诸暨麻将添加redis
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  1. #ifndef TABLE_FRAME_SINK_HEAD_FILE
  2. #define TABLE_FRAME_SINK_HEAD_FILE
  3. #pragma once
  4. #include "Stdafx.h"
  5. #include "GameLogic.h"
  6. #include "ReplayRecordManager.h"
  7. #include "data.h"
  8. #include "../俱乐部/Source/MessageDef/Pb_RecordPacket.pb.h"
  9. enum MagicCount
  10. {
  11. MagicZero=0,
  12. MagicOne,
  13. MagicTwo,
  14. };
  15. enum BaoEnum
  16. {
  17. SHUANG_LIANG_TAI = 0,
  18. DAN_LIANG_TAI = 1,
  19. DU_LIANG_TAI = 2,
  20. SHUANG_SAN_TAI = 3,
  21. DAN_SAN_TAI = 4,
  22. DU_SAN_TAI = 5,
  23. SHUANG_SI_TAI = 6,
  24. DAN_SI_TAI = 7,
  25. DU_SI_TAI = 8,
  26. SHUANG_WU_TAI = 9,
  27. DAN_WU_TAI = 10,
  28. DU_WU_TAI = 11,
  29. SHUANG_LIU_TAI = 12,
  30. DAN_LIU_TAI = 13,
  31. DU_LIU_TAI = 14,
  32. SHUANG_QI_TAI = 15,
  33. DAN_QI_TAI = 16,
  34. NoMagic_QI_TAI = 17,
  35. };
  36. //二人麻将 空座位 二人麻将 玩家座 0 2 方向 ,但需要后台使用3人玩法处理。所以1方向玩家所有数据为空
  37. #define TowMjNullseat 1
  38. //游戏桌子类
  39. class CTableFrameSink : public ITableFrameSink, public ITableUserAction
  40. {
  41. //游戏变量
  42. public:
  43. UINT32 m_startTime; //游戏开始时间
  44. BYTE LianXuHuPai[GAME_PLAYER]; //连续胡牌次数,用来记录老庄的
  45. LONG m_lSiceCount; //骰子点数
  46. WORD m_wBankerUser; //庄家用户,庄家用户是老庄高8位为1,否则就是平常的
  47. WORD m_wNextBankerUser; //下一个庄家
  48. int m_lGameScore[GAME_PLAYER]; //单局游戏得分
  49. int m_lGameTatolScore[GAME_PLAYER]; //单轮积分计算 拥有计分
  50. BYTE m_HuPai[GAME_PLAYER]; //玩家胡牌次数
  51. int m_HuPaiLiuShui[16*GAME_PLAYER]; //流水详情
  52. BYTE m_cbCardIndex[GAME_PLAYER][MAX_INDEX]; //用户扑克
  53. BYTE m_bTrustee[GAME_PLAYER]; //是否托管
  54. BYTE m_bReading[GAME_PLAYER]; //是否准备
  55. BYTE m_cbMagicFirstData; //癞子皮(两个财神牌)
  56. BYTE m_cbMagicSecondData; //癞子
  57. BYTE m_cbQiangGangCardData[GAME_PLAYER]; //抢杠的牌
  58. bool m_bPlayStatus[GAME_PLAYER]; //玩家状态
  59. std::list<DWORD> m_offlineUsers; //掉线的玩家
  60. //BYTE m_OutLastLaiZiData; //最后杠牌数据
  61. BYTE m_PaiQuan[GAME_PLAYER]; //1表示 当前不是自己的牌权,但是已经听了
  62. BYTE m_TabbOutCardCout[GAME_PLAYER]; //可以打出的牌就听牌的个数 255表示 当前不是自己的牌权,但是已经听了
  63. BYTE m_TabbOutCardData[GAME_PLAYER][MAX_COUNT]; //具体打哪几张牌 胡牌个数255 表示可以胡任意一个牌。
  64. BYTE m_TabbTingCardCount[GAME_PLAYER][MAX_COUNT]; //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
  65. WORD m_TabbTingCardData[GAME_PLAYER][MAX_COUNT][MAX_TING]; //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
  66. // m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1]
  67. public:
  68. CMD_S_GameConfig m_gameConfig; //游戏配置
  69. bool m_isCanOutCard; //是否可以出牌
  70. bool m_bDelete; //是否解散房间
  71. bool bIsHuang; //是否黄庄
  72. //出牌信息
  73. private:
  74. WORD m_wOutCardUser; //出牌用户
  75. BYTE m_cbOutCardData; //出牌扑克
  76. BYTE m_cbOutCardCount; //出牌数目
  77. BYTE m_cbDiscardCount[GAME_PLAYER]; //丢弃数目
  78. BYTE m_cbDiscardCard[GAME_PLAYER][40]; //丢弃记录
  79. //记忆库记录的是每一次牌权到另一次牌权牌 就是从抓牌到下一次抓牌的记忆库
  80. BYTE m_cbLastDisCardData[GAME_PLAYER][MAX_COUNT];//每个玩家得记忆库,用于判断是否可以碰不
  81. BYTE m_cbLastDisCount[GAME_PLAYER]; //每个玩家记忆库得个数
  82. //发牌信息
  83. private:
  84. BYTE m_cbSendCardData; //发牌扑克
  85. BYTE m_cbSendCardCount; //发牌数目
  86. BYTE m_cbLeftCardCount; //剩余数目
  87. BYTE m_cbRepertoryCard[MAX_REPERTORY_ZJ]; //库存扑克
  88. BYTE m_cbShiJiLeftCardCount; //实际剩余数目
  89. BYTE m_cbGangCount; //记录杠的次数
  90. //运行变量
  91. private:
