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  1. #ifndef TABLE_FRAME_SINK_HEAD_FILE
  2. #define TABLE_FRAME_SINK_HEAD_FILE
  3. #pragma once
  4. #include "Stdafx.h"
  5. #include "GameLogic.h"
  6. #include "ReplayRecordManager.h"
  7. #include "data.h"
  8. //游戏桌子类
  9. class CTableFrameSink : public ITableFrameSink, public ITableUserAction
  10. {
  11. //游戏变量
  12. private:
  13. BYTE bGameType; //游戏到底是0一脚癞油,1无癞到底,2半癞
  14. LONG m_lSiceCount; //骰子点数
  15. WORD m_wBankerUser; //庄家用户
  16. WORD m_wNextBankerUser; //下一个庄家
  17. int m_lGameScore[GAME_PLAYER]; //单局游戏得分
  18. int m_lGameTatolScore[GAME_PLAYER]; //单轮积分计算
  19. BYTE m_HuPai[GAME_PLAYER]; //玩家胡牌次数
  20. int m_HuPaiLiuShui[16*GAME_PLAYER]; //流水详情
  21. BYTE m_cbCardIndex[GAME_PLAYER][MAX_INDEX]; //用户扑克
  22. BYTE m_bTrustee[GAME_PLAYER]; //是否托管
  23. BYTE m_bReading[GAME_PLAYER]; //是否准备
  24. BYTE m_cbLaiZiPiData; //癞子皮
  25. BYTE m_cbLaiZiData; //癞子
  26. BYTE m_cbQiangGangCardData[GAME_PLAYER]; //抢杠的牌
  27. BYTE m_cbGenCount[GAME_PLAYER]; //
  28. bool m_bPlayStatus[GAME_PLAYER]; //玩家状态
  29. std::list<DWORD> m_offlineUsers; //掉线的玩家
  30. BYTE m_cbWinCount; //
  31. WORD m_wWinOrder[GAME_PLAYER]; //
  32. LONG m_lGameTax[GAME_PLAYER]; //
  33. //tagGangScore m_GangScore[GAME_PLAYER]; //玩家具体杠的信息
  34. BYTE m_OutLaiZi[GAME_PLAYER]; //每个用户打出癞子牌个数
  35. BYTE m_TabbOutCardCout[GAME_PLAYER]; //可以打出的牌就听牌的个数
  36. BYTE m_TabbOutCardData[GAME_PLAYER][MAX_COUNT]; //具体打哪几张牌
  37. BYTE m_TabbTingCardCount[GAME_PLAYER][MAX_COUNT]; //相对应打出牌可听牌个数,索引表示第几张,值是对应对应的听牌个数
  38. BYTE m_TabbTingCardData[GAME_PLAYER][MAX_COUNT][MAX_INDEX]; //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
  39. private:
  40. CMD_S_GameConfig m_gameConfig; //游戏配置
  41. bool m_isCanOutCard; //是否可以出牌
  42. bool m_bDelete; //是否解散房间
  43. bool bIsHuang;
  44. //bool m_isTingPai[GAME_PLAYER]; //玩家是否听牌
  45. //出牌信息
  46. private:
  47. WORD m_wOutCardUser; //出牌用户
  48. BYTE m_cbOutCardData; //出牌扑克
  49. BYTE m_cbOutCardCount; //出牌数目
  50. BYTE m_cbDiscardCount[GAME_PLAYER]; //丢弃数目
  51. BYTE m_cbDiscardCard[GAME_PLAYER][55]; //丢弃记录
  52. BYTE m_cbLastDisCardData[GAME_PLAYER][MAX_COUNT];//每个玩家得记忆库,用于判断是否可以碰不
  53. BYTE m_cbLastDisCount[GAME_PLAYER]; //每个玩家记忆库得个数
  54. ///BYTE m_cbDiscardWuYongCount[GAME_PLAYER]; //丢弃之后,也没碰杠的牌数目
  55. //BYTE m_cbDiscardWuYongCard[GAME_PLAYER][55]; //具体数据
  56. //发牌信息
  57. private:
  58. BYTE m_cbSendCardData; //发牌扑克
  59. BYTE m_cbSendCardCount; //发牌数目
  60. BYTE m_cbLeftCardCount; //剩余数目
  61. BYTE m_cbRepertoryCard[MAX_REPERTORY]; //库存扑克
  62. //堆立变量
  63. private:
  64. WORD m_wHeapHand; //堆立头部(从哪堆牌开始摸?)
  65. WORD m_wHeapTail; //堆立尾部(摸到堆牌结束?)
  66. BYTE m_cbHeapCardInfo[4][2]; //堆牌信息(记录4堆牌的堆头和堆尾各被摸了几张,如果( 堆头+堆尾 = 堆总数 ) 表示这堆牌被摸完了,需要切到下个玩家的那堆牌开始摸)
  67. //运行变量
  68. private:
  69. WORD m_wResumeUser; //还原用户(下一个用户?)
  70. WORD m_wCurrentUser; //当前用户
  71. WORD m_wProvideUser; //供应用户
  72. BYTE m_cbProvideCard; //供应扑克
  73. //状态变量
  74. private:
  75. bool m_bSendStatus; //发牌状态
  76. bool m_bGangStatus; //癞子杠状态,表示当时出牌是癞子,杠胡癞油
  77. WORD m_wDianGangUser; //点杠用户(如果是自己,表示暗杠,他人表示点杠)
  78. bool m_bGangOutStatus; //杠后炮,没用
  79. bool m_bEnjoinChiHu[GAME_PLAYER]; //禁止吃胡,没用
  80. bool m_bEnjoinChiPeng[GAME_PLAYER]; //禁止吃碰,没用
  81. //用户状态
  82. private:
  83. bool m_bResponse[GAME_PLAYER]; //响应标志
  84. INT m_cbUserAction[GAME_PLAYER]; //用户动作
  85. BYTE m_cbOperateCard[GAME_PLAYER]; //操作扑克
  86. INT m_cbPerformAction[GAME_PLAYER]; //执行动作
  87. //组合扑克
  88. private:
  89. BYTE m_cbWeaveItemCount[GAME_PLAYER]; //组合数目
  90. tagWeaveItem m_WeaveItemArray[GAME_PLAYER][MAX_WEAVE];//组合扑克
  91. //结束信息
  92. private:
  93. BYTE m_cbChiHuCard; //吃胡扑克
  94. DWORD m_dwChiHuKind[GAME_PLAYER]; //吃胡结果
  95. //std::vector<tagChihu> m_ChiHuRight[GAME_PLAYER]; //血战到底需要记录下每个用户胡牌的类型,但是癞油不需要,胡牌就结束
  96. WORD m_wProvider[GAME_PLAYER]; //
  97. //组件变量
  98. private:
  99. CGameLogic m_GameLogic; //游戏逻辑
  100. ITableFrame * m_pITableFrame; //框架接口
  101. const tagGameServiceOption * m_pGameServiceOption; //配置参数
  102. bool m_bReplayRecordStart; //是否开始录像
  103. std::vector<GameRecordPacket> m_UserReplayRecord; //对四个位置用户的数据的记录,用于回放。
  104. //bool m_bReduceBean; //是否已扣房卡(游戏豆)
  105. LONGLONG m_lUserTmpScore[GAME_PLAYER];
  106. //INT m_lZimo[GAME_PLAYER]; //累计自摸次数
  107. //LONG m_lFangPao[GAME_PLAYER]; //累计放炮次数
  108. //LONG m_lDianPao[GAME_PLAYER]; //累计点炮次数
  109. //LONG m_lMingGang[GAME_PLAYER]; //累计明杠次数
  110. //LONG m_lAnGang[GAME_PLAYER]; //累计暗杠次数
  111. //LONG m_lChaDaJiao[GAME_PLAYER]; //累计查大叫
  112. //函数定义
  113. public:
  114. //构造函数
  115. CTableFrameSink();
  116. //析构函数
  117. virtual ~CTableFrameSink();
  118. //void ReduceBean();
  119. //bool IsCanOutCard(); //是否可以出牌
  120. //基础接口
  121. public:
  122. //释放对象
  123. virtual VOID Release() { delete this; }
  124. //接口查询
  125. virtual void * QueryInterface(const IID & Guid, DWORD dwQueryVer);
  126. //管理接口
  127. public:
  128. //初始化
  129. virtual bool Initialization(IUnknownEx * pIUnknownEx);
  130. //复位桌子
  131. virtual VOID RepositionSink();
  132. //查询接口
  133. public:
  134. virtual void DeletePrivateTable(bool bSendState = false);
  135. virtual bool ConcludeGame(BYTE cbGameStatus, bool bSendState = false)
  136. {
  137. //结束记录回放数据
  138. auto dataPair = RepayRecordEnd();
  139. //结束游戏
  140. m_pITableFrame->ConcludeGame(cbGameStatus, bSendState);
  141. return true;
  142. }
  143. //查询限额
  144. virtual SCORE QueryConsumeQuota(IServerUserItem * pIServerUserItem){ return 0; };
  145. //最少积分
  146. virtual SCORE QueryLessEnterScore(WORD wChairID, IServerUserItem * pIServerUserItem){ return 0; };
  147. //查询是否扣服务费
  148. virtual bool QueryBuckleServiceCharge(WORD wChairID){return true;}
  149. //查询总得分
  150. virtual int QueryTatolScore(WORD wChairID){ if (wChairID >= GAME_PLAYER || wChairID<0) ASSERT(false); return m_lGameTatolScore[wChairID]; }
  151. //查询癞子数
