#include "StdAfx.h" #include "TableFrameSink_dcs.h" #include #include "../俱乐部/Source/MessageDef/Pb_SparrowMaJiang.pb.h" #include "../俱乐部/Source/MessageDef/Pb_RecordPacket.pb.h" //#include "../俱乐部/Source/GlobalDef/Util.h" //构造函数 CTableFrameSink_dcs::CTableFrameSink_dcs() :m_GameLogic(this) { //游戏变量 m_startTime = 0; mPlayGameUserCount = 4; m_lSiceCount = 0; m_wBankerUser = INVALID_CHAIR; ZeroMemory(m_cbCardIndex, sizeof(m_cbCardIndex)); ZeroMemory(m_bTrustee, sizeof(m_bTrustee)); 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_PaiQuan, sizeof(m_PaiQuan)); 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(LianXuHuPai, sizeof(LianXuHuPai)); //发牌信息 m_cbSendCardData = 0; m_cbSendCardCount = 0; m_cbLeftCardCount = 0; m_cbShiJiLeftCardCount = 0; ZeroMemory(m_cbRepertoryCard, sizeof(m_cbRepertoryCard)); m_cbGangCount = 0;//打了几个杠 //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_GangPrivedUserID = -1; m_bGangOption = 0; //m_OutLastLaiZiData = 0; //最后杠牌数据,断线重连用的着 m_bQiangGang = false; //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)); ZeroMemory(m_cbOperateCaiCard, sizeof(m_cbOperateCaiCard)); //组合扑克 ZeroMemory(m_WeaveItemArray, sizeof(m_WeaveItemArray)); ZeroMemory(m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount)); //结束信息 ZeroMemory(m_HuPai, sizeof(m_HuPai)); ZeroMemory(m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui)); //组件变量 m_pITableFrame = NULL; m_pGameServiceOption = NULL; bIsHuang = false; mMaxTaiNum = 5; ////////////////////////////////////////////////////////////////////////// CString strCfgFile; GetModuleFileName(NULL, strCfgFile.GetBufferSetLength(MAX_PATH), MAX_PATH); strCfgFile.ReleaseBuffer(); WCHAR* pTmp = wcsrchr(strCfgFile.GetBuffer(), L'\\'); if (pTmp) { *pTmp = 0; } PathAppend(strCfgFile.GetBufferSetLength(MAX_PATH), _T("cfg.ini")); strCfgFile.ReleaseBuffer(); GetPrivateProfileString(_T("datpath"), _T("value"), _T(""), mTableDatastrPath.GetBufferSetLength(MAX_PATH), MAX_PATH, strCfgFile.GetBuffer()); mTableDatastrPath.ReleaseBuffer(); mBWriteTableData = GetPrivateProfileInt(_T("writedata"), _T("value"), 0, strCfgFile.GetBuffer()); ////////////////////////////////////////////////////////////////////////// ZeroMemory(m_bUsersGangStatus, GAME_PLAYER); ZeroMemory(mCmd_NotifyQianggh, sizeof(mCmd_NotifyQianggh)); mBCanShowLeft = TRUE; //ZeroMemory(mCanDingCaiCard, MAX_INDEX); memset(mCanDingCaiCardArray, 4, MAX_INDEX*GAME_PLAYER); //memset(mLastCaiCardCountArray, 0, GAME_PLAYER); m_bTwoPlayerFlag = FALSE; return; } //析构函数 CTableFrameSink_dcs::~CTableFrameSink_dcs(void) { } //接口查询 void * CTableFrameSink_dcs::QueryInterface(const IID & Guid, DWORD dwQueryVer) { //查询接口 //#define QUERYINTERFACE(Interface,Guid,dwQueryVer) if ((Guid == IID_ITableFrameSink) && (InterfaceVersionCompare(dwQueryVer, VER_ITableFrameSinkCxz))) return static_cast(this); if ((Guid == IID_ITableUserAction) && (InterfaceVersionCompare(dwQueryVer, VER_ITableUserAction))) return static_cast(this); //查询接口 //#define QUERYINTERFACE_IUNKNOWNEX(BaseInterface,Guid,dwQueryVer) if ((Guid == IID_IUnknownEx) && (InterfaceVersionCompare(dwQueryVer, VER_IUnknownEx))) return static_cast(static_cast(this)); // // QUERYINTERFACE(ITableFrameSink,Guid,dwQueryVer); // QUERYINTERFACE(ITableUserAction,Guid,dwQueryVer); // QUERYINTERFACE_IUNKNOWNEX(ITableFrameSink,Guid,dwQueryVer); return NULL; } //初始化 bool CTableFrameSink_dcs::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_dcs::RepositionSink() { //游戏变量 m_startTime = time(0); m_startTime = 0; m_lSiceCount = 0; ZeroMemory(m_cbCardIndex, sizeof(m_cbCardIndex)); ZeroMemory(m_bTrustee, sizeof(m_bTrustee)); //ZeroMemory( m_cbGenCount,sizeof(m_cbGenCount) ); 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_PaiQuan, sizeof(m_PaiQuan)); 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)); //发牌信息 m_cbSendCardData = 0; m_cbSendCardCount = 0; m_cbLeftCardCount = 0; m_cbShiJiLeftCardCount = 0; ZeroMemory(m_cbRepertoryCard, sizeof(m_cbRepertoryCard)); m_cbGangCount = 0;//打了几个杠 //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_GangPrivedUserID = -1; m_bGangOption = 0; //m_OutLastLaiZiData = 0; //最后杠牌数据,断线重连用的着 m_bQiangGang = false; //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)); ZeroMemory(m_cbOperateCaiCard, sizeof(m_cbOperateCaiCard)); //组合扑克 ZeroMemory(m_WeaveItemArray, sizeof(m_WeaveItemArray)); ZeroMemory(m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount)); //结束信息 m_cbMagicFirstData = 0; m_cbMagicSecondData = 0; bIsHuang = false; ZeroMemory(m_bUsersGangStatus, GAME_PLAYER); ZeroMemory(mCmd_NotifyQianggh, sizeof(mCmd_NotifyQianggh)); mBCanShowLeft = true; memset(mCanDingCaiCardArray, 4, MAX_INDEX*GAME_PLAYER); //memset(mLastCaiCardCountArray, 0, GAME_PLAYER); return; } bool CTableFrameSink_dcs::RepayRecordStart() { m_bReplayRecordStart = true; m_UserReplayRecord.clear(); return true; } bool CTableFrameSink_dcs::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 = m_startTime; urr.m_endTime = time(0); urr.m_gameconfig = m_gameConfig; //urr.m_UserId = pIServerUserItem->GetUserID(); for (int j = 0; j < mPlayGameUserCount; ++j) { if (m_bTwoPlayerFlag&&j == TowMjNullseat) { continue; } 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(); RecordPacket::PB_CS_S_ReplayRecordResp RecordResp; RecordResp.set_m_uuid(urr.m_UUID); RecordResp.set_m_userid(urr.m_UserId); RecordResp.set_m_starttime(urr.m_startTime); RecordResp.set_m_endtime(urr.m_endTime); RecordResp.mutable_m_gameconfig()->set_bduolai(m_gameConfig.bDuoLai); RecordResp.mutable_m_gameconfig()->set_isowner(m_gameConfig.IsOwner); RecordResp.mutable_m_gameconfig()->set_roomid(m_gameConfig.RoomId); std::string sPrivateTableID = CW2AEX<1024>(m_gameConfig.sPrivateTableID, CP_UTF8).m_psz; RecordResp.mutable_m_gameconfig()->set_sprivatetableid(sPrivateTableID); RecordResp.mutable_m_gameconfig()->set_tmp1(m_gameConfig.tmp1); RecordResp.mutable_m_gameconfig()->set_tmp2(m_gameConfig.tmp2); RecordResp.mutable_m_gameconfig()->set_wdiscore(m_gameConfig.wDiScore); RecordResp.mutable_m_gameconfig()->set_wfanfei(m_gameConfig.wFanFei); RecordResp.mutable_m_gameconfig()->set_wfengding(m_gameConfig.wFengDing); RecordResp.mutable_m_gameconfig()->set_whadplaycount(m_gameConfig.wHadPlayCount); RecordResp.mutable_m_gameconfig()->set_wiplimit(m_gameConfig.wIpLimit); RecordResp.mutable_m_gameconfig()->set_wplaycountrule(m_gameConfig.wPlayCountRule); RecordResp.mutable_m_gameconfig()->set_wsubgameid(m_gameConfig.wSubGameID); for (WORD i = 0; i < mPlayGameUserCount; i++) { RecordPacket::pb_ChairRecord* Record = RecordResp.add_m_chairlist(); Record->set_wchairid(urr.m_chairList[i].wChairId); Record->set_dwuserid(urr.m_chairList[i].dwUserId); std::string userName = CW2AEX<1024>(urr.m_chairList[i].userName, CP_UTF8).m_psz; std::string headUrl = CW2AEX<1024>(urr.m_chairList[i].headUrl, CP_UTF8).m_psz; Record->set_username(userName); Record->set_headurl(headUrl); } for (auto& grp : m_UserReplayRecord) { RecordPacket::pb_GameRecordPacket* Packet = RecordResp.add_precordpacket(); Packet->set_wchairid(grp.wchairid()); Packet->set_wsubcmdid(grp.wsubcmdid()); Packet->set_wmaincmdid(grp.wmaincmdid()); Packet->set_pdata(grp.pdata()); } std::string pbresp = RecordResp.SerializePartialAsString(); m_pITableFrame->SaveReplayRecord((void*)pbresp.c_str(), pbresp.length()); m_UserReplayRecord.clear(); //delete replyRecordData;不能删除,已托管给SaveReplayRecord函数 return true; } bool CTableFrameSink_dcs::RepayRecord(WORD wChairID, WORD wSubCmdId, void* pData, WORD wSize) { RecordPacket::pb_GameRecordPacket pRecordPacket; pRecordPacket.set_wchairid(wChairID); pRecordPacket.set_wsubcmdid(wSubCmdId); pRecordPacket.set_wmaincmdid(MDM_GF_GAME); pRecordPacket.set_pdata((char*)pData, wSize); m_UserReplayRecord.push_back(pRecordPacket); return true; } //游戏开始 bool CTableFrameSink_dcs::OnEventGameStart() { ZeroMemory(m_lGameScore, sizeof(m_lGameScore)); srand((unsigned)time(NULL)*mGameTableId); m_cbMagicFirstData = 0; m_cbMagicSecondData = 0; //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); //打印时间 DWORD timet = GetTickCount(); m_gameConfig.wHadPlayCount++; //混乱扑克,洗牌 m_lSiceCount = MAKELONG(MAKEWORD(rand() % 6 + 1, rand() % 6 + 1), MAKEWORD(rand() % 6 + 1, rand() % 6 + 1)); if (m_bTwoPlayerFlag) { m_cbLeftCardCount = m_GameLogic.RandCardData_Two(m_cbRepertoryCard); } else { m_cbLeftCardCount = m_GameLogic.RandCardData(m_cbRepertoryCard); } WritePaiCardData(m_gameConfig.sPrivateTableID, m_gameConfig.wHadPlayCount); if (1 == m_gameConfig.wHadPlayCount || m_wNextBankerUser == INVALID_CHAIR) { m_wBankerUser = 0; } 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, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子 // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子 // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子 // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子 // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子 // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子 // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子 // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子 // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北 // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北 // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北 // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北 中发白 //}; //if (m_GameLogic.PeiPai(byTest)) // CopyMemory(m_cbRepertoryCard, byTest, sizeof(byTest)); ////////////////////////////////////////////////////////////////////////// ReadGameData(); /*m_wBankerUser = 2;*/ ////////////////////////////////////////////////////////////////////////// //分发扑克 for (WORD i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } m_bPlayStatus[i] = true; m_cbLeftCardCount -= (MAX_COUNT - 1);//每一个玩家都发出去13张牌,还剩多少 m_cbSendCardCount += (MAX_COUNT - 1);//每个玩家加13张牌 m_GameLogic.SwitchToCardIndex(&m_cbRepertoryCard[m_cbLeftCardCount], MAX_COUNT - 1, m_cbCardIndex[i]); } //发送扑克,庄家摸牌 m_cbSendCardCount++;//第十四张牌 m_cbSendCardData = m_cbRepertoryCard[--m_cbLeftCardCount]; //设置变量 m_cbProvideCard = 0; m_wProvideUser = m_wBankerUser & 0x000F; m_wCurrentUser = m_wBankerUser & 0x000F; WORD ActionCard[6] = { 0 }; m_GameLogic.SetMagicIndex(MAX_INDEX, MAX_INDEX); // 胡牌判断 CChiHuRight chr; BYTE TaiShu = 0; m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, m_cbSendCardData, chr, TaiShu); m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++; if (m_cbUserAction[m_wCurrentUser] & WIK_ZI_MO) { m_cbUserAction[m_wCurrentUser] = WIK_TIAN_ZI_MO; } std::vector vCards; if (GetMagicCardAndTaiNum(m_cbCardIndex[m_wCurrentUser], m_wCurrentUser, m_cbSendCardData, vCards, TRUE)) { m_cbUserAction[m_wCurrentUser] |= WIK_CanDingMagic; } //杠牌判断 tagGangCardResult GangCardResult; ZeroMemory(&GangCardResult, sizeof(GangCardResult)); m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, GangCardResult); for (BYTE i = 0; i < GangCardResult.cbCardCount; i++) { ActionCard[i] = GangCardResult.cbCardData[i]; } m_cbProvideCard = m_cbSendCardData; m_wResumeUser = m_wCurrentUser; //保存实际剩余的牌 m_cbShiJiLeftCardCount = m_cbLeftCardCount; //牌位第十三顿 截止 倒数第十四牌打完 没人胡牌 流局 //根据这个规则 删除26张牌 剩余的牌出完 没人胡牌 就是 流局 m_cbLeftCardCount -= 26;// //构造数据 CMD_S_GameStart GameStart; GameStart.wBankerUser = m_wBankerUser; GameStart.cbLeftCardCount = m_cbLeftCardCount; // [9/22/2017 Zoro] 翻财神和包麻将 不需要这个2个值,但发送时必须给0 GameStart.cbSliceCheckBankUser[0] = 0; GameStart.cbSliceCheckBankUser[1] = 0; ////////////////////////////////////////////////////////////////////////// WORD wSice = WORD(m_lSiceCount & 0xffff); GameStart.cbSiceLaiZi[0] = HIBYTE(wSice);//骰子 GameStart.cbSiceLaiZi[1] = LOBYTE(wSice);//骰子 GameStart.cbSiceLaiZi[2] = 0;//财神 GameStart.cbSiceLaiZi[3] = 0;//财神 if (m_bTwoPlayerFlag) { GameStart.cbTotalCardCount = MAX_REPERTORY_ZJ_Two; //麻将总数 } else { GameStart.cbTotalCardCount = MAX_REPERTORY_ZJ; //麻将总数 } GameStart.cbCurrPlay = m_gameConfig.wHadPlayCount;//当前局数 GameStart.cbOptTime = GAME_TIMEOUT;//出牌超时时间 ZeroMemory(GameStart.ActionCard, sizeof(GameStart.ActionCard)); CopyMemory(GameStart.ActionCard, ActionCard, sizeof(ActionCard)); TingCard(m_wCurrentUser); //打印时间 //DWORD t2 = GetTickCount(); //DWORD hh = t2 - timet; //CString csTemp; //csTemp.Format(L"时间:%d \r\n", hh); //OutputDebugString(csTemp); //发送数据 SparrowMaJiang::PB_CS_S_GameStart GameStarts; GameStarts.set_wbankeruser(GameStart.wBankerUser); GameStarts.set_cbleftcardcount(GameStart.cbLeftCardCount); GameStarts.set_cbtotalcardcount(GameStart.cbTotalCardCount); GameStarts.set_cbopttime(GameStart.cbOptTime); GameStarts.set_cbcurrplay(GameStart.cbCurrPlay); for (WORD j = 0; j < 4; j++) { GameStarts.add_cbsicelaizi(GameStart.cbSiceLaiZi[j]); } for (WORD j = 0; j < 6; j++) { GameStarts.add_actioncard(GameStart.ActionCard[j]); } for (WORD j = 0; j < 2; j++) { GameStarts.add_cbslicecheckbankuser(GameStart.cbSliceCheckBankUser[j]); } //发送数据 for (WORD i = 0; i < wChairCount; i++) { //设置变量 GameStart.wCurrentUser = i; GameStart.cbUserAction = m_cbUserAction[i]; //把庄家 刚刚放入手里的牌剪掉 然后统一 发送数据 if (i == m_wCurrentUser) { if (m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)] > 0 && m_wCurrentUser == i) { m_cbCardIndex[m_wCurrentUser][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) { GameStart.cbCardData[i * 14 + 13] = m_cbSendCardData;//把去掉的牌加到数组末尾, m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;//把去掉的加进来 } GameStarts.set_wcurrentuser(GameStart.wCurrentUser); GameStarts.set_cbuseraction(GameStart.cbUserAction); for (WORD j = 0; j < MAX_COUNT * GAME_PLAYER; j++) { if (i == 0) { GameStarts.add_cbcarddata(GameStart.cbCardData[j]); } else { GameStarts.set_cbcarddata(j, GameStart.cbCardData[j]); } } //发送数据 std::string pbdata = GameStarts.SerializePartialAsString(); //发送数据 m_pITableFrame->SendTableData(i, SUB_S_GAME_START, (void*)pbdata.c_str(), pbdata.length()); } //用户回放 ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData)); for (WORD i = 0; i < MAX_COUNT * GAME_PLAYER; i++) { GameStarts.set_cbcarddata(i, GameStart.cbCardData[i]); } //清手牌 旁观只能发一次 std::string pbdata = GameStarts.SerializePartialAsString(); //发送数据 m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_START, (void*)pbdata.c_str(), pbdata.length()); for (WORD i = 0; i < wChairCount; i++) m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]); for (WORD i = 0; i < MAX_COUNT * GAME_PLAYER; i++) { GameStarts.set_cbcarddata(i, GameStart.cbCardData[i]); } std::string pbrecord = GameStarts.