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- #include "StdAfx.h"
- #include "TableFrameSink.h"
-
-
- //构造函数
- CTableFrameSink::CTableFrameSink():m_GameLogic(this)
- {
- //游戏变量
- bGameType = 0;
- m_lSiceCount=0;
- m_wBankerUser=INVALID_CHAIR;
- ZeroMemory(m_cbCardIndex,sizeof(m_cbCardIndex));
- ZeroMemory(m_bTrustee,sizeof(m_bTrustee));
- ZeroMemory( m_cbGenCount,sizeof(m_cbGenCount) );
- ZeroMemory( m_bPlayStatus,sizeof(m_bPlayStatus) );
- ZeroMemory(m_lGameScore, sizeof(m_lGameScore));
- ZeroMemory(m_lGameTatolScore, sizeof(m_lGameTatolScore));
- ZeroMemory(m_HuPai, sizeof(m_HuPai));
-
- ZeroMemory(m_TabbOutCardCout, sizeof(m_TabbOutCardCout)); //可以打出的牌就听牌的个数
- ZeroMemory(m_TabbOutCardData, sizeof(m_TabbOutCardData)); //具体打哪几张牌
- ZeroMemory(m_TabbTingCardCount, sizeof(m_TabbTingCardCount)); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数
- ZeroMemory(m_TabbTingCardData, sizeof(m_TabbTingCardData)); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据
-
- m_cbWinCount = 0;
- memset( m_wWinOrder,INVALID_CHAIR,sizeof(m_wWinOrder) );
- ZeroMemory( m_lGameTax,sizeof(m_lGameTax) );
-
- //出牌信息
- m_cbOutCardData=0;
- m_cbOutCardCount=0;
- m_wOutCardUser=INVALID_CHAIR;
- ZeroMemory(m_cbDiscardCard,sizeof(m_cbDiscardCard));
- ZeroMemory(m_cbDiscardCount,sizeof(m_cbDiscardCount));
- ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData));
- ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount));
- ZeroMemory(m_OutLaiZi, sizeof(m_OutLaiZi));
- //堆立信息
- m_wHeapHand = INVALID_CHAIR;
- m_wHeapTail = INVALID_CHAIR;
- ZeroMemory(m_cbHeapCardInfo,sizeof(m_cbHeapCardInfo));
-
- //发牌信息
- m_cbSendCardData=0;
- m_cbSendCardCount=0;
- m_cbLeftCardCount=0;
- ZeroMemory(m_cbRepertoryCard,sizeof(m_cbRepertoryCard));
-
- //运行变量
- m_cbProvideCard=0;
- m_wResumeUser=INVALID_CHAIR;
- m_wCurrentUser=INVALID_CHAIR;
- m_wProvideUser=INVALID_CHAIR;
-
- //状态变量
- m_bSendStatus=false;
- m_bGangStatus = false;
- m_bGangOutStatus = false;
- ZeroMemory(m_bEnjoinChiHu,sizeof(m_bEnjoinChiHu));
- ZeroMemory(m_bEnjoinChiPeng,sizeof(m_bEnjoinChiPeng));
-
- //用户状态
- ZeroMemory(m_bResponse,sizeof(m_bResponse));
- ZeroMemory(m_cbUserAction,sizeof(m_cbUserAction));
- ZeroMemory(m_cbOperateCard,sizeof(m_cbOperateCard));
- ZeroMemory(m_cbPerformAction,sizeof(m_cbPerformAction));
-
- //组合扑克
- ZeroMemory(m_WeaveItemArray,sizeof(m_WeaveItemArray));
- ZeroMemory(m_cbWeaveItemCount,sizeof(m_cbWeaveItemCount));
-
- //结束信息
- m_cbChiHuCard=0;
- ZeroMemory( m_dwChiHuKind,sizeof(m_dwChiHuKind) );
- memset( m_wProvider,INVALID_CHAIR,sizeof(m_wProvider) );
- ZeroMemory(m_HuPai, sizeof(m_HuPai));
- ZeroMemory(m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));
- //组件变量
- m_pITableFrame=NULL;
- m_pGameServiceOption=NULL;
-
- for (int i = 0; i < GAME_PLAYER; ++i)
- {
- //m_cbDingQue[i] = INVALID_BYTE;
- m_lUserTmpScore[i] = TEMP_MAX_SCORE; //用户临时积分
- }
- bIsHuang = false;
- return;
- }
-
- //析构函数
- CTableFrameSink::~CTableFrameSink(void)
- {
- }
-
- //接口查询
- void * CTableFrameSink::QueryInterface(const IID & Guid, DWORD dwQueryVer)
- {
- QUERYINTERFACE(ITableFrameSink,Guid,dwQueryVer);
- QUERYINTERFACE(ITableUserAction,Guid,dwQueryVer);
- QUERYINTERFACE_IUNKNOWNEX(ITableFrameSink,Guid,dwQueryVer);
- return NULL;
- }
-
- //初始化
- bool CTableFrameSink::Initialization(IUnknownEx * pIUnknownEx)
- {
- //查询接口
- ASSERT(pIUnknownEx!=NULL);
- m_pITableFrame=QUERY_OBJECT_PTR_INTERFACE(pIUnknownEx,ITableFrame);
- if (m_pITableFrame==NULL)
- return false;
-
- //获取参数
- m_pGameServiceOption=m_pITableFrame->GetGameServiceOption();
- ASSERT(m_pGameServiceOption!=NULL);
-
- //开始模式
- m_pITableFrame->SetStartMode(START_MODE_FULL_READY);
-
- return true;
- }
-
- //复位桌子
- VOID CTableFrameSink::RepositionSink()
- {
- //游戏变量
- m_lSiceCount=0;
- ZeroMemory(m_cbCardIndex,sizeof(m_cbCardIndex));
- ZeroMemory(m_bTrustee,sizeof(m_bTrustee));
- ZeroMemory( m_cbGenCount,sizeof(m_cbGenCount) );
- ZeroMemory( m_lGameScore,sizeof(m_lGameScore) );
- ZeroMemory( m_bPlayStatus,sizeof(m_bPlayStatus) );
- m_cbWinCount = 0;
- memset( m_wWinOrder,INVALID_CHAIR,sizeof(m_wWinOrder) );
- ZeroMemory( m_lGameTax,sizeof(m_lGameTax) );
-
- ZeroMemory(m_TabbOutCardCout, sizeof(m_TabbOutCardCout)); //可以打出的牌就听牌的个数
- ZeroMemory(m_TabbOutCardData, sizeof(m_TabbOutCardData)); //具体打哪几张牌
- ZeroMemory(m_TabbTingCardCount, sizeof(m_TabbTingCardCount)); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数
- ZeroMemory(m_TabbTingCardData, sizeof(m_TabbTingCardData)); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据
-
- //出牌信息
- m_cbOutCardData=0;
- m_cbOutCardCount=0;
- m_wOutCardUser=INVALID_CHAIR;
- ZeroMemory(m_cbDiscardCard,sizeof(m_cbDiscardCard));
- ZeroMemory(m_cbDiscardCount,sizeof(m_cbDiscardCount));
- ZeroMemory(m_cbLastDisCardData, sizeof(m_cbLastDisCardData));
- ZeroMemory(m_cbLastDisCount, sizeof(m_cbLastDisCount));
- ZeroMemory(m_OutLaiZi, sizeof(m_OutLaiZi));
-
- //堆立信息
- m_wHeapHand = INVALID_CHAIR;
- m_wHeapTail = INVALID_CHAIR;
- ZeroMemory(m_cbHeapCardInfo,sizeof(m_cbHeapCardInfo));
-
- //发牌信息
- m_cbSendCardData=0;
- m_cbSendCardCount=0;
- m_cbLeftCardCount=0;
- ZeroMemory(m_cbRepertoryCard,sizeof(m_cbRepertoryCard));
-
- //运行变量
- m_cbProvideCard=0;
- m_wResumeUser=INVALID_CHAIR;
- m_wCurrentUser=INVALID_CHAIR;
- m_wProvideUser=INVALID_CHAIR;
- m_wBankerUser = INVALID_CHAIR;
-
- //状态变量
- m_bSendStatus=false;
- m_bGangStatus = false;
- m_bGangOutStatus = false;
- ZeroMemory(m_bEnjoinChiHu,sizeof(m_bEnjoinChiHu));
- ZeroMemory(m_bEnjoinChiPeng,sizeof(m_bEnjoinChiPeng));
-
- //用户状态
- ZeroMemory(m_bResponse,sizeof(m_bResponse));
- ZeroMemory(m_cbUserAction,sizeof(m_cbUserAction));
- ZeroMemory(m_cbOperateCard,sizeof(m_cbOperateCard));
- ZeroMemory(m_cbPerformAction,sizeof(m_cbPerformAction));
-
- //组合扑克
- ZeroMemory(m_WeaveItemArray,sizeof(m_WeaveItemArray));
- ZeroMemory(m_cbWeaveItemCount,sizeof(m_cbWeaveItemCount));
-
- //结束信息
- m_cbChiHuCard=0;
- ZeroMemory(m_dwChiHuKind,sizeof(m_dwChiHuKind));
- m_cbLaiZiPiData = 0;
- m_cbLaiZiData = 0;
- bIsHuang = false;
-
- return;
- }
-
-
- bool CTableFrameSink::RepayRecordStart()
- {
- m_bReplayRecordStart = true;
-
- for (GameRecordPacket grp : m_UserReplayRecord)
- {
- delete[] grp.pData;
- grp.pData = nullptr;
- }
- m_UserReplayRecord.clear();//不会释放内存
- m_UserReplayRecord.shrink_to_fit();//释放内存
- return true;
- }
- bool CTableFrameSink::RepayRecordEnd()
- {
- if (!m_bReplayRecordStart)
- return false;
-
- m_bReplayRecordStart = false;
- CMD_GR_ReplayRecordResp urr;
- ZeroMemory(&urr, sizeof(CMD_GR_ReplayRecordResp));
-
- urr.m_UUID = 0;
- urr.m_UserId = 0;
- urr.m_startTime = time(0);
- urr.m_endTime = time(0);
- urr.m_gameconfig = m_gameConfig;
- //urr.m_UserId = pIServerUserItem->GetUserID();
-
- for (int j = 0; j < GAME_PLAYER; ++j)
- {
- IServerUserItem * pIServerUserItem = m_pITableFrame->GetTableUserItem(j);
- if ((pIServerUserItem == NULL) /*|| (pIServerUserItem->IsClientReady() == false)*/)
- continue;
- auto& chairInfo = urr.m_chairList[j];
- chairInfo.dwUserId = pIServerUserItem->GetUserID();
- chairInfo.wChairId = pIServerUserItem->GetChairID();
- lstrcpy(chairInfo.userName, pIServerUserItem->GetNickName());
- lstrcpy(chairInfo.headUrl, pIServerUserItem->GetUserInfo ()->szHeadUrl);
- }
- urr.m_recordCount = m_UserReplayRecord.size();
-
- int GameRecordPacketSize = sizeof(GameRecordPacket) - sizeof(void*);//每条记录头长度
- int totalSize = sizeof(CMD_GR_ReplayRecordResp);//总记录头长度
- for (GameRecordPacket grp : m_UserReplayRecord)
- totalSize += (GameRecordPacketSize + grp.wSize);
-
- char* replyRecordData = new char[totalSize];
- ZeroMemory(replyRecordData, totalSize);
-
- CopyMemory(replyRecordData, &urr, sizeof(CMD_GR_ReplayRecordResp));
- int nOffset = sizeof(CMD_GR_ReplayRecordResp);
-
-
- for (GameRecordPacket grp : m_UserReplayRecord)
- {
- CopyMemory(replyRecordData + nOffset, &grp, GameRecordPacketSize);
- nOffset += GameRecordPacketSize;
- CopyMemory(replyRecordData + nOffset, grp.pData, grp.wSize);
- nOffset += grp.wSize;
- }
-
- m_pITableFrame->SaveReplayRecord(replyRecordData, totalSize);
-
- //delete replyRecordData;不能删除,已托管给SaveReplayRecord函数
- return true;
- }
-
- bool CTableFrameSink::RepayRecord(WORD wChairID, WORD wSubCmdId, void* pData, WORD wSize)
- {
- //获取用户
- //char* pNewData = new char[wSize + sizeof(GameRecordPacket)];
- //memcpy(pNewData, pData, wSize); //修改BYJN 疑似内存溢出
- GameRecordPacket record;
- record.wSize = wSize;
- record.wChairID = wChairID;
- record.wSubCmdID = wSubCmdId;
- record.wMainCmdID = MDM_GF_GAME;
- record.pData = new char[wSize];
- CopyMemory(record.pData, pData, wSize);
-
- m_UserReplayRecord.push_back(record);
- return true;
- }
-
- //游戏开始
- bool CTableFrameSink::OnEventGameStart()
- {
- //椅子数量
- WORD wChairCount = m_pITableFrame->GetChairCount();
- //开始记录回放数据
- RepayRecordStart();
- //重置发牌状态
- m_isCanOutCard = false;
- //重置掉线玩家列表
- m_offlineUsers.clear();
- //设置状态
- m_pITableFrame->SetGameStatus(GS_MJ_PLAY);
-
- m_gameConfig.wHadPlayCount++;
- //混乱扑克
- m_lSiceCount = MAKELONG(MAKEWORD(rand()%6+1,rand()%6+1),MAKEWORD(rand()%6+1,rand()%6+1));
- m_cbLeftCardCount = m_GameLogic.RandCardData(m_cbRepertoryCard);
-
- if (1 == m_gameConfig.wHadPlayCount || m_wNextBankerUser == INVALID_CHAIR)
- {
- m_wBankerUser = 0;//((BYTE)(m_lSiceCount >> 24) + (BYTE)(m_lSiceCount >> 16) - 1) % wChairCount;
- }
- else
- {
- m_wBankerUser = m_wNextBankerUser;
- }
-
- m_wNextBankerUser = INVALID_CHAIR;
-
-
- //BYTE byTest[] = {
- // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
- // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
- // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
- // 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, //万子
- // 0x11, 0x12, 0x13, 0x15, 0x16, 0x17, 0x18, 0x19, 0x21, //索子
- // 0x26, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, //同子
- // 0x11, 0x12, //索子
- // 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x13, //索子
- // 0x11, 0x12, 0x13, 0x14, 0x15, 0x17, 0x17, 0x19, 0x19, 0x21, 0x16, 0x18, 0x18, //索子 //同子
- // 0x21, 0x22, 0x23, 0x24, 0x25, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x27, 0x29, //同子
- // 0x14, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x28, 0x28, 0x29, 0x29, 0x21, //同子
- //};
-
- //if (m_GameLogic.PeiPai(byTest))
- // CopyMemory(m_cbRepertoryCard, byTest, sizeof(byTest));
-
- BYTE cbTakeCount = 0;
- //分发扑克
- for (WORD i=0;i<GAME_PLAYER;i++)
- {
- m_bPlayStatus[i] = true;
- m_cbLeftCardCount-=(MAX_COUNT-1);//每一个玩家都发出去13张牌,还剩多少
- cbTakeCount += (MAX_COUNT - 1);//每个玩家加13张牌
- m_GameLogic.SwitchToCardIndex(&m_cbRepertoryCard[m_cbLeftCardCount],MAX_COUNT-1,m_cbCardIndex[i]);
- }
- //癞子皮
- m_cbSendCardCount++;
- m_cbSendCardData = m_cbRepertoryCard[--m_cbLeftCardCount];
- m_cbLaiZiPiData = m_cbSendCardData;
- //癞子
- if ((m_cbLaiZiPiData&0x0f) == 0x09)
- {
- BYTE m_cbCole = m_cbLaiZiPiData & 0xf0;
- m_cbLaiZiData = m_cbCole | 0x01;
- }
- else
- {
- m_cbLaiZiData = m_cbLaiZiPiData + 1;
- }
- //需要把癞子皮,癞子数据返回给前端
- //发送扑克,庄家摸牌
- m_cbSendCardCount++;
- m_cbSendCardData=m_cbRepertoryCard[--m_cbLeftCardCount];
- m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
-
- //设置变量
- m_cbProvideCard=0;
- m_wProvideUser = m_wBankerUser;
- m_wCurrentUser=m_wBankerUser;
-
- //杠牌判断
- tagGangCardResult GangCardResult;
- m_cbUserAction[m_wBankerUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[m_wBankerUser],m_cbLaiZiData,m_cbLaiZiPiData, NULL, 0, GangCardResult);
-
- //胡牌判断
- CChiHuRight chr;
- m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--;
- m_cbUserAction[m_wBankerUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[m_wBankerUser], NULL, 0, m_cbSendCardData, chr, m_cbLaiZiData, bGameType);
- m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
- BYTE ActionCard[3] = { 0 };//杠哪个牌
- BYTE AntActionCount = 0;//暗杠操作动作次数
- if (m_cbUserAction[m_wBankerUser] != WIK_NULL)
- {
- if (m_cbUserAction[m_wBankerUser] & WIK_GANG)
- {
- for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
- {
- ActionCard[i] = GangCardResult.cbCardData[i];
- }
- /*if ( m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbLaiZiPiData)]==3)
- {
- m_cbUserAction[m_wBankerUser] |= WIK_AN_PIGANG;
- ActionCard[AntActionCount++] = m_cbLaiZiPiData;
-
- }
- else
- {
- m_cbUserAction[m_wBankerUser] |= WIK_AN_GANG;
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- if (m_cbCardIndex[m_wBankerUser][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData))
- {
- ActionCard[AntActionCount++] = m_GameLogic.SwitchToCardData(i);
- }
- }
- }*/
- }
- if (m_cbUserAction[m_wBankerUser] & WIK_ZI_MO)
- {
- if (m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] == 1 && !(m_cbUserAction[m_wBankerUser] & WIK_YING_ZIMO))
- {
- m_cbUserAction[m_wBankerUser] |= WIK_RUAN_ZIMO;//软自摸
- }
- else
- {
- m_cbUserAction[m_wBankerUser] |= WIK_YING_ZIMO;//硬自摸
- }
- }
- }
- if (bGameType == BanLai && (m_cbUserAction[m_wBankerUser] & WIK_RUAN_ZIMO))
- {
- m_cbUserAction[m_wBankerUser] = m_cbUserAction[m_wBankerUser] & 0xff0ff;
- }
- m_cbProvideCard = m_cbSendCardData;
- m_wResumeUser = m_wCurrentUser;
-
- //if (m_cbUserAction[m_wBankerUser] != WIK_NULL)
- // SendOperateNotify();
-
- //构造数据
- CMD_S_GameStart GameStart;
- GameStart.wBankerUser = m_wBankerUser;
- GameStart.cbLeftCardCount = m_cbLeftCardCount;
-
- WORD wSice = WORD(m_lSiceCount & 0xffff);
- GameStart.cbSiceLaiZi[0] = HIBYTE(wSice);
- GameStart.cbSiceLaiZi[1] = LOBYTE(wSice);
- GameStart.cbSiceLaiZi[2] = m_cbLaiZiPiData;
- GameStart.cbSiceLaiZi[3] = m_cbLaiZiData;
- GameStart.cbTotalCardCount = MAX_REPERTORY;
- GameStart.cbCurrPlay = m_gameConfig.wHadPlayCount;
- GameStart.cbOptTime = GAME_TIMEOUT;
- //CopyMemory(GameStart.cbHeapCardInfo,m_cbHeapCardInfo,_countof(m_cbHeapCardInfo));
- //发送数据
- for (WORD i=0;i<wChairCount;i++)
- {
- if( !m_bPlayStatus[i] ) continue;
- //设置变量
- GameStart.wCurrentUser = i;
- GameStart.cbUserAction=m_cbUserAction[i];
- ZeroMemory(GameStart.ActionCard, sizeof(GameStart.ActionCard));
- if (i == m_wCurrentUser)
- {
- if (m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)] > 0 && m_wBankerUser == i)
- {
- m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]--;//从手上去掉抓的牌
- }
- else
- {
- return false;
- }
- }
- ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData));
- m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]);
- if (i == m_wCurrentUser)
- {
- CopyMemory(GameStart.ActionCard, ActionCard, sizeof(ActionCard));
- GameStart.cbCardData[i * 14 + 13] = m_cbSendCardData;//把去掉的牌加到数组末尾,
- m_cbCardIndex[m_wBankerUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;//把去掉的加进来
- }
- //if( m_pITableFrame->GetTableUserItem(i)->IsAndroidUser() )
- //{
- // BYTE bIndex = 1;
- // for( WORD j=0; j<wChairCount; j++ )
- // {
- // if( j == i ) continue;
- // m_GameLogic.SwitchToCardData(m_cbCardIndex[j],&GameStart.cbCardData[MAX_COUNT*bIndex++]);
- // }
- //}
- //发送数据
- m_pITableFrame->SendTableData(i, SUB_S_GAME_START, &GameStart, sizeof(GameStart));
- }
-
- //用户回放
- ZeroMemory(GameStart.cbCardData, sizeof(GameStart.cbCardData));
- //清手牌 旁观只能发一次
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_START, &GameStart, sizeof(GameStart));
- for (WORD i = 0; i < wChairCount; i++)
- m_GameLogic.SwitchToCardData(m_cbCardIndex[i], &GameStart.cbCardData[MAX_COUNT*i]);
- RepayRecord(INVALID_CHAIR, SUB_S_GAME_START, &GameStart, sizeof(GameStart));
- return true;
- }
-
- void CTableFrameSink::DeletePrivateTable(bool bSendState)
- {
- tagScoreInfo ScoreInfoArray[GAME_PLAYER];
- ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray));
-
- WORD wChairCount = m_pITableFrame->GetChairCount();
- for (int i = 0; i < wChairCount; ++i)
- {
- IServerUserItem *pIUserItem = m_pITableFrame->GetTableUserItem(i);
- if (pIUserItem == NULL)
- continue;
- ScoreInfoArray[i].cbType = SCORE_TYPE_END;
- ScoreInfoArray[i].lScore = m_lUserTmpScore[i] - TEMP_MAX_SCORE; //记录临时分
- }
- m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray));
-
- ConcludeGame(GAME_STATUS_DELETE, bSendState);
- m_pITableFrame->DeletePrivateTableNow();
- }
-
- //游戏结束
- bool CTableFrameSink::OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason, bool bSendState)
- {
- bool bFinish = (m_gameConfig.wHadPlayCount >= m_gameConfig.wPlayCountRule) ? 1 : 0;
- bool bDelete = false;
- switch (cbReason)
- {
- case GER_DELETE_PRIVATE:
- bFinish = 1;
- bDelete = true;
- if (!m_pITableFrame->IsGameStarted())
- {
- DeletePrivateTable(bSendState);
- return true;
- }
- //return true;
- //下坠
- case GER_NORMAL: //常规结束
- {
- if (bSendState && cbReason == GER_NORMAL)
- {
- bSendState = true;
- }
- //变量定义
- CMD_S_GameEnd GameEnd;
- ZeroMemory(&GameEnd, sizeof(GameEnd));
- GameEnd.bFinish = bFinish;//1……
- if (m_cbLeftCardCount <= 0 || bDelete)//荒庄了
- {
- if (!bDelete) GameEnd.bOptType = (bIsHuang == true ? 2 : 1);//庄荒了,需要返回信息
- else GameEnd.bOptType = 3;
-
- if (GameEnd.bOptType == 1)
- {//海底捞月
- GameEnd.bOptType = 1;
- BYTE TempWanJiaCardCount = 0;
- m_wNextBankerUser = wChairID;
- //统计积分,胡牌得分,玩家牌值
- for (WORD i = 0; i < GAME_PLAYER; i++)
- {
- //m_lGameTatolScore[i] += m_lGameScore[i];
- GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3…………
- if (i == wChairID)continue;
- m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
- }
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--)
- {
- m_GameLogic.SwitchToCardData(m_cbCardIndex[wChairID], GameEnd.cbCardData[wChairID]);
- TempWanJiaCardCount = m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]);
- GameEnd.cbCardData[wChairID][TempWanJiaCardCount] = m_cbProvideCard;//手牌数据4……
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
- }
- }
- else
- {
- m_wNextBankerUser = (m_wBankerUser + 1) % 4;
- //黄庄了
- //统计玩家积分,牌值
- for (WORD i = 0; i < GAME_PLAYER; i++)
- {
- GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分4…………
- m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
- }
- }
- }
- else
- {
- GameEnd.bOptType = 1;
- BYTE TempWanJiaCardCount = 0;
- m_wNextBankerUser = wChairID;
- //统计积分,胡牌得分,玩家牌值
- for (WORD i = 0; i < GAME_PLAYER; i++)
- {
- //m_lGameTatolScore[i] += m_lGameScore[i];
- GameEnd.cbWanJiaScore[i] = m_lGameTatolScore[i];//各玩家积分3…………
- if (i == wChairID)continue;
- m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
- }
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--)
- {
- m_GameLogic.SwitchToCardData(m_cbCardIndex[wChairID], GameEnd.cbCardData[wChairID]);
- TempWanJiaCardCount = m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]);
- GameEnd.cbCardData[wChairID][TempWanJiaCardCount] = m_cbProvideCard;//手牌数据4……
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
- }
- }
- GameEnd.bWanJiaId = wChairID;//玩家座位号 5……
- GameEnd.bLeftCardCount = m_cbLeftCardCount;//剩余牌输量6…………
- CopyMemory(GameEnd.bLeftCardDada, m_cbRepertoryCard, m_cbLeftCardCount);//剩余牌值7………………
- CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));//玩家胡牌次数8…………
- GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();//获取房间ID,9……
- GameEnd.playGameNum = m_gameConfig.wHadPlayCount;//得到第几局了,10…………
- for (BYTE i = 0; i < GAME_PLAYER;i++)
- {
- m_HuPaiLiuShui[(m_gameConfig.wHadPlayCount-1)*4+i] = m_lGameScore[i];
- }
- CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));//游戏流水,10…………
-
- //数据处理
- int iSendLen = 0;
- CMD_S_GameEnd GameEndBuffer;
- BYTE *pOutData = (BYTE *)&GameEndBuffer;
- BYTE *pInData = (BYTE *)&GameEnd;
- ZeroMemory(&GameEndBuffer, sizeof(GameEndBuffer));
- CopyMemory(pOutData, &GameEnd, 85);
- iSendLen = iSendLen + 85;
- pInData = pInData + 85;
- pOutData = pOutData + 85;
- BYTE *pData = (BYTE *)&GameEnd;
- BYTE bNum = GameEnd.bLeftCardCount;
-
- CopyMemory(pOutData, pInData, bNum);
- iSendLen = iSendLen + bNum;
- pOutData = pOutData + bNum;
-
- pInData = pInData + CountArray(GameEnd.bLeftCardDada);
-
- //pInData = pInData + 54;
-
-
- bNum = GameEnd.playGameNum;
- pOutData[0] = bNum;
- pInData++;
- pOutData++;
- iSendLen = iSendLen + bNum * 4 * GAME_PLAYER + 1;
-
- CopyMemory(pOutData, pInData, bNum * 4 * GAME_PLAYER);
- //iSendLen = iSendLen + bNum;
-
- RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, &GameEndBuffer, iSendLen);
-
- //发送结束信息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, &GameEndBuffer, iSendLen);
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, &GameEndBuffer, iSendLen);
-
- tagScoreInfo ScoreInfoArray[GAME_PLAYER];
- ZeroMemory(&ScoreInfoArray, sizeof(ScoreInfoArray));
- for (WORD i = 0; i < GAME_PLAYER; i++)
- {
- IServerUserItem *pUserItem = m_pITableFrame->GetTableUserItem(i);
- if (NULL == pUserItem) continue;
-
- BYTE ScoreKind;
- if (m_lGameScore[i] > 0L) ScoreKind = SCORE_TYPE_WIN;
- else if (m_lGameScore[i] < 0L) ScoreKind = SCORE_TYPE_LOSE;
- else ScoreKind = SCORE_TYPE_DRAW;
-
- ScoreInfoArray[i].lScore = m_lGameScore[i];
- ScoreInfoArray[i].cbType = ScoreKind;
-
- //if (i == wChairID)continue;
- //m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
- }
- m_pITableFrame->WriteTableScore(ScoreInfoArray, CountArray(ScoreInfoArray));
-
- ConcludeGame(GS_MJ_FREE);
-
- if (!bDelete)
- {
- if (bFinish)
- {
- DeletePrivateTable(true);
- }
- }
- else
- {
- if (bFinish)
- {
- DeletePrivateTable(bSendState);
- }
- }
-
- return true;
- }
- case GER_DISMISS: //游戏解散
- {
- //变量定义
- CMD_S_GameEnd GameEnd;
- ZeroMemory(&GameEnd, sizeof(GameEnd));
- GameEnd.bFinish = 1;
- GameEnd.bOptType = 3;
- CopyMemory(GameEnd.bZimo, m_HuPai, sizeof(m_HuPai));
- CopyMemory(GameEnd.cbWanJiaScore, m_lGameTatolScore, sizeof(m_lGameTatolScore));
- GameEnd.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();
- GameEnd.playGameNum = m_gameConfig.wHadPlayCount;
- CopyMemory(GameEnd.lGameScoreDetail, m_HuPaiLiuShui, sizeof(m_HuPaiLiuShui));
-
- //设置变量
- //memset(GameEnd.wProvideUser, INVALID_CHAIR, sizeof(GameEnd.wProvideUser));
-
- //拷贝扑克
- /*for (WORD i = 0;i < GAME_PLAYER;i++)
- {
- GameEnd.cbCardCount[i] = m_GameLogic.SwitchToCardData(m_cbCardIndex[i], GameEnd.cbCardData[i]);
- }*/
- //CopyMemory(GameEnd.lUserTmpScore, m_lUserTmpScore, sizeof(m_lUserTmpScore));
-
- RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, &GameEnd, sizeof(GameEnd));
- //发送信息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GAME_END, &GameEnd, sizeof(GameEnd));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GAME_END, &GameEnd, sizeof(GameEnd));
-
- ConcludeGame(GS_MJ_FREE);
- return true;
- }
- case GER_NETWORK_ERROR: //网络错误
- case GER_USER_LEAVE: //用户强退
- {
- DWORD dwUserID = pIServerUserItem->GetUserID();
- m_offlineUsers.push_back(dwUserID);
- return true;
-
- ////变量定义
- //CMD_S_GameEnd GameEnd;
- //ZeroMemory(&GameEnd,sizeof(GameEnd));
- //GameEnd.wLeftUser = wChairID;
- ////结束信息
- //for (WORD i=0;i<GAME_PLAYER;i++)
- //{
- // GameEnd.cbCardCount[i]=m_GameLogic.SwitchToCardData(m_cbCardIndex[i],GameEnd.cbCardData[i]);
- //
- // auto ChiHuRightList = m_ChiHuRight[i];
- // tagChihuList& chihuList = GameEnd.ChiHuRight[i];
- // chihuList.chihuCount = ChiHuRightList.size();
- // if (chihuList.chihuCount > 10)
- // chihuList.chihuCount = 10;
- // for (int j = 0; j < chihuList.chihuCount;j++)
- // {
- // ChiHuRightList[j].chr.GetRightData(&chihuList.chihuRightData[j], MAX_RIGHT_COUNT);
- // chihuList.chihuCardData[j] = ChiHuRightList[j].cbChihuCard;
- // chihuList.wProvideUser[j] = ChiHuRightList[j].wProvideUser;
- // }
- // //m_ChiHuRight[i].GetRightData( &GameEnd.dwChiHuRight[i],MAX_RIGHT_COUNT );
- //}
- //LONGLONG lGangScore[GAME_PLAYER];
- //ZeroMemory( lGangScore,sizeof(lGangScore) );
- //////扣分,逃跑者垫付所有刮风下雨的钱,并扣16倍点数*未胡牌玩家.