  92. WORD m_wResumeUser; //还原用户(下一个用户?)
  93. WORD m_wCurrentUser; //当前用户
  94. WORD m_wProvideUser; //供应用户
  95. BYTE m_cbProvideCard; //供应扑克
  96. //状态变量
  97. private:
  98. //bool m_bGangStatus; //杠上开花状态位
  99. bool m_bUsersGangStatus[GAME_PLAYER];//杠上开花状态位
  100. int m_bGangOption; // 用操作状态标示 是补杠 暗杠 还是明杠
  101. int m_GangPrivedUserID; //保存用户杠牌时 自己的补杠,暗杠,还是别人点的明杠
  102. bool m_bQiangGang; //抢杠胡标示位,当有补杠,且有胡为true
  103. //用户状态
  104. private:
  105. bool m_bResponse[GAME_PLAYER]; //响应标志
  106. INT m_cbUserAction[GAME_PLAYER]; //用户动作
  107. BYTE m_cbOperateCard[GAME_PLAYER]; //操作扑克
  108. BYTE m_cbOperateCaiCard[GAME_PLAYER][GAME_PLAYER];//财神牌操作扑克
  109. INT m_cbPerformAction[GAME_PLAYER]; //执行动作
  110. //组合扑克
  111. private:
  112. BYTE m_cbWeaveItemCount[GAME_PLAYER]; //组合数目
  113. tagWeaveItem m_WeaveItemArray[GAME_PLAYER][MAX_WEAVE];//组合扑克
  114. //组件变量
  115. private:
  116. CGameLogic m_GameLogic; //游戏逻辑
  117. ITableFrame * m_pITableFrame; //框架接口
  118. const tagGameServiceOption * m_pGameServiceOption; //配置参数
  119. bool m_bReplayRecordStart; //是否开始录像
  120. std::vector<RecordPacket::pb_GameRecordPacket> m_UserReplayRecord; //对四个位置用户的数据的记录,用于回放。
  121. //bool m_bReduceBean; //是否已扣房卡(游戏豆)
  122. //LONGLONG m_lUserTmpScore[GAME_PLAYER];
  123. CString mTableDatastrPath;//tabledata 所在路径
  124. BOOL mBWriteTableData;
  125. //游戏人数
  126. byte mPlayGameUserCount;
  127. BOOL m_bTwoPlayerFlag; //是否二人玩法 2人玩法比较特殊 游戏人数为3 人数为2
  128. //桌子ID int
  129. int mGameTableId;
  130. //函数定义
  131. public:
  132. //构造函数
  133. CTableFrameSink();
  134. //析构函数
  135. virtual ~CTableFrameSink();
  136. //void ReduceBean();
  137. //bool IsCanOutCard(); //是否可以出牌
  138. //基础接口
  139. public:
  140. //释放对象
  141. virtual VOID Release() { delete this; }
  142. //接口查询
  143. virtual void * QueryInterface(const IID & Guid, DWORD dwQueryVer);
  144. //管理接口
  145. public:
  146. //初始化
  147. virtual bool Initialization(IUnknownEx * pIUnknownEx);
  148. //复位桌子
  149. virtual VOID RepositionSink();
  150. //查询接口
  151. public:
  152. virtual void DeletePrivateTable(bool bSendState = false);
  153. virtual bool ConcludeGame(BYTE cbGameStatus, bool bSendState = false)
  154. {
  155. //结束记录回放数据
  156. auto dataPair = RepayRecordEnd();
  157. //结束游戏
  158. m_pITableFrame->ConcludeGame(cbGameStatus, bSendState);
  159. return true;
  160. }
  161. //查询限额
  162. virtual SCORE QueryConsumeQuota(IServerUserItem * pIServerUserItem){ return 0; };
  163. //最少积分
  164. virtual SCORE QueryLessEnterScore(WORD wChairID, IServerUserItem * pIServerUserItem){ return 0; };
  165. //查询是否扣服务费
  166. virtual bool QueryBuckleServiceCharge(WORD wChairID){return true;}
  167. //查询总得分
  168. virtual int QueryTatolScore(WORD wChairID){ if (wChairID >= GAME_PLAYER || wChairID<0) ASSERT(false); return m_lGameTatolScore[wChairID]; }
  169. //查询癞子数
  170. virtual int QueryTatolLaiGang(WORD wChairID){ if (wChairID >= GAME_PLAYER || wChairID < 0) ASSERT(false); return 0; }
  171. //查询是否使用临时积分
  172. virtual bool QueryUseTemporaryScore() {
  173. return (0!=lstrlen(m_gameConfig.sPrivateTableID)); //私有房间私用临时积分
  174. }
  175. //比赛接口
  176. public:
  177. //设置基数
  178. virtual void SetGameBaseScore(LONG lBaseScore){};