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_GAME_START, (void*)pbrecord.c_str(), pbrecord.length()); if (m_TabbOutCardCout[m_wCurrentUser] > 0) HttpTingCard(m_wCurrentUser); return true; return true; } void CTableFrameSink_dcs::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 = 0;// 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_dcs::OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason, bool bSendState) { bool bFinish = (m_gameConfig.wHadPlayCount >= m_gameConfig.wPlayCountRule) ? 1 : 0; switch (cbReason) { case GER_DELETE_PRIVATE: //bFinish = 1; //bDelete = true; //if (!m_pITableFrame->IsGameStarted()) //{ // DeletePrivateTable(bSendState); // return true; //} ConcludeGame(GS_MJ_FREE); DeletePrivateTable(bSendState); return true; //下坠 case GER_NORMAL: //常规结束 { //变量定义 CMD_S_GameEnd GameEnd; ZeroMemory(&GameEnd, sizeof(GameEnd)); GameEnd.bFinish = bFinish;//1…… if (m_cbLeftCardCount <= 0 && bIsHuang)//荒庄了 { { GameEnd.bOptType = 2; //黄装了 if (m_gameConfig.wHadPlayCount > 1) { m_wNextBankerUser = m_wBankerUser; m_wNextBankerUser = m_wNextBankerUser | 0x0100; int userID; if (m_wBankerUser > 4) { userID = m_wBankerUser & 0x00ff; } else { userID = m_wBankerUser; } LianXuHuPai[userID]++; } else { /* m_wNextBankerUser = m_wBankerUser; m_wNextBankerUser = m_wNextBankerUser | 0x0100;*/ LianXuHuPai[m_wBankerUser & 0x00ff]++; } //黄庄了 //统计玩家积分,牌值 for (WORD i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } 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; GameEnd.HuPaiCard = m_cbProvideCard; GameEnd.wDianpao = m_wProvideUser; BYTE TempWanJiaCardCount = 0; m_wNextBankerUser = wChairID; //得到下一个坐庄的玩家 if (LianXuHuPai[wChairID] > 1) m_wNextBankerUser = m_wNextBankerUser | 0x0100; //统计积分,胡牌得分,玩家牌值 //保存本局所有用户的积分变动 除了胡牌玩家的 for (WORD i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } //m_lGameTatolScore[i] += m_lGameScore[i]; GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3………… if (i == wChairID && m_wProvideUser == wChairID){ continue; } if (m_wProvideUser != wChairID&&i == wChairID) { m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--; m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]); } else { m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]); } } //自摸 if (m_wProvideUser == wChairID) { //先减去 胡的这张牌 m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--; //把剩下的手牌保存到cbCardData m_GameLogic.SwitchToCardData(m_cbCardIndex[wChairID], GameEnd.cbCardData[wChairID]); //保存手牌数目 TempWanJiaCardCount = m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]); //最后一张牌 加上刚刚减去的牌 GameEnd.cbCardData[wChairID][TempWanJiaCardCount] = m_cbProvideCard;//手牌数据4…… //还原减去的牌 m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++; } } GameEnd.bWanJiaId = wChairID;//玩家座位号 5…… //保存实际桌子剩下多少能够抓的牌 GameEnd.bLeftCardCount = m_cbShiJiLeftCardCount;//m_cbLeftCardCount + 26 + m_cbGangCount * 6;//剩余牌输量6………… CopyMemory(GameEnd.bLeftCardDada, m_cbRepertoryCard, GameEnd.bLeftCardCount);//剩余牌值7……………… //保存每个玩家的胡牌次数 CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));//玩家胡牌次数8………… //本次胡牌玩家的id GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();//获取房间ID,9……//胡牌玩家id GameEnd.playGameNum = m_gameConfig.wHadPlayCount;//得到第几局了,10………… for (BYTE i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } //保存16局 胡牌积分流水 m_HuPaiLiuShui[(m_gameConfig.wHadPlayCount - 1) * 4 + i] = m_lGameScore[i]; } CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));//游戏流水,10………… for (int i = 0; i < m_gameConfig.wHadPlayCount; i++) { /*CString strTmp; strTmp.Format(_T("胡牌流水->第%d局 %d,%d,%d,%d"), i,m_HuPaiLiuShui[i*4 + 0], m_HuPaiLiuShui[i*4 + 1], m_HuPaiLiuShui[i*4 + 2] , m_HuPaiLiuShui[i*4 + 3]);*/ //OutputDebugString(strTmp); } SparrowMaJiang::PB_CS_S_GameEnd pGameEnd; pGameEnd.set_bopttype(GameEnd.bOptType); pGameEnd.set_bwanjiaid(GameEnd.bWanJiaId); pGameEnd.set_wdianpao(GameEnd.wDianpao); pGameEnd.set_hupaicard(GameEnd.HuPaiCard); for (BYTE i = 0; i < mPlayGameUserCount; i++) { pGameEnd.add_cbwanjiascore(GameEnd.cbWanJiaScore[i]); pGameEnd.add_bzimo(GameEnd.bZimo[i]); } pGameEnd.set_bfinish(GameEnd.bFinish); pGameEnd.set_dwownerid(GameEnd.dwOwnerID); pGameEnd.set_bleftcardcount(GameEnd.bLeftCardCount); for (BYTE i = 0; i < GameEnd.bLeftCardCount; i++) { pGameEnd.add_bleftcarddada(GameEnd.bLeftCardDada[i]); } pGameEnd.set_playgamenum(GameEnd.playGameNum); for (BYTE i = 0; i < mPlayGameUserCount * 16; i++) { pGameEnd.add_lgamescoredetail(GameEnd.lGameScoreDetail[i]); } for (BYTE i = 0; i < mPlayGameUserCount; i++) { SparrowMaJiang::pb_cbCardData* CardData = pGameEnd.add_cbcarddata(); for (BYTE j = 0; j < 14; j++) { CardData->add_cbcarddatas(GameEnd.cbCardData[i][j]); } } std::string pbdata = pGameEnd.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length()); //发送结束信息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length()); tagScoreInfo ScoreInfoArray[GAME_PLAYER]; ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray)); for (WORD i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } 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 (bFinish) { DeletePrivateTable(true); } 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; GameEnd.bWanJiaId = wChairID;//玩家座位号 5…… //保存实际桌子剩下多少能够抓的牌 GameEnd.bLeftCardCount = m_cbShiJiLeftCardCount;//m_cbLeftCardCount + 26 + m_cbGangCount * 6;//剩余牌输量6………… CopyMemory(GameEnd.bLeftCardDada, m_cbRepertoryCard, GameEnd.bLeftCardCount);//剩余牌值7……………… //保存每个玩家的胡牌次数 CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));//玩家胡牌次数8………… //本次胡牌玩家的id GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();//获取房间ID,9……//胡牌玩家id GameEnd.playGameNum = m_gameConfig.wHadPlayCount;//得到第几局了,10………… for (BYTE i = 0; i < GAME_PLAYER; i++) { m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[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………… //统计积分,胡牌得分,玩家牌值 //保存本局所有用户的积分变动 除了胡牌玩家的 for (WORD i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3………… } SparrowMaJiang::PB_CS_S_GameEnd pGameEnd; pGameEnd.set_bopttype(GameEnd.bOptType); pGameEnd.set_bwanjiaid(GameEnd.bWanJiaId); pGameEnd.set_wdianpao(GameEnd.wDianpao); pGameEnd.set_hupaicard(GameEnd.HuPaiCard); for (BYTE i = 0; i < mPlayGameUserCount; i++) { pGameEnd.add_cbwanjiascore(GameEnd.cbWanJiaScore[i]); pGameEnd.add_bzimo(GameEnd.bZimo[i]); } pGameEnd.set_bfinish(GameEnd.bFinish); pGameEnd.set_dwownerid(GameEnd.dwOwnerID); pGameEnd.set_bleftcardcount(GameEnd.bLeftCardCount); for (BYTE i = 0; i < GameEnd.bLeftCardCount; i++) { pGameEnd.add_bleftcarddada(GameEnd.bLeftCardDada[i]); } pGameEnd.set_playgamenum(GameEnd.playGameNum); for (BYTE i = 0; i < mPlayGameUserCount * 16; i++) { pGameEnd.add_lgamescoredetail(GameEnd.lGameScoreDetail[i]); } for (BYTE i = 0; i < mPlayGameUserCount; i++) { SparrowMaJiang::pb_cbCardData* CardData = pGameEnd.add_cbcarddata(); for (BYTE j = 0; j < 14; j++) { CardData->add_cbcarddatas(GameEnd.cbCardData[i][j]); } } std::string pbdata = pGameEnd.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length()); //发送结束信息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length()); if (m_pITableFrame->GetGameStatus() == GS_MJ_FREE) { DeletePrivateTable(true); return true; } tagScoreInfo ScoreInfoArray[GAME_PLAYER]; ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray)); for (WORD i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } 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); DeletePrivateTable(bSendState); return true; } case GER_NETWORK_ERROR: //网络错误 case GER_USER_LEAVE: //用户强退 { if (pIServerUserItem!=NULL) { DWORD dwUserID = pIServerUserItem->GetUserID(); m_offlineUsers.push_back(dwUserID); } return true; } } //错误断言 ASSERT(FALSE); return false; } //发送场景duanxian用户断线重连 bool CTableFrameSink_dcs::OnEventSendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret) { try { 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 < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } 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 = m_cbTotalCardCount; // if (mBCanShowLeft==TRUE) // { StatusPlay.cbLeftCardCount = m_cbLeftCardCount; // } // else // { // StatusPlay.cbLeftCardCount = mTempLeftCount; // } 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] = 0; StatusPlay.lSiZi[3] = 0; StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID(); CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard)); CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount)); StatusPlay.totalOptTime = 10; StatusPlay.leftOptTime = 0; //组合扑克 CopyMemory(StatusPlay.WeaveItemArray, m_WeaveItemArray, sizeof(m_WeaveItemArray)); CopyMemory(StatusPlay.cbWeaveCount, m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount)); for (BYTE i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } //StatusPlay.bWanLaiZi[i] = m_OutLaiZi[i]; //StatusPlay.bWanLaiZi[i] |= (m_OutHongZhongGang[i] << 4); //StatusPlay.bWanLaiZi[i] |= (m_OutFaCaiGang[i] << 8); StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]); } m_GameLogic.SwitchToCardData(m_cbCardIndex[wChiarID], StatusPlay.cbCardData);//手牌数据 StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码 if (m_cbUserAction[wChiarID] & (WIK_AN_GANG | WIK_BU_GANG | WIK_DAN_BU_GANG | WIK_DAN_AN_GANG | WIK_SHUANG_AN_GANG | WIK_SAN_AN_GANG | WIK_QUANG_AN_GANG)) { tagGangCardResult GangCardResult; ZeroMemory(&GangCardResult, sizeof(GangCardResult)); m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChiarID], m_WeaveItemArray[wChiarID], m_cbWeaveItemCount[wChiarID], GangCardResult); for (BYTE i = 0; i < GangCardResult.cbCardCount; i++) { StatusPlay.gangCards[i] = GangCardResult.cbCardData[i]; } } ASSERT(m_wProvideUser >= 0 && m_wProvideUser <= 3); //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) || (m_wProvideUser == m_wCurrentUser&&m_wResumeUser == m_wCurrentUser && m_cbProvideCard == 0))//牌权是摸牌得且没出牌 { if (m_bTwoPlayerFlag) { OldUser = (m_wProvideUser - 2 + GAME_PLAYER) % GAME_PLAYER; } else { OldUser = (m_wProvideUser - 1 + mPlayGameUserCount) % mPlayGameUserCount; } BYTE TempIndex = 0; BYTE bDiscardCount = (m_cbDiscardCount[OldUser] - 1) >= 0 ? (m_cbDiscardCount[OldUser] - 1) : 0; for (BYTE i = bDiscardCount; i < 40; i++) { if (m_cbDiscardCard[OldUser][i] == 0) { TempIndex = i - 1; break; } } TempIndex = (TempIndex == 255) ? 0 : TempIndex; StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex]; StatusPlay.bPutCardData[wChiarID] = 255; //} } if (m_wProvideUser == m_wOutCardUser && m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候 { StatusPlay.bPutCardData[m_wProvideUser] = m_cbProvideCard; StatusPlay.cbDiscardCard[m_wProvideUser][StatusPlay.cbDiscardCount[m_wProvideUser]++] = m_cbProvideCard; } 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)); BYTE TempCardData[MAX_INDEX]; CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData)); BYTE TempEndCardData = m_GameLogic.GetEndCard(TempCardData); BYTE TempCardIndex = m_GameLogic.SwitchToCardIndex(TempEndCardData); if (TempCardData[TempCardIndex] == 0){ ASSERT(false); return false; } TempCardData[TempCardIndex]--; BYTE cardNum = m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData); StatusPlay.cbCardData[cardNum] = TempEndCardData; } 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)); 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]--; BYTE cardNum = m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData); StatusPlay.cbCardData[cardNum] = m_GameLogic.SwitchToCardData(TempCardIndex);//处理得到最后一张牌数据放最后 StatusPlay.bPutCardData[wChiarID] = 255; } if (wChiarID != m_wProvideUser&&m_cbUserAction[wChiarID] & WIK_Qiang_GANG) { StatusPlay.bPutCardData[wChiarID] = 255; StatusPlay.bPutCardData[m_wProvideUser] = m_cbProvideCard; } //发送场景 return m_pITableFrame->SendGameScene(pIServerUserItem, &StatusPlay, sizeof(StatusPlay)); } } return false; } catch (...) { OutputDebugString(_T("CTableFrameSink::OnEventSendGameScene... 触发异常\r\n")); return false; } } //定时器事件 bool CTableFrameSink_dcs::OnTimerMessage(DWORD wTimerID, WPARAM wBindParam) { return false; } //游戏消息处理 void CTableFrameSink_dcs::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; m_gameConfig.bDuoLai = 1; m_gameConfig.wFengDing = ppConfig->wFengDing; m_gameConfig.tmp1 = ppConfig->tmp1; if (m_gameConfig.wFengDing == 0 || m_gameConfig.wFengDing == 5) { mMaxTaiNum = 5; } else if (m_gameConfig.wFengDing == 6 || m_gameConfig.wFengDing == 7) { mMaxTaiNum = m_gameConfig.wFengDing; } else { mMaxTaiNum = 20; } lstrcpy(m_gameConfig.sPrivateTableID, sPrivateRoomId.c_str()); //bGameType = m_gameConfig.wSubGameID; //bGameZuiDiFen = m_gameConfig.wDiScore*(bGameType == HongZhong ? 