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文件名称: 网狐棋牌游戏斗地主游戏源码
  所属分类: Android
  开发工具:
  文件大小: 1mb
  下载次数: 0
  上传时间: 2011-01-29
  提 供 者: ri***
 详细说明: #include "StdAfx.h" #include "TableFrameSink.h" ////////////////////////////////////////////////////////////////////////// //静态变量 const WORD CTableFrameSink::m_wPlayerCount=GAME_PLAYER; //游戏人数 const enStartMode CTableFrameSink::m_GameStartMode=enStartMode_FullReady; //开始模式 //宏定义 #define GOOD_CARD_PERCENT 4 //好牌概率 ////////////////////////////////////////////////////////////////////////// //构造函数 CTableFrameSink::CTableFrameSink() { //游戏变量 m_wBombTime=1; m_bLandScore=0; m_wFirstUser=0; m _wBankerUser=INVALID_CHAIR; m_wCurrentUser=INVALID_CHAIR; memset(m_bScoreInfo,0,sizeof(m_bScoreInfo)); //运行信息 m_bTurnCardCount=0; m_wTurnWiner=INVALID_CHAIR; memset(m_bTurnCardData,0,sizeof(m_bTurnCardData)); memset(m_bUserTrustee, 0, sizeof( m_bUserTrustee ) ); //扑克信息 memset(m_bBackCard,0,sizeof(m_bBackCard)); memset(m_bCardCount,0,sizeof(m_bCardCount)); memset(m_bOutCardCount,0,sizeof(m_bOutCardCount)); memset(m_bHandCardData,0,sizeof(m_bHandCardData)); //组件变量 m_pITableFrame=NULL; m_pGameServiceOption=NULL; return; } //析构函数 CTableFrameSink::~CTableFrameSink(void) { } //接口查询 void * __cdecl 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 __cdecl CTableFrameSink::InitTableFrameSink(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); return true; } //用户坐下 bool __cdecl CTableFrameSink::OnActionUserSitDown(WORD wChairID,IServerUserItem * pIServerUserItem, bool bLookonUser) { //历史积分 if (bLookonUser==false) m_HistoryScore.OnEventUserEnter(wChairID); return true; } //用户起立 bool __cdecl CTableFrameSink::OnActionUserStandUp(WORD wChairID,IServerUserItem * pIServerUserItem, bool bLookonUser) { //历史积分 if (bLookonUser==false) m_HistoryScore.OnEventUserLeave(wChairID); return true; } //复位桌子 void __cdecl CTableFrameSink::RepositTableFrameSink() { //游戏变量 m_wBombTime=1; m_bLandScore=0; m_wBankerUser=INVALID_CHAIR; m_wCurrentUser=INVALID_CHAIR; memset(m_bScoreInfo,0,sizeof(m_bScoreInfo)); //运行信息 m_bTurnCardCount=0; m_wTurnWiner=INVALID_CHAIR; memset(m_bTurnCardData,0,sizeof(m_bTurnCardData)); memset(m_bUserTrustee, 0, sizeof( m_bUserTrustee ) ); //扑克信息 memset(m_bBackCard,0,sizeof(m_bBackCard)); memset(m_bCardCount,0,sizeof(m_bCardCount)); memset(m_bOutCardCount,0,sizeof(m_bOutCardCount)); memset(m_bHandCardData,0,sizeof(m_bHandCardData)); return; } //开始模式 enStartMode __cdecl CTableFrameSink::GetGameStartMode() { return m_GameStartMode; } //游戏状态 bool __cdecl CTableFrameSink::IsUserPlaying(WORD wChairID) { return true; } //游戏开始 bool __cdecl CTableFrameSink::OnEventGameStart() { //设置状态 m_pITableFrame->SetGameStatus(GS_WK_SCORE); BYTE cbSendGoodCard = rand () % GOOD_CARD_PERCENT ; BYTE cbAndroidUserCount = 0 ; WORD wAndroidUser[ GAME_PLAYER ] = {0}; //机器人个数 for ( WORD wChairID = 0; wChairID < GAME_PLAYER; ++wChairID ) { IServerUserItem *pServerUserItem = m_pITableFrame->GetServerUserItem( wChairID ) ; if ( pServerUserItem->IsAndroidUser() ) { wAndroidUser[ cbAndroidUserCount ] = ( wChairID ) ; ++cbAndroidUserCount ; } } WORD