诸暨麻将添加redis
選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。
 
 
 
 
 
 

5677 行
181 KiB

  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. <<<<<<< .mine
  270. Packet->set_wchairid(grp.wchairid());
  271. Packet->set_wsubcmdid(grp.wsubcmdid());
  272. Packet->set_wmaincmdid(grp.wmaincmdid());
  273. Packet->set_pdata(grp.pdata());
  274. ||||||| .r248
  275. Packet->set_wchairid(grp.wChairID);
  276. Packet->set_wsubcmdid(grp.wSubCmdID);
  277. Packet->set_wmaincmdid(grp.wMainCmdID);
  278. std::string wPacket = CW2AEX<1024>(grp.wPacket, CP_UTF8).m_psz;
  279. Packet->set_pdata(wPacket);
  280. =======
  281. Packet->set_wchairid(grp.wchairid());
  282. Packet->set_wsubcmdid(grp.wsubcmdid());
  283. Packet->set_wmaincmdid(grp.wmaincmdid());
  284. Packet->set_pdata(grp.pdata());
  285. >>>>>>> .r273
  286. }
  287. std::string pbresp = RecordResp.SerializePartialAsString();
  288. m_pITableFrame->SaveReplayRecord((void*)pbresp.c_str(), pbresp.length());
  289. m_UserReplayRecord.clear();
  290. //delete replyRecordData;不能删除,已托管给SaveReplayRecord函数
  291. return true;
  292. }
  293. bool CTableFrameSink::RepayRecord(WORD wChairID, WORD wSubCmdId, void* pData, WORD wSize)
  294. {
  295. <<<<<<< .mine
  296. //获取用户
  297. /*char* dwpdate = new char[wSize];
  298. CopyMemory(dwpdate, pData, wSize);
  299. RecordPacket::pb_GameRecordPacket Packet;
  300. Packet.set_wchairid(wChairID);
  301. Packet.set_wsubcmdid(wSubCmdId);
  302. Packet.set_wmaincmdid(MDM_GF_GAME);
  303. Packet.set_pdata(dwpdate);
  304. std::string pbpacket = Packet.SerializePartialAsString();
  305. GameRecordPacket record;
  306. CString dwPacket = (CA2CTEX<2048>(pbpacket.c_str(), CP_UTF8)).m_szBuffer;
  307. _sntprintf(record.wPacket, CountArray(record.wPacket), TEXT("%s"), pData);
  308. CopyMemory(record.wPacket, pData, wSize);
  309. record.wSize = wSize;
  310. record.wPacketSize = pbpacket.length();*/
  311. RecordPacket::pb_GameRecordPacket record;
  312. record.set_wchairid(wChairID);
  313. record.set_wsubcmdid(wSubCmdId);
  314. record.set_wmaincmdid(MDM_GF_GAME);
  315. record.set_pdata((char*)pData);
  316. m_UserReplayRecord.push_back(record);
  317. /*if (nullptr != dwpdate)
  318. {
  319. delete[] dwpdate;
  320. dwpdate = nullptr;
  321. }*/
  322. ||||||| .r248
  323. //获取用户
  324. /*char* dwpdate = new char[wSize];
  325. CopyMemory(dwpdate, pData, wSize);
  326. RecordPacket::pb_GameRecordPacket Packet;
  327. Packet.set_wchairid(wChairID);
  328. Packet.set_wsubcmdid(wSubCmdId);
  329. Packet.set_wmaincmdid(MDM_GF_GAME);
  330. Packet.set_pdata(dwpdate);
  331. std::string pbpacket = Packet.SerializePartialAsString();
  332. GameRecordPacket record;
  333. CString dwPacket = (CA2CTEX<2048>(pbpacket.c_str(), CP_UTF8)).m_szBuffer;
  334. _sntprintf(record.wPacket, CountArray(record.wPacket), TEXT("%s"), pData);
  335. CopyMemory(record.wPacket, pData, wSize);
  336. record.wSize = wSize;
  337. record.wPacketSize = pbpacket.length();*/
  338. GameRecordPacket record;
  339. record.wSize = wSize;
  340. record.wChairID = wChairID;
  341. record.wSubCmdID = wSubCmdId;
  342. record.wMainCmdID = MDM_GF_GAME;
  343. _sntprintf(record.wPacket, wSize, TEXT("%s"), pData);
  344. m_UserReplayRecord.push_back(record);
  345. /*if (nullptr != dwpdate)
  346. {
  347. delete[] dwpdate;
  348. dwpdate = nullptr;
  349. }*/
  350. =======
  351. RecordPacket::pb_GameRecordPacket pRecordPacket;
  352. pRecordPacket.set_wchairid(wChairID);
  353. pRecordPacket.set_wsubcmdid(wSubCmdId);
  354. pRecordPacket.set_wmaincmdid(MDM_GF_GAME);
  355. pRecordPacket.set_pdata((char*)pData,wSize);
  356. m_UserReplayRecord.push_back(pRecordPacket);
  357. >>>>>>> .r273
  358. return true;
  359. }
  360. //游戏开始
  361. bool CTableFrameSink::OnEventGameStart()
  362. {
  363. m_startTime = time(0);
  364. ZeroMemory(m_lGameScore, sizeof(m_lGameScore));
  365. srand((unsigned)time(NULL)*mGameTableId);
  366. m_cbMagicFirstData = 0;
  367. m_cbMagicSecondData = 0;
  368. //椅子数量
  369. WORD wChairCount = m_pITableFrame->GetChairCount();
  370. //开始记录回放数据
  371. RepayRecordStart();
  372. //重置发牌状态
  373. m_isCanOutCard = false;
  374. //重置掉线玩家列表
  375. m_offlineUsers.clear();
  376. //设置状态
  377. m_pITableFrame->SetGameStatus(GS_MJ_PLAY);
  378. //打印时间
  379. DWORD timet = GetTickCount();
  380. m_gameConfig.wHadPlayCount++;
  381. //混乱扑克,洗牌
  382. m_lSiceCount = MAKELONG(MAKEWORD(rand() % 6 + 1, rand() % 6 + 1), MAKEWORD(rand() % 6 + 1, rand() % 6 + 1));
  383. if (m_bTwoPlayerFlag)
  384. {
  385. m_cbLeftCardCount = m_GameLogic.RandCardData_Two(m_cbRepertoryCard);
  386. }
  387. else
  388. {
  389. m_cbLeftCardCount = m_GameLogic.RandCardData(m_cbRepertoryCard);
  390. }
  391. WritePaiCardData(m_gameConfig.sPrivateTableID, m_gameConfig.wHadPlayCount);
  392. if (1 == m_gameConfig.wHadPlayCount || m_wNextBankerUser == INVALID_CHAIR)
  393. {
  394. m_wBankerUser = 0;
  395. mbaoMjUserID = 0;
  396. }
  397. else
  398. {
  399. m_wBankerUser = m_wNextBankerUser;
  400. mbaoMjUserID = m_wNextBankerUser&0xff;
  401. }
  402. m_wNextBankerUser = INVALID_CHAIR;
  403. //BYTE byTest[] = {
  404. // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
  405. // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
  406. // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
  407. // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
  408. // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子
  409. // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子
  410. // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子
  411. // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, //索子
  412. // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
  413. // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
  414. // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
  415. // 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
  416. // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北
  417. // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北
  418. // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北
  419. // 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, //风东南西北 中发白
  420. //};
  421. //if (m_GameLogic.PeiPai(byTest))
  422. // CopyMemory(m_cbRepertoryCard, byTest, sizeof(byTest));
  423. //////////////////////////////////////////////////////////////////////////
  424. ReadGameData();
  425. /*m_wBankerUser = 2;*/
  426. //////////////////////////////////////////////////////////////////////////
  427. //分发扑克
  428. for (WORD i = 0; i < mPlayGameUserCount; i++)
  429. {
  430. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  431. {
  432. continue;
  433. }
  434. m_bPlayStatus[i] = true;
  435. m_cbLeftCardCount -= (MAX_COUNT - 1);//每一个玩家都发出去13张牌,还剩多少
  436. m_cbSendCardCount += (MAX_COUNT - 1);//每个玩家加13张牌
  437. m_GameLogic.SwitchToCardIndex(&m_cbRepertoryCard[m_cbLeftCardCount], MAX_COUNT - 1, m_cbCardIndex[i]);
  438. }
  439. if (mMjType==0)
  440. {
  441. //
  442. m_cbSendCardCount++;
  443. //取一张财神牌
  444. m_cbMagicFirstData = m_cbRepertoryCard[--m_cbLeftCardCount];
  445. //获取下一张财神
  446. m_cbMagicSecondData = GetNextMagicCardData(m_cbMagicFirstData);
  447. }
  448. //发送扑克,庄家摸牌
  449. m_cbSendCardCount++;//第十四张牌
  450. m_cbSendCardData = m_cbRepertoryCard[--m_cbLeftCardCount];
  451. //设置变量
  452. m_cbProvideCard = 0;
  453. m_wProvideUser = m_wBankerUser & 0x000F;
  454. m_wCurrentUser = m_wBankerUser & 0x000F;
  455. WORD ActionCard[6] = { 0 };
  456. if (mMjType == 0)
  457. {
  458. m_GameLogic.SetMagicIndex(m_GameLogic.SwitchToCardIndex(m_cbMagicFirstData), m_GameLogic.SwitchToCardIndex(m_cbMagicSecondData));
  459. // 胡牌判断
  460. CChiHuRight chr;
  461. BYTE TaiShu = 0;
  462. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, m_cbSendCardData, chr, TaiShu);
  463. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
  464. if (m_cbUserAction[m_wCurrentUser] & WIK_ZI_MO)
  465. {
  466. m_cbUserAction[m_wCurrentUser] = WIK_TIAN_ZI_MO;
  467. }
  468. //杠牌判断
  469. tagGangCardResult GangCardResult;
  470. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  471. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, GangCardResult);
  472. for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
  473. {
  474. ActionCard[i] = GangCardResult.cbCardData[i];
  475. }
  476. }
  477. m_cbProvideCard = m_cbSendCardData;
  478. m_wResumeUser = m_wCurrentUser;
  479. //保存实际剩余的牌
  480. m_cbShiJiLeftCardCount = m_cbLeftCardCount;
  481. //牌位第十三顿 截止 倒数第十四牌打完 没人胡牌 流局
  482. //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
  483. m_cbLeftCardCount -= 26;//
  484. //构造数据
  485. CMD_S_GameStart GameStart;
  486. GameStart.wBankerUser = m_wBankerUser;
  487. GameStart.cbLeftCardCount = m_cbLeftCardCount;
  488. // [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
  489. GameStart.cbSliceCheckBankUser[0] = 0;
  490. GameStart.cbSliceCheckBankUser[1] = 0;
  491. //////////////////////////////////////////////////////////////////////////
  492. WORD wSice = WORD(m_lSiceCount & 0xffff);
  493. GameStart.cbSiceLaiZi[0] = HIBYTE(wSice);//骰子
  494. GameStart.cbSiceLaiZi[1] = LOBYTE(wSice);//骰子
  495. if (mMjType==0)
  496. {
  497. GameStart.cbSiceLaiZi[2] = m_cbMagicFirstData;//财神
  498. GameStart.cbSiceLaiZi[3] = m_cbMagicSecondData;//财神
  499. }
  500. else
  501. {
  502. GameStart.cbSiceLaiZi[2] = 0;//财神
  503. GameStart.cbSiceLaiZi[3] = 0;//财神
  504. }
  505. if (m_bTwoPlayerFlag)
  506. {
  507. GameStart.cbTotalCardCount = MAX_REPERTORY_ZJ_Two; //麻将总数
  508. }
  509. else
  510. {
  511. GameStart.cbTotalCardCount = MAX_REPERTORY_ZJ; //麻将总数
  512. }
  513. GameStart.cbCurrPlay = m_gameConfig.wHadPlayCount;//当前局数
  514. GameStart.cbOptTime = GAME_TIMEOUT;//出牌超时时间
  515. ZeroMemory(GameStart.ActionCard, sizeof(GameStart.ActionCard));
  516. CopyMemory(GameStart.ActionCard, ActionCard, sizeof(ActionCard));
  517. if (mMjType==0)
  518. {
  519. TingCard(m_wCurrentUser);
  520. }
  521. //打印时间
  522. //DWORD t2 = GetTickCount();
  523. //DWORD hh = t2 - timet;
  524. //CString csTemp;
  525. //csTemp.Format(L"时间:%d \r\n", hh);
  526. //OutputDebugString(csTemp);
  527. //发送数据
  528. SparrowMaJiang::PB_CS_S_GameStart GameStarts;
  529. GameStarts.set_wbankeruser(GameStart.wBankerUser);
  530. GameStarts.set_cbleftcardcount(GameStart.cbLeftCardCount);
  531. GameStarts.set_cbtotalcardcount(GameStart.cbTotalCardCount);
  532. GameStarts.set_cbopttime(GameStart.cbOptTime);
  533. GameStarts.set_cbcurrplay(GameStart.cbCurrPlay);
  534. for (WORD j = 0; j < 4; j++)
  535. {
  536. GameStarts.add_cbsicelaizi(GameStart.cbSiceLaiZi[j]);
  537. }
  538. for (WORD j = 0; j < 6; j++)
  539. {
  540. GameStarts.add_actioncard(GameStart.ActionCard[j]);
  541. }
  542. for (WORD j = 0; j < 2; j++)
  543. {
  544. GameStarts.add_cbslicecheckbankuser(GameStart.cbSliceCheckBankUser[j]);
  545. }
  546. if (mMjType==0)
  547. {
  548. //发送数据
  549. for (WORD i = 0; i<wChairCount; i++)
  550. {
  551. //设置变量
  552. GameStart.wCurrentUser = i;
  553. GameStart.cbUserAction = m_cbUserAction[i];
  554. //把庄家 刚刚放入手里的牌剪掉 然后统一 发送数据
  555. if (i == m_wCurrentUser)
  556. {
  557. if (m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)] > 0 && m_wCurrentUser == i)
  558. {
  559. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--;//从手上去掉抓的牌
  560. }
  561. else
  562. {
  563. return false;
  564. }
  565. }
  566. ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData));
  567. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]);
  568. if (i == m_wCurrentUser)
  569. {
  570. GameStart.cbCardData[i * 14 + 13] = m_cbSendCardData;//把去掉的牌加到数组末尾,
  571. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;//把去掉的加进来
  572. }
  573. GameStarts.set_wcurrentuser(GameStart.wCurrentUser);
  574. GameStarts.set_cbuseraction(GameStart.cbUserAction);
  575. for (WORD j = 0; j < MAX_COUNT * GAME_PLAYER; j++)
  576. {
  577. if (i == 0)
  578. {
  579. GameStarts.add_cbcarddata(GameStart.cbCardData[j]);
  580. }
  581. else
  582. {
  583. GameStarts.set_cbcarddata(j, GameStart.cbCardData[j]);
  584. }
  585. }
  586. //发送数据
  587. std::string pbdata = GameStarts.SerializePartialAsString();
  588. //发送数据
  589. m_pITableFrame->SendTableData(i, SUB_S_GAME_START, (void*)pbdata.c_str(), pbdata.length());
  590. }
  591. }
  592. else
  593. {
  594. for (WORD i = 0; i < wChairCount; i++)
  595. {
  596. //设置变量
  597. GameStart.wCurrentUser = i;
  598. GameStart.cbUserAction = m_cbUserAction[i];
  599. ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData));
  600. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]);
  601. if (i == m_wCurrentUser)
  602. {
  603. GameStart.cbCardData[i * 14 + 13] = m_cbSendCardData;//把去掉的牌加到数组末尾,
  604. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;//把去掉的加进来
  605. }
  606. GameStarts.set_wcurrentuser(GameStart.wCurrentUser);
  607. GameStarts.set_cbuseraction(GameStart.cbUserAction);
  608. for (WORD j = 0; j < MAX_COUNT * GAME_PLAYER; j++)
  609. {
  610. if (i == 0)
  611. {
  612. GameStarts.add_cbcarddata(GameStart.cbCardData[j]);
  613. }
  614. else
  615. {
  616. GameStarts.set_cbcarddata(j, GameStart.cbCardData[j]);
  617. }
  618. }
  619. std::string pbdata = GameStarts.SerializePartialAsString();
  620. //发送数据
  621. m_pITableFrame->SendTableData(i, SUB_S_GAME_START, (void*)pbdata.c_str(), pbdata.length());
  622. }
  623. }
  624. ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData));
  625. for (WORD i = 0; i < MAX_COUNT * GAME_PLAYER; i++)
  626. {
  627. GameStarts.set_cbcarddata(i, GameStart.cbCardData[i]);
  628. }
  629. //清手牌 旁观只能发一次
  630. std::string pbdata = GameStarts.SerializePartialAsString();
  631. //发送数据
  632. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_START, (void*)pbdata.c_str(), pbdata.length());
  633. //用户回放
  634. for (WORD i = 0; i < wChairCount; i++)
  635. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]);
  636. for (WORD i = 0; i < MAX_COUNT * GAME_PLAYER; i++)
  637. {
  638. GameStarts.set_cbcarddata(i,GameStart.cbCardData[i]);
  639. }
  640. std::string pbrecord = GameStarts.SerializePartialAsString();
  641. RepayRecord(INVALID_CHAIR, SUB_S_GAME_START, (void*)pbrecord.c_str(), pbrecord.length());
  642. if (mMjType==0)
  643. {
  644. if (m_TabbOutCardCout[m_wCurrentUser] > 0)
  645. HttpTingCard(m_wCurrentUser);
  646. return true;
  647. }
  648. mMaxBaoNum = BaoEnum::SHUANG_LIANG_TAI;
  649. mbaoMjUserID = m_wCurrentUser;
  650. mBaoTaiNum[m_wCurrentUser] = (mMaxBaoNum / 3) + 2;
  651. mbStartBaoTai = 1;
  652. mCurrentBaoUser = m_wBankerUser;
  653. mCurrentMinBaoTai = BaoEnum::SHUANG_LIANG_TAI;
  654. return true;
  655. }
  656. void CTableFrameSink::DeletePrivateTable(bool bSendState)
  657. {
  658. tagScoreInfo ScoreInfoArray[GAME_PLAYER];
  659. ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray));
  660. WORD wChairCount = m_pITableFrame->GetChairCount();
  661. for (int i = 0; i < wChairCount; ++i)
  662. {
  663. IServerUserItem *pIUserItem = m_pITableFrame->GetTableUserItem(i);
  664. if (pIUserItem == NULL)
  665. continue;
  666. ScoreInfoArray[i].cbType = SCORE_TYPE_END;
  667. ScoreInfoArray[i].lScore = 0;// m_lUserTmpScore[i] - TEMP_MAX_SCORE; //记录临时分
  668. }
  669. m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray));
  670. ConcludeGame(GAME_STATUS_DELETE, bSendState);
  671. m_pITableFrame->DeletePrivateTableNow();
  672. }
  673. //游戏结束
  674. bool CTableFrameSink::OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason, bool bSendState)
  675. {
  676. bool bFinish = (m_gameConfig.wHadPlayCount >= m_gameConfig.wPlayCountRule) ? 1 : 0;
  677. switch (cbReason)
  678. {
  679. case GER_DELETE_PRIVATE:
  680. // bFinish = 1;
  681. // bDelete = true;
  682. // if (!m_pITableFrame->IsGameStarted())
  683. // {
  684. // DeletePrivateTable(bSendState);
  685. // return true;
  686. // }
  687. ConcludeGame(GS_MJ_FREE);
  688. DeletePrivateTable(bSendState);
  689. return true;
  690. case GER_NORMAL: //常规结束
  691. {
  692. //变量定义
  693. CMD_S_GameEnd GameEnd;
  694. ZeroMemory(&GameEnd, sizeof(GameEnd));
  695. GameEnd.bFinish = bFinish;//1……
  696. if (m_cbLeftCardCount <= 0 && bIsHuang)//荒庄了
  697. {
  698. {
  699. GameEnd.bOptType = 2;
  700. //黄装了
  701. if (m_gameConfig.wHadPlayCount>1)
  702. {
  703. m_wNextBankerUser = m_wBankerUser;
  704. m_wNextBankerUser = m_wNextBankerUser | 0x0100;
  705. int userID;
  706. if (m_wBankerUser>4)
  707. {
  708. userID = m_wBankerUser & 0x00ff;
  709. }
  710. else
  711. {
  712. userID = m_wBankerUser;
  713. }
  714. LianXuHuPai[userID]++;
  715. }
  716. else
  717. {
  718. /* m_wNextBankerUser = m_wBankerUser;
  719. m_wNextBankerUser = m_wNextBankerUser | 0x0100;*/
  720. LianXuHuPai[m_wBankerUser & 0x00ff]++;
  721. }
  722. //黄庄了
  723. //统计玩家积分,牌值
  724. for (WORD i = 0; i < mPlayGameUserCount; i++)
  725. {
  726. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  727. {
  728. continue;
  729. }
  730. GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分4…………
  731. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  732. }
  733. }
  734. }
  735. else
  736. {
  737. if (mBZaHu)
  738. {
  739. GameEnd.bOptType = 4;
  740. }
  741. else
  742. {
  743. GameEnd.bOptType = 1;
  744. }
  745. GameEnd.HuPaiCard = m_cbProvideCard;
  746. GameEnd.wDianpao = m_wProvideUser;
  747. BYTE TempWanJiaCardCount = 0;
  748. m_wNextBankerUser = wChairID; //得到下一个坐庄的玩家
  749. if (LianXuHuPai[wChairID] > 1)
  750. m_wNextBankerUser = m_wNextBankerUser | 0x0100;
  751. //统计积分,胡牌得分,玩家牌值
  752. //保存本局所有用户的积分变动 除了胡牌玩家的
  753. for (WORD i = 0; i < mPlayGameUserCount; i++)
  754. {
  755. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  756. {
  757. continue;
  758. }
  759. //m_lGameTatolScore[i] += m_lGameScore[i];
  760. GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3…………
  761. if (i == wChairID && m_wProvideUser == wChairID)continue;
  762. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  763. }
  764. //自摸
  765. if (m_wProvideUser == wChairID)
  766. {
  767. //先减去 胡的这张牌
  768. m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
  769. //把剩下的手牌保存到cbCardData
  770. m_GameLogic.SwitchToCardData(m_cbCardIndex[wChairID], GameEnd.cbCardData[wChairID]);
  771. //保存手牌数目
  772. TempWanJiaCardCount = m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]);
  773. //最后一张牌 加上刚刚减去的牌
  774. GameEnd.cbCardData[wChairID][TempWanJiaCardCount] = m_cbProvideCard;//手牌数据4……
  775. //还原减去的牌
  776. m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
  777. }
  778. }
  779. GameEnd.bWanJiaId = wChairID;//玩家座位号 5……
  780. //保存实际桌子剩下多少能够抓的牌
  781. GameEnd.bLeftCardCount = m_cbShiJiLeftCardCount;//m_cbLeftCardCount + 26 + m_cbGangCount * 6;//剩余牌输量6…………
  782. CopyMemory(GameEnd.bLeftCardDada, m_cbRepertoryCard, GameEnd.bLeftCardCount);//剩余牌值7………………
  783. //保存每个玩家的胡牌次数
  784. CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));//玩家胡牌次数8…………
  785. //本次胡牌玩家的id
  786. GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();//获取房间ID,9……//胡牌玩家id
  787. GameEnd.playGameNum = m_gameConfig.wHadPlayCount;//得到第几局了,10…………
  788. for (BYTE i = 0; i < mPlayGameUserCount;i++)
  789. {
  790. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  791. {
  792. continue;
  793. }
  794. //保存16局 胡牌积分流水
  795. m_HuPaiLiuShui[(m_gameConfig.wHadPlayCount-1)*4+i] = m_lGameScore[i];
  796. }
  797. CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));//游戏流水,10…………
  798. for (int i = 0; i < m_gameConfig.wHadPlayCount;i++)
  799. {
  800. /*CString strTmp;
  801. 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]);*/
  802. //OutputDebugString(strTmp);
  803. }
  804. SparrowMaJiang::PB_CS_S_GameEnd pGameEnd;
  805. pGameEnd.set_bopttype(GameEnd.bOptType);
  806. pGameEnd.set_bwanjiaid(GameEnd.bWanJiaId);
  807. pGameEnd.set_wdianpao(GameEnd.wDianpao);
  808. pGameEnd.set_hupaicard(GameEnd.HuPaiCard);
  809. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  810. {
  811. pGameEnd.add_cbwanjiascore(GameEnd.cbWanJiaScore[i]);
  812. pGameEnd.add_bzimo(GameEnd.bZimo[i]);
  813. }
  814. pGameEnd.set_bfinish(GameEnd.bFinish);
  815. pGameEnd.set_dwownerid(GameEnd.dwOwnerID);
  816. pGameEnd.set_bleftcardcount(GameEnd.bLeftCardCount);
  817. for (BYTE i = 0; i < GameEnd.bLeftCardCount; i++)
  818. {
  819. pGameEnd.add_bleftcarddada(GameEnd.bLeftCardDada[i]);
  820. }
  821. pGameEnd.set_playgamenum(GameEnd.playGameNum);
  822. for (BYTE i = 0; i < mPlayGameUserCount * 16; i++)
  823. {
  824. pGameEnd.add_lgamescoredetail(GameEnd.lGameScoreDetail[i]);
  825. }
  826. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  827. {
  828. SparrowMaJiang::pb_cbCardData* CardData = pGameEnd.add_cbcarddata();
  829. for (BYTE j = 0; j < 14; j++)
  830. {
  831. CardData->add_cbcarddatas(GameEnd.cbCardData[i][j]);
  832. }
  833. }
  834. std::string pbdata = pGameEnd.SerializePartialAsString();
  835. RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  836. //发送结束信息
  837. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  838. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  839. tagScoreInfo ScoreInfoArray[GAME_PLAYER];
  840. ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray));
  841. for (WORD i = 0; i < mPlayGameUserCount; i++)
  842. {
  843. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  844. {
  845. continue;
  846. }
  847. IServerUserItem *pUserItem = m_pITableFrame->GetTableUserItem(i);
  848. if (NULL == pUserItem) continue;
  849. BYTE ScoreKind;
  850. if (m_lGameScore[i] > 0L) ScoreKind = SCORE_TYPE_WIN;
  851. else if (m_lGameScore[i] < 0L) ScoreKind = SCORE_TYPE_LOSE;
  852. else ScoreKind = SCORE_TYPE_DRAW;
  853. ScoreInfoArray[i].lScore = m_lGameScore[i];
  854. ScoreInfoArray[i].cbType = ScoreKind;
  855. //if (i == wChairID)continue;
  856. //m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  857. }
  858. m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray));
  859. ConcludeGame(GS_MJ_FREE);
  860. if (bFinish)
  861. {
  862. DeletePrivateTable(true);
  863. }
  864. return true;
  865. }
  866. case GER_DISMISS: //游戏解散
  867. {
  868. //变量定义
  869. CMD_S_GameEnd GameEnd;
  870. ZeroMemory(&GameEnd, sizeof(GameEnd));
  871. GameEnd.bFinish = 1;
  872. GameEnd.bOptType = 3;
  873. GameEnd.bWanJiaId = wChairID;//玩家座位号 5……
