诸暨麻将添加redis
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  1. #include "StdAfx.h"
  2. #include "TableFrameSink.h"
  3. #include <algorithm>
  4. #include "../俱乐部/Source/MessageDef/Pb_SparrowMaJiang.pb.h"
  5. #include "../俱乐部/Source/GlobalDef/Util.h"
  6. //构造函数
  7. CTableFrameSink::CTableFrameSink():m_GameLogic(this)
  8. {
  9. //游戏变量
  10. m_startTime = 0;
  11. mPlayGameUserCount = 4;
  12. m_lSiceCount=0;
  13. m_wBankerUser=INVALID_CHAIR;
  14. ZeroMemory(m_cbCardIndex,sizeof(m_cbCardIndex));
  15. ZeroMemory(m_bTrustee,sizeof(m_bTrustee));
  16. ZeroMemory( m_bPlayStatus,sizeof(m_bPlayStatus) );
  17. ZeroMemory(m_lGameScore, sizeof(m_lGameScore));
  18. ZeroMemory(m_lGameTatolScore, sizeof(m_lGameTatolScore));
  19. ZeroMemory(m_HuPai, sizeof(m_HuPai));
  20. ZeroMemory(m_PaiQuan, sizeof(m_PaiQuan));
  21. ZeroMemory(m_TabbOutCardCout, sizeof(m_TabbOutCardCout)); //可以打出的牌就听牌的个数
  22. ZeroMemory(m_TabbOutCardData, sizeof(m_TabbOutCardData)); //具体打哪几张牌
  23. 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
  24. 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
  25. //出牌信息
  26. m_cbOutCardData=0;
  27. m_cbOutCardCount=0;
  28. m_wOutCardUser=INVALID_CHAIR;
  29. ZeroMemory(m_cbDiscardCard,sizeof(m_cbDiscardCard));
  30. ZeroMemory(m_cbDiscardCount,sizeof(m_cbDiscardCount));
  31. ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData));
  32. ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount));
  33. ZeroMemory(LianXuHuPai, sizeof(LianXuHuPai));
  34. //发牌信息
  35. m_cbSendCardData=0;
  36. m_cbSendCardCount=0;
  37. m_cbLeftCardCount=0;
  38. m_cbShiJiLeftCardCount = 0;
  39. ZeroMemory(m_cbRepertoryCard,sizeof(m_cbRepertoryCard));
  40. m_cbGangCount = 0;//打了几个杠
  41. //运行变量
  42. m_cbProvideCard=0;
  43. m_wResumeUser=INVALID_CHAIR;
  44. m_wCurrentUser=INVALID_CHAIR;
  45. m_wProvideUser=INVALID_CHAIR;
  46. //状态变量
  47. //m_bSendStatus=false;
  48. // m_bGangStatus = false;
  49. m_GangPrivedUserID = -1;
  50. m_bGangOption = 0;
  51. //m_OutLastLaiZiData = 0; //最后杠牌数据,断线重连用的着
  52. m_bQiangGang = false;
  53. //用户状态
  54. ZeroMemory(m_bResponse,sizeof(m_bResponse));
  55. ZeroMemory(m_cbUserAction,sizeof(m_cbUserAction));
  56. ZeroMemory(m_cbOperateCard,sizeof(m_cbOperateCard));
  57. ZeroMemory(m_cbPerformAction,sizeof(m_cbPerformAction));
  58. ZeroMemory(m_cbOperateCaiCard, sizeof(m_cbOperateCaiCard));
  59. //组合扑克
  60. ZeroMemory(m_WeaveItemArray,sizeof(m_WeaveItemArray));
  61. ZeroMemory(m_cbWeaveItemCount,sizeof(m_cbWeaveItemCount));
  62. //结束信息
  63. ZeroMemory(m_HuPai, sizeof(m_HuPai));
  64. ZeroMemory(m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));
  65. //组件变量
  66. m_pITableFrame=NULL;
  67. m_pGameServiceOption=NULL;
  68. bIsHuang = false;
  69. mMaxTaiNum=5;
  70. mbaoMjUserID=0;
  71. ZeroMemory(mBaoTaiNum, sizeof(mBaoTaiNum));
  72. nCountOptBao = 0;
  73. for (int i = 0; i < mPlayGameUserCount; i++)
  74. {
  75. mUserOptBaoTai[i] = -1;
  76. }
  77. mbStartBaoTai = 0;
  78. mBaoCacleDZFB = 0;
  79. ZeroMemory(mZFBBianScore, sizeof(mZFBBianScore));
  80. mBLastBaoStart = false;
  81. //////////////////////////////////////////////////////////////////////////
  82. CString strCfgFile;
  83. GetModuleFileName(NULL, strCfgFile.GetBufferSetLength(MAX_PATH), MAX_PATH);
  84. strCfgFile.ReleaseBuffer();
  85. WCHAR* pTmp = wcsrchr(strCfgFile.GetBuffer(), L'\\');
  86. if (pTmp)
  87. {
  88. *pTmp = 0;
  89. }
  90. PathAppend(strCfgFile.GetBufferSetLength(MAX_PATH), _T("cfg.ini"));
  91. strCfgFile.ReleaseBuffer();
  92. GetPrivateProfileString(_T("datpath"), _T("value"), _T(""), mTableDatastrPath.GetBufferSetLength(MAX_PATH), MAX_PATH, strCfgFile.GetBuffer());
  93. mTableDatastrPath.ReleaseBuffer();
  94. mBWriteTableData = GetPrivateProfileInt(_T("writedata"),_T("value"),0,strCfgFile.GetBuffer());
  95. //////////////////////////////////////////////////////////////////////////
  96. mBZaHu = FALSE;
  97. ZeroMemory(m_bUsersGangStatus, GAME_PLAYER);
  98. m_bTwoPlayerFlag = FALSE;
  99. return;
  100. }
  101. //析构函数
  102. CTableFrameSink::~CTableFrameSink(void)
  103. {
  104. }
  105. //接口查询
  106. void * CTableFrameSink::QueryInterface(const IID & Guid, DWORD dwQueryVer)
  107. {
  108. QUERYINTERFACE(ITableFrameSink,Guid,dwQueryVer);
  109. QUERYINTERFACE(ITableUserAction,Guid,dwQueryVer);
  110. QUERYINTERFACE_IUNKNOWNEX(ITableFrameSink,Guid,dwQueryVer);
  111. return NULL;
  112. }
  113. //初始化
  114. bool CTableFrameSink::Initialization(IUnknownEx * pIUnknownEx)
  115. {
  116. //查询接口
  117. ASSERT(pIUnknownEx!=NULL);
  118. m_pITableFrame=QUERY_OBJECT_PTR_INTERFACE(pIUnknownEx,ITableFrame);
  119. if (m_pITableFrame==NULL)
  120. return false;
  121. //获取参数
  122. m_pGameServiceOption=m_pITableFrame->GetGameServiceOption();
  123. ASSERT(m_pGameServiceOption!=NULL);
  124. //开始模式
  125. m_pITableFrame->SetStartMode(START_MODE_FULL_READY);
  126. return true;
  127. }
  128. //复位桌子
  129. VOID CTableFrameSink::RepositionSink()
  130. {
  131. //游戏变量
  132. m_startTime = 0;
  133. m_lSiceCount=0;
  134. ZeroMemory(m_cbCardIndex,sizeof(m_cbCardIndex));
  135. ZeroMemory(m_bTrustee,sizeof(m_bTrustee));
  136. //ZeroMemory( m_cbGenCount,sizeof(m_cbGenCount) );
  137. ZeroMemory( m_bPlayStatus,sizeof(m_bPlayStatus) );
  138. //m_cbWinCount = 0;
  139. //memset( m_wWinOrder,INVALID_CHAIR,sizeof(m_wWinOrder) );
  140. //ZeroMemory( m_lGameTax,sizeof(m_lGameTax) );
  141. ZeroMemory(m_PaiQuan, sizeof(m_PaiQuan));
  142. ZeroMemory(m_TabbOutCardCout, sizeof(m_TabbOutCardCout)); //可以打出的牌就听牌的个数
  143. ZeroMemory(m_TabbOutCardData, sizeof(m_TabbOutCardData)); //具体打哪几张牌
  144. 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
  145. 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
  146. //出牌信息
  147. m_cbOutCardData=0;
  148. m_cbOutCardCount=0;
  149. m_wOutCardUser=INVALID_CHAIR;
  150. ZeroMemory(m_cbDiscardCard,sizeof(m_cbDiscardCard));
  151. ZeroMemory(m_cbDiscardCount,sizeof(m_cbDiscardCount));
  152. ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData));
  153. ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount));
  154. //发牌信息
  155. m_cbSendCardData=0;
  156. m_cbSendCardCount=0;
  157. m_cbLeftCardCount=0;
  158. m_cbShiJiLeftCardCount = 0;
  159. ZeroMemory(m_cbRepertoryCard,sizeof(m_cbRepertoryCard));
  160. m_cbGangCount = 0;//打了几个杠
  161. //运行变量
  162. m_cbProvideCard=0;
  163. m_wResumeUser=INVALID_CHAIR;
  164. m_wCurrentUser=INVALID_CHAIR;
  165. m_wProvideUser=INVALID_CHAIR;
  166. m_wBankerUser = INVALID_CHAIR;
  167. //状态变量
  168. //m_bSendStatus=false;
  169. // m_bGangStatus = false;
  170. m_GangPrivedUserID = -1;
  171. m_bGangOption = 0;
  172. //m_OutLastLaiZiData = 0; //最后杠牌数据,断线重连用的着
  173. m_bQiangGang = false;
  174. //用户状态
  175. ZeroMemory(m_bResponse,sizeof(m_bResponse));
  176. ZeroMemory(m_cbUserAction,sizeof(m_cbUserAction));
  177. ZeroMemory(m_cbOperateCard,sizeof(m_cbOperateCard));
  178. ZeroMemory(m_cbPerformAction,sizeof(m_cbPerformAction));
  179. ZeroMemory(m_cbOperateCaiCard, sizeof(m_cbOperateCaiCard));
  180. //组合扑克
  181. ZeroMemory(m_WeaveItemArray,sizeof(m_WeaveItemArray));
  182. ZeroMemory(m_cbWeaveItemCount,sizeof(m_cbWeaveItemCount));
  183. //结束信息
  184. m_cbMagicFirstData = 0;
  185. m_cbMagicSecondData = 0;
  186. bIsHuang = false;
  187. mbaoMjUserID = 0;
  188. ZeroMemory(mBaoTaiNum, sizeof(mBaoTaiNum));
  189. mMaxBaoNum = SHUANG_LIANG_TAI;
  190. nCountOptBao = 0;
  191. for (int i = 0; i < mPlayGameUserCount; i++)
  192. {
  193. mUserOptBaoTai[i] = -1;
  194. }
  195. mbStartBaoTai = 0;
  196. ZeroMemory(mZFBBianScore, sizeof(mZFBBianScore));
  197. mBLastBaoStart = false;
  198. mBZaHu = FALSE;
  199. ZeroMemory(m_bUsersGangStatus, GAME_PLAYER);
  200. return;
  201. }
  202. bool CTableFrameSink::RepayRecordStart()
  203. {
  204. m_bReplayRecordStart = true;
  205. m_UserReplayRecord.clear();
  206. return true;
  207. }
  208. bool CTableFrameSink::RepayRecordEnd()
  209. {
  210. if (!m_bReplayRecordStart)
  211. return false;
  212. m_bReplayRecordStart = false;
  213. CMD_GR_ReplayRecordResp urr;
  214. ZeroMemory(&urr, sizeof(CMD_GR_ReplayRecordResp));
  215. urr.m_UUID = 0;
  216. urr.m_UserId = 0;
  217. urr.m_startTime = m_startTime;
  218. urr.m_endTime = time(0);
  219. urr.m_gameconfig = m_gameConfig;
  220. //urr.m_UserId = pIServerUserItem->GetUserID();
  221. for (int j = 0; j < mPlayGameUserCount; ++j)
  222. {
  223. IServerUserItem * pIServerUserItem = m_pITableFrame->GetTableUserItem(j);
  224. if ((pIServerUserItem == NULL) /*|| (pIServerUserItem->IsClientReady() == false)*/)
  225. continue;
  226. if (m_bTwoPlayerFlag&&j == TowMjNullseat)
  227. {
  228. continue;
  229. }
  230. auto& chairInfo = urr.m_chairList[j];
  231. chairInfo.dwUserId = pIServerUserItem->GetUserID();
  232. chairInfo.wChairId = pIServerUserItem->GetChairID();
  233. lstrcpy(chairInfo.userName, pIServerUserItem->GetNickName());
  234. lstrcpy(chairInfo.headUrl, pIServerUserItem->GetUserInfo ()->szHeadUrl);
  235. }
  236. urr.m_recordCount = m_UserReplayRecord.size();
  237. RecordPacket::PB_CS_S_ReplayRecordResp RecordResp;
  238. RecordResp.set_m_uuid(urr.m_UUID);
  239. RecordResp.set_m_userid(urr.m_UserId);
  240. RecordResp.set_m_starttime(urr.m_startTime);
  241. RecordResp.set_m_endtime(urr.m_endTime);
  242. RecordResp.mutable_m_gameconfig()->set_bduolai(m_gameConfig.bDuoLai);
  243. RecordResp.mutable_m_gameconfig()->set_isowner(m_gameConfig.IsOwner);
  244. RecordResp.mutable_m_gameconfig()->set_roomid(m_gameConfig.RoomId);
  245. std::string sPrivateTableID = CW2AEX<1024>(m_gameConfig.sPrivateTableID, CP_UTF8).m_psz;
  246. RecordResp.mutable_m_gameconfig()->set_sprivatetableid(sPrivateTableID);
  247. RecordResp.mutable_m_gameconfig()->set_tmp1(m_gameConfig.tmp1);
  248. RecordResp.mutable_m_gameconfig()->set_tmp2(m_gameConfig.tmp2);
  249. RecordResp.mutable_m_gameconfig()->set_wdiscore(m_gameConfig.wDiScore);
  250. RecordResp.mutable_m_gameconfig()->set_wfanfei(m_gameConfig.wFanFei);
  251. RecordResp.mutable_m_gameconfig()->set_wfengding(m_gameConfig.wFengDing);
  252. RecordResp.mutable_m_gameconfig()->set_whadplaycount(m_gameConfig.wHadPlayCount);
  253. RecordResp.mutable_m_gameconfig()->set_wiplimit(m_gameConfig.wIpLimit);
  254. RecordResp.mutable_m_gameconfig()->set_wplaycountrule(m_gameConfig.wPlayCountRule);
  255. RecordResp.mutable_m_gameconfig()->set_wsubgameid(m_gameConfig.wSubGameID);
  256. for (WORD i = 0; i < mPlayGameUserCount; i++)
  257. {
  258. RecordPacket::pb_ChairRecord* Record = RecordResp.add_m_chairlist();
  259. Record->set_wchairid(urr.m_chairList[i].wChairId);
  260. Record->set_dwuserid(urr.m_chairList[i].dwUserId);
  261. std::string userName = CW2AEX<1024>(urr.m_chairList[i].userName, CP_UTF8).m_psz;
  262. std::string headUrl = CW2AEX<1024>(urr.m_chairList[i].headUrl, CP_UTF8).m_psz;
  263. Record->set_username(userName);
  264. Record->set_headurl(headUrl);
  265. }
  266. for (auto& grp : m_UserReplayRecord)
  267. {
  268. RecordPacket::pb_GameRecordPacket* Packet = RecordResp.add_precordpacket();
  269. Packet->set_wchairid(grp.wchairid());
  270. Packet->set_wsubcmdid(grp.wsubcmdid());
  271. Packet->set_wmaincmdid(grp.wmaincmdid());
  272. Packet->set_pdata(grp.pdata());
  273. }
  274. std::string pbresp = RecordResp.SerializePartialAsString();
  275. m_pITableFrame->SaveReplayRecord((void*)pbresp.c_str(), pbresp.length());
  276. m_UserReplayRecord.clear();
  277. //delete replyRecordData;不能删除,已托管给SaveReplayRecord函数
  278. return true;
  279. }
  280. bool CTableFrameSink::RepayRecord(WORD wChairID, WORD wSubCmdId, void* pData, WORD wSize)
  281. {
  282. RecordPacket::pb_GameRecordPacket pRecordPacket;
  283. pRecordPacket.set_wchairid(wChairID);
  284. pRecordPacket.set_wsubcmdid(wSubCmdId);
  285. pRecordPacket.set_wmaincmdid(MDM_GF_GAME);
  286. pRecordPacket.set_pdata((char*)pData,wSize);
  287. m_UserReplayRecord.push_back(pRecordPacket);
  288. return true;
  289. }
  290. //游戏开始
  291. bool CTableFrameSink::OnEventGameStart()
  292. {
  293. m_startTime = time(0);
  294. ZeroMemory(m_lGameScore, sizeof(m_lGameScore));
  295. srand((unsigned)time(NULL)*mGameTableId);
  296. m_cbMagicFirstData = 0;
  297. m_cbMagicSecondData = 0;
  298. //椅子数量
  299. WORD wChairCount = m_pITableFrame->GetChairCount();
  300. //开始记录回放数据
  301. RepayRecordStart();
  302. //重置发牌状态
  303. m_isCanOutCard = false;
  304. //重置掉线玩家列表
  305. m_offlineUsers.clear();
  306. //设置状态
  307. m_pITableFrame->SetGameStatus(GS_MJ_PLAY);
  308. //打印时间
  309. DWORD timet = GetTickCount();
  310. m_gameConfig.wHadPlayCount++;
  311. //混乱扑克,洗牌
  312. m_lSiceCount = MAKELONG(MAKEWORD(rand() % 6 + 1, rand() % 6 + 1), MAKEWORD(rand() % 6 + 1, rand() % 6 + 1));
  313. if (m_bTwoPlayerFlag)
  314. {
  315. m_cbLeftCardCount = m_GameLogic.RandCardData_Two(m_cbRepertoryCard);
  316. }
  317. else
  318. {
  319. m_cbLeftCardCount = m_GameLogic.RandCardData(m_cbRepertoryCard);
  320. }
  321. WritePaiCardData(m_gameConfig.sPrivateTableID, m_gameConfig.wHadPlayCount);
  322. if (1 == m_gameConfig.wHadPlayCount || m_wNextBankerUser == INVALID_CHAIR)
  323. {
  324. m_wBankerUser = 0;
  325. mbaoMjUserID = 0;
  326. }
  327. else
  328. {
  329. m_wBankerUser = m_wNextBankerUser;
  330. mbaoMjUserID = m_wNextBankerUser&0xff;
  331. }
  332. m_wNextBankerUser = INVALID_CHAIR;
  333. //BYTE byTest[] = {
  334. // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
  335. // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
  336. // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
  337. // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
  338. // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子
  339. // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子
  340. // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子
  341. // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子
  342. // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
  343. // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
  344. // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
  345. // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
  346. // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北
  347. // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北
  348. // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北
  349. // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北 中发白
  350. //};
  351. //if (m_GameLogic.PeiPai(byTest))
  352. // CopyMemory(m_cbRepertoryCard, byTest, sizeof(byTest));
  353. //////////////////////////////////////////////////////////////////////////
  354. ReadGameData();
  355. /*m_wBankerUser = 2;*/
  356. //////////////////////////////////////////////////////////////////////////
  357. //分发扑克
  358. for (WORD i = 0; i < mPlayGameUserCount; i++)
  359. {
  360. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  361. {
  362. continue;
  363. }
  364. m_bPlayStatus[i] = true;
  365. m_cbLeftCardCount -= (MAX_COUNT - 1);//每一个玩家都发出去13张牌,还剩多少
  366. m_cbSendCardCount += (MAX_COUNT - 1);//每个玩家加13张牌
  367. m_GameLogic.SwitchToCardIndex(&m_cbRepertoryCard[m_cbLeftCardCount], MAX_COUNT - 1, m_cbCardIndex[i]);
  368. }
  369. if (mMjType==0)
  370. {
  371. //
  372. m_cbSendCardCount++;
  373. //取一张财神牌
  374. m_cbMagicFirstData = m_cbRepertoryCard[--m_cbLeftCardCount];
  375. //获取下一张财神
  376. m_cbMagicSecondData = GetNextMagicCardData(m_cbMagicFirstData);
  377. }
  378. //发送扑克,庄家摸牌
  379. m_cbSendCardCount++;//第十四张牌
  380. m_cbSendCardData = m_cbRepertoryCard[--m_cbLeftCardCount];
  381. //设置变量
  382. m_cbProvideCard = 0;
  383. m_wProvideUser = m_wBankerUser & 0x000F;
  384. m_wCurrentUser = m_wBankerUser & 0x000F;
  385. WORD ActionCard[6] = { 0 };
  386. if (mMjType == 0)
  387. {
  388. m_GameLogic.SetMagicIndex(m_GameLogic.SwitchToCardIndex(m_cbMagicFirstData), m_GameLogic.SwitchToCardIndex(m_cbMagicSecondData));
  389. // 胡牌判断
  390. CChiHuRight chr;
  391. BYTE TaiShu = 0;
  392. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, m_cbSendCardData, chr, TaiShu);
  393. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
  394. if (m_cbUserAction[m_wCurrentUser] & WIK_ZI_MO)
  395. {
  396. m_cbUserAction[m_wCurrentUser] = WIK_TIAN_ZI_MO;
  397. }
  398. //杠牌判断
  399. tagGangCardResult GangCardResult;
  400. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  401. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, GangCardResult);
  402. for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
  403. {
  404. ActionCard[i] = GangCardResult.cbCardData[i];
  405. }
  406. }
  407. m_cbProvideCard = m_cbSendCardData;
  408. m_wResumeUser = m_wCurrentUser;
  409. //保存实际剩余的牌
  410. m_cbShiJiLeftCardCount = m_cbLeftCardCount;
  411. //牌位第十三顿 截止 倒数第十四牌打完 没人胡牌 流局
  412. //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
  413. m_cbLeftCardCount -= 26;//
  414. //构造数据
  415. CMD_S_GameStart GameStart;
  416. GameStart.wBankerUser = m_wBankerUser;
  417. GameStart.cbLeftCardCount = m_cbLeftCardCount;
  418. // [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
  419. GameStart.cbSliceCheckBankUser[0] = 0;
  420. GameStart.cbSliceCheckBankUser[1] = 0;
  421. //////////////////////////////////////////////////////////////////////////
  422. WORD wSice = WORD(m_lSiceCount & 0xffff);
  423. GameStart.cbSiceLaiZi[0] = HIBYTE(wSice);//骰子
  424. GameStart.cbSiceLaiZi[1] = LOBYTE(wSice);//骰子
  425. if (mMjType==0)
  426. {
  427. GameStart.cbSiceLaiZi[2] = m_cbMagicFirstData;//财神
  428. GameStart.cbSiceLaiZi[3] = m_cbMagicSecondData;//财神
  429. }
  430. else
  431. {
  432. GameStart.cbSiceLaiZi[2] = 0;//财神
  433. GameStart.cbSiceLaiZi[3] = 0;//财神
  434. }
  435. if (m_bTwoPlayerFlag)
  436. {
  437. GameStart.cbTotalCardCount = MAX_REPERTORY_ZJ_Two; //麻将总数
  438. }
  439. else
  440. {
  441. GameStart.cbTotalCardCount = MAX_REPERTORY_ZJ; //麻将总数
  442. }
  443. GameStart.cbCurrPlay = m_gameConfig.wHadPlayCount;//当前局数
  444. GameStart.cbOptTime = GAME_TIMEOUT;//出牌超时时间
  445. ZeroMemory(GameStart.ActionCard, sizeof(GameStart.ActionCard));
  446. CopyMemory(GameStart.ActionCard, ActionCard, sizeof(ActionCard));
  447. if (mMjType==0)
  448. {
  449. TingCard(m_wCurrentUser);
  450. }
  451. //打印时间
  452. //DWORD t2 = GetTickCount();
  453. //DWORD hh = t2 - timet;
  454. //CString csTemp;
  455. //csTemp.Format(L"时间:%d \r\n", hh);
  456. //OutputDebugString(csTemp);
  457. //发送数据
  458. SparrowMaJiang::PB_CS_S_GameStart GameStarts;
  459. GameStarts.set_wbankeruser(GameStart.wBankerUser);
  460. GameStarts.set_cbleftcardcount(GameStart.cbLeftCardCount);
  461. GameStarts.set_cbtotalcardcount(GameStart.cbTotalCardCount);
  462. GameStarts.set_cbopttime(GameStart.cbOptTime);
  463. GameStarts.set_cbcurrplay(GameStart.cbCurrPlay);
  464. for (WORD j = 0; j < 4; j++)
  465. {
  466. GameStarts.add_cbsicelaizi(GameStart.cbSiceLaiZi[j]);
  467. }
  468. for (WORD j = 0; j < 6; j++)
  469. {
  470. GameStarts.add_actioncard(GameStart.ActionCard[j]);
  471. }
  472. for (WORD j = 0; j < 2; j++)
  473. {
  474. GameStarts.add_cbslicecheckbankuser(GameStart.cbSliceCheckBankUser[j]);
  475. }
  476. if (mMjType==0)
  477. {
  478. //发送数据
  479. for (WORD i = 0; i<wChairCount; i++)
  480. {
  481. //设置变量
  482. GameStart.wCurrentUser = i;
  483. GameStart.cbUserAction = m_cbUserAction[i];
  484. //把庄家 刚刚放入手里的牌剪掉 然后统一 发送数据
  485. if (i == m_wCurrentUser)
  486. {
  487. if (m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)] > 0 && m_wCurrentUser == i)
  488. {
  489. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--;//从手上去掉抓的牌
  490. }
  491. else
  492. {
  493. return false;
  494. }
  495. }
  496. ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData));
  497. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]);
  498. if (i == m_wCurrentUser)
  499. {
  500. GameStart.cbCardData[i * 14 + 13] = m_cbSendCardData;//把去掉的牌加到数组末尾,
  501. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;//把去掉的加进来
  502. }
  503. GameStarts.set_wcurrentuser(GameStart.wCurrentUser);
  504. GameStarts.set_cbuseraction(GameStart.cbUserAction);
  505. for (WORD j = 0; j < MAX_COUNT * GAME_PLAYER; j++)
  506. {
  507. if (i == 0)
  508. {
  509. GameStarts.add_cbcarddata(GameStart.cbCardData[j]);
  510. }
  511. else
  512. {
  513. GameStarts.set_cbcarddata(j, GameStart.cbCardData[j]);
  514. }
  515. }
  516. //发送数据
  517. std::string pbdata = GameStarts.SerializePartialAsString();
  518. //发送数据
  519. m_pITableFrame->SendTableData(i, SUB_S_GAME_START, (void*)pbdata.c_str(), pbdata.length());
  520. }
  521. }
  522. else
  523. {
  524. for (WORD i = 0; i < wChairCount; i++)
  525. {
  526. //设置变量
  527. GameStart.wCurrentUser = i;
  528. GameStart.cbUserAction = m_cbUserAction[i];
  529. ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData));
  530. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]);
  531. if (i == m_wCurrentUser)
  532. {
  533. GameStart.cbCardData[i * 14 + 13] = m_cbSendCardData;//把去掉的牌加到数组末尾,
  534. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;//把去掉的加进来
  535. }
  536. GameStarts.set_wcurrentuser(GameStart.wCurrentUser);
  537. GameStarts.set_cbuseraction(GameStart.cbUserAction);
  538. for (WORD j = 0; j < MAX_COUNT * GAME_PLAYER; j++)
  539. {
  540. if (i == 0)
  541. {
  542. GameStarts.add_cbcarddata(GameStart.cbCardData[j]);
  543. }
  544. else
  545. {
  546. GameStarts.set_cbcarddata(j, GameStart.cbCardData[j]);
  547. }
  548. }
  549. std::string pbdata = GameStarts.SerializePartialAsString();
  550. //发送数据