- //for( WORD i = 0; i < GAME_PLAYER; i++ )
- //{
- // for( BYTE j = 0; j < m_GangScore[i].cbGangCount; j++ )
- // {
- // for( WORD k = 0; k < GAME_PLAYER; k++ )
- // {
- // if( m_GangScore[i].lScore[j][k] < 0 )
- // lGangScore[wChairID] += m_GangScore[i].lScore[j][k];
- // else if( k != wChairID )
- // lGangScore[k] += m_GangScore[i].lScore[j][k];
- // }
- // }
- //}
- //m_bPlayStatus[wChairID] = false;
- //for( WORD i = 0; i < GAME_PLAYER; i++ )
- //{
- // if( m_bPlayStatus[i] )
- // {
- // m_lGameScore[i] += 16L*m_pGameServiceOption->lCellScore;
- // m_lGameScore[wChairID] -= 16L*m_pGameServiceOption->lCellScore;
- // }
- // m_lGameScore[i] += lGangScore[i];
- //}
- //tagScoreInfo ScoreInfoArray[GAME_PLAYER];
- //ZeroMemory(&ScoreInfoArray,sizeof(ScoreInfoArray));
- ////统计积分
- //for (WORD i=0;i<GAME_PLAYER;i++)
- //{
- // if( NULL == m_pITableFrame->GetTableUserItem(i) ) continue;
- // //设置积分
- // LONG lGameTax = 0L;
- // if( GAME_GENRE_SCORE != m_pGameServiceOption->wServerType )
- // {
- // if (m_lGameScore[i]>0L)
- // {
- // lGameTax = m_pITableFrame->CalculateRevenue(i,m_lGameScore[i]);
- // m_lGameScore[i] -= lGameTax;
- // }
- // else
- // {
- // //防止负分
- // IServerUserItem *pUserItem = m_pITableFrame->GetTableUserItem(i);
- // if( GAME_GENRE_SCORE!=m_pGameServiceOption->wServerType && -m_lGameScore[i] > pUserItem->GetUserScore() )
- // m_lGameScore[i] = -pUserItem->GetUserScore();
- // }
- // }
- // BYTE ScoreKind;
- // if( i == wChairID ) ScoreKind = SCORE_TYPE_FLEE;
- // else if( m_lGameScore[i] > 0L ) ScoreKind = SCORE_TYPE_WIN;
- // else if( m_lGameScore[i] < 0L ) ScoreKind = SCORE_TYPE_LOSE;
- // else ScoreKind = SCORE_TYPE_DRAW;
- // ScoreInfoArray[i].lScore = GameEnd.lGameScore[i];
- // ScoreInfoArray[i].lRevenue = m_lGameTax[i];
- // ScoreInfoArray[i].cbType = ScoreKind;
- //}
- ////写入积分
- //m_pITableFrame->WriteTableScore(ScoreInfoArray,CountArray(ScoreInfoArray));
- //CopyMemory( GameEnd.lGameScore,m_lGameScore,sizeof(m_lGameScore) );
- //CopyMemory( GameEnd.lGangScore,lGangScore,sizeof(lGangScore) );
- //CopyMemory( GameEnd.wWinOrder,m_wWinOrder,sizeof(m_wWinOrder) );
- //CopyMemory( GameEnd.wProvideUser,m_wProvider,sizeof(m_wProvider) );
- //CopyMemory( GameEnd.wLostFanShu,m_wLostFanShu,sizeof(m_wLostFanShu) );
- //RepayRecord(INVALID_CHAIR, SUB_S_GAME_END, &GameEnd, sizeof(GameEnd));
- ////发送结束信息
- //m_pITableFrame->SendTableData( INVALID_CHAIR,SUB_S_GAME_END,&GameEnd,sizeof(GameEnd) );
- //m_pITableFrame->SendLookonData( INVALID_CHAIR,SUB_S_GAME_END,&GameEnd,sizeof(GameEnd) );
- ////结束游戏
- //ConcludeGame(GS_MJ_FREE);
- //return true;
- }
- }
-
- //错误断言
- ASSERT(FALSE);
- return false;
- }
-
- //发送场景
- bool CTableFrameSink::OnEventSendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret)
- {
- switch (cbGameStatus)
- {
- case GS_MJ_FREE: //空闲状态
- {
- //变量定义
- CMD_S_StatusFree StatusFree;
- memset(&StatusFree,0,sizeof(StatusFree));
-
- //游戏房主基础配置
- CopyMemory(&StatusFree.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
-
- for (int i = 0; i < GAME_PLAYER; i++)
- {
- StatusFree.lUserTmpScore[i] = (INT)m_lGameTatolScore[i];
- }
-
- StatusFree.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
- //构造数据
- StatusFree.UserStat = pIServerUserItem->GetUserInfo()->cbUserStatus;
-
- //发送场景
- return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusFree,sizeof(StatusFree));
- }
- case GS_MJ_PLAY: //游戏状态
- {
- //变量定义
- CMD_S_StatusPlay StatusPlay;
- memset(&StatusPlay,0,sizeof(StatusPlay));
-
- //游戏房主基础配置
- CopyMemory(&StatusPlay.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
- CopyMemory(StatusPlay.lUserTmpScore, m_lGameTatolScore, sizeof(m_lGameTatolScore));
- StatusPlay.cbTotalCardCount = MAX_REPERTORY;
- StatusPlay.cbLeftCardCount = m_cbLeftCardCount;
- StatusPlay.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
-
- //游戏变量
- StatusPlay.wBankerUser=m_wBankerUser;
- WORD wSice = WORD(m_lSiceCount & 0xffff);
- StatusPlay.lSiZi[0] = HIBYTE(wSice);
- StatusPlay.lSiZi[1] = LOBYTE(wSice);
- StatusPlay.lSiZi[2] = m_cbLaiZiPiData;
- StatusPlay.lSiZi[3] = m_cbLaiZiData;
- StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();
- CopyMemory(StatusPlay.bWanLaiZi, m_OutLaiZi, sizeof(m_OutLaiZi));
- CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard));
- CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount));
- StatusPlay.totalOptTime = 10;
- StatusPlay.leftOptTime = 0;
- //当前到谁家
- StatusPlay.wCurrentUser = (m_wCurrentUser == INVALID_CHAIR ? m_wProvideUser : m_wCurrentUser);
- BYTE OldUser = 0;//定义一个最后出牌用户
- if (m_wProvideUser == m_wCurrentUser&&m_wOutCardUser == INVALID_CHAIR)//牌权是摸牌得且没出牌
- {
- if (m_wProvideUser == 0)
- {
- OldUser = 3;
- }
- else
- OldUser = m_wProvideUser - 1;
- BYTE TempIndex;
- for (BYTE i = 0; i < 55; i++)
- {
- if (m_cbDiscardCard[OldUser][i] == 0)
- {
- TempIndex = i - 1;
- break;
- }
- }
- if (OldUser>3 || TempIndex == 255)
- {
- OldUser = 0;
- TempIndex = 0;
- }
- StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex];
- }
- //if (m_wProvideUser != m_wCurrentUser&&m_wOutCardUser == INVALID_CHAIR)//牌权是碰来得且没出牌
- //{
- //OldUser = m_wProvideUser;
- //StatusPlay.bPutCardData[OldUser] = m_cbProvideCard;
- //}
- if (m_wProvideUser == m_wOutCardUser&& m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候
- {
- OldUser = m_wProvideUser;
- StatusPlay.bPutCardData[OldUser] = m_cbProvideCard;
- StatusPlay.cbDiscardCard[OldUser][StatusPlay.cbDiscardCount[OldUser]++] = m_cbProvideCard;
- }
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]);
- }
- //CopyMemory(StatusPlay.cbCardData, m_cbCardIndex[wChiarID], sizeof(StatusPlay.cbCardData));
- m_GameLogic.SwitchToCardData(m_cbCardIndex[wChiarID], StatusPlay.cbCardData);
-
- StatusPlay.bOutCardCout = m_TabbOutCardCout[wChiarID]; //可以打出的牌就听牌的个数
- CopyMemory(StatusPlay.bOutCardData, m_TabbOutCardData[wChiarID], sizeof(m_TabbOutCardData[wChiarID])); //具体打哪几张牌
- CopyMemory(StatusPlay.bTingCardCount, m_TabbTingCardCount[wChiarID], sizeof(m_TabbTingCardCount[wChiarID]));//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
- CopyMemory(StatusPlay.bTingCardData, m_TabbTingCardData[wChiarID], sizeof(m_TabbTingCardData[wChiarID])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据
-
- if (wChiarID != StatusPlay.wCurrentUser&&m_wCurrentUser == INVALID_CHAIR) //表示当前牌权就在断线玩家手里,且是轮到他碰或者杠
- {
- StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码
-
- }
- if (wChiarID == StatusPlay.wCurrentUser&&m_wCurrentUser != INVALID_CHAIR&&m_wCurrentUser != m_wProvideUser)////表示当前牌权就在断线玩家手里,且是轮到他出牌(牌权碰来得)
- {
- ZeroMemory(StatusPlay.cbCardData, sizeof(StatusPlay.cbCardData));
- StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码
- BYTE TempIndex = 0;
- if (m_cbUserAction[wChiarID] & WIK_AN_PIGANG)
- {
- StatusPlay.gangCards[TempIndex++] = m_cbLaiZiPiData;
- }
- if (m_cbUserAction[wChiarID] & WIK_AN_GANG)
- {
- for (BYTE i = 0; i < MAX_INDEX;i++)
- {
- if (m_cbCardIndex[wChiarID][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData))
- {
- StatusPlay.gangCards[TempIndex++] = m_GameLogic.SwitchToCardData(i);
- if (TempIndex > 3)
- break;
- }
- }
- }
-
- BYTE TempCardData[MAX_INDEX];
- CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData));
- BYTE TempCardIndex = 0;
- for (int i = MAX_INDEX - 1; i >= 0; i--)//手牌里面获取最后一张牌,
- {
- if (TempCardData[i] > 0 && m_GameLogic.SwitchToCardData(i) != m_cbLaiZiData)
- {
- TempCardIndex = i;
- break;
- }
- }
- if (TempCardData[TempCardIndex] == 0)ASSERT(false);
- TempCardData[TempCardIndex]--;
- m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData);
- BYTE cardNum = m_GameLogic.GetCardCount(TempCardData);
- StatusPlay.cbCardData[cardNum] = m_GameLogic.SwitchToCardData(TempCardIndex);//处理得到最后一张牌数据放最后
- }
- if (wChiarID == StatusPlay.wCurrentUser&&m_wCurrentUser != INVALID_CHAIR&&m_wCurrentUser == m_wProvideUser)//牌权是轮到他抓牌,未打出
- {
- ZeroMemory(StatusPlay.cbCardData, sizeof(StatusPlay.cbCardData));
- StatusPlay.cbActionMask = m_cbUserAction[wChiarID]; //需要用到操作码
- BYTE TempIndex = 0;
- if (m_cbUserAction[wChiarID] & WIK_AN_PIGANG)//|| m_cbUserAction[wChiarID] & WIK_MING_PIGANG)
- {
- StatusPlay.gangCards[TempIndex++] = m_cbLaiZiPiData;
- }
- if (m_cbUserAction[wChiarID] & WIK_AN_GANG)
- {
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- if (m_cbCardIndex[wChiarID][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData))
- {
- StatusPlay.gangCards[TempIndex++] = m_GameLogic.SwitchToCardData(i);
- if (TempIndex > 3)
- break;
- }
- }
- }
- BYTE TempCardData[MAX_INDEX];
- CopyMemory(TempCardData, m_cbCardIndex[wChiarID], sizeof(TempCardData));
- BYTE TempCardIndex = m_GameLogic.SwitchToCardIndex(m_cbProvideCard);
- if (m_cbCardIndex[wChiarID][TempCardIndex] == 0)ASSERT(false);
- TempCardData[TempCardIndex]--;
- m_GameLogic.SwitchToCardData(TempCardData, StatusPlay.cbCardData);
- BYTE cardNum = m_GameLogic.GetCardCount(TempCardData);
- StatusPlay.cbCardData[cardNum] = m_GameLogic.SwitchToCardData(TempCardIndex);//处理得到最后一张牌数据放最后
- }
-
- //组合扑克
- CopyMemory(StatusPlay.WeaveItemArray,m_WeaveItemArray,sizeof(m_WeaveItemArray));
- CopyMemory(StatusPlay.cbWeaveCount,m_cbWeaveItemCount,sizeof(m_cbWeaveItemCount));
-
- //扑克数据
- //StatusPlay.cbSendCardData=((m_cbSendCardData!=0)&&(m_wProvideUser==wChiarID))?m_cbSendCardData:0x00;
-
- //发送场景
- return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusPlay,sizeof(StatusPlay));
- }
- }
- return false;
- }
-
- //定时器事件
- bool CTableFrameSink::OnTimerMessage(DWORD wTimerID, WPARAM wBindParam)
- {
- return false;
- }
-
- //游戏消息处理
- void CTableFrameSink::SetGameConfig(VOID * pDataBuffer, WORD wDataSize, std::wstring sPrivateRoomId)
- {
- tagGameConfig* ppConfig = (tagGameConfig*)pDataBuffer;
- m_gameConfig.wSubGameID = ppConfig->wSubGameID;
- m_gameConfig.wDiScore = ppConfig->wPlayRule;
- m_gameConfig.wFanFei = ppConfig->wMaxFanRule;
- m_gameConfig.wIpLimit = ppConfig->wMaxScore;
- m_gameConfig.wPlayCountRule = ppConfig->wPlayCountRule;
- m_gameConfig.RoomId = ppConfig->wHadPlayCount;
- m_gameConfig.wHadPlayCount = 0;
- lstrcpy(m_gameConfig.sPrivateTableID, sPrivateRoomId.c_str());
- bGameType = m_gameConfig.wSubGameID;
- m_pITableFrame->SetChairCount(GAME_PLAYER);
- ASSERT(m_gameConfig.wSubGameID >= 0 && m_gameConfig.wSubGameID < MahJongType::count);
- }
-
- //游戏消息处理
- bool CTableFrameSink::OnGameMessage(WORD wSubCmdID, VOID* pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem)
- {
- switch (wSubCmdID)
- {
- case SUB_C_OUT_CARD: //出牌消息
- {
- //效验消息
- ASSERT(wDataSize == sizeof(CMD_C_OutCard));
- if (wDataSize != sizeof(CMD_C_OutCard)) return false;
-
- //用户效验
- if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true;
-
- //消息处理
- CMD_C_OutCard * pOutCard = (CMD_C_OutCard *)pDataBuffer;
- return OnUserOutCard(pIServerUserItem->GetChairID(), pOutCard->cbCardData);
- }
- case SUB_C_OPERATE_CARD: //操作消息
- {
- //效验消息
- ASSERT(wDataSize == sizeof(CMD_C_OperateCard));
- if (wDataSize != sizeof(CMD_C_OperateCard)) return false;
-
- //用户效验
- if (pIServerUserItem->GetUserStatus() != US_PLAYING) return true;
-
- //消息处理
- CMD_C_OperateCard * pOperateCard = (CMD_C_OperateCard *)pDataBuffer;
- return OnUserOperateCard(pIServerUserItem->GetChairID(), pOperateCard->cbOperateCode, pOperateCard->cbOperateCard);
- }
- case SUB_C_TRUSTEE:
- {
- CMD_C_Trustee *pTrustee = (CMD_C_Trustee *)pDataBuffer;
- if (wDataSize != sizeof(CMD_C_Trustee)) return false;
-
-
- m_bTrustee[pIServerUserItem->GetChairID()] = pTrustee->bTrustee;
- CMD_S_Trustee Trustee;
- Trustee.bTrustee = pTrustee->bTrustee;
- Trustee.wChairID = pIServerUserItem->GetChairID();
-
- RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, &Trustee, sizeof(Trustee));
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_TRUSTEE, &Trustee, sizeof(Trustee));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_TRUSTEE, &Trustee, sizeof(Trustee));
-
- return true;
- }
- return false;
- }
-
- return false;
- }
- //框架消息处理
- bool CTableFrameSink::OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem)
- {
- return false;
- }
-
- //用户断线重连
- bool CTableFrameSink::OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem)
- {
- auto dwUserID = pIServerUserItem->GetUserID();
-
- auto iter = std::find(m_offlineUsers.begin(), m_offlineUsers.end(), dwUserID);
- if (iter != end(m_offlineUsers))
- {
- m_offlineUsers.erase(iter); //玩家重新上线
- return true;
- }
- return true;
- }
-
- //用户坐下
- bool CTableFrameSink::OnActionUserSitDown(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser)
- {
- return true;
- }
-
- //游戏中途旁观进入
- bool CTableFrameSink::PerformLookonLogin(IServerUserItem * pIServerUserItem)
- {
- CMD_S_PangGuan StatusPlay;
- memset(&StatusPlay, 0, sizeof(StatusPlay));
-
- //游戏房主基础配置
- CopyMemory(&StatusPlay.gameConfig, &m_gameConfig, sizeof(CMD_S_GameConfig));
- CopyMemory(StatusPlay.lUserTmpScore, m_lGameTatolScore, sizeof(m_lGameTatolScore));
- StatusPlay.cbTotalCardCount = MAX_REPERTORY;
- StatusPlay.cbLeftCardCount = m_cbLeftCardCount;
- StatusPlay.gameConfig.IsOwner = m_pITableFrame->GetPrivateTableOwnerID() == pIServerUserItem->GetUserID() ? 1 : 0;
- StatusPlay.GameStatus = m_pITableFrame->IsDrawStarted();
- if (StatusPlay.GameStatus)
- {
- //游戏变量
- StatusPlay.wBankerUser = m_wBankerUser;
- WORD wSice = WORD(m_lSiceCount & 0xffff);
- StatusPlay.lSiZi[0] = HIBYTE(wSice);
- StatusPlay.lSiZi[1] = LOBYTE(wSice);
- StatusPlay.lSiZi[2] = m_cbLaiZiPiData;
- StatusPlay.lSiZi[3] = m_cbLaiZiData;
- StatusPlay.dwOwnerID = m_pITableFrame->GetPrivateTableOwnerID();
- CopyMemory(StatusPlay.bWanLaiZi, m_OutLaiZi, sizeof(m_OutLaiZi));
- CopyMemory(StatusPlay.cbDiscardCard, m_cbDiscardCard, sizeof(StatusPlay.cbDiscardCard));
- CopyMemory(StatusPlay.cbDiscardCount, m_cbDiscardCount, sizeof(StatusPlay.cbDiscardCount));
- StatusPlay.totalOptTime = 10;
- StatusPlay.leftOptTime = 0;
- //当前到谁家
- StatusPlay.wCurrentUser = (m_wCurrentUser == INVALID_CHAIR ? m_wProvideUser : m_wCurrentUser);
- WORD OldUser = 0;//定义一个最后出牌用户
-
- if (m_wProvideUser == m_wCurrentUser&&m_wOutCardUser == INVALID_CHAIR)//牌权是摸牌得且没出牌
- {
- if (m_wProvideUser == 0)
- {
- OldUser = 3;
- }
- else
- OldUser = m_wProvideUser - 1;
- BYTE TempIndex;
- for (BYTE i = 0; i < 55; i++)
- {
- if (m_cbDiscardCard[OldUser][i] == 0)
- {
- TempIndex = i - 1;
- break;
- }
- }
- if (OldUser>3 || TempIndex == 255)
- {
- OldUser = 0;
- TempIndex = 0;
- }
- StatusPlay.bPutCardData[OldUser] = m_cbDiscardCard[OldUser][TempIndex];
- }
- if (m_wProvideUser == m_wOutCardUser&& m_wCurrentUser == INVALID_CHAIR)//当有人可以碰且没有碰时候
- {
- OldUser = m_wProvideUser;
- StatusPlay.bPutCardData[OldUser] = m_cbProvideCard;
- StatusPlay.cbDiscardCard[OldUser][StatusPlay.cbDiscardCount[OldUser]++] = m_cbProvideCard;
- }
-
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- StatusPlay.cbCardCount[i] = m_GameLogic.GetCardCount(m_cbCardIndex[i]);
- }
- //组合扑克
- CopyMemory(StatusPlay.WeaveItemArray, m_WeaveItemArray, sizeof(m_WeaveItemArray));
- CopyMemory(StatusPlay.cbWeaveCount, m_cbWeaveItemCount, sizeof(m_cbWeaveItemCount));
- }
- return m_pITableFrame->SendUserItemData(pIServerUserItem, SUB_S_PANGGUAN, &StatusPlay, sizeof(StatusPlay));
- }
-
- //用户起来
- bool CTableFrameSink::OnActionUserStandUp(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser)
- {
- //庄家设置
- if (bLookonUser == false && !QueryUseTemporaryScore())
- {
- m_bTrustee[wChairID]=false;
- CMD_S_Trustee Trustee;
- Trustee.bTrustee=false;
- Trustee.wChairID = wChairID;
-
- RepayRecord(INVALID_CHAIR, SUB_S_TRUSTEE, &Trustee, sizeof(Trustee));
- m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_TRUSTEE,&Trustee,sizeof(Trustee));
- m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_TRUSTEE,&Trustee,sizeof(Trustee));
- }
-
- return true;
- }
-
- //用户出牌
- bool CTableFrameSink::OnUserOutCard(WORD wChairID, BYTE cbCardData)
- {
- //检查是否可以出牌
- //if (!IsCanOutCard())
- // return true;
- //效验状态
- ASSERT(m_pITableFrame->GetGameStatus()==GS_MJ_PLAY);
- if (m_pITableFrame->GetGameStatus()!=GS_MJ_PLAY) return true;
-
- //错误断言
- ASSERT(wChairID==m_wCurrentUser);
- ASSERT(m_GameLogic.IsValidCard(cbCardData)==true);
-
- //效验参数
- if (wChairID!=m_wCurrentUser) return true;
- if (m_GameLogic.IsValidCard(cbCardData)==false) return false;
- if ((m_GameLogic.GetCardCount(m_cbCardIndex[wChairID]) - 2) % 3 != 0)
- {
- return false;
- }
- //删除扑克
- if (m_GameLogic.RemoveCard(m_cbCardIndex[wChairID],cbCardData)==false)
- {
- ASSERT(FALSE);
- return false;
- }
- ZeroMemory(&m_cbLastDisCardData[wChairID], sizeof(m_cbLastDisCardData[wChairID]));
- m_cbLastDisCount[wChairID] = 0;
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- if (i == wChairID)continue;
- m_cbLastDisCardData[i][m_cbLastDisCount[i]++] = cbCardData;//打出得牌,放到其他玩家得记忆库里面
- }
-
- if (cbCardData == m_cbLaiZiData)
- {
- //设置变量
- m_bSendStatus = true;
- if (!m_bGangStatus)
- {
- m_bGangStatus = true;
- m_bGangOutStatus = true;
- }
- m_cbUserAction[wChairID] = WIK_NULL;
- m_cbPerformAction[wChairID] = WIK_NULL;
-
- //出牌记录
- m_cbOutCardCount++;
- //m_cbDiscardCard[wChairID][m_cbDiscardCount[wChairID]++] = cbCardData;
- //m_cbDiscardWuYongCard[wChairID][m_cbDiscardWuYongCount[wChairID]++] = cbCardData;
- m_wOutCardUser = INVALID_CHAIR; //记录出牌人
- m_cbOutCardData = 0; //记录出牌数据
-
- //构造数据
- CMD_S_OutCard OutCard;
- OutCard.wOutCardUser = wChairID;
- OutCard.cbOutCardData = cbCardData;
- OutCard.bOptType = 1;//打出的是癞子
-
- RepayRecord(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard));
-
- m_wProvideUser = wChairID;
- m_cbProvideCard = cbCardData;
- //筹码翻倍,该用户打出的癞子加一
- m_OutLaiZi[wChairID]++;
- //相当于杠牌,摸一张重新出牌
- return DispatchCardData(m_wCurrentUser, true, true);
- }
- else
- {
- //设置变量
- m_bSendStatus = true;
- if (m_bGangStatus)
- {
- m_bGangStatus = false;
- m_bGangOutStatus = true;
- }
- m_cbUserAction[wChairID] = WIK_NULL;
- m_cbPerformAction[wChairID] = WIK_NULL;
-
- //出牌记录
- m_cbOutCardCount++;
- //m_cbDiscardCard[wChairID][m_cbDiscardCount[wChairID]++] = cbCardData;
- //m_cbDiscardWuYongCard[wChairID][m_cbDiscardWuYongCount[wChairID]++] = cbCardData;
-
- m_wOutCardUser = wChairID; //记录出牌人
- m_cbOutCardData = cbCardData; //记录出牌数据
-
- //构造数据
- CMD_S_OutCard OutCard;
- OutCard.wOutCardUser = wChairID;
- OutCard.cbOutCardData = cbCardData;
- OutCard.bOptType = 0;
-
- m_TabbOutCardCout[wChairID] = 255; //可以打出的牌就听牌的个数
- ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌
- ZeroMemory(m_TabbTingCardCount[wChairID], sizeof(m_TabbTingCardCount[wChairID])); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数
- ZeroMemory(m_TabbTingCardData[wChairID], sizeof(m_TabbTingCardData[wChairID])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据
-
- BYTE TingParCount = 0;
- BYTE TingParData[MAX_INDEX];
- BYTE m_cbTingPai[MAX_INDEX];
- ZeroMemory(TingParData, sizeof(TingParData));
- ZeroMemory(m_cbTingPai, sizeof(m_cbTingPai));
- if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbLaiZiData, bGameType, m_OutLaiZi[wChairID]))//是否听牌状态
- {
- //OutCard.bIsTingPai = m_isTingPai[wChairID];
- if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, m_cbLaiZiData, bGameType, m_OutLaiZi[wChairID]))
- {
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- if (m_cbTingPai[i] == 1)
- {
- TingParData[TingParCount++] = m_GameLogic.SwitchToCardData(i);
- BYTE num = RemainNum(wChairID, TingParData[TingParCount - 1], m_GameLogic.SwitchToCardIndex(cbCardData));
- TingParData[TingParCount - 1] = m_GameLogic.GetValue(num, TingParData[TingParCount - 1]);
- }
- }
- //OutCard.cbTingCardCount = m_cbTingParCount;
- }
-
- m_TabbTingCardCount[wChairID][0] = TingParCount;
- CopyMemory(m_TabbTingCardData[wChairID][0], TingParData, sizeof(TingParData));
- }
-
- RepayRecord(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OUT_CARD, &OutCard, sizeof(OutCard));
-
- m_wProvideUser = wChairID;
- m_cbProvideCard = cbCardData;
-
- //用户切换
- m_wCurrentUser = (wChairID + 1) % GAME_PLAYER;
- while (!m_bPlayStatus[m_wCurrentUser])
- m_wCurrentUser = (m_wCurrentUser + 1) % GAME_PLAYER;
- //响应判断
- bool bAroseAction = EstimateUserRespond(wChairID, cbCardData, EstimatKind_OutCard);
-
- //派发扑克
- if (bAroseAction == false)
- DispatchCardData(m_wCurrentUser);
- return true;
- }
- }
-
- //用户操作
- bool CTableFrameSink::OnUserOperateCard(WORD wChairID, int cbOperateCode, BYTE cbOperateCard)
- {
- //效验状态
- ASSERT(m_pITableFrame->GetGameStatus()==GS_MJ_PLAY);
- if (m_pITableFrame->GetGameStatus()!=GS_MJ_PLAY)
- return true;
- if (cbOperateCode == WIK_NULL)
- {
- //用户状态
- ZeroMemory(m_bResponse, sizeof(m_bResponse));
- ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
- ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard));
- ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
- //发送扑克
- if (m_wCurrentUser == INVALID_CHAIR)
- DispatchCardData(m_wResumeUser);
- return true;
- }
-
- //效验用户 注意:机器人有可能发生此断言
- //ASSERT((wChairID==m_wCurrentUser)||(m_wCurrentUser==INVALID_CHAIR));
- if ((wChairID!=m_wCurrentUser)&&(m_wCurrentUser!=INVALID_CHAIR))
- return true;
-
- int FanKuiAction = WIK_NULL;
- //被动动作
- if (m_wCurrentUser == INVALID_CHAIR&&wChairID != m_wProvideUser)//表示有人出牌后,下一个人还未摸牌这段时间内,有人对上一张出牌有吃胡、杠、碰等操作
- {
- //效验状态
- if (m_bResponse[wChairID] == true)
- return true;
- if ((cbOperateCode != WIK_NULL) && ((m_cbUserAction[wChairID] & cbOperateCode) == 0))
- return true;
- if (cbOperateCard != m_cbProvideCard)
- {
- ASSERT(false);
- return true;
- }
- //变量定义
- WORD wTargetUser = wChairID;
- int cbTargetAction = cbOperateCode;
-
- //设置变量
- m_bResponse[wChairID] = true;
- m_cbPerformAction[wChairID] = cbOperateCode;
- m_cbOperateCard[wChairID] = m_cbProvideCard;
-
- //在自己未摸下一张牌的一圈内,不能弃上一家而胡下一家,癞油不可以胡打出来的牌的。
- if (cbTargetAction == WIK_NULL && (WIK_CHI_HU&m_cbUserAction[wTargetUser]) && m_wProvideUser != wTargetUser)
- m_bEnjoinChiHu[wTargetUser] = true;
-
- //执行动作的优先级判断, WIK_CHI_HU 大于 WIK_GANG 大于 WIK_PENG 大于 [WIK_RIGHT or WIK_CENTER or WIK_LEFT]
- //for (WORD i = 0; i < GAME_PLAYER; i++)
- //{
- // //获取动作
- // BYTE cbUserAction = (m_bResponse[i] == false) ? m_cbUserAction[i] : m_cbPerformAction[i];
- // //优先级别
- // BYTE cbUserActionRank = m_GameLogic.GetUserActionRank(cbUserAction);
- // BYTE cbTargetActionRank = m_GameLogic.GetUserActionRank(cbTargetAction);
- // //动作判断
- // if (cbUserActionRank > cbTargetActionRank)
- // {
- // wTargetUser = i;
- // cbTargetAction = cbUserAction;
- // }
- //}
- //if (m_bResponse[wTargetUser] == false)
- // return true;
- //放弃操作
-
-
- //变量定义
- BYTE cbTargetCard = cbOperateCard;
- m_cbOperateCard[wTargetUser] = cbTargetCard;
- //出牌变量
- m_cbOutCardData = 0;
- m_bSendStatus = true;
- m_wOutCardUser = INVALID_CHAIR;
- m_bEnjoinChiHu[wTargetUser] = true;
-
- //用户状态
- ZeroMemory(m_bResponse, sizeof(m_bResponse));
- ZeroMemory(m_cbUserAction, sizeof(m_cbUserAction));
- ZeroMemory(m_cbOperateCard, sizeof(m_cbOperateCard));
- ZeroMemory(m_cbPerformAction, sizeof(m_cbPerformAction));
-
-
- //组合扑克
- ASSERT(m_cbWeaveItemCount[wTargetUser] < 4);
- WORD wIndex = m_cbWeaveItemCount[wTargetUser]++;
- m_WeaveItemArray[wTargetUser][wIndex].cbPublicCard = TRUE;
- m_WeaveItemArray[wTargetUser][wIndex].cbCenterCard = cbTargetCard;
- m_WeaveItemArray[wTargetUser][wIndex].cbWeaveKind = cbTargetAction;
- m_WeaveItemArray[wTargetUser][wIndex].wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
- tagGangCardResult GangCardResult;
- ZeroMemory(&GangCardResult, sizeof(GangCardResult));
- //删除扑克
- switch (cbTargetAction)
- {
- case WIK_PENG: //碰牌操作
- {
- //删除扑克
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] < 2)
- {
- return false;
- }
- BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard };
- VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
-
- FanKuiAction |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChairID], m_cbLaiZiData, m_cbLaiZiPiData, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], GangCardResult);
- break;
- }
- case WIK_MING_GANG: //明杠牌操作
- {
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] != 3)
- {
- return false;
- }
- BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard, cbTargetCard };
- VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, CountArray(cbRemoveCard)));
- break;
- }
- case WIK_MING_PIGANG: //明朝天杠牌操作
- {
- //删除扑克,被动动作只存在放杠
- if (cbTargetCard == m_cbLaiZiPiData)
- {
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)] != 2)
- {
- ASSERT(false);
- return false;
- }
- //删除扑克
- BYTE cbRemoveCard[] = { cbTargetCard, cbTargetCard };
- VERIFY(m_GameLogic.RemoveCard(m_cbCardIndex[wTargetUser], cbRemoveCard, 2));
-
- FanKuiAction |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChairID], m_cbLaiZiData, m_cbLaiZiPiData, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], GangCardResult);
- }
- else false;
- break;
- }
- default:
- ASSERT(FALSE);
- return false;
- }
-
- //构造结果
- CMD_S_OperateResult OperateResult;
- OperateResult.wOperateUser = wTargetUser;
- OperateResult.cbOperateCard = cbTargetCard;
- OperateResult.cbOperateCode = cbTargetAction;
- OperateResult.wProvideUser = (m_wProvideUser == INVALID_CHAIR) ? wTargetUser : m_wProvideUser;
- OperateResult.bOutCardCout = 0;//能出牌个数
- OperateResult.cbActionMask = WIK_NULL;
- ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
- ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据
- ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData));
- if (OperateResult.cbOperateCode == WIK_PENG || OperateResult.cbOperateCode == WIK_MING_PIGANG)
- {
- BYTE tempData[MAX_INDEX] = { 0 };
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- if (m_cbCardIndex[wChairID][i] == 0)continue;
- BYTE TempLaiZiCount = m_OutLaiZi[wChairID];
- if (m_GameLogic.SwitchToCardData(i) == m_cbLaiZiData)TempLaiZiCount++;
- m_cbCardIndex[wChairID][i]--;
- if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbLaiZiData, bGameType, TempLaiZiCount))
- {
- OperateResult.bOutCardData[OperateResult.bOutCardCout] = m_GameLogic.SwitchToCardData(i);
- BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1
- BYTE m_cbTingParCount = 0;//听牌数据
- bool BbanlaiTemp = true;
- if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, m_cbLaiZiData, bGameType,TempLaiZiCount))
- {
- for (BYTE j = 0; j < MAX_INDEX; j++)
- {
- if (m_cbTingPai[j] == 1)
- {
- BbanlaiTemp = false;
- OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j);
- BYTE num = RemainNum(wChairID, OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1], i);
- OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1]);
- }
- }
- OperateResult.bTingCardCount[OperateResult.bOutCardCout] = m_cbTingParCount;
- }
- if ((bGameType == BanLai) && BbanlaiTemp)
- {
- OperateResult.bOutCardData[OperateResult.bOutCardCout] = 0;
- OperateResult.bOutCardCout--;
- }
- OperateResult.bOutCardCout++;
- }
- m_cbCardIndex[wChairID][i]++;
- }
- }
-
- BYTE TempCount = 0;
-
- if (FanKuiAction != WIK_NULL)
- {
- m_cbUserAction[wChairID] = FanKuiAction;
- for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
- {
- OperateResult.cbActionCard[i] = GangCardResult.cbCardData[i];
- }
- /*if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiPiData)]==3)
- {
- OperateResult.cbActionMask |= WIK_AN_PIGANG;
- m_cbUserAction[wChairID] |= WIK_AN_PIGANG;
- OperateResult.cbActionCard[TempCount++] = m_cbLaiZiPiData;
- }
- for (BYTE i = 0; i < MAX_INDEX;i++)
- {
- if (m_cbCardIndex[wChairID][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData))
- {
- OperateResult.cbActionMask |= WIK_AN_GANG;
- m_cbUserAction[wChairID] |= WIK_AN_GANG;
- OperateResult.cbActionCard[TempCount++] = m_GameLogic.SwitchToCardData(i);
- }
- }*/
- }
- if (OperateResult.bOutCardCout != 0)
- {
- m_TabbOutCardCout[wTargetUser] = 0; //可以打出的牌就听牌的个数
- ZeroMemory(m_TabbOutCardData[wTargetUser], sizeof(m_TabbOutCardData[wTargetUser])); //具体打哪几张牌
- 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
- 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
-
- m_TabbOutCardCout[wTargetUser] = OperateResult.bOutCardCout; //可以打出的牌就听牌的个数
- CopyMemory(m_TabbOutCardData[wTargetUser], OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData)); //具体打哪几张牌
- CopyMemory(m_TabbTingCardCount[wTargetUser], OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount)); //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
- CopyMemory(m_TabbTingCardData[wTargetUser], OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); //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
- }
- RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
-
- //设置用户
- m_wCurrentUser = wTargetUser;
-
- //杠牌处理
- if (cbTargetAction == WIK_MING_GANG || cbTargetAction == WIK_MING_PIGANG)
- {
- //发送信息
- CMD_S_GangScore gs;
- ZeroMemory(&gs, sizeof(gs));
- gs.wChairId = wTargetUser;
- gs.lGangScore[wTargetUser] += m_gameConfig.wDiScore * 3;
- gs.lGangScore[m_wProvideUser] -= m_gameConfig.wDiScore * 3;
- gs.cbOperateCode = cbTargetAction;
- m_lGameScore[wTargetUser] += gs.lGangScore[wTargetUser];
- m_lGameScore[m_wProvideUser] += gs.lGangScore[m_wProvideUser];
- m_lGameTatolScore[wTargetUser] += gs.lGangScore[wTargetUser];
- m_lGameTatolScore[m_wProvideUser] += gs.lGangScore[m_wProvideUser];
- gs.cbWanJiaScore[wTargetUser] = m_lGameTatolScore[wTargetUser];
- gs.cbWanJiaScore[m_wProvideUser] = m_lGameTatolScore[m_wProvideUser];
- for (BYTE i = 0; i < GAME_PLAYER;i++)
- {
- if (i == m_wProvideUser || i == wTargetUser)continue;
- gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
- }
-
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- gs.cbWanJiaScore[i] = m_lGameScore[i];
- }
- RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- //杠得分 //送杠者扣2倍积分
- //BYTE cbIndex = m_GangScore[wTargetUser].cbGangCount++;
- ////这里需要及时算分
- //m_GangScore[wTargetUser].lScore[cbIndex][wTargetUser] += m_pGameServiceOption->lCellScore * 3;
- //m_GangScore[wTargetUser].lScore[cbIndex][m_wProvideUser] += -m_pGameServiceOption->lCellScore * 3;
-
- m_bGangStatus = false;
- m_wDianGangUser = m_wProvideUser;
- if ((cbTargetCard != m_cbLaiZiPiData) && cbTargetAction == WIK_MING_GANG)
- {
- DispatchCardData(wTargetUser, true);
- }
- }
- return true;
- }
-
- //主动动作
- if (m_wCurrentUser==wChairID) //如果是摸牌用户的操作,比如自摸或者自杠
- {
- //效验操作
- if ((cbOperateCode==WIK_NULL)||((m_cbUserAction[wChairID]&cbOperateCode)==0))
- return true;
-
- //设置变量
- m_bSendStatus=true;
- m_bEnjoinChiHu[m_wCurrentUser]=true;
- m_cbUserAction[m_wCurrentUser]=WIK_NULL;
- m_cbPerformAction[m_wCurrentUser]=WIK_NULL;
-
- bool bPublic=false;
-
- //执行动作
- switch (cbOperateCode)
- {
- case WIK_AN_GANG: //暗杠牌操作
- {
- //扑克效验
- ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_ZI_MO) || (m_GameLogic.IsValidCard(cbOperateCard) == true));
- if ((cbOperateCode != WIK_NULL) && (cbOperateCode != WIK_CHI_HU) && (m_GameLogic.IsValidCard(cbOperateCard) == false))
- return false;
- //变量定义
- BYTE cbWeaveIndex = 0xFF;
- BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
- //杠牌处理
- if (m_cbCardIndex[wChairID][cbCardIndex] == 4 && m_GameLogic.SwitchToCardData(cbCardIndex) != m_cbLaiZiPiData)
- {
- //扑克效验
- ASSERT(m_cbCardIndex[wChairID][cbCardIndex] == 4);
- if (m_cbCardIndex[wChairID][cbCardIndex] != 4)
- return false;
- //设置变量
- bPublic = false;
- cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
- m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
- }
- else return false;
- //删除扑克
- m_cbCardIndex[wChairID][cbCardIndex] = 0;
- m_wDianGangUser = wChairID;
-
- //构造结果
- CMD_S_OperateResult OperateResult;
- OperateResult.wOperateUser = wChairID;
- OperateResult.wProvideUser = wChairID;
- OperateResult.cbOperateCode = cbOperateCode;
- OperateResult.cbOperateCard = cbOperateCard;
- OperateResult.bOutCardCout = 0;//能出牌个数
- OperateResult.cbActionMask = WIK_NULL;
- ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
- ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据
- ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData));
-
- RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
-
-
- //发送信息
- CMD_S_GangScore gs;
- ZeroMemory(&gs, sizeof(gs));
- //杠牌得分
- int lScore = 0;
- gs.wChairId = wChairID;
- gs.cbOperateCode = WIK_AN_GANG;
- for (WORD i = 0; i < GAME_PLAYER; i++)
- {
- if (!m_bPlayStatus[i] || i == wChairID) continue;
-
- gs.lGangScore[i] -= m_gameConfig.wDiScore * 2;
- m_lGameScore[i] += gs.lGangScore[i];
- m_lGameTatolScore[i] += gs.lGangScore[i];
- gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
- lScore -= gs.lGangScore[i];
- }
- gs.lGangScore[wChairID] = lScore;
- m_lGameScore[wChairID] += gs.lGangScore[wChairID];
- m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID];
- gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID];
-
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- gs.cbWanJiaScore[i] = m_lGameScore[i];
- }
- RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- DispatchCardData(wChairID, true);
- return true;
- }
- case WIK_BU_GANG:
- {
- //扑克效验
- ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_ZI_MO) || (m_GameLogic.IsValidCard(cbOperateCard) == true));
- if ((cbOperateCode != WIK_NULL) && (cbOperateCode != WIK_CHI_HU) && (m_GameLogic.IsValidCard(cbOperateCard) == false))
- return false;
- BYTE cbWeaveIndex = 0xFF;
- BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(m_cbProvideCard);
- //杠牌处理
- if (m_cbCardIndex[wChairID][cbCardIndex] == 1)//表示续杠类型
- {
- //寻找组合
- for (BYTE i = 0; i < m_cbWeaveItemCount[wChairID]; i++)
- {
- BYTE cbWeaveKind = m_WeaveItemArray[wChairID][i].cbWeaveKind;
- BYTE cbCenterCard = m_WeaveItemArray[wChairID][i].cbCenterCard;
- if ((cbCenterCard == m_cbProvideCard) && (cbWeaveKind == WIK_PENG))
- {
- bPublic = true;
- cbWeaveIndex = i;
- break;
- }
- }
- //效验动作
- ASSERT(cbWeaveIndex != 0xFF);
- if (cbWeaveIndex == 0xFF) return false;
- //组合扑克
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = TRUE;
- m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = m_cbProvideCard;
- }
- else return false;
- //删除扑克
- m_cbCardIndex[wChairID][cbCardIndex] = 0;
- m_wDianGangUser = wChairID;
-
- //构造结果
- CMD_S_OperateResult OperateResult;
- OperateResult.wOperateUser = wChairID;
- OperateResult.wProvideUser = wChairID;
- OperateResult.cbOperateCode = cbOperateCode;
- OperateResult.cbOperateCard = m_cbProvideCard;
- OperateResult.bOutCardCout = 0;//能出牌个数
- OperateResult.cbActionMask = WIK_NULL;
- ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
- ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据
- ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData));
-
- RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
-
-
- //发送信息
- CMD_S_GangScore gs;
- ZeroMemory(&gs, sizeof(gs));
- gs.wChairId = wChairID;
- //杠牌得分
- int lScore = 0;
- gs.cbOperateCode = WIK_BU_GANG;
- for (WORD i = 0; i < GAME_PLAYER; i++)
- {
- if (!m_bPlayStatus[i] || i == wChairID) continue;
- gs.lGangScore[i] -= m_gameConfig.wDiScore;
- m_lGameScore[i] += gs.lGangScore[i];
- m_lGameTatolScore[i] += gs.lGangScore[i];
- gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
- lScore -= gs.lGangScore[i];
- }
- gs.lGangScore[wChairID] = lScore;
- m_lGameScore[wChairID] += gs.lGangScore[wChairID];
- m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID];
- gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID];
-
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- gs.cbWanJiaScore[i] = m_lGameScore[i];
- }
- RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- DispatchCardData(wChairID, true);
- return true;
- }
- case WIK_AN_PIGANG:
- {
- //扑克效验
- ASSERT((cbOperateCode == WIK_NULL) || (cbOperateCode == WIK_ZI_MO) || (m_GameLogic.IsValidCard(cbOperateCard) == true));
- if ((cbOperateCode != WIK_NULL) && (cbOperateCode != WIK_CHI_HU) && (m_GameLogic.IsValidCard(cbOperateCard) == false))
- return false;
- BYTE cbWeaveIndex = 0xFF;
- BYTE cbCardIndex = m_GameLogic.SwitchToCardIndex(cbOperateCard);
- if (m_cbCardIndex[wChairID][cbCardIndex] == 3 && m_GameLogic.SwitchToCardData(cbCardIndex) == m_cbLaiZiPiData)
- {
-
- bPublic = false;
- cbWeaveIndex = m_cbWeaveItemCount[wChairID]++;
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbPublicCard = FALSE;
- m_WeaveItemArray[wChairID][cbWeaveIndex].wProvideUser = wChairID;
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbWeaveKind = cbOperateCode;
- m_WeaveItemArray[wChairID][cbWeaveIndex].cbCenterCard = cbOperateCard;
- }
- else return false;
- //删除扑克
- m_cbCardIndex[wChairID][cbCardIndex] = 0;
- m_wDianGangUser = wChairID;
-
- //构造结果
- CMD_S_OperateResult OperateResult;
- OperateResult.wOperateUser = wChairID;
- OperateResult.wProvideUser = wChairID;
- OperateResult.cbOperateCode = cbOperateCode;
- OperateResult.cbOperateCard = cbOperateCard;
- OperateResult.bOutCardCout = 0;//能出牌个数
- OperateResult.cbActionMask = 0;
- ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
- if (m_wProvideUser == m_wCurrentUser&&wChairID == m_wCurrentUser)
- {
- CChiHuRight chr;
- BYTE LastTempDate = 0;
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] == 1)
- {
- LastTempDate = m_cbLaiZiData;
- }
- else
- {
- LastTempDate = m_cbProvideCard == m_cbLaiZiPiData ? (m_GameLogic.GetEndCard(m_cbCardIndex[wChairID], m_cbLaiZiData)) : m_cbProvideCard;
- }
- BYTE m_cbTempData[MAX_INDEX];
- ZeroMemory(m_cbTempData, sizeof(m_cbTempData));
- CopyMemory(m_cbTempData, m_cbCardIndex[wChairID], sizeof(m_cbTempData));
- m_cbTempData[m_GameLogic.SwitchToCardIndex(LastTempDate)]--;
- OperateResult.cbActionMask |= m_GameLogic.AnalyseChiHuCard(m_cbTempData, m_WeaveItemArray[wChairID],
- m_cbWeaveItemCount[wChairID], LastTempDate, chr, m_cbLaiZiData, bGameType);
- if (OperateResult.cbActionMask&WIK_ZI_MO)
- {
- if (OperateResult.cbActionMask&WIK_YING_ZIMO)
- {
- if (m_bGangStatus)
- {
- OperateResult.cbActionMask |= WIK_YING_LAIYOU;
- m_cbUserAction[wChairID] |= WIK_YING_LAIYOU;
- }
- else
- m_cbUserAction[wChairID] |= WIK_YING_ZIMO;
- }
- else
- {
- if (m_bGangStatus)
- {
- OperateResult.cbActionMask |= WIK_RUAN_LAIYOU;
- m_cbUserAction[wChairID] |= WIK_RUAN_LAIYOU;
- }
- else
- {
- OperateResult.cbActionMask |= WIK_RUAN_ZIMO;
- m_cbUserAction[wChairID] |= WIK_RUAN_ZIMO;
- }
- }
- m_cbProvideCard = LastTempDate;
- }
- if (bGameType == BanLai && (m_cbUserAction[wChairID] & WIK_RUAN_ZIMO) && m_OutLaiZi[wChairID] == 0)
- {
- OperateResult.cbActionMask = OperateResult.cbActionMask & 0xff0ff;
- m_cbUserAction[wChairID] = m_cbUserAction[wChairID] & 0xff0ff;
- }
- }
- tagGangCardResult GangCardResult;
- OperateResult.cbActionMask |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wChairID], m_cbLaiZiData, m_cbLaiZiPiData, m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], GangCardResult);
- if (OperateResult.cbActionMask & WIK_GANG)
- {
- m_cbUserAction[wChairID] = OperateResult.cbActionMask;
- for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
- {
- OperateResult.cbActionCard[i] = GangCardResult.cbCardData[i];
- }
- /*BYTE TempCount = 0;
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- if (m_cbCardIndex[wChairID][i] == 4 && i != m_GameLogic.SwitchToCardIndex(m_cbLaiZiData))
- {
- OperateResult.cbActionMask |= WIK_AN_GANG;
- m_cbUserAction[wChairID] |= WIK_GANG;
- m_cbUserAction[wChairID] |= WIK_AN_GANG;
- OperateResult.cbActionCard[TempCount++] = m_GameLogic.SwitchToCardData(i);
- }
- }*/
- }
-
- ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据
- ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData));
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- if (m_cbCardIndex[wChairID][i] == 0)continue;
- BYTE TempLaiZiCount = m_OutLaiZi[wChairID];
- if (m_GameLogic.SwitchToCardData(i) == m_cbLaiZiData)TempLaiZiCount++;
- m_cbCardIndex[wChairID][i]--;
- if (m_GameLogic.IsTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbLaiZiData, bGameType, TempLaiZiCount))
- {
- OperateResult.bOutCardData[OperateResult.bOutCardCout] = m_GameLogic.SwitchToCardData(i);
- BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1
- BYTE m_cbTingParCount = 0;//听牌数据
- bool BbanlaiTemp = true;
- if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID], m_cbWeaveItemCount[wChairID], m_cbTingPai, m_cbLaiZiData, bGameType,TempLaiZiCount))
- {
- for (BYTE j = 0; j < MAX_INDEX; j++)
- {
- if (m_cbTingPai[j] == 1)
- {
- BbanlaiTemp = false;
- OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j);
- BYTE num = RemainNum(wChairID, OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1], i);
- OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, OperateResult.bTingCardData[OperateResult.bOutCardCout][m_cbTingParCount - 1]);
- }
- }
- OperateResult.bTingCardCount[OperateResult.bOutCardCout] = m_cbTingParCount;
- }
- if ((bGameType == BanLai) && BbanlaiTemp)
- {
- OperateResult.bOutCardData[OperateResult.bOutCardCout] = 0;
- OperateResult.bOutCardCout--;
- }
- OperateResult.bOutCardCout++;
- }
- m_cbCardIndex[wChairID][i]++;
- }
- if (OperateResult.bOutCardCout != 0)
- {
- m_TabbOutCardCout[wChairID] = 0; //可以打出的牌就听牌的个数
- ZeroMemory(m_TabbOutCardData[wChairID], sizeof(m_TabbOutCardData[wChairID])); //具体打哪几张牌
- ZeroMemory(m_TabbTingCardCount[wChairID], sizeof(m_TabbTingCardCount[wChairID])); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数
- ZeroMemory(m_TabbTingCardData[wChairID], sizeof(m_TabbTingCardData[wChairID])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据
-
- m_TabbOutCardCout[wChairID] = OperateResult.bOutCardCout; //可以打出的牌就听牌的个数
- CopyMemory(m_TabbOutCardData[wChairID], OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData)); //具体打哪几张牌
- CopyMemory(m_TabbTingCardCount[wChairID], OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount)); //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
- CopyMemory(m_TabbTingCardData[wChairID], OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData)); //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
- }
- RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
-
-
- //发送信息
- CMD_S_GangScore gs;
- ZeroMemory(&gs, sizeof(gs));
- gs.wChairId = wChairID;
- gs.cbOperateCode = WIK_AN_PIGANG;
- //杠牌得分
- int lScore = 0;
- for (WORD i = 0; i < GAME_PLAYER; i++)
- {
- if (!m_bPlayStatus[i] || i == wChairID) continue;
- gs.lGangScore[i] -= m_gameConfig.wDiScore * 2;
- m_lGameScore[i] += gs.lGangScore[i];
- m_lGameTatolScore[i] += gs.lGangScore[i];
- gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
- lScore -= gs.lGangScore[i];
-
- }
- gs.lGangScore[wChairID] = lScore;
- m_lGameScore[wChairID] += gs.lGangScore[wChairID];
- m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID];
- gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID];
-
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- gs.cbWanJiaScore[i] = m_lGameScore[i];
- }
- RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- if (m_cbProvideCard==m_cbLaiZiPiData || wChairID != m_wProvideUser)
- m_cbProvideCard = m_GameLogic.GetEndCard(m_cbCardIndex[wChairID], m_cbLaiZiData);
- m_cbSendCardData = m_cbProvideCard;
- m_wProvideUser = wChairID;
- m_wCurrentUser = wChairID;
- return true;
- }
- case WIK_RUAN_ZIMO: //自摸和牌
- {
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] != 1)
- {
- ASSERT(false);
- return false;
- }
- BYTE TempCardData=m_cbProvideCard;
- if (m_cbProvideCard!=m_cbSendCardData)
- {
- ASSERT(false);
- return false;
- }
- int TempAction;
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
- CChiHuRight chr;
- TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID],
- m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, m_cbLaiZiData,bGameType);
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
- if (TempAction == WIK_NULL)
- {
- ASSERT(false);
- return false;
- }
- m_HuPai[wChairID]++;
- CMD_S_OperateResult OperateResult;
- OperateResult.wOperateUser = wChairID;
- OperateResult.wProvideUser = wChairID;
- OperateResult.cbOperateCode = cbOperateCode;
- OperateResult.cbOperateCard = cbOperateCard;
- OperateResult.bOutCardCout = 0;//能出牌个数
- OperateResult.cbActionMask = WIK_NULL;
- ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
- ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据
- ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData));
-
- RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
-
- BYTE tempLaiZi = 0;//癞子个数超过四个就特殊处理
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- tempLaiZi += m_OutLaiZi[i];
- }
- if (tempLaiZi > 4)
- {
- ASSERT(false);
- return false;
- }
- //积分变动
- CMD_S_GangScore gs;
- ZeroMemory(&gs, sizeof(gs));
- gs.wChairId = wChairID;
- gs.cbOperateCode = WIK_RUAN_ZIMO;
- int TempInfoScore = 0;
- BYTE FanShu = 1;
- for (BYTE i = 0; i < GAME_PLAYER; i++)//各个玩家游戏积分变动
- {
- if (i == wChairID)continue;
- FanShu = (FanShu << (m_OutLaiZi[i] + m_OutLaiZi[wChairID]));
- gs.lGangScore[i] -= m_gameConfig.wDiScore*FanShu;
- m_lGameScore[i] += gs.lGangScore[i];
- m_lGameTatolScore[i] += gs.lGangScore[i];
- gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
- TempInfoScore -= gs.lGangScore[i];
- FanShu = 1;
- }
- gs.lGangScore[wChairID] = TempInfoScore;
- m_lGameScore[wChairID] += gs.lGangScore[wChairID];
- m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID];
- gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID];
-
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- gs.cbWanJiaScore[i] = m_lGameScore[i];
- }
- RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- OnEventGameConclude(wChairID, NULL, GER_NORMAL);
- return true;
- }
- case WIK_YING_ZIMO:
- {
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] > 1)
- {
- ASSERT(false);
- return false;
- }
- if (m_cbProvideCard != m_cbSendCardData)
- {
- ASSERT(false);
- return false;
- }
- BYTE TempCardData = m_cbProvideCard;
- int TempAction;
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
- CChiHuRight chr;
- TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID],
- m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, m_cbLaiZiData, bGameType);
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
- if (TempAction == WIK_NULL)
- {
- ASSERT(false);
- return false;
- }
- m_HuPai[wChairID]++;
- CMD_S_OperateResult OperateResult;
- OperateResult.wOperateUser = wChairID;
- OperateResult.wProvideUser = wChairID;
- OperateResult.cbOperateCode = cbOperateCode;
- OperateResult.cbOperateCard = cbOperateCard;
- OperateResult.bOutCardCout = 0;//能出牌个数
- OperateResult.cbActionMask = WIK_NULL;
- ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
- ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据
- ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData));
-
- RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
-
- BYTE tempLaiZi = 0;//癞子个数超过四个就特殊处理
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- tempLaiZi += m_OutLaiZi[i];
- }
- if (tempLaiZi > 4)
- {
- ASSERT(false);
- return false;
- }
- //积分变动
- CMD_S_GangScore gs;
- ZeroMemory(&gs, sizeof(gs));
- gs.wChairId = wChairID;
- gs.cbOperateCode = WIK_YING_ZIMO;
- int TempInfoScore = 0;
- BYTE FanShu = 1;
- for (BYTE i = 0; i < GAME_PLAYER; i++)//各个玩家游戏积分变动
- {
- if (i == wChairID)continue;
- FanShu = (FanShu << (m_OutLaiZi[i] + m_OutLaiZi[wChairID]));
- gs.lGangScore[i] -= m_gameConfig.wDiScore*FanShu * 2;
- m_lGameScore[i] += gs.lGangScore[i];
- m_lGameTatolScore[i] += gs.lGangScore[i];
- gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
- TempInfoScore -= gs.lGangScore[i];
- FanShu = 1;
- }
- gs.lGangScore[wChairID] = TempInfoScore;
- m_lGameScore[wChairID] += gs.lGangScore[wChairID];
- m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID];
- gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID];
-
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- gs.cbWanJiaScore[i] = m_lGameScore[i];
- }
- RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- OnEventGameConclude(wChairID, NULL, GER_NORMAL);
- return true;
- }
- case WIK_RUAN_LAIYOU:
- {
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] != 1)
- {
- ASSERT(false);
- return false;
- }
- if (!m_bGangStatus)
- {
- m_bGangStatus = false;
- ASSERT(false);
- return false;
- }
- BYTE TempCardData = m_cbProvideCard;
- if (m_cbProvideCard != m_cbSendCardData)
- {
- ASSERT(false);
- return false;
- }
- int TempAction;
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
- CChiHuRight chr;
- TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID],
- m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, m_cbLaiZiData, bGameType);
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
- if (TempAction == WIK_NULL)
- {
- ASSERT(false);
- return false;
- }
- m_HuPai[wChairID]++;
- CMD_S_OperateResult OperateResult;
- OperateResult.wOperateUser = wChairID;
- OperateResult.wProvideUser = wChairID;
- OperateResult.cbOperateCode = cbOperateCode;
- OperateResult.cbOperateCard = cbOperateCard;
- OperateResult.bOutCardCout = 0;//能出牌个数
- OperateResult.cbActionMask = WIK_NULL;
- ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
- ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据
- ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData));
-
- RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
-
- BYTE tempLaiZi = 0;//癞子个数超过四个就特殊处理
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- tempLaiZi += m_OutLaiZi[i];
- }
- if (tempLaiZi > 4)return false;
- //积分变动
- CMD_S_GangScore gs;
- ZeroMemory(&gs, sizeof(gs));
- gs.wChairId = wChairID;
- gs.cbOperateCode = WIK_RUAN_LAIYOU;
- int TempInfoScore = 0;
- BYTE FanShu = 1;
- for (BYTE i = 0; i < GAME_PLAYER; i++)//各个玩家游戏积分变动
- {
- if (i == wChairID)continue;
- FanShu = (FanShu << (m_OutLaiZi[i] + m_OutLaiZi[wChairID]));
- gs.lGangScore[i] -= m_gameConfig.wDiScore*FanShu * 2;
- m_lGameScore[i] += gs.lGangScore[i];
- m_lGameTatolScore[i] += gs.lGangScore[i];
- gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
- TempInfoScore -= gs.lGangScore[i];
- FanShu = 1;
- }
- gs.lGangScore[wChairID] = TempInfoScore;
- m_lGameScore[wChairID] += gs.lGangScore[wChairID];
- m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID];
- gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID];
-
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- gs.cbWanJiaScore[i] = m_lGameScore[i];
- }
- RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- OnEventGameConclude(wChairID, NULL, GER_NORMAL);
- return true;
- }
- case WIK_YING_LAIYOU:
- {
- if (m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] > 1)
- {
- ASSERT(false);
- return false;
- }
- if (!m_bGangStatus)
- {
- m_bGangStatus = false;
- ASSERT(false);
- return false;
- }
- BYTE TempCardData = m_cbProvideCard;
- int TempAction;
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]--;
- CChiHuRight chr;
- TempAction |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wChairID], m_WeaveItemArray[wChairID],
- m_cbWeaveItemCount[wChairID], m_cbSendCardData, chr, m_cbLaiZiData, bGameType);
- m_cbCardIndex[wChairID][m_GameLogic.SwitchToCardIndex(m_cbProvideCard)]++;
- if (TempAction == WIK_NULL)
- {
- ASSERT(false);
- return false;
- }
- m_HuPai[wChairID]++;
- CMD_S_OperateResult OperateResult;
- OperateResult.wOperateUser = wChairID;
- OperateResult.wProvideUser = wChairID;
- OperateResult.cbOperateCode = cbOperateCode;
- OperateResult.cbOperateCard = cbOperateCard;
- OperateResult.bOutCardCout = 0;//能出牌个数
- OperateResult.cbActionMask = WIK_NULL;
- ZeroMemory(OperateResult.cbActionCard, sizeof(OperateResult.cbActionCard));
- ZeroMemory(OperateResult.bOutCardData, sizeof(OperateResult.bOutCardData));//能出牌具体数据
- ZeroMemory(OperateResult.bTingCardCount, sizeof(OperateResult.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(OperateResult.bTingCardData, sizeof(OperateResult.bTingCardData));
-
- RepayRecord(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- //发送消息
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_OPERATE_RESULT, &OperateResult, sizeof(OperateResult));
-
- BYTE tempLaiZi = 0;//癞子个数超过四个就特殊处理
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- tempLaiZi += m_OutLaiZi[i];
- }
- if (tempLaiZi > 4)return false;
- //积分变动
- CMD_S_GangScore gs;
- ZeroMemory(&gs, sizeof(gs));
- gs.wChairId = wChairID;
- gs.cbOperateCode = WIK_YING_LAIYOU;
- int TempInfoScore = 0;
- BYTE FanShu = 1;
- for (BYTE i = 0; i < GAME_PLAYER; i++)//各个玩家游戏积分变动
- {
- if (i == wChairID)continue;
- FanShu = (FanShu << (m_OutLaiZi[i] + m_OutLaiZi[wChairID]));
- gs.lGangScore[i] -= m_gameConfig.wDiScore*FanShu * 4;
- m_lGameScore[i] += gs.lGangScore[i];
- m_lGameTatolScore[i] += gs.lGangScore[i];
- gs.cbWanJiaScore[i] = m_lGameTatolScore[i];
- TempInfoScore -= gs.lGangScore[i];
- FanShu = 1;
- }
- gs.lGangScore[wChairID] = TempInfoScore;
- m_lGameScore[wChairID] += gs.lGangScore[wChairID];
- m_lGameTatolScore[wChairID] += gs.lGangScore[wChairID];
- gs.cbWanJiaScore[wChairID] = m_lGameTatolScore[wChairID];
-
- m_pITableFrame->SendTableData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
- gs.cbWanJiaScore[i] = m_lGameScore[i];
- }
- RepayRecord(INVALID_CHAIR, SUB_S_GANG_SCORE, &gs, sizeof(gs));
- OnEventGameConclude(wChairID, NULL, GER_NORMAL);
- return true;
- }
- }
- return true;
- }
- return false;
- }
-
- //发送操作
- bool CTableFrameSink::SendOperateNotify()
- {
- //发送提示
- for (WORD i=0;i<GAME_PLAYER;i++)
- {
- if (m_cbUserAction[i]!=WIK_NULL)
- {
- //构造数据
- CMD_S_OperateNotify OperateNotify;
- OperateNotify.wResumeUser=m_wResumeUser;
- OperateNotify.cbActionCard=m_cbProvideCard;
- OperateNotify.cbActionMask=m_cbUserAction[i];
-
- //RepayRecord(i, SUB_S_OPERATE_NOTIFY, &OperateNotify, sizeof(OperateNotify));
- //发送数据
- m_pITableFrame->SendTableData(i,SUB_S_OPERATE_NOTIFY,&OperateNotify,sizeof(OperateNotify));
-
- }
- }
- //m_pITableFrame->SendLookonData(i, SUB_S_OPERATE_NOTIFY, &OperateNotify, sizeof(OperateNotify));
- return true;
- }
-
- //派发扑克,wCurrentUser表示给哪个用户,bTail表示是末尾拿牌还是不是,true表示末尾,bLaiZiGang默认false不是癞子杠,true才是
- bool CTableFrameSink::DispatchCardData(WORD wCurrentUser,bool bTail,bool bLaiZiGang)
- {
- //状态效验
- ASSERT(wCurrentUser!=INVALID_CHAIR);
- if (wCurrentUser==INVALID_CHAIR)
- return false;
-
- //丢弃扑克
- if ((m_wOutCardUser != INVALID_CHAIR) && (m_cbOutCardData != 0))
- {
- m_cbDiscardCount[m_wOutCardUser]++;
- m_cbDiscardCard[m_wOutCardUser][m_cbDiscardCount[m_wOutCardUser] - 1] = m_cbOutCardData;
- }
-
- //荒庄结束
- if (m_cbLeftCardCount == 0)
- {
- m_cbChiHuCard = 0;
- m_wProvideUser = INVALID_CHAIR;
- bIsHuang = true;
- OnEventGameConclude(m_wProvideUser, NULL, GER_NORMAL);
-
- return true;
- }
-
- m_TabbOutCardCout[wCurrentUser] = 0; //可以打出的牌就听牌的个数
- ZeroMemory(m_TabbOutCardData[wCurrentUser], sizeof(m_TabbOutCardData[wCurrentUser])); //具体打哪几张牌
- ZeroMemory(m_TabbTingCardCount[wCurrentUser], sizeof(m_TabbTingCardCount[wCurrentUser])); //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数
- ZeroMemory(m_TabbTingCardData[wCurrentUser], sizeof(m_TabbTingCardData[wCurrentUser])); //具体听牌数据,一维索引表示打出牌的第几个,二维索引表示听牌的第几个,值表示牌数据
-
- //设置变量
- m_cbOutCardData = 0;
- m_wCurrentUser = wCurrentUser; //记录拿牌人的索引。
- m_wOutCardUser = INVALID_CHAIR; //置空上次出牌用户的索引
- m_bEnjoinChiHu[wCurrentUser] = false;
- BYTE ActionCard[3] = { 0 };//操作牌值
- BYTE AnActionCount = 0;
- tagGangCardResult GangCardResult;
- ZeroMemory(&GangCardResult, sizeof(GangCardResult));