  874. //保存实际桌子剩下多少能够抓的牌
  875. GameEnd.bLeftCardCount = m_cbShiJiLeftCardCount;//m_cbLeftCardCount + 26 + m_cbGangCount * 6;//剩余牌输量6…………
  876. CopyMemory(GameEnd.bLeftCardDada, m_cbRepertoryCard, GameEnd.bLeftCardCount);//剩余牌值7………………
  877. //保存每个玩家的胡牌次数
  878. CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));//玩家胡牌次数8…………
  879. //本次胡牌玩家的id
  880. GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();//获取房间ID,9……//胡牌玩家id
  881. GameEnd.playGameNum = m_gameConfig.wHadPlayCount;//得到第几局了,10…………
  882. for (BYTE i = 0; i < GAME_PLAYER; i++)
  883. {
  884. m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  885. m_HuPaiLiuShui[(m_gameConfig.wHadPlayCount - 1) * 4 + i] = m_lGameScore[i];
  886. }
  887. CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));//游戏流水,10…………
  888. //统计积分,胡牌得分,玩家牌值
  889. //保存本局所有用户的积分变动 除了胡牌玩家的
  890. for (WORD i = 0; i < mPlayGameUserCount; i++)
  891. {
  892. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  893. {
  894. continue;
  895. }
  896. GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3…………
  897. }
  898. SparrowMaJiang::PB_CS_S_GameEnd pGameEnd;
  899. pGameEnd.set_bopttype(GameEnd.bOptType);
  900. pGameEnd.set_bwanjiaid(GameEnd.bWanJiaId);
  901. pGameEnd.set_wdianpao(GameEnd.wDianpao);
  902. pGameEnd.set_hupaicard(GameEnd.HuPaiCard);
  903. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  904. {
  905. pGameEnd.add_cbwanjiascore(GameEnd.cbWanJiaScore[i]);
  906. pGameEnd.add_bzimo(GameEnd.bZimo[i]);
  907. }
  908. pGameEnd.set_bfinish(GameEnd.bFinish);
  909. pGameEnd.set_dwownerid(GameEnd.dwOwnerID);
  910. pGameEnd.set_bleftcardcount(GameEnd.bLeftCardCount);
  911. for (BYTE i = 0; i < GameEnd.bLeftCardCount; i++)
  912. {
  913. pGameEnd.add_bleftcarddada(GameEnd.bLeftCardDada[i]);
  914. }
  915. pGameEnd.set_playgamenum(GameEnd.playGameNum);
  916. for (BYTE i = 0; i < mPlayGameUserCount * 16; i++)
  917. {
  918. pGameEnd.add_lgamescoredetail(GameEnd.lGameScoreDetail[i]);
  919. }
  920. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  921. {
  922. SparrowMaJiang::pb_cbCardData* CardData = pGameEnd.add_cbcarddata();
  923. for (BYTE j = 0; j < 14; j++)
  924. {
  925. CardData->add_cbcarddatas(GameEnd.cbCardData[i][j]);
  926. }
  927. }
  928. std::string pbdata = pGameEnd.SerializePartialAsString();
  929. RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  930. //发送结束信息
  931. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  932. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, (void*)pbdata.c_str(), pbdata.length());
  933. if (m_pITableFrame->GetGameStatus() == GS_MJ_FREE)
  934. {
  935. DeletePrivateTable(true);
  936. return true;
  937. }
  938. tagScoreInfo ScoreInfoArray[GAME_PLAYER];
  939. ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray));
  940. for (WORD i = 0; i < mPlayGameUserCount; i++)
  941. {
  942. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  943. {
  944. continue;
  945. }
  946. IServerUserItem *pUserItem = m_pITableFrame->GetTableUserItem(i);
  947. if (NULL == pUserItem) continue;
  948. BYTE ScoreKind;
  949. if (m_lGameScore[i] > 0L) ScoreKind = SCORE_TYPE_WIN;
  950. else if (m_lGameScore[i] < 0L) ScoreKind = SCORE_TYPE_LOSE;
  951. else ScoreKind = SCORE_TYPE_DRAW;
  952. ScoreInfoArray[i].lScore = m_lGameScore[i];
  953. ScoreInfoArray[i].cbType = ScoreKind;
  954. //if (i == wChairID)continue;
  955. //m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
  956. }
  957. m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray));
  958. ConcludeGame(GS_MJ_FREE);
  959. DeletePrivateTable(bSendState);
  960. return true;
  961. }
  962. case GER_NETWORK_ERROR: //网络错误
  963. case GER_USER_LEAVE: //用户强退
  964. {
  965. if (pIServerUserItem != NULL){
  966. DWORD dwUserID = pIServerUserItem->GetUserID();
  967. m_offlineUsers.push_back(dwUserID);
  968. }
  969. // CString cstr = L"";
  970. // cstr.Format(L"异常游戏id:%d", dwUserID);
  971. //CTraceService::TraceString(cstr, TraceLevel_Warning);
  972. return true;
  973. }
  974. }
  975. //错误断言
  976. ASSERT(FALSE);
  977. return false;
  978. }
  979. //发送场景duanxian用户断线重连
  980. bool CTableFrameSink::OnEventSendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret)
  981. {
  982. try
  983. {
  984. switch (cbGameStatus)
  985. {
  986. case GS_MJ_FREE: //空闲状态
  987. {
  988. //变量定义
  989. CMD_S_StatusFree StatusFree;
  990. memset(&StatusFree, 0, sizeof(StatusFree));
  991. //游戏房主基础配置
  992. CopyMemory(&StatusFree.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
  993. for (int i = 0; i < mPlayGameUserCount; i++)
  994. {
  995. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  996. {
  997. continue;
  998. }
  999. StatusFree.lUserTmpScore[i] = (INT)m_lGameTatolScore[i];
  1000. }
  1001. StatusFree.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
  1002. //构造数据
  1003. StatusFree.UserStat = pIServerUserItem->GetUserInfo()->cbUserStatus;
  1004. //发送场景
  1005. return m_pITableFrame->SendGameScene(pIServerUserItem, &StatusFree, sizeof(StatusFree));
  1006. }
  1007. case GS_MJ_PLAY: //游戏状态
  1008. {
  1009. //变量定义
  1010. CMD_S_StatusPlay StatusPlay;
  1011. memset(&StatusPlay, 0, sizeof(StatusPlay));
  1012. //游戏房主基础配置
  1013. CopyMemory(&StatusPlay.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
  1014. CopyMemory(StatusPlay.lUserTmpScore, m_lGameTatolScore, sizeof(m_lGameTatolScore));
  1015. if (m_bTwoPlayerFlag)
  1016. {
  1017. StatusPlay.cbTotalCardCount = MAX_REPERTORY_ZJ_Two;
  1018. }
  1019. else
  1020. {
  1021. StatusPlay.cbTotalCardCount = MAX_REPERTORY_ZJ;
  1022. }
  1023. StatusPlay.cbLeftCardCount = m_cbLeftCardCount;
  1024. StatusPlay.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
  1025. //游戏变量
  1026. StatusPlay.wBankerUser = m_wBankerUser;
  1027. WORD wSice = WORD(m_lSiceCount & 0xffff);
  1028. StatusPlay.lSiZi[0] = HIBYTE(wSice);
  1029. StatusPlay.lSiZi[1] = LOBYTE(wSice);
  1030. StatusPlay.lSiZi[2] = m_cbMagicFirstData;
  1031. StatusPlay.lSiZi[3] = m_cbMagicSecondData;
  1032. if (mMjType != 1)
  1033. {
  1034. StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();
  1035. }
  1036. CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard));
  1037. CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount));
  1038. StatusPlay.totalOptTime = 10;
  1039. StatusPlay.leftOptTime = 0;
  1040. //组合扑克
  1041. CopyMemory(StatusPlay.WeaveItemArray, m_WeaveItemArray, sizeof(m_WeaveItemArray));
  1042. CopyMemory(StatusPlay.cbWeaveCount, m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount));
  1043. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1044. {
  1045. //StatusPlay.bWanLaiZi[i] = m_OutLaiZi[i];
  1046. //StatusPlay.bWanLaiZi[i] |= (m_OutHongZhongGang[i] << 4);
  1047. //StatusPlay.bWanLaiZi[i] |= (m_OutFaCaiGang[i] << 8);
  1048. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1049. {
  1050. continue;
  1051. }
  1052. StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]);
  1053. }
  1054. m_GameLogic.SwitchToCardData(m_cbCardIndex[wChiarID], StatusPlay.cbCardData);//手牌数据
  1055. StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码
  1056. 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))
  1057. {
  1058. tagGangCardResult GangCardResult;
  1059. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  1060. m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChiarID], m_WeaveItemArray[wChiarID], m_cbWeaveItemCount[wChiarID], GangCardResult);
  1061. for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
  1062. {
  1063. StatusPlay.gangCards[i] = GangCardResult.cbCardData[i];
  1064. }
  1065. }
  1066. ASSERT(m_wProvideUser >= 0 && m_wProvideUser <= 3);
  1067. //当前到谁家
  1068. StatusPlay.wCurrentUser = (m_wCurrentUser == INVALID_CHAIR ? m_wProvideUser : m_wCurrentUser);
  1069. BYTE OldUser = 0;//定义一个最后出牌用户
  1070. 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
  1071. {
  1072. //if (m_bGangStatus)
  1073. //{
  1074. // StatusPlay.bPutCardData[m_wProvideUser] = m_OutLastLaiZiData;
  1075. //}
  1076. //else
  1077. //{
  1078. if (m_bTwoPlayerFlag)
  1079. {
  1080. OldUser = (m_wProvideUser - 2 + GAME_PLAYER) % GAME_PLAYER;
  1081. }
  1082. else
  1083. {
  1084. OldUser = (m_wProvideUser - 1 + mPlayGameUserCount) % mPlayGameUserCount;
  1085. }
  1086. /* if (m_wProvideUser == 0)
  1087. {
  1088. OldUser = 3;
  1089. }
  1090. else
  1091. OldUser = m_wProvideUser - 1;*/
  1092. BYTE TempIndex = 0;
  1093. BYTE bDiscardCount = (m_cbDiscardCount[OldUser] - 1) >= 0 ? (m_cbDiscardCount[OldUser] - 1) : 0;
  1094. for (BYTE i = bDiscardCount; i < 40; i++)
  1095. {
  1096. if (m_cbDiscardCard[OldUser][i] == 0)
  1097. {
  1098. TempIndex = i - 1;
  1099. break;
  1100. }
  1101. }
  1102. TempIndex = (TempIndex == 255) ? 0 : TempIndex;
  1103. StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex];
  1104. //}
  1105. }
  1106. if (m_wProvideUser == m_wOutCardUser && m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候
  1107. {
  1108. StatusPlay.bPutCardData[m_wProvideUser] = m_cbProvideCard;
  1109. StatusPlay.cbDiscardCard[m_wProvideUser][StatusPlay.cbDiscardCount[m_wProvideUser]++] = m_cbProvideCard;
  1110. }
  1111. 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)
  1112. {
  1113. ZeroMemory(StatusPlay.cbCardData, sizeof(StatusPlay.cbCardData));
  1114. BYTE TempCardData[MAX_INDEX];
  1115. CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData));
  1116. BYTE TempEndCardData = m_GameLogic.GetEndCard(TempCardData);
  1117. BYTE TempCardIndex = m_GameLogic.SwitchToCardIndex(TempEndCardData);
  1118. if (TempCardData[TempCardIndex] == 0){ ASSERT(false); return false; }
  1119. TempCardData[TempCardIndex]--;
  1120. BYTE cardNum = m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData);
  1121. StatusPlay.cbCardData[cardNum] = TempEndCardData;
  1122. }
  1123. if (wChiarID == StatusPlay.wCurrentUser && m_wCurrentUser != INVALID_CHAIR && m_wCurrentUser == m_wProvideUser)//牌权是轮到他抓牌,未打出
  1124. {
  1125. ZeroMemory(StatusPlay.cbCardData, sizeof(StatusPlay.cbCardData));
  1126. BYTE TempCardData[MAX_INDEX];
  1127. CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData));
  1128. BYTE TempCardIndex = m_GameLogic.SwitchToCardIndex(m_cbProvideCard);
  1129. if (m_cbCardIndex[wChiarID][TempCardIndex] == 0)ASSERT(false);
  1130. TempCardData[TempCardIndex]--;
  1131. BYTE cardNum = m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData);
  1132. StatusPlay.cbCardData[cardNum] = m_GameLogic.SwitchToCardData(TempCardIndex);//处理得到最后一张牌数据放最后
  1133. }
  1134. //////////////////////////////////////////////////////////////////////////
  1135. if (mMjType == 1)
  1136. {
  1137. BYTE baojiauser;
  1138. //台数 获取断线玩家 选取的台数。0-18 已选台数 255 过 254 未选
  1139. BYTE taishu;
  1140. if (mbStartBaoTai == 1)
  1141. {
  1142. StatusPlay.wCurrentUser = mCurrentBaoUser;
  1143. baojiauser = 4;//未确定包家
  1144. taishu = mCurrentMinBaoTai;
  1145. }
  1146. else
  1147. if ((mbStartBaoTai == 2 || mbStartBaoTai == 3) && m_cbOutCardCount == 0)
  1148. {
  1149. StatusPlay.wCurrentUser = (m_wBankerUser & 0xff);
  1150. baojiauser = mbaoMjUserID;//已经确定包家
  1151. taishu = mUserOptBaoTai[mbaoMjUserID];
  1152. }
  1153. else
  1154. {
  1155. baojiauser = mbaoMjUserID;//已经确定包家
  1156. taishu = mUserOptBaoTai[mbaoMjUserID];
  1157. }
  1158. //20不包 21表示未选择
  1159. BYTE cbTaiInfo[4] = { 0 };
  1160. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1161. {
  1162. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1163. {
  1164. continue;
  1165. }
  1166. if (mUserOptBaoTai[i] == 255)
  1167. {
  1168. cbTaiInfo[i] = 20;
  1169. }
  1170. else if (mUserOptBaoTai[i] == -1)
  1171. {
  1172. cbTaiInfo[i] = 21;
  1173. }
  1174. else
  1175. {
  1176. cbTaiInfo[i] = mUserOptBaoTai[i];
  1177. }
  1178. }
  1179. //包家ID 6位 包家台数6位 每5位一个玩家台数
  1180. StatusPlay.dwOwnerID = 0;
  1181. StatusPlay.dwOwnerID |= baojiauser;
  1182. StatusPlay.dwOwnerID |= taishu << 6;
  1183. StatusPlay.dwOwnerID |= cbTaiInfo[0] << 12;
  1184. StatusPlay.dwOwnerID |= cbTaiInfo[1] << 17;
  1185. StatusPlay.dwOwnerID |= cbTaiInfo[2] << 22;
  1186. StatusPlay.dwOwnerID |= cbTaiInfo[3] << 27;
  1187. /* CString str;
  1188. 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]);*/
  1189. //OutputDebugString(str);
  1190. }
  1191. //////////////////////////////////////////////////////////////////////////
  1192. //发送场景
  1193. return m_pITableFrame->SendGameScene(pIServerUserItem, &StatusPlay, sizeof(StatusPlay));
  1194. }
  1195. }
  1196. return false;
  1197. }
  1198. catch (...)
  1199. {
  1200. OutputDebugString(_T("CTableFrameSink::OnEventSendGameScene... 触发异常\r\n"));
  1201. return false;
  1202. }
  1203. }
  1204. //定时器事件
  1205. bool CTableFrameSink::OnTimerMessage(DWORD wTimerID, WPARAM wBindParam)
  1206. {
  1207. return false;
  1208. }
  1209. //游戏消息处理
  1210. void CTableFrameSink::SetGameConfig(VOID * pDataBuffer, WORD wDataSize, std::wstring sPrivateRoomId)
  1211. {
  1212. tagGameConfig* ppConfig = (tagGameConfig*)pDataBuffer;
  1213. m_gameConfig.wSubGameID = ppConfig->wSubGameID;
  1214. m_gameConfig.wDiScore = ppConfig->wPlayRule;
  1215. m_gameConfig.wFanFei = ppConfig->wMaxFanRule;
  1216. m_gameConfig.wIpLimit = ppConfig->wMaxScore;
  1217. m_gameConfig.wPlayCountRule = ppConfig->wPlayCountRule;
  1218. m_gameConfig.RoomId = ppConfig->wHadPlayCount;
  1219. m_gameConfig.wHadPlayCount = 0;
  1220. m_gameConfig.bDuoLai = 1;
  1221. m_gameConfig.wFengDing = ppConfig->wFengDing;
  1222. m_gameConfig.tmp1 = ppConfig->tmp1;
  1223. if (m_gameConfig.wFengDing ==0||m_gameConfig.wFengDing==5)
  1224. {
  1225. mMaxTaiNum = 5;
  1226. }else if (m_gameConfig.wFengDing ==6 || m_gameConfig.wFengDing == 7)
  1227. {
  1228. mMaxTaiNum = m_gameConfig.wFengDing;
  1229. }
  1230. else
  1231. {
  1232. mMaxTaiNum = 20;
  1233. }
  1234. lstrcpy(m_gameConfig.sPrivateTableID, sPrivateRoomId.c_str());
  1235. //bGameType = m_gameConfig.wSubGameID;
  1236. //bGameZuiDiFen = m_gameConfig.wDiScore*(bGameType == HongZhong ? 10 : 16);
  1237. //协议修改,值变成 4 3 2
  1238. if (m_gameConfig.tmp1==0)
  1239. {
  1240. mPlayGameUserCount = 4;
  1241. }
  1242. else
  1243. {
  1244. if (m_gameConfig.tmp1==2)
  1245. {
  1246. m_bTwoPlayerFlag = TRUE;
  1247. mPlayGameUserCount = 3;
  1248. m_pITableFrame->SetStartMode(START_MODE_ALL_READY);
  1249. }
  1250. else
  1251. {
  1252. mPlayGameUserCount = m_gameConfig.tmp1;
  1253. }
  1254. }
  1255. //switch (Value)
  1256. //{
  1257. //case 0:
  1258. // mPlayGameUserCount = 4;
  1259. // break;
  1260. //case 1:
  1261. // mPlayGameUserCount = 3;
  1262. // break;
  1263. //case 2:
  1264. // mPlayGameUserCount = 2;
  1265. // break;
  1266. //default:
  1267. // break;
  1268. //}
  1269. m_pITableFrame->SetChairCount(mPlayGameUserCount);
  1270. ASSERT(m_gameConfig.wSubGameID >= 0 && m_gameConfig.wSubGameID < MahJongType::count);
  1271. if (m_gameConfig.wSubGameID==30)
  1272. {
  1273. mMjType = 0;//翻财神
  1274. }
  1275. else
  1276. {
  1277. mMjType = 1;//包麻将
  1278. 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
  1279. mBaoCacleDZFB = !m_gameConfig.bDuoLai;
  1280. }
  1281. m_GameLogic.SetGameLogicMjType(mMjType);
  1282. if (!sPrivateRoomId.empty())
  1283. {
  1284. mGameTableId = _wtoi(sPrivateRoomId.c_str());
  1285. }
  1286. else
  1287. {
  1288. mGameTableId = 1;
  1289. }
  1290. }
  1291. //游戏消息处理
  1292. bool CTableFrameSink::OnGameMessage(WORD wSubCmdID, VOID* pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem)
  1293. {
  1294. switch (wSubCmdID)
  1295. {
  1296. case SUB_C_OUT_CARD: //出牌消息
  1297. {
  1298. //定义变量
  1299. SparrowMaJiang::PB_CS_C_OutCard OutCard;
  1300. OutCard.ParseFromArray(pDataBuffer, wDataSize);
  1301. //用户效验
  1302. if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true;
  1303. return OnUserOutCard(pIServerUserItem->GetChairID(), OutCard.cbcarddata());
  1304. }
  1305. case SUB_C_OPERATE_CARD: //操作消息
  1306. {
  1307. SparrowMaJiang::PB_CS_C_OperateCard OperateCard;
  1308. OperateCard.ParseFromArray(pDataBuffer, wDataSize);
  1309. //用户效验
  1310. if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true;
  1311. //消息处理
  1312. CMD_C_OperateCard pOperateCard;
  1313. for (WORD i = 0; i < 4; i++)
  1314. {
  1315. pOperateCard.cbCaiShenCard[i] = OperateCard.cbcaishencard(i);
  1316. }
  1317. pOperateCard.cbOperateCard = OperateCard.cboperatecard();
  1318. pOperateCard.cbOperateCode = OperateCard.cboperatecode();
  1319. return OnUserOperateCard(pIServerUserItem->GetChairID(), pOperateCard.cbOperateCode, pOperateCard.cbOperateCard, pOperateCard.cbCaiShenCard);
  1320. }
  1321. case SUB_C_TRUSTEE: //托管
  1322. {
  1323. SparrowMaJiang::PB_CS_C_Trustee pTrustee;
  1324. pTrustee.ParseFromArray(pDataBuffer, wDataSize);
  1325. m_bTrustee[pIServerUserItem->GetChairID()] = pTrustee.btrustee();
  1326. CMD_S_Trustee Trustee;
  1327. Trustee.bTrustee = pTrustee.btrustee();
  1328. Trustee.wChairID = pIServerUserItem->GetChairID();
  1329. SparrowMaJiang::PB_CS_S_Trustee Trustees;
  1330. Trustees.set_btrustee(Trustee.bTrustee);
  1331. Trustees.set_wchairid(Trustee.wChairID);
  1332. std::string pbdata = Trustees.SerializePartialAsString();
  1333. RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1334. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1335. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1336. return true;
  1337. }
  1338. case SUB_C_SELECT_BAO:{
  1339. SparrowMaJiang::PB_CS_C_BAO pBaoTai;
  1340. pBaoTai.ParseFromArray(pDataBuffer, wDataSize);
  1341. SelectBaoTaiNum(pIServerUserItem->GetChairID(), pBaoTai.cbtainum());
  1342. return true;
  1343. }
  1344. case SUB_C_SELECT_CAI:{
  1345. SparrowMaJiang::PB_CS_C_Magic pMagic;
  1346. pMagic.ParseFromArray(pDataBuffer, wDataSize);
  1347. SelectBaoMagic(pIServerUserItem->GetChairID(), pMagic.cbmagicfirst(), pMagic.cbmagicsenced());
  1348. return true;
  1349. }
  1350. default:
  1351. return false;
  1352. }
  1353. return false;
  1354. }
  1355. //框架消息处理
  1356. bool CTableFrameSink::OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem)
  1357. {
  1358. return false;
  1359. }
  1360. //用户断线重连
  1361. bool CTableFrameSink::OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem)
  1362. {
  1363. auto dwUserID = pIServerUserItem->GetUserID();
  1364. auto iter = std::find(m_offlineUsers.begin(), m_offlineUsers.end(), dwUserID);
  1365. if (m_TabbOutCardCout[wChairID] > 0)
  1366. HttpTingCard(wChairID);
  1367. if (iter != end(m_offlineUsers))
  1368. {
  1369. m_offlineUsers.erase(iter); //玩家重新上线
  1370. return true;
  1371. }
  1372. return true;
  1373. }
  1374. //用户坐下
  1375. bool CTableFrameSink::OnActionUserSitDown(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser)
  1376. {
  1377. return true;
  1378. }
  1379. //游戏中途旁观进入
  1380. bool CTableFrameSink::PerformLookonLogin(IServerUserItem * pIServerUserItem)
  1381. {
  1382. CMD_S_PangGuan StatusPlay;
  1383. memset(&StatusPlay, 0, sizeof(StatusPlay));
  1384. //游戏房主基础配置
  1385. CopyMemory(&StatusPlay.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
  1386. CopyMemory(StatusPlay.lUserTmpScore, m_lGameTatolScore, sizeof(m_lGameTatolScore));
  1387. if (m_bTwoPlayerFlag)
  1388. {
  1389. StatusPlay.cbTotalCardCount = MAX_REPERTORY_ZJ_Two;
  1390. }
  1391. else
  1392. {
  1393. StatusPlay.cbTotalCardCount = MAX_REPERTORY_ZJ;
  1394. }
  1395. StatusPlay.cbLeftCardCount = m_cbLeftCardCount;
  1396. StatusPlay.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
  1397. StatusPlay.GameStatus = m_pITableFrame->IsDrawStarted();
  1398. if (StatusPlay.GameStatus)
  1399. {
  1400. //游戏变量
  1401. StatusPlay.wBankerUser = m_wBankerUser;
  1402. WORD wSice = WORD(m_lSiceCount & 0xffff);
  1403. StatusPlay.lSiZi[0] = HIBYTE(wSice);
  1404. StatusPlay.lSiZi[1] = LOBYTE(wSice);
  1405. StatusPlay.lSiZi[2] = m_cbMagicFirstData;
  1406. StatusPlay.lSiZi[3] = m_cbMagicSecondData;
  1407. if (mMjType!=1)
  1408. {
  1409. StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();
  1410. }
  1411. CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard));
  1412. CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount));
  1413. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1414. {
  1415. //StatusPlay.bWanLaiZi[i] = m_OutLaiZi[i];
  1416. //StatusPlay.bWanLaiZi[i] |= (m_OutHongZhongGang[i] << 4);
  1417. //StatusPlay.bWanLaiZi[i] |= (m_OutFaCaiGang[i] << 8);
  1418. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1419. {
  1420. continue;
  1421. }
  1422. StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]);
  1423. }
  1424. StatusPlay.totalOptTime = 10;
  1425. StatusPlay.leftOptTime = 0;
  1426. ASSERT(m_wProvideUser >= 0 && m_wProvideUser <= 3);
  1427. //当前到谁家
  1428. StatusPlay.wCurrentUser = (m_wCurrentUser == INVALID_CHAIR ? m_wProvideUser : m_wCurrentUser);
  1429. WORD OldUser = 0;//定义一个最后出牌用户`
  1430. if (m_wProvideUser == m_wCurrentUser&&m_wOutCardUser == INVALID_CHAIR)//牌权是摸牌得且没出牌
  1431. {
  1432. //if (m_bGangStatus)
  1433. //{
  1434. // StatusPlay.bPutCardData[m_wProvideUser] = m_OutLastLaiZiData;
  1435. //}
  1436. //else
  1437. //{
  1438. if (m_bTwoPlayerFlag)
  1439. {
  1440. OldUser = (m_wProvideUser - 2 + GAME_PLAYER) % GAME_PLAYER;
  1441. }
  1442. else
  1443. {
  1444. OldUser = (m_wProvideUser - 1 + mPlayGameUserCount) % mPlayGameUserCount;
  1445. }
  1446. BYTE TempIndex = 0;
  1447. BYTE bDiscardCount = (m_cbDiscardCount[OldUser] - 1) >= 0 ? (m_cbDiscardCount[OldUser] - 1) : 0;
  1448. for (BYTE i = bDiscardCount; i < 40; i++)
  1449. {
  1450. if (m_cbDiscardCard[OldUser][i] == 0)
  1451. {
  1452. TempIndex = i - 1;
  1453. break;
  1454. }
  1455. }
  1456. TempIndex = (TempIndex == 255) ? 0 : TempIndex;
  1457. StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex];
  1458. //}
  1459. }
  1460. if (m_wProvideUser == m_wOutCardUser&& m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候
  1461. {
  1462. StatusPlay.bPutCardData[m_wProvideUser] = m_cbProvideCard;
  1463. StatusPlay.cbDiscardCard[m_wProvideUser][StatusPlay.cbDiscardCount[m_wProvideUser]++] = m_cbProvideCard;
  1464. }
  1465. //组合扑克
  1466. CopyMemory(StatusPlay.WeaveItemArray, m_WeaveItemArray, sizeof(m_WeaveItemArray));