wHaveGoodCardAndroidUser = INVALID_CHAIR ; if ( 0 < cbAndroidUserCount ) wHaveGoodCardAndroidUser = wAndroidUser[ rand() % cbAndroidUserCount ] ; //发送好牌 if ( 1 == cbSendGoodCard && wHaveGoodCardAndroidUser != INVALID_CHAIR ) { //混乱扑克 BYTE bRandCard[54]; m_GameLogic.RandCardList( bRandCard, sizeof( bRandCard ) / sizeof( bRandCard[ 0 ] ) ); BYTE cbGoodCard[ NORMAL_COUNT ] ; m_GameLogic.GetGoodCardData( cbGoodCard ) ; //抽取好牌 m_GameLogic.RemoveGoodCardData( cbGoodCard, NORMAL_COUNT, bRandCard, FULL_COUNT ) ; //分发扑克 CopyMemory( m_bHandCardData[ wHaveGoodCardAndroidUser ], cbGoodCard, NORMAL_COUNT ) ; m_bCardCount[ wHaveGoodCardAndroidUser ] = 17; for ( WORD i = 0, j = 0; i < m_wPlayerCount; i++ ) { if ( i != wHaveGoodCardAndroidUser ) { m_bCardCount[ i ] = 17; CopyMemory( &m_bHandCardData[ i ], &bRandCard[ j * 17 ], sizeof( BYTE ) * 17 ); ++j ; } } CopyMemory( m_bBackCard, &bRandCard[ 34 ], sizeof( m_bBackCard ) ); m_GameLogic.SortCardList( m_bBackCard, 3, ST_ORDER ); } else { //混乱扑克 BYTE bRandCard[ 54 ]; m_GameLogic.RandCardList( bRandCard, sizeof( bRandCard ) / sizeof( bRandCard[ 0 ] ) ); //分发扑克 for ( WORD i = 0; i < m_wPlayerCount; i++ ) { m_bCardCount[ i ] = 17; CopyMemory( &m_bHandCardData[ i ], &bRandCard[ i * m_bCardCount[ i ] ], sizeof( BYTE ) * m_bCardCount[ i ] ); } CopyMemory( m_bBackCard, &bRandCard[ 51 ], sizeof( m_bBackCard ) ); m_GameLogic.SortCardList( m_bBackCard, 3, ST_ORDER ); } //设置用户 m_wCurrentUser = rand() % GAME_PLAYER; m_wFirstUser=m_wCurrentUser; //发送扑克 CMD_S_SendAllCard SendAllCard ; SendAllCard.wCurrentUser = m_wCurrentUser ; //手上扑克 CopyMemory( SendAllCard.bCardData, m_bHandCardData, sizeof( m_bHandCardData ) ) ; //底牌扑克 CopyMemory( SendAllCard.bBackCardData, m_bBackCard, 3 ) ; for ( WORD i = 0; i < m_wPlayerCount; i++ ) { m_pITableFrame->SendTableData( i, SUB_S_SEND_CARD, &SendAllCard, sizeof( SendAllCard ) ); m_pITableFrame->SendLookonData( i, SUB_S_SEND_CARD, &SendAllCard, sizeof( SendAllCard ) ); } //排列扑克 for ( WORD i = 0; i < m_wPlayerCount; i++ ) { m_GameLogic.SortCardList( m_bHandCardData[ i ], m_bCardCount[ i ], ST_ORDER ); } return true; } //游戏结束 bool __cdecl CTableFrameSink::OnEventGameEnd( WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason ) { switch ( cbReason ) { case GER_DISMISS: //游戏解散 { //效验参数 ASSERT( pIServerUserItem != NULL ); ASSERT( wChairID < m_wPlayerCount ); //构造数据 CMD_S_GameEnd GameEnd; memset( &GameEnd, 0, sizeof( GameEnd ) ); //剩余扑克 BYTE bCardPos = 0; for ( WORD i = 0; i < m_wPlayerCount; i++ ) { GameEnd.bCardCount[ i ] = m_bCardCount[ i ]; CopyMemory( &GameEnd.bCardData[ bCardPos ], m_bHandCardData[ i ], m_bCardCount[ i ] * sizeof( BYTE ) ); bCardPos += m_bCardCount[ i ]; } //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 ) ); //结束游戏 m_pITableFrame->ConcludeGame(); return true; } case GER_NORMAL: //常规结束 { //定义变量 CMD_S_GameEnd GameEnd; ZeroMemory( &GameEnd, sizeof( GameEnd ) ); //剩余扑克 BYTE bCardPos = 0; for ( WORD i = 0; i < m_wPlayerCount; i++ ) { GameEnd.bCardCount[ i ] = m_bCardCount[ i ]; CopyMemory( &GameEnd.bCardData[ bCardPos ], m_bHandCardData[ i ], m_bCardCount[ i ] * sizeof( BYTE ) ); bCardPos += m_bCardCount[ i ]; } //变量定义 LONG lCellScore = m_pGameServiceOption->lCellScore; bool bLandWin = ( m_bCardCount[ m_wBankerUser ] == 0 ) ? true : false; //春天判断 if ( wChairID == m_wBankerUser ) { WORD wUser1 = ( m_wBankerUser + 1 ) % GAME_PLAYER; WORD wUser2 = ( m_wBankerUser + 2 ) % GAME_PLAYER; if ( ( m_bOutCardCount[ wUser1 ] == 0 ) && ( m_bOutCardCount[ wUser2 ] == 0 ) ) m_wBombTime *= 2; } else { if ( m_bOutCardCount[ m_wBankerUser ] == 1 ) m_wBombTime *= 2; } //炸弹限制 m_wBombTime = __min( m_wBombTime, 16 ); //游戏积分 LONG lScore=0; LONG lRevenue=0; enScoreKind ScoreKind; //统计积分 for ( WORD i = 0; i < m_wPlayerCount; i++ ) { lScore=0; lRevenue=0; //统计积分 if ( i == m_wBankerUser ) { lScore = m_wBombTime * m_bLandScore * lCellScore * ( ( bLandWin == true ) ? 2 : -2 ); GameEnd.lGameScore[ i ] = m_wBombTime * m_bLandScore * lCellScore * ( ( bLandWin == true ) ? 2 : -2 ); } else { lScore = m_wBombTime * m_bLandScore * lCellScore * ( ( bLandWin == true ) ? -1 : 1 ); GameEnd.lGameScore[ i ] = m_wBombTime * m_bLandScore * lCellScore * ( ( bLandWin == true ) ? -1 : 1 ); } //胜利类型 ScoreKind=(GameEnd.lGameScore[i]>0L)?enScoreKind_Win:enScoreKind_Lost; //计算税收 if (m_pGameServiceOption->wServerType==GAME_GENRE_GOLD) { if (GameEnd.lGameScore[i]>=100L) { //计算税收 GameEnd.lGameTax+= (GameEnd.lGameScore[i]*m_pGameServiceOption->wRevenue/100L); lRevenue = (GameEnd.lGameScore[i]*m_pGameServiceOption->wRevenue/100L); //积分调整 lScore=lScore-lRevenue; GameEnd.lGameScore[i]=GameEnd.lGameScore[i]-lRevenue; } } //修改分数 m_pITableFrame->WriteUserScore(i,lScore,lRevenue,ScoreKind); //历史积分 m_HistoryScore.OnEventUserScore(i,GameEnd.lGameScore[i]); } //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)); //切换用户 m_wFirstUser=wChairID; //结束游戏 m_pITableFrame->ConcludeGame(); return true; } case GER_USER_LEFT: //用户强退 { //效验参数 ASSERT(pIServerUserItem!=NULL); ASSERT(wChairIDlCellScore*3; GameEnd.lGameScore[i]=-m_wBombTime*m_bLandScore*m_pGameServiceOption->lCellScore*3; } else if (m_pGameServiceOption->wServerType==GAME_GENRE_GOLD) { //统计积分 //ScoreKind=enScoreKind_Win; //lScore=(m_wBombTime*m_bLandScore*m_pGameServiceOption->lCellScore*4)/2; //GameEnd.lGameScore[i]=(m_wBombTime*m_bLandScore*m_pGameServiceOption->lCellScore*4)/2; ////计算税收 //if (lScore>=100L) //{ // //计算税收 // GameEnd.lGameTax+=GameEnd.lGameScore[i]*m_pGameServiceOption->cbRevenue/100L; // lRevenue = GameEnd.lGameScore[i]*m_pGameServiceOption->cbRevenue/100L; // //积分调整 // lScore=lScore-lRevenue ; // GameEnd.lGameScore[i]=GameEnd.lGameScore[i]-lRevenue ; //} } //写入积分 m_pITableFrame->WriteUserScore(i,lScore,lRevenue,ScoreKind); //历史积分 m_HistoryScore.OnEventUserScore(i,GameEnd.lGameScore[i]); } //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)); //结束游戏 m_pITableFrame->ConcludeGame(); return true; } } ASSERT(FALSE); return false; } //发送场景 bool __cdecl CTableFrameSink::SendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret) { switch (cbGameStatus) { case GS_WK_FREE: //空闲状态 { //构造数据 CMD_S_StatusFree StatusFree; memset(&StatusFree,0,sizeof(StatusFree)); //设置变量 StatusFree.lBaseScore=m_pGameServiceOption->lCellScore; //历史积分 