10 : 16); m_cbTotalCardCount = MAX_REPERTORY_ZJ; //协议修改,值变成 4 3 2 if (m_gameConfig.tmp1 == 0) { mPlayGameUserCount = 4; } else { if (m_gameConfig.tmp1 == 2) { m_bTwoPlayerFlag = TRUE; mPlayGameUserCount = 3; m_cbTotalCardCount = MAX_REPERTORY_ZJ_Two; m_pITableFrame->SetStartMode(START_MODE_ALL_READY); } else { mPlayGameUserCount = m_gameConfig.tmp1; } } m_pITableFrame->SetChairCount(mPlayGameUserCount); ASSERT(m_gameConfig.wSubGameID >= 0 && m_gameConfig.wSubGameID < MahJongType::count); if (!sPrivateRoomId.empty()) { mGameTableId = _wtoi(sPrivateRoomId.c_str()); } else { mGameTableId = 1; } } int SignedRemoveRep(BYTE array[], int n) { int i, left = 0; for (i = 0; i < n; i++)//将出现过的位置置负号标志 { if (array[i] > 0) //可以直接做下标 { array[array[i]] = -array[array[i]]; } else { if (array[-array[i]] > 0) //为正时才是第一次置标志 array[-array[i]] = -array[-array[i]]; } } for (i = 0; i < n; i++)//抽取算法 { if (array[i] < 0) //根据标志顺序保存出现过的值 array[left++] = i; } return left; } //游戏消息处理 bool CTableFrameSink_dcs::OnGameMessage(WORD wSubCmdID, VOID* pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem) { switch (wSubCmdID) { case SUB_C_OUT_CARD: //出牌消息 { //定义变量 SparrowMaJiang::PB_CS_C_OutCard OutCard; OutCard.ParseFromArray(pDataBuffer, wDataSize); //用户效验 if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true; return OnUserOutCard(pIServerUserItem->GetChairID(), OutCard.cbcarddata()); // bool bRet= OnUserOutCard(pIServerUserItem->GetChairID(), pOutCard->cbCardData); // QueryPerformanceCounter(&nEndTime); // double dwTime; // dwTime = ((nEndTime.QuadPart - nBeginTime.QuadPart) / nFreq.QuadPart) * 1000; // if (dwTime > 100){ // CString str; // str = _T("Zoro 翻财神/包麻将 OnUserOutCard 耗费时间 %d 秒 出牌=%d\r\n牌:", dwTime,pOutCard->cbCardData); // for (size_t i = 0; i < MAX_INDEX; i++) // { // CString tmp; // tmp.Format(_T("%d"), m_cbCardIndex[pIServerUserItem->GetChairID()][i]); // str += tmp; // } // OutputDebugString(str); // // } // return bRet; } case SUB_C_OPERATE_CARD: //操作消息 { SparrowMaJiang::PB_CS_C_OperateCard OperateCard; OperateCard.ParseFromArray(pDataBuffer, wDataSize); //用户效验 if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true; CMD_C_OperateCard pOperateCard; for (WORD i = 0; i < 4; i++) { pOperateCard.cbCaiShenCard[i] = OperateCard.cbcaishencard(i); } pOperateCard.cbOperateCard = OperateCard.cboperatecard(); pOperateCard.cbOperateCode = OperateCard.cboperatecode(); return OnUserOperateCard(pIServerUserItem->GetChairID(), pOperateCard.cbOperateCode, pOperateCard.cbOperateCard, pOperateCard.cbCaiShenCard); } case SUB_C_TRUSTEE: //托管 { SparrowMaJiang::PB_CS_C_Trustee pTrustee; pTrustee.ParseFromArray(pDataBuffer, wDataSize); m_bTrustee[pIServerUserItem->GetChairID()] = pTrustee.btrustee(); CMD_S_Trustee Trustee; Trustee.bTrustee = pTrustee.btrustee(); Trustee.wChairID = pIServerUserItem->GetChairID(); SparrowMaJiang::PB_CS_S_Trustee Trustees; Trustees.set_btrustee(Trustee.bTrustee); Trustees.set_wchairid(Trustee.wChairID); std::string pbdata = Trustees.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length()); return true; } // case SUB_C_SELECT_BAO:{ // CMD_C_BAO *pBaoTai = (CMD_C_BAO *)pDataBuffer; // SelectBaoTaiNum(pIServerUserItem->GetChairID(), pBaoTai->cbTaiNum); // return true; // } // case SUB_C_SELECT_CAI:{ // CMD_C_Magic *pMagic = (CMD_C_Magic*)pDataBuffer; // SelectBaoMagic(pIServerUserItem->GetChairID(), pMagic->cbMagicFirst, pMagic->cbMagicSenced); // return true; // } case SUB_C_DING_CAI:{ //OutputDebugString(_T("丁财神开始")); SparrowMaJiang::PB_CS_C_MagicDing pDingCaiBuffer; pDingCaiBuffer.ParseFromArray(pDataBuffer, wDataSize); //用户效验 if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true; if (pDingCaiBuffer.isdingcai()) { //UserDingMagicCard(pIServerUserItem->GetChairID()); BYTE TempCardIndex[MAX_INDEX] = { 0 }; CopyMemory(TempCardIndex, m_cbCardIndex[pIServerUserItem->GetChairID()], MAX_INDEX); TempCardIndex[m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--; std::vector vCards; GetMagicCardAndTaiNum(TempCardIndex, pIServerUserItem->GetChairID(), m_cbSendCardData, vCards); CMD_S_DING_CAI_RESULT DcResult; ZeroMemory(&DcResult, sizeof(CMD_S_DING_CAI_RESULT)); if (vCards.size() > 0) { DcResult.cbResult = 1; BYTE TempRecordIndex[MAX_INDEX] = { 0 }; int caiCardsCount = 0; BYTE tmpCardMagicLeftAndRight[MAX_COUNT] = { 0 }; INT tmpCardMagicLeftAndRightCount = 0; ////////////////////////////////////////////////////////////////////////// // 先获取所有可以作为两边的牌 ////////////////////////////////////////////////////////////////////////// for (int i = 0; i < vCards.size();i++) { if (vCards[i].bDuCanHu) { // CString strOut; // strOut.Format(_T("定财神 独财 =%02x 台=%d\r\n"), vCards[i].MagicCard, vCards[i].nTai); // OutputDebugString(strOut); continue; } // CString strOut; // strOut.Format(_T("定财神 财 =%02x %02x 台=%d\r\n"), vCards[i].MagicCard, vCards[i].MagicCardNext, vCards[i].nTai); // OutputDebugString(strOut); if (GetCardCanHuWithAll(vCards[i].MagicCard, vCards) && !CardInAll(vCards[i].MagicCard, tmpCardMagicLeftAndRight, tmpCardMagicLeftAndRightCount)) { DcResult.caiCards[caiCardsCount] = vCards[i].MagicCard; DcResult.caiCards[caiCardsCount] |= DingLeftAndRightGao2; caiCardsCount++; tmpCardMagicLeftAndRight[tmpCardMagicLeftAndRightCount++] = vCards[i].MagicCard; } if (vCards[i].MagicCardNext != 0) { if (GetCardCanHuWithAll(vCards[i].MagicCardNext, vCards) && !CardInAll(vCards[i].MagicCardNext, tmpCardMagicLeftAndRight, tmpCardMagicLeftAndRightCount)) { DcResult.caiCards[caiCardsCount] = vCards[i].MagicCardNext; DcResult.caiCards[caiCardsCount] |= DingLeftAndRightGao2; caiCardsCount++; tmpCardMagicLeftAndRight[tmpCardMagicLeftAndRightCount++] = vCards[i].MagicCardNext; } } } for (int i = 0; i < vCards.size(); i++) { if (vCards[i].bDuCanHu) { //CString strOut; //strOut.Format(_T("定财神 独财 =%02x 台=%d\r\n"), vCards[i].MagicCard, vCards[i].nTai); //OutputDebugString(strOut); DcResult.caiCards[caiCardsCount] = vCards[i].MagicCard; DcResult.caiCards[caiCardsCount] |= DingDuGao2; caiCardsCount++; continue; } else { //CString strOut; //strOut.Format(_T("定财神 财 =%02x %02x 台=%d\r\n"), vCards[i].MagicCard, vCards[i].MagicCardNext, vCards[i].nTai); //OutputDebugString(strOut); { if (!CardInAll(vCards[i].MagicCard, tmpCardMagicLeftAndRight, tmpCardMagicLeftAndRightCount)) { DcResult.caiCards[caiCardsCount] = vCards[i].MagicCard; DcResult.caiCards[caiCardsCount] |= DingRightGao2; caiCardsCount++; } if (!CardInAll(vCards[i].MagicCardNext, tmpCardMagicLeftAndRight, tmpCardMagicLeftAndRightCount)) { DcResult.caiCards[caiCardsCount] = vCards[i].MagicCardNext; DcResult.caiCards[caiCardsCount] |= DingLeftGao2; caiCardsCount++; } // else // { // DcResult.caiCards[caiCardsCount] |= DingDuGao2; // caiCardsCount++; // // } } } } // int caiCardsCount = 0; // for (int i = 0; i < MAX_INDEX; i++) // { // if (TempRecordIndex[i] == 0) // { // continue; // } // if (TempRecordIndex[i] >= MAX_COUNT) // { // DcResult.caiCards[caiCardsCount] = m_GameLogic.SwitchToCardData(i); // DcResult.caiCards[caiCardsCount] |= 0x80; // caiCardsCount++; // } // else // { // DcResult.caiCards[caiCardsCount] = m_GameLogic.SwitchToCardData(i); // caiCardsCount++; // } // } // CString strOut; // for (size_t i = 0; i < caiCardsCount; i++) // { // CString strCards; // strCards.Format(_T("%02x \t"), DcResult.caiCards[i]); // strOut += strCards; // } // OutputDebugString(strOut); } else { //OutputDebugString(_T("定财神无")); DcResult.cbResult = 2; } DcResult.cbIsWCHu = false; { CGameLogic_dcs TempGameLogic(this); TempGameLogic.SetMagicIndex(MAX_INDEX, MAX_INDEX); BYTE TaiShu = 0; if (TempGameLogic.AnalyseCardNew(m_cbCardIndex[pIServerUserItem->GetChairID()], m_WeaveItemArray[pIServerUserItem->GetChairID()], m_cbWeaveItemCount[pIServerUserItem->GetChairID()])) { TempGameLogic.mSunTaiJiangInColor = TempGameLogic.mJiangInColor; TaiShu = TempGameLogic.AnalyseCardTaiNum(m_cbCardIndex[pIServerUserItem->GetChairID()], m_WeaveItemArray[pIServerUserItem->GetChairID()], m_cbWeaveItemCount[pIServerUserItem->GetChairID()]); if (m_bQiangGang) { TaiShu++; } if (m_bUsersGangStatus[pIServerUserItem->GetChairID()] == TRUE) { TaiShu++; } if (TempGameLogic.AnalyseCardTaiNum_IsQuanZi(m_cbCardIndex[pIServerUserItem->GetChairID()], m_WeaveItemArray[pIServerUserItem->GetChairID()], m_cbWeaveItemCount[pIServerUserItem->GetChairID()])) { TaiShu = 7; } } if (TaiShu >= DingMagicMinTai) { DcResult.cbIsWCHu = TRUE; // OutputDebugString(_T("无财胡")); } } SparrowMaJiang::PB_CS_S_DING_CAI_RESULT pDcResult; pDcResult.set_cbiswchu(DcResult.cbIsWCHu); pDcResult.set_cbresult(DcResult.cbResult); for (BYTE j = 0; j < MAX_INDEX; j++) { pDcResult.add_caicards(DcResult.caiCards[j]); } std::string pbdate = pDcResult.SerializePartialAsString(); RepayRecord(pIServerUserItem->GetChairID(), SUB_S_DING_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length()); //发送消息 m_pITableFrame->SendTableData(pIServerUserItem->GetChairID(), SUB_S_DING_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length()); } else { CMD_S_DING_CAI_RESULT DcResult; DcResult.cbResult = 0; ZeroMemory(DcResult.caiCards, MAX_COUNT); //发送消息 SparrowMaJiang::PB_CS_S_DING_CAI_RESULT pDcResult; pDcResult.set_cbiswchu(DcResult.cbIsWCHu); pDcResult.set_cbresult(DcResult.cbResult); for (BYTE j = 0; j < MAX_INDEX; j++) { pDcResult.add_caicards(DcResult.caiCards[j]); } std::string pbdate = pDcResult.SerializePartialAsString(); RepayRecord(pIServerUserItem->GetChairID(), SUB_S_DING_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length()); m_pITableFrame->SendTableData(pIServerUserItem->GetChairID(), SUB_S_DING_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length()); if (m_wCurrentUser == INVALID_CHAIR) { //设置变量 m_bResponse[pIServerUserItem->GetChairID()] = true; m_cbPerformAction[pIServerUserItem->GetChairID()] = WIK_NULL; //m_cbOperateCard[wChairID] = cbOperateCard; /*CopyMemory(m_cbOperateCaiCard[wChairID], cbCaiShenCard, sizeof(cbCaiShenCard));*/ //执行动作的优先级判断, WIK_CHI_HU 大于 WIK_PENG 大于 [WIK_RIGHT or WIK_CENTER or WIK_LEFT] WORD TempUser = m_wProvideUser; WORD wTargetUser = pIServerUserItem->GetChairID(); int cbTargetAction = WIK_NULL; OperatorPriority(TempUser, wTargetUser, cbTargetAction); if (m_bResponse[wTargetUser] == false)//操作判断 { m_cbLastDisCardData[pIServerUserItem->GetChairID()][m_cbLastDisCount[pIServerUserItem->GetChairID()]++] = m_cbProvideCard; return true; } if ( cbTargetAction&WIK_Qiang_GANG)//此动作为抢杠胡才会促发 { BYTE cbTargetCaiCard[4] = { 0 }; CopyMemory(cbTargetCaiCard, m_cbOperateCaiCard[wTargetUser], sizeof(cbTargetCaiCard)); m_bQiangGang = true; ZeroMemory(m_bUsersGangStatus, GAME_PLAYER); m_wCurrentUser = wTargetUser; //m_wProvideUser = wTargetUser; m_cbSendCardData = m_cbProvideCard; m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++; m_cbUserAction[wTargetUser] = WIK_Qiang_GANG; OnUserOperateCard(wTargetUser, WIK_Qiang_GANG, m_cbProvideCard, cbTargetCaiCard); return true; } ZeroMemory(m_bResponse, sizeof(m_bResponse)); ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction)); ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard)); ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction)); if (m_bQiangGang) { DispatchCardData(m_wResumeUser,true); m_bQiangGang = false; } else { DispatchCardData(m_wResumeUser); } } } // OutputDebugString(_T("丁财神结束")); return true; } default: return false; } return false; } BOOL CTableFrameSink_dcs::GetCardCanHuWithAll(BYTE cbCard, std::vector &vCards) { BOOL FindCount = 0; for (int i = 0; i < vCards.size();i++) { if (vCards[i].bDuCanHu) { continue; } if (vCards[i].MagicCard==cbCard||vCards[i].MagicCardNext==cbCard) { FindCount++; } if (FindCount>=2) { break; } } return FindCount >= 2; } BOOL CTableFrameSink_dcs::CardInAll(BYTE CbCard, BYTE *pByte, int Count) { if (pByte==NULL||Count<=0) { return FALSE; } for (int i = 0; i < Count;i++) { if (CbCard==pByte[i]) { return TRUE; } } return FALSE; } void CTableFrameSink_dcs::CalculationMagicCards(BYTE CurrentUserIndex) { EnumAllWeave(CurrentUserIndex); } void CTableFrameSink_dcs::EnumAllWeave(BYTE CurrentUserIndex) { for (int j = 0; j < m_cbWeaveItemCount[CurrentUserIndex]; j++) { CString strOut; switch (m_WeaveItemArray[CurrentUserIndex][j].cbWeaveKind) { case WIK_PENG: case WIK_BU_GANG: case WIK_MING_GANG: case WIK_AN_GANG: { //cbCards[nCards++] = WeaveItem[i].cbCenterCard; mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard)] = 0; break; } case WIK_LEFT:{ mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard)] = 0; mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard) + 1] = 0; mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard) + 2] = 0; // cbCards[nCards++] = WeaveItem[i].cbCenterCard; // cbCards[nCards++] = WeaveItem[i].cbCenterCard + 1; // cbCards[nCards++] = WeaveItem[i].cbCenterCard + 2; break; } case WIK_CENTER:{ mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard) - 1] = 0; mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard)] = 0; mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard) + 1] = 0; // cbCards[nCards++] = WeaveItem[i].cbCenterCard - 1; // cbCards[nCards++] = WeaveItem[i].cbCenterCard; // cbCards[nCards++] = WeaveItem[i].cbCenterCard + 1; break; } case WIK_RIGHT:{ // cbCards[nCards++] = WeaveItem[i].cbCenterCard - 1; // cbCards[nCards++] = WeaveItem[i].cbCenterCard - 2; // cbCards[nCards++] = WeaveItem[i].cbCenterCard; mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard) - 1] = 0; mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard) - 2] = 0; mCanDingCaiCardArray[CurrentUserIndex][m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[CurrentUserIndex][j].cbCenterCard)] = 0; break; } default: break; } } } //框架消息处理 bool CTableFrameSink_dcs::OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem) { return false; } //用户断线重连 bool CTableFrameSink_dcs::OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem) { auto dwUserID = pIServerUserItem->GetUserID(); if (wChairID > 4 || wChairID < 0) { OutputDebugString(_T("OnActionUserConnect wChairID Error")); return false; } auto iter = std::find(m_offlineUsers.begin(), m_offlineUsers.end(), dwUserID); if (m_TabbOutCardCout[wChairID] > 0) HttpTingCard(wChairID); if (wChairID != m_wProvideUser&&m_cbUserAction[wChairID] & WIK_Qiang_GANG){ //mCmd_NotifyQianggh SparrowMaJiang::PB_CS_S_NOTIFY_QIANGGH pQiangGang; pQiangGang.set_cbactioncard(mCmd_NotifyQianggh->cbActionCard); pQiangGang.set_cbactionmask(mCmd_NotifyQianggh->cbActionMask); pQiangGang.set_wresumeuser(mCmd_NotifyQianggh->wResumeUser); for (BYTE j = 0; j < mPlayGameUserCount; j++) { pQiangGang.add_caicards(mCmd_NotifyQianggh->caiCards[j]); } std::string pbdate = pQiangGang.SerializePartialAsString(); m_pITableFrame->SendTableData(wChairID, SUB_S_NOTIFY_QIANGGH, (void*)pbdate.c_str(), pbdate.length()); } 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_dcs::OnActionUserSitDown(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser) { return true; } //游戏中途旁观进入 bool CTableFrameSink_dcs::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 = m_cbTotalCardCount; 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_cbMagicFirstData; StatusPlay.lSiZi[3] = m_cbMagicSecondData; StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID(); CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard)); CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount)); for (BYTE i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } //StatusPlay.bWanLaiZi[i] = m_OutLaiZi[i]; //StatusPlay.bWanLaiZi[i] |= (m_OutHongZhongGang[i] << 4); //StatusPlay.bWanLaiZi[i] |= (m_OutFaCaiGang[i] << 8); StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]); } StatusPlay.totalOptTime = 10; StatusPlay.leftOptTime = 0; ASSERT(m_wProvideUser >= 0 && m_wProvideUser <= 3); //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_bGangStatus) //{ // StatusPlay.bPutCardData[m_wProvideUser] = m_OutLastLaiZiData; //} //else //{ if (m_bTwoPlayerFlag) { OldUser = (m_wProvideUser - 2 + GAME_PLAYER) % GAME_PLAYER; } else { OldUser = (m_wProvideUser - 1 + mPlayGameUserCount) % mPlayGameUserCount; } BYTE TempIndex = 0; BYTE bDiscardCount = (m_cbDiscardCount[OldUser] - 1) >= 0 ? (m_cbDiscardCount[OldUser] - 1) : 0; for (BYTE i = bDiscardCount; i < 40; i++) { if (m_cbDiscardCard[OldUser][i] == 0) { TempIndex = i - 1; break; } } TempIndex = (TempIndex == 255) ? 