cbActionMask = 0; SendCard.cbCardData = 0; SendCard.bOutCardCout = 0; ZeroMemory(SendCard.bOutCardData, sizeof(SendCard.bOutCardData)); ZeroMemory(SendCard.bTingCardCount, sizeof(SendCard.cbCardData)); ZeroMemory(SendCard.bTingCardData, sizeof(SendCard.cbCardData)); ZeroMemory(SendCard.cbActionCard, sizeof(SendCard.cbCardData)); //给旁观者的抓牌动作 m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard)); return true; } bool CTableFrameSink::IsWin(WORD wChairID) { for (auto chairID : m_wWinOrder) { if (chairID == wChairID)//表示玩家已经开始听牌,则出牌必须是所摸牌 return true; } return false; } //响应判断 bool CTableFrameSink::EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind) { //变量定义 bool bAroseAction=false; //用户状态 ZeroMemory(m_bResponse,sizeof(m_bResponse)); ZeroMemory(m_cbUserAction,sizeof(m_cbUserAction)); ZeroMemory(m_cbPerformAction,sizeof(m_cbPerformAction)); //动作判断 for (WORD i=0;i0 && cbCenterCard != m_cbLaiZiPiData) { m_cbUserAction[i] |= m_GameLogic.EstimateGangCard(m_cbCardIndex[i], cbCenterCard); } //} } //结果判断 if (m_cbUserAction[i] != WIK_NULL) { bAroseAction = true; if (m_cbUserAction[i]&WIK_PENG) { BYTE bTemp = 0; for (BYTE j = 0; j < m_cbLastDisCount[i]; j++) { if (m_cbLastDisCardData[i][j] == cbCenterCard) { bTemp++; if (bTemp==2) { m_cbUserAction[i] = m_cbUserAction[i] & 0xffff7; bAroseAction = false; break; } } } } break; } } //结果处理 if (bAroseAction==true) { //设置变量 m_wProvideUser=wCenterUser; m_cbProvideCard=cbCenterCard; m_wResumeUser=m_wCurrentUser; m_wCurrentUser=INVALID_CHAIR; //发送提示 SendOperateNotify(); return true; } return false; } int CTableFrameSink::GetGenCount(WORD wChairId, CChiHuRight& chr) { int cbGenCount = 0; //根,青龙七对和龙七对不算根 //if ((chr&CHR_QING_LONG_QI_DUI).IsEmpty() && (chr&CHR_LONG_QI_DUI).IsEmpty()) //{ BYTE cbCardIndexTemp[MAX_INDEX]; CopyMemory(cbCardIndexTemp, m_cbCardIndex[wChairId], sizeof(cbCardIndexTemp)); for (BYTE i = 0; i < m_cbWeaveItemCount[wChairId]; i++) { // 抢杠过滤 bool bQiangGang = false; if (m_WeaveItemArray[wChairId][i].cbWeaveKind == WIK_GANG) { for (BYTE k = 0; k < GAME_PLAYER; k++) { if (m_cbQiangGangCardData[k] == m_WeaveItemArray[wChairId][i].cbCenterCard) bQiangGang = true; } } if (bQiangGang) continue; BYTE cbCardBuffer[4]; BYTE cbCardCount = m_GameLogic.GetWeaveCard(m_WeaveItemArray[wChairId][i].cbWeaveKind, m_WeaveItemArray[wChairId][i].cbCenterCard, cbCardBuffer); for (BYTE j = 0; j < cbCardCount; j++) { BYTE cbIndex = m_GameLogic.SwitchToCardIndex(cbCardBuffer[j]); cbCardIndexTemp[cbIndex]++; } } for (BYTE i = 0; i < MAX_INDEX; i++) { if (cbCardIndexTemp[i] == 4) cbGenCount++; } return cbGenCount; } BYTE CTableFrameSink::RemainNum(WORD wChairId, const BYTE m_cbCard,BYTE bIndex) { BYTE m_cbNum = 0; BYTE mCard[MAX_INDEX] = { 0 }; BYTE TempIndex = m_GameLogic.SwitchToCardIndex(m_cbCard); BYTE LaiZiIndex = m_GameLogic.SwitchToCardIndex(m_cbLaiZiData); BYTE LaiZiPiIndex = m_GameLogic.SwitchToCardIndex(m_cbLaiZiPiData); for (BYTE i = 0; i < GAME_PLAYER; i++) { mCard[LaiZiIndex] += m_OutLaiZi[i];//癞子数 for (BYTE j = 0; j < m_cbDiscardCount[i]; j++)//丢弃数 { mCard[m_GameLogic.SwitchToCardIndex(m_cbDiscardCard[i][j])]++; } for (BYTE k = 0; k < m_cbWeaveItemCount[i]; k++)//摆出来的牌 { if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_PENG || m_WeaveItemArray[i][k].cbWeaveKind == WIK_AN_PIGANG || m_WeaveItemArray[i][k].cbWeaveKind == WIK_MING_PIGANG) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 3; } else { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 4; } } } mCard[LaiZiPiIndex]++; mCard[bIndex]++; for (BYTE i = 0; i < MAX_INDEX; i++) { mCard[i] += m_cbCardIndex[wChairId][i]; } m_cbNum = 4 - mCard[TempIndex]; ASSERT(m_cbNum >= 0 && m_cbNum <= 4); if (m_cbNum < 0 || m_cbNum>4)m_cbNum = 0; return m_cbNum; }