  551. m_pITableFrame->SendTableData(i, SUB_S_GAME_START, (void*)pbdata.c_str(), pbdata.length());
  552. }
  553. }
  554. ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData));
  555. for (WORD i = 0; i < MAX_COUNT * GAME_PLAYER; i++)
  556. {
  557. GameStarts.set_cbcarddata(i, GameStart.cbCardData[i]);
  558. }
  559. //清手牌 旁观只能发一次
  560. std::string pbdata = GameStarts.SerializePartialAsString();
  561. //发送数据
  562. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_START, (void*)pbdata.c_str(), pbdata.length());
  563. //用户回放
  564. for (WORD i = 0; i < wChairCount; i++)
  565. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]);
  566. for (WORD i = 0; i < MAX_COUNT * GAME_PLAYER; i++)
  567. {
  568. GameStarts.set_cbcarddata(i,GameStart.cbCardData[i]);
  569. }
  570. std::string pbrecord = GameStarts.SerializePartialAsString();
  571. RepayRecord(INVALID_CHAIR, SUB_S_GAME_START, (void*)pbrecord.c_str(), pbrecord.length());
  572. if (mMjType==0)
  573. {
  574. if (m_TabbOutCardCout[m_wCurrentUser] > 0)
  575. HttpTingCard(m_wCurrentUser);
  576. return true;
  577. }
  578. mMaxBaoNum = BaoEnum::SHUANG_LIANG_TAI;
  579. mbaoMjUserID = m_wCurrentUser;
  580. mBaoTaiNum[m_wCurrentUser] = (mMaxBaoNum / 3) + 2;
  581. mbStartBaoTai = 1;
  582. mCurrentBaoUser = m_wBankerUser;
  583. mCurrentMinBaoTai = BaoEnum::SHUANG_LIANG_TAI;
  584. return true;
  585. }
  586. void CTableFrameSink::DeletePrivateTable(bool bSendState)
  587. {
  588. tagScoreInfo ScoreInfoArray[GAME_PLAYER];
  589. ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray));
  590. WORD wChairCount = m_pITableFrame->GetChairCount();
  591. for (int i = 0; i < wChairCount; ++i)
  592. {
  593. IServerUserItem *pIUserItem = m_pITableFrame->GetTableUserItem(i);
  594. if (pIUserItem == NULL)
  595. continue;
  596. ScoreInfoArray[i].cbType = SCORE_TYPE_END;
  597. ScoreInfoArray[i].lScore = 0;// m_lUserTmpScore[i] - TEMP_MAX_SCORE; //记录临时分
  598. }
  599. m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray));
  600. ConcludeGame(GAME_STATUS_DELETE, bSendState);
  601. m_pITableFrame->DeletePrivateTableNow();
  602. }
  603. //游戏结束
  604. bool CTableFrameSink::OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason, bool bSendState)
  605. {
  606. bool bFinish = (m_gameConfig.wHadPlayCount >= m_gameConfig.wPlayCountRule) ? 1 : 0;
  607. switch (cbReason)
  608. {
  609. case GER_DELETE_PRIVATE:
  610. // bFinish = 1;
  611. // bDelete = true;
  612. // if (!m_pITableFrame->IsGameStarted())
  613. // {
  614. // DeletePrivateTable(bSendState);
  615. // return true;
  616. // }
  617. ConcludeGame(GS_MJ_FREE);
  618. DeletePrivateTable(bSendState);
  619. return true;
  620. case GER_NORMAL: //常规结束
  621. {
  622. //变量定义
  623. CMD_S_GameEnd GameEnd;
  624. ZeroMemory(&GameEnd, sizeof(GameEnd));
  625. GameEnd.bFinish = bFinish;//1……
  626. if (m_cbLeftCardCount <= 0 && bIsHuang)//荒庄了
  627. {
  628. {
  629. GameEnd.bOptType = 2;
  630. //黄装了
  631. if (m_gameConfig.wHadPlayCount>1)
  632. {
  633. m_wNextBankerUser = m_wBankerUser;
  634. m_wNextBankerUser = m_wNextBankerUser | 0x0100;
  635. int userID;
  636. if (m_wBankerUser>4)
  637. {
  638. userID = m_wBankerUser & 0x00ff;
  639. }
  640. else
  641. {
  642. userID = m_wBankerUser;
  643. }
  644. LianXuHuPai[userID]++;
  645. }
  646. else
  647. {
  648. /* m_wNextBankerUser = m_wBankerUser;
  649. m_wNextBankerUser = m_wNextBankerUser | 0x0100;*/
  650. LianXuHuPai[m_wBankerUser & 0x00ff]++;
  651. }
  652. //黄庄了
  653. //统计玩家积分,牌值
  654. for (WORD i = 0; i < mPlayGameUserCount; i++)
  655. {
  656. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  657. {
  658. continue;
  659. }
  660. GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分4…………
  661. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  662. }
  663. }
  664. }
  665. else
  666. {
  667. if (mBZaHu)
  668. {
  669. GameEnd.bOptType = 4;
  670. }
  671. else
  672. {
  673. GameEnd.bOptType = 1;
  674. }
  675. GameEnd.HuPaiCard = m_cbProvideCard;
  676. GameEnd.wDianpao = m_wProvideUser;
  677. BYTE TempWanJiaCardCount = 0;
  678. m_wNextBankerUser = wChairID; //得到下一个坐庄的玩家
  679. if (LianXuHuPai[wChairID] > 1)
  680. m_wNextBankerUser = m_wNextBankerUser | 0x0100;
  681. //统计积分,胡牌得分,玩家牌值
  682. //保存本局所有用户的积分变动 除了胡牌玩家的
  683. for (WORD i = 0; i < mPlayGameUserCount; i++)
  684. {
  685. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  686. {
  687. continue;
  688. }
  689. //m_lGameTatolScore[i] += m_lGameScore[i];
  690. GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3…………
  691. if (i == wChairID && m_wProvideUser == wChairID)continue;
  692. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  693. }
  694. //自摸
  695. if (m_wProvideUser == wChairID)
  696. {
  697. //先减去 胡的这张牌
  698. m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
  699. //把剩下的手牌保存到cbCardData
  700. m_GameLogic.SwitchToCardData(m_cbCardIndex[wChairID], GameEnd.cbCardData[wChairID]);
  701. //保存手牌数目
  702. TempWanJiaCardCount = m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]);
  703. //最后一张牌 加上刚刚减去的牌
  704. GameEnd.cbCardData[wChairID][TempWanJiaCardCount] = m_cbProvideCard;//手牌数据4……
  705. //还原减去的牌
  706. m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
  707. }
  708. }
  709. GameEnd.bWanJiaId = wChairID;//玩家座位号 5……
  710. //保存实际桌子剩下多少能够抓的牌
  711. GameEnd.bLeftCardCount = m_cbShiJiLeftCardCount;//m_cbLeftCardCount + 26 + m_cbGangCount * 6;//剩余牌输量6…………
  712. CopyMemory(GameEnd.bLeftCardDada, m_cbRepertoryCard, GameEnd.bLeftCardCount);//剩余牌值7………………
  713. //保存每个玩家的胡牌次数
  714. CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));//玩家胡牌次数8…………
  715. //本次胡牌玩家的id
  716. GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();//获取房间ID,9……//胡牌玩家id
  717. GameEnd.playGameNum = m_gameConfig.wHadPlayCount;//得到第几局了,10…………
  718. for (BYTE i = 0; i < mPlayGameUserCount;i++)
  719. {
  720. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  721. {
  722. continue;
  723. }
  724. //保存16局 胡牌积分流水
  725. m_HuPaiLiuShui[(m_gameConfig.wHadPlayCount-1)*4+i] = m_lGameScore[i];
  726. }
  727. CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));//游戏流水,10…………
  728. for (int i = 0; i < m_gameConfig.wHadPlayCount;i++)
  729. {
  730. /*CString strTmp;
  731. 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]);*/
  732. //OutputDebugString(strTmp);
  733. }
  734. SparrowMaJiang::PB_CS_S_GameEnd pGameEnd;
  735. pGameEnd.set_bopttype(GameEnd.bOptType);
  736. pGameEnd.set_bwanjiaid(GameEnd.bWanJiaId);
  737. pGameEnd.set_wdianpao(GameEnd.wDianpao);
  738. pGameEnd.set_hupaicard(GameEnd.HuPaiCard);
  739. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  740. {
  741. pGameEnd.add_cbwanjiascore(GameEnd.cbWanJiaScore[i]);
  742. pGameEnd.add_bzimo(GameEnd.bZimo[i]);
  743. }
  744. pGameEnd.set_bfinish(GameEnd.bFinish);
  745. pGameEnd.set_dwownerid(GameEnd.dwOwnerID);
  746. pGameEnd.set_bleftcardcount(GameEnd.bLeftCardCount);
  747. for (BYTE i = 0; i < GameEnd.bLeftCardCount; i++)
  748. {
  749. pGameEnd.add_bleftcarddada(GameEnd.bLeftCardDada[i]);
  750. }
  751. pGameEnd.set_playgamenum(GameEnd.playGameNum);
  752. for (BYTE i = 0; i < mPlayGameUserCount * 16; i++)
  753. {
  754. pGameEnd.add_lgamescoredetail(GameEnd.lGameScoreDetail[i]);
  755. }
  756. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  757. {
  758. SparrowMaJiang::pb_cbCardData* CardData = pGameEnd.add_cbcarddata();
  759. for (BYTE j = 0; j < 14; j++)
  760. {
  761. CardData->add_cbcarddatas(GameEnd.cbCardData[i][j]);
  762. }
  763. }
  764. std::string pbdata = pGameEnd.SerializePartialAsString();
  765. RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  766. //发送结束信息
  767. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  768. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  769. tagScoreInfo ScoreInfoArray[GAME_PLAYER];
  770. ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray));
  771. for (WORD i = 0; i < mPlayGameUserCount; i++)
  772. {
  773. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  774. {
  775. continue;
  776. }
  777. IServerUserItem *pUserItem = m_pITableFrame->GetTableUserItem(i);
  778. if (NULL == pUserItem) continue;
  779. BYTE ScoreKind;
  780. if (m_lGameScore[i] > 0L) ScoreKind = SCORE_TYPE_WIN;
  781. else if (m_lGameScore[i] < 0L) ScoreKind = SCORE_TYPE_LOSE;
  782. else ScoreKind = SCORE_TYPE_DRAW;
  783. ScoreInfoArray[i].lScore = m_lGameScore[i];
  784. ScoreInfoArray[i].cbType = ScoreKind;
  785. //if (i == wChairID)continue;
  786. //m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  787. }
  788. m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray));
  789. ConcludeGame(GS_MJ_FREE);
  790. if (bFinish)
  791. {
  792. DeletePrivateTable(true);
  793. }
  794. return true;
  795. }
  796. case GER_DISMISS: //游戏解散
  797. {
  798. //变量定义
  799. CMD_S_GameEnd GameEnd;
  800. ZeroMemory(&GameEnd, sizeof(GameEnd));
  801. GameEnd.bFinish = 1;
  802. GameEnd.bOptType = 3;
  803. GameEnd.bWanJiaId = wChairID;//玩家座位号 5……
  804. //保存实际桌子剩下多少能够抓的牌
  805. GameEnd.bLeftCardCount = m_cbShiJiLeftCardCount;//m_cbLeftCardCount + 26 + m_cbGangCount * 6;//剩余牌输量6…………
  806. CopyMemory(GameEnd.bLeftCardDada, m_cbRepertoryCard, GameEnd.bLeftCardCount);//剩余牌值7………………
  807. //保存每个玩家的胡牌次数
  808. CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));//玩家胡牌次数8…………
  809. //本次胡牌玩家的id
  810. GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();//获取房间ID,9……//胡牌玩家id
  811. GameEnd.playGameNum = m_gameConfig.wHadPlayCount;//得到第几局了,10…………
  812. for (BYTE i = 0; i < GAME_PLAYER; i++)
  813. {
  814. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  815. m_HuPaiLiuShui[(m_gameConfig.wHadPlayCount - 1) * 4 + i] = m_lGameScore[i];
  816. }
  817. CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));//游戏流水,10…………
  818. //统计积分,胡牌得分,玩家牌值
  819. //保存本局所有用户的积分变动 除了胡牌玩家的
  820. for (WORD i = 0; i < mPlayGameUserCount; i++)
  821. {
  822. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  823. {
  824. continue;
  825. }
  826. GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3…………
  827. }
  828. SparrowMaJiang::PB_CS_S_GameEnd pGameEnd;
  829. pGameEnd.set_bopttype(GameEnd.bOptType);
  830. pGameEnd.set_bwanjiaid(GameEnd.bWanJiaId);
  831. pGameEnd.set_wdianpao(GameEnd.wDianpao);
  832. pGameEnd.set_hupaicard(GameEnd.HuPaiCard);
  833. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  834. {
  835. pGameEnd.add_cbwanjiascore(GameEnd.cbWanJiaScore[i]);
  836. pGameEnd.add_bzimo(GameEnd.bZimo[i]);
  837. }
  838. pGameEnd.set_bfinish(GameEnd.bFinish);
  839. pGameEnd.set_dwownerid(GameEnd.dwOwnerID);
  840. pGameEnd.set_bleftcardcount(GameEnd.bLeftCardCount);
  841. for (BYTE i = 0; i < GameEnd.bLeftCardCount; i++)
  842. {
  843. pGameEnd.add_bleftcarddada(GameEnd.bLeftCardDada[i]);
  844. }
  845. pGameEnd.set_playgamenum(GameEnd.playGameNum);
  846. for (BYTE i = 0; i < mPlayGameUserCount * 16; i++)
  847. {
  848. pGameEnd.add_lgamescoredetail(GameEnd.lGameScoreDetail[i]);
  849. }
  850. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  851. {
  852. SparrowMaJiang::pb_cbCardData* CardData = pGameEnd.add_cbcarddata();
  853. for (BYTE j = 0; j < 14; j++)
  854. {
  855. CardData->add_cbcarddatas(GameEnd.cbCardData[i][j]);
  856. }
  857. }
  858. std::string pbdata = pGameEnd.SerializePartialAsString();
  859. RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  860. //发送结束信息
  861. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  862. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  863. if (m_pITableFrame->GetGameStatus() == GS_MJ_FREE)
  864. {
  865. DeletePrivateTable(true);
  866. return true;
  867. }
  868. tagScoreInfo ScoreInfoArray[GAME_PLAYER];
  869. ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray));
  870. for (WORD i = 0; i < mPlayGameUserCount; i++)
  871. {
  872. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  873. {
  874. continue;
  875. }
  876. IServerUserItem *pUserItem = m_pITableFrame->GetTableUserItem(i);
  877. if (NULL == pUserItem) continue;
  878. BYTE ScoreKind;
  879. if (m_lGameScore[i] > 0L) ScoreKind = SCORE_TYPE_WIN;
  880. else if (m_lGameScore[i] < 0L) ScoreKind = SCORE_TYPE_LOSE;
  881. else ScoreKind = SCORE_TYPE_DRAW;
  882. ScoreInfoArray[i].lScore = m_lGameScore[i];
  883. ScoreInfoArray[i].cbType = ScoreKind;
  884. //if (i == wChairID)continue;
  885. //m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  886. }
  887. m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray));
  888. ConcludeGame(GS_MJ_FREE);
  889. DeletePrivateTable(bSendState);
  890. return true;
  891. }
  892. case GER_NETWORK_ERROR: //网络错误
  893. case GER_USER_LEAVE: //用户强退
  894. {
  895. if (pIServerUserItem != NULL){
  896. DWORD dwUserID = pIServerUserItem->GetUserID();
  897. m_offlineUsers.push_back(dwUserID);
  898. }
  899. // CString cstr = L"";
  900. // cstr.Format(L"异常游戏id:%d", dwUserID);
  901. //CTraceService::TraceString(cstr, TraceLevel_Warning);
  902. return true;
  903. }
  904. }
  905. //错误断言
  906. ASSERT(FALSE);
  907. return false;
  908. }
  909. //发送场景duanxian用户断线重连
  910. bool CTableFrameSink::OnEventSendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret)
  911. {
  912. try
  913. {
  914. switch (cbGameStatus)
  915. {
  916. case GS_MJ_FREE: //空闲状态
  917. {
  918. //变量定义
  919. CMD_S_StatusFree StatusFree;
  920. memset(&StatusFree, 0, sizeof(StatusFree));
  921. //游戏房主基础配置
  922. CopyMemory(&StatusFree.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
  923. for (int i = 0; i < mPlayGameUserCount; i++)
  924. {
  925. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  926. {
  927. continue;
  928. }
  929. StatusFree.lUserTmpScore[i] = (INT)m_lGameTatolScore[i];
  930. }
  931. StatusFree.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
  932. //构造数据
  933. StatusFree.UserStat = pIServerUserItem->GetUserInfo()->cbUserStatus;
  934. //发送场景
  935. return m_pITableFrame->SendGameScene(pIServerUserItem, &StatusFree, sizeof(StatusFree));
  936. }
  937. case GS_MJ_PLAY: //游戏状态
  938. {
  939. //变量定义
  940. CMD_S_StatusPlay StatusPlay;
  941. memset(&StatusPlay, 0, sizeof(StatusPlay));
  942. //游戏房主基础配置
  943. CopyMemory(&StatusPlay.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
  944. CopyMemory(StatusPlay.lUserTmpScore, m_lGameTatolScore, sizeof(m_lGameTatolScore));
  945. if (m_bTwoPlayerFlag)
  946. {
  947. StatusPlay.cbTotalCardCount = MAX_REPERTORY_ZJ_Two;
  948. }
  949. else
  950. {
  951. StatusPlay.cbTotalCardCount = MAX_REPERTORY_ZJ;
  952. }
  953. StatusPlay.cbLeftCardCount = m_cbLeftCardCount;
  954. StatusPlay.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
  955. //游戏变量
  956. StatusPlay.wBankerUser = m_wBankerUser;
  957. WORD wSice = WORD(m_lSiceCount & 0xffff);
  958. StatusPlay.lSiZi[0] = HIBYTE(wSice);
  959. StatusPlay.lSiZi[1] = LOBYTE(wSice);
  960. StatusPlay.lSiZi[2] = m_cbMagicFirstData;
  961. StatusPlay.lSiZi[3] = m_cbMagicSecondData;
  962. if (mMjType != 1)
  963. {
  964. StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();
  965. }
  966. CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard));
  967. CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount));
  968. StatusPlay.totalOptTime = 10;
  969. StatusPlay.leftOptTime = 0;
  970. //组合扑克
  971. CopyMemory(StatusPlay.WeaveItemArray, m_WeaveItemArray, sizeof(m_WeaveItemArray));
  972. CopyMemory(StatusPlay.cbWeaveCount, m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount));
  973. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  974. {
  975. //StatusPlay.bWanLaiZi[i] = m_OutLaiZi[i];
  976. //StatusPlay.bWanLaiZi[i] |= (m_OutHongZhongGang[i] << 4);
  977. //StatusPlay.bWanLaiZi[i] |= (m_OutFaCaiGang[i] << 8);
  978. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  979. {
  980. continue;
  981. }
  982. StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]);
  983. }
  984. m_GameLogic.SwitchToCardData(m_cbCardIndex[wChiarID], StatusPlay.cbCardData);//手牌数据
  985. StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码
  986. 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))
  987. {
  988. tagGangCardResult GangCardResult;
  989. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  990. m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChiarID], m_WeaveItemArray[wChiarID], m_cbWeaveItemCount[wChiarID], GangCardResult);
  991. for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
  992. {
  993. StatusPlay.gangCards[i] = GangCardResult.cbCardData[i];
  994. }
  995. }
  996. ASSERT(m_wProvideUser >= 0 && m_wProvideUser <= 3);
  997. //当前到谁家
  998. StatusPlay.wCurrentUser = (m_wCurrentUser == INVALID_CHAIR ? m_wProvideUser : m_wCurrentUser);
  999. BYTE OldUser = 0;//定义一个最后出牌用户
  1000. 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
  1001. {
  1002. //if (m_bGangStatus)
  1003. //{
  1004. // StatusPlay.bPutCardData[m_wProvideUser] = m_OutLastLaiZiData;
  1005. //}
  1006. //else
  1007. //{
  1008. if (m_bTwoPlayerFlag)
  1009. {
  1010. OldUser = (m_wProvideUser - 2 + GAME_PLAYER) % GAME_PLAYER;
  1011. }
  1012. else
  1013. {
  1014. OldUser = (m_wProvideUser - 1 + mPlayGameUserCount) % mPlayGameUserCount;
  1015. }
  1016. /* if (m_wProvideUser == 0)
  1017. {
  1018. OldUser = 3;
  1019. }
  1020. else
  1021. OldUser = m_wProvideUser - 1;*/
  1022. BYTE TempIndex = 0;
  1023. BYTE bDiscardCount = (m_cbDiscardCount[OldUser] - 1) >= 0 ? (m_cbDiscardCount[OldUser] - 1) : 0;
  1024. for (BYTE i = bDiscardCount; i < 40; i++)
  1025. {
  1026. if (m_cbDiscardCard[OldUser][i] == 0)
  1027. {
  1028. TempIndex = i - 1;
  1029. break;
  1030. }
  1031. }
  1032. TempIndex = (TempIndex == 255) ? 0 : TempIndex;
  1033. StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex];
  1034. //}
  1035. }
  1036. if (m_wProvideUser == m_wOutCardUser && m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候
  1037. {
  1038. StatusPlay.bPutCardData[m_wProvideUser] = m_cbProvideCard;
  1039. StatusPlay.cbDiscardCard[m_wProvideUser][StatusPlay.cbDiscardCount[m_wProvideUser]++] = m_cbProvideCard;
  1040. }
  1041. 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)
  1042. {
  1043. ZeroMemory(StatusPlay.cbCardData, sizeof(StatusPlay.cbCardData));
  1044. BYTE TempCardData[MAX_INDEX];
  1045. CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData));
  1046. BYTE TempEndCardData = m_GameLogic.GetEndCard(TempCardData);
  1047. BYTE TempCardIndex = m_GameLogic.SwitchToCardIndex(TempEndCardData);
  1048. if (TempCardData[TempCardIndex] == 0){ ASSERT(false); return false; }
  1049. TempCardData[TempCardIndex]--;
  1050. BYTE cardNum = m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData);
  1051. StatusPlay.cbCardData[cardNum] = TempEndCardData;
  1052. }
  1053. if (wChiarID == StatusPlay.wCurrentUser && m_wCurrentUser != INVALID_CHAIR && m_wCurrentUser == m_wProvideUser)//牌权是轮到他抓牌,未打出
  1054. {
  1055. ZeroMemory(StatusPlay.cbCardData, sizeof(StatusPlay.cbCardData));
  1056. BYTE TempCardData[MAX_INDEX];
  1057. CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData));
  1058. BYTE TempCardIndex = m_GameLogic.SwitchToCardIndex(m_cbProvideCard);
  1059. if (m_cbCardIndex[wChiarID][TempCardIndex] == 0)ASSERT(false);
  1060. TempCardData[TempCardIndex]--;
  1061. BYTE cardNum = m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData);
  1062. StatusPlay.cbCardData[cardNum] = m_GameLogic.SwitchToCardData(TempCardIndex);//处理得到最后一张牌数据放最后
  1063. }
  1064. //////////////////////////////////////////////////////////////////////////
  1065. if (mMjType == 1)
  1066. {
  1067. BYTE baojiauser;
  1068. //台数 获取断线玩家 选取的台数。0-18 已选台数 255 过 254 未选
  1069. BYTE taishu;
  1070. if (mbStartBaoTai == 1)
  1071. {
  1072. StatusPlay.wCurrentUser = mCurrentBaoUser;
  1073. baojiauser = 4;//未确定包家
  1074. taishu = mCurrentMinBaoTai;
  1075. }
  1076. else
  1077. if ((mbStartBaoTai == 2 || mbStartBaoTai == 3) && m_cbOutCardCount == 0)
  1078. {
  1079. StatusPlay.wCurrentUser = (m_wBankerUser & 0xff);
  1080. baojiauser = mbaoMjUserID;//已经确定包家
  1081. taishu = mUserOptBaoTai[mbaoMjUserID];
  1082. }
  1083. else
  1084. {
  1085. baojiauser = mbaoMjUserID;//已经确定包家
  1086. taishu = mUserOptBaoTai[mbaoMjUserID];
  1087. }
  1088. //20不包 21表示未选择
  1089. BYTE cbTaiInfo[4] = { 0 };
  1090. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1091. {
  1092. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1093. {
  1094. continue;
  1095. }
  1096. if (mUserOptBaoTai[i] == 255)
  1097. {
  1098. cbTaiInfo[i] = 20;
  1099. }
  1100. else if (mUserOptBaoTai[i] == -1)
  1101. {
  1102. cbTaiInfo[i] = 21;
  1103. }
  1104. else
  1105. {
  1106. cbTaiInfo[i] = mUserOptBaoTai[i];
  1107. }
  1108. }
  1109. //包家ID 6位 包家台数6位 每5位一个玩家台数
  1110. StatusPlay.dwOwnerID = 0;
  1111. StatusPlay.dwOwnerID |= baojiauser;
  1112. StatusPlay.dwOwnerID |= taishu << 6;
  1113. StatusPlay.dwOwnerID |= cbTaiInfo[0] << 12;
  1114. StatusPlay.dwOwnerID |= cbTaiInfo[1] << 17;
  1115. StatusPlay.dwOwnerID |= cbTaiInfo[2] << 22;
  1116. StatusPlay.dwOwnerID |= cbTaiInfo[3] << 27;
  1117. /* CString str;
  1118. str.Format(_T("包家=%d 包家台数=%d 东=%d 南=%d 西=%d 北=%d"), baojiauser, taishu, cbTaiInfo[0], cbTaiInfo[1], cbTaiInfo[2], cbTaiInfo[3]);*/
  1119. //OutputDebugString(str);
  1120. }
  1121. //////////////////////////////////////////////////////////////////////////
  1122. //发送场景
  1123. return m_pITableFrame->SendGameScene(pIServerUserItem, &StatusPlay, sizeof(StatusPlay));
  1124. }
  1125. }
  1126. return false;
  1127. }
  1128. catch (...)