0 : TempIndex; 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 { StatusPlay.bPutCardData[m_wProvideUser] = m_cbProvideCard; StatusPlay.cbDiscardCard[m_wProvideUser][StatusPlay.cbDiscardCount[m_wProvideUser]++] = m_cbProvideCard; } //组合扑克 CopyMemory(StatusPlay.WeaveItemArray, m_WeaveItemArray, sizeof(m_WeaveItemArray)); CopyMemory(StatusPlay.cbWeaveCount, m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount)); } SparrowMaJiang::PB_CS_S_PangGuan PangGuan; PangGuan.mutable_gameconfig()->set_bduolai(StatusPlay.gameConfig.bDuoLai); PangGuan.mutable_gameconfig()->set_isowner(StatusPlay.gameConfig.IsOwner); PangGuan.mutable_gameconfig()->set_roomid(StatusPlay.gameConfig.RoomId); std::string sPrivateTableID = CW2AEX<1024>(StatusPlay.gameConfig.sPrivateTableID, CP_UTF8).m_psz; PangGuan.mutable_gameconfig()->set_sprivatetableid(sPrivateTableID); PangGuan.mutable_gameconfig()->set_tmp1(StatusPlay.gameConfig.tmp1); PangGuan.mutable_gameconfig()->set_tmp2(StatusPlay.gameConfig.tmp2); PangGuan.mutable_gameconfig()->set_wdiscore(StatusPlay.gameConfig.wDiScore); PangGuan.mutable_gameconfig()->set_wfanfei(StatusPlay.gameConfig.wFanFei); PangGuan.mutable_gameconfig()->set_wfengding(StatusPlay.gameConfig.wFengDing); PangGuan.mutable_gameconfig()->set_whadplaycount(StatusPlay.gameConfig.wHadPlayCount); PangGuan.mutable_gameconfig()->set_wiplimit(StatusPlay.gameConfig.wIpLimit); PangGuan.mutable_gameconfig()->set_wplaycountrule(StatusPlay.gameConfig.wPlayCountRule); PangGuan.mutable_gameconfig()->set_wsubgameid(StatusPlay.gameConfig.wSubGameID); for (BYTE j = 0; j < mPlayGameUserCount; j++) { PangGuan.add_lusertmpscore(StatusPlay.lUserTmpScore[j]); PangGuan.add_bputcarddata(StatusPlay.bPutCardData[j]); PangGuan.add_cbcardcount(StatusPlay.cbCardCount[j]); PangGuan.add_cbweavecount(StatusPlay.cbWeaveCount[j]); PangGuan.add_cbdiscardcount(StatusPlay.cbDiscardCount[j]); SparrowMaJiang::pb_cbDiscardCard* DiscardCard = PangGuan.add_cbdiscardcard(); for (BYTE i = 0; i < 40; i++) { DiscardCard->add_cbdiscardcard(StatusPlay.cbDiscardCard[j][i]); } SparrowMaJiang::pb_WeaveItemArray* WeaveItemArray = PangGuan.add_weaveitemarray(); for (BYTE i = 0; i < 4; i++) { SparrowMaJiang::pb_WeaveItem* WeaveItem = WeaveItemArray->add_weaveitem(); WeaveItem->set_cbcentercard(StatusPlay.WeaveItemArray[j][i].cbCenterCard); WeaveItem->set_cbpubliccard(StatusPlay.WeaveItemArray[j][i].cbPublicCard); WeaveItem->set_cbweavekind(StatusPlay.WeaveItemArray[j][i].cbWeaveKind); WeaveItem->set_wprovideuser(StatusPlay.WeaveItemArray[j][i].wProvideUser); for (BYTE k = 0; k < 4; k++) { WeaveItem->add_cbmargicoffset(StatusPlay.WeaveItemArray[j][i].cbMargicOffset[k]); } } } PangGuan.set_gamestatus(StatusPlay.GameStatus); PangGuan.set_cbtotalcardcount(StatusPlay.cbTotalCardCount); PangGuan.set_cbleftcardcount(StatusPlay.cbLeftCardCount); PangGuan.set_wbankeruser(StatusPlay.wBankerUser); for (BYTE j = 0; j < 4; j++) { PangGuan.add_lsizi(StatusPlay.lSiZi[j]); } PangGuan.set_dwownerid(StatusPlay.dwOwnerID); PangGuan.set_wcurrentuser(StatusPlay.wCurrentUser); PangGuan.set_totalopttime(StatusPlay.totalOptTime); PangGuan.set_leftopttime(StatusPlay.leftOptTime); std::string pbdata = PangGuan.SerializePartialAsString(); return m_pITableFrame->SendUserItemData(pIServerUserItem, SUB_S_PANGGUAN, (void*)pbdata.c_str(), pbdata.length()); } //用户起来 bool CTableFrameSink_dcs::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; SparrowMaJiang::PB_CS_S_Trustee Trustees; Trustees.set_btrustee(Trustee.bTrustee); Trustees.set_wchairid(Trustee.wChairID); std::string pbdata = Trustees.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length()); } return true; } //用户出牌 bool CTableFrameSink_dcs::OnUserOutCard(WORD wChairID, BYTE cbCardData) { m_bQiangGang = false; //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 false; 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 //} //m_bSendStatus = true; //if (m_bGangStatus) //{ //m_OutLastLaiZiData = 0; //最后杠牌数据,断线重连用的着 // m_bGangStatus = false; ZeroMemory(m_bUsersGangStatus, GAME_PLAYER); m_bGangOption = 0; m_GangPrivedUserID = -1; //m_bGangOutStatus = true; //} m_cbUserAction[wChairID] = WIK_NULL; m_cbPerformAction[wChairID] = WIK_NULL; //出牌记录 m_cbOutCardCount++; m_wOutCardUser = wChairID; //记录出牌人 m_cbOutCardData = cbCardData; //记录出牌数据 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 BYTE FanHui[MAX_INDEX] = { 0 }; /*m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], FanHui); if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], FanHui)) {*/ OutTingCard(wChairID, m_GameLogic.SwitchToCardIndex(m_cbOutCardData)); //} //构造数据 CMD_S_OutCard OutCard; OutCard.wOutCardUser = wChairID; OutCard.cbOutCardData = cbCardData; OutCard.bOptType = 0; SparrowMaJiang::PB_CS_S_OutCard Card; Card.set_woutcarduser(OutCard.wOutCardUser); Card.set_cboutcarddata(OutCard.cbOutCardData); Card.set_bopttype(OutCard.bOptType); //发送数据 std::string pbdata = Card.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length()); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length()); m_wProvideUser = wChairID; m_cbProvideCard = cbCardData; //用户切换 if (m_bTwoPlayerFlag) { m_wCurrentUser = (wChairID + 2) % GAME_PLAYER; } else { m_wCurrentUser = (wChairID + 1) % mPlayGameUserCount; } //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_dcs::OnUserOperateCard(WORD wChairID, int cbOperateCode, BYTE cbOperateCard, BYTE cbCaiShenCard[4]) { //效验状态 ASSERT(m_pITableFrame->GetGameStatus() == GS_MJ_PLAY); if (m_pITableFrame->GetGameStatus() != GS_MJ_PLAY) 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) && (cbOperateCode != WIK_Qiang_GANG)) return true; tagGangCardResult GangCardResult; ZeroMemory(&GangCardResult, sizeof(GangCardResult)); //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) && (cbOperateCode != WIK_Qiang_GANG&&cbOperateCode != WIK_ZI_MO)) 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] = cbOperateCard; CopyMemory(m_cbOperateCaiCard[wChairID], cbCaiShenCard, sizeof(cbCaiShenCard)); //执行动作的优先级判断, WIK_CHI_HU 大于 WIK_PENG 大于 [WIK_RIGHT or WIK_CENTER or WIK_LEFT] WORD TmpwProvideUser = m_wProvideUser; OperatorPriority(TmpwProvideUser, wTargetUser, cbTargetAction); if (m_bResponse[wTargetUser] == false)//操作判断 { if (cbOperateCode == WIK_NULL) m_cbLastDisCardData[wChairID][m_cbLastDisCount[wChairID]++] = m_cbProvideCard; return true; } //放弃操作 if (m_bQiangGang&&cbOperateCard == 0)//此处if 主要用于解决,用户抢杠胡那一刻,断线重连。客户端不知道用户抢的那张牌。所以必须后台强制处理一下。 { m_cbOperateCard[wTargetUser] = m_cbProvideCard; } else { m_bQiangGang = false; } if (cbOperateCode == WIK_NULL &&cbTargetAction == 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)); //当该用户点过时 加入该张牌 //if(wTargetUser==wChairID) //{ m_cbLastDisCardData[wTargetUser][m_cbLastDisCount[wTargetUser]++] = m_cbProvideCard; //} if (m_wCurrentUser == INVALID_CHAIR) { DispatchCardData(m_wResumeUser); } return true; } //变量定义 BYTE cbTargetCard = m_cbOperateCard[wTargetUser]; BYTE cbTargetCaiCard[4] = { 0 }; CopyMemory(cbTargetCaiCard, m_cbOperateCaiCard[wTargetUser], sizeof(cbTargetCaiCard)); if (cbTargetCard != m_cbProvideCard)//校验很重要 { m_bResponse[wTargetUser] = false; ASSERT(false); return false; } //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 if (cbTargetAction&(WIK_LEFT | WIK_CENTER | WIK_RIGHT | WIK_PENG | WIK_MING_GANG)) { ASSERT(m_cbWeaveItemCount[wTargetUser] < 4); if (m_cbWeaveItemCount[wTargetUser] > 4)return false; 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; /*if (cbTargetAction& WIK_PENG) { //当任意一个玩家碰了之后,清理最后一张牌记录 //下一个牌 所有人 都可以碰 所以清零 ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData)); ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount)); }*/ } if (cbTargetAction &WIK_ZI_MO || cbTargetAction&WIK_Qiang_GANG)//此动作为抢杠胡才会促发 { m_bQiangGang = true; ZeroMemory(m_bUsersGangStatus, GAME_PLAYER); m_wCurrentUser = wTargetUser; //m_wProvideUser = wTargetUser; m_cbSendCardData = m_cbProvideCard; m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++; m_cbUserAction[wTargetUser] = WIK_Qiang_GANG; OnUserOperateCard(wTargetUser, WIK_Qiang_GANG, m_cbProvideCard, cbCaiShenCard); return true; } DeleteCaiShenCard(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard); //杠牌处理 if (cbTargetAction & (WIK_MING_GANG | WIK_DAN_MING_GANG | WIK_SHUANG_MING_GANG | WIK_SAN_MING_GANG)) { int cbActionMask = WIK_NULL; WORD cbActionCard[6] = { 0 }; HttpOperateResult(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard, cbActionMask, cbActionCard); //设置用户 m_wCurrentUser = wTargetUser; m_bGangOption = cbTargetAction; m_GangPrivedUserID = m_wProvideUser; DispatchCardData(wTargetUser, true); return true; } else { WORD cbActionCard[6] = { 0 }; int cbActionMask = NULL; TingCard(wTargetUser); HttpOperateResult(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard, cbActionMask, cbActionCard); //设置用户 m_wCurrentUser = wTargetUser; if (m_TabbOutCardCout[wTargetUser] > 0)//有听牌就发一个听牌协议 { HttpTingCard(wTargetUser); } return true; } ASSERT(false); return false; } //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 { if (IsCanTianhu()&&cbOperateCode==WIK_ZI_MO) { cbOperateCode = WIK_TIAN_ZI_MO; } 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 return true; } //效验操作 if ((cbOperateCode == WIK_NULL)) 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 if (cbOperateCode & (WIK_TIAN_ZI_MO | WIK_ZI_MO | WIK_Qiang_GANG)) { BYTE TempCardData = m_cbProvideCard; if (m_cbProvideCard != m_cbSendCardData || m_cbProvideCard != cbOperateCard) { ASSERT(false); return false; } int TempAction = 0; CChiHuRight chr; BYTE TaiShu = 0; m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--; if (cbCaiShenCard == NULL || cbCaiShenCard[1] == 0 && cbCaiShenCard[0] == 0) { m_GameLogic.SetMagicIndex(MAX_INDEX, MAX_INDEX); } else { if (cbCaiShenCard[1] == 0) { m_GameLogic.SetMagicIndex(m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0]), MAX_INDEX); } else { m_GameLogic.SetMagicIndex(m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0]), m_GameLogic.SwitchToCardIndex(cbCaiShenCard[1])); } } TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, TaiShu, m_bUsersGangStatus[wChairID], m_bQiangGang); if (IsCanTianhu()&&TaiShu>0) { TempAction = WIK_ZI_MO; } m_GameLogic.SetMagicIndex(MAX_INDEX, MAX_INDEX); m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++; if (TempAction == WIK_NULL) { OutputDebugString(_T("玩家点了胡牌,但是实际上没有胡")); CString str; str.Format(_T("此时财神是 %d %d "), cbCaiShenCard[0], cbCaiShenCard[1]); OutputDebugString(str); ASSERT(false); return false; } m_HuPai[wChairID]++; CMD_S_OperateResult OperateResult; OperateResult.wOperateUser = wChairID; OperateResult.cbOperateCard = cbOperateCard; OperateResult.cbOperateCode = cbOperateCode; OperateResult.wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wChairID : m_wProvideUser; if (cbCaiShenCard != NULL) { CopyMemory(OperateResult.cbCaiShenCard, cbCaiShenCard, 4); } WORD paitype = bHuPaiType(chr); if (m_bUsersGangStatus[wChairID] == true) { paitype |= ZJ_TAI_GangKai; //TaiShu++; } if (m_bQiangGang == true) { paitype |= ZJ_TAI_QiangGang; OperateResult.cbOperateCode = WIK_CHI_HU; } if (WIK_TIAN_ZI_MO == cbOperateCode)//天胡台数直接到最大 { paitype |= ZJ_TAI_TianHu; TaiShu = mMaxTaiNum; } OperateResult.cbActionMask = TaiShu | (paitype << 16);//异或 然后右移 ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard)); SparrowMaJiang::PB_CS_S_OperateResult Result; Result.set_woperateuser(OperateResult.wOperateUser); Result.set_cboperatecard(OperateResult.cbOperateCard); Result.set_cboperatecode(OperateResult.cbOperateCode); Result.set_wprovideuser(OperateResult.wProvideUser); for (BYTE j = 0; j < 4; j++) { Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]); } Result.set_cbactionmask(OperateResult.cbActionMask); for (BYTE j = 0; j < 6; j++) { Result.add_cbactioncard(OperateResult.cbActionCard[j]); } //发送数据 std::string pbdata = Result.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); //积分变动 CMD_S_GangScore gs; ZeroMemory(&gs, sizeof(gs)); gs.wChairId = wChairID; gs.cbOperateCode = WIK_ZI_MO; if (m_bQiangGang == true){ gs.cbOperateCode = WIK_CHI_HU; } else { gs.cbOperateCode = WIK_ZI_MO; } int TempInfoScore = 0; WORD LaoZhuang = m_wBankerUser & 0x00ff; if (LianXuHuPai[LaoZhuang] >= 2) { TaiShu++; //TaiShu = TaiShu > (mMaxTaiNum - 1) ? mMaxTaiNum : ++TaiShu;//老庄台数加1 } /* if (TaiShu>FengDingTaiNum) { TaiShu = FengDingTaiNum; }*/ // [9/11/2017 Zoro] 经与苗苗确认,取消新加需求。