  1467. CopyMemory(StatusPlay.cbWeaveCount, m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount));
  1468. if (mMjType == 1)
  1469. {
  1470. BYTE baojiauser;
  1471. //台数 获取断线玩家 选取的台数。0-18 已选台数 255 过 254 未选
  1472. BYTE taishu;
  1473. if (IsCanReturnResult())
  1474. {
  1475. baojiauser = mbaoMjUserID;
  1476. taishu = mUserOptBaoTai[mbaoMjUserID];
  1477. }
  1478. else
  1479. {
  1480. baojiauser = 4;
  1481. taishu = mCurrentMinBaoTai;
  1482. }
  1483. StatusPlay.wCurrentUser = mCurrentBaoUser;
  1484. BYTE cbTaiInfo[4] = { 0 };
  1485. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1486. {
  1487. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1488. {
  1489. continue;
  1490. }
  1491. if (mUserOptBaoTai[i] == 255)
  1492. {
  1493. cbTaiInfo[i] = 20;
  1494. }
  1495. else if (mUserOptBaoTai[i] == -1)
  1496. {
  1497. cbTaiInfo[i] = 21;
  1498. }
  1499. else
  1500. {
  1501. cbTaiInfo[i] = mUserOptBaoTai[i];
  1502. }
  1503. }
  1504. StatusPlay.dwOwnerID = 0;
  1505. StatusPlay.dwOwnerID |= baojiauser;
  1506. StatusPlay.dwOwnerID |= taishu << 6;
  1507. StatusPlay.dwOwnerID |= cbTaiInfo[0] << 12; //东
  1508. StatusPlay.dwOwnerID |= cbTaiInfo[1] << 17; //南
  1509. StatusPlay.dwOwnerID |= cbTaiInfo[2] << 22; //西
  1510. StatusPlay.dwOwnerID |= cbTaiInfo[3] << 27; //北
  1511. CString str;
  1512. 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]);
  1513. //OutputDebugString(str);
  1514. }
  1515. }
  1516. SparrowMaJiang::PB_CS_S_PangGuan PangGuan;
  1517. PangGuan.mutable_gameconfig()->set_bduolai(StatusPlay.gameConfig.bDuoLai);
  1518. PangGuan.mutable_gameconfig()->set_isowner(StatusPlay.gameConfig.IsOwner);
  1519. PangGuan.mutable_gameconfig()->set_roomid(StatusPlay.gameConfig.RoomId);
  1520. std::string sPrivateTableID = CW2AEX<1024>(StatusPlay.gameConfig.sPrivateTableID, CP_UTF8).m_psz;
  1521. PangGuan.mutable_gameconfig()->set_sprivatetableid(sPrivateTableID);
  1522. PangGuan.mutable_gameconfig()->set_tmp1(StatusPlay.gameConfig.tmp1);
  1523. PangGuan.mutable_gameconfig()->set_tmp2(StatusPlay.gameConfig.tmp2);
  1524. PangGuan.mutable_gameconfig()->set_wdiscore(StatusPlay.gameConfig.wDiScore);
  1525. PangGuan.mutable_gameconfig()->set_wfanfei(StatusPlay.gameConfig.wFanFei);
  1526. PangGuan.mutable_gameconfig()->set_wfengding(StatusPlay.gameConfig.wFengDing);
  1527. PangGuan.mutable_gameconfig()->set_whadplaycount(StatusPlay.gameConfig.wHadPlayCount);
  1528. PangGuan.mutable_gameconfig()->set_wiplimit(StatusPlay.gameConfig.wIpLimit);
  1529. PangGuan.mutable_gameconfig()->set_wplaycountrule(StatusPlay.gameConfig.wPlayCountRule);
  1530. PangGuan.mutable_gameconfig()->set_wsubgameid(StatusPlay.gameConfig.wSubGameID);
  1531. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  1532. {
  1533. PangGuan.add_lusertmpscore(StatusPlay.lUserTmpScore[j]);
  1534. PangGuan.add_bputcarddata(StatusPlay.bPutCardData[j]);
  1535. PangGuan.add_cbcardcount(StatusPlay.cbCardCount[j]);
  1536. PangGuan.add_cbweavecount(StatusPlay.cbWeaveCount[j]);
  1537. PangGuan.add_cbdiscardcount(StatusPlay.cbDiscardCount[j]);
  1538. SparrowMaJiang::pb_cbDiscardCard* DiscardCard = PangGuan.add_cbdiscardcard();
  1539. for (BYTE i = 0; i < 40; i++)
  1540. {
  1541. DiscardCard->add_cbdiscardcard(StatusPlay.cbDiscardCard[j][i]);
  1542. }
  1543. SparrowMaJiang::pb_WeaveItemArray* WeaveItemArray = PangGuan.add_weaveitemarray();
  1544. for (BYTE i = 0; i < 4; i++)
  1545. {
  1546. SparrowMaJiang::pb_WeaveItem* WeaveItem = WeaveItemArray->add_weaveitem();
  1547. WeaveItem->set_cbcentercard(StatusPlay.WeaveItemArray[j][i].cbCenterCard);
  1548. WeaveItem->set_cbpubliccard(StatusPlay.WeaveItemArray[j][i].cbPublicCard);
  1549. WeaveItem->set_cbweavekind(StatusPlay.WeaveItemArray[j][i].cbWeaveKind);
  1550. WeaveItem->set_wprovideuser(StatusPlay.WeaveItemArray[j][i].wProvideUser);
  1551. for (BYTE k = 0; k < 4; k++)
  1552. {
  1553. WeaveItem->add_cbmargicoffset(StatusPlay.WeaveItemArray[j][i].cbMargicOffset[k]);
  1554. }
  1555. }
  1556. }
  1557. PangGuan.set_gamestatus(StatusPlay.GameStatus);
  1558. PangGuan.set_cbtotalcardcount(StatusPlay.cbTotalCardCount);
  1559. PangGuan.set_cbleftcardcount(StatusPlay.cbLeftCardCount);
  1560. PangGuan.set_wbankeruser(StatusPlay.wBankerUser);
  1561. for (BYTE j = 0; j < 4; j++)
  1562. {
  1563. PangGuan.add_lsizi(StatusPlay.lSiZi[j]);
  1564. }
  1565. PangGuan.set_dwownerid(StatusPlay.dwOwnerID);
  1566. PangGuan.set_wcurrentuser(StatusPlay.wCurrentUser);
  1567. PangGuan.set_totalopttime(StatusPlay.totalOptTime);
  1568. PangGuan.set_leftopttime(StatusPlay.leftOptTime);
  1569. std::string pbdata = PangGuan.SerializePartialAsString();
  1570. return m_pITableFrame->SendUserItemData(pIServerUserItem, SUB_S_PANGGUAN, (void*)pbdata.c_str(), pbdata.length());
  1571. }
  1572. //用户起来
  1573. bool CTableFrameSink::OnActionUserStandUp(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser)
  1574. {
  1575. //庄家设置
  1576. if (bLookonUser == false && !QueryUseTemporaryScore())
  1577. {
  1578. m_bTrustee[wChairID]=false;
  1579. CMD_S_Trustee Trustee;
  1580. Trustee.bTrustee=false;
  1581. Trustee.wChairID = wChairID;
  1582. SparrowMaJiang::PB_CS_S_Trustee Trustees;
  1583. Trustees.set_btrustee(Trustee.bTrustee);
  1584. Trustees.set_wchairid(Trustee.wChairID);
  1585. std::string pbdata = Trustees.SerializePartialAsString();
  1586. RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1587. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1588. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_TRUSTEE, (void*)pbdata.c_str(), pbdata.length());
  1589. }
  1590. return true;
  1591. }
  1592. //用户出牌
  1593. bool CTableFrameSink::OnUserOutCard(WORD wChairID, BYTE cbCardData)
  1594. {
  1595. if (mMjType == 1 && mbStartBaoTai != 3)
  1596. {
  1597. return false;
  1598. }
  1599. if (mMjType == 1 && wChairID == mbaoMjUserID&&m_cbUserAction[wChairID] & (WIK_TIAN_ZI_MO | WIK_ZI_MO))
  1600. {
  1601. HandleBaoMjZaHu(wChairID, WIK_NULL, cbCardData, NULL);
  1602. return true;
  1603. }
  1604. m_bQiangGang = false;
  1605. //效验状态
  1606. ASSERT(m_pITableFrame->GetGameStatus() == GS_MJ_PLAY);
  1607. if (m_pITableFrame->GetGameStatus() != GS_MJ_PLAY) return true;
  1608. //错误断言
  1609. ASSERT(wChairID == m_wCurrentUser);
  1610. ASSERT(m_GameLogic.IsValidCard(cbCardData) == true);
  1611. //效验参数
  1612. if (wChairID != m_wCurrentUser) return false;
  1613. if (m_GameLogic.IsValidCard(cbCardData) == false) return false;
  1614. if ((m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]) - 2) % 3 != 0)
  1615. {
  1616. return false;
  1617. }
  1618. //删除扑克
  1619. if (m_GameLogic.RemoveCard(m_cbCardIndex[wChairID], cbCardData) == false)
  1620. {
  1621. ASSERT(FALSE);
  1622. return false;
  1623. }
  1624. ZeroMemory(&m_cbLastDisCardData[wChairID], sizeof(m_cbLastDisCardData[wChairID]));
  1625. m_cbLastDisCount[wChairID] = 0;
  1626. //for (BYTE i = 0; i < GAME_PLAYER; i++)
  1627. //{
  1628. // if (i == wChairID)continue;
  1629. // m_cbLastDisCardData[i][m_cbLastDisCount[i]++] = cbCardData;//打出得牌,放到其他玩家得记忆库里面
  1630. //}
  1631. //m_bSendStatus = true;
  1632. //if (m_bGangStatus)
  1633. //{
  1634. //m_OutLastLaiZiData = 0; //最后杠牌数据,断线重连用的着
  1635. // m_bGangStatus = false;
  1636. ZeroMemory(m_bUsersGangStatus, GAME_PLAYER);
  1637. m_bGangOption = 0;
  1638. m_GangPrivedUserID = -1;
  1639. //m_bGangOutStatus = true;
  1640. //}
  1641. m_cbUserAction[wChairID] = WIK_NULL;
  1642. m_cbPerformAction[wChairID] = WIK_NULL;
  1643. //出牌记录
  1644. m_cbOutCardCount++;
  1645. m_wOutCardUser = wChairID; //记录出牌人
  1646. m_cbOutCardData = cbCardData; //记录出牌数据
  1647. m_TabbOutCardCout[wChairID] = 0; //可以打出的牌就听牌的个数
  1648. ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌
  1649. 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
  1650. 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
  1651. BYTE FanHui[MAX_INDEX] = { 0 };
  1652. /*m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], FanHui);
  1653. if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], FanHui))
  1654. {*/
  1655. OutTingCard(wChairID, m_GameLogic.SwitchToCardIndex(m_cbOutCardData));
  1656. //}
  1657. //构造数据
  1658. CMD_S_OutCard OutCard;
  1659. OutCard.wOutCardUser = wChairID;
  1660. OutCard.cbOutCardData = cbCardData;
  1661. OutCard.bOptType = 0;
  1662. SparrowMaJiang::PB_CS_S_OutCard Card;
  1663. Card.set_woutcarduser(OutCard.wOutCardUser);
  1664. Card.set_cboutcarddata(OutCard.cbOutCardData);
  1665. Card.set_bopttype(OutCard.bOptType);
  1666. //发送数据
  1667. std::string pbdata = Card.SerializePartialAsString();
  1668. RepayRecord(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length());
  1669. //发送消息
  1670. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length());
  1671. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OUT_CARD, (void*)pbdata.c_str(), pbdata.length());
  1672. m_wProvideUser = wChairID;
  1673. m_cbProvideCard = cbCardData;
  1674. //用户切换
  1675. m_wCurrentUser = (wChairID + 1) % mPlayGameUserCount;
  1676. if (m_bTwoPlayerFlag&& m_wCurrentUser==TowMjNullseat)
  1677. {
  1678. m_wCurrentUser++;
  1679. }
  1680. //响应判断
  1681. bool bAroseAction = EstimateUserRespond(wChairID, cbCardData, EstimatKind_OutCard);
  1682. //派发扑克
  1683. if (bAroseAction == false)
  1684. {
  1685. DispatchCardData(m_wCurrentUser);
  1686. }
  1687. return true;
  1688. }
  1689. //用户操作
  1690. bool CTableFrameSink::OnUserOperateCard(WORD wChairID, int cbOperateCode, BYTE cbOperateCard, BYTE cbCaiShenCard[4])
  1691. {
  1692. //效验状态
  1693. ASSERT(m_pITableFrame->GetGameStatus() == GS_MJ_PLAY);
  1694. if (m_pITableFrame->GetGameStatus() != GS_MJ_PLAY)
  1695. return true;
  1696. //效验用户 注意:机器人有可能发生此断言
  1697. //ASSERT((wChairID==m_wCurrentUser)||(m_wCurrentUser==INVALID_CHAIR));
  1698. if ((wChairID != m_wCurrentUser) && (m_wCurrentUser != INVALID_CHAIR))
  1699. return true;
  1700. tagGangCardResult GangCardResult;
  1701. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  1702. //被动动作
  1703. 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
  1704. {
  1705. //效验状态
  1706. if (m_bResponse[wChairID] == true)
  1707. return true;
  1708. if ((cbOperateCode != WIK_NULL) && ((m_cbUserAction[wChairID] & cbOperateCode) == 0))
  1709. return true;
  1710. //变量定义
  1711. WORD wTargetUser = wChairID;
  1712. int cbTargetAction = cbOperateCode;
  1713. //设置变量
  1714. m_bResponse[wChairID] = true;
  1715. m_cbPerformAction[wChairID] = cbOperateCode;
  1716. m_cbOperateCard[wChairID] = cbOperateCard;
  1717. CopyMemory(m_cbOperateCaiCard[wChairID], cbCaiShenCard, sizeof(cbCaiShenCard));
  1718. if (mMjType == 1 && wTargetUser == mbaoMjUserID&&cbOperateCode != WIK_CHI_HU&&m_cbUserAction[wChairID] & WIK_CHI_HU)
  1719. {
  1720. cbTargetAction = WIK_ZAHU;
  1721. m_cbPerformAction[wChairID] = WIK_ZAHU;
  1722. }
  1723. if (mMjType == 1)
  1724. {
  1725. if (m_cbPerformAction[mbaoMjUserID] == WIK_ZAHU && (wTargetUser == (mbaoMjUserID + 1) % mPlayGameUserCount || wTargetUser == ((m_wProvideUser + (mPlayGameUserCount - 1)) % mPlayGameUserCount)))
  1726. {
  1727. HandleBaoMjZaHu(mbaoMjUserID, cbOperateCode, cbOperateCard, cbCaiShenCard);
  1728. return true;
  1729. }
  1730. if ((wTargetUser == mbaoMjUserID&&cbTargetAction != WIK_CHI_HU&&m_cbUserAction[wChairID] & WIK_CHI_HU) || (cbTargetAction == WIK_ZAHU))
  1731. {
  1732. HandleBaoMjZaHu(mbaoMjUserID, cbOperateCode, cbOperateCard, cbCaiShenCard);
  1733. return true;
  1734. }
  1735. }
  1736. //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]
  1737. WORD TempUser = m_wProvideUser;
  1738. OperatorPriority(TempUser, wTargetUser, cbTargetAction);
  1739. if (m_bResponse[wTargetUser] == false)//操作判断
  1740. {
  1741. if (cbOperateCode == WIK_NULL)
  1742. m_cbLastDisCardData[wChairID][m_cbLastDisCount[wChairID]++] = m_cbProvideCard;
  1743. return true;
  1744. }
  1745. //放弃操作
  1746. 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。
  1747. {
  1748. m_cbOperateCard[wTargetUser] = m_cbProvideCard;
  1749. }
  1750. else
  1751. {
  1752. m_bQiangGang = false;
  1753. }
  1754. if (cbOperateCode == WIK_NULL &&cbTargetAction == WIK_NULL)
  1755. {
  1756. //用户状态
  1757. ZeroMemory(m_bResponse, sizeof(m_bResponse));
  1758. ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
  1759. ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard));
  1760. ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
  1761. //当该用户点过时 加入该张牌
  1762. //if(wTargetUser==wChairID)
  1763. //{
  1764. m_cbLastDisCardData[wTargetUser][m_cbLastDisCount[wTargetUser]++] = m_cbProvideCard;
  1765. //}
  1766. if (m_wCurrentUser == INVALID_CHAIR)
  1767. DispatchCardData(m_wResumeUser);
  1768. return true;
  1769. }
  1770. //变量定义
  1771. BYTE cbTargetCard = m_cbOperateCard[wTargetUser];
  1772. BYTE cbTargetCaiCard[4] = { 0 };
  1773. CopyMemory(cbTargetCaiCard, m_cbOperateCaiCard[wTargetUser], sizeof(cbTargetCaiCard));
  1774. if (cbTargetCard != m_cbProvideCard)//校验很重要
  1775. {
  1776. m_bResponse[wTargetUser] = false;
  1777. ASSERT(false);
  1778. return false;
  1779. }
  1780. //出牌变量
  1781. m_cbOutCardData = 0;
  1782. //m_bSendStatus = true;
  1783. m_wOutCardUser = INVALID_CHAIR;
  1784. //m_bEnjoinChiHu[wTargetUser] = true;
  1785. //用户状态
  1786. ZeroMemory(m_bResponse, sizeof(m_bResponse));
  1787. ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
  1788. ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard));
  1789. ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
  1790. //组合扑克
  1791. if (cbTargetAction&(WIK_LEFT | WIK_CENTER | WIK_RIGHT | WIK_PENG | WIK_MING_GANG))
  1792. {
  1793. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  1794. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  1795. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  1796. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  1797. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  1798. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  1799. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  1800. /*if (cbTargetAction& WIK_PENG)
  1801. {
  1802. //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
  1803. ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData));
  1804. ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount));
  1805. }*/
  1806. }
  1807. if (cbTargetAction &WIK_ZI_MO)//此动作为抢杠胡才会促发
  1808. {
  1809. m_bQiangGang = true;
  1810. ZeroMemory(m_bUsersGangStatus, GAME_PLAYER);
  1811. m_wCurrentUser = wTargetUser;
  1812. //m_wProvideUser = wTargetUser;
  1813. m_cbSendCardData = m_cbProvideCard;
  1814. m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
  1815. m_cbUserAction[wTargetUser] = WIK_ZI_MO;
  1816. OnUserOperateCard(wTargetUser, WIK_ZI_MO, m_cbProvideCard, NULL);
  1817. return true;
  1818. }
  1819. if (cbTargetAction &(WIK_DI_CHIHU | WIK_CHI_HU))
  1820. {
  1821. //用户状态
  1822. BYTE TempCardData = m_cbProvideCard;
  1823. int TempAction = 0;
  1824. CChiHuRight chr;
  1825. BYTE TaiShu = 0;
  1826. TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wTargetUser], m_WeaveItemArray[wTargetUser],
  1827. m_cbWeaveItemCount[wTargetUser], m_cbProvideCard, chr, TaiShu);
  1828. if (TempAction == WIK_NULL)
  1829. {
  1830. ASSERT(false);
  1831. return false;
  1832. }
  1833. m_HuPai[wTargetUser]++;
  1834. CMD_S_OperateResult OperateResult;
  1835. OperateResult.wOperateUser = wTargetUser;
  1836. OperateResult.cbOperateCard = cbTargetCard;
  1837. OperateResult.cbOperateCode = cbTargetAction;
  1838. OperateResult.wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  1839. WORD paitype = bHuPaiType(chr);
  1840. if (cbTargetAction == WIK_DI_CHIHU){ paitype = ZJ_TAI_DiHu; TaiShu = 7; }
  1841. OperateResult.cbActionMask = TaiShu | (paitype << 16);
  1842. ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
  1843. SparrowMaJiang::PB_CS_S_OperateResult Result;
  1844. Result.set_woperateuser(OperateResult.wOperateUser);
  1845. Result.set_cboperatecard(OperateResult.cbOperateCard);
  1846. Result.set_cboperatecode(OperateResult.cbOperateCode);
  1847. Result.set_wprovideuser(OperateResult.wProvideUser);
  1848. for (BYTE j = 0; j < 4; j++)
  1849. {
  1850. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  1851. }
  1852. Result.set_cbactionmask(OperateResult.cbActionMask);
  1853. for (BYTE j = 0; j < 6; j++)
  1854. {
  1855. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  1856. }
  1857. //发送数据
  1858. std::string pbdata = Result.SerializePartialAsString();
  1859. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1860. //发送消息
  1861. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1862. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  1863. //积分变动
  1864. CMD_S_GangScore gs;
  1865. ZeroMemory(&gs, sizeof(gs));
  1866. gs.cbOperateCode = cbTargetAction;
  1867. gs.wChairId = wTargetUser;
  1868. int TempInfoScore = 0;
  1869. WORD LaoZhuang = m_wBankerUser & 0x00ff;
  1870. if (LianXuHuPai[LaoZhuang] >= 2)
  1871. {
  1872. TaiShu = TaiShu + 1;
  1873. }//老庄台数加1
  1874. if (cbTargetAction&WIK_DI_CHIHU)
  1875. {
  1876. CaculationScore(wTargetUser, TaiShu, win_DiHu, m_wProvideUser, chr, gs);
  1877. }
  1878. else
  1879. {
  1880. CaculationScore(wTargetUser, TaiShu, Win_FangPao, m_wProvideUser, chr, gs);
  1881. }
  1882. LianXuHuPai[wTargetUser]++;
  1883. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  1884. GangScore.set_cboperatecode(gs.cbOperateCode);
  1885. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  1886. {
  1887. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  1888. GangScore.add_lgangscore(gs.lGangScore[j]);
  1889. }
  1890. GangScore.set_wchairid(gs.wChairId);
  1891. std::string pbscore = GangScore.SerializePartialAsString();
  1892. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  1893. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  1894. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  1895. {
  1896. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  1897. {
  1898. continue;
  1899. }
  1900. gs.cbWanJiaScore[i] = m_lGameScore[i];
  1901. }
  1902. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  1903. {
  1904. GangScore.set_cbwanjiascore(j, gs.cbWanJiaScore[j]);
  1905. }
  1906. std::string pbrecord = GangScore.SerializePartialAsString();
  1907. RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbrecord.c_str(), pbrecord.length());
  1908. OnEventGameConclude(wTargetUser, NULL, GER_NORMAL);
  1909. return true;
  1910. }
  1911. DeleteCaiShenCard(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard);
  1912. //杠牌处理
  1913. if (cbTargetAction & (WIK_MING_GANG | WIK_DAN_MING_GANG | WIK_SHUANG_MING_GANG | WIK_SAN_MING_GANG))
  1914. {
  1915. int cbActionMask = WIK_NULL;
  1916. WORD cbActionCard[6] = { 0 };
  1917. HttpOperateResult(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard, cbActionMask, cbActionCard);
  1918. //设置用户
  1919. m_wCurrentUser = wTargetUser;
  1920. m_bGangOption = cbTargetAction;
  1921. m_GangPrivedUserID = m_wProvideUser;
  1922. DispatchCardData(wTargetUser, true);
  1923. return true;
  1924. }
  1925. else
  1926. {
  1927. WORD cbActionCard[6] = { 0 };
  1928. int cbActionMask = NULL;
  1929. /*if (m_cbLeftCardCount > 6)
  1930. {
  1931. tagGangCardResult GangCardResult;
  1932. cbActionMask = m_GameLogic.AnalyseGangCard(m_cbCardIndex[wTargetUser], m_WeaveItemArray[wTargetUser], m_cbWeaveItemCount[wTargetUser], GangCardResult);
  1933. m_cbUserAction[wTargetUser] |= cbActionMask;
  1934. for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
  1935. {
  1936. cbActionCard[i] = GangCardResult.cbCardData[i];
  1937. }
  1938. }*/
  1939. // m_TabbOutCardCout[wTargetUser] = 0; //可以打出的牌就听牌的个数
  1940. // ZeroMemory(m_TabbOutCardData[wTargetUser], sizeof(m_TabbOutCardData[wTargetUser])); //具体打哪几张牌
  1941. // 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
  1942. // 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
  1943. TingCard(wTargetUser);
  1944. HttpOperateResult(wTargetUser, cbTargetCaiCard, cbTargetAction, cbTargetCard, cbActionMask, cbActionCard);
  1945. //设置用户
  1946. m_wCurrentUser = wTargetUser;
  1947. if (m_TabbOutCardCout[wTargetUser] > 0)//有听牌就发一个听牌协议
  1948. {
  1949. HttpTingCard(wTargetUser);
  1950. }
  1951. return true;
  1952. }
  1953. ASSERT(false);
  1954. return false;
  1955. }
  1956. //主动动作
  1957. if (m_wCurrentUser == wChairID) //如果是摸牌用户的操作,比如自摸或者自杠
  1958. {
  1959. if (cbOperateCode == WIK_NULL)
  1960. {
  1961. if (mMjType == 1 && wChairID == mbaoMjUserID&&cbOperateCode!= WIK_ZI_MO&&m_cbUserAction[wChairID] & (WIK_TIAN_ZI_MO | WIK_ZI_MO))
  1962. {
  1963. HandleBaoMjZaHu(wChairID, cbOperateCode, cbOperateCard, cbCaiShenCard);
  1964. return true;
  1965. }
  1966. //用户状态
  1967. ZeroMemory(m_bResponse, sizeof(m_bResponse));
  1968. ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
  1969. ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard));
  1970. ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
  1971. //发送扑克
  1972. return true;
  1973. }
  1974. //效验操作
  1975. if ((cbOperateCode == WIK_NULL) || ((m_cbUserAction[wChairID] & cbOperateCode) == 0))
  1976. return true;
  1977. //设置变量
  1978. //m_bSendStatus = true;
  1979. //m_bEnjoinChiHu[m_wCurrentUser]=true;
  1980. m_cbUserAction[m_wCurrentUser] = WIK_NULL;
  1981. m_cbPerformAction[m_wCurrentUser] = WIK_NULL;
  1982. bool bPublic = false;
  1983. //执行动作
  1984. if (cbOperateCode & (WIK_TIAN_ZI_MO | WIK_ZI_MO))
  1985. {
  1986. BYTE TempCardData = m_cbProvideCard;
  1987. if (m_cbProvideCard != m_cbSendCardData || m_cbProvideCard != cbOperateCard)
  1988. {
  1989. ASSERT(false);
  1990. return false;
  1991. }
  1992. int TempAction = 0;
  1993. CChiHuRight chr;
  1994. BYTE TaiShu = 0;
  1995. m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--;
  1996. TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID],
  1997. m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, TaiShu, m_bUsersGangStatus[wChairID], m_bQiangGang);
  1998. m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
  1999. if (TempAction == WIK_NULL)
  2000. {
  2001. ASSERT(false);
  2002. return false;
  2003. }
  2004. m_HuPai[wChairID]++;
  2005. CMD_S_OperateResult OperateResult;
  2006. OperateResult.wOperateUser = wChairID;