for (WORD i=0;ilTurnScore; StatusFree.lCollectScore[i]=pHistoryScore->lCollectScore; } //发送场景 return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusFree,sizeof(StatusFree)); } case GS_WK_SCORE: //叫分状态 { //构造数据 CMD_S_StatusScore StatusScore; memset(&StatusScore,0,sizeof(StatusScore)); //设置变量 StatusScore.bLandScore=m_bLandScore; StatusScore.wCurrentUser=m_wCurrentUser; StatusScore.lBaseScore=m_pGameServiceOption->lCellScore; CopyMemory(StatusScore.bScoreInfo,m_bScoreInfo,sizeof(m_bScoreInfo)); // CopyMemory(StatusScore.bCardData,m_bHandCardData[wChiarID],m_bCardCount[wChiarID]); CopyMemory(StatusScore.bCardData,m_bHandCardData, sizeof(m_bHandCardData)*sizeof(BYTE)); CopyMemory( StatusScore.bUserTrustee, m_bUserTrustee, sizeof( m_bUserTrustee ) ); //历史积分 for (WORD i=0;ilTurnScore; StatusScore.lCollectScore[i]=pHistoryScore->lCollectScore; } //发送场景 return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusScore,sizeof(StatusScore)); } case GS_WK_PLAYING: //游戏状态 { //构造数据 CMD_S_StatusPlay StatusPlay; memset(&StatusPlay,0,sizeof(StatusPlay)); //设置变量 StatusPlay.wBombTime=m_wBombTime; StatusPlay.wLandUser=m_wBankerUser; StatusPlay.wCurrentUser=m_wCurrentUser; StatusPlay.wLastOutUser=m_wTurnWiner; StatusPlay.bLandScore=m_bLandScore; StatusPlay.bTurnCardCount=m_bTurnCardCount; StatusPlay.lBaseScore=m_pGameServiceOption->lCellScore; CopyMemory(StatusPlay.bBackCard,m_bBackCard,sizeof(m_bBackCard)); CopyMemory(StatusPlay.bCardCount,m_bCardCount,sizeof(m_bCardCount)); CopyMemory(StatusPlay.bTurnCardData,m_bTurnCardData,sizeof(BYTE)*m_bTurnCardCount); // CopyMemory(StatusPlay.bCardData,m_bHandCardData[wChiarID],sizeof(BYTE)*m_bCardCount[wChiarID]); CopyMemory(StatusPlay.bCardData,m_bHandCardData,sizeof(BYTE)*sizeof(m_bHandCardData)); CopyMemory( StatusPlay.bUserTrustee, m_bUserTrustee, sizeof( m_bUserTrustee ) ); //历史积分 for (WORD i=0;ilTurnScore; StatusPlay.lCollectScore[i]=pHistoryScore->lCollectScore; } //发送场景 return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusPlay,sizeof(StatusPlay)); } } return false; } //定时器事件 bool __cdecl CTableFrameSink::OnTimerMessage(WORD wTimerID, WPARAM wBindParam) { return false; } //游戏消息处理 bool __cdecl CTableFrameSink::OnGameMessage(WORD wSubCmdID, const void * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem) { switch (wSubCmdID) { case SUB_C_LAND_SCORE: //用户叫分 { //效验数据 ASSERT(wDataSize==sizeof(CMD_C_LandScore)); if (wDataSize!=sizeof(CMD_C_LandScore)) return false; //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 CMD_C_LandScore * pLandScore=(CMD_C_LandScore *)pDataBuffer; return OnUserLandScore(pUserData->wChairID,pLandScore->bLandScore); } case SUB_C_OUT_CART: //用户出牌 { //变量定义 CMD_C_OutCard * pOutCard=(CMD_C_OutCard *)pDataBuffer; WORD wHeadSize=sizeof(CMD_C_OutCard)-sizeof(pOutCard->bCardData); //效验数据 ASSERT(wDataSize>=wHeadSize); if (wDataSizebCardCount*sizeof(pOutCard->bCardData[0]))); if (wDataSize!=(wHeadSize+pOutCard->bCardCount*sizeof(pOutCard->bCardData[0]))) return false; //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 return OnUserOutCard(pUserData->wChairID,pOutCard->bCardData,pOutCard->bCardCount); } case SUB_C_PASS_CARD: { //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 return OnUserPassCard(pUserData->wChairID); } case SUB_C_TRUSTEE: //玩家托管 { //效验数据 ASSERT(wDataSize==sizeof(CMD_C_UserTrustee)); if (wDataSize != sizeof(CMD_C_UserTrustee)) return false; CMD_C_UserTrustee *pUserTrustee = ( CMD_C_UserTrustee * )pDataBuffer; m_bUserTrustee[ pUserTrustee->wUserChairID ] = pUserTrustee->bTrustee; m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_C_TRUSTEE, (void*)pDataBuffer,wDataSize); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_C_TRUSTEE, (void*)pDataBuffer,wDataSize); return true; } } return true; } //框架消息处理 bool __cdecl CTableFrameSink::OnFrameMessage(WORD wSubCmdID, const void * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem) { return false; } //叫分事件 bool CTableFrameSink::OnUserLandScore(WORD wChairID, BYTE bLandScore) { //效验状态 if (m_pITableFrame->GetGameStatus()!=GS_WK_SCORE) return true; if (wChairID!=m_wCurrentUser) return false; //效验参数 if (((bLandScore>3)&&(bLandScore!=255))||(bLandScore<=m_bLandScore)) return false; //设置变量 if (bLandScore!=255) { m_bLandScore=bLandScore; m_wBankerUser=m_wCurrentUser; } m_bScoreInfo[wChairID]=bLandScore; //开始判断 if ((m_bLandScore==3)||(m_wFirstUser==(wChairID+1)%m_wPlayerCount)) { //重新发牌 if (m_bLandScore==0) { BYTE cbSendGoodCard = rand() % GOOD_CARD_PERCENT ; BYTE cbAndroidUserCount=0 ; WORD wAndroidUser[GAME_PLAYER]={0}; //重置变量 ZeroMemory(m_bScoreInfo, sizeof(m_bScoreInfo)) ; //机器人个数 for(WORD wChairID=0; wChairIDGetServerUserItem(wChairID) ; if(pServerUserItem->IsAndroidUser()) { wAndroidUser[cbAndroidUserCount] = (wChairID) ; ++cbAndroidUserCount ; } } WORD wHaveGoodCardAndroidUser = INVALID_CHAIR ; if(cbAndroidUserCount>0) wHaveGoodCardAndroidUser = wAndroidUser[rand()%cbAndroidUserCount] ; //发送好牌 if( 0 == cbSendGoodCard && wHaveGoodCardAndroidUser!=INVALID_CHAIR) { //混乱扑克 BYTE bRandCard[54]; m_GameLogic.RandCardList(bRandCard,sizeof(bRandCard)/sizeof(bRandCard[0])); BYTE cbGoodCard[NORMAL_COUNT] ; m_GameLogic.GetGoodCardData(cbGoodCard) ; //抽取好牌 m_GameLogic.RemoveGoodCardData(cbGoodCard, NORMAL_COUNT, bRandCard, FULL_COUNT ) ; //分发扑克 CopyMemory(m_bHandCardData[wHaveGoodCardAndroidUser], cbGoodCard, NORMAL_COUNT) ; m_bCardCount[wHaveGoodCardAndroidUser]=17; for (WORD i=0, j=0;iSendTableData(i,SUB_S_SEND_CARD,&SendAllCard,sizeof(SendAllCard)); m_pITableFrame->SendLookonData(i,SUB_S_SEND_CARD,&SendAllCard,sizeof(SendAllCard)); } //排列扑克 for (WORD i=0;iSetGameStatus(GS_WK_PLAYING); //发送底牌 m_bCardCount[m_wBankerUser]=20; CopyMemory(&m_bHandCardData[m_wBankerUser][17],m_bBackCard,sizeof(m_bBackCard)); m_GameLogic.SortCardList(m_bHandCardData[m_wBankerUser],m_bCardCount[m_wBankerUser],ST_ORDER); //出牌信息 m_bTurnCardCount=0; m_wTurnWiner=m_wBankerUser; m_wCurrentUser=m_wBankerUser; //发送消息 CMD_S_GameStart GameStart; GameStart.wLandUser=m_wBankerUser; GameStart.bLandScore=m_bLandScore; GameStart.wCurrentUser=m_wCurrentUser; CopyMemory(GameStart.bBackCard,m_bBackCard,sizeof(m_bBackCard)); m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_GAME_START,&GameStart,sizeof(GameStart)); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_GAME_START,&GameStart,sizeof(GameStart)); return