您好,欢迎光临本网站![请登录][注册会员]  
文件名称: 网狐棋牌游戏百变双扣游戏源码
  所属分类: C
  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" #include "cmath" ////////////////////////////////////////////////////////////////////////// //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 ////////////////////////////////////////////////////////////////////////// //构造函数 CTableFrameSink::CTableFrameSink() { //游戏变量 m_wBankerUser=INVALID_CHAIR; m_wCurrentUser=INVALID_CHAIR; ZeroMemory(m_bT rustee,sizeof(m_bTrustee)); //胜利信息 m_wWinCount=0; ZeroMemory(m_wWinOrder,sizeof(m_wWinOrder)); ZeroMemory(m_cbGongxian,sizeof(m_cbGongxian)); //出牌信息 m_cbTurnCardCount=0; m_wTurnWiner=INVALID_CHAIR; ZeroMemory(m_cbTurnCardData,sizeof(m_cbTurnCardData)); ZeroMemory(m_cbMagicCardData,sizeof(m_cbMagicCardData)); //扑克信息 ZeroMemory(m_cbHandCardData,sizeof(m_cbHandCardData)); ZeroMemory(m_cbHandCardCount,sizeof(m_cbHandCardCount)); //组件变量 m_pITableFrame=NULL; m_pGameServiceOption=NULL; return; } //析构函数 CTableFrameSink::~CTableFrameSink() { } //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; } //复位桌子 void __cdecl CTableFrameSink::RepositTableFrameSink() { //游戏变量 m_wCurrentUser=INVALID_CHAIR; ZeroMemory(m_bTrustee,sizeof(m_bTrustee)); //胜利信息 m_wWinCount=0; ZeroMemory(m_wWinOrder,sizeof(m_wWinOrder)); ZeroMemory(m_cbGongxian,sizeof(m_cbGongxian)); //出牌信息 m_cbTurnCardCount=0; m_wTurnWiner=INVALID_CHAIR; ZeroMemory(m_cbTurnCardData,sizeof(m_cbTurnCardData)); ZeroMemory(m_cbMagicCardData,sizeof(m_cbMagicCardData)); //扑克信息 ZeroMemory(m_cbHandCardData,sizeof(m_cbHandCardData)); ZeroMemory(m_cbHandCardCount,sizeof(m_cbHandCardCount)); 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_RF_PLAYING); //混乱扑克 srand((unsigned)time(NULL)); BYTE cbRandCard[FULL_COUNT]; m_GameLogic.RandCardList(cbRandCard,CountArray(cbRandCard)); //用户扑克 for (WORD i=0;ilCellScore; //发送数据 for (WORD i=0;i=m_cbHandCardCount[i]); CopyMemory(GameStart.cbCardData,m_cbHandCardData[i],sizeof(BYTE)*m_cbHandCardCount[i]); CopyMemory(GameStart.cbPartnerCardData,m_cbHandCardData[(i+2)%GAME_PLAYER],sizeof(BYTE)*m_cbHandCardCount[(i+2)%GAME_PLAYER]); GameStart.bTrustee[i]=m_bTrustee[i]; //发送数据 m_pITableFrame->SendTableData(i,SUB_S_GAME_START,&GameStart,sizeof(GameStart)); m_pITableFrame->SendLookonData(i,SUB_S_GAME_START,&GameStart,sizeof(GameStart)); } //排列扑克 for (WORD i=0;iSendTableData(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; tagScoreInfo ScoreInfo[GAME_PLAYER]; ZeroMemory(&GameEnd,sizeof(GameEnd)); ZeroMemory(&ScoreInfo,sizeof(ScoreInfo)); //胜利信息 for (WORD i=0;ilCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[0]].ScoreKind = enScoreKind_Win; ScoreInfo[m_wWinOrder[2]].lScore = 4*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[2]].ScoreKind = enScoreKind_Win; ScoreInfo[m_wWinOrder[1]].lScore= -4*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[1]].ScoreKind = enScoreKind_Lost; ScoreInfo[m_wWinOrder[3]].lScore= -4*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[3]].ScoreKind = enScoreKind_Lost; //切换庄家 m_wBankerUser=m_wWinOrder[0]; } else if (m_wWinOrder[0]==(m_wWinOrder[1]+2)%GAME_PLAYER)//双扣判断 { //取赢家中最大的倍率 LONG lBothMaxTimes=max(lMaxTimes[m_wWinOrder[0]],lMaxTimes[m_wWinOrder[1]]); //游戏积分 ScoreInfo[m_wWinOrder[0]].lScore = 6*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[0]].ScoreKind = enScoreKind_Win; ScoreInfo[m_wWinOrder[1]].lScore = 6*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[1]].ScoreKind = enScoreKind_Win; ScoreInfo[m_wWinOrder[2]].lScore = -6*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[2]].ScoreKind = enScoreKind_Lost; ScoreInfo[m_wWinOrder[3]].lScore = -6*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[3]].ScoreKind = enScoreKind_Lost; //切换庄家 m_wBankerUser=rand()%4; } else //平扣判断 { //取赢家中最大的倍率 LONG lBothMaxTimes=max(lMaxTimes[m_wWinOrder[0]],lMaxTimes[m_wWinOrder[3]]); //游戏积分 ScoreInfo[m_wWinOrder[0]].lScore =2*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[0]].ScoreKind = enScoreKind_Draw; ScoreInfo[m_wWinOrder[2]].lScore = -2*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[2]].ScoreKind = enScoreKind_Draw; ScoreInfo[m_wWinOrder[1]].lScore = -2*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[1]].ScoreKind = enScoreKind_Draw; ScoreInfo[m_wWinOrder[3]].lScore = 2*m_pGameServiceOption->lCellScore*lBothMaxTimes; ScoreInfo[m_wWinOrder[3]].ScoreKind = enScoreKind_Draw; //切换庄家 m_wBankerUser=rand()%4; } //计算贡献分 for (WORD i=0;ilCellScore*lTotalTimes[i]; ScoreInfo[j].lScore -=m_pGameServiceOption->lCellScore*lTotalTimes[i]; } } //游戏积分 for (WORD i =0;iwServerType==GAME_GENRE_GOLD) { //扣税变量 BYTE cbRevenue=m_pGameServiceOption->wRevenue; //计算税收 for (WORD i=0;i0L) { //计算税收 LONG lRevenue=GameEnd.lGameScore[i]*cbRevenue/100L; //积分调整 GameEnd.lGameTax+=lRevenue; ScoreInfo[i].lRevenue=lRevenue; GameEnd.lGameScore[i]=GameEnd.lGameScore[i]-lRevenue; } } } //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)); //统计积分 for (WORD i=0;iWriteUserScore(i,ScoreInfo[i].lScore,ScoreInfo[i].lRevenue,ScoreInfo[i].ScoreKind); } //结束游戏 m_pITableFrame->ConcludeGame(); return true; } case GER_USER_LEFT: //用户强退 { //定义变量 CMD_S_GameEnd GameEnd; memset(&GameEnd,0,sizeof(GameEnd)); //用户扑克 for (WORD i=0;ilCellScore; } if(GameEnd.lGameScore[wChairID]==0) { GameEnd.lGameScore[wChairID] -=m_pGameServiceOption->lCellScore*2*6 ; } //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)); //变量定义 tagScoreInfo ScoreInfo; ZeroMemory(&ScoreInfo,sizeof(ScoreInfo)); //修改积分 ScoreInfo.ScoreKind=enScoreKind_Flee; ScoreInfo.lScore=GameEnd.lGameScore[wChairID]; m_pITableFrame->WriteUserScore(wChairID,ScoreInfo.lScore,0,ScoreInfo.ScoreKind); //结束游戏 m_pITableFrame->ConcludeGame(); //切换庄家 m_wBankerUser=(m_wBankerUser+1)%GAME_PLAYER; return true; } } ASSERT(FALSE); return false; } //发送场景 bool __cdecl CTableFrameSink::SendGameScene(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret) { switch (cbGameStatus) { case GS_RF_FREE: //空闲状态 { //构造数据 CMD_S_StatusFree StatusFree; memset(&StatusFree,0,sizeof(StatusFree)); //游戏变量 StatusFree.wBankerUser=m_wBankerUser; StatusFree.lCellScore=m_pGameServiceOption->lCellScore; //发送场景 return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusFree,sizeof(StatusFree)); } case