  179. //把房间的基本信息记录到类
  180. virtual void SetGameConfig(VOID * pDataBuffer, WORD wDataSize, std::wstring sPrivateRoomId);
  181. //游戏事件
  182. public:
  183. bool RepayRecordStart();
  184. bool RepayRecordEnd();
  185. bool RepayRecord(WORD wChairID, WORD wSubCmdId, void* pData, WORD wSize);
  186. // bool CheckGameConclude();
  187. public:
  188. //游戏开始
  189. virtual bool OnEventGameStart();
  190. //游戏结束
  191. virtual bool OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason, bool bSendState = false);
  192. //发送场景
  193. virtual bool OnEventSendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret);
  194. //事件接口
  195. public:
  196. //定时器事件
  197. virtual bool OnTimerMessage(DWORD wTimerID, WPARAM wBindParam);
  198. //数据事件
  199. virtual bool OnDataBaseMessage(WORD wRequestID, VOID * pData, WORD wDataSize) { return false; }
  200. //积分事件
  201. virtual bool OnUserScroeNotify(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason) { return false; }
  202. //网络接口
  203. public:
  204. //游戏消息处理
  205. virtual bool OnGameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem);
  206. //框架消息处理
  207. virtual bool OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem);
  208. //用户事件
  209. public:
  210. //用户断线
  211. virtual bool OnActionUserOffLine(WORD wChairID,IServerUserItem * pIServerUserItem) { return true; }
  212. //用户重入 需要处理重新发送指令
  213. virtual bool OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem);
  214. //用户坐下
  215. virtual bool OnActionUserSitDown(WORD wChairID,IServerUserItem * pIServerUserItem, bool bLookonUser);
  216. //用户起立
  217. virtual bool OnActionUserStandUp(WORD wChairID,IServerUserItem * pIServerUserItem, bool bLookonUser);
  218. //用户同意
  219. virtual bool OnActionUserOnReady(WORD wChairID,IServerUserItem * pIServerUserItem, void * pData, WORD wDataSize) { return true; }
  220. //游戏中途旁观进入
  221. virtual bool PerformLookonLogin(IServerUserItem * pIServerUserItem);
  222. //游戏事件
  223. protected:
  224. //用户出牌
  225. bool OnUserOutCard(WORD wChairID, BYTE cbCardData);
  226. //用户操作
  227. bool OnUserOperateCard(WORD wChairID, int cbOperateCode, BYTE cbOperateCard, BYTE cbCaiShenCard[4]);
  228. //辅助函数
  229. protected:
  230. //发送操作
  231. bool SendOperateNotify();
  232. //派发扑克,默认false正常起牌,true末尾棋牌
  233. bool DispatchCardData(WORD wCurrentUser,bool bTail=false);
  234. //响应判断
  235. bool EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind);
  236. //返回胡牌牌型
  237. int bHuPaiType(CChiHuRight &CChiHuRight);
  238. //优先级判断
  239. bool OperatorPriority(WORD TempUser, WORD &wTargetUser, int &cbTargetAction);
  240. //广播操作扣手牌牌
  241. bool DeleteCaiShenCard(WORD wChairID, BYTE cbTargetCaiCard[4], int cbTargetAction, BYTE cbTargetCard);
  242. //自主操作扣财神牌
  243. bool DeleteCard(WORD wChairID, BYTE cbTargetCaiCard[4], int cbOperateCode, BYTE cbOperateCard);
  244. //获取剩余牌数
  245. BYTE RemainNum(WORD wChairId, const BYTE m_cbCard,BYTE cbOutCardIndex);
  246. //听牌数据函数
  247. bool TingCard(WORD wChairID);
  248. //打出牌时固定听牌数据
  249. bool OutTingCard(WORD wChairID, BYTE cardIndex);
  250. //发送听牌协议
  251. void HttpTingCard(WORD wChairID);
  252. //操作协议