  1129. {
  1130. OutputDebugString(_T("CTableFrameSink::OnEventSendGameScene... 触发异常\r\n"));
  1131. return false;
  1132. }
  1133. }
  1134. //定时器事件
  1135. bool CTableFrameSink::OnTimerMessage(DWORD wTimerID, WPARAM wBindParam)
  1136. {
  1137. return false;
  1138. }
  1139. //游戏消息处理
  1140. void CTableFrameSink::SetGameConfig(VOID * pDataBuffer, WORD wDataSize, std::wstring sPrivateRoomId)
  1141. {
  1142. tagGameConfig* ppConfig = (tagGameConfig*)pDataBuffer;
  1143. m_gameConfig.wSubGameID = ppConfig->wSubGameID;
  1144. m_gameConfig.wDiScore = ppConfig->wPlayRule;
  1145. m_gameConfig.wFanFei = ppConfig->wMaxFanRule;
  1146. m_gameConfig.wIpLimit = ppConfig->wMaxScore;
  1147. m_gameConfig.wPlayCountRule = ppConfig->wPlayCountRule;
  1148. m_gameConfig.RoomId = ppConfig->wHadPlayCount;
  1149. m_gameConfig.wHadPlayCount = 0;
  1150. m_gameConfig.bDuoLai = 1;
  1151. m_gameConfig.wFengDing = ppConfig->wFengDing;
  1152. m_gameConfig.tmp1 = ppConfig->tmp1;
  1153. if (m_gameConfig.wFengDing ==0||m_gameConfig.wFengDing==5)
  1154. {
  1155. mMaxTaiNum = 5;
  1156. }else if (m_gameConfig.wFengDing ==6 || m_gameConfig.wFengDing == 7)
  1157. {
  1158. mMaxTaiNum = m_gameConfig.wFengDing;
  1159. }
  1160. else
  1161. {
  1162. mMaxTaiNum = 20;
  1163. }
  1164. lstrcpy(m_gameConfig.sPrivateTableID, sPrivateRoomId.c_str());
  1165. //bGameType = m_gameConfig.wSubGameID;
  1166. //bGameZuiDiFen = m_gameConfig.wDiScore*(bGameType == HongZhong ? 10 : 16);
  1167. //协议修改,值变成 4 3 2
  1168. if (m_gameConfig.tmp1==0)
  1169. {
  1170. mPlayGameUserCount = 4;
  1171. }
  1172. else
  1173. {
  1174. if (m_gameConfig.tmp1==2)
  1175. {
  1176. m_bTwoPlayerFlag = TRUE;
  1177. mPlayGameUserCount = 3;
  1178. m_pITableFrame->SetStartMode(START_MODE_ALL_READY);
  1179. }
  1180. else
  1181. {
  1182. mPlayGameUserCount = m_gameConfig.tmp1;
  1183. }
  1184. }
  1185. //switch (Value)
  1186. //{
  1187. //case 0:
  1188. // mPlayGameUserCount = 4;
  1189. // break;
  1190. //case 1:
  1191. // mPlayGameUserCount = 3;
  1192. // break;
  1193. //case 2:
  1194. // mPlayGameUserCount = 2;
  1195. // break;
  1196. //default:
  1197. // break;
  1198. //}
  1199. m_pITableFrame->SetChairCount(mPlayGameUserCount);
  1200. ASSERT(m_gameConfig.wSubGameID >= 0 && m_gameConfig.wSubGameID < MahJongType::count);
  1201. if (m_gameConfig.wSubGameID==30)
  1202. {
  1203. mMjType = 0;//翻财神
  1204. }
  1205. else
  1206. {
  1207. mMjType = 1;//包麻将
  1208. m_gameConfig.bDuoLai = ppConfig->bDuoLai;//包麻将 用来控制 是否计算 大牌分数 0计算 1不计算
  1209. mBaoCacleDZFB = !m_gameConfig.bDuoLai;
  1210. }
  1211. m_GameLogic.SetGameLogicMjType(mMjType);
  1212. if (!sPrivateRoomId.empty())
  1213. {
  1214. mGameTableId = _wtoi(sPrivateRoomId.c_str());
  1215. }
  1216. else
  1217. {
  1218. mGameTableId = 1;
  1219. }
  1220. }
  1221. //游戏消息处理
  1222. bool CTableFrameSink::OnGameMessage(WORD wSubCmdID, VOID* pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem)
  1223. {
  1224. switch (wSubCmdID)
  1225. {
  1226. case SUB_C_OUT_CARD: //出牌消息
  1227. {
  1228. //定义变量
  1229. SparrowMaJiang::PB_CS_C_OutCard OutCard;
  1230. OutCard.ParseFromArray(pDataBuffer, wDataSize);
  1231. //用户效验
  1232. if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true;
  1233. return OnUserOutCard(pIServerUserItem->GetChairID(), OutCard.cbcarddata());
  1234. }
  1235. case SUB_C_OPERATE_CARD: //操作消息
  1236. {
  1237. SparrowMaJiang::PB_CS_C_OperateCard OperateCard;
  1238. OperateCard.ParseFromArray(pDataBuffer, wDataSize);
  1239. //用户效验
  1240. if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true;
  1241. //消息处理
  1242. CMD_C_OperateCard pOperateCard;
  1243. for (WORD i = 0; i < 4; i++)
  1244. {
  1245. pOperateCard.cbCaiShenCard[i] = OperateCard.cbcaishencard(i);
  1246. }
  1247. pOperateCard.cbOperateCard = OperateCard.cboperatecard();
  1248. pOperateCard.cbOperateCode = OperateCard.cboperatecode();
  1249. return OnUserOperateCard(pIServerUserItem->GetChairID(), pOperateCard.cbOperateCode, pOperateCard.cbOperateCard, pOperateCard.cbCaiShenCard);
  1250. }
  1251. case SUB_C_TRUSTEE: //托管
  1252. {
  1253. SparrowMaJiang::PB_CS_C_Trustee pTrustee;
  1254. pTrustee.ParseFromArray(pDataBuffer, wDataSize);
  1255. m_bTrustee[pIServerUserItem->GetChairID()] = pTrustee.btrustee();
  1256. CMD_S_Trustee Trustee;
  1257. Trustee.bTrustee = pTrustee.btrustee();
  1258. Trustee.wChairID = pIServerUserItem->GetChairID();
  1259. SparrowMaJiang::PB_CS_S_Trustee Trustees;
  1260. Trustees.set_btrustee(Trustee.bTrustee);
  1261. Trustees.set_wchairid(Trustee.wChairID);
  1262. std::string pbdata = Trustees.SerializePartialAsString();
  1263. RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1264. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1265. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1266. return true;
  1267. }
  1268. case SUB_C_SELECT_BAO:{
  1269. SparrowMaJiang::PB_CS_C_BAO pBaoTai;
  1270. pBaoTai.ParseFromArray(pDataBuffer, wDataSize);
  1271. SelectBaoTaiNum(pIServerUserItem->GetChairID(), pBaoTai.cbtainum());
  1272. return true;
  1273. }
  1274. case SUB_C_SELECT_CAI:{
  1275. SparrowMaJiang::PB_CS_C_Magic pMagic;
  1276. pMagic.ParseFromArray(pDataBuffer, wDataSize);
  1277. SelectBaoMagic(pIServerUserItem->GetChairID(), pMagic.cbmagicfirst(), pMagic.cbmagicsenced());
  1278. return true;
  1279. }
  1280. default:
  1281. return false;
  1282. }
  1283. return false;
  1284. }
  1285. //框架消息处理
  1286. bool CTableFrameSink::OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem)
  1287. {
  1288. return false;
  1289. }
  1290. //用户断线重连
  1291. bool CTableFrameSink::OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem)
  1292. {
  1293. auto dwUserID = pIServerUserItem->GetUserID();
  1294. auto iter = std::find(m_offlineUsers.begin(), m_offlineUsers.end(), dwUserID);
  1295. if (m_TabbOutCardCout[wChairID] > 0)
  1296. HttpTingCard(wChairID);
  1297. if (iter != end(m_offlineUsers))
  1298. {
  1299. m_offlineUsers.erase(iter); //玩家重新上线
  1300. return true;
  1301. }
  1302. return true;
  1303. }
  1304. //用户坐下
  1305. bool CTableFrameSink::OnActionUserSitDown(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser)
  1306. {
  1307. return true;
  1308. }
  1309. //游戏中途旁观进入
  1310. bool CTableFrameSink::PerformLookonLogin(IServerUserItem * pIServerUserItem)
  1311. {
  1312. CMD_S_PangGuan StatusPlay;
  1313. memset(&StatusPlay, 0, sizeof(StatusPlay));
  1314. //游戏房主基础配置
  1315. CopyMemory(&StatusPlay.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
  1316. CopyMemory(StatusPlay.lUserTmpScore, m_lGameTatolScore, sizeof(m_lGameTatolScore));
  1317. if (m_bTwoPlayerFlag)
  1318. {
  1319. StatusPlay.cbTotalCardCount = MAX_REPERTORY_ZJ_Two;
  1320. }
  1321. else
  1322. {
  1323. StatusPlay.cbTotalCardCount = MAX_REPERTORY_ZJ;
  1324. }
  1325. StatusPlay.cbLeftCardCount = m_cbLeftCardCount;
  1326. StatusPlay.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
  1327. StatusPlay.GameStatus = m_pITableFrame->IsDrawStarted();
  1328. if (StatusPlay.GameStatus)
  1329. {
  1330. //游戏变量
  1331. StatusPlay.wBankerUser = m_wBankerUser;
  1332. WORD wSice = WORD(m_lSiceCount & 0xffff);
  1333. StatusPlay.lSiZi[0] = HIBYTE(wSice);
  1334. StatusPlay.lSiZi[1] = LOBYTE(wSice);
  1335. StatusPlay.lSiZi[2] = m_cbMagicFirstData;
  1336. StatusPlay.lSiZi[3] = m_cbMagicSecondData;
  1337. if (mMjType!=1)
  1338. {
  1339. StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();
  1340. }
  1341. CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard));
  1342. CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount));
  1343. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1344. {
  1345. //StatusPlay.bWanLaiZi[i] = m_OutLaiZi[i];
  1346. //StatusPlay.bWanLaiZi[i] |= (m_OutHongZhongGang[i] << 4);
  1347. //StatusPlay.bWanLaiZi[i] |= (m_OutFaCaiGang[i] << 8);
  1348. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1349. {
  1350. continue;
  1351. }
  1352. StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]);
  1353. }
  1354. StatusPlay.totalOptTime = 10;
  1355. StatusPlay.leftOptTime = 0;
  1356. ASSERT(m_wProvideUser >= 0 && m_wProvideUser <= 3);
  1357. //当前到谁家
  1358. StatusPlay.wCurrentUser = (m_wCurrentUser == INVALID_CHAIR ? m_wProvideUser : m_wCurrentUser);
  1359. WORD OldUser = 0;//定义一个最后出牌用户`
  1360. if (m_wProvideUser == m_wCurrentUser&&m_wOutCardUser == INVALID_CHAIR)//牌权是摸牌得且没出牌
  1361. {
  1362. //if (m_bGangStatus)
  1363. //{
  1364. // StatusPlay.bPutCardData[m_wProvideUser] = m_OutLastLaiZiData;
  1365. //}
  1366. //else
  1367. //{
  1368. if (m_bTwoPlayerFlag)
  1369. {
  1370. OldUser = (m_wProvideUser - 2 + GAME_PLAYER) % GAME_PLAYER;
  1371. }
  1372. else
  1373. {
  1374. OldUser = (m_wProvideUser - 1 + mPlayGameUserCount) % mPlayGameUserCount;
  1375. }
  1376. BYTE TempIndex = 0;
  1377. BYTE bDiscardCount = (m_cbDiscardCount[OldUser] - 1) >= 0 ? (m_cbDiscardCount[OldUser] - 1) : 0;
  1378. for (BYTE i = bDiscardCount; i < 40; i++)
  1379. {
  1380. if (m_cbDiscardCard[OldUser][i] == 0)
  1381. {
  1382. TempIndex = i - 1;
  1383. break;
  1384. }
  1385. }
  1386. TempIndex = (TempIndex == 255) ? 0 : TempIndex;
  1387. StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex];
  1388. //}
  1389. }
  1390. if (m_wProvideUser == m_wOutCardUser&& m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候
  1391. {
  1392. StatusPlay.bPutCardData[m_wProvideUser] = m_cbProvideCard;
  1393. StatusPlay.cbDiscardCard[m_wProvideUser][StatusPlay.cbDiscardCount[m_wProvideUser]++] = m_cbProvideCard;
  1394. }
  1395. //组合扑克
  1396. CopyMemory(StatusPlay.WeaveItemArray, m_WeaveItemArray, sizeof(m_WeaveItemArray));
  1397. CopyMemory(StatusPlay.cbWeaveCount, m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount));
  1398. if (mMjType == 1)
  1399. {
  1400. BYTE baojiauser;
  1401. //台数 获取断线玩家 选取的台数。0-18 已选台数 255 过 254 未选
  1402. BYTE taishu;
  1403. if (IsCanReturnResult())
  1404. {
  1405. baojiauser = mbaoMjUserID;
  1406. taishu = mUserOptBaoTai[mbaoMjUserID];
  1407. }
  1408. else
  1409. {
  1410. baojiauser = 4;
  1411. taishu = mCurrentMinBaoTai;
  1412. }
  1413. StatusPlay.wCurrentUser = mCurrentBaoUser;
  1414. BYTE cbTaiInfo[4] = { 0 };
  1415. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1416. {
  1417. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1418. {
  1419. continue;
  1420. }
  1421. if (mUserOptBaoTai[i] == 255)
  1422. {
  1423. cbTaiInfo[i] = 20;
  1424. }
  1425. else if (mUserOptBaoTai[i] == -1)
  1426. {
  1427. cbTaiInfo[i] = 21;
  1428. }
  1429. else
  1430. {
  1431. cbTaiInfo[i] = mUserOptBaoTai[i];
  1432. }
  1433. }
  1434. StatusPlay.dwOwnerID = 0;
  1435. StatusPlay.dwOwnerID |= baojiauser;
  1436. StatusPlay.dwOwnerID |= taishu << 6;
  1437. StatusPlay.dwOwnerID |= cbTaiInfo[0] << 12; //东
  1438. StatusPlay.dwOwnerID |= cbTaiInfo[1] << 17; //南
  1439. StatusPlay.dwOwnerID |= cbTaiInfo[2] << 22; //西
  1440. StatusPlay.dwOwnerID |= cbTaiInfo[3] << 27; //北
  1441. CString str;
  1442. str.Format(_T("旁观进入 包家=%d 包家台数=%d 东=%d 南=%d 西=%d 北=%d"), baojiauser, taishu, cbTaiInfo[0], cbTaiInfo[1], cbTaiInfo[2], cbTaiInfo[3]);
  1443. //OutputDebugString(str);
  1444. }
  1445. }
  1446. SparrowMaJiang::PB_CS_S_PangGuan PangGuan;
  1447. PangGuan.mutable_gameconfig()->set_bduolai(StatusPlay.gameConfig.bDuoLai);
  1448. PangGuan.mutable_gameconfig()->set_isowner(StatusPlay.gameConfig.IsOwner);
  1449. PangGuan.mutable_gameconfig()->set_roomid(StatusPlay.gameConfig.RoomId);
  1450. std::string sPrivateTableID = CW2AEX<1024>(StatusPlay.gameConfig.sPrivateTableID, CP_UTF8).m_psz;
  1451. PangGuan.mutable_gameconfig()->set_sprivatetableid(sPrivateTableID);
  1452. PangGuan.mutable_gameconfig()->set_tmp1(StatusPlay.gameConfig.tmp1);
  1453. PangGuan.mutable_gameconfig()->set_tmp2(StatusPlay.gameConfig.tmp2);
  1454. PangGuan.mutable_gameconfig()->set_wdiscore(StatusPlay.gameConfig.wDiScore);
  1455. PangGuan.mutable_gameconfig()->set_wfanfei(StatusPlay.gameConfig.wFanFei);
  1456. PangGuan.mutable_gameconfig()->set_wfengding(StatusPlay.gameConfig.wFengDing);
  1457. PangGuan.mutable_gameconfig()->set_whadplaycount(StatusPlay.gameConfig.wHadPlayCount);
  1458. PangGuan.mutable_gameconfig()->set_wiplimit(StatusPlay.gameConfig.wIpLimit);
  1459. PangGuan.mutable_gameconfig()->set_wplaycountrule(StatusPlay.gameConfig.wPlayCountRule);
  1460. PangGuan.mutable_gameconfig()->set_wsubgameid(StatusPlay.gameConfig.wSubGameID);
  1461. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  1462. {
  1463. PangGuan.add_lusertmpscore(StatusPlay.lUserTmpScore[j]);
  1464. PangGuan.add_bputcarddata(StatusPlay.bPutCardData[j]);
  1465. PangGuan.add_cbcardcount(StatusPlay.cbCardCount[j]);
  1466. PangGuan.add_cbweavecount(StatusPlay.cbWeaveCount[j]);
  1467. PangGuan.add_cbdiscardcount(StatusPlay.cbDiscardCount[j]);
  1468. SparrowMaJiang::pb_cbDiscardCard* DiscardCard = PangGuan.add_cbdiscardcard();
  1469. for (BYTE i = 0; i < 40; i++)
  1470. {
  1471. DiscardCard->add_cbdiscardcard(StatusPlay.cbDiscardCard[j][i]);
  1472. }
  1473. SparrowMaJiang::pb_WeaveItemArray* WeaveItemArray = PangGuan.add_weaveitemarray();
  1474. for (BYTE i = 0; i < 4; i++)
  1475. {
  1476. SparrowMaJiang::pb_WeaveItem* WeaveItem = WeaveItemArray->add_weaveitem();
  1477. WeaveItem->set_cbcentercard(StatusPlay.WeaveItemArray[j][i].cbCenterCard);
  1478. WeaveItem->set_cbpubliccard(StatusPlay.WeaveItemArray[j][i].cbPublicCard);
  1479. WeaveItem->set_cbweavekind(StatusPlay.WeaveItemArray[j][i].cbWeaveKind);
  1480. WeaveItem->set_wprovideuser(StatusPlay.WeaveItemArray[j][i].wProvideUser);
  1481. for (BYTE k = 0; k < 4; k++)
  1482. {
  1483. WeaveItem->add_cbmargicoffset(StatusPlay.WeaveItemArray[j][i].cbMargicOffset[k]);
  1484. }
  1485. }
  1486. }
  1487. PangGuan.set_gamestatus(StatusPlay.GameStatus);
  1488. PangGuan.set_cbtotalcardcount(StatusPlay.cbTotalCardCount);
  1489. PangGuan.set_cbleftcardcount(StatusPlay.cbLeftCardCount);
  1490. PangGuan.set_wbankeruser(StatusPlay.wBankerUser);
  1491. for (BYTE j = 0; j < 4; j++)
  1492. {
  1493. PangGuan.add_lsizi(StatusPlay.lSiZi[j]);
  1494. }
  1495. PangGuan.set_dwownerid(StatusPlay.dwOwnerID);
  1496. PangGuan.set_wcurrentuser(StatusPlay.wCurrentUser);
  1497. PangGuan.set_totalopttime(StatusPlay.totalOptTime);
  1498. PangGuan.set_leftopttime(StatusPlay.leftOptTime);
  1499. std::string pbdata = PangGuan.SerializePartialAsString();
  1500. return m_pITableFrame->SendUserItemData(pIServerUserItem, SUB_S_PANGGUAN, (void*)pbdata.c_str(), pbdata.length());
  1501. }
  1502. //用户起来
  1503. bool CTableFrameSink::OnActionUserStandUp(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser)
  1504. {
  1505. //庄家设置
  1506. if (bLookonUser == false && !QueryUseTemporaryScore())
  1507. {
  1508. m_bTrustee[wChairID]=false;
  1509. CMD_S_Trustee Trustee;
  1510. Trustee.bTrustee=false;
  1511. Trustee.wChairID = wChairID;
  1512. SparrowMaJiang::PB_CS_S_Trustee Trustees;
  1513. Trustees.set_btrustee(Trustee.bTrustee);
  1514. Trustees.set_wchairid(Trustee.wChairID);
  1515. std::string pbdata = Trustees.SerializePartialAsString();
  1516. RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1517. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1518. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1519. }
  1520. return true;
  1521. }
  1522. //用户出牌
  1523. bool CTableFrameSink::OnUserOutCard(WORD wChairID, BYTE cbCardData)
  1524. {
  1525. if (mMjType == 1 && mbStartBaoTai != 3)
  1526. {
  1527. return false;
  1528. }
  1529. if (mMjType == 1 && wChairID == mbaoMjUserID&&m_cbUserAction[wChairID] & (WIK_TIAN_ZI_MO | WIK_ZI_MO))
  1530. {
  1531. HandleBaoMjZaHu(wChairID, WIK_NULL, cbCardData, NULL);
  1532. return true;
  1533. }
  1534. m_bQiangGang = false;
  1535. //效验状态
  1536. ASSERT(m_pITableFrame->GetGameStatus() == GS_MJ_PLAY);
  1537. if (m_pITableFrame->GetGameStatus() != GS_MJ_PLAY) return true;
  1538. //错误断言
  1539. ASSERT(wChairID == m_wCurrentUser);
  1540. ASSERT(m_GameLogic.IsValidCard(cbCardData) == true);
  1541. //效验参数
  1542. if (wChairID != m_wCurrentUser) return false;
  1543. if (m_GameLogic.IsValidCard(cbCardData) == false) return false;
  1544. if ((m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]) - 2) % 3 != 0)
  1545. {
  1546. return false;
  1547. }
  1548. //删除扑克
  1549. if (m_GameLogic.RemoveCard(m_cbCardIndex[wChairID], cbCardData) == false)
  1550. {
  1551. ASSERT(FALSE);
  1552. return false;
  1553. }
  1554. ZeroMemory(&m_cbLastDisCardData[wChairID], sizeof(m_cbLastDisCardData[wChairID]));
  1555. m_cbLastDisCount[wChairID] = 0;
  1556. //for (BYTE i = 0; i < GAME_PLAYER; i++)
  1557. //{
  1558. // if (i == wChairID)continue;
  1559. // m_cbLastDisCardData[i][m_cbLastDisCount[i]++] = cbCardData;//打出得牌,放到其他玩家得记忆库里面
  1560. //}
  1561. //m_bSendStatus = true;
  1562. //if (m_bGangStatus)
  1563. //{
  1564. //m_OutLastLaiZiData = 0; //最后杠牌数据,断线重连用的着
  1565. // m_bGangStatus = false;
  1566. ZeroMemory(m_bUsersGangStatus, GAME_PLAYER);
  1567. m_bGangOption = 0;
  1568. m_GangPrivedUserID = -1;
  1569. //m_bGangOutStatus = true;
  1570. //}
  1571. m_cbUserAction[wChairID] = WIK_NULL;
  1572. m_cbPerformAction[wChairID] = WIK_NULL;
  1573. //出牌记录
  1574. m_cbOutCardCount++;
  1575. m_wOutCardUser = wChairID; //记录出牌人
  1576. m_cbOutCardData = cbCardData; //记录出牌数据
  1577. m_TabbOutCardCout[wChairID] = 0; //可以打出的牌就听牌的个数
  1578. ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌
  1579. 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
  1580. 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
  1581. BYTE FanHui[MAX_INDEX] = { 0 };
  1582. /*m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], FanHui);
  1583. if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], FanHui))
  1584. {*/
  1585. OutTingCard(wChairID, m_GameLogic.SwitchToCardIndex(m_cbOutCardData));
  1586. //}
  1587. //构造数据
  1588. CMD_S_OutCard OutCard;
  1589. OutCard.wOutCardUser = wChairID;
  1590. OutCard.cbOutCardData = cbCardData;
  1591. OutCard.bOptType = 0;
  1592. SparrowMaJiang::PB_CS_S_OutCard Card;
  1593. Card.set_woutcarduser(OutCard.wOutCardUser);
  1594. Card.set_cboutcarddata(OutCard.cbOutCardData);
  1595. Card.set_bopttype(OutCard.bOptType);
  1596. //发送数据
  1597. std::string pbdata = Card.SerializePartialAsString();
  1598. RepayRecord(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length());
  1599. //发送消息
  1600. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length());
  1601. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length());
  1602. m_wProvideUser = wChairID;
  1603. m_cbProvideCard = cbCardData;
  1604. //用户切换
  1605. m_wCurrentUser = (wChairID + 1) % mPlayGameUserCount;
  1606. if (m_bTwoPlayerFlag&& m_wCurrentUser==TowMjNullseat)
  1607. {
  1608. m_wCurrentUser++;
  1609. }
  1610. //响应判断
  1611. bool bAroseAction = EstimateUserRespond(wChairID, cbCardData, EstimatKind_OutCard);
  1612. //派发扑克
  1613. if (bAroseAction == false)
  1614. {
  1615. DispatchCardData(m_wCurrentUser);
  1616. }
  1617. return true;
  1618. }
  1619. //用户操作
  1620. bool CTableFrameSink::OnUserOperateCard(WORD wChairID, int cbOperateCode, BYTE cbOperateCard, BYTE cbCaiShenCard[4])
  1621. {
  1622. //效验状态
  1623. ASSERT(m_pITableFrame->GetGameStatus() == GS_MJ_PLAY);
  1624. if (m_pITableFrame->GetGameStatus() != GS_MJ_PLAY)
  1625. return true;
  1626. //效验用户 注意:机器人有可能发生此断言
  1627. //ASSERT((wChairID==m_wCurrentUser)||(m_wCurrentUser==INVALID_CHAIR));
  1628. if ((wChairID != m_wCurrentUser) && (m_wCurrentUser != INVALID_CHAIR))
  1629. return true;
  1630. tagGangCardResult GangCardResult;
  1631. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  1632. //被动动作
  1633. 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
  1634. {
  1635. //效验状态
  1636. if (m_bResponse[wChairID] == true)
  1637. return true;
  1638. if ((cbOperateCode != WIK_NULL) && ((m_cbUserAction[wChairID] & cbOperateCode) == 0))
  1639. return true;
  1640. //变量定义
  1641. WORD wTargetUser = wChairID;
  1642. int cbTargetAction = cbOperateCode;
  1643. //设置变量
  1644. m_bResponse[wChairID] = true;
  1645. m_cbPerformAction[wChairID] = cbOperateCode;
  1646. m_cbOperateCard[wChairID] = cbOperateCard;
  1647. CopyMemory(m_cbOperateCaiCard[wChairID], cbCaiShenCard, sizeof(cbCaiShenCard));
  1648. if (mMjType == 1 && wTargetUser == mbaoMjUserID&&cbOperateCode != WIK_CHI_HU&&m_cbUserAction[wChairID] & WIK_CHI_HU)
  1649. {
  1650. cbTargetAction = WIK_ZAHU;
  1651. m_cbPerformAction[wChairID] = WIK_ZAHU;
  1652. }
  1653. if (mMjType == 1)
  1654. {
  1655. if (m_cbPerformAction[mbaoMjUserID] == WIK_ZAHU && (wTargetUser == (mbaoMjUserID + 1) % mPlayGameUserCount || wTargetUser == ((m_wProvideUser + (mPlayGameUserCount - 1)) % mPlayGameUserCount)))
  1656. {
  1657. HandleBaoMjZaHu(mbaoMjUserID, cbOperateCode, cbOperateCard, cbCaiShenCard);
  1658. return true;
  1659. }
  1660. if ((wTargetUser == mbaoMjUserID&&cbTargetAction != WIK_CHI_HU&&m_cbUserAction[wChairID] & WIK_CHI_HU) || (cbTargetAction == WIK_ZAHU))
  1661. {
  1662. HandleBaoMjZaHu(mbaoMjUserID, cbOperateCode, cbOperateCard, cbCaiShenCard);
  1663. return true;
  1664. }
  1665. }
  1666. //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]
  1667. WORD TempUser = m_wProvideUser;
  1668. OperatorPriority(TempUser, wTargetUser, cbTargetAction);
  1669. if (m_bResponse[wTargetUser] == false)//操作判断
  1670. {
  1671. if (cbOperateCode == WIK_NULL)
  1672. m_cbLastDisCardData[wChairID][m_cbLastDisCount[wChairID]++] = m_cbProvideCard;
  1673. return true;
  1674. }
  1675. //放弃操作
  1676. 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。
  1677. {
  1678. m_cbOperateCard[wTargetUser] = m_cbProvideCard;
  1679. }
  1680. else
  1681. {
  1682. m_bQiangGang = false;
  1683. }
  1684. if (cbOperateCode == WIK_NULL &&cbTargetAction == WIK_NULL)
  1685. {
  1686. //用户状态
  1687. ZeroMemory(m_bResponse, sizeof(m_bResponse));
  1688. ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
  1689. ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard));
  1690. ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
  1691. //当该用户点过时 加入该张牌
  1692. //if(wTargetUser==wChairID)
  1693. //{
  1694. m_cbLastDisCardData[wTargetUser][m_cbLastDisCount[wTargetUser]++] = m_cbProvideCard;
  1695. //}
  1696. if (m_wCurrentUser == INVALID_CHAIR)
  1697. DispatchCardData(m_wResumeUser);
  1698. return true;
  1699. }
  1700. //变量定义
  1701. BYTE cbTargetCard = m_cbOperateCard[wTargetUser];
  1702. BYTE cbTargetCaiCard[4] = { 0 };
  1703. CopyMemory(cbTargetCaiCard, m_cbOperateCaiCard[wTargetUser], sizeof(cbTargetCaiCard));
  1704. if (cbTargetCard != m_cbProvideCard)//校验很重要
  1705. {
  1706. m_bResponse[wTargetUser] = false;
  1707. ASSERT(false);
  1708. return false;
  1709. }
  1710. //出牌变量
  1711. m_cbOutCardData = 0;
  1712. //m_bSendStatus = true;
  1713. m_wOutCardUser = INVALID_CHAIR;
  1714. //m_bEnjoinChiHu[wTargetUser] = true;
  1715. //用户状态
  1716. ZeroMemory(m_bResponse, sizeof(m_bResponse));
  1717. ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
  1718. ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard));
  1719. ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
  1720. //组合扑克
  1721. if (cbTargetAction&(WIK_LEFT | WIK_CENTER | WIK_RIGHT | WIK_PENG | WIK_MING_GANG))
  1722. {
  1723. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  1724. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  1725. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  1726. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  1727. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  1728. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  1729. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  1730. /*if (cbTargetAction& WIK_PENG)
  1731. {
  1732. //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
  1733. ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData));
  1734. ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount));