  2007. OperateResult.cbOperateCard = cbOperateCard;
  2008. OperateResult.cbOperateCode = cbOperateCode;
  2009. OperateResult.wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wChairID : m_wProvideUser;
  2010. WORD paitype = bHuPaiType(chr);
  2011. if (m_bUsersGangStatus[wChairID] == true)
  2012. {
  2013. paitype |= ZJ_TAI_GangKai;
  2014. //TaiShu++;
  2015. }
  2016. if (m_bQiangGang == true)
  2017. {
  2018. paitype |= ZJ_TAI_QiangGang;
  2019. OperateResult.cbOperateCode = WIK_CHI_HU;
  2020. }
  2021. if (WIK_TIAN_ZI_MO == cbOperateCode)//天胡台数直接到最大
  2022. {
  2023. paitype = ZJ_TAI_TianHu;
  2024. TaiShu = 7;
  2025. }
  2026. OperateResult.cbActionMask = TaiShu | (paitype << 16);//异或 然后右移
  2027. ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
  2028. SparrowMaJiang::PB_CS_S_OperateResult Result;
  2029. Result.set_woperateuser(OperateResult.wOperateUser);
  2030. Result.set_cboperatecard(OperateResult.cbOperateCard);
  2031. Result.set_cboperatecode(OperateResult.cbOperateCode);
  2032. Result.set_wprovideuser(OperateResult.wProvideUser);
  2033. for (BYTE j = 0; j < 4; j++)
  2034. {
  2035. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  2036. }
  2037. Result.set_cbactionmask(OperateResult.cbActionMask);
  2038. for (BYTE j = 0; j < 6; j++)
  2039. {
  2040. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  2041. }
  2042. //发送数据
  2043. std::string pbdata = Result.SerializePartialAsString();
  2044. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2045. //发送消息
  2046. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2047. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2048. //积分变动
  2049. CMD_S_GangScore gs;
  2050. ZeroMemory(&gs, sizeof(gs));
  2051. gs.wChairId = wChairID;
  2052. gs.cbOperateCode = WIK_ZI_MO;
  2053. if (m_bQiangGang == true){
  2054. gs.cbOperateCode = WIK_CHI_HU;
  2055. }
  2056. else
  2057. {
  2058. gs.cbOperateCode = WIK_ZI_MO;
  2059. }
  2060. int TempInfoScore = 0;
  2061. WORD LaoZhuang = m_wBankerUser & 0x00ff;
  2062. if (LianXuHuPai[LaoZhuang] >= 2)
  2063. {
  2064. TaiShu++;
  2065. //TaiShu = TaiShu > (mMaxTaiNum - 1) ? mMaxTaiNum : ++TaiShu;//老庄台数加1
  2066. }
  2067. /* if (TaiShu>FengDingTaiNum)
  2068. {
  2069. TaiShu = FengDingTaiNum;
  2070. }*/
  2071. // [9/11/2017 Zoro] 经与苗苗确认,取消新加需求。所有杠开 都算自摸。
  2072. /* if (mMjType==1&&m_bGangStatus==true)
  2073. {
  2074. if (m_GangPrivedUserID!=wChairID&&m_GangPrivedUserID!=-1&&wChairID==mbaoMjUserID)
  2075. {
  2076. CaculationScore(wChairID, TaiShu, Win_FangPao, m_GangPrivedUserID, chr, gs);
  2077. }
  2078. else
  2079. {
  2080. CaculationScore(wChairID, TaiShu, Win_ZiMo, m_wProvideUser, chr, gs);
  2081. }
  2082. }
  2083. else
  2084. {*/
  2085. CaculationScore(wChairID, TaiShu, Win_ZiMo, m_wProvideUser, chr, gs);
  2086. //}
  2087. LianXuHuPai[wChairID]++;
  2088. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  2089. GangScore.set_cboperatecode(gs.cbOperateCode);
  2090. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  2091. {
  2092. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  2093. GangScore.add_lgangscore(gs.lGangScore[j]);
  2094. }
  2095. GangScore.set_wchairid(gs.wChairId);
  2096. std::string pbscore = GangScore.SerializePartialAsString();
  2097. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  2098. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  2099. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  2100. {
  2101. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2102. {
  2103. continue;
  2104. }
  2105. gs.cbWanJiaScore[i] = m_lGameScore[i];
  2106. }
  2107. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  2108. {
  2109. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  2110. }
  2111. std::string pbrecord = GangScore.SerializePartialAsString();
  2112. RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbrecord.c_str(), pbrecord.length());
  2113. OnEventGameConclude(wChairID, NULL, GER_NORMAL);
  2114. return true;
  2115. }
  2116. if (cbOperateCode & (WIK_DAN_BU_GANG | WIK_BU_GANG))
  2117. {
  2118. DeleteCard(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard);
  2119. int cbActionMask = WIK_NULL;
  2120. WORD cbActionCard[6] = { 0 };
  2121. HttpOperateResult(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard, cbActionMask, cbActionCard);
  2122. //响应判断
  2123. m_wProvideUser = wChairID;
  2124. m_bQiangGang = true;
  2125. m_bUsersGangStatus[wChairID] = true;
  2126. bool bAroseAction = EstimateUserRespond(wChairID, cbOperateCard, EstimatKind_GangCard);//补杠,别人可以抢杠胡
  2127. // 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]
  2128. //派发扑克
  2129. if (bAroseAction == false)
  2130. {
  2131. m_bQiangGang = false;
  2132. m_bGangOption = cbOperateCode;
  2133. m_GangPrivedUserID = m_wCurrentUser;
  2134. DispatchCardData(m_wCurrentUser,true);
  2135. }
  2136. else
  2137. {
  2138. // m_bGangStatus = false;
  2139. m_bQiangGang = true;
  2140. }
  2141. return true;
  2142. }
  2143. DeleteCard(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard);
  2144. int cbActionMask = WIK_NULL;
  2145. WORD cbActionCard[6] = { 0 };
  2146. HttpOperateResult(wChairID, cbCaiShenCard, cbOperateCode, cbOperateCard, cbActionMask, cbActionCard);
  2147. DispatchCardData(wChairID, true);
  2148. return true;
  2149. }
  2150. return true;
  2151. }
  2152. //发送操作
  2153. bool CTableFrameSink::SendOperateNotify()
  2154. {
  2155. //发送提示
  2156. for (WORD i=0;i<mPlayGameUserCount;i++)
  2157. {
  2158. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2159. {
  2160. continue;
  2161. }
  2162. if (m_cbUserAction[i]!=WIK_NULL)
  2163. {
  2164. //构造数据
  2165. CMD_S_OperateNotify OperateNotify;
  2166. OperateNotify.wResumeUser=m_wResumeUser;
  2167. OperateNotify.cbActionCard=m_cbProvideCard;
  2168. OperateNotify.cbActionMask=m_cbUserAction[i];
  2169. SparrowMaJiang::PB_CS_S_OperateNotify Notify;
  2170. Notify.set_wresumeuser(OperateNotify.wResumeUser);
  2171. Notify.set_cbactioncard(OperateNotify.cbActionCard);
  2172. Notify.set_cbactionmask(OperateNotify.cbActionMask);
  2173. std::string pbdata = Notify.SerializePartialAsString();
  2174. //发送数据
  2175. m_pITableFrame->SendTableData(i, SUB_S_OPERATE_NOTIFY, (void*)pbdata.c_str(), pbdata.length());
  2176. ////-沙 前端需要展示提示数据
  2177. OperateNotify.wResumeUser = i;
  2178. Notify.set_wresumeuser(OperateNotify.wResumeUser);
  2179. std::string pbrecord = Notify.SerializePartialAsString();
  2180. RepayRecord(i, SUB_S_OPERATE_NOTIFY, (void*)pbrecord.c_str(), pbrecord.length());
  2181. }
  2182. }
  2183. //m_pITableFrame->SendLookonData(i, SUB_S_OPERATE_NOTIFY, &OperateNotify, sizeof(OperateNotify));
  2184. return true;
  2185. }
  2186. //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
  2187. bool CTableFrameSink::DispatchCardData(WORD wCurrentUser, bool bTail)
  2188. {
  2189. //状态效验
  2190. ASSERT(wCurrentUser != INVALID_CHAIR);
  2191. if (wCurrentUser == INVALID_CHAIR)
  2192. return false;
  2193. if (wCurrentUser==TowMjNullseat&&m_bTwoPlayerFlag)
  2194. {
  2195. return false;
  2196. }
  2197. //丢弃扑克
  2198. if ((m_wOutCardUser != INVALID_CHAIR) && (m_cbOutCardData != 0))
  2199. {
  2200. m_cbDiscardCount[m_wOutCardUser]++;
  2201. m_cbDiscardCard[m_wOutCardUser][m_cbDiscardCount[m_wOutCardUser] - 1] = m_cbOutCardData;
  2202. }
  2203. //荒庄结束
  2204. if (m_cbLeftCardCount == 0)
  2205. {
  2206. //m_cbChiHuCard = 0;
  2207. m_wProvideUser = INVALID_CHAIR;
  2208. bIsHuang = true;
  2209. //包麻将
  2210. if (mMjType==1)
  2211. {
  2212. //包麻将 黄装 计算分数
  2213. WORD BankUserID = m_wBankerUser & 0x00ff;
  2214. int FanBei = 1;
  2215. if (LianXuHuPai[BankUserID] >= 2)
  2216. {
  2217. FanBei++;
  2218. }
  2219. CMD_S_GangScore gs;
  2220. ZeroMemory(&gs, sizeof(gs));
  2221. gs.wChairId = 0;
  2222. gs.cbOperateCode = WIK_NULL;
  2223. int nTmpOneUserScore = 0;
  2224. if (mMagicType == MagicType_TwoMagic)
  2225. {
  2226. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  2227. }
  2228. else
  2229. {
  2230. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  2231. }
  2232. //积分
  2233. for (int i = 0; i < mPlayGameUserCount; i++)
  2234. {
  2235. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2236. {
  2237. continue;
  2238. }
  2239. if (i == mbaoMjUserID)
  2240. {
  2241. continue;
  2242. }
  2243. gs.lGangScore[i] += nTmpOneUserScore;
  2244. m_lGameScore[i] += gs.lGangScore[i];
  2245. m_lGameTatolScore[i] += gs.lGangScore[i];
  2246. gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
  2247. }
  2248. if (m_bTwoPlayerFlag)
  2249. {
  2250. gs.lGangScore[mbaoMjUserID] -= nTmpOneUserScore * (mPlayGameUserCount - 2);
  2251. }
  2252. else
  2253. {
  2254. gs.lGangScore[mbaoMjUserID] -= nTmpOneUserScore * (mPlayGameUserCount - 1);
  2255. }
  2256. m_lGameScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  2257. m_lGameTatolScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  2258. gs.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  2259. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  2260. GangScore.set_cboperatecode(gs.cbOperateCode);
  2261. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  2262. {
  2263. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  2264. GangScore.add_lgangscore(gs.lGangScore[j]);
  2265. }
  2266. GangScore.set_wchairid(gs.wChairId);
  2267. std::string pbscore = GangScore.SerializePartialAsString();
  2268. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  2269. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  2270. }
  2271. OnEventGameConclude(m_wProvideUser, NULL, GER_NORMAL);
  2272. return true;
  2273. }
  2274. //设置变量
  2275. m_cbOutCardData = 0;
  2276. m_wCurrentUser = wCurrentUser; //记录拿牌人的索引。
  2277. m_wOutCardUser = INVALID_CHAIR; //置空上次出牌用户的索引
  2278. BYTE ActionCard[3] = { 0 }; //操作牌值
  2279. BYTE AnActionCount = 0;
  2280. //发送扑克
  2281. m_cbSendCardCount++;
  2282. --m_cbLeftCardCount;//剩余牌减少
  2283. m_cbSendCardData = m_cbRepertoryCard[--m_cbShiJiLeftCardCount];//实际剩余牌减少
  2284. CChiHuRight chr;
  2285. BYTE TaiShu = 0;
  2286. // m_bGangStatus = bTail;
  2287. m_bUsersGangStatus[wCurrentUser] = bTail;
  2288. if (mMjType==1&&mbaoMjUserID == wCurrentUser)
  2289. {
  2290. // m_cbUserAction[wCurrentUser] |=
  2291. int nTmpAction=m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wCurrentUser], m_WeaveItemArray[wCurrentUser],
  2292. m_cbWeaveItemCount[wCurrentUser], m_cbSendCardData, chr, TaiShu, bTail);
  2293. if (TaiShu>=mBaoTaiNum[wCurrentUser])
  2294. {
  2295. m_cbUserAction[wCurrentUser] |= nTmpAction;
  2296. }
  2297. else
  2298. {
  2299. m_cbUserAction[wCurrentUser] |= WIK_NULL;
  2300. }
  2301. }
  2302. else
  2303. {
  2304. m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wCurrentUser], m_WeaveItemArray[wCurrentUser],
  2305. m_cbWeaveItemCount[wCurrentUser], m_cbSendCardData, chr, TaiShu, bTail);
  2306. }
  2307. //加牌
  2308. m_cbCardIndex[wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
  2309. //设置变量
  2310. m_wProvideUser = wCurrentUser;
  2311. m_cbProvideCard = m_cbSendCardData;
  2312. //杠牌判断
  2313. tagGangCardResult GangCardResult;
  2314. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  2315. if (m_cbLeftCardCount > 0)
  2316. {
  2317. bool bCanAnGang = true;//此true表示自己抓牌,false表示表人打得去检验杠,
  2318. m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wCurrentUser],
  2319. m_WeaveItemArray[wCurrentUser], m_cbWeaveItemCount[wCurrentUser], GangCardResult);
  2320. }
  2321. //听牌计算
  2322. // m_TabbOutCardCout[wCurrentUser] = 0; //可以打出的牌就听牌的个数
  2323. // ZeroMemory(m_TabbOutCardData[wCurrentUser], sizeof(m_TabbOutCardData[wCurrentUser])); //具体打哪几张牌
  2324. // 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
  2325. // 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
  2326. if (!(m_cbUserAction[wCurrentUser] & WIK_ZI_MO))
  2327. TingCard(m_wCurrentUser);
  2328. //构造数据
  2329. CMD_S_SendCard SendCard;
  2330. ZeroMemory(&SendCard, sizeof(SendCard));
  2331. SendCard.wCurrentUser = wCurrentUser;
  2332. SendCard.bTail = bTail;
  2333. SendCard.bLeftCardCount = m_cbLeftCardCount;
  2334. SendCard.cbActionMask = m_cbUserAction[wCurrentUser];
  2335. SendCard.cbCardData = m_cbSendCardData;
  2336. SparrowMaJiang::PB_CS_S_SendCard Card;
  2337. Card.set_wcurrentuser(SendCard.wCurrentUser);
  2338. Card.set_btail(SendCard.bTail);
  2339. Card.set_bleftcardcount(SendCard.bLeftCardCount);
  2340. Card.set_cbactionmask(SendCard.cbActionMask);
  2341. Card.set_cbcarddata(SendCard.cbCardData);
  2342. std::string pbrecord = Card.SerializePartialAsString();
  2343. RepayRecord(INVALID_CHAIR, SUB_S_SEND_CARD, (void*)pbrecord.c_str(), pbrecord.length());
  2344. //发送数据
  2345. for (int i = 0; i < mPlayGameUserCount; i++)
  2346. {
  2347. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2348. {
  2349. continue;
  2350. }
  2351. if (i == m_wCurrentUser)
  2352. {//发送给摸牌玩家的数据,附带麻将牌面数据
  2353. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)//先暗杠后补杠牌数据
  2354. SendCard.cbActionCard[j] = GangCardResult.cbCardData[j];
  2355. SendCard.cbCardData = m_cbSendCardData;
  2356. SendCard.cbActionMask = m_cbUserAction[wCurrentUser];
  2357. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  2358. {
  2359. Card.add_cbactioncard(SendCard.cbActionCard[j]);
  2360. }
  2361. Card.set_cbactionmask(SendCard.cbActionMask);
  2362. Card.set_cbcarddata(SendCard.cbCardData);
  2363. std::string pbdata = Card.SerializePartialAsString();
  2364. m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length());
  2365. }
  2366. else
  2367. {//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)
  2368. ZeroMemory(SendCard.cbActionCard, sizeof(SendCard.cbActionCard));
  2369. SendCard.cbCardData = 0x00;
  2370. SendCard.cbActionMask = 0x0000;
  2371. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  2372. {
  2373. Card.add_cbactioncard(SendCard.cbActionCard[j]);
  2374. }
  2375. Card.set_cbactionmask(SendCard.cbActionMask);
  2376. Card.set_cbcarddata(SendCard.cbCardData);
  2377. std::string pbdata = Card.SerializePartialAsString();
  2378. m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length());
  2379. }
  2380. }
  2381. SendCard.cbActionMask = 0;
  2382. SendCard.cbCardData = 0;
  2383. Card.set_cbactionmask(SendCard.cbActionMask);
  2384. Card.set_cbcarddata(SendCard.cbCardData);
  2385. std::string pbdata = Card.SerializePartialAsString();
  2386. //给旁观者的抓牌动作
  2387. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_SEND_CARD, (void*)pbdata.c_str(), pbdata.length());
  2388. if (m_TabbOutCardCout[m_wCurrentUser] > 0)//有听牌就发一个听牌协议
  2389. {
  2390. HttpTingCard(m_wCurrentUser);
  2391. }
  2392. return true;
  2393. }
  2394. //响应判断
  2395. bool CTableFrameSink::EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind)
  2396. {
  2397. //财神牌不判断
  2398. if (m_GameLogic.IsMagicCard(cbCenterCard))return false;
  2399. //变量定义
  2400. bool bAroseAction[GAME_PLAYER] = { false };
  2401. bool mbAroseAction = false;
  2402. //吃牌判断,出牌玩家下家位置
  2403. WORD wEatUser = (wCenterUser + 1) % mPlayGameUserCount;
  2404. if (m_bTwoPlayerFlag&&wEatUser==TowMjNullseat)
  2405. {
  2406. wEatUser++;
  2407. }
  2408. //用户状态
  2409. ZeroMemory(m_bResponse, sizeof(m_bResponse));
  2410. ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
  2411. ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
  2412. //动作判断
  2413. for (WORD nUserIndex = 0; nUserIndex < mPlayGameUserCount; nUserIndex++)
  2414. {
  2415. if (m_bTwoPlayerFlag&&nUserIndex == TowMjNullseat)
  2416. {
  2417. continue;
  2418. }
  2419. //用户过滤
  2420. if (wCenterUser == nUserIndex) continue;
  2421. //出牌类型
  2422. if (EstimatKind == EstimatKind_OutCard)
  2423. {
  2424. CChiHuRight Chr;
  2425. BYTE TaiShu = 0;
  2426. int wAction = 0;
  2427. if (mMjType==1&&nUserIndex==mbaoMjUserID)
  2428. {
  2429. int TmpAction=m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu);
  2430. if (TaiShu>=mBaoTaiNum[mbaoMjUserID])
  2431. {
  2432. wAction = TmpAction;
  2433. }
  2434. }
  2435. else
  2436. {
  2437. wAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu);
  2438. // 财吊 [9/6/2017 Zoro]
  2439. //if (wAction!=WIK_NULL)
  2440. //{
  2441. // //翻财神
  2442. // if (m_GameLogic.IsCanHuAllCards(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex]))
  2443. // {
  2444. // wAction = WIK_NULL;
  2445. // }
  2446. //}
  2447. }
  2448. if (wAction != WIK_NULL)
  2449. {
  2450. m_cbUserAction[nUserIndex] = WIK_CHI_HU;
  2451. if (m_cbOutCardCount == 1 &&(m_wBankerUser&0xff)!=nUserIndex&&mMjType==0)
  2452. {
  2453. m_cbUserAction[nUserIndex] = WIK_DI_CHIHU;
  2454. }
  2455. }
  2456. //确定只有下家才能吃牌
  2457. if (wEatUser == nUserIndex)
  2458. {
  2459. m_cbUserAction[nUserIndex] |= m_GameLogic.EstimateEatCard(m_cbCardIndex[nUserIndex], cbCenterCard);
  2460. }
  2461. //碰牌判断
  2462. m_cbUserAction[nUserIndex] |= m_GameLogic.EstimatePengCard(m_cbCardIndex[nUserIndex], cbCenterCard);
  2463. /*if (m_cbUserAction[nUserIndex]& WIK_PENG ||
  2464. m_cbUserAction[nUserIndex] & WIK_DAN_PENG||
  2465. m_cbUserAction[nUserIndex] & WIK_PENG
  2466. )
  2467. {
  2468. if (m_cbLastDisCardData[nUserIndex][m_cbLastDisCount[nUserIndex]]> 0)
  2469. {
  2470. m_cbLastDisCardData[nUserIndex][m_cbLastDisCount[nUserIndex]--]--;
  2471. }
  2472. }*/
  2473. //杠牌判断
  2474. if (m_cbLeftCardCount > 0)
  2475. {
  2476. m_cbUserAction[nUserIndex] |= m_GameLogic.EstimateGangCard(m_cbCardIndex[nUserIndex], cbCenterCard);
  2477. }
  2478. }
  2479. if (EstimatKind == EstimatKind_GangCard)
  2480. {
  2481. CChiHuRight Chr;
  2482. BYTE TaiShu = 0;
  2483. int wAction = 0;
  2484. int GangStatus = m_bUsersGangStatus[wCenterUser];
  2485. if (mMjType == 1 && nUserIndex == mbaoMjUserID)
  2486. {
  2487. int TmpAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu, false, GangStatus);
  2488. if (TaiShu >= mBaoTaiNum[mbaoMjUserID])
  2489. {
  2490. wAction = TmpAction;
  2491. }
  2492. }
  2493. else
  2494. {
  2495. wAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex], cbCenterCard, Chr, TaiShu, false, GangStatus);
  2496. // 财吊 [9/6/2017 Zoro]
  2497. //if (wAction != WIK_NULL)
  2498. //{
  2499. // //翻财神
  2500. // if (m_GameLogic.IsCanHuAllCards(m_cbCardIndex[nUserIndex], m_WeaveItemArray[nUserIndex], m_cbWeaveItemCount[nUserIndex]))
  2501. // {
  2502. // wAction = WIK_NULL;
  2503. // }
  2504. //}
  2505. //
  2506. }
  2507. if (wAction&WIK_ZI_MO)
  2508. {
  2509. m_cbUserAction[nUserIndex] |= WIK_ZI_MO;
  2510. }
  2511. }
  2512. //结果判断
  2513. if (m_cbUserAction[nUserIndex] != WIK_NULL)
  2514. {
  2515. bAroseAction[nUserIndex] = true;
  2516. if (m_cbUserAction[nUserIndex] & (WIK_PENG | WIK_CHI_HU | WIK_PENG_PENG))
  2517. {
  2518. BYTE bTemp = 0;
  2519. //记忆牌有多少张
  2520. for (BYTE j = 0; j < m_cbLastDisCount[nUserIndex]; j++)
  2521. {
  2522. //如果在一圈中 记忆1个一样的牌 则不能操作
  2523. if (m_cbLastDisCardData[nUserIndex][j] == cbCenterCard)
  2524. {
  2525. m_cbUserAction[nUserIndex] = m_cbUserAction[nUserIndex] & (~(WIK_PENG | WIK_CHI_HU | WIK_PENG_PENG));
  2526. if (m_cbUserAction[nUserIndex] == WIK_NULL)
  2527. bAroseAction[nUserIndex] = false;
  2528. }
  2529. }
  2530. }
  2531. }
  2532. }
  2533. for (int nUserIndex = 0; nUserIndex < mPlayGameUserCount; nUserIndex++)
  2534. {
  2535. if (m_bTwoPlayerFlag&&nUserIndex == TowMjNullseat)
  2536. {
  2537. continue;
  2538. }
  2539. if (bAroseAction[nUserIndex] == true)
  2540. {
  2541. mbAroseAction = true;
  2542. break;
  2543. }
  2544. }
  2545. //结果处理
  2546. if (mbAroseAction == true)
  2547. {
  2548. //设置变量
  2549. m_wProvideUser=wCenterUser;
  2550. m_cbProvideCard=cbCenterCard;
  2551. m_wResumeUser=m_wCurrentUser;
  2552. m_wCurrentUser=INVALID_CHAIR;
  2553. //发送提示
  2554. SendOperateNotify();
  2555. return true;
  2556. }
  2557. return false;
  2558. }
  2559. //胡的这张牌 牌堆里面还有几张
  2560. //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
  2561. BYTE CTableFrameSink::RemainNum(WORD wChairId, const BYTE m_cbCard, BYTE cbOutCardIndex)
  2562. {
  2563. BYTE m_cbNum = 0;
  2564. 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
  2565. BYTE TempIndex = m_GameLogic.SwitchToCardIndex(m_cbCard);
  2566. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  2567. {
  2568. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2569. {
  2570. continue;
  2571. }
  2572. for (BYTE j = 0; j < m_cbDiscardCount[i]; j++)//丢弃数
  2573. {
  2574. mCard[m_GameLogic.SwitchToCardIndex(m_cbDiscardCard[i][j])]++;
  2575. }
  2576. for (BYTE k = 0; k < m_cbWeaveItemCount[i]; k++)//摆出来的牌
  2577. {
  2578. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_PENG)
  2579. {
  2580. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 3;
  2581. }
  2582. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_LEFT)
  2583. {
  2584. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++;
  2585. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 1)]++;
  2586. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 2)]++;
  2587. }
  2588. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_RIGHT)
  2589. {
  2590. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++;
  2591. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 1)]++;
  2592. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 2)]++;
  2593. }
  2594. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_CENTER)
  2595. {
  2596. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++;
  2597. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard - 1)]++;
  2598. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard + 1)]++;
  2599. }
  2600. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_MING_GANG || (i == wChairId&&m_WeaveItemArray[i][k].cbWeaveKind == WIK_AN_GANG))
  2601. {
  2602. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 4;
  2603. }
  2604. if (m_WeaveItemArray[i][k].cbWeaveKind& (WIK_SHUANG_CAICHI | WIK_SHUANG_PENG | WIK_DAN_CHI))
  2605. {
  2606. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)]++;
  2607. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2608. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++;
  2609. }
  2610. if (m_WeaveItemArray[i][k].cbWeaveKind== WIK_DAN_PENG)
  2611. {
  2612. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 2;