所有杠开 都算自摸。 /* if (mMjType==1&&m_bGangStatus==true) { if (m_GangPrivedUserID!=wChairID&&m_GangPrivedUserID!=-1&&wChairID==mbaoMjUserID) { CaculationScore(wChairID, TaiShu, Win_FangPao, m_GangPrivedUserID, chr, gs); } else { CaculationScore(wChairID, TaiShu, Win_ZiMo, m_wProvideUser, chr, gs); } } else {*/ //} if (cbOperateCode&WIK_Qiang_GANG) { CaculationScore(wChairID, TaiShu, win_qianggang, m_wProvideUser, chr, gs); } else { CaculationScore(wChairID, TaiShu, Win_ZiMo, m_wProvideUser, chr, gs); } LianXuHuPai[wChairID]++; SparrowMaJiang::PB_CS_S_GangScore GangScore; GangScore.set_cboperatecode(gs.cbOperateCode); for (BYTE j = 0; j < mPlayGameUserCount; j++) { GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]); GangScore.add_lgangscore(gs.lGangScore[j]); } GangScore.set_wchairid(gs.wChairId); std::string pbscore = GangScore.SerializePartialAsString(); m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length()); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length()); for (BYTE i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } gs.cbWanJiaScore[i] = m_lGameScore[i]; } for (BYTE j = 0; j < mPlayGameUserCount; j++) { GangScore.set_cbwanjiascore(j, gs.cbWanJiaScore[j]); } std::string pbscores = GangScore.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscores.c_str(), pbscores.length()); OnEventGameConclude(wChairID, NULL, GER_NORMAL); return true; } if (cbOperateCode & (WIK_DAN_BU_GANG | WIK_BU_GANG)) { DeleteCard(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard); int cbActionMask = WIK_NULL; WORD cbActionCard[6] = { 0 }; HttpOperateResult(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard, cbActionMask, cbActionCard); //响应判断 m_wProvideUser = wChairID; m_bQiangGang = true; m_bUsersGangStatus[wChairID] = true; bool bAroseAction = false; if (cbOperateCard<0x31) { bAroseAction = EstimateUserRespond(wChairID, cbOperateCard, EstimatKind_GangCard);//补杠,别人可以抢杠胡 } //--201808-10 // 此处包含bug,如果抢杠的用户选择了过。此时该杠上开花的用户则无法胡杠上开话,会少一台。此bug需要修复 [11/28/2017 Zoro] //派发扑克 if (bAroseAction == false) { m_bQiangGang = false; m_bGangOption = cbOperateCode; m_GangPrivedUserID = m_wCurrentUser; DispatchCardData(m_wCurrentUser, true); } else { // m_bGangStatus = false; m_bQiangGang = true; } return true; } DeleteCard(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard); int cbActionMask = WIK_NULL; WORD cbActionCard[6] = { 0 }; HttpOperateResult(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard, cbActionMask, cbActionCard); DispatchCardData(wChairID, true); return true; } return true; } //发送操作 bool CTableFrameSink_dcs::SendOperateNotify() { //发送提示 for (WORD i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } if (m_cbUserAction[i] != WIK_NULL) { //构造数据 CMD_S_OperateNotify OperateNotify; OperateNotify.wResumeUser = m_wResumeUser; OperateNotify.cbActionCard = m_cbProvideCard; OperateNotify.cbActionMask = m_cbUserAction[i]; SparrowMaJiang::PB_CS_S_OperateNotify Notify; Notify.set_wresumeuser(OperateNotify.wResumeUser); Notify.set_cbactioncard(OperateNotify.cbActionCard); Notify.set_cbactionmask(OperateNotify.cbActionMask); std::string pbdata = Notify.SerializePartialAsString(); //发送数据 m_pITableFrame->SendTableData(i, SUB_S_OPERATE_NOTIFY, (void*)pbdata.c_str(), pbdata.length()); ////-沙 前端需要展示提示数据 OperateNotify.wResumeUser = i; Notify.set_wresumeuser(OperateNotify.wResumeUser); std::string pbdatas = Notify.SerializePartialAsString(); RepayRecord(i, SUB_S_OPERATE_NOTIFY, (void*)pbdatas.c_str(), pbdata.length()); } } //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,同时标示杠牌抓牌 bool CTableFrameSink_dcs::DispatchCardData(WORD wCurrentUser, bool bTail) { //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; } mBCanShowLeft = TRUE; //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 BYTE ActionCard[3] = { 0 }; //操作牌值 BYTE AnActionCount = 0; //发送扑克 m_cbSendCardCount++; --m_cbLeftCardCount;//剩余牌减少 m_cbSendCardData = m_cbRepertoryCard[--m_cbShiJiLeftCardCount];//实际剩余牌减少 CChiHuRight chr; BYTE TaiShu = 0; // m_bGangStatus = bTail; m_bUsersGangStatus[wCurrentUser] = bTail; m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wCurrentUser], m_WeaveItemArray[wCurrentUser], m_cbWeaveItemCount[wCurrentUser], m_cbSendCardData, chr, TaiShu, bTail); ////////////////////////////////////////////////////////////////////////// //定财神 判断是否可以定财神 BYTE TempCardIndex[MAX_INDEX] = { 0 }; CopyMemory(TempCardIndex, m_cbCardIndex[wCurrentUser], MAX_INDEX); std::vector vCards; if (GetMagicCardAndTaiNum(TempCardIndex, wCurrentUser, m_cbSendCardData, vCards,TRUE)) { m_cbUserAction[wCurrentUser] |= WIK_CanDingMagic; } ////////////////////////////////////////////////////////////////////////// //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 tagGangCardResult GangCardResult; ZeroMemory(&GangCardResult, sizeof(GangCardResult)); 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_WeaveItemArray[wCurrentUser], m_cbWeaveItemCount[wCurrentUser], GangCardResult); } //听牌计算 // 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 if (!(m_cbUserAction[wCurrentUser] & WIK_ZI_MO)) TingCard(m_wCurrentUser); //构造数据 CMD_S_SendCard SendCard; ZeroMemory(&SendCard, sizeof(SendCard)); SendCard.wCurrentUser = wCurrentUser; SendCard.bTail = bTail; SendCard.bLeftCardCount = m_cbLeftCardCount; SendCard.cbActionMask = m_cbUserAction[wCurrentUser]; SendCard.cbCardData = m_cbSendCardData; SparrowMaJiang::PB_CS_S_SendCard Card; Card.set_wcurrentuser(SendCard.wCurrentUser); Card.set_btail(SendCard.bTail); Card.set_bleftcardcount(SendCard.bLeftCardCount); Card.set_cbactionmask(SendCard.cbActionMask); Card.set_cbcarddata(SendCard.cbCardData); std::string pbdatas = Card.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_SEND_CARD, (void*)pbdatas.c_str(), pbdatas.length()); //发送数据 for (int i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } if (i == m_wCurrentUser) { //发送给摸牌玩家的数据,附带麻将牌面数据 for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)//先暗杠后补杠牌数据 SendCard.cbActionCard[j] = GangCardResult.cbCardData[j]; SendCard.cbCardData = m_cbSendCardData; SendCard.cbActionMask = m_cbUserAction[wCurrentUser]; //m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard)); for (BYTE j = 0; j < GangCardResult.cbCardCount; j++) { Card.add_cbactioncard(SendCard.cbActionCard[j]); } Card.set_cbactionmask(SendCard.cbActionMask); Card.set_cbcarddata(SendCard.cbCardData); std::string pbdata = Card.SerializePartialAsString(); m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length()); } 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) ZeroMemory(SendCard.cbActionCard, sizeof(SendCard.cbActionCard)); SendCard.cbCardData = 0x00; SendCard.cbActionMask = 0x0000; for (BYTE j = 0; j < GangCardResult.cbCardCount; j++) { Card.add_cbactioncard(SendCard.cbActionCard[j]); } Card.set_cbactionmask(SendCard.cbActionMask); Card.set_cbcarddata(SendCard.cbCardData); std::string pbdata = Card.SerializePartialAsString(); m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length()); } } SendCard.cbActionMask = 0; SendCard.cbCardData = 0; Card.set_cbactionmask(SendCard.cbActionMask); Card.set_cbcarddata(SendCard.cbCardData); std::string pbdata = Card.SerializePartialAsString(); //给旁观者的抓牌动作 m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length()); if (m_TabbOutCardCout[m_wCurrentUser] > 0)//有听牌就发一个听牌协议 { HttpTingCard(m_wCurrentUser); } return true; } //响应判断 bool CTableFrameSink_dcs::EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind) { //财神牌不判断 if (m_GameLogic.IsMagicCard(cbCenterCard))return false; //变量定义 bool bAroseAction[GAME_PLAYER] = { false }; bool mbAroseAction = false; //吃牌判断,出牌玩家下家位置 WORD wEatUser = (wCenterUser + 1) % mPlayGameUserCount; if (m_bTwoPlayerFlag&&wEatUser == TowMjNullseat) { wEatUser++; } //用户状态 ZeroMemory(m_bResponse, sizeof(m_bResponse)); ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction)); ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction)); bool bHaveQiangGang = false; //动作判断 for (WORD nUserIndex = 0; nUserIndex < mPlayGameUserCount; nUserIndex++) { if (m_bTwoPlayerFlag&&nUserIndex == TowMjNullseat) { continue; } //用户过滤 if (wCenterUser == nUserIndex) continue; //出牌类型 if (EstimatKind == EstimatKind_OutCard) { CChiHuRight Chr; BYTE TaiShu = 0; int wAction = 0; /* wAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu); if (wAction != WIK_NULL) { m_cbUserAction[nUserIndex] = WIK_CHI_HU; if (m_cbOutCardCount == 1 &&(m_wBankerUser&0xff)!=nUserIndex&&mMjType==0) { m_cbUserAction[nUserIndex] = WIK_DI_CHIHU; } } */ //确定只有下家才能吃牌 if (wEatUser == nUserIndex) { m_cbUserAction[nUserIndex] |= m_GameLogic.EstimateEatCard(m_cbCardIndex[nUserIndex], cbCenterCard); } //碰牌判断 m_cbUserAction[nUserIndex] |= m_GameLogic.EstimatePengCard(m_cbCardIndex[nUserIndex], cbCenterCard); /*if (m_cbUserAction[nUserIndex]& WIK_PENG || m_cbUserAction[nUserIndex] & WIK_DAN_PENG|| m_cbUserAction[nUserIndex] & WIK_PENG ) { if (m_cbLastDisCardData[nUserIndex][m_cbLastDisCount[nUserIndex]]> 0) { m_cbLastDisCardData[nUserIndex][m_cbLastDisCount[nUserIndex]--]--; } }*/ //杠牌判断 if (m_cbLeftCardCount > 0) { m_cbUserAction[nUserIndex] |= m_GameLogic.EstimateGangCard(m_cbCardIndex[nUserIndex], cbCenterCard); } } if (EstimatKind == EstimatKind_GangCard) { CChiHuRight Chr; BYTE TaiShu = 0; //int wAction = 0; int GangStatus = m_bUsersGangStatus[wCenterUser]; BYTE TempCardIndex[MAX_INDEX] = { 0 }; CopyMemory(TempCardIndex, m_cbCardIndex[nUserIndex], MAX_INDEX); //wAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu, false, GangStatus); ////////////////////////////////////////////////////////////////////////// //优先算 无财神胡 ////////////////////////////////////////////////////////////////////////// CGameLogic_dcs TempGameLogic(this); BOOL bCanWuMacHu = FALSE; TempGameLogic.SetMagicIndex(MAX_INDEX, MAX_INDEX); TempCardIndex[TempGameLogic.SwitchToCardIndex(cbCenterCard)]++; if (TempGameLogic.AnalyseCardNew(TempCardIndex, m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex])) { TempGameLogic.mSunTaiJiangInColor = TempGameLogic.mJiangInColor; int nTai = TempGameLogic.AnalyseCardTaiNum(TempCardIndex, m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex]); if (nTai>=3) { bCanWuMacHu = TRUE; } } TempCardIndex[TempGameLogic.SwitchToCardIndex(cbCenterCard)]--; ////////////////////////////////////////////////////////////////////////// // TempCardIndex[m_GameLogic.SwitchToCardIndex(cbCenterCard)]++; std::vector vCards; GetMagicCardAndTaiNum(TempCardIndex, nUserIndex, cbCenterCard, vCards); if (vCards.size() > 0) { BYTE TempRecordIndex[MAX_INDEX] = { 0 }; int caiCardsCount = 0; BYTE tmpCardMagicLeftAndRight[MAX_COUNT] = { 0 }; INT tmpCardMagicLeftAndRightCount = 0; BYTE Cards[2] = { 0 }; if (vCards[0].bDuCanHu) { Cards[0] = vCards[0].MagicCard|DingDuGao2; } else { if (GetCardCanHuWithAll(vCards[0].MagicCard, vCards) && !CardInAll(vCards[0].MagicCard, tmpCardMagicLeftAndRight, tmpCardMagicLeftAndRightCount)) { Cards[0] = vCards[0].MagicCard | DingLeftAndRightGao2; tmpCardMagicLeftAndRight[tmpCardMagicLeftAndRightCount++] = vCards[0].MagicCard; } if (vCards[0].MagicCardNext != 0) { if (GetCardCanHuWithAll(vCards[0].MagicCardNext, vCards) && !CardInAll(vCards[0].MagicCardNext, tmpCardMagicLeftAndRight, tmpCardMagicLeftAndRightCount)) { Cards[1] = vCards[0].MagicCardNext | DingLeftAndRightGao2; tmpCardMagicLeftAndRight[tmpCardMagicLeftAndRightCount++] = vCards[0].MagicCardNext; } } if (!CardInAll(vCards[0].MagicCard, tmpCardMagicLeftAndRight, tmpCardMagicLeftAndRightCount)) { Cards[0] = vCards[0].MagicCard | DingRightGao2; } if (!CardInAll(vCards[0].MagicCardNext, tmpCardMagicLeftAndRight, tmpCardMagicLeftAndRightCount)) { Cards[1] = vCards[0].MagicCardNext | DingLeftGao2; } } CMD_S_NOTIFY_QIANGGH SNotify; if (bCanWuMacHu==FALSE) { SNotify.caiCards[0] = Cards[0]; SNotify.caiCards[1] = Cards[1]; } else { SNotify.caiCards[0] = 0; SNotify.caiCards[1] = 0; } SNotify.cbActionCard = cbCenterCard; SNotify.cbActionMask = WIK_Qiang_GANG; SNotify.wResumeUser = wCenterUser; CopyMemory(&mCmd_NotifyQianggh[nUserIndex], &SNotify, sizeof(CMD_S_NOTIFY_QIANGGH)); SparrowMaJiang::PB_CS_S_NOTIFY_QIANGGH pQiangGang; pQiangGang.set_cbactioncard(SNotify.cbActionCard); pQiangGang.set_cbactionmask(SNotify.cbActionMask); pQiangGang.set_wresumeuser(SNotify.wResumeUser); for (BYTE j = 0; j < mPlayGameUserCount; j++) { pQiangGang.add_caicards(SNotify.caiCards[j]); } std::string pbdate = pQiangGang.SerializePartialAsString(); m_pITableFrame->SendTableData(nUserIndex, SUB_S_NOTIFY_QIANGGH, (void*)pbdate.c_str(), pbdate.length()); bHaveQiangGang = true; m_cbUserAction[nUserIndex] = WIK_Qiang_GANG; } // if (wAction&WIK_ZI_MO) // { // m_cbUserAction[nUserIndex] |= WIK_ZI_MO; // } } //结果判断 if (m_cbUserAction[nUserIndex] != WIK_NULL) { bAroseAction[nUserIndex] = true; if (m_cbUserAction[nUserIndex] & (WIK_PENG | WIK_CHI_HU | WIK_PENG_PENG)) { BYTE bTemp = 0; //记忆牌有多少张 for (BYTE j = 0; j < m_cbLastDisCount[nUserIndex]; j++) { //如果在一圈中 记忆1个一样的牌 则不能操作 if (m_cbLastDisCardData[nUserIndex][j] == cbCenterCard) { m_cbUserAction[nUserIndex] = m_cbUserAction[nUserIndex] & (~(WIK_PENG | WIK_CHI_HU | WIK_PENG_PENG)); if (m_cbUserAction[nUserIndex] == WIK_NULL) bAroseAction[nUserIndex] = false; } } } } } for (int nUserIndex = 0; nUserIndex < mPlayGameUserCount; nUserIndex++) { if (m_bTwoPlayerFlag&&nUserIndex == TowMjNullseat) { continue; } if (bAroseAction[nUserIndex] == true) { mbAroseAction = true; break; } } //结果处理 if (mbAroseAction == true && bHaveQiangGang == FALSE) { //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; } if (bHaveQiangGang) { m_wProvideUser = wCenterUser; m_cbProvideCard = cbCenterCard; m_wResumeUser = m_wCurrentUser; m_wCurrentUser = INVALID_CHAIR; return true; } return false; } //胡的这张牌 牌堆里面还有几张 //计算方式 服务器上剩余里面的牌,+其他三位位玩家手牌= 该胡牌个数 BYTE CTableFrameSink_dcs::RemainNum(WORD wChairId, const BYTE m_cbCard, BYTE cbOutCardIndex) { BYTE m_cbNum = 0; BYTE mCard[MAX_INDEX] = { 0 }; //把所有当前用户可以看到的牌 都扔到这个数组中 BYTE TempIndex = m_GameLogic.SwitchToCardIndex(m_cbCard); for (BYTE i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } 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) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 3; } if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_LEFT) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 1)]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 2)]++; } if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_RIGHT) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 1)]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 2)]++; } if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_CENTER) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 1)]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 1)]++; } if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_MING_GANG || (i == wChairId&&m_WeaveItemArray[i][k].cbWeaveKind == WIK_AN_GANG)) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 4; } if (m_WeaveItemArray[i][k].cbWeaveKind& (WIK_SHUANG_CAICHI | WIK_SHUANG_PENG | WIK_DAN_CHI)) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++; } if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_DAN_PENG) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 2; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++; } if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_DAN_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_DAN_AN_GANG)) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 3; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++; } if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_SHUANG_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_SHUANG_AN_GANG)) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 2; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++; } if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_SAN_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_SAN_AN_GANG)) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 1; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[2])]++; } if (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_QUANG_AN_GANG) { mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[2])]++; mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[3])]++; } if (m_WeaveItemArray[i][k].cbWeaveKind & (WIK_BU_GANG | WIK_DAN_BU_GANG)) { for (int m = 0; m < 4; m++) { if (m_WeaveItemArray[i][k].cbMargicOffset[m] != 0) mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[m])]++; else mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] ++; } } } } //8个财神变7个 在加回来一个 //非包麻将 需要计算翻财神的那张牌 BYTE cbMagicFirstIndex = m_GameLogic.SwitchToCardIndex(m_cbMagicFirstData); if (mCard[cbMagicFirstIndex] < 4) { mCard[cbMagicFirstIndex]++; } //非包麻将 不需要把财神那张牌加入落地牌 //增加自己假设去掉的牌 这样才真正的标示 牌桌加手牌 mCard[cbOutCardIndex]++; 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 = 0; return m_cbNum; } //对手牌遍历,并把该牌减去,然后分析这13张拍能胡什么 bool CTableFrameSink_dcs::TingCard(WORD wChairID) { m_PaiQuan[wChairID] = 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 BYTE WilEnumCard[MAX_INDEX] = { 0 }; m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], WilEnumCard); for (BYTE i = 0; i < MAX_INDEX; i++) { if (m_cbCardIndex[wChairID][i] == 0)continue; if (--m_cbCardIndex[wChairID][i] < 0){ ASSERT(false); return false; } //if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID],FanHui)) //{ m_TabbOutCardData[wChairID][m_TabbOutCardCout[wChairID]] = 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 if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, WilEnumCard, wChairID)) { for (BYTE j = 0; j < MAX_INDEX; j++) { if (m_cbTingPai[j] > 0) { if (m_cbTingParCount == 19) { m_cbTingParCount++; break; } m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j); //计算所胡的这张牌 还剩余几张 BYTE num = RemainNum(wChairID, m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]][m_cbTingParCount - 1], i); m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, m_cbTingPai[j], m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]][m_cbTingParCount - 1]); } } if (m_cbTingParCount == 20) { m_TabbTingCardCount[wChairID][m_TabbOutCardCout[wChairID]] = 255; ZeroMemory(m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]], m_cbTingParCount); } else m_TabbTingCardCount[wChairID][m_TabbOutCardCout[wChairID]] = m_cbTingParCount; } if (m_cbTingParCount > 0) m_TabbOutCardCout[wChairID]++; else{ m_TabbOutCardData[wChairID][m_TabbOutCardCout[wChairID]] = 0; } //} m_cbCardIndex[wChairID][i]++; } return true; } bool CTableFrameSink_dcs::OutTingCard(WORD wChairID, BYTE cardIndex) { m_PaiQuan[wChairID] = 1; m_TabbOutCardCout[wChairID] = 1; //可以打出的牌就听牌的个数,当打出牌已经完成,默认255不存在 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 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 BYTE FanHui[MAX_INDEX] = { 0 }; m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], FanHui); if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, FanHui, wChairID)) { for (BYTE j = 0; j < MAX_INDEX; j++) { if (m_cbTingPai[j] > 0) { if (m_cbTingParCount == 19) { m_cbTingParCount++; break; } m_TabbTingCardData[wChairID][0][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j); //用户ID BYTE num = RemainNum(wChairID, m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1], cardIndex); m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, m_cbTingPai[j], m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1]); } } if (m_cbTingParCount == 20) { m_TabbTingCardCount[wChairID][0] = 255; ZeroMemory(m_TabbTingCardData[wChairID][0], m_cbTingParCount); } else { m_TabbTingCardCount[wChairID][0] = m_cbTingParCount; } return true; } return false; } void CTableFrameSink_dcs::HttpTingCard(WORD wChairID) { CMD_S_TingCard strTingCard; ZeroMemory(&strTingCard, sizeof(strTingCard)); strTingCard.bPaiQuan = m_PaiQuan[wChairID]; strTingCard.bOutCardCout = m_TabbOutCardCout[wChairID]; CopyMemory(strTingCard.bOutCardData, m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); CopyMemory(strTingCard.bTingCardCount, m_TabbTingCardCount[wChairID], sizeof(m_TabbTingCardCount[wChairID])); CopyMemory(strTingCard.bTingCardData, m_TabbTingCardData[wChairID], sizeof(m_TabbTingCardData[wChairID])); SparrowMaJiang::PB_CS_S_TingCard Card; Card.set_bpaiquan(strTingCard.bPaiQuan); Card.set_boutcardcout(strTingCard.bOutCardCout); for (BYTE j = 0; j < strTingCard.bOutCardCout; j++) { Card.add_boutcarddata(strTingCard.bOutCardData[j]); } for (BYTE j = 0; j < strTingCard.bOutCardCout; j++) { Card.add_btingcardcount(strTingCard.bTingCardCount[j]); } for (BYTE i = 0; i < strTingCard.bOutCardCout; i++) { SparrowMaJiang::pb_bTingCardData* CardData = Card.add_btingcarddata(); for (BYTE j = 0; j < strTingCard.bTingCardCount[i]; j++) { CardData->add_btingcarddatas(strTingCard.bTingCardData[i][j]); } } std::string pbdata = Card.SerializePartialAsString(); m_pITableFrame->SendTableData(wChairID, SUB_S_TING_CARD, (void*)pbdata.c_str(), pbdata.length()); } void CTableFrameSink_dcs::HttpOperateResult(WORD wChairID, BYTE cbCaiShenCard[4], int cbOperateCode, BYTE cbOperateCard, int cbActionMask, WORD cbActionCard[6]) { if (cbOperateCode & WIK_GANG_GANG) {//构造结果 CMD_S_OperateResult OperateResult; memset(&OperateResult, 0, sizeof(OperateResult)); OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = cbOperateCard; CopyMemory(OperateResult.cbCaiShenCard, cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard)); OperateResult.cbActionMask = cbActionMask; CopyMemory(OperateResult.cbActionCard, cbActionCard, sizeof(OperateResult.cbActionCard)); SparrowMaJiang::PB_CS_S_OperateResult Result; Result.set_woperateuser(OperateResult.wOperateUser); Result.set_cboperatecard(OperateResult.cbOperateCard); Result.set_cboperatecode(OperateResult.cbOperateCode); Result.set_wprovideuser(OperateResult.wProvideUser); for (BYTE j = 0; j < 4; j++) { Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]); } Result.set_cbactionmask(OperateResult.cbActionMask); for (BYTE j = 0; j < 6; j++) { Result.add_cbactioncard(OperateResult.cbActionCard[j]); } //发送数据 std::string pbdata = Result.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); //发送消息 m_pITableFrame->SendTableData(wChairID, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); ZeroMemory(OperateResult.cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard)); for (BYTE j = 0; j < 4; j++) { Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]); } for (BYTE i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } if (i == wChairID)continue; //发送消息 m_pITableFrame->SendTableData(i, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); } m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); } else { CMD_S_OperateResult OperateResult; memset(&OperateResult, 0, sizeof(OperateResult)); OperateResult.wOperateUser = wChairID; OperateResult.wProvideUser = m_wProvideUser; if (cbOperateCode &(WIK_DAN_BU_GANG | WIK_BU_GANG)) OperateResult.wProvideUser = wChairID; OperateResult.cbOperateCode = cbOperateCode; OperateResult.cbOperateCard = cbOperateCard; CopyMemory(OperateResult.cbCaiShenCard, cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard)); OperateResult.cbActionMask = cbActionMask; CopyMemory(OperateResult.cbActionCard, cbActionCard, sizeof(OperateResult.cbActionCard)); SparrowMaJiang::PB_CS_S_OperateResult Result; Result.set_woperateuser(OperateResult.wOperateUser); Result.set_cboperatecard(OperateResult.cbOperateCard); Result.set_cboperatecode(OperateResult.cbOperateCode); Result.set_wprovideuser(OperateResult.wProvideUser); for (BYTE j = 0; j < 4; j++) { Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]); } Result.set_cbactionmask(OperateResult.cbActionMask); for (BYTE j = 0; j < 6; j++) { Result.add_cbactioncard(OperateResult.cbActionCard[j]); } //发送数据 std::string pbdata = Result.SerializePartialAsString(); RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length()); } } BYTE CTableFrameSink_dcs::GetNextMagicCardData(BYTE cbMagicCardFirstData) { BYTE TmpCardData = 0; BYTE HuaSe = m_GameLogic.GetCardColor(cbMagicCardFirstData); switch (HuaSe) { case 0: case 1: case 2: { if ((cbMagicCardFirstData & MASK_VALUE) == 0x09) { TmpCardData = (cbMagicCardFirstData & MASK_COLOR) | 0x01; } else { TmpCardData = cbMagicCardFirstData + 1; } break; } case 3: { if ((cbMagicCardFirstData & MASK_VALUE) == 0x04) { TmpCardData = (cbMagicCardFirstData & MASK_COLOR) | 0x01; } else if ((cbMagicCardFirstData & MASK_VALUE) == 0x07) { TmpCardData = cbMagicCardFirstData - 2; } else { TmpCardData = cbMagicCardFirstData + 1; } break; } default: { ASSERT(false); break; } } return TmpCardData; } BYTE CTableFrameSink_dcs::GetLastMagicCardData(BYTE cbMagicCardFirstIndex) { BYTE TmpCardData = 0; BYTE HuaSe = m_GameLogic.GetCardColor(cbMagicCardFirstIndex); switch (HuaSe) { case 0: case 1: case 2: { if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x01) { TmpCardData = (cbMagicCardFirstIndex & MASK_COLOR) | 0x09; } else { TmpCardData = cbMagicCardFirstIndex - 1; } break; } case 3: { if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x01) { TmpCardData = (cbMagicCardFirstIndex & MASK_COLOR) | 0x04; } else if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x05) { TmpCardData = cbMagicCardFirstIndex + 2; } else { TmpCardData = cbMagicCardFirstIndex - 1; } break; } default: { ASSERT(false); break; } } return TmpCardData; } void CTableFrameSink_dcs::FanMagicCaculation(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score) { int tmpScorTai = 1; if (nTai >= 3) { tmpScorTai = nTai - 2; } switch (WinWay) { case win_qianggang:{ WinQiangGang_Score(WinChairID, tmpScorTai, WinWay, provideUserID, chr, cmd_Score); break; } case Win_ZiMo:{ WinFanMagic_ZiMo_Score(WinChairID, tmpScorTai, WinWay, provideUserID, cmd_Score); break; } case win_DiHu:{ WinFanMagic_DiHu_Score(WinChairID, tmpScorTai, WinWay, provideUserID, cmd_Score); break; } default: break; } } /* int TempInfoScore = 0; int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum); for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动 { if (i == WinChairID)continue; LianXuHuPai[i] = 0; if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum) { cmd_Score.lGangScore[i] -= nFengDingNum; } else { cmd_Score.lGangScore[i] -= m_gameConfig.wDiScore *pow(2, nTai); } m_lGameScore[i] += cmd_Score.lGangScore[i]; m_lGameTatolScore[i] += cmd_Score.lGangScore[i]; cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i]; TempInfoScore -= cmd_Score.lGangScore[i]; } cmd_Score.lGangScore[WinChairID] = TempInfoScore; m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID]; */ void CTableFrameSink_dcs::WinQiangGang_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score) { //计算4家积分变动 输家 同时包赔3家的 int TempInfoScore = 0; int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum-2); //32 for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动 { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } if (i == WinChairID)continue; LianXuHuPai[i] = 0; if (i == m_wProvideUser) { int nOneUserScore = 0; if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum) { nOneUserScore -= nFengDingNum; } else { nOneUserScore -= m_gameConfig.wDiScore *pow(2, nTai); } cmd_Score.lGangScore[i] += nOneUserScore; TempInfoScore -= nOneUserScore; } else { int nOneUserScore = 0; if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum) { nOneUserScore -= nFengDingNum; } else { nOneUserScore -= (m_gameConfig.wDiScore*pow(2, nTai)); } cmd_Score.lGangScore[provideUserID] += nOneUserScore; m_lGameTatolScore[i] += cmd_Score.lGangScore[i]; cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i]; TempInfoScore -= nOneUserScore; } } m_lGameScore[m_wProvideUser] += cmd_Score.lGangScore[m_wProvideUser]; m_lGameTatolScore[m_wProvideUser] += cmd_Score.lGangScore[m_wProvideUser]; cmd_Score.cbWanJiaScore[m_wProvideUser] = m_lGameTatolScore[m_wProvideUser]; cmd_Score.lGangScore[WinChairID] = TempInfoScore; m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID]; } // //void CTableFrameSink_dcs::WinFanMagic_FangPao_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score) //{ // int TempInfoScore = 0; // int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum); // for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动 // { // if (i == WinChairID)continue; // LianXuHuPai[i] = 0; // if (i == m_wProvideUser) // { // if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum) // { // cmd_Score.lGangScore[i] -= nFengDingNum; // } // else { // cmd_Score.lGangScore[i] -= m_gameConfig.wDiScore *pow(2, nTai); // } // // // m_lGameScore[i] += cmd_Score.lGangScore[i]; // m_lGameTatolScore[i] += cmd_Score.lGangScore[i]; // cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i]; // } // else // { // if (m_gameConfig.wDiScore *pow(2, nTai) / 2 >= nFengDingNum) // { // cmd_Score.lGangScore[i] -= nFengDingNum; // } // else { // cmd_Score.lGangScore[i] -= (m_gameConfig.wDiScore*pow(2, nTai) / 2); // } // m_lGameScore[i] += cmd_Score.lGangScore[i]; // m_lGameTatolScore[i] += cmd_Score.lGangScore[i]; // cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i]; // } // TempInfoScore -= cmd_Score.lGangScore[i]; // } // cmd_Score.lGangScore[WinChairID] = TempInfoScore; // m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; // m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; // cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID]; //} // //void CTableFrameSink_dcs::WinFangMagic_FangPao_QingYiSe_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight Userchr, CMD_S_GangScore& cmd_Score) //{ // int ProvideUserHaveTwoTai=false; // for (int i = 0; i < MAX_INDEX;i++) // { // CChiHuRight chr; // BYTE nTaiShu=0; // int TempAction; // TempAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[provideUserID], m_WeaveItemArray[provideUserID], // m_cbWeaveItemCount[provideUserID], m_GameLogic.SwitchToCardData(i), chr, nTaiShu); // if (TempAction!=WIK_NULL&&nTaiShu>2) // { // ProvideUserHaveTwoTai = true; // break; // } // if (TempAction!=WIK_NULL&&nTaiShu==2) // { // if (TempAction&ZJ_TAI_WuMagic) // { // continue; // } // else // { // ProvideUserHaveTwoTai = true; // break; // } // } // } // // if (ProvideUserHaveTwoTai) // { // WinFanMagic_FangPao_Score(WinChairID, nTai, WinWay, provideUserID, Userchr, cmd_Score); // } // else // { // //计算4家积分变动 输家 同时包赔3家的 // int TempInfoScore = 0; // int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum); //32 // for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动 // { // if (i == WinChairID)continue; // LianXuHuPai[i] = 0; // if (i == m_wProvideUser) // { // int nOneUserScore = 0; // if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum) // { // nOneUserScore -= nFengDingNum; // } // else { // nOneUserScore -= m_gameConfig.wDiScore *pow(2, nTai); // } // cmd_Score.lGangScore[i] += nOneUserScore; // TempInfoScore -= nOneUserScore; // } // else // { // int nOneUserScore = 0; // if (m_gameConfig.wDiScore *pow(2, nTai) / 2 >= nFengDingNum) // { // nOneUserScore -= nFengDingNum; // } // else { // nOneUserScore -= (m_gameConfig.wDiScore*pow(2, nTai) / 2); // // } // cmd_Score.lGangScore[provideUserID] += nOneUserScore; // // // m_lGameTatolScore[i] += cmd_Score.lGangScore[i]; // cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i]; // TempInfoScore -= nOneUserScore; // } // // } // // m_lGameScore[m_wProvideUser] += cmd_Score.lGangScore[m_wProvideUser]; // m_lGameTatolScore[m_wProvideUser] += cmd_Score.lGangScore[m_wProvideUser]; // cmd_Score.cbWanJiaScore[m_wProvideUser] = m_lGameTatolScore[m_wProvideUser]; // // cmd_Score.lGangScore[WinChairID] = TempInfoScore; // m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; // m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; // cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID]; // } // //} void CTableFrameSink_dcs::WinFanMagic_ZiMo_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score) { int TempInfoScore = 0; int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum-2); for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动 { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } if (i == WinChairID)continue; LianXuHuPai[i] = 0; if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum) { cmd_Score.lGangScore[i] -= nFengDingNum; } else { cmd_Score.lGangScore[i] -= m_gameConfig.wDiScore *pow(2, nTai); } m_lGameScore[i] += cmd_Score.lGangScore[i]; m_lGameTatolScore[i] += cmd_Score.lGangScore[i]; cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i]; TempInfoScore -= cmd_Score.lGangScore[i]; } cmd_Score.lGangScore[WinChairID] = TempInfoScore; m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID]; cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID]; } void CTableFrameSink_dcs::WinFanMagic_DiHu_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score) { WinFanMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score); } void CTableFrameSink_dcs::CaculationScore(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight UserChr, CMD_S_GangScore& cmd_Score) { FanMagicCaculation(WinChairID, nTai, WinWay, provideUserID, UserChr, cmd_Score); } void CTableFrameSink_dcs::WritePaiCardData(TCHAR* TableId, int count) { if (!mBWriteTableData) { return; } SYSTEMTIME stTime; GetLocalTime(&stTime); CString sTimerDir; sTimerDir.Format(_T("%d月%d日-%d时"), stTime.wMonth, stTime.wDay, stTime.wHour); CString strFileName; if (mTableDatastrPath.IsEmpty()) { strFileName.Format(_T("TableData\\%s\\Table_%s_%d.dat"), TableId, sTimerDir.GetBuffer(), count); } else { strFileName.Format(_T("%s\\TableData\\%s\\Table_%s_%d.dat"), mTableDatastrPath.GetBuffer(), sTimerDir.GetBuffer(), TableId, count); } CString strCreate; strCreate = mTableDatastrPath; PathAppend(strCreate.GetBufferSetLength(MAX_PATH), _T("\\TableData")); strCreate.ReleaseBuffer(); if (!PathFileExists(strCreate.GetBuffer())) { CreateDirectory(strCreate.GetBuffer(), NULL); } PathAppend(strCreate.GetBufferSetLength(MAX_PATH), sTimerDir.GetBuffer()); strCreate.ReleaseBuffer(); if (!PathFileExists(strCreate.GetBuffer())) { CreateDirectory(strCreate.GetBuffer(), NULL); } HANDLE hFile = CreateFile(strFileName, GENERIC_WRITE, FILE_SHARE_WRITE, NULL, CREATE_NEW, NULL, NULL); if (hFile != INVALID_HANDLE_VALUE) { DWORD dwWrite; WriteFile(hFile, m_cbRepertoryCard, m_cbTotalCardCount, &dwWrite, NULL); CloseHandle(hFile); } } void CTableFrameSink_dcs::ReadGameData() { CString strFileName; strFileName = _T("Table.dat"); if (!PathFileExists(_T("Table.dat"))) { return; } HANDLE hFile = CreateFile(strFileName, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_ALWAYS, NULL, NULL); if (hFile != INVALID_HANDLE_VALUE) { DWORD dwRead; DWORD dwFileSize; DWORD fileSize = GetFileSize(hFile, &dwFileSize); if (fileSize != m_cbTotalCardCount) { CloseHandle(hFile); return; } SetFilePointer(hFile, 0, 0, FILE_BEGIN); //BYTE tmpCard[MAX_REPERTORY_ZJ] = { 0 }; ReadFile(hFile, m_cbRepertoryCard, m_cbTotalCardCount, &dwRead, NULL); CloseHandle(hFile); /* for (BYTE i = 0; i < MAX_REPERTORY_ZJ; i++) { ASSERT(i < MAX_REPERTORY_ZJ); m_cbRepertoryCard[i] = tmpCard[MAX_REPERTORY_ZJ - i - 1]; } */ } } //打印玩家所有积分 void CTableFrameSink_dcs::PrintUsersScore(LPCTSTR lpstrInfo) { //OutputDebugString(lpstrInfo); CString strInfo; for (int i = 0; i < mPlayGameUserCount; i++) { if (m_bTwoPlayerFlag&&i == TowMjNullseat) { continue; } CString strTmp; strTmp.Format(_T("UserID =%d 本次变更积分 %d 本局剩余拥有积分%d"), i, m_lGameScore[i], m_lGameTatolScore[i]); //OutputDebugString(strTmp); } } bool CTableFrameSink_dcs::UserDingMagicCard(WORD wChairID) { //获取玩家手牌 //获取玩家已经吃碰的牌 //将吃碰的牌 在手牌中删除。 //将手牌作为财神 进行判断 是否可以胡牌 //m_cbCardIndex[wTargetUser], m_WeaveItemArray[wTargetUser], // m_cbWeaveItemCount[wTargetUser], BYTE tmpRecordDcsCars[MAX_COUNT] = { 0 }; BYTE tmpRecordDscCardsOld[MAX_COUNT] = { 0 }; int nRecordCount = 0; BYTE TempUserCards[MAX_INDEX] = { 0 }; CopyMemory(TempUserCards, m_cbCardIndex[wChairID], MAX_INDEX); BYTE WeaveCards[MAX_COUNT] = { 0 }; int nCount = 0; GetOneWeaveItemCards(m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], WeaveCards, nCount); for (int i = 0; i < nCount; i++) { int nIndex = m_GameLogic.SwitchToCardIndex(WeaveCards[i]); TempUserCards[nIndex] = 0; } //减去手牌中定财神 与 Weave冲突的牌。 //计算2次 第一次 计算独财神 第二次 计算连续财神 for (int i = 0; i < MAX_INDEX; i++)//第一次循环 把所有能够读财神的记录了。 { if (TempUserCards[i] == 0) { continue; } TempUserCards[i] = 0; CGameLogic_dcs TempGameLogic(this); BYTE cbCard = TempGameLogic.SwitchToCardData(i); if (CardInCardArray(cbCard, WeaveCards, nCount)) { continue; } TempGameLogic.SetMagicIndex(TempGameLogic.SwitchToCardIndex(cbCard), MAX_INDEX); BYTE TaiShu = 0; // BYTE TempAction = TempGameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], // m_cbWeaveItemCount[wChairID], NULL, chr, TaiShu); if (TempGameLogic.AnalyseCardNew(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID])) { TempGameLogic.mSunTaiJiangInColor = TempGameLogic.mJiangInColor; TaiShu = TempGameLogic.AnalyseCardTaiNum(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID]); } if (TaiShu >= DingMagicMinTai) { tmpRecordDcsCars[nRecordCount] = cbCard; tmpRecordDscCardsOld[nRecordCount] = cbCard; tmpRecordDcsCars[nRecordCount] |= 0x80; nRecordCount++; } } //把手牌中已经能够独财胡的 左右2张牌都干掉。 for (size_t i = 0; i < nRecordCount; i++) { BYTE cbCard = GetNextMagicCardData(tmpRecordDscCardsOld[i]); if (TempUserCards[m_GameLogic.SwitchToCardIndex(cbCard)]>0) { TempUserCards[m_GameLogic.SwitchToCardIndex(cbCard)] = 0; tmpRecordDcsCars[nRecordCount] = cbCard; tmpRecordDscCardsOld[nRecordCount] = cbCard; nRecordCount++; } cbCard = GetLastMagicCardData(tmpRecordDscCardsOld[i]); if (TempUserCards[m_GameLogic.SwitchToCardIndex(cbCard)] > 0) { TempUserCards[m_GameLogic.SwitchToCardIndex(cbCard)] = 0; tmpRecordDcsCars[nRecordCount] = cbCard; tmpRecordDscCardsOld[nRecordCount] = cbCard; nRecordCount++; } } //在手牌中 寻找连续的2张牌 进行胡牌判断 std::vector TmpCards; GetLianXuCards(TempUserCards, TmpCards); for (int i = 0; i < TmpCards.size(); i++) { CGameLogic_dcs TempGameLogic(this); TempGameLogic.SetMagicIndex(TempGameLogic.SwitchToCardIndex(TmpCards[i].firstCardIndex), TmpCards[i].secCardIndex); CChiHuRight chr; BYTE TaiShu = 0; BYTE TempAction = TempGameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, TaiShu); if (TempAction == WIK_ZI_MO&&TaiShu >= DingMagicMinTai) { tmpRecordDcsCars[nRecordCount++] = m_GameLogic.SwitchToCardData(TmpCards[i].firstCardIndex); tmpRecordDcsCars[nRecordCount++] = m_GameLogic.SwitchToCardData(TmpCards[i].secCardIndex); } } ////////////////////////////////////////////////////////////////////////// //判定无财神 ////////////////////////////////////////////////////////////////////////// CMD_S_DING_CAI_RESULT DcResult; DcResult.cbIsWCHu = false; { CGameLogic_dcs TempGameLogic(this); TempGameLogic.SetMagicIndex(MAX_INDEX, MAX_INDEX); BYTE TaiShu = 0; if (TempGameLogic.AnalyseCardNew(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID])) { TempGameLogic.mSunTaiJiangInColor = TempGameLogic.mJiangInColor; TaiShu = TempGameLogic.AnalyseCardTaiNum(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID]); } if (TaiShu >= DingMagicMinTai) { DcResult.cbIsWCHu = TRUE; OutputDebugString(_T("无财胡")); } } if (nRecordCount >= 1) { DcResult.cbResult = 1; } else { DcResult.cbResult = 0; } for (int i = 0; i < nRecordCount; i++) { CString str; if ((tmpRecordDcsCars[i] & 0x80) != 0) { str.Format(_T("独财神 %02x"), tmpRecordDcsCars[i] ^ 0x80); OutputDebugString(str); } else{ str.Format(_T("财神 %02x"), tmpRecordDcsCars[i]); OutputDebugString(str); } } CopyMemory(DcResult.caiCards, tmpRecordDcsCars, nRecordCount); SparrowMaJiang::PB_CS_S_DING_CAI_RESULT pDcResult; pDcResult.set_cbiswchu(DcResult.cbIsWCHu); pDcResult.set_cbresult(DcResult.cbResult); for (BYTE j = 0; j < MAX_INDEX; j++) { pDcResult.add_caicards(DcResult.caiCards[j]); } std::string pbdate = pDcResult.SerializePartialAsString(); RepayRecord(wChairID, SUB_S_DING_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length()); //发送消息 m_pITableFrame->SendTableData(wChairID, SUB_S_DING_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length()); return TRUE; } bool CTableFrameSink_dcs::GetOneWeaveItemCards(const tagWeaveItem WeaveItem[], BYTE cbWeaveCount, BYTE * cbCards, INT & CardsCount) { int nCards = 0; for (int i = 0; i < cbWeaveCount; i++) { switch (WeaveItem[i].cbWeaveKind) { case WIK_PENG: case WIK_BU_GANG: case WIK_MING_GANG: case WIK_AN_GANG: { cbCards[nCards++] = WeaveItem[i].cbCenterCard; break; } case WIK_LEFT:{ cbCards[nCards++] = WeaveItem[i].cbCenterCard; cbCards[nCards++] = WeaveItem[i].cbCenterCard + 1; cbCards[nCards++] = WeaveItem[i].cbCenterCard + 2; break; } case WIK_CENTER:{ cbCards[nCards++] = WeaveItem[i].cbCenterCard - 1; cbCards[nCards++] = WeaveItem[i].cbCenterCard; cbCards[nCards++] = WeaveItem[i].cbCenterCard + 1; break; } case WIK_RIGHT:{ cbCards[nCards++] = WeaveItem[i].cbCenterCard - 1; cbCards[nCards++] = WeaveItem[i].cbCenterCard - 2; cbCards[nCards++] = WeaveItem[i].cbCenterCard; break; } default: break; } } CardsCount = nCards; return TRUE; } bool CTableFrameSink_dcs::CardInCardArray(BYTE cbCard, BYTE* cbCards, int nCount) { for (int i = 0; i < nCount; i++) { if (cbCards[i] == cbCard) { return true; } } return false; } bool CTableFrameSink_dcs::GetLianXuCards(BYTE* CardsIndex, std::vector &vCards) { for (int i = 0; i < MAX_INDEX; i++) { if (CardsIndex[i] == 0) { continue; } int nNextIndex = m_GameLogic.SwitchToCardIndex(GetNextMagicCardData(i)); if (CardsIndex[nNextIndex] > 0) { CaiCards tmp; tmp.firstCardIndex = i; tmp.firstCardIndex = nNextIndex; vCards.push_back(tmp); } } return true; } #include bool comp(const CanDcsSt &a, const CanDcsSt &b){ return a.nTai > b.nTai; } //获取14张手牌(包括落地牌),能够当作财神的牌,以及此牌当财神时胡的 台数 bool CTableFrameSink_dcs::GetMagicCardAndTaiNum(BYTE* cardsIndex, WORD wChairID, BYTE cbCenterCard, std::vector &vCards, BOOL FindOneExit ) { //ZeroMemory(mCanDingCaiCardArray[wChairID], MAX_INDEX); memset(mCanDingCaiCardArray[wChairID], 4, MAX_INDEX); if (m_bQiangGang==true) { mCanDingCaiCardArray[wChairID][m_GameLogic.SwitchToCardIndex(cbCenterCard)] = 0; } CalculationMagicCards(wChairID); //第一步 根据落地派 获取能够当财神的牌的组合 BYTE CanMakeMagic[MAX_COUNT] = { 0 }; std::vector vCanMadeMagics; cardsIndex[m_GameLogic.SwitchToCardIndex(cbCenterCard)]++; GetCanMadeMagicCards(cardsIndex, vCanMadeMagics,wChairID); cardsIndex[m_GameLogic.SwitchToCardIndex(cbCenterCard)]--; std::vector::iterator it = vCanMadeMagics.begin(); for (; it != vCanMadeMagics.end(); it++) { int nTai = GetTaiNumFromCards(cardsIndex, wChairID, cbCenterCard, it->firstIndex, it->SecIndex, m_bQiangGang); if (nTai>0&&IsCanTianhu()&&FindOneExit==FALSE) { nTai = mMaxTaiNum; } if (nTai >= DingMagicMinTai) { CanDcsSt st; st.nTai = nTai; if (it->SecIndex == MAX_INDEX) { st.bDuCanHu = true; st.MagicCard = m_GameLogic.SwitchToCardData(it->firstIndex); st.MagicCardNext = 0; } else { st.bDuCanHu = false; st.MagicCard = m_GameLogic.SwitchToCardData(it->firstIndex); st.MagicCardNext = m_GameLogic.SwitchToCardData(it->SecIndex); } if (m_bQiangGang) { if (st.MagicCard == cbCenterCard || st.MagicCardNext == cbCenterCard) { continue; } } vCards.push_back(st); if (FindOneExit) { break; } } } std::sort(vCards.begin(), vCards.end(), comp); return vCards.size() > 0; } bool CTableFrameSink_dcs::GetCanMadeMagicCards(BYTE* cardsIndex, std::vector &vCards, BYTE currentUserIndex) { //手牌 和mCanDingCaiCard 对比。