GS_RF_PLAYING: //游戏状态 { //构造数据 CMD_S_StatusPlay StatusPlay; memset(&StatusPlay,0,sizeof(StatusPlay)); //游戏变量 StatusPlay.wCurrentUser=m_wCurrentUser; StatusPlay.lCellScore=m_pGameServiceOption->lCellScore; StatusPlay.wBankerUser=m_wBankerUser; //胜利信息 StatusPlay.wWinCount=m_wWinCount; CopyMemory(StatusPlay.wWinOrder,m_wWinOrder,sizeof(StatusPlay.wWinOrder)); CopyMemory(StatusPlay.bTrustee,m_bTrustee,sizeof(m_bTrustee)); //出牌信息 StatusPlay.wTurnWiner=m_wTurnWiner; StatusPlay.cbTurnCardCount=m_cbTurnCardCount; CopyMemory(StatusPlay.cbTurnCardData,m_cbTurnCardData,m_cbTurnCardCount*sizeof(BYTE)); CopyMemory(StatusPlay.cbMagicCardData,m_cbMagicCardData,m_cbTurnCardCount*sizeof(BYTE)); //扑克信息 CopyMemory(StatusPlay.cbHandCardCount,m_cbHandCardCount,sizeof(m_cbHandCardCount)); CopyMemory(StatusPlay.cbHandCardData,m_cbHandCardData[wChairID],sizeof(BYTE)*m_cbHandCardCount[wChairID]); CopyMemory(StatusPlay.cbPartnerCardData,m_cbHandCardData[(wChairID+2)%GAME_PLAYER],sizeof(BYTE)*m_cbHandCardCount[(wChairID+2)%GAME_PLAYER]); //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_OUT_CARD: //用户出牌 { //变量定义 CMD_C_OutCard * pOutCard=(CMD_C_OutCard *)pDataBuffer; WORD wHeadSize=sizeof(CMD_C_OutCard)-sizeof(pOutCard->cbCardData); //效验数据 ASSERT(wDataSize>=wHeadSize); if (wDataSizecbCardCount*sizeof(pOutCard->cbCardData[0]))); if (wDataSize!=(wHeadSize+pOutCard->cbCardCount*sizeof(pOutCard->cbCardData[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->cbCardData,pOutCard->cbCardCount); } 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: { CMD_C_Trustee *pTrustee =(CMD_C_Trustee *)pDataBuffer; if(wDataSize != sizeof(CMD_C_Trustee)) return false; //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); m_bTrustee[pUserData->wChairID]=pTrustee->bTrustee; CMD_S_Trustee Trustee; Trustee.bTrustee=pTrustee->bTrustee; Trustee.wChairID = pUserData->wChairID; 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; } //框架消息处理 bool __cdecl CTableFrameSink::OnFrameMessage(WORD wSubCmdID, const void * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem) { return false; } //用户坐下 bool __cdecl CTableFrameSink::OnActionUserSitDown(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser) { //庄家设置 if ((bLookonUser==false)&&(m_wBankerUser==INVALID_CHAIR)) { m_wBankerUser=pIServerUserItem->GetChairID(); } return true; } //用户起来 bool __cdecl CTableFrameSink::OnActionUserStandUp(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser) { //庄家设置 if (bLookonUser==false) m_wBankerUser=INVALID_CHAIR; return true; } //用户出牌 bool CTableFrameSink::OnUserOutCard(WORD wChairID, BYTE bCardData[], BYTE bCardCount) { //效验状态 if (m_pITableFrame->GetGameStatus()!=GS_RF_PLAYING) return true; if (wChairID!=m_wCurrentUser) return false; //变幻扑克 BYTE cbMagicCardData[MAX_COUNT]; m_GameLogic.MagicCardData(bCardData,bCardCount,cbMagicCardData); //类型判断 BYTE cbStarLevel; BYTE bCardType=m_GameLogic.GetCardType(cbMagicCardData,bCardCount,cbStarLevel); if (bCardType==CT_ERROR) return false; if(bCardType>=CT_BOMB) { m_cbGongxian[wChairID][cbStarLevel-4]++; } //出牌判断 if (m_cbTurnCardCount!