  152. virtual int QueryTatolLaiGang(WORD wChairID){ if (wChairID >= GAME_PLAYER || wChairID < 0) ASSERT(false); return m_OutLaiZi[wChairID]; }
  153. //查询是否使用临时积分
  154. virtual bool QueryUseTemporaryScore() {
  155. return (0!=lstrlen(m_gameConfig.sPrivateTableID)); //私有房间私用临时积分
  156. }
  157. //比赛接口
  158. public:
  159. //设置基数
  160. virtual void SetGameBaseScore(LONG lBaseScore){};
  161. virtual void SetGameConfig(VOID * pDataBuffer, WORD wDataSize, std::wstring sPrivateRoomId);
  162. //游戏事件
  163. public:
  164. bool RepayRecordStart();
  165. bool RepayRecordEnd();
  166. bool RepayRecord(WORD wChairID, WORD wSubCmdId, void* pData, WORD wSize);
  167. // bool CheckGameConclude();
  168. public:
  169. //游戏开始
  170. virtual bool OnEventGameStart();
  171. //游戏结束
  172. virtual bool OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason, bool bSendState = false);
  173. //发送场景
  174. virtual bool OnEventSendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret);
  175. //事件接口
  176. public:
  177. //定时器事件
  178. virtual bool OnTimerMessage(DWORD wTimerID, WPARAM wBindParam);
  179. //数据事件
  180. virtual bool OnDataBaseMessage(WORD wRequestID, VOID * pData, WORD wDataSize) { return false; }
  181. //积分事件
  182. virtual bool OnUserScroeNotify(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason) { return false; }
  183. //网络接口
  184. public:
  185. //游戏消息处理
  186. virtual bool OnGameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem);
  187. //框架消息处理
  188. virtual bool OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem);
  189. //用户事件
  190. public:
  191. //用户断线
  192. virtual bool OnActionUserOffLine(WORD wChairID,IServerUserItem * pIServerUserItem) { return true; }
  193. //用户重入 需要处理重新发送指令
  194. virtual bool OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem);
  195. //用户坐下
  196. virtual bool OnActionUserSitDown(WORD wChairID,IServerUserItem * pIServerUserItem, bool bLookonUser);
  197. //用户起立
  198. virtual bool OnActionUserStandUp(WORD wChairID,IServerUserItem * pIServerUserItem, bool bLookonUser);
  199. //用户同意
  200. virtual bool OnActionUserOnReady(WORD wChairID,IServerUserItem * pIServerUserItem, void * pData, WORD wDataSize) { return true; }
  201. //用户准备
  202. //virtual bool OnActionUserReading(WORD wChairID);
  203. //游戏中途旁观进入
  204. virtual bool PerformLookonLogin(IServerUserItem * pIServerUserItem);
  205. //游戏事件
  206. protected:
  207. //用户出牌
  208. bool OnUserOutCard(WORD wChairID, BYTE cbCardData);
  209. //用户操作
  210. bool OnUserOperateCard(WORD wChairID, int cbOperateCode, BYTE cbOperateCard);
  211. //辅助函数
  212. protected:
  213. bool IsWin(WORD wChairID);
  214. //发送操作
  215. bool SendOperateNotify();
  216. //派发扑克
  217. bool DispatchCardData(WORD wCurrentUser,bool bTail=false,bool bLaiZiGang=false);
  218. //响应判断
  219. bool EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind);
  220. //
  221. //void ProcessChiHuUser( WORD wChairId,CChiHuRight& chr, bool bGiveUp );
  222. //获取根数
  223. int GetGenCount(WORD wChairId, CChiHuRight& chr);
  224. BYTE RemainNum(WORD wChairId, const BYTE m_cbCard,BYTE bIndex);
  225. //
  226. //void FiltrateRight( WORD wChairId,CChiHuRight &chr );
  227. };
  228. //////////////////////////////////////////////////////////////////////////
  229. #endif