true; } //设置用户 m_wCurrentUser=(wChairID+1)%m_wPlayerCount; //发送消息 CMD_S_LandScore LandScore; LandScore.bLandUser=wChairID; LandScore.bLandScore=bLandScore; LandScore.wCurrentUser=m_wCurrentUser; LandScore.bCurrentScore=m_bLandScore; m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_LAND_SCORE,&LandScore,sizeof(LandScore)); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_LAND_SCORE,&LandScore,sizeof(LandScore)); return true; } //用户出牌 bool CTableFrameSink::OnUserOutCard(WORD wChairID, BYTE bCardData[], BYTE bCardCount) { //效验状态 if (m_pITableFrame->GetGameStatus()!=GS_WK_PLAYING) return true; if (wChairID!=m_wCurrentUser) return false; //排序扑克 m_GameLogic.SortCardList(bCardData, bCardCount, ST_ORDER); //类型判断 BYTE bCardType=m_GameLogic.GetCardType(bCardData,bCardCount); if (bCardType==CT_ERROR) return false; //更随出牌 if (m_bTurnCardCount==0) m_bTurnCardCount=bCardCount; else if (m_GameLogic.CompareCard(m_bTurnCardData,bCardData,m_bTurnCardCount,bCardCount)==false) return false; //删除扑克 if (m_GameLogic.RemoveCard(bCardData,bCardCount,m_bHandCardData[wChairID],m_bCardCount[wChairID])==false) return false; m_bCardCount[wChairID]-=bCardCount; //出牌记录 m_bTurnCardCount=bCardCount; m_bOutCardCount[wChairID]++; CopyMemory(m_bTurnCardData,bCardData,sizeof(BYTE)*bCardCount); //炸弹判断 if ((bCardType==CT_BOMB_CARD)||(bCardType==CT_MISSILE_CARD)) m_wBombTime*=2; //切换用户 m_wTurnWiner=wChairID; if (m_bCardCount[wChairID]!=0) { if (bCardType!=CT_MISSILE_CARD) m_wCurrentUser=(m_wCurrentUser+1)%m_wPlayerCount; } else m_wCurrentUser=INVALID_CHAIR; //构造数据 CMD_S_OutCard OutCard; OutCard.bCardCount=bCardCount; OutCard.wOutCardUser=wChairID; OutCard.wCurrentUser=m_wCurrentUser; CopyMemory(OutCard.bCardData,m_bTurnCardData,m_bTurnCardCount*sizeof(BYTE)); //发送数据 WORD wSendSize=sizeof(OutCard)-sizeof(OutCard.bCardData)+OutCard.bCardCount*sizeof(BYTE); m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_OUT_CARD,&OutCard,wSendSize); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_OUT_CARD,&OutCard,wSendSize); //出牌最大 if (bCardType==CT_MISSILE_CARD) m_bTurnCardCount=0; //结束判断 if (m_wCurrentUser==INVALID_CHAIR) OnEventGameEnd(wChairID,NULL,GER_NORMAL); return true; } //用户放弃 bool CTableFrameSink::OnUserPassCard(WORD wChairID) { //效验状态 if (m_pITableFrame->GetGameStatus()!=GS_WK_PLAYING) return true; if ((wChairID!=m_wCurrentUser)||(m_bTurnCardCount==0)) return false; //设置变量 m_wCurrentUser=(m_wCurrentUser+1)%m_wPlayerCount; if (m_wCurrentUser==m_wTurnWiner) m_bTurnCardCount=0; //发送数据 CMD_S_PassCard PassCard; PassCard.wPassUser=wChairID; PassCard.wCurrentUser=m_wCurrentUser; PassCard.bNewTurn=(m_bTurnCardCount==0)?TRUE:FALSE; m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_PASS_CARD,&PassCard,sizeof(PassCard)); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_PASS_CARD,&PassCard,sizeof(PassCard)); return true; } ////////////////////////////////////////////////////////////////////////// ...展开收缩
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