=0) { //对比扑克 if (m_GameLogic.CompareCard(m_cbMagicCardData,cbMagicCardData,m_cbTurnCardCount,bCardCount)==false) { ASSERT(FALSE); return false; } } //删除扑克 if (m_GameLogic.RemoveCard(bCardData,bCardCount,m_cbHandCardData[wChairID],m_cbHandCardCount[wChairID])==false) { ASSERT(FALSE); return false; } //设置变量 m_cbTurnCardCount=bCardCount; m_cbHandCardCount[wChairID]-=bCardCount; CopyMemory(m_cbTurnCardData,bCardData,sizeof(BYTE)*bCardCount); CopyMemory(m_cbMagicCardData,cbMagicCardData,sizeof(BYTE)*bCardCount); //胜利判断 if (m_cbHandCardCount[wChairID]==0) { //设置用户 m_wWinOrder[m_wWinCount++]=wChairID; //用户统计 if (m_cbHandCardCount[(wChairID+2)%GAME_PLAYER]==0) m_wCurrentUser=INVALID_CHAIR; } //切换用户 if (m_wCurrentUser!=INVALID_CHAIR) { //设置用户 m_wTurnWiner=wChairID; m_wCurrentUser=(wChairID+1)%GAME_PLAYER; //用户调整 while (m_cbHandCardCount[m_wCurrentUser]==0) m_wCurrentUser=(m_wCurrentUser+1)%GAME_PLAYER; } //构造数据 CMD_S_OutCard OutCard; OutCard.wOutCardUser=wChairID; OutCard.cbCardCount=bCardCount; OutCard.wCurrentUser=m_wCurrentUser; CopyMemory(OutCard.cbCardData,m_cbTurnCardData,m_cbTurnCardCount*sizeof(BYTE)); //发送数据 WORD wHeadSize=sizeof(OutCard)-sizeof(OutCard.cbCardData); WORD wSendSize=wHeadSize+OutCard.cbCardCount*sizeof(BYTE); m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_OUT_CARD,&OutCard,wSendSize); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_OUT_CARD,&OutCard,wSendSize); //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_RF_PLAYING) return true; if ((wChairID!=m_wCurrentUser)||(m_cbTurnCardCount==0)) return false; //用户切换 do { //设置用户 m_wCurrentUser=(m_wCurrentUser+1)%GAME_PLAYER; //完成判断 if (m_wCurrentUser==m_wTurnWiner) { //设置变量 m_cbTurnCardCount=0; //接风处理 if (m_cbHandCardCount[m_wTurnWiner]==0) { m_wCurrentUser=(m_wTurnWiner+2)%GAME_PLAYER; } break; } //继续处理 if (m_cbHandCardCount[m_wCurrentUser]!=0) break; } while(true); //构造消息 CMD_S_PassCard PassCard; PassCard.wPassCardUser=wChairID; PassCard.wCurrentUser=m_wCurrentUser; PassCard.cbTurnOver=(m_cbTurnCardCount==0)?TRUE:FALSE; //发送数据 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; } //计算贡献 VOID CTableFrameSink::GetTotalTimes(BYTE cbGongxian[GAME_PLAYER][15],WORD wChairID,LONG &lTotalTimes,LONG &lMaxTimes) { BYTE cbTempGongxian[15]; CopyMemory(cbTempGongxian,cbGongxian[wChairID],sizeof(cbTempGongxian)); //3个四星级以上 3*4 算5 if(cbTempGongxian[0]>=3) { ASSERT((0+cbTempGongxian[0]-1)<15); cbTempGongxian[0+cbTempGongxian[0]-2]++; cbTempGongxian[0]=0; } //2个五星级以上 if(cbTempGongxian[1]>=2) { ASSERT((1+cbTempGongxian[1]-1)<15); cbTempGongxian[1+cbTempGongxian[1]-1]++; cbTempGongxian[1]=0; } //2个六星级以上 if(cbTempGongxian[2]>=2) { ASSERT((2+cbTempGongxian[2]-1)<15); cbTempGongxian[2+cbTempGongxian[2]-1]++; cbTempGongxian[2]=0; } //2个7星级以上 if(cbTempGongxian[3]>=2) { ASSERT((3+cbTempGongxian[3]-1)<15); cbTempGongxian[3+cbTempGongxian[3]-1]++; cbTempGongxian[3]=0; } //2个8星级以上 if(cbTempGongxian[4]>=2) { ASSERT((4+cbTempGongxian[4]-1)<15); cbTempGongxian[4+cbTempGongxian[4]-1]++; cbTempGongxian[4]=0; } //2个9星级以上 if(cbTempGongxian[5]>=2) { ASSERT((5+cbTempGongxian[5]-1)<15); cbTempGongxian[5+cbTempGongxian[5]-1]++; cbTempGongxian[5]=0; } //2个10星级以上 