值=4的 则可以当作财神 for (int i = 0; i < MAX_INDEX;i++) { if (cardsIndex[i]==0) { //不是手牌的先排除 continue; } if (mCanDingCaiCardArray[currentUserIndex][i] == 4) { CanMadeMagic macgic; macgic.firstIndex = i; macgic.SecIndex = MAX_INDEX; vCards.push_back(macgic); int NextIndex = m_GameLogic.SwitchToCardIndex(GetNextMagicCardData(m_GameLogic.SwitchToCardData(i))); if (mCanDingCaiCardArray[currentUserIndex][NextIndex] == 4 && cardsIndex[NextIndex]>0) { CanMadeMagic macgic; macgic.firstIndex = i; macgic.SecIndex = m_GameLogic.SwitchToCardIndex(GetNextMagicCardData(m_GameLogic.SwitchToCardData(i))); vCards.push_back(macgic); } } } // // // BYTE TempUserCards[MAX_INDEX] = { 0 }; // CopyMemory(TempUserCards, cardsIndex, MAX_INDEX); // BYTE WeaveCards[MAX_COUNT] = { 0 }; // int nCount = 0; // GetOneWeaveItemCards(WeaveItem, cbWeaveCount, WeaveCards, nCount); // // for (int i = 0; i < nCount; i++) // { // int nIndex = m_GameLogic.SwitchToCardIndex(WeaveCards[i]); // TempUserCards[nIndex] = 0; // } // for (int i = 0; i < MAX_INDEX; i++) // { // if (TempUserCards[i] == 0) // { // continue; // } // CanMadeMagic macgic; // macgic.firstIndex = i; // macgic.SecIndex = MAX_INDEX; // vCards.push_back(macgic); // // if (TempUserCards[m_GameLogic.SwitchToCardIndex(GetNextMagicCardData(m_GameLogic.SwitchToCardData(i)))]>0) // { // CanMadeMagic macgic; // macgic.firstIndex = i; // macgic.SecIndex = m_GameLogic.SwitchToCardIndex(GetNextMagicCardData(m_GameLogic.SwitchToCardData(i))); // vCards.push_back(macgic); // } // // } return true; } byte CTableFrameSink_dcs::GetTaiNumFromCards(BYTE* cardsIndex, WORD wChairID, BYTE cbCenterCard, BYTE firstIndex, BYTE secIndex, bool bQiangGang/*=false*/) { CGameLogic_dcs dscLogic(this); dscLogic.SetMagicIndex(firstIndex, secIndex); CChiHuRight chr; BYTE TaiShu = 0; BYTE szCardIndex[MAX_INDEX] = { 0 }; CopyMemory(szCardIndex, cardsIndex, MAX_INDEX); szCardIndex[dscLogic.SwitchToCardIndex(cbCenterCard)]++; if (dscLogic.AnalyseCardNew(szCardIndex, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID])) { dscLogic.mSunTaiJiangInColor = dscLogic.mJiangInColor; int nMagicCount = dscLogic.GetMaigcCardCount(szCardIndex); if (bQiangGang&&nMagicCount!=0) { BYTE szCardIndexDeleteMagic[MAX_INDEX] = { 0 }; CopyMemory(szCardIndexDeleteMagic, cardsIndex, MAX_INDEX); CChiHuRight chihuright; if (WIK_ZI_MO == dscLogic.AnalyseChiHuCard_DeleteMagic(szCardIndexDeleteMagic, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], cbCenterCard, chihuright, TaiShu, FALSE, TRUE)) { return TaiShu; } return 0; } dscLogic.m_cbHuCard = cbCenterCard; int TmpJiangInColor = dscLogic.mJiangInColor; dscLogic.mSunTaiJiangInColor = dscLogic.mJiangInColor; int nTai = dscLogic.AnalyseCardTaiNum(szCardIndex, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], bQiangGang==TRUE?FALSE:TRUE); if (bQiangGang) { nTai++; } if (m_bUsersGangStatus[wChairID]==TRUE) { nTai++; } if (nTai>=3) { if (dscLogic.AnalyseCardTaiNum_IsDuMagic(szCardIndex, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID])) { nTai++; } if (dscLogic.AnalyseCardTaiNum_IsQuanZi(szCardIndex, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID])) { nTai = 7; } } // if (dscLogic.AnalyseCardTaiNum_IsWuMagic(szCardIndex, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID])) // { // nTai = 7; // } return nTai; } // BYTE TempAction = dscLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], // m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, TaiShu,false,bQiangGang); // if (TempAction == WIK_ZI_MO) // { // return TaiShu; // } return 0; } BOOL CTableFrameSink_dcs::IsCanTianhu() { if (m_cbOutCardCount>0) { return FALSE; } if (m_bTwoPlayerFlag) { if (m_cbSendCardCount != ((13 * mPlayGameUserCount-1) + 1)) { return FALSE; } } else { if (m_cbSendCardCount != ((13 * mPlayGameUserCount) + 1)) { return FALSE; } } return TRUE; // 打出牌数目为0 并且 m_cbSendCardCount 发牌数据等于玩家数+1 } //被动操作删除手牌 bool CTableFrameSink_dcs::DeleteCaiShenCard(WORD wTargetUser, BYTE cbTargetCaiCard[4], int cbTargetAction, BYTE cbTargetCard) { switch (cbTargetAction) { case WIK_LEFT: //上牌操作,左吃 { //删除扑克 BYTE cbRemoveCard[3]; BYTE cbMagicCard[4] = { 0 }; m_GameLogic.GetWeaveCard(WIK_LEFT, cbTargetCard, cbMagicCard, cbRemoveCard); VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1)); VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2)); return true; } case WIK_RIGHT: //上牌操作,右吃 { //删除扑克 BYTE cbRemoveCard[3]; BYTE cbMagicCard[4] = { 0 }; m_GameLogic.GetWeaveCard(WIK_RIGHT, cbTargetCard, cbMagicCard, cbRemoveCard); VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1)); VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2)); return true; } case WIK_CENTER: //上牌操作,中吃 { //删除扑克 BYTE cbRemoveCard[3]; BYTE cbMagicCard[4] = { 0 }; m_GameLogic.GetWeaveCard(WIK_CENTER, cbTargetCard, cbMagicCard, cbRemoveCard); VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1)); VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2)); return true; } case WIK_PENG: //碰牌操作 { //删除扑克 if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] < 2) { ASSERT(false); return false; } BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard }; VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2)); return true; } case WIK_MING_GANG: //明杠牌操作 case WIK_BU_GANG: { if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] != 3) { ASSERT(false); return false; } BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard, cbTargetCard }; VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, CountArray(cbRemoveCard))); if (mPlayGameUserCount == 4) { mBCanShowLeft = FALSE; mTempLeftCount = m_cbLeftCardCount; if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌 { m_cbLeftCardCount -= 6; } else//少于三墩就只有一张可以抓的牌咯 { mTempLeftCount = m_cbLeftCardCount; } } if (mPlayGameUserCount != 4) { mBCanShowLeft = FALSE; if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌 { m_cbLeftCardCount -= 4; } else//少于二墩就只有一张可以抓的牌咯 { m_cbLeftCardCount = 1; } } m_cbGangCount++;//打了几个杠 return true; } default: { ASSERT(false); return false; } } } //自主操作删除手牌 bool CTableFrameSink_dcs::DeleteCard(WORD wChairID, BYTE cbCaiShenCard[4], int cbOperateCode, BYTE cbOperateCard) { switch (cbOperateCode) { case WIK_AN_GANG: //暗杠牌操作 { //扑克效验 ASSERT((cbOperateCode == WIK_AN_GANG) || (m_GameLogic.IsValidCard(cbOperateCard) == true)); if ((cbOperateCode != WIK_AN_GANG) && (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) { //扑克效验 ASSERT(m_cbCardIndex[wChairID][cbCardIndex] == 4); if (m_cbCardIndex[wChairID][cbCardIndex] != 4) { ASSERT(false); return 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 { ASSERT(FALSE); return false; } //删除扑克 m_cbCardIndex[wChairID][cbCardIndex] = 0; ////////////////////////////////////////////////////////////////////////// if (mPlayGameUserCount == 4) { mBCanShowLeft = FALSE; mTempLeftCount = m_cbLeftCardCount; if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌 { m_cbLeftCardCount -= 6; } else//少于三墩就只有一张可以抓的牌咯 { m_cbLeftCardCount = 1; } } if (mPlayGameUserCount != 4) { mBCanShowLeft = FALSE; if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌 { m_cbLeftCardCount -= 4; } else//少于二墩就只有一张可以抓的牌咯 { m_cbLeftCardCount = 1; } } ////////////////////////////////////////////////////////////////////////// m_cbGangCount++;//打了几个杠 return true; } case WIK_BU_GANG: { //扑克效验 ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_BU_GANG) || (m_GameLogic.IsValidCard(cbOperateCard) == true)); if ((cbOperateCode != WIK_BU_GANG) && (m_GameLogic.IsValidCard(cbOperateCard) == false)) return false; BYTE cbWeaveIndex = 0xFF; BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard); //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++) { INT cbWeaveKind = m_WeaveItemArray[wChairID][i].cbWeaveKind; BYTE cbCenterCard = m_WeaveItemArray[wChairID][i].cbCenterCard; if ((cbCenterCard == cbOperateCard) && (cbWeaveKind &(WIK_DAN_PENG | WIK_PENG | WIK_SHUANG_PENG))) { 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 = cbOperateCard; } else { ASSERT(false); return false; } //删除扑克 m_cbCardIndex[wChairID][cbCardIndex] -= 1; if (mPlayGameUserCount == 4) { mBCanShowLeft = FALSE; mTempLeftCount = m_cbLeftCardCount; if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌 { m_cbLeftCardCount -= 6; } else//少于三墩就只有一张可以抓的牌咯 { m_cbLeftCardCount = 1; } } if (mPlayGameUserCount != 4) { mBCanShowLeft = FALSE; if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌 { m_cbLeftCardCount -= 4; } else//少于二墩就只有一张可以抓的牌咯 { m_cbLeftCardCount = 1; } } ////////////////////////////////////////////////////////////////////////// m_cbGangCount++;//打了几个杠 return true; } default: { ASSERT(false); return false; }; } } //优先级判断 /* 提供牌的用户 当前操作的用户 当前用户的操作 */ bool CTableFrameSink_dcs::OperatorPriority(WORD TmpwProvideUser, WORD &wOptUser, int &cbTargetAction) { for (WORD UserPlayIndex = 0; UserPlayIndex < mPlayGameUserCount; UserPlayIndex++)//除了打牌人,操作人与其他两位对操作优先级 { if (m_bTwoPlayerFlag&&UserPlayIndex == TowMjNullseat) { continue; } TmpwProvideUser = (TmpwProvideUser + 1) % mPlayGameUserCount;//temp=temp->next if (TmpwProvideUser == wOptUser)continue; //获取动作 int cbUserAction = (m_bResponse[TmpwProvideUser] == false) ? m_cbUserAction[TmpwProvideUser] : m_cbPerformAction[TmpwProvideUser]; //优先级别 BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction); BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction); //动作判断 if (cbUserActionRank > cbTargetActionRank) { wOptUser = TmpwProvideUser; cbTargetAction = cbUserAction; continue; } if (cbUserActionRank == cbTargetActionRank && cbTargetActionRank != WIK_NULL) { if (UserPlayIndex == 2)//肯定和其他人都比了,最后一次两个人的操作一样,且表示操作人不在末端操作人 { return true; } else if (UserPlayIndex == 1)//对比一次,对比了两次说明操作人不是下家的下家;操作人只能是第一家或者最后一家,如果是第一家操作:,如果是最后一家 { WORD TempTempUser = (TmpwProvideUser + 1) % mPlayGameUserCount; if (wOptUser == TempTempUser)//确定操作人是最后一个,这是第二次对比 { wOptUser = TmpwProvideUser; cbTargetAction = cbUserAction; return true; } else//第一次对比,确定操作人是出牌人下家,这个时候再把他和后面一个人的牌权对比 { int cbUserAction = (m_bResponse[TempTempUser] == false) ? m_cbUserAction[TempTempUser] : m_cbPerformAction[TempTempUser]; //优先级别 BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction); BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction); if (cbUserActionRank > cbTargetActionRank) { wOptUser = TempTempUser; cbTargetAction = cbUserAction; return true; } break; } } else//冲上来就比了一次,说操作人不是打牌人下家 { wOptUser = TmpwProvideUser; cbTargetAction = cbUserAction; WORD TempTempUser = (TmpwProvideUser + 1) % mPlayGameUserCount; if (wOptUser == TempTempUser)TempTempUser = (TempTempUser + 1) % mPlayGameUserCount;//如果在中间就换一个人 int cbUserAction = (m_bResponse[TempTempUser] == false) ? m_cbUserAction[TempTempUser] : m_cbPerformAction[TempTempUser]; //优先级别 BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction); BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction); if (cbUserActionRank > cbTargetActionRank) { wOptUser = TempTempUser; cbTargetAction = cbUserAction; return true; } return true; } } } return true; } int CTableFrameSink_dcs::bHuPaiType(CChiHuRight &CChiHuRight) { int hutype = 0; if (!(CChiHuRight&ZJ_TAI_QingYiSe).IsEmpty()) { hutype |= ZJ_TAI_QingYiSe; } if (!(CChiHuRight&ZJ_TAI_DongFeng).IsEmpty()) { hutype |= ZJ_TAI_DongFeng; } if (!(CChiHuRight&ZJ_TAI_WuMagic).IsEmpty()) { hutype |= ZJ_TAI_WuMagic; } if (!(CChiHuRight&ZJ_TAI_QuanShun).IsEmpty()) { hutype |= ZJ_TAI_QuanShun; } if (!(CChiHuRight&ZJ_TAI_PengPeng).IsEmpty()) { hutype |= ZJ_TAI_PengPeng; } if (!(CChiHuRight&ZJ_TAI_HunYiSe).IsEmpty()) { hutype |= ZJ_TAI_HunYiSe; } // if (!(CChiHuRight&ZJ_TAI_Gang).IsEmpty()) // { // hutype |= ZJ_TAI_Gang; // } if (!(CChiHuRight&ZJ_TAI_ZFB).IsEmpty()) { hutype |= ZJ_TAI_ZFB; } if (!(CChiHuRight&ZJ_TAI_QuanZi).IsEmpty()) { hutype |= ZJ_TAI_QuanZi; } if (!(CChiHuRight&ZJ_TAI_ZHAHU).IsEmpty()) { hutype = ZJ_TAI_ZHAHU; } if (!(CChiHuRight&ZJ_TAI_Gang).IsEmpty())//单财胡 { OutputDebugString(_T("增加 单财胡 +1")); hutype |= ZJ_TAI_Gang; } return hutype; }