  2613. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2614. }
  2615. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_DAN_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_DAN_AN_GANG))
  2616. {
  2617. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 3;
  2618. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2619. }
  2620. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_SHUANG_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_SHUANG_AN_GANG))
  2621. {
  2622. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 2;
  2623. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2624. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++;
  2625. }
  2626. if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_SAN_MING_GANG || (i == wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_SAN_AN_GANG))
  2627. {
  2628. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 1;
  2629. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2630. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++;
  2631. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[2])]++;
  2632. }
  2633. if (i==wChairId && m_WeaveItemArray[i][k].cbWeaveKind == WIK_QUANG_AN_GANG)
  2634. {
  2635. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[0])]++;
  2636. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[1])]++;
  2637. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[2])]++;
  2638. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[3])]++;
  2639. }
  2640. if (m_WeaveItemArray[i][k].cbWeaveKind & (WIK_BU_GANG|WIK_DAN_BU_GANG))
  2641. {
  2642. for (int m = 0; m < 4; m++)
  2643. {
  2644. if (m_WeaveItemArray[i][k].cbMargicOffset[m] != 0)
  2645. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbMargicOffset[m])]++;
  2646. else
  2647. mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] ++;
  2648. }
  2649. }
  2650. }
  2651. }
  2652. //8个财神变7个 在加回来一个
  2653. if (mMjType==0)
  2654. {
  2655. //非包麻将 需要计算翻财神的那张牌
  2656. BYTE cbMagicFirstIndex = m_GameLogic.SwitchToCardIndex(m_cbMagicFirstData);
  2657. if (mCard[cbMagicFirstIndex] < 4)
  2658. {
  2659. mCard[cbMagicFirstIndex]++;
  2660. }
  2661. }
  2662. //非包麻将 不需要把财神那张牌加入落地牌
  2663. //增加自己假设去掉的牌 这样才真正的标示 牌桌加手牌
  2664. mCard[cbOutCardIndex]++;
  2665. for (BYTE i = 0; i < MAX_INDEX; i++)
  2666. {
  2667. mCard[i] += m_cbCardIndex[wChairId][i];
  2668. }
  2669. m_cbNum = 4 - mCard[TempIndex];
  2670. ASSERT(m_cbNum >= 0 && m_cbNum <= 4);
  2671. if (m_cbNum < 0)m_cbNum = 0;
  2672. return m_cbNum;
  2673. }
  2674. //对手牌遍历,并把该牌减去,然后分析这13张拍能胡什么
  2675. bool CTableFrameSink::TingCard(WORD wChairID)
  2676. {
  2677. m_PaiQuan[wChairID] = 0;
  2678. m_TabbOutCardCout[wChairID] = 0; //可以打出的牌就听牌的个数
  2679. ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌
  2680. 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
  2681. 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
  2682. BYTE WilEnumCard[MAX_INDEX] = { 0 };
  2683. m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], WilEnumCard);
  2684. for (BYTE i = 0; i < MAX_INDEX; i++)
  2685. {
  2686. if (m_cbCardIndex[wChairID][i] == 0 )continue;
  2687. if (--m_cbCardIndex[wChairID][i] < 0){ ASSERT(false); return false; }
  2688. //if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID],FanHui))
  2689. //{
  2690. m_TabbOutCardData[wChairID][m_TabbOutCardCout[wChairID]] = m_GameLogic.SwitchToCardData(i);
  2691. BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1
  2692. BYTE m_cbTingParCount = 0; //听牌数据
  2693. int BaoUserID = 0;
  2694. int BaoUserTaiNum=0;
  2695. if (mMjType==1)
  2696. {
  2697. BaoUserID = mbaoMjUserID;
  2698. BaoUserTaiNum = mBaoTaiNum[mbaoMjUserID];
  2699. }
  2700. if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, WilEnumCard, wChairID, BaoUserID, BaoUserTaiNum))
  2701. {
  2702. for (BYTE j = 0; j < MAX_INDEX; j++)
  2703. {
  2704. if (m_cbTingPai[j] > 0)
  2705. {
  2706. if (m_cbTingParCount == 19)
  2707. {
  2708. m_cbTingParCount++;
  2709. break;
  2710. }
  2711. m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j);
  2712. //计算所胡的这张牌 还剩余几张
  2713. BYTE num = RemainNum(wChairID, m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]][m_cbTingParCount - 1], i);
  2714. 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]);
  2715. }
  2716. }
  2717. if (m_cbTingParCount == 20)
  2718. {
  2719. m_TabbTingCardCount[wChairID][m_TabbOutCardCout[wChairID]] = 255;
  2720. ZeroMemory(m_TabbTingCardData[wChairID][m_TabbOutCardCout[wChairID]], m_cbTingParCount);
  2721. }
  2722. else
  2723. m_TabbTingCardCount[wChairID][m_TabbOutCardCout[wChairID]] = m_cbTingParCount;
  2724. }
  2725. if (m_cbTingParCount > 0)
  2726. m_TabbOutCardCout[wChairID]++;
  2727. else{ m_TabbOutCardData[wChairID][m_TabbOutCardCout[wChairID]] = 0; }
  2728. //}
  2729. m_cbCardIndex[wChairID][i]++;
  2730. }
  2731. return true;
  2732. }
  2733. bool CTableFrameSink::OutTingCard(WORD wChairID, BYTE cardIndex)
  2734. {
  2735. m_PaiQuan[wChairID] = 1;
  2736. 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
  2737. ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌
  2738. 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
  2739. 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
  2740. BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1
  2741. BYTE m_cbTingParCount = 0;//听牌数据
  2742. BYTE FanHui[MAX_INDEX] = { 0 };
  2743. m_GameLogic.IsCanChangCardAndCount(m_cbCardIndex[wChairID], FanHui);
  2744. if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, FanHui, wChairID, mbaoMjUserID, mBaoTaiNum[mbaoMjUserID]))
  2745. {
  2746. for (BYTE j = 0; j < MAX_INDEX; j++)
  2747. {
  2748. if (m_cbTingPai[j] > 0)
  2749. {
  2750. if (m_cbTingParCount == 19)
  2751. {
  2752. m_cbTingParCount++;
  2753. break;
  2754. }
  2755. m_TabbTingCardData[wChairID][0][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j);
  2756. //用户ID
  2757. BYTE num = RemainNum(wChairID, m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1], cardIndex);
  2758. m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, m_cbTingPai[j], m_TabbTingCardData[wChairID][0][m_cbTingParCount - 1]);
  2759. }
  2760. }
  2761. if (m_cbTingParCount == 20)
  2762. {
  2763. m_TabbTingCardCount[wChairID][0] = 255;
  2764. ZeroMemory(m_TabbTingCardData[wChairID][0], m_cbTingParCount);
  2765. }
  2766. else
  2767. {
  2768. m_TabbTingCardCount[wChairID][0] = m_cbTingParCount;
  2769. }
  2770. return true;
  2771. }
  2772. return false;
  2773. }
  2774. void CTableFrameSink::HttpTingCard(WORD wChairID)
  2775. {
  2776. CMD_S_TingCard strTingCard;
  2777. ZeroMemory(&strTingCard, sizeof(strTingCard));
  2778. strTingCard.bPaiQuan = m_PaiQuan[wChairID];
  2779. strTingCard.bOutCardCout = m_TabbOutCardCout[wChairID];
  2780. CopyMemory(strTingCard.bOutCardData, m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID]));
  2781. CopyMemory(strTingCard.bTingCardCount, m_TabbTingCardCount[wChairID], sizeof(m_TabbTingCardCount[wChairID]));
  2782. CopyMemory(strTingCard.bTingCardData, m_TabbTingCardData[wChairID], sizeof(m_TabbTingCardData[wChairID]));
  2783. SparrowMaJiang::PB_CS_S_TingCard Card;
  2784. Card.set_bpaiquan(strTingCard.bPaiQuan);
  2785. Card.set_boutcardcout(strTingCard.bOutCardCout);
  2786. for (BYTE j = 0; j < strTingCard.bOutCardCout; j++)
  2787. {
  2788. Card.add_boutcarddata(strTingCard.bOutCardData[j]);
  2789. }
  2790. for (BYTE j = 0; j < strTingCard.bOutCardCout; j++)
  2791. {
  2792. Card.add_btingcardcount(strTingCard.bTingCardCount[j]);
  2793. }
  2794. for (BYTE i = 0; i < strTingCard.bOutCardCout; i++)
  2795. {
  2796. SparrowMaJiang::pb_bTingCardData *CardData = Card.add_btingcarddata();
  2797. for (BYTE j = 0; j < strTingCard.bTingCardCount[i]; j++)
  2798. {
  2799. CardData->add_btingcarddatas(strTingCard.bTingCardData[i][j]);
  2800. }
  2801. }
  2802. std::string pbdata = Card.SerializePartialAsString();
  2803. m_pITableFrame->SendTableData(wChairID, SUB_S_TING_CARD, (void*)pbdata.c_str(), pbdata.length());
  2804. }
  2805. void CTableFrameSink::HttpOperateResult(WORD wChairID, BYTE cbCaiShenCard[4], int cbOperateCode, BYTE cbOperateCard, int cbActionMask, WORD cbActionCard[6])
  2806. {
  2807. if (cbOperateCode & WIK_GANG_GANG)
  2808. {//构造结果
  2809. CMD_S_OperateResult OperateResult;
  2810. memset(&OperateResult, 0, sizeof(OperateResult));
  2811. OperateResult.wOperateUser = wChairID;
  2812. OperateResult.wProvideUser = wChairID;
  2813. OperateResult.cbOperateCode = cbOperateCode;
  2814. OperateResult.cbOperateCard = cbOperateCard;
  2815. CopyMemory(OperateResult.cbCaiShenCard, cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard));
  2816. OperateResult.cbActionMask = cbActionMask;
  2817. CopyMemory(OperateResult.cbActionCard, cbActionCard, sizeof(OperateResult.cbActionCard));
  2818. SparrowMaJiang::PB_CS_S_OperateResult Result;
  2819. Result.set_woperateuser(OperateResult.wOperateUser);
  2820. Result.set_cboperatecard(OperateResult.cbOperateCard);
  2821. Result.set_cboperatecode(OperateResult.cbOperateCode);
  2822. Result.set_wprovideuser(OperateResult.wProvideUser);
  2823. for (BYTE j = 0; j < 4; j++)
  2824. {
  2825. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  2826. }
  2827. Result.set_cbactionmask(OperateResult.cbActionMask);
  2828. for (BYTE j = 0; j < 5; j++)
  2829. {
  2830. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  2831. }
  2832. //发送数据
  2833. std::string pbdata = Result.SerializePartialAsString();
  2834. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2835. //发送消息
  2836. m_pITableFrame->SendTableData(wChairID, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2837. ZeroMemory(OperateResult.cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard));
  2838. for (BYTE j = 0; j < 4; j++)
  2839. {
  2840. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  2841. }
  2842. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  2843. {
  2844. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2845. {
  2846. continue;
  2847. }
  2848. if (i == wChairID)continue;
  2849. //发送消息
  2850. m_pITableFrame->SendTableData(i, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2851. }
  2852. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2853. }
  2854. else
  2855. {
  2856. CMD_S_OperateResult OperateResult;
  2857. memset(&OperateResult, 0, sizeof(OperateResult));
  2858. OperateResult.wOperateUser = wChairID;
  2859. OperateResult.wProvideUser = m_wProvideUser;
  2860. if (cbOperateCode &(WIK_DAN_BU_GANG | WIK_BU_GANG))
  2861. OperateResult.wProvideUser = wChairID;
  2862. OperateResult.cbOperateCode = cbOperateCode;
  2863. OperateResult.cbOperateCard = cbOperateCard;
  2864. CopyMemory(OperateResult.cbCaiShenCard, cbCaiShenCard, sizeof(OperateResult.cbCaiShenCard));
  2865. OperateResult.cbActionMask = cbActionMask;
  2866. CopyMemory(OperateResult.cbActionCard, cbActionCard, sizeof(OperateResult.cbActionCard));
  2867. SparrowMaJiang::PB_CS_S_OperateResult Result;
  2868. Result.set_woperateuser(OperateResult.wOperateUser);
  2869. Result.set_cboperatecard(OperateResult.cbOperateCard);
  2870. Result.set_cboperatecode(OperateResult.cbOperateCode);
  2871. Result.set_wprovideuser(OperateResult.wProvideUser);
  2872. for (BYTE j = 0; j < 4; j++)
  2873. {
  2874. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  2875. }
  2876. Result.set_cbactionmask(OperateResult.cbActionMask);
  2877. for (BYTE j = 0; j < 6; j++)
  2878. {
  2879. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  2880. }
  2881. //发送数据
  2882. std::string pbdata = Result.SerializePartialAsString();
  2883. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2884. //发送消息
  2885. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2886. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  2887. }
  2888. }
  2889. BYTE CTableFrameSink::GetNextMagicCardData(BYTE cbMagicCardFirstIndex)
  2890. {
  2891. BYTE TmpCardData=0;
  2892. BYTE HuaSe = m_GameLogic.GetCardColor(cbMagicCardFirstIndex);
  2893. switch (HuaSe)
  2894. {
  2895. case 0:
  2896. case 1:
  2897. case 2:
  2898. {
  2899. if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x09)
  2900. {
  2901. TmpCardData = (cbMagicCardFirstIndex & MASK_COLOR) | 0x01;
  2902. }
  2903. else
  2904. {
  2905. TmpCardData = cbMagicCardFirstIndex + 1;
  2906. }
  2907. break;
  2908. }
  2909. case 3:
  2910. {
  2911. if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x04)
  2912. {
  2913. TmpCardData = (cbMagicCardFirstIndex & MASK_COLOR) | 0x01;
  2914. }
  2915. else if ((cbMagicCardFirstIndex & MASK_VALUE) == 0x07)
  2916. {
  2917. TmpCardData = cbMagicCardFirstIndex - 2;
  2918. }
  2919. else
  2920. {
  2921. TmpCardData = cbMagicCardFirstIndex + 1;
  2922. }
  2923. break;
  2924. }
  2925. default:
  2926. {
  2927. ASSERT(false);
  2928. break;
  2929. }
  2930. }
  2931. return TmpCardData;
  2932. }
  2933. void CTableFrameSink::FanMagicCaculation(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score)
  2934. {
  2935. switch (WinWay)
  2936. {
  2937. case Win_FangPao:{
  2938. if (!(chr&ZJ_TAI_QingYiSe).IsEmpty()&& m_cbWeaveItemCount[WinChairID] >= 3)
  2939. {
  2940. WinFangMagic_FangPao_QingYiSe_Score(WinChairID, nTai, WinWay, provideUserID, chr, cmd_Score);
  2941. }
  2942. else
  2943. {
  2944. WinFanMagic_FangPao_Score(WinChairID, nTai, WinWay, provideUserID, chr, cmd_Score);
  2945. }
  2946. break;
  2947. }
  2948. case Win_ZiMo:{
  2949. WinFanMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2950. break;
  2951. }
  2952. case win_DiHu:{
  2953. WinFanMagic_DiHu_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2954. break;
  2955. }
  2956. default:
  2957. break;
  2958. }
  2959. }
  2960. void CTableFrameSink::BaoMjCalculation(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  2961. {
  2962. switch (WinWay)
  2963. {
  2964. case Win_FangPao:{
  2965. WinBaoMagic_FangPao_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2966. break;
  2967. }
  2968. case Win_ZiMo:{
  2969. WinBaoMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2970. break;
  2971. }
  2972. case win_DiHu:{
  2973. WinBaoMagic_DiHu_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  2974. break;
  2975. }
  2976. default:
  2977. break;
  2978. }
  2979. }
  2980. void CTableFrameSink::WinFanMagic_FangPao_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight chr, CMD_S_GangScore& cmd_Score)
  2981. {
  2982. int TempInfoScore = 0;
  2983. int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum);
  2984. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  2985. {
  2986. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  2987. {
  2988. continue;
  2989. }
  2990. if (i == WinChairID)continue;
  2991. LianXuHuPai[i] = 0;
  2992. if (i == m_wProvideUser)
  2993. {
  2994. if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum)
  2995. {
  2996. cmd_Score.lGangScore[i] -= nFengDingNum;
  2997. }
  2998. else {
  2999. cmd_Score.lGangScore[i] -= m_gameConfig.wDiScore *pow(2, nTai);
  3000. }
  3001. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3002. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3003. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3004. }
  3005. else
  3006. {
  3007. if (m_gameConfig.wDiScore *pow(2, nTai) / 2 >= nFengDingNum)
  3008. {
  3009. cmd_Score.lGangScore[i] -= nFengDingNum;
  3010. }
  3011. else {
  3012. cmd_Score.lGangScore[i] -= (m_gameConfig.wDiScore*pow(2, nTai) / 2);
  3013. }
  3014. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3015. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3016. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3017. }
  3018. TempInfoScore -= cmd_Score.lGangScore[i];
  3019. }
  3020. cmd_Score.lGangScore[WinChairID] = TempInfoScore;
  3021. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3022. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3023. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3024. }
  3025. void CTableFrameSink::WinFangMagic_FangPao_QingYiSe_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight Userchr, CMD_S_GangScore& cmd_Score)
  3026. {
  3027. int ProvideUserHaveTwoTai=false;
  3028. for (int i = 0; i < MAX_INDEX;i++)
  3029. {
  3030. CChiHuRight chr;
  3031. BYTE nTaiShu=0;
  3032. int TempAction;
  3033. TempAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[provideUserID], m_WeaveItemArray[provideUserID],
  3034. m_cbWeaveItemCount[provideUserID], m_GameLogic.SwitchToCardData(i), chr, nTaiShu);
  3035. if (TempAction!=WIK_NULL&&nTaiShu>2)
  3036. {
  3037. ProvideUserHaveTwoTai = true;
  3038. break;
  3039. }
  3040. if (TempAction!=WIK_NULL&&nTaiShu==2)
  3041. {
  3042. if (TempAction&ZJ_TAI_WuMagic)
  3043. {
  3044. continue;
  3045. }
  3046. else
  3047. {
  3048. ProvideUserHaveTwoTai = true;
  3049. break;
  3050. }
  3051. }
  3052. }
  3053. if (ProvideUserHaveTwoTai)
  3054. {
  3055. WinFanMagic_FangPao_Score(WinChairID, nTai, WinWay, provideUserID, Userchr, cmd_Score);
  3056. }
  3057. else
  3058. {
  3059. //计算4家积分变动 输家 同时包赔3家的
  3060. int TempInfoScore = 0;
  3061. int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum); //32
  3062. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3063. {
  3064. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3065. {
  3066. continue;
  3067. }
  3068. if (i == WinChairID)continue;
  3069. LianXuHuPai[i] = 0;
  3070. if (i == m_wProvideUser)
  3071. {
  3072. int nOneUserScore = 0;
  3073. if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum)
  3074. {
  3075. nOneUserScore -= nFengDingNum;
  3076. }
  3077. else {
  3078. nOneUserScore -= m_gameConfig.wDiScore *pow(2, nTai);
  3079. }
  3080. cmd_Score.lGangScore[i] += nOneUserScore;
  3081. TempInfoScore -= nOneUserScore;
  3082. }
  3083. else
  3084. {
  3085. int nOneUserScore = 0;
  3086. if (m_gameConfig.wDiScore *pow(2, nTai) / 2 >= nFengDingNum)
  3087. {
  3088. nOneUserScore -= nFengDingNum;
  3089. }
  3090. else {
  3091. nOneUserScore -= (m_gameConfig.wDiScore*pow(2, nTai) / 2);
  3092. }
  3093. cmd_Score.lGangScore[provideUserID] += nOneUserScore;
  3094. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3095. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3096. TempInfoScore -= nOneUserScore;
  3097. }
  3098. }
  3099. m_lGameScore[m_wProvideUser] += cmd_Score.lGangScore[m_wProvideUser];
  3100. m_lGameTatolScore[m_wProvideUser] += cmd_Score.lGangScore[m_wProvideUser];
  3101. cmd_Score.cbWanJiaScore[m_wProvideUser] = m_lGameTatolScore[m_wProvideUser];
  3102. cmd_Score.lGangScore[WinChairID] = TempInfoScore;
  3103. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3104. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3105. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3106. }
  3107. }
  3108. void CTableFrameSink::WinFanMagic_ZiMo_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3109. {
  3110. int TempInfoScore = 0;
  3111. int nFengDingNum = m_gameConfig.wDiScore*pow(2, mMaxTaiNum);
  3112. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3113. {
  3114. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3115. {
  3116. continue;
  3117. }
  3118. if (i == WinChairID)continue;
  3119. LianXuHuPai[i] = 0;
  3120. if (m_gameConfig.wDiScore *pow(2, nTai) >= nFengDingNum)
  3121. {
  3122. cmd_Score.lGangScore[i] -= nFengDingNum;
  3123. }
  3124. else {
  3125. cmd_Score.lGangScore[i] -= m_gameConfig.wDiScore *pow(2, nTai);
  3126. }
  3127. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3128. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3129. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3130. TempInfoScore -= cmd_Score.lGangScore[i];
  3131. }
  3132. cmd_Score.lGangScore[WinChairID] = TempInfoScore;
  3133. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3134. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3135. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3136. }
  3137. void CTableFrameSink::WinFanMagic_DiHu_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3138. {
  3139. WinFanMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  3140. }
  3141. void CTableFrameSink::WinBaoMagic_FangPao_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3142. {
  3143. WORD BankUserID = m_wBankerUser & 0x00ff;
  3144. int FanBei = 1;
  3145. if (LianXuHuPai[BankUserID] >= 2)
  3146. {
  3147. FanBei++;
  3148. }
  3149. //包家
  3150. if (WinChairID == mbaoMjUserID)
  3151. {
  3152. int nTmpOneUserScore = 0;
  3153. if (mMagicType == MagicType_TwoMagic)
  3154. {
  3155. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3156. }
  3157. else
  3158. {
  3159. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3160. }
  3161. int TempInfoScore = 0;
  3162. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3163. {
  3164. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3165. {
  3166. continue;
  3167. }
  3168. if (i==WinChairID)
  3169. {
  3170. continue;
  3171. }
  3172. LianXuHuPai[i] = 0;
  3173. }
  3174. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  3175. {
  3176. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3177. {
  3178. continue;
  3179. }
  3180. if (i==WinChairID)
  3181. {
  3182. //包家计分变动
  3183. int nZFBScore = mZFBBianScore[i];
  3184. if (m_bTwoPlayerFlag)
  3185. {
  3186. cmd_Score.lGangScore[WinChairID] = ((nTmpOneUserScore * (mPlayGameUserCount - 2)) + (nZFBScore));
  3187. }
  3188. else
  3189. {
  3190. cmd_Score.lGangScore[WinChairID] = ((nTmpOneUserScore * (mPlayGameUserCount - 1)) + (nZFBScore));
  3191. }
  3192. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3193. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3194. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3195. }
  3196. else if (i== provideUserID)
  3197. {
  3198. //放炮玩家 计分变动
  3199. int nZFBScore = mZFBBianScore[i];
  3200. if (m_bTwoPlayerFlag)
  3201. {
  3202. cmd_Score.lGangScore[provideUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 2)) + abs(nZFBScore));
  3203. }
  3204. else
  3205. {
  3206. cmd_Score.lGangScore[provideUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 1)) + abs(nZFBScore));
  3207. }
  3208. m_lGameScore[provideUserID] += cmd_Score.lGangScore[provideUserID];
  3209. m_lGameTatolScore[provideUserID] += cmd_Score.lGangScore[provideUserID];
  3210. cmd_Score.cbWanJiaScore[provideUserID] = m_lGameTatolScore[provideUserID];
  3211. }
  3212. else
  3213. {
  3214. //其他玩家计分变动
  3215. cmd_Score.lGangScore[i] = mZFBBianScore[i];
  3216. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3217. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3218. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3219. }
  3220. }
  3221. CString strInfo;
  3222. 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"),
  3223. WinChairID, cmd_Score.lGangScore[0], cmd_Score.lGangScore[1], cmd_Score.lGangScore[2], cmd_Score.lGangScore[3]);
  3224. OutputDebugString(strInfo);
  3225. }
  3226. else
  3227. {
  3228. //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
  3229. int nTmpOneUserScore = 0;
  3230. if (mMagicType == MagicType_TwoMagic)
  3231. {
  3232. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3233. }
  3234. else
  3235. {
  3236. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3237. }
  3238. int TempInfoScore = 0;
  3239. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3240. {
  3241. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3242. {
  3243. continue;
  3244. }
  3245. if (i == WinChairID)
  3246. {
  3247. continue;
  3248. }
  3249. LianXuHuPai[i] = 0;
  3250. }
  3251. for (int i=0;i<mPlayGameUserCount;i++)
  3252. {
  3253. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3254. {
  3255. continue;
  3256. }
  3257. if (WinChairID==i)
  3258. {
  3259. int nZFBScore = mZFBBianScore[i];
  3260. //胡牌玩家积分变动
  3261. if (m_bTwoPlayerFlag)
  3262. {
  3263. cmd_Score.lGangScore[WinChairID] = (nTmpOneUserScore * (mPlayGameUserCount - 2) + nZFBScore);
  3264. }
  3265. else
  3266. {
  3267. cmd_Score.lGangScore[WinChairID] = (nTmpOneUserScore * (mPlayGameUserCount - 1) + nZFBScore);
  3268. }
  3269. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3270. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3271. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3272. }
  3273. else if (i==mbaoMjUserID)
  3274. {
  3275. //包家积分变动
  3276. int nZFBScore = mZFBBianScore[i];
  3277. if (m_bTwoPlayerFlag)
  3278. {
  3279. cmd_Score.lGangScore[mbaoMjUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 2)) + abs(nZFBScore));
  3280. }
  3281. else
  3282. {
  3283. cmd_Score.lGangScore[mbaoMjUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 1)) + abs(nZFBScore));
  3284. }
  3285. m_lGameScore[mbaoMjUserID] += cmd_Score.lGangScore[mbaoMjUserID];
  3286. m_lGameTatolScore[mbaoMjUserID] += cmd_Score.lGangScore[mbaoMjUserID];
  3287. cmd_Score.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  3288. }
  3289. else
  3290. {
  3291. //其他玩家计分变动
  3292. cmd_Score.lGangScore[i] = mZFBBianScore[i];
  3293. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3294. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3295. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3296. }
  3297. }
  3298. /*
  3299. CString strInfo;
  3300. 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"),
  3301. WinChairID, mbaoMjUserID, cmd_Score.lGangScore[0], cmd_Score.lGangScore[1], cmd_Score.lGangScore[2], cmd_Score.lGangScore[3]
  3302. );*/
  3303. //OutputDebugString(strInfo);
  3304. }
  3305. }
  3306. void CTableFrameSink::WinBaoMagic_ZiMo_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3307. {
  3308. WORD BankUserID = m_wBankerUser & 0x00ff;
  3309. int FanBei = 1;
  3310. if (LianXuHuPai[BankUserID] >= 2)
  3311. {
  3312. FanBei++;
  3313. }
  3314. //包家自摸
  3315. if (WinChairID == mbaoMjUserID)
  3316. {
  3317. int nTmpOneUserScore = 0;
  3318. if (mMagicType==MagicType_TwoMagic)
  3319. {
  3320. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3321. }
  3322. else
  3323. {
  3324. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3325. }
  3326. int TempInfoScore = 0;
  3327. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3328. {
  3329. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3330. {
  3331. continue;
  3332. }
  3333. if (i == WinChairID)continue;
  3334. LianXuHuPai[i] = 0;
  3335. cmd_Score.lGangScore[i] -= (nTmpOneUserScore+abs(mZFBBianScore[i]));
  3336. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3337. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3338. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3339. TempInfoScore -= cmd_Score.lGangScore[i];
  3340. }
  3341. cmd_Score.lGangScore[WinChairID] = TempInfoScore;
  3342. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3343. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3344. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3345. //CString strInfo;
  3346. //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;"),
  3347. // WinChairID, cmd_Score.lGangScore[0], cmd_Score.lGangScore[1], cmd_Score.lGangScore[2], cmd_Score.lGangScore[3]);
  3348. //OutputDebugString(strInfo);
  3349. }
  3350. else
  3351. {
  3352. //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
  3353. int nTmpOneUserScore = 0;
  3354. if (mMagicType == MagicType_TwoMagic)
  3355. {
  3356. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3357. }
  3358. else
  3359. {
  3360. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3361. }
  3362. int TempInfoScore = 0;
  3363. for (BYTE i = 0; i < mPlayGameUserCount; i++)//各个玩家游戏积分变动
  3364. {
  3365. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3366. {
  3367. continue;
  3368. }
  3369. if (i == WinChairID)
  3370. {
  3371. continue;
  3372. }
  3373. LianXuHuPai[i] = 0;
  3374. }
  3375. for (int i = 0; i < mPlayGameUserCount; i++)
  3376. {
  3377. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3378. {
  3379. continue;
  3380. }
  3381. if (WinChairID == i)
  3382. {
  3383. int nZFBScore = mZFBBianScore[i];
  3384. if (m_bTwoPlayerFlag)
  3385. {
  3386. //胡牌玩家积分变动
  3387. cmd_Score.lGangScore[WinChairID] = (nTmpOneUserScore * (mPlayGameUserCount - 2) + nZFBScore);
  3388. }
  3389. else
  3390. {
  3391. //胡牌玩家积分变动
  3392. cmd_Score.lGangScore[WinChairID] = (nTmpOneUserScore * (mPlayGameUserCount - 1) + nZFBScore);
  3393. }
  3394. m_lGameScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3395. m_lGameTatolScore[WinChairID] += cmd_Score.lGangScore[WinChairID];
  3396. cmd_Score.cbWanJiaScore[WinChairID] = m_lGameTatolScore[WinChairID];
  3397. }
  3398. else if (i == mbaoMjUserID)
  3399. {
  3400. //包家积分变动
  3401. int nZFBScore = mZFBBianScore[i];
  3402. if (m_bTwoPlayerFlag)
  3403. {
  3404. cmd_Score.lGangScore[mbaoMjUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 2)) + abs(nZFBScore));
  3405. }
  3406. else
  3407. {
  3408. cmd_Score.lGangScore[mbaoMjUserID] -= ((nTmpOneUserScore * (mPlayGameUserCount - 1)) + abs(nZFBScore));
  3409. }
  3410. m_lGameScore[mbaoMjUserID] += cmd_Score.lGangScore[mbaoMjUserID];
  3411. m_lGameTatolScore[mbaoMjUserID] += cmd_Score.lGangScore[mbaoMjUserID];
  3412. cmd_Score.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  3413. }
  3414. else
  3415. {
  3416. //其他玩家计分变动
  3417. cmd_Score.lGangScore[i] = mZFBBianScore[i];
  3418. m_lGameScore[i] += cmd_Score.lGangScore[i];
  3419. m_lGameTatolScore[i] += cmd_Score.lGangScore[i];
  3420. cmd_Score.cbWanJiaScore[i] = m_lGameTatolScore[i];
  3421. }
  3422. }
  3423. /*CString strInfo;
  3424. 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"),
  3425. WinChairID, cmd_Score.lGangScore[0], cmd_Score.lGangScore[1], cmd_Score.lGangScore[2], cmd_Score.lGangScore[3]);*/
  3426. //OutputDebugString(strInfo);
  3427. }
  3428. }
  3429. void CTableFrameSink::WinBaoMagic_DiHu_Score(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CMD_S_GangScore& cmd_Score)
  3430. {
  3431. WinBaoMagic_ZiMo_Score(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  3432. }
  3433. void CTableFrameSink::CalcDongZFB(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID)
  3434. {
  3435. /*
  3436. BYTE m_cbWeaveItemCount[GAME_PLAYER]; //组合数目
  3437. tagWeaveItem m_WeaveItezmArray[GAME_PLAYER][MAX_WEAVE];//组合扑克
  3438. */
  3439. //OutputDebugString(_T("计算东中发白分数"));
  3440. WORD BankUserID = m_wBankerUser & 0x00ff;
  3441. int FanBei = 1;
  3442. if (LianXuHuPai[BankUserID] >= 2)
  3443. {
  3444. FanBei++;
  3445. }
  3446. //包家胡了
  3447. if (WinChairID==mbaoMjUserID)
  3448. {
  3449. // if (WinWay==Win_ZiMo)
  3450. {
  3451. //遍历手牌 是否碰过其他三家的 东中发白。碰过则 增减分数
  3452. for (int i = 0; i < m_cbWeaveItemCount[WinChairID];i++)
  3453. {
  3454. //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
  3455. if (m_WeaveItemArray[WinChairID][i].cbCenterCard == 0x31 && m_WeaveItemArray[WinChairID][i].wProvideUser!=WinChairID)
  3456. {
  3457. //自身增加分数
  3458. int nTmpOneUserScore = 0;
  3459. if (mMagicType == MagicType_TwoMagic)
  3460. {
  3461. nTmpOneUserScore = 2 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3462. }
  3463. else
  3464. {
  3465. nTmpOneUserScore = 2 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3466. }
  3467. {
  3468. mZFBBianScore[WinChairID] += nTmpOneUserScore;
  3469. int nWprovideUserID = m_WeaveItemArray[WinChairID][i].wProvideUser;
  3470. mZFBBianScore[nWprovideUserID] -= nTmpOneUserScore;
  3471. CString str;
  3472. 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 "),
  3473. WinChairID, m_WeaveItemArray[WinChairID][i].wProvideUser, nTmpOneUserScore, nTmpOneUserScore);
  3474. OutputDebugString(str);
  3475. }
  3476. }
  3477. //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
  3478. if (
  3479. (m_WeaveItemArray[WinChairID][i].cbCenterCard == 0x35
  3480. || m_WeaveItemArray[WinChairID][i].cbCenterCard == 0x36
  3481. || m_WeaveItemArray[WinChairID][i].cbCenterCard == 0x37
  3482. )
  3483. && m_WeaveItemArray[WinChairID][i].wProvideUser != WinChairID)
  3484. {
  3485. //自身增加分数
  3486. int nTmpOneUserScore = 0;
  3487. if (mMagicType == MagicType_TwoMagic)
  3488. {
  3489. nTmpOneUserScore = 1 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3490. }
  3491. else
  3492. {
  3493. nTmpOneUserScore = 1 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3494. }
  3495. {
  3496. mZFBBianScore[WinChairID] += nTmpOneUserScore;
  3497. int nWprovideUserID = m_WeaveItemArray[WinChairID][i].wProvideUser;
  3498. mZFBBianScore[nWprovideUserID] -= nTmpOneUserScore;
  3499. CString str;
  3500. 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 "),
  3501. WinChairID, m_WeaveItemArray[WinChairID][i].wProvideUser, nTmpOneUserScore, nTmpOneUserScore);
  3502. OutputDebugString(str);
  3503. }
  3504. }
  3505. }
  3506. }
  3507. }
  3508. else
  3509. {
  3510. //闲家胡了
  3511. //遍历包家落地派,是否有胡牌闲家提供的东中发白
  3512. for (int i = 0; i < m_cbWeaveItemCount[mbaoMjUserID]; i++)
  3513. {
  3514. //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
  3515. if (m_WeaveItemArray[mbaoMjUserID][i].cbCenterCard == 0x31 && m_WeaveItemArray[mbaoMjUserID][i].wProvideUser == WinChairID)
  3516. {
  3517. //自身增加分数
  3518. int nTmpOneUserScore = 0;
  3519. if (mMagicType == MagicType_TwoMagic)
  3520. {
  3521. nTmpOneUserScore = 2 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3522. }
  3523. else
  3524. {
  3525. nTmpOneUserScore = 2 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3526. }
  3527. {
  3528. mZFBBianScore[WinChairID] += nTmpOneUserScore;
  3529. int nWprovideUserID = mbaoMjUserID;
  3530. mZFBBianScore[nWprovideUserID] -= nTmpOneUserScore;
  3531. CString str;
  3532. str.Format(_T("CalcDongZFB 闲家胡 闲家ID=%d 东 ,包家减少 %d; 闲家增加%d;"),
  3533. WinChairID, nTmpOneUserScore, nTmpOneUserScore);
  3534. //OutputDebugString(str);
  3535. }
  3536. }
  3537. //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
  3538. if (
  3539. (m_WeaveItemArray[mbaoMjUserID][i].cbCenterCard == 0x35
  3540. || m_WeaveItemArray[mbaoMjUserID][i].cbCenterCard == 0x36
  3541. || m_WeaveItemArray[mbaoMjUserID][i].cbCenterCard == 0x37
  3542. )
  3543. && m_WeaveItemArray[mbaoMjUserID][i].wProvideUser == WinChairID)
  3544. {
  3545. //自身增加分数
  3546. int nTmpOneUserScore = 0;
  3547. if (mMagicType == MagicType_TwoMagic)
  3548. {
  3549. nTmpOneUserScore = 1 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  3550. }
  3551. else
  3552. {
  3553. nTmpOneUserScore = 1 * m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  3554. }
  3555. {
  3556. mZFBBianScore[WinChairID] += nTmpOneUserScore;
  3557. int nWprovideUserID = mbaoMjUserID;
  3558. mZFBBianScore[nWprovideUserID] -= nTmpOneUserScore;
  3559. CString str;
  3560. str.Format(_T("CalcDongZFB 闲家胡 闲家ID=%d 中发白 ,包家减少 %d; 闲家增加%d;"),
  3561. WinChairID, nTmpOneUserScore, nTmpOneUserScore);
  3562. //OutputDebugString(str);
  3563. }
  3564. }
  3565. }
  3566. }
  3567. }
  3568. bool CTableFrameSink::SelectBaoTaiNum(WORD wChairID, BYTE nMagicTai)
  3569. {
  3570. CMD_S_BAO_CHOICE baoChoice;
  3571. ZeroMemory(&baoChoice, sizeof(CMD_S_BAO_CHOICE));
  3572. if (mBLastBaoStart==true&&nMagicTai==255)
  3573. {
  3574. baoChoice.baochoice = mUserOptBaoTai[wChairID];
  3575. baoChoice.m_wChairID = wChairID;
  3576. }
  3577. else
  3578. {
  3579. baoChoice.baochoice = nMagicTai;
  3580. baoChoice.m_wChairID = wChairID;
  3581. mUserOptBaoTai[wChairID] = nMagicTai;
  3582. if (nMagicTai != 255)
  3583. {
  3584. mMaxBaoNum = (BaoEnum)nMagicTai;
  3585. mbaoMjUserID = wChairID;
  3586. mBaoTaiNum[wChairID] = (nMagicTai / 3) + 2;
  3587. }
  3588. else{
  3589. mBaoTaiNum[wChairID] = 0;
  3590. }
  3591. }
  3592. SparrowMaJiang::PB_CS_S_BAO_CHOICE pbaoChoice;
  3593. pbaoChoice.set_baochoice(baoChoice.baochoice);
  3594. pbaoChoice.set_m_wchairid(baoChoice.m_wChairID);
  3595. std::string pbbao = pbaoChoice.SerializePartialAsString();
  3596. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_BAO_CHOICE, (void*)pbbao.c_str(), pbbao.length());
  3597. CString strTmp;
  3598. 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);
  3599. OutputDebugString(strTmp);
  3600. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_BAO_CHOICE, (void*)pbbao.c_str(), pbbao.length());
  3601. RepayRecord(INVALID_CHAIR, SUB_S_BAO_CHOICE, (void*)pbbao.c_str(), pbbao.length());
  3602. if (!IsCanReturnResult())
  3603. {
  3604. //找到下一家 广播
  3605. //通知下一家 继续包
  3606. CMD_S_BAO_NOTICE NotifyBao;
  3607. NotifyBao.m_wChairID = FindNextBaoJiaID(wChairID);
  3608. if (IsAddTaiNum(NotifyBao.m_wChairID))
  3609. {
  3610. NotifyBao.minBao = mMaxBaoNum + 1;
  3611. }
  3612. else
  3613. {
  3614. NotifyBao.minBao = mMaxBaoNum;
  3615. }
  3616. mCurrentBaoUser = NotifyBao.m_wChairID;
  3617. mCurrentMinBaoTai = NotifyBao.minBao;
  3618. SparrowMaJiang::PB_CS_S_BAO_NOTICE pNotifyBao;
  3619. pNotifyBao.set_minbao(NotifyBao.minBao);
  3620. pNotifyBao.set_m_wchairid(NotifyBao.m_wChairID);
  3621. std::string pbbao = pNotifyBao.SerializePartialAsString();
  3622. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3623. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3624. CString strTmp;
  3625. 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);
  3626. OutputDebugString(strTmp);
  3627. return true;
  3628. }
  3629. else
  3630. {
  3631. //是否是无人包 无人包台,直接结束
  3632. if (IsNoBaoUser() && wChairID==(m_wBankerUser&0xff) )
  3633. {
  3634. //计算积分 并结束
  3635. NoHaveBaoUser();
  3636. return true;
  3637. }
  3638. if (IsNoBaoUser() && wChairID != (m_wBankerUser & 0xff))
  3639. {
  3640. //给庄家发一次
  3641. CMD_S_BAO_NOTICE NotifyBao;
  3642. NotifyBao.m_wChairID = m_wBankerUser&0xff;
  3643. if (IsAddTaiNum(NotifyBao.m_wChairID))
  3644. {
  3645. NotifyBao.minBao = mMaxBaoNum + 1;
  3646. }
  3647. else
  3648. {
  3649. NotifyBao.minBao = mMaxBaoNum;
  3650. }
  3651. mCurrentBaoUser = NotifyBao.m_wChairID&0xff;
  3652. mCurrentMinBaoTai = NotifyBao.minBao;
  3653. SparrowMaJiang::PB_CS_S_BAO_NOTICE pNotifyBao;
  3654. pNotifyBao.set_minbao(NotifyBao.minBao);
  3655. pNotifyBao.set_m_wchairid(NotifyBao.m_wChairID);
  3656. std::string pbbao = pNotifyBao.SerializePartialAsString();
  3657. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3658. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3659. CString strTmp;
  3660. 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);
  3661. mBLastBaoStart = true;
  3662. //OutputDebugString(strTmp);
  3663. return true;
  3664. }
  3665. if (mBLastBaoStart==false)
  3666. {
  3667. mBLastBaoStart = true;
  3668. //通知包家在包一次
  3669. CMD_S_BAO_NOTICE NotifyBao;
  3670. NotifyBao.m_wChairID = mbaoMjUserID;
  3671. NotifyBao.minBao = mMaxBaoNum;
  3672. mCurrentBaoUser = NotifyBao.m_wChairID;
  3673. mCurrentMinBaoTai = NotifyBao.minBao;
  3674. SparrowMaJiang::PB_CS_S_BAO_NOTICE pNotifyBao;
  3675. pNotifyBao.set_minbao(NotifyBao.minBao);
  3676. pNotifyBao.set_m_wchairid(NotifyBao.m_wChairID);
  3677. std::string pbbao = pNotifyBao.SerializePartialAsString();
  3678. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3679. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_NOTICE_BAO, (void*)pbbao.c_str(), pbbao.length());
  3680. CString strTmp;
  3681. 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);
  3682. //OutputDebugString(strTmp);
  3683. return true;
  3684. }
  3685. mBLastBaoStart = false;
  3686. mbStartBaoTai = 2;
  3687. //无财神
  3688. if (mMaxBaoNum % 3 == 2)
  3689. {
  3690. SetMagicType(MagicType_NoMagic);
  3691. m_GameLogic.SetMagicIndex(MAX_INDEX, MAX_INDEX);
  3692. for (int i = 0; i < mPlayGameUserCount; i++)
  3693. {
  3694. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3695. {
  3696. continue;
  3697. }
  3698. CMD_S_BAO_RESULT baoResult;
  3699. ZeroMemory(&baoResult, sizeof(baoResult));
  3700. baoResult.m_wChairID = mbaoMjUserID;
  3701. baoResult.baoTai = mMaxBaoNum;
  3702. int nMagicCount = mMaxBaoNum % 3;
  3703. if (nMagicCount == 2){
  3704. nMagicCount = MagicZero;
  3705. }
  3706. else if (nMagicCount == 0)
  3707. {
  3708. nMagicCount = MagicTwo;
  3709. }
  3710. baoResult.cbMagicCount = nMagicCount;
  3711. if (i == (m_wBankerUser & 0xff))
  3712. {
  3713. //// 胡牌判断
  3714. CChiHuRight chr;
  3715. BYTE TaiShu = 0;
  3716. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
  3717. if (mbaoMjUserID == i)
  3718. {
  3719. int nTmpAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[i], NULL, 0, m_cbProvideCard, chr, TaiShu);
  3720. if (TaiShu >= mBaoTaiNum[mbaoMjUserID])
  3721. {
  3722. m_cbUserAction[m_wCurrentUser] |= nTmpAction;
  3723. }
  3724. }
  3725. else
  3726. {
  3727. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[i], NULL, 0, m_cbProvideCard, chr, TaiShu);
  3728. }
  3729. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
  3730. // if (m_cbUserAction[i] & WIK_ZI_MO)
  3731. // {
  3732. // m_cbUserAction[i] = WIK_TIAN_ZI_MO;
  3733. // }
  3734. //杠牌判断
  3735. tagGangCardResult GangCardResult;
  3736. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  3737. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, GangCardResult);
  3738. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  3739. {
  3740. baoResult.gangCard[j] = GangCardResult.cbCardData[j];
  3741. }
  3742. baoResult.actionMask = m_cbUserAction[m_wCurrentUser];
  3743. SparrowMaJiang::PB_CS_S_BAO_RESULT pbaoResult;
  3744. pbaoResult.set_actionmask(baoResult.actionMask);
  3745. pbaoResult.set_baotai(baoResult.baoTai);
  3746. pbaoResult.set_cbmagiccount(baoResult.cbMagicCount);
  3747. pbaoResult.set_m_wchairid(baoResult.m_wChairID);
  3748. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  3749. {
  3750. pbaoResult.add_gangcard(baoResult.gangCard[j]);
  3751. }
  3752. std::string pbbao = pbaoResult.SerializePartialAsString();
  3753. m_pITableFrame->SendTableData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3754. m_pITableFrame->SendLookonData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3755. CString strTmp;
  3756. 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"),
  3757. i, baoResult.m_wChairID, baoResult.baoTai, baoResult.cbMagicCount, baoResult.actionMask);
  3758. //OutputDebugString(strTmp);
  3759. if (m_TabbOutCardCout[m_wCurrentUser] > 0)
  3760. HttpTingCard(m_wCurrentUser);
  3761. }
  3762. else
  3763. {
  3764. SparrowMaJiang::PB_CS_S_BAO_RESULT pbaoResult;
  3765. pbaoResult.set_actionmask(baoResult.actionMask);
  3766. pbaoResult.set_baotai(baoResult.baoTai);
  3767. pbaoResult.set_cbmagiccount(baoResult.cbMagicCount);
  3768. pbaoResult.set_m_wchairid(baoResult.m_wChairID);
  3769. std::string pbbao = pbaoResult.SerializePartialAsString();
  3770. m_pITableFrame->SendTableData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3771. 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"),
  3772. i, baoResult.m_wChairID, baoResult.baoTai, baoResult.cbMagicCount, baoResult.actionMask);
  3773. //OutputDebugString(strTmp);
  3774. m_pITableFrame->SendLookonData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3775. RepayRecord(INVALID_CHAIR, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3776. }
  3777. }
  3778. mbStartBaoTai = 3;
  3779. }
  3780. else
  3781. {
  3782. CMD_S_BAO_RESULT baoResult;
  3783. ZeroMemory(&baoResult, sizeof(baoResult));
  3784. baoResult.m_wChairID = mbaoMjUserID;
  3785. baoResult.baoTai = mMaxBaoNum;
  3786. int nMagicCount = mMaxBaoNum % 3;
  3787. if (nMagicCount == 2){
  3788. nMagicCount = MagicZero;
  3789. }
  3790. else if (nMagicCount == 0)
  3791. {
  3792. nMagicCount = MagicTwo;
  3793. }
  3794. baoResult.cbMagicCount = nMagicCount;
  3795. SparrowMaJiang::PB_CS_S_BAO_RESULT pbaoResult;
  3796. pbaoResult.set_actionmask(baoResult.actionMask);
  3797. pbaoResult.set_baotai(baoResult.baoTai);
  3798. pbaoResult.set_cbmagiccount(baoResult.cbMagicCount);
  3799. pbaoResult.set_m_wchairid(baoResult.m_wChairID);
  3800. std::string pbbao = pbaoResult.SerializePartialAsString();
  3801. //遍历4加 全部发包结果
  3802. for (int i = 0; i < mPlayGameUserCount; i++)
  3803. {
  3804. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3805. {
  3806. continue;
  3807. }
  3808. m_pITableFrame->SendTableData(i, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3809. 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"),
  3810. i, baoResult.m_wChairID, baoResult.baoTai, baoResult.cbMagicCount, baoResult.actionMask);
  3811. //OutputDebugString(strTmp);
  3812. }
  3813. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3814. RepayRecord(INVALID_CHAIR, SUB_S_BAO_RESULT, (void*)pbbao.c_str(), pbbao.length());
  3815. }
  3816. }
  3817. return true;
  3818. }
  3819. bool CTableFrameSink::SelectBaoMagic(WORD wChairID, BYTE cbMagicFirst, BYTE cbMagicSenced)
  3820. {
  3821. //得到包财神之后, 发送庄家操作。
  3822. int nFirst=0;
  3823. int nSencend=0;
  3824. if (cbMagicFirst == 255 || cbMagicFirst==0)
  3825. {
  3826. nFirst = MAX_INDEX;
  3827. m_cbMagicFirstData = 0;
  3828. }
  3829. else
  3830. {
  3831. nFirst = m_GameLogic.SwitchToCardIndex(cbMagicFirst);
  3832. m_cbMagicFirstData = cbMagicFirst;
  3833. SetMagicType(MagicType_OneMagic);
  3834. }
  3835. if (cbMagicSenced == 255 || cbMagicSenced==0)
  3836. {
  3837. nSencend = MAX_INDEX;
  3838. m_cbMagicSecondData = 0;
  3839. }
  3840. else
  3841. {
  3842. nSencend = m_GameLogic.SwitchToCardIndex(cbMagicSenced);
  3843. m_cbMagicSecondData = cbMagicSenced;
  3844. SetMagicType(MagicType_TwoMagic);
  3845. }
  3846. m_GameLogic.SetMagicIndex(nFirst, nSencend);
  3847. for (int i = 0; i < mPlayGameUserCount;i++)
  3848. {
  3849. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3850. {
  3851. continue;
  3852. }
  3853. CMD_S_Magic_RESULT MagicResult;
  3854. ZeroMemory(&MagicResult, sizeof(MagicResult));
  3855. MagicResult.cbMagicFirst = cbMagicFirst;
  3856. MagicResult.cbMagicSenced = cbMagicSenced;
  3857. if (i == (m_wBankerUser & 0xff))
  3858. {
  3859. //// 胡牌判断
  3860. CChiHuRight chr;
  3861. BYTE TaiShu = 0;
  3862. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
  3863. if (mbaoMjUserID == i)
  3864. {
  3865. int nTmpAction = m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[i], NULL, 0, m_cbProvideCard, chr, TaiShu);
  3866. if (TaiShu >= mBaoTaiNum[mbaoMjUserID])
  3867. {
  3868. m_cbUserAction[m_wCurrentUser] |= nTmpAction;
  3869. }
  3870. }
  3871. else
  3872. {
  3873. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[i], NULL, 0, m_cbProvideCard, chr, TaiShu);
  3874. }
  3875. m_cbCardIndex[m_wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
  3876. // if (m_cbUserAction[i] & WIK_ZI_MO)
  3877. // {
  3878. // m_cbUserAction[i] = WIK_TIAN_ZI_MO;
  3879. // }
  3880. //杠牌判断
  3881. tagGangCardResult GangCardResult;
  3882. ZeroMemory(&GangCardResult, sizeof(GangCardResult));
  3883. m_cbUserAction[m_wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[m_wCurrentUser], NULL, 0, GangCardResult);
  3884. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  3885. {
  3886. MagicResult.gangCard[j] = GangCardResult.cbCardData[j];
  3887. }
  3888. MagicResult.actionMask = m_cbUserAction[m_wCurrentUser];
  3889. CString strTmp;
  3890. 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"),
  3891. i, MagicResult.cbMagicFirst,MagicResult.cbMagicSenced,MagicResult.actionMask);
  3892. //OutputDebugString(strTmp);
  3893. SparrowMaJiang::PB_CS_S_Magic_RESULT pMagicResult;
  3894. pMagicResult.set_actionmask(MagicResult.actionMask);
  3895. pMagicResult.set_cbmagicfirst(MagicResult.cbMagicFirst);
  3896. pMagicResult.set_cbmagicsenced(MagicResult.cbMagicSenced);
  3897. for (BYTE j = 0; j < GangCardResult.cbCardCount; j++)
  3898. {
  3899. pMagicResult.add_gangcard(MagicResult.gangCard[j]);
  3900. }
  3901. std::string pbdate = pMagicResult.SerializePartialAsString();
  3902. m_pITableFrame->SendTableData(i, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3903. m_pITableFrame->SendLookonData(i, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3904. RepayRecord(INVALID_CHAIR, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3905. if (m_TabbOutCardCout[(m_wBankerUser & 0xff)] > 0)
  3906. HttpTingCard((m_wBankerUser & 0xff));
  3907. }
  3908. else
  3909. {
  3910. CString strTmp;
  3911. 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"),
  3912. i, MagicResult.cbMagicFirst, MagicResult.cbMagicSenced, MagicResult.actionMask);
  3913. //OutputDebugString(strTmp);
  3914. SparrowMaJiang::PB_CS_S_Magic_RESULT pMagicResult;
  3915. pMagicResult.set_actionmask(MagicResult.actionMask);
  3916. pMagicResult.set_cbmagicfirst(MagicResult.cbMagicFirst);
  3917. pMagicResult.set_cbmagicsenced(MagicResult.cbMagicSenced);
  3918. std::string pbdate = pMagicResult.SerializePartialAsString();
  3919. m_pITableFrame->SendTableData(i, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3920. m_pITableFrame->SendLookonData(i, SUB_S_CAI_RESULT, (void*)pbdate.c_str(), pbdate.length());
  3921. }
  3922. }
  3923. mbStartBaoTai = 3;
  3924. return true;
  3925. }
  3926. bool CTableFrameSink::IsCanReturnResult()
  3927. {
  3928. if (mMaxBaoNum== NoMagic_QI_TAI)
  3929. {
  3930. return true;
  3931. }
  3932. int nGuoCount = 0;
  3933. for (int i = 0; i < mPlayGameUserCount;i++)
  3934. {
  3935. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3936. {
  3937. continue;
  3938. }
  3939. if (mUserOptBaoTai[i]==255)
  3940. {
  3941. nGuoCount++;
  3942. }
  3943. }
  3944. if (m_bTwoPlayerFlag)
  3945. {
  3946. if (nGuoCount >= (mPlayGameUserCount - 2))
  3947. {
  3948. if (mUserOptBaoTai[0] == -1 || mUserOptBaoTai[2] == -1)
  3949. {
  3950. return false;
  3951. }
  3952. return true;
  3953. }
  3954. }
  3955. else
  3956. {
  3957. if (nGuoCount >= (mPlayGameUserCount - 1))
  3958. {
  3959. if (mUserOptBaoTai[((m_wBankerUser & 0xff) + (mPlayGameUserCount - 1)) % mPlayGameUserCount] == -1)
  3960. {
  3961. return false;
  3962. }
  3963. return true;
  3964. }
  3965. }
  3966. return false;
  3967. }
  3968. int CTableFrameSink::FindNextBaoJiaID(int CurrentId)
  3969. {
  3970. if (m_bTwoPlayerFlag)
  3971. {
  3972. if (CurrentId==0)
  3973. {
  3974. return 2;
  3975. }
  3976. if (CurrentId==2)
  3977. {
  3978. return 0;
  3979. }
  3980. }
  3981. for (int i = 0; i < mPlayGameUserCount; i++)
  3982. {
  3983. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  3984. {
  3985. continue;
  3986. }
  3987. int NextId = ((i + CurrentId + 1) % mPlayGameUserCount);
  3988. if (mUserOptBaoTai[((i + CurrentId+1) % mPlayGameUserCount)]==255)
  3989. {
  3990. continue;
  3991. }
  3992. CString strFindNextID;
  3993. strFindNextID.Format(_T("下一个包家ID=%d 之前台数=%d\r\n"), NextId, mUserOptBaoTai[(CurrentId + i) % (mPlayGameUserCount-1)]);
  3994. OutputDebugString(strFindNextID);
  3995. return (CurrentId + i + 1) % mPlayGameUserCount;
  3996. }
  3997. return ((m_wBankerUser & 0xff) + (mPlayGameUserCount-1)) % mPlayGameUserCount;
  3998. }
  3999. //条件是 是否有人选过台
  4000. bool CTableFrameSink::IsAddTaiNum(int nNextID)
  4001. {
  4002. int nCount = 0;
  4003. for (int i = 0; i < mPlayGameUserCount;i++)
  4004. {
  4005. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4006. {
  4007. continue;
  4008. }
  4009. if (mUserOptBaoTai[i] != -1 && mUserOptBaoTai[i] != 255)
  4010. {
  4011. nCount++;
  4012. }
  4013. }
  4014. CString str;
  4015. str.Format(_T("选台玩家个数 %d\r\n"),nCount);
  4016. OutputDebugString(str);
  4017. return nCount;
  4018. }
  4019. bool CTableFrameSink::IsNoBaoUser()
  4020. {
  4021. int nCount = 0;
  4022. for (int i = 0; i < mPlayGameUserCount; i++)
  4023. {
  4024. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4025. {
  4026. continue;
  4027. }
  4028. if ( mUserOptBaoTai[i] == 255)
  4029. {
  4030. nCount++;
  4031. }
  4032. }
  4033. if (m_bTwoPlayerFlag)
  4034. {
  4035. return nCount == mPlayGameUserCount-1;
  4036. }
  4037. return nCount == mPlayGameUserCount;
  4038. }
  4039. void CTableFrameSink::NoHaveBaoUser()
  4040. {
  4041. WORD BankUserID = m_wBankerUser & 0x00ff;
  4042. int FanBei = 1;
  4043. if (LianXuHuPai[BankUserID] >= 2)
  4044. {
  4045. FanBei++;
  4046. }
  4047. CMD_S_GangScore gs;
  4048. ZeroMemory(&gs, sizeof(gs));
  4049. gs.wChairId = 0;
  4050. gs.cbOperateCode = WIK_NULL;
  4051. //积分
  4052. for (int i = 0; i < mPlayGameUserCount;i++)
  4053. {
  4054. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4055. {
  4056. continue;
  4057. }
  4058. if (i == mbaoMjUserID)
  4059. {
  4060. continue;
  4061. }
  4062. gs.lGangScore[i] += (m_gameConfig.wDiScore)*FanBei;
  4063. m_lGameScore[i] += gs.lGangScore[i];
  4064. m_lGameTatolScore[i] += gs.lGangScore[i];
  4065. gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
  4066. }
  4067. if (m_bTwoPlayerFlag)
  4068. {
  4069. gs.lGangScore[mbaoMjUserID] -= m_gameConfig.wDiScore * (mPlayGameUserCount - 2) * FanBei;
  4070. }
  4071. else
  4072. {
  4073. gs.lGangScore[mbaoMjUserID] -= m_gameConfig.wDiScore * (mPlayGameUserCount - 1) * FanBei;
  4074. }
  4075. m_lGameScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  4076. m_lGameTatolScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  4077. gs.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  4078. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  4079. GangScore.set_cboperatecode(gs.cbOperateCode);
  4080. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  4081. {
  4082. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  4083. GangScore.add_lgangscore(gs.lGangScore[j]);
  4084. }
  4085. GangScore.set_wchairid(gs.wChairId);
  4086. std::string pbscore = GangScore.SerializePartialAsString();
  4087. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  4088. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  4089. m_wProvideUser = INVALID_CHAIR;
  4090. bIsHuang = true;
  4091. m_cbLeftCardCount = 0;
  4092. OnEventGameConclude(m_wProvideUser, NULL, GER_NORMAL);
  4093. //通知慌庄
  4094. }
  4095. void CTableFrameSink::CaculationScore(BYTE WinChairID, BYTE nTai, BYTE WinWay, BYTE provideUserID, CChiHuRight UserChr, CMD_S_GangScore& cmd_Score)
  4096. {
  4097. if (mMjType==0)//翻财神
  4098. {
  4099. FanMagicCaculation(WinChairID, nTai, WinWay, provideUserID, UserChr, cmd_Score);
  4100. }
  4101. if (mMjType==1)//包麻将
  4102. {
  4103. PrintUsersScore(_T("计算积分前"));
  4104. if (mBaoCacleDZFB)
  4105. {
  4106. //ZeroMemory(mZFBBianScore, sizeof(mZFBBianScore));
  4107. CalcDongZFB(WinChairID, nTai, WinWay, provideUserID);
  4108. for (int i=0;i<mPlayGameUserCount;i++)
  4109. {
  4110. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4111. {
  4112. continue;
  4113. }
  4114. CString strInfo;
  4115. strInfo.Format(_T("玩家%d,大牌计算,计分变动 %d"),i,mZFBBianScore[i]);
  4116. OutputDebugString(strInfo);
  4117. }
  4118. PrintUsersScore(_T("计算积分中发白后"));
  4119. }
  4120. BaoMjCalculation(WinChairID, nTai, WinWay, provideUserID, cmd_Score);
  4121. PrintUsersScore(_T("计算积分后"));
  4122. }
  4123. }
  4124. void CTableFrameSink::WritePaiCardData(TCHAR* TableId, int count)
  4125. {
  4126. if (!mBWriteTableData)
  4127. {
  4128. return;
  4129. }
  4130. SYSTEMTIME stTime;
  4131. GetLocalTime(&stTime);
  4132. CString sTimerDir;
  4133. sTimerDir.Format(_T("%d月%d日-%d时"), stTime.wMonth, stTime.wDay, stTime.wHour);
  4134. CString strFileName;
  4135. if (mTableDatastrPath.IsEmpty())
  4136. {
  4137. strFileName.Format(_T("TableData\\%s\\Table_%s_%d.dat"), TableId,sTimerDir.GetBuffer(), count);
  4138. }
  4139. else
  4140. {
  4141. strFileName.Format(_T("%s\\TableData\\%s\\Table_%s_%d.dat"), mTableDatastrPath.GetBuffer(), sTimerDir.GetBuffer(),TableId, count);
  4142. }
  4143. CString strCreate;
  4144. strCreate = mTableDatastrPath;
  4145. PathAppend(strCreate.GetBufferSetLength(MAX_PATH), _T("\\TableData"));
  4146. strCreate.ReleaseBuffer();
  4147. if (!PathFileExists(strCreate.GetBuffer()))
  4148. {
  4149. CreateDirectory(strCreate.GetBuffer(), NULL);
  4150. }
  4151. PathAppend(strCreate.GetBufferSetLength(MAX_PATH), sTimerDir.GetBuffer());
  4152. strCreate.ReleaseBuffer();
  4153. if (!PathFileExists(strCreate.GetBuffer()))
  4154. {
  4155. CreateDirectory(strCreate.GetBuffer(), NULL);
  4156. }
  4157. HANDLE hFile=CreateFile(strFileName, GENERIC_WRITE, FILE_SHARE_WRITE, NULL, CREATE_NEW, NULL, NULL);
  4158. if (hFile!=INVALID_HANDLE_VALUE)
  4159. {
  4160. DWORD dwWrite;
  4161. WriteFile(hFile, m_cbRepertoryCard, MAX_REPERTORY_ZJ, &dwWrite, NULL);
  4162. CloseHandle(hFile);
  4163. }
  4164. }
  4165. void CTableFrameSink::ReadGameData()
  4166. {
  4167. CString strFileName;
  4168. strFileName=_T("Table.dat");
  4169. if (!PathFileExists(_T("Table.dat")))
  4170. {
  4171. return;
  4172. }
  4173. HANDLE hFile = CreateFile(strFileName, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_ALWAYS, NULL, NULL);
  4174. if (hFile != INVALID_HANDLE_VALUE)
  4175. {
  4176. DWORD dwRead;
  4177. DWORD dwFileSize;
  4178. DWORD fileSize= GetFileSize(hFile, &dwFileSize);
  4179. if (fileSize != 136&&fileSize!=100)
  4180. {
  4181. CloseHandle(hFile);
  4182. return;
  4183. }
  4184. SetFilePointer(hFile, 0, 0, FILE_BEGIN);
  4185. //BYTE tmpCard[MAX_REPERTORY_ZJ] = { 0 };
  4186. int cardCount=0;
  4187. if (m_bTwoPlayerFlag)
  4188. {
  4189. cardCount = MAX_REPERTORY_ZJ_Two;
  4190. }
  4191. else
  4192. {
  4193. cardCount = MAX_REPERTORY_ZJ;
  4194. }
  4195. ReadFile(hFile, m_cbRepertoryCard, cardCount, &dwRead, NULL);
  4196. CloseHandle(hFile);
  4197. /* for (BYTE i = 0; i < MAX_REPERTORY_ZJ; i++)
  4198. {
  4199. ASSERT(i < MAX_REPERTORY_ZJ);
  4200. m_cbRepertoryCard[i] = tmpCard[MAX_REPERTORY_ZJ - i - 1];
  4201. }
  4202. */
  4203. }
  4204. }
  4205. //打印玩家所有积分
  4206. void CTableFrameSink::PrintUsersScore(LPCTSTR lpstrInfo)
  4207. {
  4208. //OutputDebugString(lpstrInfo);
  4209. CString strInfo;
  4210. for (int i = 0; i < mPlayGameUserCount;i++)
  4211. {
  4212. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4213. {
  4214. continue;
  4215. }
  4216. CString strTmp;
  4217. strTmp.Format(_T("UserID =%d 本次变更积分 %d 本局剩余拥有积分%d"),
  4218. i,m_lGameScore[i], m_lGameTatolScore[i]);
  4219. //OutputDebugString(strTmp);
  4220. }
  4221. }
  4222. bool CTableFrameSink::HandleBaoMjZaHu(WORD wChairID, int cbOperateCode, BYTE cbOperateCard, BYTE cbCaiShenCard[4])
  4223. {
  4224. //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
  4225. //炸胡
  4226. CMD_S_OperateResult OperateResult;
  4227. OperateResult.wOperateUser = wChairID;
  4228. OperateResult.cbOperateCard = cbOperateCard;
  4229. OperateResult.cbOperateCode = WIK_ZAHU;
  4230. OperateResult.wProvideUser = m_wProvideUser;
  4231. CChiHuRight chr;
  4232. chr = ZJ_TAI_ZHAHU;
  4233. WORD paitype = bHuPaiType(chr);
  4234. OperateResult.cbActionMask = mBaoTaiNum[mbaoMjUserID] | (paitype << 16);
  4235. ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
  4236. SparrowMaJiang::PB_CS_S_OperateResult Result;
  4237. Result.set_woperateuser(OperateResult.wOperateUser);
  4238. Result.set_cboperatecard(OperateResult.cbOperateCard);
  4239. Result.set_cboperatecode(OperateResult.cbOperateCode);
  4240. Result.set_wprovideuser(OperateResult.wProvideUser);
  4241. for (BYTE j = 0; j < 4; j++)
  4242. {
  4243. Result.add_cbcaishencard(OperateResult.cbCaiShenCard[j]);
  4244. }
  4245. Result.set_cbactionmask(OperateResult.cbActionMask);
  4246. for (BYTE j = 0; j < 6; j++)
  4247. {
  4248. Result.add_cbactioncard(OperateResult.cbActionCard[j]);
  4249. }
  4250. //发送数据
  4251. std::string pbdata = Result.SerializePartialAsString();
  4252. RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  4253. //发送消息
  4254. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  4255. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, (void*)pbdata.c_str(), pbdata.length());
  4256. //包麻将 黄装 计算分数
  4257. WORD BankUserID = m_wBankerUser & 0x00ff;
  4258. int FanBei = 1;
  4259. if (LianXuHuPai[BankUserID] >= 2)
  4260. {
  4261. FanBei++;
  4262. }
  4263. CMD_S_GangScore gs;
  4264. ZeroMemory(&gs, sizeof(gs));
  4265. gs.wChairId = 0;
  4266. gs.cbOperateCode = WIK_ZAHU;
  4267. int nTmpOneUserScore = 0;
  4268. if (mMagicType == MagicType_TwoMagic)
  4269. {
  4270. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2)*FanBei;
  4271. }
  4272. else
  4273. {
  4274. nTmpOneUserScore = m_gameConfig.wDiScore* pow(2, mBaoTaiNum[mbaoMjUserID] - 2) * 2 * FanBei;
  4275. }
  4276. //积分
  4277. for (int i = 0; i < mPlayGameUserCount; i++)
  4278. {
  4279. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4280. {
  4281. continue;
  4282. }
  4283. if (i == mbaoMjUserID)
  4284. {
  4285. continue;
  4286. }
  4287. gs.lGangScore[i] += nTmpOneUserScore;
  4288. m_lGameScore[i] += gs.lGangScore[i];
  4289. m_lGameTatolScore[i] += gs.lGangScore[i];
  4290. gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
  4291. }
  4292. if (m_bTwoPlayerFlag)
  4293. {
  4294. gs.lGangScore[mbaoMjUserID] -= nTmpOneUserScore * (mPlayGameUserCount - 2);
  4295. }
  4296. else
  4297. {
  4298. gs.lGangScore[mbaoMjUserID] -= nTmpOneUserScore * (mPlayGameUserCount - 1);
  4299. }
  4300. m_lGameScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  4301. m_lGameTatolScore[mbaoMjUserID] += gs.lGangScore[mbaoMjUserID];
  4302. gs.cbWanJiaScore[mbaoMjUserID] = m_lGameTatolScore[mbaoMjUserID];
  4303. SparrowMaJiang::PB_CS_S_GangScore GangScore;
  4304. GangScore.set_cboperatecode(gs.cbOperateCode);
  4305. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  4306. {
  4307. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  4308. GangScore.add_lgangscore(gs.lGangScore[j]);
  4309. }
  4310. GangScore.set_wchairid(gs.wChairId);
  4311. std::string pbscore = GangScore.SerializePartialAsString();
  4312. m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  4313. m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbscore.c_str(), pbscore.length());
  4314. for (BYTE i = 0; i < mPlayGameUserCount; i++)
  4315. {
  4316. if (m_bTwoPlayerFlag&&i == TowMjNullseat)
  4317. {
  4318. continue;
  4319. }
  4320. gs.cbWanJiaScore[i] = m_lGameScore[i];
  4321. }
  4322. for (BYTE j = 0; j < mPlayGameUserCount; j++)
  4323. {
  4324. GangScore.add_cbwanjiascore(gs.cbWanJiaScore[j]);
  4325. }
  4326. std::string pbrecord = GangScore.SerializePartialAsString();
  4327. RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, (void*)pbrecord.c_str(), pbrecord.length());
  4328. mBZaHu = TRUE;
  4329. OnEventGameConclude(wChairID, NULL, GER_NORMAL);
  4330. return true;
  4331. }
  4332. //被动操作删除手牌
  4333. bool CTableFrameSink::DeleteCaiShenCard(WORD wTargetUser, BYTE cbTargetCaiCard[4], int cbTargetAction, BYTE cbTargetCard)
  4334. {
  4335. switch (cbTargetAction)
  4336. {
  4337. case WIK_SAN_MING_GANG:
  4338. {
  4339. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4340. {
  4341. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[1])]--)
  4342. {
  4343. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[2])]--)
  4344. {
  4345. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4346. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4347. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4348. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4349. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4350. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4351. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4352. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4353. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[1] = cbTargetCaiCard[1];
  4354. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[2] = cbTargetCaiCard[2];
  4355. if (mMjType==0&&mPlayGameUserCount==4)
  4356. {
  4357. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4358. m_cbLeftCardCount -= 6;
  4359. else//少于三墩就只有一张可以抓的牌咯
  4360. m_cbLeftCardCount = 1;
  4361. }
  4362. if (mMjType == 0 && mPlayGameUserCount !=4 )
  4363. {
  4364. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4365. m_cbLeftCardCount -= 4;
  4366. else//少于二墩就只有一张可以抓的牌咯
  4367. m_cbLeftCardCount = 1;
  4368. }
  4369. m_cbGangCount ++;//打了几个杠
  4370. return true;
  4371. }
  4372. else
  4373. {
  4374. ASSERT(false);
  4375. return false;
  4376. }
  4377. }
  4378. else
  4379. {
  4380. ASSERT(false);
  4381. return false;
  4382. }
  4383. }
  4384. else
  4385. {
  4386. ASSERT(false);
  4387. return false;
  4388. }
  4389. }
  4390. case WIK_DAN_CHI:
  4391. case WIK_SHUANG_CAICHI:
  4392. case WIK_SHUANG_PENG:
  4393. {
  4394. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4395. {
  4396. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[1])]--)
  4397. {
  4398. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4399. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4400. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4401. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4402. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4403. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4404. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4405. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4406. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[1] = cbTargetCaiCard[1];
  4407. return true;
  4408. }
  4409. else
  4410. {
  4411. ASSERT(false);
  4412. return false;
  4413. }
  4414. }
  4415. else
  4416. {
  4417. ASSERT(false);
  4418. return false;
  4419. }
  4420. }
  4421. case WIK_SHUANG_MING_GANG:
  4422. {
  4423. BYTE CardIndex = m_GameLogic.SwitchToCardIndex(cbTargetCard);
  4424. if (m_cbCardIndex[wTargetUser][CardIndex]--)
  4425. {
  4426. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4427. {
  4428. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[1])]--)
  4429. {
  4430. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4431. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4432. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4433. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4434. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4435. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4436. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4437. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4438. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[1] = cbTargetCaiCard[1];
  4439. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[2] = cbTargetCard;
  4440. if (mMjType == 0 && mPlayGameUserCount == 4)
  4441. {
  4442. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4443. m_cbLeftCardCount -= 6;
  4444. else//少于三墩就只有一张可以抓的牌咯
  4445. m_cbLeftCardCount = 1;
  4446. }
  4447. if (mMjType == 0 && mPlayGameUserCount != 4)
  4448. {
  4449. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4450. m_cbLeftCardCount -= 4;
  4451. else//少于二墩就只有一张可以抓的牌咯
  4452. m_cbLeftCardCount = 1;
  4453. }
  4454. m_cbGangCount++;//打了几个杠
  4455. return true;
  4456. }
  4457. else
  4458. {
  4459. ASSERT(false);
  4460. return false;