if(cbTempGongxian[6]>=2) { ASSERT((6+cbTempGongxian[6]-1)<15); cbTempGongxian[6+cbTempGongxian[6]-1]++; cbTempGongxian[6]=0; } //2个11星级以上 if(cbTempGongxian[7]>=2) { ASSERT((7+cbTempGongxian[7]-1)<15); cbTempGongxian[7+cbTempGongxian[7]-1]++; cbTempGongxian[7]=0; } //2个12星级以上 if(cbTempGongxian[8]>=2) { ASSERT((8+cbTempGongxian[8]-1)<15); cbTempGongxian[8+cbTempGongxian[8]-1]++; cbTempGongxian[8]=0; } //2个13星级以上 if(cbTempGongxian[9]>=2) { ASSERT((9+cbTempGongxian[9]-1)<15); cbTempGongxian[9+cbTempGongxian[9]-1]++; cbTempGongxian[9]=0; } //2个14星级以上 if(cbTempGongxian[10]>=2) { ASSERT((10+cbTempGongxian[10]-1)<15); cbTempGongxian[10+cbTempGongxian[10]-1]++; cbTempGongxian[10]=0; } //2个15星级以上 if(cbTempGongxian[11]>=2) { ASSERT((11+cbTempGongxian[11]-1)<15); cbTempGongxian[11+cbTempGongxian[11]-1]++; cbTempGongxian[11]=0; } //2个16星级以上 if(cbTempGongxian[12]>=2) { ASSERT((12+cbTempGongxian[12]-1)<15); cbTempGongxian[12+cbTempGongxian[12]-1]++; cbTempGongxian[12]=0; } //2个17星级以上 if(cbTempGongxian[13]==2) { ASSERT((13+cbTempGongxian[13]-1)<15); cbTempGongxian[13+cbTempGongxian[13]-1]++; cbTempGongxian[13]=0; } //其实上面的完全可以用一个循环写 为了让人看得更清楚 退尔求其次才用if //算贡献的时候返回所有倍数 不累加 //从6番开始算 //从底往高 lTotalTimes=0L; for(INT i=2;i<15;i++) { //过滤贡献为0 if(cbTempGongxian[i]==0) continue; //累加 LONG lTempTotalTimes = pow(2,i); if(lTempTotalTimes>lTotalTimes) lTotalTimes=lTempTotalTimes; } //算最大倍 从5番算起 lMaxTimes=1L; for(INT i=14;i>=1;i--) { //过滤贡献为0 if(cbTempGongxian[i]==0) continue; //累加 LONG lTempMaxTimes=pow(2,i); if(lTempMaxTimes>lMaxTimes) lMaxTimes=lTempMaxTimes; if(lMaxTimes>=16) lMaxTimes=16; } //现在要从高往低算 CopyMemory(cbTempGongxian,cbGongxian[wChairID],sizeof(cbTempGongxian)); INT lMinGongxian=0; for(INT i=0;i<15;i++) { //过滤无贡献 if(cbTempGongxian[i]==0) continue; lMinGongxian=i; break; } for (INT i=14;i>lMinGongxian;i--) { if(cbTempGongxian[i]==0) continue; ASSERT(cbTempGongxian[lMinGongxian]!=0); cbTempGongxian[lMinGongxian]+=cbTempGongxian[i]; } //如果是4星 if((lMinGongxian==0)&&(cbTempGongxian[lMinGongxian]>2)) { LONG lTempTotalTimes=pow(2,cbTempGongxian[lMinGongxian]-2); if(lTempTotalTimes>lMaxTimes) { lMaxTimes=lTempTotalTimes; if(lMaxTimes>=16) lMaxTimes=16; } } if(lMinGongxian==1) { LONG lTempTotalTimes=pow(2,cbTempGongxian[lMinGongxian]-1); if(lTempTotalTimes>lMaxTimes) { lMaxTimes=lTempTotalTimes; if(lTempTotalTimes>=16) lMaxTimes=16; } } if(lMinGongxian>1) { LONG lTempTotalTimes=pow(2,cbTempGongxian[lMinGongxian]-1); if(lTempTotalTimes>lMaxTimes) { lMaxTimes=lTempTotalTimes; if(lMaxTimes>=16) lMaxTimes=16; } if(lTempTotalTimes>lTotalTimes) { lTotalTimes=lTempTotalTimes; } } } ////////////////////////////////////////////////////////////////////////// ...展开收缩
(系统自动生成,下载前可以参看下载内容)

下载文件列表

相关说明

  • 本站资源为会员上传分享交流与学习,如有侵犯您的权益,请联系我们删除.
  • 本站是交换下载平台,提供交流渠道,下载内容来自于网络,除下载问题外,其它问题请自行百度
  • 本站已设置防盗链,请勿用迅雷、QQ旋风等多线程下载软件下载资源,下载后用WinRAR最新版进行解压.
  • 如果您发现内容无法下载,请稍后再次尝试;或者到消费记录里找到下载记录反馈给我们.
  • 下载后发现下载的内容跟说明不相乎,请到消费记录里找到下载记录反馈给我们,经确认后退回积分.
  • 如下载前有疑问,可以通过点击"提供者"的名字,查看对方的联系方式,联系对方咨询.
 相关搜索: 百变双扣
 输入关键字,在本站1000多万海量源码库中尽情搜索: