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