  1735. }*/
  1736. }
  1737. if (cbTargetAction &WIK_ZI_MO)//此动作为抢杠胡才会促发
  1738. {
  1739. m_bQiangGang = true;
  1740. ZeroMemory(m_bUsersGangStatus, GAME_PLAYER);
  1741. m_wCurrentUser = wTargetUser;
  1742. //m_wProvideUser = wTargetUser;
  1743. m_cbSendCardData = m_cbProvideCard;
  1744. m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
  1745. m_cbUserAction[wTargetUser] = WIK_ZI_MO;
  1746. OnUserOperateCard(wTargetUser, WIK_ZI_MO, m_cbProvideCard, NULL);
  1747. return true;
  1748. }
  1749. if (cbTargetAction &(WIK_DI_CHIHU | WIK_CHI_HU))
  1750. {
  1751. //用户状态
  1752. BYTE TempCardData = m_cbProvideCard;
  1753. int TempAction = 0;
  1754. CChiHuRight chr;
  1755. BYTE TaiShu = 0;
  1756. TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wTargetUser], m_WeaveItemArray[wTargetUser],
  1757. m_cbWeaveItemCount[wTargetUser], m_cbProvideCard, chr, TaiShu);
  1758. if (TempAction == WIK_NULL)
  1759. {
  1760. ASSERT(false);
  1761. return false;
  1762. }
  1763. m_HuPai[wTargetUser]++;
  1764. CMD_S_OperateResult OperateResult;
  1765. OperateResult.wOperateUser = wTargetUser;
  1766. OperateResult.cbOperateCard = cbTargetCard;
  1767. OperateResult.cbOperateCode = cbTargetAction;
  1768. OperateResult.wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  1769. WORD paitype = bHuPaiType(chr);
  1770. if (cbTargetAction == WIK_DI_CHIHU){ paitype = ZJ_TAI_DiHu; TaiShu = 7; }
  1771. OperateResult.cbActionMask = TaiShu | (paitype << 16);
  1772. ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
  1773. SparrowMaJiang::PB_CS_S_OperateResult Result;
  1774. Result.set_woperateuser(OperateResult.wOperateUser);
  1775. Result.set_cboperatecard(OperateResult.cbOperateCard);
  1776. Result.set_cboperatecode(OperateResult.cbOperateCode);
  1777. Result.set_wprovideuser(OperateResult.wProvideUser);
  1778. for (BYTE j = 0; j < 4; j++)
  1779. {
  1780. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  1781. }
  1782. Result.set_cbactionmask(OperateResult.cbActionMask);
  1783. for (BYTE j = 0; j < 6; j++)
  1784. {
  1785. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  1786. }
  1787. //发送数据
  1788. std::string pbdata = Result.SerializePartialAsString();
  1789. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1790. //发送消息
  1791. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1792. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1793. //积分变动
  1794. CMD_S_GangScore gs;
  1795. ZeroMemory(&gs, sizeof(gs));
  1796. gs.cbOperateCode = cbTargetAction;
  1797. gs.wChairId = wTargetUser;
  1798. int TempInfoScore = 0;
  1799. WORD LaoZhuang = m_wBankerUser & 0x00ff;
  1800. if (LianXuHuPai[LaoZhuang] >= 2)
  1801. {
  1802. TaiShu = TaiShu + 1;
  1803. }//老庄台数加1
  1804. if (cbTargetAction&WIK_DI_CHIHU)
  1805. {
  1806. CaculationScore(wTargetUser, TaiShu, win_DiHu, m_wProvideUser, chr, gs);
  1807. }
  1808. else
  1809. {
  1810. CaculationScore(wTargetUser, TaiShu, Win_FangPao, m_wProvideUser, chr, gs);
  1811. }
  1812. LianXuHuPai[wTargetUser]++;
  1813. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  1814. GangScore.set_cboperatecode(gs.cbOperateCode);
  1815. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  1816. {
  1817. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  1818. GangScore.add_lgangscore(gs.lGangScore[j]);
  1819. }
  1820. GangScore.set_wchairid(gs.wChairId);
  1821. std::string pbscore = GangScore.SerializePartialAsString();
  1822. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  1823. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  1824. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1825. {
  1826. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1827. {
  1828. continue;
  1829. }
  1830. gs.cbWanJiaScore[i] = m_lGameScore[i];
  1831. }
  1832. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  1833. {
  1834. GangScore.set_cbwanjiascore(j, gs.cbWanJiaScore[j]);
  1835. }
  1836. std::string pbrecord = GangScore.SerializePartialAsString();
  1837. RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbrecord.c_str(), pbrecord.length());
  1838. OnEventGameConclude(wTargetUser, NULL, GER_NORMAL);
  1839. return true;
  1840. }
  1841. DeleteCaiShenCard(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard);
  1842. //杠牌处理
  1843. if (cbTargetAction & (WIK_MING_GANG | WIK_DAN_MING_GANG | WIK_SHUANG_MING_GANG | WIK_SAN_MING_GANG))
  1844. {
  1845. int cbActionMask = WIK_NULL;
  1846. WORD cbActionCard[6] = { 0 };
  1847. HttpOperateResult(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard, cbActionMask, cbActionCard);
  1848. //设置用户
  1849. m_wCurrentUser = wTargetUser;
  1850. m_bGangOption = cbTargetAction;
  1851. m_GangPrivedUserID = m_wProvideUser;
  1852. DispatchCardData(wTargetUser, true);
  1853. return true;
  1854. }
  1855. else
  1856. {
  1857. WORD cbActionCard[6] = { 0 };
  1858. int cbActionMask = NULL;
  1859. /*if (m_cbLeftCardCount > 6)
  1860. {
  1861. tagGangCardResult GangCardResult;
  1862. cbActionMask = m_GameLogic.AnalyseGangCard(m_cbCardIndex[wTargetUser], m_WeaveItemArray[wTargetUser], m_cbWeaveItemCount[wTargetUser], GangCardResult);
  1863. m_cbUserAction[wTargetUser] |= cbActionMask;
  1864. for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
  1865. {
  1866. cbActionCard[i] = GangCardResult.cbCardData[i];
  1867. }
  1868. }*/
  1869. // m_TabbOutCardCout[wTargetUser] = 0; //可以打出的牌就听牌的个数
  1870. // ZeroMemory(m_TabbOutCardData[wTargetUser], sizeof(m_TabbOutCardData[wTargetUser])); //具体打哪几张牌
  1871. // ZeroMemory(m_TabbTingCardCount[wTargetUser], sizeof(m_TabbTingCardCount[wTargetUser])); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数
  1872. // ZeroMemory(m_TabbTingCardData[wTargetUser], sizeof(m_TabbTingCardData[wTargetUser])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据
  1873. TingCard(wTargetUser);
  1874. HttpOperateResult(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard, cbActionMask, cbActionCard);
  1875. //设置用户
  1876. m_wCurrentUser = wTargetUser;
  1877. if (m_TabbOutCardCout[wTargetUser] > 0)//有听牌就发一个听牌协议
  1878. {
  1879. HttpTingCard(wTargetUser);
  1880. }
  1881. return true;
  1882. }
  1883. ASSERT(false);
  1884. return false;
  1885. }
  1886. //主动动作
  1887. if (m_wCurrentUser == wChairID) //如果是摸牌用户的操作,比如自摸或者自杠
  1888. {
  1889. if (cbOperateCode == WIK_NULL)
  1890. {
  1891. if (mMjType == 1 && wChairID == mbaoMjUserID&&cbOperateCode!= WIK_ZI_MO&&m_cbUserAction[wChairID] & (WIK_TIAN_ZI_MO | WIK_ZI_MO))
  1892. {
  1893. HandleBaoMjZaHu(wChairID, cbOperateCode, cbOperateCard, cbCaiShenCard);
  1894. return true;
  1895. }
  1896. //用户状态
  1897. ZeroMemory(m_bResponse, sizeof(m_bResponse));
  1898. ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
  1899. ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard));
  1900. ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
  1901. //发送扑克
  1902. return true;
  1903. }
  1904. //效验操作
  1905. if ((cbOperateCode == WIK_NULL) || ((m_cbUserAction[wChairID] & cbOperateCode) == 0))
  1906. return true;
  1907. //设置变量
  1908. //m_bSendStatus = true;
  1909. //m_bEnjoinChiHu[m_wCurrentUser]=true;
  1910. m_cbUserAction[m_wCurrentUser] = WIK_NULL;
  1911. m_cbPerformAction[m_wCurrentUser] = WIK_NULL;
  1912. bool bPublic = false;
  1913. //执行动作
  1914. if (cbOperateCode & (WIK_TIAN_ZI_MO | WIK_ZI_MO))
  1915. {
  1916. BYTE TempCardData = m_cbProvideCard;
  1917. if (m_cbProvideCard != m_cbSendCardData || m_cbProvideCard != cbOperateCard)
  1918. {
  1919. ASSERT(false);
  1920. return false;
  1921. }
  1922. int TempAction = 0;
  1923. CChiHuRight chr;
  1924. BYTE TaiShu = 0;
  1925. m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--;
  1926. TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID],
  1927. m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, TaiShu, m_bUsersGangStatus[wChairID], m_bQiangGang);
  1928. m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
  1929. if (TempAction == WIK_NULL)
  1930. {
  1931. ASSERT(false);
  1932. return false;
  1933. }
  1934. m_HuPai[wChairID]++;
  1935. CMD_S_OperateResult OperateResult;
  1936. OperateResult.wOperateUser = wChairID;
  1937. OperateResult.cbOperateCard = cbOperateCard;
  1938. OperateResult.cbOperateCode = cbOperateCode;
  1939. OperateResult.wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wChairID : m_wProvideUser;
  1940. WORD paitype = bHuPaiType(chr);
  1941. if (m_bUsersGangStatus[wChairID] == true)
  1942. {
  1943. paitype |= ZJ_TAI_GangKai;
  1944. //TaiShu++;
  1945. }
  1946. if (m_bQiangGang == true)
  1947. {
  1948. paitype |= ZJ_TAI_QiangGang;
  1949. OperateResult.cbOperateCode = WIK_CHI_HU;
  1950. }
  1951. if (WIK_TIAN_ZI_MO == cbOperateCode)//天胡台数直接到最大
  1952. {
  1953. paitype = ZJ_TAI_TianHu;
  1954. TaiShu = 7;
  1955. }
  1956. OperateResult.cbActionMask = TaiShu | (paitype << 16);//异或 然后右移
  1957. ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
  1958. SparrowMaJiang::PB_CS_S_OperateResult Result;
  1959. Result.set_woperateuser(OperateResult.wOperateUser);
  1960. Result.set_cboperatecard(OperateResult.cbOperateCard);
  1961. Result.set_cboperatecode(OperateResult.cbOperateCode);
  1962. Result.set_wprovideuser(OperateResult.wProvideUser);
  1963. for (BYTE j = 0; j < 4; j++)
  1964. {
  1965. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  1966. }
  1967. Result.set_cbactionmask(OperateResult.cbActionMask);
  1968. for (BYTE j = 0; j < 6; j++)
  1969. {
  1970. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  1971. }
  1972. //发送数据
  1973. std::string pbdata = Result.SerializePartialAsString();
  1974. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1975. //发送消息
  1976. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1977. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1978. //积分变动
  1979. CMD_S_GangScore gs;
  1980. ZeroMemory(&gs, sizeof(gs));
  1981. gs.wChairId = wChairID;
  1982. gs.cbOperateCode = WIK_ZI_MO;
  1983. if (m_bQiangGang == true){
  1984. gs.cbOperateCode = WIK_CHI_HU;
  1985. }
  1986. else
  1987. {
  1988. gs.cbOperateCode = WIK_ZI_MO;
  1989. }
  1990. int TempInfoScore = 0;
  1991. WORD LaoZhuang = m_wBankerUser & 0x00ff;
  1992. if (LianXuHuPai[LaoZhuang] >= 2)
  1993. {
  1994. TaiShu++;
  1995. //TaiShu = TaiShu > (mMaxTaiNum - 1) ? mMaxTaiNum : ++TaiShu;//老庄台数加1
  1996. }
  1997. /* if (TaiShu>FengDingTaiNum)
  1998. {
  1999. TaiShu = FengDingTaiNum;
  2000. }*/
  2001. // [9/11/2017 Zoro] 经与苗苗确认,取消新加需求。所有杠开 都算自摸。
  2002. /* if (mMjType==1&&m_bGangStatus==true)
  2003. {
  2004. if (m_GangPrivedUserID!=wChairID&&m_GangPrivedUserID!=-1&&wChairID==mbaoMjUserID)
  2005. {
  2006. CaculationScore(wChairID, TaiShu, Win_FangPao, m_GangPrivedUserID, chr, gs);
  2007. }
  2008. else
  2009. {
  2010. CaculationScore(wChairID, TaiShu, Win_ZiMo, m_wProvideUser, chr, gs);
  2011. }
  2012. }
  2013. else
  2014. {*/
  2015. CaculationScore(wChairID, TaiShu, Win_ZiMo, m_wProvideUser, chr, gs);
  2016. //}
  2017. LianXuHuPai[wChairID]++;
  2018. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  2019. GangScore.set_cboperatecode(gs.cbOperateCode);
  2020. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  2021. {
  2022. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  2023. GangScore.add_lgangscore(gs.lGangScore[j]);
  2024. }
  2025. GangScore.set_wchairid(gs.wChairId);
  2026. std::string pbscore = GangScore.SerializePartialAsString();
  2027. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  2028. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  2029. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  2030. {
  2031. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2032. {
  2033. continue;
  2034. }
  2035. gs.cbWanJiaScore[i] = m_lGameScore[i];
  2036. }
  2037. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  2038. {
  2039. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  2040. }
  2041. std::string pbrecord = GangScore.SerializePartialAsString();
  2042. RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbrecord.c_str(), pbrecord.length());
  2043. OnEventGameConclude(wChairID, NULL, GER_NORMAL);
  2044. return true;
  2045. }
  2046. if (cbOperateCode & (WIK_DAN_BU_GANG | WIK_BU_GANG))
  2047. {
  2048. DeleteCard(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard);
  2049. int cbActionMask = WIK_NULL;
  2050. WORD cbActionCard[6] = { 0 };
  2051. HttpOperateResult(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard, cbActionMask, cbActionCard);
  2052. //响应判断
  2053. m_wProvideUser = wChairID;
  2054. m_bQiangGang = true;
  2055. m_bUsersGangStatus[wChairID] = true;
  2056. bool bAroseAction = EstimateUserRespond(wChairID, cbOperateCard, EstimatKind_GangCard);//补杠,别人可以抢杠胡
  2057. // 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]
  2058. //派发扑克
  2059. if (bAroseAction == false)
  2060. {
  2061. m_bQiangGang = false;
  2062. m_bGangOption = cbOperateCode;
  2063. m_GangPrivedUserID = m_wCurrentUser;
  2064. DispatchCardData(m_wCurrentUser,true);
  2065. }
  2066. else
  2067. {
  2068. // m_bGangStatus = false;
  2069. m_bQiangGang = true;
  2070. }
  2071. return true;
  2072. }
  2073. DeleteCard(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard);
  2074. int cbActionMask = WIK_NULL;
  2075. WORD cbActionCard[6] = { 0 };
  2076. HttpOperateResult(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard, cbActionMask, cbActionCard);
  2077. DispatchCardData(wChairID, true);
  2078. return true;
  2079. }
  2080. return true;
  2081. }
  2082. //发送操作
  2083. bool CTableFrameSink::SendOperateNotify()
  2084. {
  2085. //发送提示
  2086. for (WORD i=0;i<mPlayGameUserCount;i++)
  2087. {
  2088. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2089. {
  2090. continue;
  2091. }
  2092. if (m_cbUserAction[i]!=WIK_NULL)
  2093. {
  2094. //构造数据
  2095. CMD_S_OperateNotify OperateNotify;
  2096. OperateNotify.wResumeUser=m_wResumeUser;
  2097. OperateNotify.cbActionCard=m_cbProvideCard;
  2098. OperateNotify.cbActionMask=m_cbUserAction[i];
  2099. SparrowMaJiang::PB_CS_S_OperateNotify Notify;
  2100. Notify.set_wresumeuser(OperateNotify.wResumeUser);
  2101. Notify.set_cbactioncard(OperateNotify.cbActionCard);
  2102. Notify.set_cbactionmask(OperateNotify.cbActionMask);
  2103. std::string pbdata = Notify.SerializePartialAsString();
  2104. //发送数据
  2105. m_pITableFrame->SendTableData(i, SUB_S_OPERATE_NOTIFY, (void*)pbdata.c_str(), pbdata.length());
  2106. ////-沙 前端需要展示提示数据
  2107. OperateNotify.wResumeUser = i;
  2108. Notify.set_wresumeuser(OperateNotify.wResumeUser);
  2109. std::string pbrecord = Notify.SerializePartialAsString();
  2110. RepayRecord(i, SUB_S_OPERATE_NOTIFY, (void*)pbrecord.c_str(), pbrecord.length());
  2111. }
  2112. }
  2113. //m_pITableFrame->SendLookonData(i, SUB_S_OPERATE_NOTIFY, &OperateNotify, sizeof(OperateNotify));
  2114. return true;
  2115. }
  2116. //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
  2117. bool CTableFrameSink::DispatchCardData(WORD wCurrentUser, bool bTail)
  2118. {
  2119. //状态效验
  2120. ASSERT(wCurrentUser != INVALID_CHAIR);
  2121. if (wCurrentUser == INVALID_CHAIR)
  2122. return false;
  2123. if (wCurrentUser==TowMjNullseat&&m_bTwoPlayerFlag)
  2124. {
  2125. return false;
  2126. }
  2127. //丢弃扑克
  2128. if ((m_wOutCardUser != INVALID_CHAIR) && (m_cbOutCardData != 0))
  2129. {
  2130. m_cbDiscardCount[m_wOutCardUser]++;
  2131. m_cbDiscardCard[m_wOutCardUser][m_cbDiscardCount[m_wOutCardUser] - 1] = m_cbOutCardData;
  2132. }
  2133. //荒庄结束
  2134. if (m_cbLeftCardCount == 0)
  2135. {
  2136. //m_cbChiHuCard = 0;
  2137. m_wProvideUser = INVALID_CHAIR;
  2138. bIsHuang = true;
  2139. //包麻将
  2140. if (mMjType==1)
  2141. {
  2142. //包麻将 黄装 计算分数
  2143. WORD BankUserID = m_wBankerUser & 0x00ff;
  2144. int FanBei = 1;
  2145. if (LianXuHuPai[BankUserID] >= 2)
  2146. {
  2147. FanBei++;
  2148. }
  2149. CMD_S_GangScore gs;
  2150. ZeroMemory(&gs, sizeof(gs));
  2151. gs.wChairId = 0;
  2152. gs.cbOperateCode = WIK_NULL;
  2153. int nTmpOneUserScore = 0;
  2154. if (mMagicType == MagicType_TwoMagic)
  2155. {
  2156. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  2157. }
  2158. else
  2159. {
  2160. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  2161. }
  2162. //积分
  2163. for (int i = 0; i < mPlayGameUserCount; i++)
  2164. {
  2165. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2166. {
  2167. continue;
  2168. }
  2169. if (i == mbaoMjUserID)
  2170. {
  2171. continue;
  2172. }
  2173. gs.lGangScore[i] += nTmpOneUserScore;
  2174. m_lGameScore[i] += gs.lGangScore[i];
  2175. m_lGameTatolScore[i] += gs.lGangScore[i];
  2176. gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
  2177. }
  2178. if (m_bTwoPlayerFlag)
  2179. {
  2180. gs.lGangScore[mbaoMjUserID] -= nTmpOneUserScore * (mPlayGameUserCount - 2);
  2181. }
  2182. else
  2183. {
  2184. gs.lGangScore[mbaoMjUserID] -= nTmpOneUserScore * (mPlayGameUserCount - 1);
  2185. }
  2186. m_lGameScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  2187. m_lGameTatolScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  2188. gs.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  2189. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  2190. GangScore.set_cboperatecode(gs.cbOperateCode);
  2191. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  2192. {
  2193. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  2194. GangScore.add_lgangscore(gs.lGangScore[j]);
  2195. }
  2196. GangScore.set_wchairid(gs.wChairId);
  2197. std::string pbscore = GangScore.SerializePartialAsString();
  2198. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  2199. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  2200. }
  2201. OnEventGameConclude(m_wProvideUser, NULL, GER_NORMAL);
  2202. return true;
  2203. }
  2204. //设置变量
  2205. m_cbOutCardData = 0;
  2206. m_wCurrentUser = wCurrentUser; //记录拿牌人的索引。
  2207. m_wOutCardUser = INVALID_CHAIR; //置空上次出牌用户的索引
  2208. BYTE ActionCard[3] = { 0 }; //操作牌值
  2209. BYTE AnActionCount = 0;
  2210. //发送扑克
  2211. m_cbSendCardCount++;
  2212. --m_cbLeftCardCount;//剩余牌减少
  2213. m_cbSendCardData = m_cbRepertoryCard[--m_cbShiJiLeftCardCount];//实际剩余牌减少
  2214. CChiHuRight chr;
  2215. BYTE TaiShu = 0;
  2216. // m_bGangStatus = bTail;
  2217. m_bUsersGangStatus[wCurrentUser] = bTail;
  2218. if (mMjType==1&&mbaoMjUserID == wCurrentUser)
  2219. {
  2220. // m_cbUserAction[wCurrentUser] |=
  2221. int nTmpAction=m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wCurrentUser], m_WeaveItemArray[wCurrentUser],
  2222. m_cbWeaveItemCount[wCurrentUser], m_cbSendCardData, chr, TaiShu, bTail);
  2223. if (TaiShu>=mBaoTaiNum[wCurrentUser])
  2224. {
  2225. m_cbUserAction[wCurrentUser] |= nTmpAction;
  2226. }
  2227. else
  2228. {
  2229. m_cbUserAction[wCurrentUser] |= WIK_NULL;
  2230. }
  2231. }
  2232. else
  2233. {
  2234. m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wCurrentUser], m_WeaveItemArray[wCurrentUser],
  2235. m_cbWeaveItemCount[wCurrentUser], m_cbSendCardData, chr, TaiShu, bTail);
  2236. }
  2237. //加牌
  2238. m_cbCardIndex[wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
  2239. //设置变量
  2240. m_wProvideUser = wCurrentUser;
  2241. m_cbProvideCard = m_cbSendCardData;
  2242. //杠牌判断
  2243. tagGangCardResult GangCardResult;
  2244. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  2245. if (m_cbLeftCardCount > 0)
  2246. {
  2247. bool bCanAnGang = true;//此true表示自己抓牌,false表示表人打得去检验杠,
  2248. m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wCurrentUser],
  2249. m_WeaveItemArray[wCurrentUser], m_cbWeaveItemCount[wCurrentUser], GangCardResult);
  2250. }
  2251. //听牌计算
  2252. // m_TabbOutCardCout[wCurrentUser] = 0; //可以打出的牌就听牌的个数
  2253. // ZeroMemory(m_TabbOutCardData[wCurrentUser], sizeof(m_TabbOutCardData[wCurrentUser])); //具体打哪几张牌
  2254. // 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
  2255. // 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
  2256. if (!(m_cbUserAction[wCurrentUser] & WIK_ZI_MO))
  2257. TingCard(m_wCurrentUser);
  2258. //构造数据
  2259. CMD_S_SendCard SendCard;
  2260. ZeroMemory(&SendCard, sizeof(SendCard));
  2261. SendCard.wCurrentUser = wCurrentUser;
  2262. SendCard.bTail = bTail;
  2263. SendCard.bLeftCardCount = m_cbLeftCardCount;
  2264. SendCard.cbActionMask = m_cbUserAction[wCurrentUser];
  2265. SendCard.cbCardData = m_cbSendCardData;
  2266. SparrowMaJiang::PB_CS_S_SendCard Card;
  2267. Card.set_wcurrentuser(SendCard.wCurrentUser);
  2268. Card.set_btail(SendCard.bTail);
  2269. Card.set_bleftcardcount(SendCard.bLeftCardCount);
  2270. Card.set_cbactionmask(SendCard.cbActionMask);
  2271. Card.set_cbcarddata(SendCard.cbCardData);
  2272. std::string pbrecord = Card.SerializePartialAsString();
  2273. RepayRecord(INVALID_CHAIR, SUB_S_SEND_CARD, (void*)pbrecord.c_str(), pbrecord.length());
  2274. //发送数据
  2275. for (int i = 0; i < mPlayGameUserCount; i++)
  2276. {
  2277. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2278. {
  2279. continue;
  2280. }
  2281. if (i == m_wCurrentUser)
  2282. {//发送给摸牌玩家的数据,附带麻将牌面数据
  2283. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)//先暗杠后补杠牌数据
  2284. SendCard.cbActionCard[j] = GangCardResult.cbCardData[j];
  2285. SendCard.cbCardData = m_cbSendCardData;
  2286. SendCard.cbActionMask = m_cbUserAction[wCurrentUser];
  2287. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  2288. {
  2289. Card.add_cbactioncard(SendCard.cbActionCard[j]);
  2290. }
  2291. Card.set_cbactionmask(SendCard.cbActionMask);
  2292. Card.set_cbcarddata(SendCard.cbCardData);
  2293. std::string pbdata = Card.SerializePartialAsString();
  2294. m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length());
  2295. }
  2296. else
  2297. {//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)
  2298. ZeroMemory(SendCard.cbActionCard, sizeof(SendCard.cbActionCard));
  2299. SendCard.cbCardData = 0x00;
  2300. SendCard.cbActionMask = 0x0000;
  2301. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  2302. {
  2303. Card.add_cbactioncard(SendCard.cbActionCard[j]);
  2304. }
  2305. Card.set_cbactionmask(SendCard.cbActionMask);
  2306. Card.set_cbcarddata(SendCard.cbCardData);
  2307. std::string pbdata = Card.SerializePartialAsString();
  2308. m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length());
  2309. }
  2310. }
  2311. SendCard.cbActionMask = 0;
  2312. SendCard.cbCardData = 0;
  2313. Card.set_cbactionmask(SendCard.cbActionMask);
  2314. Card.set_cbcarddata(SendCard.cbCardData);
  2315. std::string pbdata = Card.SerializePartialAsString();
  2316. //给旁观者的抓牌动作
  2317. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length());
  2318. if (m_TabbOutCardCout[m_wCurrentUser] > 0)//有听牌就发一个听牌协议
  2319. {
  2320. HttpTingCard(m_wCurrentUser);
  2321. }
  2322. return true;
  2323. }
  2324. //响应判断
  2325. bool CTableFrameSink::EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind)
  2326. {
  2327. //财神牌不判断
  2328. if (m_GameLogic.IsMagicCard(cbCenterCard))return false;
  2329. //变量定义
  2330. bool bAroseAction[GAME_PLAYER] = { false };
  2331. bool mbAroseAction = false;
  2332. //吃牌判断,出牌玩家下家位置
  2333. WORD wEatUser = (wCenterUser + 1) % mPlayGameUserCount;
  2334. if (m_bTwoPlayerFlag&&wEatUser==TowMjNullseat)
  2335. {
  2336. wEatUser++;
  2337. }
  2338. //用户状态
  2339. ZeroMemory(m_bResponse, sizeof(m_bResponse));
  2340. ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
  2341. ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
  2342. //动作判断
  2343. for (WORD nUserIndex = 0; nUserIndex < mPlayGameUserCount; nUserIndex++)
  2344. {
  2345. if (m_bTwoPlayerFlag&&nUserIndex == TowMjNullseat)
  2346. {
  2347. continue;
  2348. }
  2349. //用户过滤
  2350. if (wCenterUser == nUserIndex) continue;
  2351. //出牌类型
  2352. if (EstimatKind == EstimatKind_OutCard)
  2353. {
  2354. CChiHuRight Chr;
  2355. BYTE TaiShu = 0;
  2356. int wAction = 0;
  2357. if (mMjType==1&&nUserIndex==mbaoMjUserID)
  2358. {
  2359. int TmpAction=m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu);
  2360. if (TaiShu>=mBaoTaiNum[mbaoMjUserID])
  2361. {
  2362. wAction = TmpAction;
  2363. }
  2364. }
  2365. else
  2366. {
  2367. wAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu);
  2368. // 财吊 [9/6/2017 Zoro]
  2369. //if (wAction!=WIK_NULL)
  2370. //{
  2371. // //翻财神
  2372. // if (m_GameLogic.IsCanHuAllCards(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex]))
  2373. // {
  2374. // wAction = WIK_NULL;
  2375. // }
  2376. //}
  2377. }
  2378. if (wAction != WIK_NULL)
  2379. {
  2380. m_cbUserAction[nUserIndex] = WIK_CHI_HU;
  2381. if (m_cbOutCardCount == 1 &&(m_wBankerUser&0xff)!=nUserIndex&&mMjType==0)
  2382. {
  2383. m_cbUserAction[nUserIndex] = WIK_DI_CHIHU;
  2384. }
  2385. }
  2386. //确定只有下家才能吃牌
  2387. if (wEatUser == nUserIndex)
  2388. {
  2389. m_cbUserAction[nUserIndex] |= m_GameLogic.EstimateEatCard(m_cbCardIndex[nUserIndex], cbCenterCard);
  2390. }
  2391. //碰牌判断
  2392. m_cbUserAction[nUserIndex] |= m_GameLogic.EstimatePengCard(m_cbCardIndex[nUserIndex], cbCenterCard);
  2393. /*if (m_cbUserAction[nUserIndex]& WIK_PENG ||
  2394. m_cbUserAction[nUserIndex] & WIK_DAN_PENG||
  2395. m_cbUserAction[nUserIndex] & WIK_PENG
  2396. )
  2397. {
  2398. if (m_cbLastDisCardData[nUserIndex][m_cbLastDisCount[nUserIndex]]> 0)
  2399. {
  2400. m_cbLastDisCardData[nUserIndex][m_cbLastDisCount[nUserIndex]--]--;
  2401. }
  2402. }*/
  2403. //杠牌判断
  2404. if (m_cbLeftCardCount > 0)
  2405. {
  2406. m_cbUserAction[nUserIndex] |= m_GameLogic.EstimateGangCard(m_cbCardIndex[nUserIndex], cbCenterCard);
  2407. }
  2408. }
  2409. if (EstimatKind == EstimatKind_GangCard)
  2410. {
  2411. CChiHuRight Chr;
  2412. BYTE TaiShu = 0;
  2413. int wAction = 0;
  2414. int GangStatus = m_bUsersGangStatus[wCenterUser];
  2415. if (mMjType == 1 && nUserIndex == mbaoMjUserID)
  2416. {
  2417. int TmpAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu, false, GangStatus);
  2418. if (TaiShu >= mBaoTaiNum[mbaoMjUserID])
  2419. {
  2420. wAction = TmpAction;
  2421. }
  2422. }
  2423. else
  2424. {
  2425. wAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu, false, GangStatus);
  2426. // 财吊 [9/6/2017 Zoro]
  2427. //if (wAction != WIK_NULL)
  2428. //{
  2429. // //翻财神
  2430. // if (m_GameLogic.IsCanHuAllCards(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex]))
  2431. // {
  2432. // wAction = WIK_NULL;
  2433. // }
  2434. //}
  2435. //
  2436. }
  2437. if (wAction&WIK_ZI_MO)
  2438. {
  2439. m_cbUserAction[nUserIndex] |= WIK_ZI_MO;
  2440. }
  2441. }
  2442. //结果判断
  2443. if (m_cbUserAction[nUserIndex] != WIK_NULL)
  2444. {
  2445. bAroseAction[nUserIndex] = true;
  2446. if (m_cbUserAction[nUserIndex] & (WIK_PENG | WIK_CHI_HU | WIK_PENG_PENG))
  2447. {
  2448. BYTE bTemp = 0;
  2449. //记忆牌有多少张
  2450. for (BYTE j = 0; j < m_cbLastDisCount[nUserIndex]; j++)
  2451. {
  2452. //如果在一圈中 记忆1个一样的牌 则不能操作
  2453. if (m_cbLastDisCardData[nUserIndex][j] == cbCenterCard)
  2454. {
  2455. m_cbUserAction[nUserIndex] = m_cbUserAction[nUserIndex] & (~(WIK_PENG | WIK_CHI_HU | WIK_PENG_PENG));
  2456. if (m_cbUserAction[nUserIndex] == WIK_NULL)
  2457. bAroseAction[nUserIndex] = false;
  2458. }
  2459. }
  2460. }
  2461. }
  2462. }
  2463. for (int nUserIndex = 0; nUserIndex < mPlayGameUserCount; nUserIndex++)
  2464. {
  2465. if (m_bTwoPlayerFlag&&nUserIndex == TowMjNullseat)
  2466. {
  2467. continue;
  2468. }
  2469. if (bAroseAction[nUserIndex] == true)
  2470. {
  2471. mbAroseAction = true;
  2472. break;
  2473. }
  2474. }
  2475. //结果处理
  2476. if (mbAroseAction == true)
  2477. {
  2478. //设置变量
  2479. m_wProvideUser=wCenterUser;
  2480. m_cbProvideCard=cbCenterCard;
  2481. m_wResumeUser=m_wCurrentUser;
  2482. m_wCurrentUser=INVALID_CHAIR;
  2483. //发送提示
  2484. SendOperateNotify();
  2485. return true;
  2486. }
  2487. return false;
  2488. }
  2489. //胡的这张牌 牌堆里面还有几张
  2490. //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
  2491. BYTE CTableFrameSink::RemainNum(WORD wChairId, const BYTE m_cbCard, BYTE cbOutCardIndex)
  2492. {
  2493. BYTE m_cbNum = 0;
  2494. 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
  2495. BYTE TempIndex = m_GameLogic.SwitchToCardIndex(m_cbCard);
  2496. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  2497. {
  2498. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2499. {
  2500. continue;
  2501. }
  2502. for (BYTE j = 0; j < m_cbDiscardCount[i]; j++)//丢弃数
  2503. {
  2504. mCard[m_GameLogic.SwitchToCardIndex(m_cbDiscardCard[i][j])]++;
  2505. }
  2506. for (BYTE k = 0; k < m_cbWeaveItemCount[i]; k++)//摆出来的牌
  2507. {
  2508. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_PENG)
  2509. {
  2510. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 3;
  2511. }
  2512. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_LEFT)
  2513. {
  2514. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++;
  2515. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 1)]++;
  2516. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 2)]++;
  2517. }
  2518. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_RIGHT)
  2519. {
  2520. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++;
  2521. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 1)]++;
  2522. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 2)]++;
  2523. }
  2524. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_CENTER)
  2525. {
  2526. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++;
  2527. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 1)]++;
  2528. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 1)]++;
  2529. }
  2530. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_MING_GANG || (i == wChairId&&m_WeaveItemArray[i][k].cbWeaveKind == WIK_AN_GANG))
  2531. {
  2532. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 4;
  2533. }
  2534. if (m_WeaveItemArray[i][k].cbWeaveKind& (WIK_SHUANG_CAICHI | WIK_SHUANG_PENG | WIK_DAN_CHI))
  2535. {
  2536. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++;
  2537. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2538. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++;
  2539. }
  2540. if (m_WeaveItemArray[i][k].cbWeaveKind== WIK_DAN_PENG)
  2541. {
  2542. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 2;
  2543. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2544. }
  2545. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_DAN_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_DAN_AN_GANG))
  2546. {
  2547. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 3;
  2548. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2549. }
  2550. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_SHUANG_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_SHUANG_AN_GANG))
  2551. {
  2552. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 2;
  2553. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2554. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++;
  2555. }
  2556. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_SAN_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_SAN_AN_GANG))
  2557. {
  2558. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 1;
  2559. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2560. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++;
  2561. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[2])]++;
  2562. }
  2563. if (i==wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_QUANG_AN_GANG)
  2564. {
  2565. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2566. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++;
  2567. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[2])]++;
  2568. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[3])]++;
  2569. }
  2570. if (m_WeaveItemArray[i][k].cbWeaveKind & (WIK_BU_GANG|WIK_DAN_BU_GANG))
  2571. {
  2572. for (int m = 0; m < 4; m++)
  2573. {
  2574. if (m_WeaveItemArray[i][k].cbMargicOffset[m] != 0)
  2575. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[m])]++;
  2576. else
  2577. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] ++;
  2578. }
  2579. }
  2580. }
  2581. }
  2582. //8个财神变7个 在加回来一个
  2583. if (mMjType==0)
  2584. {
  2585. //非包麻将 需要计算翻财神的那张牌
  2586. BYTE cbMagicFirstIndex = m_GameLogic.SwitchToCardIndex(m_cbMagicFirstData);
  2587. if (mCard[cbMagicFirstIndex] < 4)
  2588. {
  2589. mCard[cbMagicFirstIndex]++;
  2590. }
  2591. }
  2592. //非包麻将 不需要把财神那张牌加入落地牌
  2593. //增加自己假设去掉的牌 这样才真正的标示 牌桌加手牌
  2594. mCard[cbOutCardIndex]++;
  2595. for (BYTE i = 0; i < MAX_INDEX; i++)
  2596. {
  2597. mCard[i] += m_cbCardIndex[wChairId][i];
  2598. }
  2599. m_cbNum = 4 - mCard[TempIndex];
  2600. ASSERT(m_cbNum >= 0 && m_cbNum <= 4);
  2601. if (m_cbNum < 0)m_cbNum = 0;
  2602. return m_cbNum;
  2603. }
  2604. //对手牌遍历,并把该牌减去,然后分析这13张拍能胡什么
  2605. bool CTableFrameSink::TingCard(WORD wChairID)
  2606. {
  2607. m_PaiQuan[wChairID] = 0;
  2608. m_TabbOutCardCout[wChairID] = 0; //可以打出的牌就听牌的个数
  2609. ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌
  2610. 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
  2611. 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
  2612. BYTE WilEnumCard[MAX_INDEX] = { 0 };
  2613. m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], WilEnumCard);
  2614. for (BYTE i = 0; i < MAX_INDEX; i++)
  2615. {
  2616. if (m_cbCardIndex[wChairID][i] == 0 )continue;
  2617. if (--m_cbCardIndex[wChairID][i] < 0){ ASSERT(false); return false; }
  2618. //if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID],FanHui))
  2619. //{
  2620. m_TabbOutCardData[wChairID][m_TabbOutCardCout[wChairID]] = m_GameLogic.SwitchToCardData(i);
  2621. BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1
  2622. BYTE m_cbTingParCount = 0; //听牌数据
  2623. int BaoUserID = 0;
  2624. int BaoUserTaiNum=0;
  2625. if (mMjType==1)
  2626. {
  2627. BaoUserID = mbaoMjUserID;
  2628. BaoUserTaiNum = mBaoTaiNum[mbaoMjUserID];
  2629. }
  2630. if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, WilEnumCard, wChairID, BaoUserID, BaoUserTaiNum))
  2631. {
  2632. for (BYTE j = 0; j < MAX_INDEX; j++)
  2633. {
  2634. if (m_cbTingPai[j] > 0)
  2635. {
  2636. if (m_cbTingParCount == 19)
  2637. {
  2638. m_cbTingParCount++;
  2639. break;
  2640. }
  2641. m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j);
  2642. //计算所胡的这张牌 还剩余几张
  2643. BYTE num = RemainNum(wChairID, m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]][m_cbTingParCount - 1], i);
  2644. 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]);
  2645. }
  2646. }
  2647. if (m_cbTingParCount == 20)
  2648. {
  2649. m_TabbTingCardCount[wChairID][m_TabbOutCardCout[wChairID]] = 255;
  2650. ZeroMemory(m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]], m_cbTingParCount);
  2651. }
  2652. else
  2653. m_TabbTingCardCount[wChairID][m_TabbOutCardCout[wChairID]] = m_cbTingParCount;
  2654. }
  2655. if (m_cbTingParCount > 0)
  2656. m_TabbOutCardCout[wChairID]++;
  2657. else{ m_TabbOutCardData[wChairID][m_TabbOutCardCout[wChairID]] = 0; }
  2658. //}
  2659. m_cbCardIndex[wChairID][i]++;
  2660. }
  2661. return true;
  2662. }
  2663. bool CTableFrameSink::OutTingCard(WORD wChairID, BYTE cardIndex)
  2664. {
  2665. m_PaiQuan[wChairID] = 1;
  2666. 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
  2667. ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌
  2668. 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
  2669. 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
  2670. BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1
  2671. BYTE m_cbTingParCount = 0;//听牌数据
  2672. BYTE FanHui[MAX_INDEX] = { 0 };
  2673. m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], FanHui);
  2674. if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, FanHui, wChairID, mbaoMjUserID, mBaoTaiNum[mbaoMjUserID]))
  2675. {
  2676. for (BYTE j = 0; j < MAX_INDEX; j++)
  2677. {
  2678. if (m_cbTingPai[j] > 0)
  2679. {
  2680. if (m_cbTingParCount == 19)
  2681. {
  2682. m_cbTingParCount++;
  2683. break;
  2684. }
  2685. m_TabbTingCardData[wChairID][0][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j);
  2686. //用户ID
  2687. BYTE num = RemainNum(wChairID, m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1], cardIndex);
  2688. m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, m_cbTingPai[j], m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1]);
  2689. }
  2690. }
  2691. if (m_cbTingParCount == 20)
  2692. {
  2693. m_TabbTingCardCount[wChairID][0] = 255;
  2694. ZeroMemory(m_TabbTingCardData[wChairID][0], m_cbTingParCount);
  2695. }
  2696. else
  2697. {
  2698. m_TabbTingCardCount[wChairID][0] = m_cbTingParCount;
  2699. }
  2700. return true;
  2701. }
  2702. return false;
  2703. }
  2704. void CTableFrameSink::HttpTingCard(WORD wChairID)
  2705. {
  2706. CMD_S_TingCard strTingCard;
  2707. ZeroMemory(&strTingCard, sizeof(strTingCard));
  2708. strTingCard.bPaiQuan = m_PaiQuan[wChairID];
  2709. strTingCard.bOutCardCout = m_TabbOutCardCout[wChairID];
  2710. CopyMemory(strTingCard.bOutCardData, m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID]));
  2711. CopyMemory(strTingCard.bTingCardCount, m_TabbTingCardCount[wChairID], sizeof(m_TabbTingCardCount[wChairID]));
  2712. CopyMemory(strTingCard.bTingCardData, m_TabbTingCardData[wChairID], sizeof(m_TabbTingCardData[wChairID]));
  2713. SparrowMaJiang::PB_CS_S_TingCard Card;
  2714. Card.set_bpaiquan(strTingCard.bPaiQuan);
  2715. Card.set_boutcardcout(strTingCard.bOutCardCout);
  2716. for (BYTE j = 0; j < strTingCard.bOutCardCout; j++)
  2717. {
  2718. Card.add_boutcarddata(strTingCard.bOutCardData[j]);
  2719. }
  2720. for (BYTE j = 0; j < strTingCard.bOutCardCout; j++)
  2721. {
  2722. Card.add_btingcardcount(strTingCard.bTingCardCount[j]);
  2723. }
  2724. for (BYTE i = 0; i < strTingCard.bOutCardCout; i++)
  2725. {
  2726. SparrowMaJiang::pb_bTingCardData *CardData = Card.add_btingcarddata();
  2727. for (BYTE j = 0; j < strTingCard.bTingCardCount[i]; j++)
  2728. {
  2729. CardData->add_btingcarddatas(strTingCard.bTingCardData[i][j]);
  2730. }
  2731. }
  2732. std::string pbdata = Card.SerializePartialAsString();
  2733. m_pITableFrame->SendTableData(wChairID, SUB_S_TING_CARD, (void*)pbdata.c_str(), pbdata.length());
  2734. }
  2735. void CTableFrameSink::HttpOperateResult(WORD wChairID, BYTE cbCaiShenCard[4], int cbOperateCode, BYTE cbOperateCard, int cbActionMask, WORD cbActionCard[6])
  2736. {
  2737. if (cbOperateCode & WIK_GANG_GANG)
  2738. {//构造结果
  2739. CMD_S_OperateResult OperateResult;
  2740. memset(&OperateResult, 0, sizeof(OperateResult));
  2741. OperateResult.wOperateUser = wChairID;
  2742. OperateResult.wProvideUser = wChairID;
  2743. OperateResult.cbOperateCode = cbOperateCode;
  2744. OperateResult.cbOperateCard = cbOperateCard;
  2745. CopyMemory(OperateResult.cbCaiShenCard, cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard));
  2746. OperateResult.cbActionMask = cbActionMask;
  2747. CopyMemory(OperateResult.cbActionCard, cbActionCard, sizeof(OperateResult.cbActionCard));
  2748. SparrowMaJiang::PB_CS_S_OperateResult Result;
  2749. Result.set_woperateuser(OperateResult.wOperateUser);
  2750. Result.set_cboperatecard(OperateResult.cbOperateCard);
  2751. Result.set_cboperatecode(OperateResult.cbOperateCode);
  2752. Result.set_wprovideuser(OperateResult.wProvideUser);
  2753. for (BYTE j = 0; j < 4; j++)
  2754. {
  2755. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  2756. }
  2757. Result.set_cbactionmask(OperateResult.cbActionMask);
  2758. for (BYTE j = 0; j < 5; j++)
  2759. {
  2760. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  2761. }
  2762. //发送数据
  2763. std::string pbdata = Result.SerializePartialAsString();
  2764. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2765. //发送消息
  2766. m_pITableFrame->SendTableData(wChairID, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2767. ZeroMemory(OperateResult.cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard));
  2768. for (BYTE j = 0; j < 4; j++)
  2769. {
  2770. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  2771. }
  2772. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  2773. {
  2774. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2775. {
  2776. continue;
  2777. }
  2778. if (i == wChairID)continue;
  2779. //发送消息
  2780. m_pITableFrame->SendTableData(i, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2781. }
  2782. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2783. }
  2784. else
  2785. {
  2786. CMD_S_OperateResult OperateResult;
  2787. memset(&OperateResult, 0, sizeof(OperateResult));
  2788. OperateResult.wOperateUser = wChairID;
  2789. OperateResult.wProvideUser = m_wProvideUser;
  2790. if (cbOperateCode &(WIK_DAN_BU_GANG | WIK_BU_GANG))
  2791. OperateResult.wProvideUser = wChairID;
  2792. OperateResult.cbOperateCode = cbOperateCode;
  2793. OperateResult.cbOperateCard = cbOperateCard;
  2794. CopyMemory(OperateResult.cbCaiShenCard, cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard));
  2795. OperateResult.cbActionMask = cbActionMask;
  2796. CopyMemory(OperateResult.cbActionCard, cbActionCard, sizeof(OperateResult.cbActionCard));
  2797. SparrowMaJiang::PB_CS_S_OperateResult Result;
  2798. Result.set_woperateuser(OperateResult.wOperateUser);
  2799. Result.set_cboperatecard(OperateResult.cbOperateCard);
  2800. Result.set_cboperatecode(OperateResult.cbOperateCode);
  2801. Result.set_wprovideuser(OperateResult.wProvideUser);
  2802. for (BYTE j = 0; j < 4; j++)
  2803. {
  2804. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  2805. }
  2806. Result.set_cbactionmask(OperateResult.cbActionMask);
  2807. for (BYTE j = 0; j < 6; j++)
  2808. {
  2809. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  2810. }
  2811. //发送数据
  2812. std::string pbdata = Result.SerializePartialAsString();
  2813. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2814. //发送消息
  2815. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2816. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2817. }
  2818. }
  2819. BYTE CTableFrameSink::GetNextMagicCardData(BYTE cbMagicCardFirstIndex)
  2820. {
  2821. BYTE TmpCardData=0;
  2822. BYTE HuaSe = m_GameLogic.GetCardColor(cbMagicCardFirstIndex);
  2823. switch (HuaSe)
  2824. {
  2825. case 0:
  2826. case 1:
  2827. case 2:
  2828. {
  2829. if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x09)
  2830. {
  2831. TmpCardData = (cbMagicCardFirstIndex & MASK_COLOR) | 0x01;
  2832. }
  2833. else
  2834. {
  2835. TmpCardData = cbMagicCardFirstIndex + 1;
  2836. }
  2837. break;
  2838. }
  2839. case 3:
  2840. {
  2841. if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x04)
  2842. {
  2843. TmpCardData = (cbMagicCardFirstIndex & MASK_COLOR) | 0x01;
  2844. }
  2845. else if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x07)
  2846. {
  2847. TmpCardData = cbMagicCardFirstIndex - 2;
  2848. }
  2849. else
  2850. {
  2851. TmpCardData = cbMagicCardFirstIndex + 1;
  2852. }
  2853. break;
  2854. }
  2855. default:
  2856. {
  2857. ASSERT(false);
  2858. break;
  2859. }
  2860. }
  2861. return TmpCardData;
  2862. }
  2863. void CTableFrameSink::FanMagicCaculation(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score)
  2864. {
  2865. switch (WinWay)
  2866. {
  2867. case Win_FangPao:{
  2868. if (!(chr&ZJ_TAI_QingYiSe).IsEmpty()&& m_cbWeaveItemCount[WinChairID] >= 3)
  2869. {
  2870. WinFangMagic_FangPao_QingYiSe_Score(WinChairID, nTai, WinWay, provideUserID, chr, cmd_Score);
  2871. }
  2872. else
  2873. {
  2874. WinFanMagic_FangPao_Score(WinChairID, nTai, WinWay, provideUserID, chr, cmd_Score);
  2875. }
  2876. break;
  2877. }
  2878. case Win_ZiMo:{
  2879. WinFanMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2880. break;
  2881. }
  2882. case win_DiHu:{
  2883. WinFanMagic_DiHu_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2884. break;
  2885. }
  2886. default:
  2887. break;
  2888. }
  2889. }
  2890. void CTableFrameSink::BaoMjCalculation(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  2891. {
  2892. switch (WinWay)
  2893. {
  2894. case Win_FangPao:{
  2895. WinBaoMagic_FangPao_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2896. break;
  2897. }
  2898. case Win_ZiMo:{
  2899. WinBaoMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2900. break;
  2901. }
  2902. case win_DiHu:{
  2903. WinBaoMagic_DiHu_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2904. break;
  2905. }
  2906. default:
  2907. break;
  2908. }
  2909. }
  2910. void CTableFrameSink::WinFanMagic_FangPao_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score)
  2911. {
  2912. int TempInfoScore = 0;
  2913. int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum);
  2914. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  2915. {
  2916. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2917. {
  2918. continue;
  2919. }
  2920. if (i == WinChairID)continue;
  2921. LianXuHuPai[i] = 0;
  2922. if (i == m_wProvideUser)
  2923. {
  2924. if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum)
  2925. {
  2926. cmd_Score.lGangScore[i] -= nFengDingNum;
  2927. }
  2928. else {
  2929. cmd_Score.lGangScore[i] -= m_gameConfig.wDiScore *pow(2, nTai);
  2930. }
  2931. m_lGameScore[i] += cmd_Score.lGangScore[i];
  2932. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  2933. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  2934. }
  2935. else
  2936. {
  2937. if (m_gameConfig.wDiScore *pow(2, nTai) / 2 >= nFengDingNum)
  2938. {
  2939. cmd_Score.lGangScore[i] -= nFengDingNum;
  2940. }
  2941. else {
  2942. cmd_Score.lGangScore[i] -= (m_gameConfig.wDiScore*pow(2, nTai) / 2);
  2943. }
  2944. m_lGameScore[i] += cmd_Score.lGangScore[i];
  2945. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  2946. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  2947. }
  2948. TempInfoScore -= cmd_Score.lGangScore[i];
  2949. }
  2950. cmd_Score.lGangScore[WinChairID] = TempInfoScore;
  2951. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  2952. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  2953. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  2954. }
  2955. void CTableFrameSink::WinFangMagic_FangPao_QingYiSe_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight Userchr, CMD_S_GangScore& cmd_Score)
  2956. {
  2957. int ProvideUserHaveTwoTai=false;
  2958. for (int i = 0; i < MAX_INDEX;i++)
  2959. {
  2960. CChiHuRight chr;
  2961. BYTE nTaiShu=0;
  2962. int TempAction;
  2963. TempAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[provideUserID], m_WeaveItemArray[provideUserID],
  2964. m_cbWeaveItemCount[provideUserID], m_GameLogic.SwitchToCardData(i), chr, nTaiShu);
  2965. if (TempAction!=WIK_NULL&&nTaiShu>2)
  2966. {
  2967. ProvideUserHaveTwoTai = true;
  2968. break;
  2969. }
  2970. if (TempAction!=WIK_NULL&&nTaiShu==2)
  2971. {
  2972. if (TempAction&ZJ_TAI_WuMagic)
  2973. {
  2974. continue;
  2975. }
  2976. else
  2977. {
  2978. ProvideUserHaveTwoTai = true;
  2979. break;
  2980. }
  2981. }
  2982. }
  2983. if (ProvideUserHaveTwoTai)
  2984. {
  2985. WinFanMagic_FangPao_Score(WinChairID, nTai, WinWay, provideUserID, Userchr, cmd_Score);
  2986. }
  2987. else
  2988. {
  2989. //计算4家积分变动 输家 同时包赔3家的
  2990. int TempInfoScore = 0;
  2991. int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum); //32
  2992. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  2993. {
  2994. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2995. {
  2996. continue;
  2997. }
  2998. if (i == WinChairID)continue;
  2999. LianXuHuPai[i] = 0;
  3000. if (i == m_wProvideUser)
  3001. {
  3002. int nOneUserScore = 0;
  3003. if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum)
  3004. {
  3005. nOneUserScore -= nFengDingNum;
  3006. }
  3007. else {
  3008. nOneUserScore -= m_gameConfig.wDiScore *pow(2, nTai);
  3009. }
  3010. cmd_Score.lGangScore[i] += nOneUserScore;
  3011. TempInfoScore -= nOneUserScore;
  3012. }
  3013. else
  3014. {
  3015. int nOneUserScore = 0;
  3016. if (m_gameConfig.wDiScore *pow(2, nTai) / 2 >= nFengDingNum)
  3017. {
  3018. nOneUserScore -= nFengDingNum;
  3019. }
  3020. else {
  3021. nOneUserScore -= (m_gameConfig.wDiScore*pow(2, nTai) / 2);
  3022. }
  3023. cmd_Score.lGangScore[provideUserID] += nOneUserScore;
  3024. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3025. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3026. TempInfoScore -= nOneUserScore;
  3027. }
  3028. }
  3029. m_lGameScore[m_wProvideUser] += cmd_Score.lGangScore[m_wProvideUser];
  3030. m_lGameTatolScore[m_wProvideUser] += cmd_Score.lGangScore[m_wProvideUser];
  3031. cmd_Score.cbWanJiaScore[m_wProvideUser] = m_lGameTatolScore[m_wProvideUser];
  3032. cmd_Score.lGangScore[WinChairID] = TempInfoScore;
  3033. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3034. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3035. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3036. }
  3037. }
  3038. void CTableFrameSink::WinFanMagic_ZiMo_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3039. {
  3040. int TempInfoScore = 0;
  3041. int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum);
  3042. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3043. {
  3044. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3045. {
  3046. continue;
  3047. }
  3048. if (i == WinChairID)continue;
  3049. LianXuHuPai[i] = 0;
  3050. if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum)
  3051. {
  3052. cmd_Score.lGangScore[i] -= nFengDingNum;
  3053. }
  3054. else {
  3055. cmd_Score.lGangScore[i] -= m_gameConfig.wDiScore *pow(2, nTai);
  3056. }
  3057. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3058. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3059. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3060. TempInfoScore -= cmd_Score.lGangScore[i];
  3061. }
  3062. cmd_Score.lGangScore[WinChairID] = TempInfoScore;
  3063. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3064. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3065. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3066. }
  3067. void CTableFrameSink::WinFanMagic_DiHu_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3068. {
  3069. WinFanMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  3070. }
  3071. void CTableFrameSink::WinBaoMagic_FangPao_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3072. {
  3073. WORD BankUserID = m_wBankerUser & 0x00ff;
  3074. int FanBei = 1;
  3075. if (LianXuHuPai[BankUserID] >= 2)
  3076. {
  3077. FanBei++;
  3078. }
  3079. //包家
  3080. if (WinChairID == mbaoMjUserID)
  3081. {
  3082. int nTmpOneUserScore = 0;
  3083. if (mMagicType == MagicType_TwoMagic)
  3084. {
  3085. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3086. }
  3087. else
  3088. {
  3089. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3090. }
  3091. int TempInfoScore = 0;
  3092. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3093. {
  3094. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3095. {
  3096. continue;
  3097. }
  3098. if (i==WinChairID)
  3099. {
  3100. continue;
  3101. }
  3102. LianXuHuPai[i] = 0;
  3103. }
  3104. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  3105. {
  3106. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3107. {
  3108. continue;
  3109. }
  3110. if (i==WinChairID)
  3111. {
  3112. //包家计分变动
  3113. int nZFBScore = mZFBBianScore[i];
  3114. if (m_bTwoPlayerFlag)
  3115. {
  3116. cmd_Score.lGangScore[WinChairID] = ((nTmpOneUserScore * (mPlayGameUserCount - 2)) + (nZFBScore));
  3117. }
  3118. else
  3119. {
  3120. cmd_Score.lGangScore[WinChairID] = ((nTmpOneUserScore * (mPlayGameUserCount - 1)) + (nZFBScore));
  3121. }
  3122. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3123. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3124. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3125. }
  3126. else if (i== provideUserID)
  3127. {
  3128. //放炮玩家 计分变动
  3129. int nZFBScore = mZFBBianScore[i];
  3130. if (m_bTwoPlayerFlag)
  3131. {
  3132. cmd_Score.lGangScore[provideUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 2)) + abs(nZFBScore));
  3133. }
  3134. else
  3135. {
  3136. cmd_Score.lGangScore[provideUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 1)) + abs(nZFBScore));
  3137. }
  3138. m_lGameScore[provideUserID] += cmd_Score.lGangScore[provideUserID];
  3139. m_lGameTatolScore[provideUserID] += cmd_Score.lGangScore[provideUserID];
  3140. cmd_Score.cbWanJiaScore[provideUserID] = m_lGameTatolScore[provideUserID];
  3141. }
  3142. else
  3143. {
  3144. //其他玩家计分变动
  3145. cmd_Score.lGangScore[i] = mZFBBianScore[i];
  3146. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3147. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3148. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3149. }
  3150. }
  3151. CString strInfo;
  3152. strInfo.Format(_T("WinBaoMagic_FangPao_Score 包家赢 包家Id=%d,所有玩家计分变动 %d,%d,%d,%d"),
  3153. WinChairID, cmd_Score.lGangScore[0], cmd_Score.lGangScore[1], cmd_Score.lGangScore[2], cmd_Score.lGangScore[3]);
  3154. OutputDebugString(strInfo);
  3155. }
  3156. else
  3157. {
  3158. //其他玩家胡牌 包家付3家的,胡牌玩家直接得到单人积分*3
  3159. int nTmpOneUserScore = 0;
  3160. if (mMagicType == MagicType_TwoMagic)
  3161. {
  3162. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3163. }
  3164. else
  3165. {
  3166. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3167. }
  3168. int TempInfoScore = 0;
  3169. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3170. {
  3171. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3172. {
  3173. continue;
  3174. }
  3175. if (i == WinChairID)
  3176. {
  3177. continue;
  3178. }
  3179. LianXuHuPai[i] = 0;
  3180. }
  3181. for (int i=0;i<mPlayGameUserCount;i++)
  3182. {
  3183. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3184. {
  3185. continue;
  3186. }
  3187. if (WinChairID==i)
  3188. {
  3189. int nZFBScore = mZFBBianScore[i];
  3190. //胡牌玩家积分变动
  3191. if (m_bTwoPlayerFlag)
  3192. {
  3193. cmd_Score.lGangScore[WinChairID] = (nTmpOneUserScore * (mPlayGameUserCount - 2) + nZFBScore);
  3194. }
  3195. else
  3196. {
  3197. cmd_Score.lGangScore[WinChairID] = (nTmpOneUserScore * (mPlayGameUserCount - 1) + nZFBScore);
  3198. }
  3199. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3200. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3201. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3202. }
  3203. else if (i==mbaoMjUserID)
  3204. {
  3205. //包家积分变动
  3206. int nZFBScore = mZFBBianScore[i];
  3207. if (m_bTwoPlayerFlag)
  3208. {
  3209. cmd_Score.lGangScore[mbaoMjUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 2)) + abs(nZFBScore));
  3210. }
  3211. else
  3212. {
  3213. cmd_Score.lGangScore[mbaoMjUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 1)) + abs(nZFBScore));
  3214. }
  3215. m_lGameScore[mbaoMjUserID] += cmd_Score.lGangScore[mbaoMjUserID];
  3216. m_lGameTatolScore[mbaoMjUserID] += cmd_Score.lGangScore[mbaoMjUserID];
  3217. cmd_Score.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  3218. }
  3219. else
  3220. {
  3221. //其他玩家计分变动
  3222. cmd_Score.lGangScore[i] = mZFBBianScore[i];
  3223. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3224. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3225. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3226. }
  3227. }
  3228. /*
  3229. CString strInfo;
  3230. strInfo.Format(_T("WinBaoMagic_FangPao_Score 闲家赢 闲家Id=%d, 包家ID=%d 积分变动 %d,%d,%d,%d"),
  3231. WinChairID, mbaoMjUserID, cmd_Score.lGangScore[0], cmd_Score.lGangScore[1], cmd_Score.lGangScore[2], cmd_Score.lGangScore[3]
  3232. );*/
  3233. //OutputDebugString(strInfo);
  3234. }
  3235. }
  3236. void CTableFrameSink::WinBaoMagic_ZiMo_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3237. {
  3238. WORD BankUserID = m_wBankerUser & 0x00ff;
  3239. int FanBei = 1;
  3240. if (LianXuHuPai[BankUserID] >= 2)
  3241. {
  3242. FanBei++;
  3243. }
  3244. //包家自摸
  3245. if (WinChairID == mbaoMjUserID)
  3246. {
  3247. int nTmpOneUserScore = 0;
  3248. if (mMagicType==MagicType_TwoMagic)
  3249. {
  3250. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3251. }
  3252. else
  3253. {
  3254. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3255. }
  3256. int TempInfoScore = 0;
  3257. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3258. {
  3259. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3260. {
  3261. continue;
  3262. }
  3263. if (i == WinChairID)continue;
  3264. LianXuHuPai[i] = 0;
  3265. cmd_Score.lGangScore[i] -= (nTmpOneUserScore+abs(mZFBBianScore[i]));
  3266. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3267. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3268. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3269. TempInfoScore -= cmd_Score.lGangScore[i];
  3270. }
  3271. cmd_Score.lGangScore[WinChairID] = TempInfoScore;
  3272. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3273. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3274. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3275. //CString strInfo;
  3276. //strInfo.Format(_T("WinBaoMagic_ZiMo_Score 包家自摸 包家Id=%d ,所有玩家计分变动 %d %d %d %d;"),
  3277. // WinChairID, cmd_Score.lGangScore[0], cmd_Score.lGangScore[1], cmd_Score.lGangScore[2], cmd_Score.lGangScore[3]);
  3278. //OutputDebugString(strInfo);
  3279. }
  3280. else
  3281. {
  3282. //其他玩家胡牌 包家付3家的,胡牌玩家直接得到单人积分*3
  3283. int nTmpOneUserScore = 0;
  3284. if (mMagicType == MagicType_TwoMagic)
  3285. {
  3286. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3287. }
  3288. else
  3289. {
  3290. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3291. }
  3292. int TempInfoScore = 0;
  3293. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3294. {
  3295. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3296. {
  3297. continue;
  3298. }
  3299. if (i == WinChairID)
  3300. {
  3301. continue;
  3302. }
  3303. LianXuHuPai[i] = 0;
  3304. }
  3305. for (int i = 0; i < mPlayGameUserCount; i++)
  3306. {
  3307. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3308. {
  3309. continue;
  3310. }
  3311. if (WinChairID == i)
  3312. {
  3313. int nZFBScore = mZFBBianScore[i];
  3314. if (m_bTwoPlayerFlag)
  3315. {
  3316. //胡牌玩家积分变动
  3317. cmd_Score.lGangScore[WinChairID] = (nTmpOneUserScore * (mPlayGameUserCount - 2) + nZFBScore);
  3318. }
  3319. else
  3320. {
  3321. //胡牌玩家积分变动
  3322. cmd_Score.lGangScore[WinChairID] = (nTmpOneUserScore * (mPlayGameUserCount - 1) + nZFBScore);
  3323. }
  3324. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3325. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3326. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3327. }
  3328. else if (i == mbaoMjUserID)
  3329. {
  3330. //包家积分变动
  3331. int nZFBScore = mZFBBianScore[i];
  3332. if (m_bTwoPlayerFlag)
  3333. {
  3334. cmd_Score.lGangScore[mbaoMjUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 2)) + abs(nZFBScore));
  3335. }
  3336. else
  3337. {
  3338. cmd_Score.lGangScore[mbaoMjUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 1)) + abs(nZFBScore));
  3339. }
  3340. m_lGameScore[mbaoMjUserID] += cmd_Score.lGangScore[mbaoMjUserID];
  3341. m_lGameTatolScore[mbaoMjUserID] += cmd_Score.lGangScore[mbaoMjUserID];
  3342. cmd_Score.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  3343. }
  3344. else
  3345. {
  3346. //其他玩家计分变动
  3347. cmd_Score.lGangScore[i] = mZFBBianScore[i];
  3348. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3349. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3350. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3351. }
  3352. }
  3353. /*CString strInfo;
  3354. strInfo.Format(_T("WinBaoMagic_ZiMo_Score 闲家自摸 闲家id=%d 所有玩家计分变动 %d %d %d %d"),
  3355. WinChairID, cmd_Score.lGangScore[0], cmd_Score.lGangScore[1], cmd_Score.lGangScore[2], cmd_Score.lGangScore[3]);*/
  3356. //OutputDebugString(strInfo);
  3357. }
  3358. }
  3359. void CTableFrameSink::WinBaoMagic_DiHu_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3360. {
  3361. WinBaoMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  3362. }
  3363. void CTableFrameSink::CalcDongZFB(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID)
  3364. {
  3365. /*
  3366. BYTE m_cbWeaveItemCount[GAME_PLAYER]; //组合数目
  3367. tagWeaveItem m_WeaveItezmArray[GAME_PLAYER][MAX_WEAVE];//组合扑克
  3368. */
  3369. //OutputDebugString(_T("计算东中发白分数"));
  3370. WORD BankUserID = m_wBankerUser & 0x00ff;
  3371. int FanBei = 1;
  3372. if (LianXuHuPai[BankUserID] >= 2)
  3373. {
  3374. FanBei++;
  3375. }
  3376. //包家胡了
  3377. if (WinChairID==mbaoMjUserID)
  3378. {
  3379. // if (WinWay==Win_ZiMo)
  3380. {
  3381. //遍历手牌 是否碰过其他三家的 东中发白。碰过则 增减分数
  3382. for (int i = 0; i < m_cbWeaveItemCount[WinChairID];i++)
  3383. {
  3384. //东中发白组成落地派 只有 碰和刚 所以不需要计算落地类型 只需要判断center牌值,以及是否是自己提供的就可以
  3385. if (m_WeaveItemArray[WinChairID][i].cbCenterCard == 0x31 && m_WeaveItemArray[WinChairID][i].wProvideUser!=WinChairID)
  3386. {
  3387. //自身增加分数
  3388. int nTmpOneUserScore = 0;
  3389. if (mMagicType == MagicType_TwoMagic)
  3390. {
  3391. nTmpOneUserScore = 2 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3392. }
  3393. else
  3394. {
  3395. nTmpOneUserScore = 2 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3396. }
  3397. {
  3398. mZFBBianScore[WinChairID] += nTmpOneUserScore;
  3399. int nWprovideUserID = m_WeaveItemArray[WinChairID][i].wProvideUser;
  3400. mZFBBianScore[nWprovideUserID] -= nTmpOneUserScore;
  3401. CString str;
  3402. str.Format(_T("CalcDongZFB 包家胡 包家ID=%d 碰/杠闲家=%d 东风 ,包家增加 %d ,闲家减少%d "),
  3403. WinChairID, m_WeaveItemArray[WinChairID][i].wProvideUser, nTmpOneUserScore, nTmpOneUserScore);
  3404. OutputDebugString(str);
  3405. }
  3406. }
  3407. //东中发白组成落地派 只有 碰和刚 所以不需要计算落地类型 只需要判断center牌值,以及是否是自己提供的就可以
  3408. if (
  3409. (m_WeaveItemArray[WinChairID][i].cbCenterCard == 0x35
  3410. || m_WeaveItemArray[WinChairID][i].cbCenterCard == 0x36
  3411. || m_WeaveItemArray[WinChairID][i].cbCenterCard == 0x37
  3412. )
  3413. && m_WeaveItemArray[WinChairID][i].wProvideUser != WinChairID)
  3414. {
  3415. //自身增加分数
  3416. int nTmpOneUserScore = 0;
  3417. if (mMagicType == MagicType_TwoMagic)
  3418. {
  3419. nTmpOneUserScore = 1 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3420. }
  3421. else
  3422. {
  3423. nTmpOneUserScore = 1 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3424. }
  3425. {
  3426. mZFBBianScore[WinChairID] += nTmpOneUserScore;
  3427. int nWprovideUserID = m_WeaveItemArray[WinChairID][i].wProvideUser;
  3428. mZFBBianScore[nWprovideUserID] -= nTmpOneUserScore;
  3429. CString str;
  3430. str.Format(_T("CalcDongZFB 包家胡 包家ID=%d 碰/杠闲家=%d 中发白 ,包家增加 %d ,闲家减少%d "),
  3431. WinChairID, m_WeaveItemArray[WinChairID][i].wProvideUser, nTmpOneUserScore, nTmpOneUserScore);
  3432. OutputDebugString(str);
  3433. }
  3434. }
  3435. }
  3436. }
  3437. }
  3438. else
  3439. {
  3440. //闲家胡了
  3441. //遍历包家落地派,是否有胡牌闲家提供的东中发白
  3442. for (int i = 0; i < m_cbWeaveItemCount[mbaoMjUserID]; i++)
  3443. {
  3444. //东中发白组成落地派 只有 碰和刚 所以不需要计算落地类型 只需要判断center牌值,以及是否是自己提供的就可以
  3445. if (m_WeaveItemArray[mbaoMjUserID][i].cbCenterCard == 0x31 && m_WeaveItemArray[mbaoMjUserID][i].wProvideUser == WinChairID)
  3446. {
  3447. //自身增加分数
  3448. int nTmpOneUserScore = 0;
  3449. if (mMagicType == MagicType_TwoMagic)
  3450. {
  3451. nTmpOneUserScore = 2 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3452. }
  3453. else
  3454. {
  3455. nTmpOneUserScore = 2 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3456. }
  3457. {
  3458. mZFBBianScore[WinChairID] += nTmpOneUserScore;
  3459. int nWprovideUserID = mbaoMjUserID;
  3460. mZFBBianScore[nWprovideUserID] -= nTmpOneUserScore;
  3461. CString str;
  3462. str.Format(_T("CalcDongZFB 闲家胡 闲家ID=%d 东 ,包家减少 %d; 闲家增加%d;"),
  3463. WinChairID, nTmpOneUserScore, nTmpOneUserScore);
  3464. //OutputDebugString(str);
  3465. }
  3466. }
  3467. //东中发白组成落地派 只有 碰和刚 所以不需要计算落地类型 只需要判断center牌值,以及是否是自己提供的就可以
  3468. if (
  3469. (m_WeaveItemArray[mbaoMjUserID][i].cbCenterCard == 0x35
  3470. || m_WeaveItemArray[mbaoMjUserID][i].cbCenterCard == 0x36
  3471. || m_WeaveItemArray[mbaoMjUserID][i].cbCenterCard == 0x37
  3472. )
  3473. && m_WeaveItemArray[mbaoMjUserID][i].wProvideUser == WinChairID)
  3474. {
  3475. //自身增加分数
  3476. int nTmpOneUserScore = 0;
  3477. if (mMagicType == MagicType_TwoMagic)
  3478. {
  3479. nTmpOneUserScore = 1 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3480. }
  3481. else
  3482. {
  3483. nTmpOneUserScore = 1 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3484. }
  3485. {
  3486. mZFBBianScore[WinChairID] += nTmpOneUserScore;
  3487. int nWprovideUserID = mbaoMjUserID;
  3488. mZFBBianScore[nWprovideUserID] -= nTmpOneUserScore;
  3489. CString str;
  3490. str.Format(_T("CalcDongZFB 闲家胡 闲家ID=%d 中发白 ,包家减少 %d; 闲家增加%d;"),
  3491. WinChairID, nTmpOneUserScore, nTmpOneUserScore);
  3492. //OutputDebugString(str);
  3493. }
  3494. }
  3495. }
  3496. }
  3497. }
  3498. bool CTableFrameSink::SelectBaoTaiNum(WORD wChairID, BYTE nMagicTai)
  3499. {
  3500. CMD_S_BAO_CHOICE baoChoice;
  3501. ZeroMemory(&baoChoice, sizeof(CMD_S_BAO_CHOICE));
  3502. if (mBLastBaoStart==true&&nMagicTai==255)
  3503. {
  3504. baoChoice.baochoice = mUserOptBaoTai[wChairID];
  3505. baoChoice.m_wChairID = wChairID;
  3506. }
  3507. else
  3508. {
  3509. baoChoice.baochoice = nMagicTai;
  3510. baoChoice.m_wChairID = wChairID;
  3511. mUserOptBaoTai[wChairID] = nMagicTai;
  3512. if (nMagicTai != 255)
  3513. {
  3514. mMaxBaoNum = (BaoEnum)nMagicTai;
  3515. mbaoMjUserID = wChairID;
  3516. mBaoTaiNum[wChairID] = (nMagicTai / 3) + 2;
  3517. }
  3518. else{
  3519. mBaoTaiNum[wChairID] = 0;
  3520. }
  3521. }
  3522. SparrowMaJiang::PB_CS_S_BAO_CHOICE pbaoChoice;
  3523. pbaoChoice.set_baochoice(baoChoice.baochoice);
  3524. pbaoChoice.set_m_wchairid(baoChoice.m_wChairID);
  3525. std::string pbbao = pbaoChoice.SerializePartialAsString();
  3526. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_BAO_CHOICE, (void*)pbbao.c_str(), pbbao.length());
  3527. CString strTmp;
  3528. strTmp.Format(_T("广播 用户包台完毕 121 SUB_S_BAO_CHOICE 包台玩家=%d 台数=%d\r\n"), baoChoice.m_wChairID, baoChoice.baochoice);
  3529. OutputDebugString(strTmp);
  3530. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_BAO_CHOICE, (void*)pbbao.c_str(), pbbao.length());
  3531. RepayRecord(INVALID_CHAIR, SUB_S_BAO_CHOICE, (void*)pbbao.c_str(), pbbao.length());
  3532. if (!IsCanReturnResult())
  3533. {
  3534. //找到下一家 广播
  3535. //通知下一家 继续包
  3536. CMD_S_BAO_NOTICE NotifyBao;
  3537. NotifyBao.m_wChairID = FindNextBaoJiaID(wChairID);
  3538. if (IsAddTaiNum(NotifyBao.m_wChairID))
  3539. {
  3540. NotifyBao.minBao = mMaxBaoNum + 1;
  3541. }
  3542. else
  3543. {
  3544. NotifyBao.minBao = mMaxBaoNum;
  3545. }
  3546. mCurrentBaoUser = NotifyBao.m_wChairID;
  3547. mCurrentMinBaoTai = NotifyBao.minBao;
  3548. SparrowMaJiang::PB_CS_S_BAO_NOTICE pNotifyBao;
  3549. pNotifyBao.set_minbao(NotifyBao.minBao);
  3550. pNotifyBao.set_m_wchairid(NotifyBao.m_wChairID);
  3551. std::string pbbao = pNotifyBao.SerializePartialAsString();
  3552. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3553. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3554. CString strTmp;
  3555. strTmp.Format(_T("广播 用户包台 120 SUB_S_NOTICE_BAO 包台玩家=%d 最小台数=%d\r\n"), NotifyBao.m_wChairID, NotifyBao.minBao);
  3556. OutputDebugString(strTmp);
  3557. return true;
  3558. }
  3559. else
  3560. {
  3561. //是否是无人包 无人包台,直接结束
  3562. if (IsNoBaoUser() && wChairID==(m_wBankerUser&0xff) )
  3563. {
  3564. //计算积分 并结束
  3565. NoHaveBaoUser();
  3566. return true;
  3567. }
  3568. if (IsNoBaoUser() && wChairID != (m_wBankerUser & 0xff))
  3569. {
  3570. //给庄家发一次
  3571. CMD_S_BAO_NOTICE NotifyBao;
  3572. NotifyBao.m_wChairID = m_wBankerUser&0xff;
  3573. if (IsAddTaiNum(NotifyBao.m_wChairID))
  3574. {
  3575. NotifyBao.minBao = mMaxBaoNum + 1;
  3576. }
  3577. else
  3578. {
  3579. NotifyBao.minBao = mMaxBaoNum;
  3580. }
  3581. mCurrentBaoUser = NotifyBao.m_wChairID&0xff;
  3582. mCurrentMinBaoTai = NotifyBao.minBao;
  3583. SparrowMaJiang::PB_CS_S_BAO_NOTICE pNotifyBao;
  3584. pNotifyBao.set_minbao(NotifyBao.minBao);
  3585. pNotifyBao.set_m_wchairid(NotifyBao.m_wChairID);
  3586. std::string pbbao = pNotifyBao.SerializePartialAsString();
  3587. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3588. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3589. CString strTmp;
  3590. strTmp.Format(_T("广播 无人包台给庄家再包一次 用户包台 120 SUB_S_NOTICE_BAO 包台玩家=%d 最小台数=%d\r\n"), NotifyBao.m_wChairID, NotifyBao.minBao);
  3591. mBLastBaoStart = true;
  3592. //OutputDebugString(strTmp);
  3593. return true;
  3594. }
  3595. if (mBLastBaoStart==false)
  3596. {
  3597. mBLastBaoStart = true;
  3598. //通知包家在包一次
  3599. CMD_S_BAO_NOTICE NotifyBao;
  3600. NotifyBao.m_wChairID = mbaoMjUserID;
  3601. NotifyBao.minBao = mMaxBaoNum;
  3602. mCurrentBaoUser = NotifyBao.m_wChairID;
  3603. mCurrentMinBaoTai = NotifyBao.minBao;
  3604. SparrowMaJiang::PB_CS_S_BAO_NOTICE pNotifyBao;
  3605. pNotifyBao.set_minbao(NotifyBao.minBao);
  3606. pNotifyBao.set_m_wchairid(NotifyBao.m_wChairID);
  3607. std::string pbbao = pNotifyBao.SerializePartialAsString();
  3608. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3609. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3610. CString strTmp;
  3611. strTmp.Format(_T("广播 用户包台 120 SUB_S_NOTICE_BAO 包台玩家=%d 最小台数=%d\r\n"), NotifyBao.m_wChairID, NotifyBao.minBao);
  3612. //OutputDebugString(strTmp);
  3613. return true;
  3614. }
  3615. mBLastBaoStart = false;
  3616. mbStartBaoTai = 2;
  3617. //无财神
  3618. if (mMaxBaoNum % 3 == 2)
  3619. {
  3620. SetMagicType(MagicType_NoMagic);
  3621. m_GameLogic.SetMagicIndex(MAX_INDEX, MAX_INDEX);
  3622. for (int i = 0; i < mPlayGameUserCount; i++)
  3623. {
  3624. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3625. {
  3626. continue;
  3627. }
  3628. CMD_S_BAO_RESULT baoResult;
  3629. ZeroMemory(&baoResult, sizeof(baoResult));
  3630. baoResult.m_wChairID = mbaoMjUserID;
  3631. baoResult.baoTai = mMaxBaoNum;
  3632. int nMagicCount = mMaxBaoNum % 3;
  3633. if (nMagicCount == 2){
  3634. nMagicCount = MagicZero;
  3635. }
  3636. else if (nMagicCount == 0)
  3637. {
  3638. nMagicCount = MagicTwo;
  3639. }
  3640. baoResult.cbMagicCount = nMagicCount;
  3641. if (i == (m_wBankerUser & 0xff))
  3642. {
  3643. //// 胡牌判断
  3644. CChiHuRight chr;
  3645. BYTE TaiShu = 0;
  3646. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
  3647. if (mbaoMjUserID == i)
  3648. {
  3649. int nTmpAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[i], NULL, 0, m_cbProvideCard, chr, TaiShu);
  3650. if (TaiShu >= mBaoTaiNum[mbaoMjUserID])
  3651. {
  3652. m_cbUserAction[m_wCurrentUser] |= nTmpAction;
  3653. }
  3654. }
  3655. else
  3656. {
  3657. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[i], NULL, 0, m_cbProvideCard, chr, TaiShu);
  3658. }
  3659. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
  3660. // if (m_cbUserAction[i] & WIK_ZI_MO)
  3661. // {
  3662. // m_cbUserAction[i] = WIK_TIAN_ZI_MO;
  3663. // }
  3664. //杠牌判断
  3665. tagGangCardResult GangCardResult;
  3666. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  3667. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, GangCardResult);
  3668. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  3669. {
  3670. baoResult.gangCard[j] = GangCardResult.cbCardData[j];
  3671. }
  3672. baoResult.actionMask = m_cbUserAction[m_wCurrentUser];
  3673. SparrowMaJiang::PB_CS_S_BAO_RESULT pbaoResult;
  3674. pbaoResult.set_actionmask(baoResult.actionMask);
  3675. pbaoResult.set_baotai(baoResult.baoTai);
  3676. pbaoResult.set_cbmagiccount(baoResult.cbMagicCount);
  3677. pbaoResult.set_m_wchairid(baoResult.m_wChairID);
  3678. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  3679. {
  3680. pbaoResult.add_gangcard(baoResult.gangCard[j]);
  3681. }
  3682. std::string pbbao = pbaoResult.SerializePartialAsString();
  3683. m_pITableFrame->SendTableData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3684. m_pITableFrame->SendLookonData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3685. CString strTmp;
  3686. strTmp.Format(_T("通知 包台结果 122 SUB_S_BAO_RESULT 玩家(庄家)=%d 包家=%d 台数=%d 财神个数=%d 玩家动作=0x%x\r\n"),
  3687. i, baoResult.m_wChairID, baoResult.baoTai, baoResult.cbMagicCount, baoResult.actionMask);
  3688. //OutputDebugString(strTmp);
  3689. if (m_TabbOutCardCout[m_wCurrentUser] > 0)
  3690. HttpTingCard(m_wCurrentUser);
  3691. }
  3692. else
  3693. {
  3694. SparrowMaJiang::PB_CS_S_BAO_RESULT pbaoResult;
  3695. pbaoResult.set_actionmask(baoResult.actionMask);
  3696. pbaoResult.set_baotai(baoResult.baoTai);
  3697. pbaoResult.set_cbmagiccount(baoResult.cbMagicCount);
  3698. pbaoResult.set_m_wchairid(baoResult.m_wChairID);
  3699. std::string pbbao = pbaoResult.SerializePartialAsString();
  3700. m_pITableFrame->SendTableData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3701. strTmp.Format(_T("通知 包台结果 122 SUB_S_BAO_RESULT 玩家=%d 包家=%d 台数=%d 财神个数=%d 玩家动作=0x%x\r\n"),
  3702. i, baoResult.m_wChairID, baoResult.baoTai, baoResult.cbMagicCount, baoResult.actionMask);
  3703. //OutputDebugString(strTmp);
  3704. m_pITableFrame->SendLookonData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3705. RepayRecord(INVALID_CHAIR, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3706. }
  3707. }
  3708. mbStartBaoTai = 3;
  3709. }
  3710. else
  3711. {
  3712. CMD_S_BAO_RESULT baoResult;
  3713. ZeroMemory(&baoResult, sizeof(baoResult));
  3714. baoResult.m_wChairID = mbaoMjUserID;
  3715. baoResult.baoTai = mMaxBaoNum;
  3716. int nMagicCount = mMaxBaoNum % 3;
  3717. if (nMagicCount == 2){
  3718. nMagicCount = MagicZero;
  3719. }
  3720. else if (nMagicCount == 0)
  3721. {
  3722. nMagicCount = MagicTwo;
  3723. }
  3724. baoResult.cbMagicCount = nMagicCount;
  3725. SparrowMaJiang::PB_CS_S_BAO_RESULT pbaoResult;
  3726. pbaoResult.set_actionmask(baoResult.actionMask);
  3727. pbaoResult.set_baotai(baoResult.baoTai);
  3728. pbaoResult.set_cbmagiccount(baoResult.cbMagicCount);
  3729. pbaoResult.set_m_wchairid(baoResult.m_wChairID);
  3730. std::string pbbao = pbaoResult.SerializePartialAsString();
  3731. //遍历4加 全部发包结果
  3732. for (int i = 0; i < mPlayGameUserCount; i++)
  3733. {
  3734. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3735. {
  3736. continue;
  3737. }
  3738. m_pITableFrame->SendTableData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3739. strTmp.Format(_T("通知 包台结果 122 SUB_S_BAO_RESULT 玩家=%d 包家=%d 台数=%d 财神个数=%d 玩家动作=%x\r\n"),
  3740. i, baoResult.m_wChairID, baoResult.baoTai, baoResult.cbMagicCount, baoResult.actionMask);
  3741. //OutputDebugString(strTmp);
  3742. }
  3743. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3744. RepayRecord(INVALID_CHAIR, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3745. }
  3746. }
  3747. return true;
  3748. }
  3749. bool CTableFrameSink::SelectBaoMagic(WORD wChairID, BYTE cbMagicFirst, BYTE cbMagicSenced)
  3750. {
  3751. //得到包财神之后, 发送庄家操作。
  3752. int nFirst=0;
  3753. int nSencend=0;
  3754. if (cbMagicFirst == 255 || cbMagicFirst==0)
  3755. {
  3756. nFirst = MAX_INDEX;
  3757. m_cbMagicFirstData = 0;
  3758. }
  3759. else
  3760. {
  3761. nFirst = m_GameLogic.SwitchToCardIndex(cbMagicFirst);
  3762. m_cbMagicFirstData = cbMagicFirst;
  3763. SetMagicType(MagicType_OneMagic);
  3764. }
  3765. if (cbMagicSenced == 255 || cbMagicSenced==0)
  3766. {
  3767. nSencend = MAX_INDEX;
  3768. m_cbMagicSecondData = 0;
  3769. }
  3770. else
  3771. {
  3772. nSencend = m_GameLogic.SwitchToCardIndex(cbMagicSenced);
  3773. m_cbMagicSecondData = cbMagicSenced;
  3774. SetMagicType(MagicType_TwoMagic);
  3775. }
  3776. m_GameLogic.SetMagicIndex(nFirst, nSencend);
  3777. for (int i = 0; i < mPlayGameUserCount;i++)
  3778. {
  3779. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3780. {
  3781. continue;
  3782. }
  3783. CMD_S_Magic_RESULT MagicResult;
  3784. ZeroMemory(&MagicResult, sizeof(MagicResult));
  3785. MagicResult.cbMagicFirst = cbMagicFirst;
  3786. MagicResult.cbMagicSenced = cbMagicSenced;
  3787. if (i == (m_wBankerUser & 0xff))
  3788. {
  3789. //// 胡牌判断
  3790. CChiHuRight chr;
  3791. BYTE TaiShu = 0;
  3792. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
  3793. if (mbaoMjUserID == i)
  3794. {
  3795. int nTmpAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[i], NULL, 0, m_cbProvideCard, chr, TaiShu);
  3796. if (TaiShu >= mBaoTaiNum[mbaoMjUserID])
  3797. {
  3798. m_cbUserAction[m_wCurrentUser] |= nTmpAction;
  3799. }
  3800. }
  3801. else
  3802. {
  3803. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[i], NULL, 0, m_cbProvideCard, chr, TaiShu);
  3804. }
  3805. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
  3806. // if (m_cbUserAction[i] & WIK_ZI_MO)
  3807. // {
  3808. // m_cbUserAction[i] = WIK_TIAN_ZI_MO;
  3809. // }
  3810. //杠牌判断
  3811. tagGangCardResult GangCardResult;
  3812. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  3813. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, GangCardResult);
  3814. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  3815. {
  3816. MagicResult.gangCard[j] = GangCardResult.cbCardData[j];
  3817. }
  3818. MagicResult.actionMask = m_cbUserAction[m_wCurrentUser];
  3819. CString strTmp;
  3820. strTmp.Format(_T("通知 选财结果 123 SUB_S_CAI_RESULT 玩家=%d 财神1=%d 财神2=%d 庄家动作=0x%x \r\n"),
  3821. i, MagicResult.cbMagicFirst,MagicResult.cbMagicSenced,MagicResult.actionMask);
  3822. //OutputDebugString(strTmp);
  3823. SparrowMaJiang::PB_CS_S_Magic_RESULT pMagicResult;
  3824. pMagicResult.set_actionmask(MagicResult.actionMask);
  3825. pMagicResult.set_cbmagicfirst(MagicResult.cbMagicFirst);
  3826. pMagicResult.set_cbmagicsenced(MagicResult.cbMagicSenced);
  3827. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  3828. {
  3829. pMagicResult.add_gangcard(MagicResult.gangCard[j]);
  3830. }
  3831. std::string pbdate = pMagicResult.SerializePartialAsString();
  3832. m_pITableFrame->SendTableData(i, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3833. m_pITableFrame->SendLookonData(i, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3834. RepayRecord(INVALID_CHAIR, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3835. if (m_TabbOutCardCout[(m_wBankerUser & 0xff)] > 0)
  3836. HttpTingCard((m_wBankerUser & 0xff));
  3837. }
  3838. else
  3839. {
  3840. CString strTmp;
  3841. strTmp.Format(_T("通知 选财结果 123 SUB_S_CAI_RESULT 玩家=%d 财神1=%d 财神2=%d 动作=0x%x \r\n"),
  3842. i, MagicResult.cbMagicFirst, MagicResult.cbMagicSenced, MagicResult.actionMask);
  3843. //OutputDebugString(strTmp);
  3844. SparrowMaJiang::PB_CS_S_Magic_RESULT pMagicResult;
  3845. pMagicResult.set_actionmask(MagicResult.actionMask);
  3846. pMagicResult.set_cbmagicfirst(MagicResult.cbMagicFirst);
  3847. pMagicResult.set_cbmagicsenced(MagicResult.cbMagicSenced);
  3848. std::string pbdate = pMagicResult.SerializePartialAsString();
  3849. m_pITableFrame->SendTableData(i, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3850. m_pITableFrame->SendLookonData(i, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3851. }
  3852. }
  3853. mbStartBaoTai = 3;
  3854. return true;
  3855. }
  3856. bool CTableFrameSink::IsCanReturnResult()
  3857. {
  3858. if (mMaxBaoNum== NoMagic_QI_TAI)
  3859. {
  3860. return true;
  3861. }
  3862. int nGuoCount = 0;
  3863. for (int i = 0; i < mPlayGameUserCount;i++)
  3864. {
  3865. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3866. {
  3867. continue;
  3868. }
  3869. if (mUserOptBaoTai[i]==255)
  3870. {
  3871. nGuoCount++;
  3872. }
  3873. }
  3874. if (m_bTwoPlayerFlag)
  3875. {
  3876. if (nGuoCount >= (mPlayGameUserCount - 2))
  3877. {
  3878. if (mUserOptBaoTai[0] == -1 || mUserOptBaoTai[2] == -1)
  3879. {
  3880. return false;
  3881. }
  3882. return true;
  3883. }
  3884. }
  3885. else
  3886. {
  3887. if (nGuoCount >= (mPlayGameUserCount - 1))
  3888. {
  3889. if (mUserOptBaoTai[((m_wBankerUser & 0xff) + (mPlayGameUserCount - 1)) % mPlayGameUserCount] == -1)
  3890. {
  3891. return false;
  3892. }
  3893. return true;
  3894. }
  3895. }
  3896. return false;
  3897. }
  3898. int CTableFrameSink::FindNextBaoJiaID(int CurrentId)
  3899. {
  3900. if (m_bTwoPlayerFlag)
  3901. {
  3902. if (CurrentId==0)
  3903. {
  3904. return 2;
  3905. }
  3906. if (CurrentId==2)
  3907. {
  3908. return 0;
  3909. }
  3910. }
  3911. for (int i = 0; i < mPlayGameUserCount; i++)
  3912. {
  3913. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3914. {
  3915. continue;
  3916. }
  3917. int NextId = ((i + CurrentId + 1) % mPlayGameUserCount);
  3918. if (mUserOptBaoTai[((i + CurrentId+1) % mPlayGameUserCount)]==255)
  3919. {
  3920. continue;
  3921. }
  3922. CString strFindNextID;
  3923. strFindNextID.Format(_T("下一个包家ID=%d 之前台数=%d\r\n"), NextId, mUserOptBaoTai[(CurrentId + i) % (mPlayGameUserCount-1)]);
  3924. OutputDebugString(strFindNextID);
  3925. return (CurrentId + i + 1) % mPlayGameUserCount;
  3926. }
  3927. return ((m_wBankerUser & 0xff) + (mPlayGameUserCount-1)) % mPlayGameUserCount;
  3928. }
  3929. //条件是 是否有人选过台
  3930. bool CTableFrameSink::IsAddTaiNum(int nNextID)
  3931. {
  3932. int nCount = 0;
  3933. for (int i = 0; i < mPlayGameUserCount;i++)
  3934. {
  3935. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3936. {
  3937. continue;
  3938. }
  3939. if (mUserOptBaoTai[i] != -1 && mUserOptBaoTai[i] != 255)
  3940. {
  3941. nCount++;
  3942. }
  3943. }
  3944. CString str;
  3945. str.Format(_T("选台玩家个数 %d\r\n"),nCount);
  3946. OutputDebugString(str);
  3947. return nCount;
  3948. }
  3949. bool CTableFrameSink::IsNoBaoUser()
  3950. {
  3951. int nCount = 0;
  3952. for (int i = 0; i < mPlayGameUserCount; i++)
  3953. {
  3954. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3955. {
  3956. continue;
  3957. }
  3958. if ( mUserOptBaoTai[i] == 255)
  3959. {
  3960. nCount++;
  3961. }
  3962. }
  3963. if (m_bTwoPlayerFlag)
  3964. {
  3965. return nCount == mPlayGameUserCount-1;
  3966. }
  3967. return nCount == mPlayGameUserCount;
  3968. }
  3969. void CTableFrameSink::NoHaveBaoUser()
  3970. {
  3971. WORD BankUserID = m_wBankerUser & 0x00ff;
  3972. int FanBei = 1;
  3973. if (LianXuHuPai[BankUserID] >= 2)
  3974. {
  3975. FanBei++;
  3976. }
  3977. CMD_S_GangScore gs;
  3978. ZeroMemory(&gs, sizeof(gs));
  3979. gs.wChairId = 0;
  3980. gs.cbOperateCode = WIK_NULL;
  3981. //积分
  3982. for (int i = 0; i < mPlayGameUserCount;i++)
  3983. {
  3984. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3985. {
  3986. continue;
  3987. }
  3988. if (i == mbaoMjUserID)
  3989. {
  3990. continue;
  3991. }
  3992. gs.lGangScore[i] += (m_gameConfig.wDiScore)*FanBei;
  3993. m_lGameScore[i] += gs.lGangScore[i];
  3994. m_lGameTatolScore[i] += gs.lGangScore[i];
  3995. gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3996. }
  3997. if (m_bTwoPlayerFlag)
  3998. {
  3999. gs.lGangScore[mbaoMjUserID] -= m_gameConfig.wDiScore * (mPlayGameUserCount - 2) * FanBei;
  4000. }
  4001. else
  4002. {
  4003. gs.lGangScore[mbaoMjUserID] -= m_gameConfig.wDiScore * (mPlayGameUserCount - 1) * FanBei;
  4004. }
  4005. m_lGameScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  4006. m_lGameTatolScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  4007. gs.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  4008. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  4009. GangScore.set_cboperatecode(gs.cbOperateCode);
  4010. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  4011. {
  4012. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  4013. GangScore.add_lgangscore(gs.lGangScore[j]);
  4014. }
  4015. GangScore.set_wchairid(gs.wChairId);
  4016. std::string pbscore = GangScore.SerializePartialAsString();
  4017. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  4018. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  4019. m_wProvideUser = INVALID_CHAIR;
  4020. bIsHuang = true;
  4021. m_cbLeftCardCount = 0;
  4022. OnEventGameConclude(m_wProvideUser, NULL, GER_NORMAL);
  4023. //通知慌庄
  4024. }
  4025. void CTableFrameSink::CaculationScore(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight UserChr, CMD_S_GangScore& cmd_Score)
  4026. {
  4027. if (mMjType==0)//翻财神
  4028. {
  4029. FanMagicCaculation(WinChairID, nTai, WinWay, provideUserID, UserChr, cmd_Score);
  4030. }
  4031. if (mMjType==1)//包麻将
  4032. {
  4033. PrintUsersScore(_T("计算积分前"));
  4034. if (mBaoCacleDZFB)
  4035. {
  4036. //ZeroMemory(mZFBBianScore, sizeof(mZFBBianScore));
  4037. CalcDongZFB(WinChairID, nTai, WinWay, provideUserID);
  4038. for (int i=0;i<mPlayGameUserCount;i++)
  4039. {
  4040. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4041. {
  4042. continue;
  4043. }
  4044. CString strInfo;
  4045. strInfo.Format(_T("玩家%d,大牌计算,计分变动 %d"),i,mZFBBianScore[i]);
  4046. OutputDebugString(strInfo);
  4047. }
  4048. PrintUsersScore(_T("计算积分中发白后"));
  4049. }
  4050. BaoMjCalculation(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  4051. PrintUsersScore(_T("计算积分后"));
  4052. }
  4053. }
  4054. void CTableFrameSink::WritePaiCardData(TCHAR* TableId, int count)
  4055. {
  4056. if (!mBWriteTableData)
  4057. {
  4058. return;
  4059. }
  4060. SYSTEMTIME stTime;
  4061. GetLocalTime(&stTime);
  4062. CString sTimerDir;
  4063. sTimerDir.Format(_T("%d月%d日-%d时"), stTime.wMonth, stTime.wDay, stTime.wHour);
  4064. CString strFileName;
  4065. if (mTableDatastrPath.IsEmpty())
  4066. {
  4067. strFileName.Format(_T("TableData\\%s\\Table_%s_%d.dat"), TableId,sTimerDir.GetBuffer(), count);
  4068. }
  4069. else
  4070. {
  4071. strFileName.Format(_T("%s\\TableData\\%s\\Table_%s_%d.dat"), mTableDatastrPath.GetBuffer(), sTimerDir.GetBuffer(),TableId, count);
  4072. }
  4073. CString strCreate;
  4074. strCreate = mTableDatastrPath;
  4075. PathAppend(strCreate.GetBufferSetLength(MAX_PATH), _T("\\TableData"));
  4076. strCreate.ReleaseBuffer();
  4077. if (!PathFileExists(strCreate.GetBuffer()))
  4078. {
  4079. CreateDirectory(strCreate.GetBuffer(), NULL);
  4080. }
  4081. PathAppend(strCreate.GetBufferSetLength(MAX_PATH), sTimerDir.GetBuffer());
  4082. strCreate.ReleaseBuffer();
  4083. if (!PathFileExists(strCreate.GetBuffer()))
  4084. {
  4085. CreateDirectory(strCreate.GetBuffer(), NULL);
  4086. }
  4087. HANDLE hFile=CreateFile(strFileName, GENERIC_WRITE, FILE_SHARE_WRITE, NULL, CREATE_NEW, NULL, NULL);
  4088. if (hFile!=INVALID_HANDLE_VALUE)
  4089. {
  4090. DWORD dwWrite;
  4091. WriteFile(hFile, m_cbRepertoryCard, MAX_REPERTORY_ZJ, &dwWrite, NULL);
  4092. CloseHandle(hFile);
  4093. }
  4094. }
  4095. void CTableFrameSink::ReadGameData()
  4096. {
  4097. CString strFileName;
  4098. strFileName=_T("Table.dat");
  4099. if (!PathFileExists(_T("Table.dat")))
  4100. {
  4101. return;
  4102. }
  4103. HANDLE hFile = CreateFile(strFileName, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_ALWAYS, NULL, NULL);
  4104. if (hFile != INVALID_HANDLE_VALUE)
  4105. {
  4106. DWORD dwRead;
  4107. DWORD dwFileSize;
  4108. DWORD fileSize= GetFileSize(hFile, &dwFileSize);
  4109. if (fileSize != 136&&fileSize!=100)
  4110. {
  4111. CloseHandle(hFile);
  4112. return;
  4113. }
  4114. SetFilePointer(hFile, 0, 0, FILE_BEGIN);
  4115. //BYTE tmpCard[MAX_REPERTORY_ZJ] = { 0 };
  4116. int cardCount=0;
  4117. if (m_bTwoPlayerFlag)
  4118. {
  4119. cardCount = MAX_REPERTORY_ZJ_Two;
  4120. }
  4121. else
  4122. {
  4123. cardCount = MAX_REPERTORY_ZJ;
  4124. }
  4125. ReadFile(hFile, m_cbRepertoryCard, cardCount, &dwRead, NULL);
  4126. CloseHandle(hFile);
  4127. /* for (BYTE i = 0; i < MAX_REPERTORY_ZJ; i++)
  4128. {
  4129. ASSERT(i < MAX_REPERTORY_ZJ);
  4130. m_cbRepertoryCard[i] = tmpCard[MAX_REPERTORY_ZJ - i - 1];
  4131. }
  4132. */
  4133. }
  4134. }
  4135. //打印玩家所有积分
  4136. void CTableFrameSink::PrintUsersScore(LPCTSTR lpstrInfo)
  4137. {
  4138. //OutputDebugString(lpstrInfo);
  4139. CString strInfo;
  4140. for (int i = 0; i < mPlayGameUserCount;i++)
  4141. {
  4142. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4143. {
  4144. continue;
  4145. }
  4146. CString strTmp;
  4147. strTmp.Format(_T("UserID =%d 本次变更积分 %d 本局剩余拥有积分%d"),
  4148. i,m_lGameScore[i], m_lGameTatolScore[i]);
  4149. //OutputDebugString(strTmp);
  4150. }
  4151. }
  4152. bool CTableFrameSink::HandleBaoMjZaHu(WORD wChairID, int cbOperateCode, BYTE cbOperateCard, BYTE cbCaiShenCard[4])
  4153. {
  4154. //如果是包麻将,且当前操作者为包家,且有胡不胡 算炸胡。包三家
  4155. //炸胡
  4156. CMD_S_OperateResult OperateResult;
  4157. OperateResult.wOperateUser = wChairID;
  4158. OperateResult.cbOperateCard = cbOperateCard;
  4159. OperateResult.cbOperateCode = WIK_ZAHU;
  4160. OperateResult.wProvideUser = m_wProvideUser;
  4161. CChiHuRight chr;
  4162. chr = ZJ_TAI_ZHAHU;
  4163. WORD paitype = bHuPaiType(chr);
  4164. OperateResult.cbActionMask = mBaoTaiNum[mbaoMjUserID] | (paitype << 16);
  4165. ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
  4166. SparrowMaJiang::PB_CS_S_OperateResult Result;
  4167. Result.set_woperateuser(OperateResult.wOperateUser);
  4168. Result.set_cboperatecard(OperateResult.cbOperateCard);
  4169. Result.set_cboperatecode(OperateResult.cbOperateCode);
  4170. Result.set_wprovideuser(OperateResult.wProvideUser);
  4171. for (BYTE j = 0; j < 4; j++)
  4172. {
  4173. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  4174. }
  4175. Result.set_cbactionmask(OperateResult.cbActionMask);
  4176. for (BYTE j = 0; j < 6; j++)
  4177. {
  4178. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  4179. }
  4180. //发送数据
  4181. std::string pbdata = Result.SerializePartialAsString();
  4182. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  4183. //发送消息
  4184. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  4185. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  4186. //包麻将 黄装 计算分数
  4187. WORD BankUserID = m_wBankerUser & 0x00ff;
  4188. int FanBei = 1;
  4189. if (LianXuHuPai[BankUserID] >= 2)
  4190. {
  4191. FanBei++;
  4192. }
  4193. CMD_S_GangScore gs;
  4194. ZeroMemory(&gs, sizeof(gs));
  4195. gs.wChairId = 0;
  4196. gs.cbOperateCode = WIK_ZAHU;
  4197. int nTmpOneUserScore = 0;
  4198. if (mMagicType == MagicType_TwoMagic)
  4199. {
  4200. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  4201. }
  4202. else
  4203. {
  4204. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  4205. }
  4206. //积分
  4207. for (int i = 0; i < mPlayGameUserCount; i++)
  4208. {
  4209. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4210. {
  4211. continue;
  4212. }
  4213. if (i == mbaoMjUserID)
  4214. {
  4215. continue;
  4216. }
  4217. gs.lGangScore[i] += nTmpOneUserScore;
  4218. m_lGameScore[i] += gs.lGangScore[i];
  4219. m_lGameTatolScore[i] += gs.lGangScore[i];
  4220. gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
  4221. }
  4222. if (m_bTwoPlayerFlag)
  4223. {
  4224. gs.lGangScore[mbaoMjUserID] -= nTmpOneUserScore * (mPlayGameUserCount - 2);
  4225. }
  4226. else
  4227. {
  4228. gs.lGangScore[mbaoMjUserID] -= nTmpOneUserScore * (mPlayGameUserCount - 1);
  4229. }
  4230. m_lGameScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  4231. m_lGameTatolScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  4232. gs.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  4233. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  4234. GangScore.set_cboperatecode(gs.cbOperateCode);
  4235. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  4236. {
  4237. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  4238. GangScore.add_lgangscore(gs.lGangScore[j]);
  4239. }
  4240. GangScore.set_wchairid(gs.wChairId);
  4241. std::string pbscore = GangScore.SerializePartialAsString();
  4242. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  4243. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  4244. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  4245. {
  4246. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4247. {
  4248. continue;
  4249. }
  4250. gs.cbWanJiaScore[i] = m_lGameScore[i];
  4251. }
  4252. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  4253. {
  4254. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  4255. }
  4256. std::string pbrecord = GangScore.SerializePartialAsString();
  4257. RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbrecord.c_str(), pbrecord.length());
  4258. mBZaHu = TRUE;
  4259. OnEventGameConclude(wChairID, NULL, GER_NORMAL);
  4260. return true;
  4261. }
  4262. //被动操作删除手牌
  4263. bool CTableFrameSink::DeleteCaiShenCard(WORD wTargetUser, BYTE cbTargetCaiCard[4], int cbTargetAction, BYTE cbTargetCard)
  4264. {
  4265. switch (cbTargetAction)
  4266. {
  4267. case WIK_SAN_MING_GANG:
  4268. {
  4269. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4270. {
  4271. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[1])]--)
  4272. {
  4273. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[2])]--)
  4274. {
  4275. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4276. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4277. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4278. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4279. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4280. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4281. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4282. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4283. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[1] = cbTargetCaiCard[1];
  4284. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[2] = cbTargetCaiCard[2];
  4285. if (mMjType==0&&mPlayGameUserCount==4)
  4286. {
  4287. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4288. m_cbLeftCardCount -= 6;
  4289. else//少于三墩就只有一张可以抓的牌咯
  4290. m_cbLeftCardCount = 1;
  4291. }
  4292. if (mMjType == 0 && mPlayGameUserCount !=4 )
  4293. {
  4294. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4295. m_cbLeftCardCount -= 4;
  4296. else//少于二墩就只有一张可以抓的牌咯
  4297. m_cbLeftCardCount = 1;
  4298. }
  4299. m_cbGangCount ++;//打了几个杠
  4300. return true;
  4301. }
  4302. else
  4303. {
  4304. ASSERT(false);
  4305. return false;
  4306. }
  4307. }
  4308. else
  4309. {
  4310. ASSERT(false);
  4311. return false;
  4312. }
  4313. }
  4314. else
  4315. {
  4316. ASSERT(false);
  4317. return false;
  4318. }
  4319. }
  4320. case WIK_DAN_CHI:
  4321. case WIK_SHUANG_CAICHI:
  4322. case WIK_SHUANG_PENG:
  4323. {
  4324. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4325. {
  4326. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[1])]--)
  4327. {
  4328. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4329. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4330. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4331. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4332. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4333. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4334. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4335. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4336. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[1] = cbTargetCaiCard[1];
  4337. return true;
  4338. }
  4339. else
  4340. {
  4341. ASSERT(false);
  4342. return false;
  4343. }
  4344. }
  4345. else
  4346. {
  4347. ASSERT(false);
  4348. return false;
  4349. }
  4350. }
  4351. case WIK_SHUANG_MING_GANG:
  4352. {
  4353. BYTE CardIndex = m_GameLogic.SwitchToCardIndex(cbTargetCard);
  4354. if (m_cbCardIndex[wTargetUser][CardIndex]--)
  4355. {
  4356. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4357. {
  4358. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[1])]--)
  4359. {
  4360. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4361. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4362. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4363. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4364. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4365. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4366. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4367. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4368. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[1] = cbTargetCaiCard[1];
  4369. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[2] = cbTargetCard;
  4370. if (mMjType == 0 && mPlayGameUserCount == 4)
  4371. {
  4372. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4373. m_cbLeftCardCount -= 6;
  4374. else//少于三墩就只有一张可以抓的牌咯
  4375. m_cbLeftCardCount = 1;
  4376. }
  4377. if (mMjType == 0 && mPlayGameUserCount != 4)
  4378. {
  4379. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4380. m_cbLeftCardCount -= 4;
  4381. else//少于二墩就只有一张可以抓的牌咯
  4382. m_cbLeftCardCount = 1;
  4383. }
  4384. m_cbGangCount++;//打了几个杠
  4385. return true;
  4386. }
  4387. else
  4388. {
  4389. ASSERT(false);
  4390. return false;
  4391. }
  4392. }
  4393. else
  4394. {
  4395. ASSERT(false);
  4396. return false;
  4397. }
  4398. }
  4399. else
  4400. {
  4401. ASSERT(false);
  4402. return false;
  4403. }
  4404. }
  4405. case WIK_DAN_PENG:
  4406. {
  4407. BYTE CardIndex = m_GameLogic.SwitchToCardIndex(cbTargetCard);
  4408. if (m_cbCardIndex[wTargetUser][CardIndex]--)
  4409. {
  4410. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4411. {
  4412. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4413. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4414. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4415. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4416. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4417. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4418. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4419. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4420. return true;
  4421. }
  4422. else
  4423. {
  4424. ASSERT(false);
  4425. return false;
  4426. }
  4427. }
  4428. else
  4429. {
  4430. ASSERT(false);
  4431. return false;
  4432. }
  4433. }
  4434. case WIK_DAN_MING_GANG:
  4435. {
  4436. BYTE CardIndex = m_GameLogic.SwitchToCardIndex(cbTargetCard);
  4437. if (m_cbCardIndex[wTargetUser][CardIndex] - 2 >= 0)
  4438. {
  4439. m_cbCardIndex[wTargetUser][CardIndex] -= 2;
  4440. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4441. {
  4442. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4443. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4444. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4445. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4446. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4447. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4448. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4449. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4450. if (mMjType == 0 && mPlayGameUserCount == 4)
  4451. {
  4452. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4453. m_cbLeftCardCount -= 6;
  4454. else//少于三墩就只有一张可以抓的牌咯
  4455. m_cbLeftCardCount = 1;
  4456. }
  4457. if (mMjType == 0 && mPlayGameUserCount != 4)
  4458. {
  4459. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4460. m_cbLeftCardCount -= 4;
  4461. else//少于二墩就只有一张可以抓的牌咯
  4462. m_cbLeftCardCount = 1;
  4463. }
  4464. m_cbGangCount++;//打了几个杠
  4465. return true;
  4466. }
  4467. else
  4468. {
  4469. ASSERT(false);
  4470. return false;
  4471. }
  4472. }
  4473. else
  4474. {
  4475. ASSERT(false);
  4476. return false;
  4477. }
  4478. }
  4479. case WIK_LEFT: //上牌操作,左吃
  4480. {
  4481. //删除扑克
  4482. BYTE cbRemoveCard[3];
  4483. BYTE cbMagicCard[4] = { 0 };
  4484. m_GameLogic.GetWeaveCard(WIK_LEFT, cbTargetCard, cbMagicCard, cbRemoveCard);
  4485. VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1));
  4486. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
  4487. return true;
  4488. }
  4489. case WIK_RIGHT: //上牌操作,右吃
  4490. {
  4491. //删除扑克
  4492. BYTE cbRemoveCard[3];
  4493. BYTE cbMagicCard[4] = { 0 };
  4494. m_GameLogic.GetWeaveCard(WIK_RIGHT, cbTargetCard, cbMagicCard, cbRemoveCard);
  4495. VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1));
  4496. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
  4497. return true;
  4498. }
  4499. case WIK_CENTER: //上牌操作,中吃
  4500. {
  4501. //删除扑克
  4502. BYTE cbRemoveCard[3];
  4503. BYTE cbMagicCard[4] = { 0 };
  4504. m_GameLogic.GetWeaveCard(WIK_CENTER, cbTargetCard, cbMagicCard, cbRemoveCard);
  4505. VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1));
  4506. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
  4507. return true;
  4508. }
  4509. case WIK_PENG: //碰牌操作
  4510. {
  4511. //删除扑克
  4512. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] < 2)
  4513. {
  4514. ASSERT(false);
  4515. return false;
  4516. }
  4517. BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard };
  4518. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
  4519. return true;
  4520. }
  4521. case WIK_MING_GANG: //明杠牌操作
  4522. {
  4523. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] != 3)
  4524. {
  4525. ASSERT(false);
  4526. return false;
  4527. }
  4528. BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard, cbTargetCard };
  4529. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, CountArray(cbRemoveCard)));
  4530. if (mMjType == 0 && mPlayGameUserCount == 4)
  4531. {
  4532. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4533. m_cbLeftCardCount -= 6;
  4534. else//少于三墩就只有一张可以抓的牌咯
  4535. m_cbLeftCardCount = 1;
  4536. }
  4537. if (mMjType == 0 && mPlayGameUserCount != 4)
  4538. {
  4539. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4540. m_cbLeftCardCount -= 4;
  4541. else//少于二墩就只有一张可以抓的牌咯
  4542. m_cbLeftCardCount = 1;
  4543. }
  4544. m_cbGangCount++;//打了几个杠
  4545. return true;
  4546. }
  4547. default:
  4548. {
  4549. ASSERT(false);
  4550. return false;
  4551. }
  4552. }
  4553. }
  4554. //自主操作删除手牌
  4555. bool CTableFrameSink::DeleteCard(WORD wChairID, BYTE cbCaiShenCard[4], int cbOperateCode, BYTE cbOperateCard)
  4556. {
  4557. switch (cbOperateCode)
  4558. {
  4559. case WIK_QUANG_AN_GANG:
  4560. {
  4561. //变量定义
  4562. BYTE cbWeaveIndex = 0xFF;
  4563. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4564. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4565. if (CaiShenCount > 3)
  4566. {
  4567. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4568. {
  4569. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[1])]--)
  4570. {
  4571. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[2])]--)
  4572. {
  4573. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[3])]--)
  4574. {
  4575. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4576. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4577. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4578. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4579. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4580. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4581. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[1] = cbCaiShenCard[1];
  4582. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[2] = cbCaiShenCard[2];
  4583. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[3] = cbCaiShenCard[3];
  4584. if (mMjType == 0 && mPlayGameUserCount == 4)
  4585. {
  4586. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4587. m_cbLeftCardCount -= 6;
  4588. else//少于三墩就只有一张可以抓的牌咯
  4589. m_cbLeftCardCount = 1;
  4590. }
  4591. if (mMjType == 0 && mPlayGameUserCount != 4)
  4592. {
  4593. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4594. m_cbLeftCardCount -= 4;
  4595. else//少于二墩就只有一张可以抓的牌咯
  4596. m_cbLeftCardCount = 1;
  4597. }
  4598. m_cbGangCount++;//打了几个杠
  4599. return true;
  4600. }
  4601. else
  4602. {
  4603. ASSERT(false);
  4604. return false;
  4605. }
  4606. }
  4607. else
  4608. {
  4609. ASSERT(false);
  4610. return false;
  4611. }
  4612. }
  4613. else
  4614. {
  4615. ASSERT(false);
  4616. return false;
  4617. }
  4618. }
  4619. else
  4620. {
  4621. ASSERT(false);
  4622. return false;
  4623. }
  4624. }
  4625. else
  4626. {
  4627. ASSERT(false);
  4628. return false;
  4629. }
  4630. }
  4631. case WIK_SAN_AN_GANG:
  4632. {
  4633. //变量定义
  4634. BYTE cbWeaveIndex = 0xFF;
  4635. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4636. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4637. if (CaiShenCount > 2)
  4638. {
  4639. if (m_cbCardIndex[wChairID][cbCardIndex]--)
  4640. {
  4641. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4642. {
  4643. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[1])]--)
  4644. {
  4645. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[2])]--)
  4646. {
  4647. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4648. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4649. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4650. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4651. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4652. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4653. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[1] = cbCaiShenCard[1];
  4654. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[2] = cbCaiShenCard[2];
  4655. if (mMjType == 0 && mPlayGameUserCount == 4)
  4656. {
  4657. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4658. m_cbLeftCardCount -= 6;
  4659. else//少于三墩就只有一张可以抓的牌咯
  4660. m_cbLeftCardCount = 1;
  4661. }
  4662. if (mMjType == 0 && mPlayGameUserCount != 4)
  4663. {
  4664. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4665. m_cbLeftCardCount -= 4;
  4666. else//少于二墩就只有一张可以抓的牌咯
  4667. m_cbLeftCardCount = 1;
  4668. }
  4669. return true;
  4670. }
  4671. else
  4672. {
  4673. ASSERT(false);
  4674. return false;
  4675. }
  4676. }
  4677. else
  4678. {
  4679. ASSERT(false);
  4680. return false;
  4681. }
  4682. }
  4683. else
  4684. {
  4685. ASSERT(false);
  4686. return false;
  4687. }
  4688. }
  4689. else
  4690. {
  4691. ASSERT(false);
  4692. return false;
  4693. }
  4694. }
  4695. else
  4696. {
  4697. ASSERT(false);
  4698. return false;
  4699. }
  4700. }
  4701. case WIK_SHUANG_AN_GANG:
  4702. {
  4703. //变量定义
  4704. BYTE cbWeaveIndex = 0xFF;
  4705. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4706. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4707. if (CaiShenCount > 1)
  4708. {
  4709. if (m_cbCardIndex[wChairID][cbCardIndex] - 2 >= 0)
  4710. {
  4711. m_cbCardIndex[wChairID][cbCardIndex] -= 2;
  4712. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4713. {
  4714. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[1])]--)
  4715. {
  4716. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4717. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4718. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4719. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4720. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4721. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4722. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[1] = cbCaiShenCard[1];
  4723. if (mMjType == 0 && mPlayGameUserCount == 4)
  4724. {
  4725. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4726. m_cbLeftCardCount -= 6;
  4727. else//少于三墩就只有一张可以抓的牌咯
  4728. m_cbLeftCardCount = 1;
  4729. }
  4730. if (mMjType == 0 && mPlayGameUserCount != 4)
  4731. {
  4732. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4733. m_cbLeftCardCount -= 4;
  4734. else//少于二墩就只有一张可以抓的牌咯
  4735. m_cbLeftCardCount = 1;
  4736. }
  4737. m_cbGangCount++;//打了几个杠
  4738. return true;
  4739. }
  4740. else
  4741. {
  4742. ASSERT(false);
  4743. return false;
  4744. }
  4745. }
  4746. else
  4747. {
  4748. ASSERT(false);
  4749. return false;
  4750. }
  4751. }
  4752. else
  4753. {
  4754. ASSERT(false);
  4755. return false;
  4756. }
  4757. }
  4758. else
  4759. {
  4760. ASSERT(false);
  4761. return false;
  4762. }
  4763. }
  4764. case WIK_DAN_AN_GANG:
  4765. {
  4766. //变量定义
  4767. BYTE cbWeaveIndex = 0xFF;
  4768. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4769. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4770. if (CaiShenCount > 0)
  4771. {
  4772. if (m_cbCardIndex[wChairID][cbCardIndex] - 3 >= 0)
  4773. {
  4774. m_cbCardIndex[wChairID][cbCardIndex] -= 3;
  4775. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4776. {
  4777. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4778. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4779. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4780. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4781. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4782. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4783. if (mMjType == 0 && mPlayGameUserCount == 4)
  4784. {
  4785. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4786. m_cbLeftCardCount -= 6;
  4787. else//少于三墩就只有一张可以抓的牌咯
  4788. m_cbLeftCardCount = 1;
  4789. }
  4790. if (mMjType == 0 && mPlayGameUserCount != 4)
  4791. {
  4792. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4793. m_cbLeftCardCount -= 4;
  4794. else//少于二墩就只有一张可以抓的牌咯
  4795. m_cbLeftCardCount = 1;
  4796. }
  4797. m_cbGangCount++;//打了几个杠
  4798. return true;
  4799. }
  4800. else
  4801. {
  4802. ASSERT(false);
  4803. return false;
  4804. }
  4805. }
  4806. else
  4807. {
  4808. ASSERT(false);
  4809. return false;
  4810. }
  4811. }
  4812. else
  4813. {
  4814. ASSERT(false);
  4815. return false;
  4816. }
  4817. }
  4818. case WIK_DAN_BU_GANG:
  4819. {
  4820. //变量定义
  4821. BYTE cbWeaveIndex = 0xFF;
  4822. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4823. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4824. if (CaiShenCount > 0 && cbCaiShenCard[0] != 0)
  4825. {
  4826. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4827. {
  4828. INT cbWeaveKind;
  4829. for (BYTE i = 0; i < m_cbWeaveItemCount[wChairID]; i++)
  4830. {
  4831. cbWeaveKind = m_WeaveItemArray[wChairID][i].cbWeaveKind;
  4832. BYTE cbCenterCard = m_WeaveItemArray[wChairID][i].cbCenterCard;
  4833. if ((cbCenterCard == cbOperateCard) && (cbWeaveKind & (WIK_PENG|WIK_DAN_PENG|WIK_SHUANG_PENG)))
  4834. {
  4835. cbWeaveIndex = i;
  4836. break;
  4837. }
  4838. }
  4839. if (cbWeaveKind == WIK_PENG)
  4840. {
  4841. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = true;
  4842. //m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4843. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4844. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4845. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4846. }
  4847. else if (cbWeaveKind == WIK_DAN_PENG)
  4848. {
  4849. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = true;
  4850. //m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4851. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4852. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4853. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[1] = cbCaiShenCard[0];
  4854. }
  4855. else
  4856. {
  4857. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = true;
  4858. //m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4859. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4860. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4861. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[2] = cbCaiShenCard[0];
  4862. }
  4863. if (mMjType == 0 && mPlayGameUserCount == 4)
  4864. {
  4865. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4866. m_cbLeftCardCount -= 6;
  4867. else//少于三墩就只有一张可以抓的牌咯
  4868. m_cbLeftCardCount = 1;
  4869. }
  4870. if (mMjType == 0 && mPlayGameUserCount != 4)
  4871. {
  4872. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4873. m_cbLeftCardCount -= 4;
  4874. else//少于二墩就只有一张可以抓的牌咯
  4875. m_cbLeftCardCount = 1;
  4876. }
  4877. m_cbGangCount++;//打了几个杠
  4878. return true;
  4879. }
  4880. else
  4881. {
  4882. ASSERT(false);
  4883. return false;
  4884. }
  4885. }
  4886. else
  4887. {
  4888. ASSERT(false);
  4889. return false;
  4890. }
  4891. }
  4892. case WIK_AN_GANG: //暗杠牌操作
  4893. {
  4894. //扑克效验
  4895. ASSERT((cbOperateCode == WIK_AN_GANG) || (m_GameLogic.IsValidCard(cbOperateCard) == true));
  4896. if ((cbOperateCode != WIK_AN_GANG) && (m_GameLogic.IsValidCard(cbOperateCard) == false))
  4897. return false;
  4898. //变量定义
  4899. BYTE cbWeaveIndex = 0xFF;
  4900. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4901. //杠牌处理
  4902. if (m_cbCardIndex[wChairID][cbCardIndex] == 4)
  4903. {
  4904. //扑克效验
  4905. ASSERT(m_cbCardIndex[wChairID][cbCardIndex] == 4);
  4906. if (m_cbCardIndex[wChairID][cbCardIndex] != 4)
  4907. {
  4908. ASSERT(false);
  4909. return false;
  4910. }
  4911. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4912. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4913. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4914. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4915. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4916. }
  4917. else
  4918. {
  4919. ASSERT(FALSE);
  4920. return false;
  4921. }
  4922. //删除扑克
  4923. m_cbCardIndex[wChairID][cbCardIndex] = 0;
  4924. if (mMjType == 0 && mPlayGameUserCount == 4)
  4925. {
  4926. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4927. m_cbLeftCardCount -= 6;
  4928. else//少于三墩就只有一张可以抓的牌咯
  4929. m_cbLeftCardCount = 1;
  4930. }
  4931. if (mMjType == 0 && mPlayGameUserCount != 4)
  4932. {
  4933. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4934. m_cbLeftCardCount -= 4;
  4935. else//少于二墩就只有一张可以抓的牌咯
  4936. m_cbLeftCardCount = 1;
  4937. }
  4938. m_cbGangCount++;//打了几个杠
  4939. return true;
  4940. }
  4941. case WIK_BU_GANG:
  4942. {
  4943. //扑克效验
  4944. ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_BU_GANG) || (m_GameLogic.IsValidCard(cbOperateCard) == true));
  4945. if ((cbOperateCode != WIK_BU_GANG) && (m_GameLogic.IsValidCard(cbOperateCard) == false))
  4946. return false;
  4947. BYTE cbWeaveIndex = 0xFF;
  4948. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4949. //杠牌处理
  4950. if (m_cbCardIndex[wChairID][cbCardIndex] >= 1)//表示续杠类型
  4951. {
  4952. //寻找组合
  4953. for (BYTE i = 0; i < m_cbWeaveItemCount[wChairID]; i++)
  4954. {
  4955. INT cbWeaveKind = m_WeaveItemArray[wChairID][i].cbWeaveKind;
  4956. BYTE cbCenterCard = m_WeaveItemArray[wChairID][i].cbCenterCard;
  4957. if ((cbCenterCard == cbOperateCard) && (cbWeaveKind &(WIK_DAN_PENG|WIK_PENG|WIK_SHUANG_PENG)))
  4958. {
  4959. cbWeaveIndex = i;
  4960. break;
  4961. }
  4962. }
  4963. //效验动作
  4964. ASSERT(cbWeaveIndex != 0xFF);
  4965. if (cbWeaveIndex == 0xFF) return false;
  4966. //组合扑克
  4967. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = TRUE;
  4968. //m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4969. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4970. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4971. }
  4972. else
  4973. {
  4974. ASSERT(false);
  4975. return false;
  4976. }
  4977. //删除扑克
  4978. m_cbCardIndex[wChairID][cbCardIndex] -= 1;
  4979. if (mMjType == 0 && mPlayGameUserCount == 4)
  4980. {
  4981. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4982. m_cbLeftCardCount -= 6;
  4983. else//少于三墩就只有一张可以抓的牌咯
  4984. m_cbLeftCardCount = 1;
  4985. }
  4986. if (mMjType == 0 && mPlayGameUserCount != 4)
  4987. {
  4988. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4989. m_cbLeftCardCount -= 4;
  4990. else//少于二墩就只有一张可以抓的牌咯
  4991. m_cbLeftCardCount = 1;
  4992. }
  4993. m_cbGangCount++;//打了几个杠
  4994. return true;
  4995. }
  4996. default:
  4997. {
  4998. ASSERT(false);
  4999. return false;
  5000. };
  5001. }
  5002. }
  5003. //优先级判断
  5004. bool CTableFrameSink::OperatorPriority(WORD TempUser, WORD &wTargetUser, int &cbTargetAction)
  5005. {
  5006. 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
  5007. {
  5008. if (m_bTwoPlayerFlag&&UserPlayIndex == TowMjNullseat)
  5009. {
  5010. continue;
  5011. }
  5012. TempUser = (TempUser + 1) % mPlayGameUserCount;
  5013. if (TempUser == wTargetUser)continue;
  5014. //获取动作
  5015. int cbUserAction = (m_bResponse[TempUser] == false) ? m_cbUserAction[TempUser] : m_cbPerformAction[TempUser];
  5016. //优先级别
  5017. BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction);
  5018. BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction);
  5019. //动作判断
  5020. if (cbUserActionRank > cbTargetActionRank)
  5021. {
  5022. wTargetUser = TempUser;
  5023. cbTargetAction = cbUserAction;
  5024. continue;
  5025. }
  5026. if (cbUserActionRank == cbTargetActionRank && cbTargetActionRank != WIK_NULL)
  5027. {
  5028. 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
  5029. {
  5030. return true;
  5031. }
  5032. 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
  5033. {
  5034. WORD TempTempUser = (TempUser + 1) % mPlayGameUserCount;
  5035. if (wTargetUser == TempTempUser)//确定操作人是最后一个,这是第二次对比
  5036. {
  5037. wTargetUser = TempUser;
  5038. cbTargetAction = cbUserAction;
  5039. return true;
  5040. }
  5041. 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
  5042. {
  5043. int cbUserAction = (m_bResponse[TempTempUser] == false) ? m_cbUserAction[TempTempUser] : m_cbPerformAction[TempTempUser];
  5044. //优先级别
  5045. BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction);
  5046. BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction);
  5047. if (cbUserActionRank > cbTargetActionRank)
  5048. {
  5049. wTargetUser = TempTempUser;
  5050. cbTargetAction = cbUserAction;
  5051. return true;
  5052. }
  5053. break;
  5054. }
  5055. }
  5056. else//冲上来就比了一次,说操作人不是打牌人下家
  5057. {
  5058. wTargetUser = TempUser;
  5059. cbTargetAction = cbUserAction;
  5060. WORD TempTempUser = (TempUser + 1) % mPlayGameUserCount;
  5061. if (wTargetUser == TempTempUser)TempTempUser = (TempTempUser + 1) % mPlayGameUserCount;//如果在中间就换一个人
  5062. int cbUserAction = (m_bResponse[TempTempUser] == false) ? m_cbUserAction[TempTempUser] : m_cbPerformAction[TempTempUser];
  5063. //优先级别
  5064. BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction);
  5065. BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction);
  5066. if (cbUserActionRank > cbTargetActionRank)
  5067. {
  5068. wTargetUser = TempTempUser;
  5069. cbTargetAction = cbUserAction;
  5070. return true;
  5071. }
  5072. return true;
  5073. }
  5074. }
  5075. }
  5076. return true;
  5077. }
  5078. int CTableFrameSink::bHuPaiType(CChiHuRight &CChiHuRight)
  5079. {
  5080. int hutype = 0;
  5081. if (!(CChiHuRight&ZJ_TAI_QingYiSe).IsEmpty())
  5082. {
  5083. hutype |= ZJ_TAI_QingYiSe;
  5084. }
  5085. if (!(CChiHuRight&ZJ_TAI_DongFeng).IsEmpty())
  5086. {
  5087. hutype |= ZJ_TAI_DongFeng;
  5088. }
  5089. if (!(CChiHuRight&ZJ_TAI_WuMagic).IsEmpty())
  5090. {
  5091. hutype |= ZJ_TAI_WuMagic;
  5092. }
  5093. if (!(CChiHuRight&ZJ_TAI_QuanShun).IsEmpty())
  5094. {
  5095. hutype |= ZJ_TAI_QuanShun;
  5096. }
  5097. if (!(CChiHuRight&ZJ_TAI_PengPeng).IsEmpty())
  5098. {
  5099. hutype |= ZJ_TAI_PengPeng;
  5100. }
  5101. if (!(CChiHuRight&ZJ_TAI_HunYiSe).IsEmpty())
  5102. {
  5103. hutype |= ZJ_TAI_HunYiSe;
  5104. }
  5105. if (!(CChiHuRight&ZJ_TAI_Gang).IsEmpty())
  5106. {
  5107. hutype |= ZJ_TAI_Gang;
  5108. }
  5109. if (!(CChiHuRight&ZJ_TAI_ZFB).IsEmpty())
  5110. {
  5111. hutype |= ZJ_TAI_ZFB;
  5112. }
  5113. if (!(CChiHuRight&ZJ_TAI_QuanZi).IsEmpty())
  5114. {
  5115. hutype = ZJ_TAI_QuanZi;
  5116. }
  5117. if (!(CChiHuRight&ZJ_TAI_ZHAHU).IsEmpty())
  5118. {
  5119. hutype = ZJ_TAI_ZHAHU;
  5120. }
  5121. return hutype;
  5122. }