- //发牌处理
- if (m_bSendStatus == true)
- {
- //发送扑克
- m_cbSendCardCount++;
- m_cbSendCardData = m_cbRepertoryCard[--m_cbLeftCardCount];
- CChiHuRight chr;
- m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseChiHuCard(m_cbCardIndex[wCurrentUser], m_WeaveItemArray[wCurrentUser],
- m_cbWeaveItemCount[wCurrentUser], m_cbSendCardData, chr, m_cbLaiZiData, bGameType);
-
- //加牌
- m_cbCardIndex[wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbSendCardData)]++;
-
- //设置变量
- m_wProvideUser = wCurrentUser;
- m_cbProvideCard = m_cbSendCardData;
-
- //杠牌判断
- if (m_cbLeftCardCount > 0 )
- {
- bool bCanAnGang = true;//此true表示自己抓牌,false表示表人打得去检验杠,
- m_cbUserAction[wCurrentUser] |= m_GameLogic.AnalyseGangCard(m_cbCardIndex[wCurrentUser], m_cbLaiZiData, m_cbLaiZiPiData,
- m_WeaveItemArray[wCurrentUser], m_cbWeaveItemCount[wCurrentUser], GangCardResult, m_cbSendCardData);
- }
-
- }
- if (m_cbUserAction[wCurrentUser]!=WIK_NULL)
- {
- if (m_cbUserAction[wCurrentUser] & WIK_ZI_MO)
- {
- if (bLaiZiGang)
- {
- if (m_cbUserAction[wCurrentUser]&WIK_YING_ZIMO)
- {
- m_cbUserAction[wCurrentUser] = m_cbUserAction[wCurrentUser] & 0xff0ff;
- m_cbUserAction[wCurrentUser] |= WIK_YING_LAIYOU;
- }
- if (m_cbCardIndex[wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] == 1 && !(m_cbUserAction[wCurrentUser] & WIK_YING_LAIYOU))
- {
- m_cbUserAction[wCurrentUser] |= WIK_RUAN_LAIYOU;
- }
- else
- {
- m_cbUserAction[wCurrentUser] |= WIK_YING_LAIYOU;
- }
- }
- else
- {
- if (m_cbCardIndex[wCurrentUser][m_GameLogic.SwitchToCardIndex(m_cbLaiZiData)] == 1 && !(m_cbUserAction[wCurrentUser]&WIK_YING_ZIMO))
- {
- m_cbUserAction[wCurrentUser] |= WIK_RUAN_ZIMO;
- }
- else
- {
- m_cbUserAction[wCurrentUser] |= WIK_YING_ZIMO;
- }
- }
- }
- if (m_cbUserAction[wCurrentUser] & WIK_GANG)
- {
- for (BYTE i = 0; i < GangCardResult.cbCardCount; i++)
- {
- ActionCard[i] = GangCardResult.cbCardData[i];
- }
- }
- }
- if (bGameType == BanLai && (m_cbUserAction[wCurrentUser]&WIK_RUAN_ZIMO) && m_OutLaiZi[wCurrentUser] == 0)
- {
- m_cbUserAction[wCurrentUser] = m_cbUserAction[wCurrentUser] & 0xff0ff;
- }
- //构造数据
-
- CMD_S_SendCard SendCard;
- ZeroMemory(&SendCard, sizeof(SendCard));
- SendCard.wCurrentUser = wCurrentUser;
- SendCard.bTail = 0;
- SendCard.bLeftCardCount = m_cbLeftCardCount;
- SendCard.cbActionMask = m_cbUserAction[wCurrentUser];
- SendCard.cbCardData = (m_bSendStatus == true) ? m_cbSendCardData : 0x00;
- BYTE bOutCardCount = 0;//听牌个数
- BYTE bTempCardData[14] = { 0 };
- BYTE bTingCount[14] = { 0 };
- BYTE bTingCardData[14][27] = { 0 };
-
- SendCard.bOutCardCout = 0;//能出牌个数(由个数决定是否听牌,0表示不可以听牌)
- ZeroMemory(SendCard.bOutCardData, sizeof(SendCard.bOutCardData));//能出牌具体数据
- ZeroMemory(SendCard.bTingCardCount, sizeof(SendCard.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(SendCard.bTingCardData, sizeof(SendCard.bTingCardData));
- BYTE tempData[MAX_INDEX] = { 0 };
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- if (m_cbCardIndex[m_wCurrentUser][i] == 0)continue;
- BYTE TempLaiZiCount = m_OutLaiZi[wCurrentUser];
- if (m_GameLogic.SwitchToCardData(i) == m_cbLaiZiData)TempLaiZiCount++;
- m_cbCardIndex[m_wCurrentUser][i]--;
- if (m_GameLogic.IsTingCard(m_cbCardIndex[m_wCurrentUser], m_WeaveItemArray[m_wCurrentUser], m_cbWeaveItemCount[m_wCurrentUser], m_cbLaiZiData, bGameType, TempLaiZiCount))
- {
- bTempCardData[bOutCardCount] = m_GameLogic.SwitchToCardData(i);
- BYTE m_cbTingPai[MAX_INDEX] = { 0 };//听牌数组,听哪个牌就把哪个牌设置为1
- BYTE m_cbTingParCount = 0;//听牌数据
- bool BbanlaiTemp = true;
- if (m_GameLogic.AnalyseTingCard(m_cbCardIndex[m_wCurrentUser], m_WeaveItemArray[m_wCurrentUser], m_cbWeaveItemCount[m_wCurrentUser], m_cbTingPai, m_cbLaiZiData, bGameType,TempLaiZiCount))
- {
- for (BYTE j = 0; j < MAX_INDEX; j++)
- {
- if (m_cbTingPai[j] == 1)
- {
- BbanlaiTemp = false;
- bTingCardData[bOutCardCount][m_cbTingParCount++] = m_GameLogic.SwitchToCardData(j);
- BYTE num = RemainNum(wCurrentUser, bTingCardData[bOutCardCount][m_cbTingParCount - 1], i);
- bTingCardData[bOutCardCount][m_cbTingParCount - 1] = m_GameLogic.GetValue(num, bTingCardData[bOutCardCount][m_cbTingParCount - 1]);
- }
- }
- bTingCount[bOutCardCount] = m_cbTingParCount;
- }
- if ((bGameType == BanLai) && BbanlaiTemp)
- {
- bTempCardData[bOutCardCount] = 0;
- bOutCardCount--;
- }
- //if (bTingCount[bOutCardCount] > 0)
- bOutCardCount++;
- //else
- // bTempCardData[bOutCardCount] = 0;
- }
- m_cbCardIndex[m_wCurrentUser][i]++;
- }
- RepayRecord(INVALID_CHAIR, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard) - 378);
-
- //m_wResumeUser = m_wCurrentUser;//当前为抓牌用户,就算是过,也是还回到自己牌权
- //发送数据
- for (int i = 0; i < GAME_PLAYER; i++)
- {
- if (i == m_wCurrentUser)
- {//发送给摸牌玩家的数据,附带麻将牌面数据
- SendCard.cbCardData = (m_bSendStatus == true) ? m_cbSendCardData : 0x00;
- SendCard.cbActionMask = m_cbUserAction[wCurrentUser];
- SendCard.bOutCardCout = bOutCardCount;
- CopyMemory(SendCard.cbActionCard, ActionCard, sizeof(ActionCard));
- CopyMemory(SendCard.bTingCardCount, bTingCount, sizeof(bTingCount));
- CopyMemory(SendCard.bOutCardData, bTempCardData, sizeof(bTempCardData));
- CopyMemory(SendCard.bTingCardData, bTingCardData, sizeof(bTingCardData));
- m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard));
- //m_pITableFrame->SendLookonData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard));
-
- m_TabbOutCardCout[m_wCurrentUser] = bOutCardCount; //可以打出的牌就听牌的个数
- CopyMemory(m_TabbOutCardData[m_wCurrentUser], bTempCardData, sizeof(bTempCardData)); //具体打哪几张牌
- CopyMemory(m_TabbTingCardCount[m_wCurrentUser], bTingCount, sizeof(bTingCount)); //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
- CopyMemory(m_TabbTingCardData[m_wCurrentUser], bTingCardData, sizeof(bTingCardData)); //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
- }
- else
- {//发送给其他玩家的数据,没有麻将牌面数据(防止客户端作弊)
- SendCard.cbCardData = 0x00;
- SendCard.cbActionMask = 0x0000;
- SendCard.bOutCardCout = 0;//能出牌个数这幅牌出个牌是否可以听牌
- ZeroMemory(SendCard.cbActionCard, sizeof(SendCard.cbActionCard));//对哪个牌操作
- ZeroMemory(SendCard.bOutCardData, sizeof(SendCard.bOutCardData));//能出牌具体数据
- ZeroMemory(SendCard.bTingCardCount, sizeof(SendCard.bTingCardCount));//在出相应牌后能听牌的个数,所以是个二维的
- ZeroMemory(SendCard.bTingCardData, sizeof(SendCard.bTingCardData));
- m_pITableFrame->SendTableData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard));
- //m_pITableFrame->SendLookonData(i, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard));
- }
- }
- SendCard.cbActionMask = 0;
- SendCard.cbCardData = 0;
- SendCard.bOutCardCout = 0;
- ZeroMemory(SendCard.bOutCardData, sizeof(SendCard.bOutCardData));
- ZeroMemory(SendCard.bTingCardCount, sizeof(SendCard.cbCardData));
- ZeroMemory(SendCard.bTingCardData, sizeof(SendCard.cbCardData));
- ZeroMemory(SendCard.cbActionCard, sizeof(SendCard.cbCardData));
- //给旁观者的抓牌动作
- m_pITableFrame->SendLookonData(INVALID_CHAIR, SUB_S_SEND_CARD, &SendCard, sizeof(SendCard));
- return true;
- }
-
-
- bool CTableFrameSink::IsWin(WORD wChairID)
- {
- for (auto chairID : m_wWinOrder)
- {
- if (chairID == wChairID)//表示玩家已经开始听牌,则出牌必须是所摸牌
- return true;
- }
- return false;
- }
-
- //响应判断
- bool CTableFrameSink::EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind)
- {
- //变量定义
- bool bAroseAction=false;
-
- //用户状态
- ZeroMemory(m_bResponse,sizeof(m_bResponse));
- ZeroMemory(m_cbUserAction,sizeof(m_cbUserAction));
- ZeroMemory(m_cbPerformAction,sizeof(m_cbPerformAction));
-
- //动作判断
- for (WORD i=0;i<GAME_PLAYER;i++)
- {
- //用户过滤
- if (wCenterUser==i||!m_bPlayStatus[i]) continue;
- //出牌类型
- if (EstimatKind==EstimatKind_OutCard)
- {
- //吃碰判断
- //if (m_bEnjoinChiPeng[i]==false)
- //{
- ////碰牌判断
- m_cbUserAction[i] |= m_GameLogic.EstimatePengCard(m_cbCardIndex[i], cbCenterCard, m_cbLaiZiPiData);
- //杠牌判断
- if (m_cbLeftCardCount>0 && cbCenterCard != m_cbLaiZiPiData)
- {
- m_cbUserAction[i] |= m_GameLogic.EstimateGangCard(m_cbCardIndex[i], cbCenterCard);
- }
- //}
- }
- //结果判断
- if (m_cbUserAction[i] != WIK_NULL)
- {
- bAroseAction = true;
- if (m_cbUserAction[i]&WIK_PENG)
- {
- BYTE bTemp = 0;
- for (BYTE j = 0; j < m_cbLastDisCount[i]; j++)
- {
- if (m_cbLastDisCardData[i][j] == cbCenterCard)
- {
- bTemp++;
- if (bTemp==2)
- {
- m_cbUserAction[i] = m_cbUserAction[i] & 0xffff7;
- bAroseAction = false;
- break;
- }
-
- }
- }
- }
- break;
- }
- }
-
- //结果处理
- if (bAroseAction==true)
- {
- //设置变量
- m_wProvideUser=wCenterUser;
- m_cbProvideCard=cbCenterCard;
- m_wResumeUser=m_wCurrentUser;
- m_wCurrentUser=INVALID_CHAIR;
-
- //发送提示
- SendOperateNotify();
-
- return true;
- }
- return false;
- }
-
- int CTableFrameSink::GetGenCount(WORD wChairId, CChiHuRight& chr)
- {
- int cbGenCount = 0;
- //根,青龙七对和龙七对不算根
- //if ((chr&CHR_QING_LONG_QI_DUI).IsEmpty() && (chr&CHR_LONG_QI_DUI).IsEmpty())
- //{
- BYTE cbCardIndexTemp[MAX_INDEX];
- CopyMemory(cbCardIndexTemp, m_cbCardIndex[wChairId], sizeof(cbCardIndexTemp));
- for (BYTE i = 0; i < m_cbWeaveItemCount[wChairId]; i++)
- {
- // 抢杠过滤
- bool bQiangGang = false;
- if (m_WeaveItemArray[wChairId][i].cbWeaveKind == WIK_GANG)
- {
- for (BYTE k = 0; k < GAME_PLAYER; k++)
- {
- if (m_cbQiangGangCardData[k] == m_WeaveItemArray[wChairId][i].cbCenterCard) bQiangGang = true;
- }
- }
- if (bQiangGang) continue;
-
- BYTE cbCardBuffer[4];
- BYTE cbCardCount = m_GameLogic.GetWeaveCard(m_WeaveItemArray[wChairId][i].cbWeaveKind,
- m_WeaveItemArray[wChairId][i].cbCenterCard, cbCardBuffer);
- for (BYTE j = 0; j < cbCardCount; j++)
- {
- BYTE cbIndex = m_GameLogic.SwitchToCardIndex(cbCardBuffer[j]);
- cbCardIndexTemp[cbIndex]++;
- }
- }
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- if (cbCardIndexTemp[i] == 4) cbGenCount++;
- }
- return cbGenCount;
- }
-
- BYTE CTableFrameSink::RemainNum(WORD wChairId, const BYTE m_cbCard,BYTE bIndex)
- {
- BYTE m_cbNum = 0;
- BYTE mCard[MAX_INDEX] = { 0 };
- BYTE TempIndex = m_GameLogic.SwitchToCardIndex(m_cbCard);
- BYTE LaiZiIndex = m_GameLogic.SwitchToCardIndex(m_cbLaiZiData);
- BYTE LaiZiPiIndex = m_GameLogic.SwitchToCardIndex(m_cbLaiZiPiData);
- for (BYTE i = 0; i < GAME_PLAYER; i++)
- {
-
- mCard[LaiZiIndex] += m_OutLaiZi[i];//癞子数
- for (BYTE j = 0; j < m_cbDiscardCount[i]; j++)//丢弃数
- {
- mCard[m_GameLogic.SwitchToCardIndex(m_cbDiscardCard[i][j])]++;
-
- }
- for (BYTE k = 0; k < m_cbWeaveItemCount[i]; k++)//摆出来的牌
- {
- if (m_WeaveItemArray[i][k].cbWeaveKind == WIK_PENG || m_WeaveItemArray[i][k].cbWeaveKind == WIK_AN_PIGANG || m_WeaveItemArray[i][k].cbWeaveKind == WIK_MING_PIGANG)
- {
- mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 3;
- }
- else
- {
- mCard[m_GameLogic.SwitchToCardIndex(m_WeaveItemArray[i][k].cbCenterCard)] += 4;
- }
- }
- }
- mCard[LaiZiPiIndex]++;
- mCard[bIndex]++;
- for (BYTE i = 0; i < MAX_INDEX; i++)
- {
- mCard[i] += m_cbCardIndex[wChairId][i];
- }
-
- m_cbNum = 4 - mCard[TempIndex];
- ASSERT(m_cbNum >= 0 && m_cbNum <= 4);
- if (m_cbNum < 0 || m_cbNum>4)m_cbNum = 0;
- return m_cbNum;
- }
-
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