  4461. }
  4462. }
  4463. else
  4464. {
  4465. ASSERT(false);
  4466. return false;
  4467. }
  4468. }
  4469. else
  4470. {
  4471. ASSERT(false);
  4472. return false;
  4473. }
  4474. }
  4475. case WIK_DAN_PENG:
  4476. {
  4477. BYTE CardIndex = m_GameLogic.SwitchToCardIndex(cbTargetCard);
  4478. if (m_cbCardIndex[wTargetUser][CardIndex]--)
  4479. {
  4480. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4481. {
  4482. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4483. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4484. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4485. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4486. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4487. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4488. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4489. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4490. return true;
  4491. }
  4492. else
  4493. {
  4494. ASSERT(false);
  4495. return false;
  4496. }
  4497. }
  4498. else
  4499. {
  4500. ASSERT(false);
  4501. return false;
  4502. }
  4503. }
  4504. case WIK_DAN_MING_GANG:
  4505. {
  4506. BYTE CardIndex = m_GameLogic.SwitchToCardIndex(cbTargetCard);
  4507. if (m_cbCardIndex[wTargetUser][CardIndex] - 2 >= 0)
  4508. {
  4509. m_cbCardIndex[wTargetUser][CardIndex] -= 2;
  4510. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(cbTargetCaiCard[0])]--)
  4511. {
  4512. ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
  4513. if (m_cbWeaveItemCount[wTargetUser] > 4)return false;
  4514. WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
  4515. m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
  4516. m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
  4517. m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
  4518. m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
  4519. m_WeaveItemArray[wTargetUser][wIndex].cbMargicOffset[0] = cbTargetCaiCard[0];
  4520. if (mMjType == 0 && mPlayGameUserCount == 4)
  4521. {
  4522. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4523. m_cbLeftCardCount -= 6;
  4524. else//少于三墩就只有一张可以抓的牌咯
  4525. m_cbLeftCardCount = 1;
  4526. }
  4527. if (mMjType == 0 && mPlayGameUserCount != 4)
  4528. {
  4529. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4530. m_cbLeftCardCount -= 4;
  4531. else//少于二墩就只有一张可以抓的牌咯
  4532. m_cbLeftCardCount = 1;
  4533. }
  4534. m_cbGangCount++;//打了几个杠
  4535. return true;
  4536. }
  4537. else
  4538. {
  4539. ASSERT(false);
  4540. return false;
  4541. }
  4542. }
  4543. else
  4544. {
  4545. ASSERT(false);
  4546. return false;
  4547. }
  4548. }
  4549. case WIK_LEFT: //上牌操作,左吃
  4550. {
  4551. //删除扑克
  4552. BYTE cbRemoveCard[3];
  4553. BYTE cbMagicCard[4] = { 0 };
  4554. m_GameLogic.GetWeaveCard(WIK_LEFT, cbTargetCard, cbMagicCard, cbRemoveCard);
  4555. VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1));
  4556. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
  4557. return true;
  4558. }
  4559. case WIK_RIGHT: //上牌操作,右吃
  4560. {
  4561. //删除扑克
  4562. BYTE cbRemoveCard[3];
  4563. BYTE cbMagicCard[4] = { 0 };
  4564. m_GameLogic.GetWeaveCard(WIK_RIGHT, cbTargetCard, cbMagicCard, cbRemoveCard);
  4565. VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1));
  4566. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
  4567. return true;
  4568. }
  4569. case WIK_CENTER: //上牌操作,中吃
  4570. {
  4571. //删除扑克
  4572. BYTE cbRemoveCard[3];
  4573. BYTE cbMagicCard[4] = { 0 };
  4574. m_GameLogic.GetWeaveCard(WIK_CENTER, cbTargetCard, cbMagicCard, cbRemoveCard);
  4575. VERIFY(m_GameLogic.RemoveCard(cbRemoveCard, 3, &cbTargetCard, 1));
  4576. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
  4577. return true;
  4578. }
  4579. case WIK_PENG: //碰牌操作
  4580. {
  4581. //删除扑克
  4582. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] < 2)
  4583. {
  4584. ASSERT(false);
  4585. return false;
  4586. }
  4587. BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard };
  4588. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
  4589. return true;
  4590. }
  4591. case WIK_MING_GANG: //明杠牌操作
  4592. {
  4593. if (m_cbCardIndex[wTargetUser][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] != 3)
  4594. {
  4595. ASSERT(false);
  4596. return false;
  4597. }
  4598. BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard, cbTargetCard };
  4599. VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, CountArray(cbRemoveCard)));
  4600. if (mMjType == 0 && mPlayGameUserCount == 4)
  4601. {
  4602. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4603. m_cbLeftCardCount -= 6;
  4604. else//少于三墩就只有一张可以抓的牌咯
  4605. m_cbLeftCardCount = 1;
  4606. }
  4607. if (mMjType == 0 && mPlayGameUserCount != 4)
  4608. {
  4609. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4610. m_cbLeftCardCount -= 4;
  4611. else//少于二墩就只有一张可以抓的牌咯
  4612. m_cbLeftCardCount = 1;
  4613. }
  4614. m_cbGangCount++;//打了几个杠
  4615. return true;
  4616. }
  4617. default:
  4618. {
  4619. ASSERT(false);
  4620. return false;
  4621. }
  4622. }
  4623. }
  4624. //自主操作删除手牌
  4625. bool CTableFrameSink::DeleteCard(WORD wChairID, BYTE cbCaiShenCard[4], int cbOperateCode, BYTE cbOperateCard)
  4626. {
  4627. switch (cbOperateCode)
  4628. {
  4629. case WIK_QUANG_AN_GANG:
  4630. {
  4631. //变量定义
  4632. BYTE cbWeaveIndex = 0xFF;
  4633. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4634. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4635. if (CaiShenCount > 3)
  4636. {
  4637. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4638. {
  4639. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[1])]--)
  4640. {
  4641. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[2])]--)
  4642. {
  4643. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[3])]--)
  4644. {
  4645. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4646. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4647. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4648. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4649. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4650. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4651. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[1] = cbCaiShenCard[1];
  4652. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[2] = cbCaiShenCard[2];
  4653. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[3] = cbCaiShenCard[3];
  4654. if (mMjType == 0 && mPlayGameUserCount == 4)
  4655. {
  4656. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4657. m_cbLeftCardCount -= 6;
  4658. else//少于三墩就只有一张可以抓的牌咯
  4659. m_cbLeftCardCount = 1;
  4660. }
  4661. if (mMjType == 0 && mPlayGameUserCount != 4)
  4662. {
  4663. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4664. m_cbLeftCardCount -= 4;
  4665. else//少于二墩就只有一张可以抓的牌咯
  4666. m_cbLeftCardCount = 1;
  4667. }
  4668. m_cbGangCount++;//打了几个杠
  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_SAN_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 > 2)
  4708. {
  4709. if (m_cbCardIndex[wChairID][cbCardIndex]--)
  4710. {
  4711. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4712. {
  4713. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[1])]--)
  4714. {
  4715. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[2])]--)
  4716. {
  4717. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4718. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4719. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4720. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4721. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4722. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4723. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[1] = cbCaiShenCard[1];
  4724. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[2] = cbCaiShenCard[2];
  4725. if (mMjType == 0 && mPlayGameUserCount == 4)
  4726. {
  4727. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4728. m_cbLeftCardCount -= 6;
  4729. else//少于三墩就只有一张可以抓的牌咯
  4730. m_cbLeftCardCount = 1;
  4731. }
  4732. if (mMjType == 0 && mPlayGameUserCount != 4)
  4733. {
  4734. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4735. m_cbLeftCardCount -= 4;
  4736. else//少于二墩就只有一张可以抓的牌咯
  4737. m_cbLeftCardCount = 1;
  4738. }
  4739. return true;
  4740. }
  4741. else
  4742. {
  4743. ASSERT(false);
  4744. return false;
  4745. }
  4746. }
  4747. else
  4748. {
  4749. ASSERT(false);
  4750. return false;
  4751. }
  4752. }
  4753. else
  4754. {
  4755. ASSERT(false);
  4756. return false;
  4757. }
  4758. }
  4759. else
  4760. {
  4761. ASSERT(false);
  4762. return false;
  4763. }
  4764. }
  4765. else
  4766. {
  4767. ASSERT(false);
  4768. return false;
  4769. }
  4770. }
  4771. case WIK_SHUANG_AN_GANG:
  4772. {
  4773. //变量定义
  4774. BYTE cbWeaveIndex = 0xFF;
  4775. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4776. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4777. if (CaiShenCount > 1)
  4778. {
  4779. if (m_cbCardIndex[wChairID][cbCardIndex] - 2 >= 0)
  4780. {
  4781. m_cbCardIndex[wChairID][cbCardIndex] -= 2;
  4782. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4783. {
  4784. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[1])]--)
  4785. {
  4786. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4787. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4788. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4789. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4790. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4791. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4792. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[1] = cbCaiShenCard[1];
  4793. if (mMjType == 0 && mPlayGameUserCount == 4)
  4794. {
  4795. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4796. m_cbLeftCardCount -= 6;
  4797. else//少于三墩就只有一张可以抓的牌咯
  4798. m_cbLeftCardCount = 1;
  4799. }
  4800. if (mMjType == 0 && mPlayGameUserCount != 4)
  4801. {
  4802. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4803. m_cbLeftCardCount -= 4;
  4804. else//少于二墩就只有一张可以抓的牌咯
  4805. m_cbLeftCardCount = 1;
  4806. }
  4807. m_cbGangCount++;//打了几个杠
  4808. return true;
  4809. }
  4810. else
  4811. {
  4812. ASSERT(false);
  4813. return false;
  4814. }
  4815. }
  4816. else
  4817. {
  4818. ASSERT(false);
  4819. return false;
  4820. }
  4821. }
  4822. else
  4823. {
  4824. ASSERT(false);
  4825. return false;
  4826. }
  4827. }
  4828. else
  4829. {
  4830. ASSERT(false);
  4831. return false;
  4832. }
  4833. }
  4834. case WIK_DAN_AN_GANG:
  4835. {
  4836. //变量定义
  4837. BYTE cbWeaveIndex = 0xFF;
  4838. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4839. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4840. if (CaiShenCount > 0)
  4841. {
  4842. if (m_cbCardIndex[wChairID][cbCardIndex] - 3 >= 0)
  4843. {
  4844. m_cbCardIndex[wChairID][cbCardIndex] -= 3;
  4845. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4846. {
  4847. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4848. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4849. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4850. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4851. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4852. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4853. if (mMjType == 0 && mPlayGameUserCount == 4)
  4854. {
  4855. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4856. m_cbLeftCardCount -= 6;
  4857. else//少于三墩就只有一张可以抓的牌咯
  4858. m_cbLeftCardCount = 1;
  4859. }
  4860. if (mMjType == 0 && mPlayGameUserCount != 4)
  4861. {
  4862. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4863. m_cbLeftCardCount -= 4;
  4864. else//少于二墩就只有一张可以抓的牌咯
  4865. m_cbLeftCardCount = 1;
  4866. }
  4867. m_cbGangCount++;//打了几个杠
  4868. return true;
  4869. }
  4870. else
  4871. {
  4872. ASSERT(false);
  4873. return false;
  4874. }
  4875. }
  4876. else
  4877. {
  4878. ASSERT(false);
  4879. return false;
  4880. }
  4881. }
  4882. else
  4883. {
  4884. ASSERT(false);
  4885. return false;
  4886. }
  4887. }
  4888. case WIK_DAN_BU_GANG:
  4889. {
  4890. //变量定义
  4891. BYTE cbWeaveIndex = 0xFF;
  4892. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4893. BYTE CaiShenCount = m_GameLogic.GetMaigcCardCount(m_cbCardIndex[wChairID]);
  4894. if (CaiShenCount > 0 && cbCaiShenCard[0] != 0)
  4895. {
  4896. if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(cbCaiShenCard[0])]--)
  4897. {
  4898. INT cbWeaveKind;
  4899. for (BYTE i = 0; i < m_cbWeaveItemCount[wChairID]; i++)
  4900. {
  4901. cbWeaveKind = m_WeaveItemArray[wChairID][i].cbWeaveKind;
  4902. BYTE cbCenterCard = m_WeaveItemArray[wChairID][i].cbCenterCard;
  4903. if ((cbCenterCard == cbOperateCard) && (cbWeaveKind & (WIK_PENG|WIK_DAN_PENG|WIK_SHUANG_PENG)))
  4904. {
  4905. cbWeaveIndex = i;
  4906. break;
  4907. }
  4908. }
  4909. if (cbWeaveKind == WIK_PENG)
  4910. {
  4911. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = true;
  4912. //m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4913. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4914. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4915. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[0] = cbCaiShenCard[0];
  4916. }
  4917. else if (cbWeaveKind == WIK_DAN_PENG)
  4918. {
  4919. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = true;
  4920. //m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4921. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4922. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4923. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[1] = cbCaiShenCard[0];
  4924. }
  4925. else
  4926. {
  4927. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = true;
  4928. //m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4929. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4930. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4931. m_WeaveItemArray[wChairID][cbWeaveIndex].cbMargicOffset[2] = cbCaiShenCard[0];
  4932. }
  4933. if (mMjType == 0 && mPlayGameUserCount == 4)
  4934. {
  4935. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4936. m_cbLeftCardCount -= 6;
  4937. else//少于三墩就只有一张可以抓的牌咯
  4938. m_cbLeftCardCount = 1;
  4939. }
  4940. if (mMjType == 0 && mPlayGameUserCount != 4)
  4941. {
  4942. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  4943. m_cbLeftCardCount -= 4;
  4944. else//少于二墩就只有一张可以抓的牌咯
  4945. m_cbLeftCardCount = 1;
  4946. }
  4947. m_cbGangCount++;//打了几个杠
  4948. return true;
  4949. }
  4950. else
  4951. {
  4952. ASSERT(false);
  4953. return false;
  4954. }
  4955. }
  4956. else
  4957. {
  4958. ASSERT(false);
  4959. return false;
  4960. }
  4961. }
  4962. case WIK_AN_GANG: //暗杠牌操作
  4963. {
  4964. //扑克效验
  4965. ASSERT((cbOperateCode == WIK_AN_GANG) || (m_GameLogic.IsValidCard(cbOperateCard) == true));
  4966. if ((cbOperateCode != WIK_AN_GANG) && (m_GameLogic.IsValidCard(cbOperateCard) == false))
  4967. return false;
  4968. //变量定义
  4969. BYTE cbWeaveIndex = 0xFF;
  4970. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  4971. //杠牌处理
  4972. if (m_cbCardIndex[wChairID][cbCardIndex] == 4)
  4973. {
  4974. //扑克效验
  4975. ASSERT(m_cbCardIndex[wChairID][cbCardIndex] == 4);
  4976. if (m_cbCardIndex[wChairID][cbCardIndex] != 4)
  4977. {
  4978. ASSERT(false);
  4979. return false;
  4980. }
  4981. cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
  4982. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
  4983. m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  4984. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  4985. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  4986. }
  4987. else
  4988. {
  4989. ASSERT(FALSE);
  4990. return false;
  4991. }
  4992. //删除扑克
  4993. m_cbCardIndex[wChairID][cbCardIndex] = 0;
  4994. if (mMjType == 0 && mPlayGameUserCount == 4)
  4995. {
  4996. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  4997. m_cbLeftCardCount -= 6;
  4998. else//少于三墩就只有一张可以抓的牌咯
  4999. m_cbLeftCardCount = 1;
  5000. }
  5001. if (mMjType == 0 && mPlayGameUserCount != 4)
  5002. {
  5003. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  5004. m_cbLeftCardCount -= 4;
  5005. else//少于二墩就只有一张可以抓的牌咯
  5006. m_cbLeftCardCount = 1;
  5007. }
  5008. m_cbGangCount++;//打了几个杠
  5009. return true;
  5010. }
  5011. case WIK_BU_GANG:
  5012. {
  5013. //扑克效验
  5014. ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_BU_GANG) || (m_GameLogic.IsValidCard(cbOperateCard) == true));
  5015. if ((cbOperateCode != WIK_BU_GANG) && (m_GameLogic.IsValidCard(cbOperateCard) == false))
  5016. return false;
  5017. BYTE cbWeaveIndex = 0xFF;
  5018. BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
  5019. //杠牌处理
  5020. if (m_cbCardIndex[wChairID][cbCardIndex] >= 1)//表示续杠类型
  5021. {
  5022. //寻找组合
  5023. for (BYTE i = 0; i < m_cbWeaveItemCount[wChairID]; i++)
  5024. {
  5025. INT cbWeaveKind = m_WeaveItemArray[wChairID][i].cbWeaveKind;
  5026. BYTE cbCenterCard = m_WeaveItemArray[wChairID][i].cbCenterCard;
  5027. if ((cbCenterCard == cbOperateCard) && (cbWeaveKind &(WIK_DAN_PENG|WIK_PENG|WIK_SHUANG_PENG)))
  5028. {
  5029. cbWeaveIndex = i;
  5030. break;
  5031. }
  5032. }
  5033. //效验动作
  5034. ASSERT(cbWeaveIndex != 0xFF);
  5035. if (cbWeaveIndex == 0xFF) return false;
  5036. //组合扑克
  5037. m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = TRUE;
  5038. //m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
  5039. m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
  5040. m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
  5041. }
  5042. else
  5043. {
  5044. ASSERT(false);
  5045. return false;
  5046. }
  5047. //删除扑克
  5048. m_cbCardIndex[wChairID][cbCardIndex] -= 1;
  5049. if (mMjType == 0 && mPlayGameUserCount == 4)
  5050. {
  5051. if (m_cbLeftCardCount > 6)//扣除3墩可摸的牌
  5052. m_cbLeftCardCount -= 6;
  5053. else//少于三墩就只有一张可以抓的牌咯
  5054. m_cbLeftCardCount = 1;
  5055. }
  5056. if (mMjType == 0 && mPlayGameUserCount != 4)
  5057. {
  5058. if (m_cbLeftCardCount > 4)//扣除2墩可摸的牌
  5059. m_cbLeftCardCount -= 4;
  5060. else//少于二墩就只有一张可以抓的牌咯
  5061. m_cbLeftCardCount = 1;
  5062. }
  5063. m_cbGangCount++;//打了几个杠
  5064. return true;
  5065. }
  5066. default:
  5067. {
  5068. ASSERT(false);
  5069. return false;
  5070. };
  5071. }
  5072. }
  5073. //优先级判断
  5074. bool CTableFrameSink::OperatorPriority(WORD TempUser, WORD &wTargetUser, int &cbTargetAction)
  5075. {
  5076. 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
  5077. {
  5078. if (m_bTwoPlayerFlag&&UserPlayIndex == TowMjNullseat)
  5079. {
  5080. continue;
  5081. }
  5082. TempUser = (TempUser + 1) % mPlayGameUserCount;
  5083. if (TempUser == wTargetUser)continue;
  5084. //获取动作
  5085. int cbUserAction = (m_bResponse[TempUser] == false) ? m_cbUserAction[TempUser] : m_cbPerformAction[TempUser];
  5086. //优先级别
  5087. BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction);
  5088. BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction);
  5089. //动作判断
  5090. if (cbUserActionRank > cbTargetActionRank)
  5091. {
  5092. wTargetUser = TempUser;
  5093. cbTargetAction = cbUserAction;
  5094. continue;
  5095. }
  5096. if (cbUserActionRank == cbTargetActionRank && cbTargetActionRank != WIK_NULL)
  5097. {
  5098. 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
  5099. {
  5100. return true;
  5101. }
  5102. 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
  5103. {
  5104. WORD TempTempUser = (TempUser + 1) % mPlayGameUserCount;
  5105. if (wTargetUser == TempTempUser)//确定操作人是最后一个,这是第二次对比
  5106. {
  5107. wTargetUser = TempUser;
  5108. cbTargetAction = cbUserAction;
  5109. return true;
  5110. }
  5111. 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
  5112. {
  5113. int cbUserAction = (m_bResponse[TempTempUser] == false) ? m_cbUserAction[TempTempUser] : m_cbPerformAction[TempTempUser];
  5114. //优先级别
  5115. BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction);
  5116. BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction);
  5117. if (cbUserActionRank > cbTargetActionRank)
  5118. {
  5119. wTargetUser = TempTempUser;
  5120. cbTargetAction = cbUserAction;
  5121. return true;
  5122. }
  5123. break;
  5124. }
  5125. }
  5126. else//冲上来就比了一次,说操作人不是打牌人下家
  5127. {
  5128. wTargetUser = TempUser;
  5129. cbTargetAction = cbUserAction;
  5130. WORD TempTempUser = (TempUser + 1) % mPlayGameUserCount;
  5131. if (wTargetUser == TempTempUser)TempTempUser = (TempTempUser + 1) % mPlayGameUserCount;//如果在中间就换一个人
  5132. int cbUserAction = (m_bResponse[TempTempUser] == false) ? m_cbUserAction[TempTempUser] : m_cbPerformAction[TempTempUser];
  5133. //优先级别
  5134. BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction);
  5135. BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction);
  5136. if (cbUserActionRank > cbTargetActionRank)
  5137. {
  5138. wTargetUser = TempTempUser;
  5139. cbTargetAction = cbUserAction;
  5140. return true;
  5141. }
  5142. return true;
  5143. }
  5144. }
  5145. }
  5146. return true;
  5147. }
  5148. int CTableFrameSink::bHuPaiType(CChiHuRight &CChiHuRight)
  5149. {
  5150. int hutype = 0;
  5151. if (!(CChiHuRight&ZJ_TAI_QingYiSe).IsEmpty())
  5152. {
  5153. hutype |= ZJ_TAI_QingYiSe;
  5154. }
  5155. if (!(CChiHuRight&ZJ_TAI_DongFeng).IsEmpty())
  5156. {
  5157. hutype |= ZJ_TAI_DongFeng;
  5158. }
  5159. if (!(CChiHuRight&ZJ_TAI_WuMagic).IsEmpty())
  5160. {
  5161. hutype |= ZJ_TAI_WuMagic;
  5162. }
  5163. if (!(CChiHuRight&ZJ_TAI_QuanShun).IsEmpty())
  5164. {
  5165. hutype |= ZJ_TAI_QuanShun;
  5166. }
  5167. if (!(CChiHuRight&ZJ_TAI_PengPeng).IsEmpty())
  5168. {
  5169. hutype |= ZJ_TAI_PengPeng;
  5170. }
  5171. if (!(CChiHuRight&ZJ_TAI_HunYiSe).IsEmpty())
  5172. {
  5173. hutype |= ZJ_TAI_HunYiSe;
  5174. }
  5175. if (!(CChiHuRight&ZJ_TAI_Gang).IsEmpty())
  5176. {
  5177. hutype |= ZJ_TAI_Gang;
  5178. }
  5179. if (!(CChiHuRight&ZJ_TAI_ZFB).IsEmpty())
  5180. {
  5181. hutype |= ZJ_TAI_ZFB;
  5182. }
  5183. if (!(CChiHuRight&ZJ_TAI_QuanZi).IsEmpty())
  5184. {
  5185. hutype = ZJ_TAI_QuanZi;
  5186. }
  5187. if (!(CChiHuRight&ZJ_TAI_ZHAHU).IsEmpty())
  5188. {
  5189. hutype = ZJ_TAI_ZHAHU;
  5190. }
  5191. return hutype;
  5192. }