  253. void HttpOperateResult(WORD wChairID, BYTE cbCaiShenCard[4], int cbOperateCode, BYTE cbOperateCard, int cbActionMask, WORD cbActionCard[6]);
  254. //////////////////////////////////////////////////////////////////////////
  255. //ZORO
  256. BYTE GetNextMagicCardData(BYTE cbMagicCardFirst);
  257. int mMaxTaiNum;
  258. //包麻将相关
  259. //1 拥有包麻将权限的玩家ID
  260. //2 包牌类型 无财 单财 双财
  261. //3 财神index
  262. //4 包家 要几台
  263. public:
  264. void SetMagicType(int Type){
  265. mMagicType = Type;
  266. }
  267. int mMagicType;
  268. BYTE mMjType; //0翻财神 1包麻将 2 3 4 后续扩展 血流之类的。
  269. int mbaoMjUserID;
  270. BYTE mBaoTaiNum[GAME_PLAYER];
  271. BYTE mBaoUserInfo[GAME_PLAYER];
  272. int nCountOptBao;
  273. int mbStartBaoTai ; //0未开始 1 开始 2结束 3财神结束
  274. BYTE mCurrentBaoUser;//当前包台玩家
  275. BYTE mCurrentMinBaoTai;//当前最小包台
  276. BaoEnum mMaxBaoNum;//保存前端传递过来的原始值-选包时
  277. bool mBaoCacleDZFB;
  278. //////////////////////////////////////////////////////////////////////////
  279. //计分 诸暨
  280. enum _WinWay_
  281. {
  282. Win_FangPao = 0,
  283. Win_ZiMo,
  284. win_DiHu,
  285. };
  286. //胡牌 计算分数
  287. /*
  288. *WinChairID 胡牌玩家ID
  289. *nTai 胡牌台数
  290. *WinWay 胡牌方式
  291. *provideUserID 如果是放炮,谁放的
  292. *
  293. */
  294. void CaculationScore(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score);
  295. void FanMagicCaculation(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score);
  296. public:
  297. void BaoMjCalculation(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score);
  298. void WinFanMagic_FangPao_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score);
  299. void WinFangMagic_FangPao_QingYiSe_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score);
  300. void WinFanMagic_ZiMo_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score);
  301. void WinFanMagic_DiHu_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score);
  302. void WinBaoMagic_FangPao_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score);
  303. void WinBaoMagic_ZiMo_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score);
  304. void WinBaoMagic_DiHu_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score);
  305. void CalcDongZFB(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID);
  306. int mZFBBianScore[GAME_PLAYER];
  307. //////////////////////////////////////////////////////////////////////////
  308. //选择包
  309. int mUserOptBaoTai[GAME_PLAYER];
  310. bool SelectBaoTaiNum(WORD wChairID, BYTE nMagicTai);
  311. bool SelectBaoMagic(WORD wChairID, BYTE cbMagicFirst,BYTE cbMagicSenced);
  312. bool IsCanReturnResult();
  313. int FindNextBaoJiaID(int CurrentId);
  314. bool IsAddTaiNum(int nNextID);
  315. bool IsNoBaoUser();
  316. void NoHaveBaoUser();
  317. //////////////////////////////////////////////////////////////////////////
  318. void WritePaiCardData(TCHAR* TableId,int count);
  319. void ReadGameData();
  320. void PrintUsersScore(LPCTSTR strInfo);
  321. bool mBLastBaoStart;
  322. bool HandleBaoMjZaHu(WORD wChairID, int cbOperateCode, BYTE cbOperateCard, BYTE cbCaiShenCard[4]);
  323. bool mBZaHu;
  324. };
  325. //////////////////////////////////////////////////////////////////////////
  326. #endif