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2026-03-03 13:56:44 +08:00

196 lines
5.9 KiB
C++

#ifndef TABLE_FRAME_SINK_HEAD_FILE
#define TABLE_FRAME_SINK_HEAD_FILE
#pragma once
#include "Stdafx.h"
#include "GameLogic.h"
//////////////////////////////////////////////////////////////////////////
//游戏桌子类
class CTableFrameSink : public ITableFrameSink, public ITableUserAction
{
//游戏变量
protected:
bool m_bNobodyCallScore; //没人叫分;
WORD m_wFirstUser; //首叫用户;
WORD m_wBankerUser; //庄家用户
WORD m_wCurrentUser; //当前玩家
bool m_bTrustee[GAME_PLAYER]; //是否托管
WORD m_wFriendChairID[GAME_PLAYER]; //伙伴椅子号
GAME_END_TYPE m_etGameEndType; //结束类型;
//叫分信息;
protected:
BYTE m_cbScoreInfo[GAME_PLAYER]; //叫分信息;
//胜利信息
protected:
WORD m_wWinCount; //胜利人数
WORD m_wWinOrder[GAME_PLAYER]; //胜利列表
BYTE m_cbGongxian[GAME_PLAYER][BOMB_TYPE_COUNT]; //炸弹计数 用于算贡献分普通双扣最多11星
SCORE m_lBombScore[GAME_PLAYER]; //炸弹奖罚;
//出牌信息
protected:
WORD m_wTurnWiner; //胜利玩家
CMD_C_OutCard m_TurnOutCard; //上家出牌;
//扑克信息
protected:
BYTE m_cbHandCardCount[GAME_PLAYER]; //扑克数目
BYTE m_cbHandCardData[GAME_PLAYER][MAX_COUNT];//手上扑克
//组件变量
protected:
CGameLogic m_GameLogic; //游戏逻辑
//组件接口
protected:
ITableFrame * m_pITableFrame; //框架接口
tagGameServiceOption * m_pGameServiceOption; //游戏配置
tagGameServiceAttrib * m_pGameServiceAttrib; //游戏属性
//属性变量
protected:
static const WORD m_wPlayerCount; //游戏人数
//私人场结算信息
public:
CMD_S_Private_End_Info m_PrivateEndInfo;
tagGameRecord m_kGameRecord;
//函数定义
public:
//构造函数
CTableFrameSink();
//析构函数
virtual ~CTableFrameSink();
//基础接口
public:
//释放对象
virtual VOID Release() { delete this; }
//接口查询
virtual VOID * QueryInterface(REFGUID Guid, DWORD dwQueryVer);
//管理接口
public:
//复位桌子
virtual VOID RepositionSink();
//配置桌子
virtual bool Initialization(IUnknownEx * pIUnknownEx);
//查询接口
public:
//查询限额
virtual SCORE QueryConsumeQuota(IServerUserItem * pIServerUserItem){ return 0L; }
//最少积分
virtual SCORE QueryLessEnterScore(WORD wChairID, IServerUserItem * pIServerUserItem){ return 0L; }
//查询是否扣服务费
virtual bool QueryBuckleServiceCharge(WORD wChairID){ return true; }
//游戏事件
public:
//游戏开始
virtual bool OnEventGameStart();
//游戏结束
virtual bool OnEventGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason);
//发送场景
virtual bool OnEventSendGameScene(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret);
//事件接口
public:
//时间事件
virtual bool OnTimerMessage(DWORD wTimerID, WPARAM wBindParam);
//数据事件
virtual bool OnDataBaseMessage(WORD wRequestID, VOID * pData, WORD wDataSize);
//积分事件
virtual bool OnUserScroeNotify(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason);
//网络接口
public:
//游戏消息
virtual bool OnGameMessage(WORD wSubCmdID, VOID * pData, WORD wDataSize, IServerUserItem * pIServerUserItem);
//框架消息
virtual bool OnFrameMessage(WORD wSubCmdID, VOID * pData, WORD wDataSize, IServerUserItem * pIServerUserItem);
//比赛接口
public:
//设置基数
virtual void SetGameBaseScore(LONG lBaseScore){ ; }
virtual void SetPrivateInfo(BYTE bGameTypeIdex, DWORD bGameRuleIdex){ ; }
//重置私人场结束信息
virtual void ResetPrivateEndInfo();
//获得私人场结束信息流
virtual void GetPrivateEndInfo(DataStream &kDataStream, bool bSend);
//判断私人场是否结束
virtual bool IsPrivateEnd();
//真实椅子数量
virtual WORD GetRealChairCount() { return GAME_PLAYER; }
//私人场辅助函数;
public:
//是否有相应规则;
bool IsHasGameRule(eDZRuleEnum eType);
//是否记录游戏记录服务器类型;
bool IsRecordServerType();
//用户事件
public:
//用户断线
virtual bool OnActionUserOffLine(WORD wChairID, IServerUserItem * pIServerUserItem){ return true; }
//用户重入
virtual bool OnActionUserConnect(WORD wChairID, IServerUserItem * pIServerUserItem){ return true; }
//用户坐下
virtual bool OnActionUserSitDown(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser);
//用户起立
virtual bool OnActionUserStandUp(WORD wChairID, IServerUserItem * pIServerUserItem, bool bLookonUser);
//用户同意
virtual bool OnActionUserOnReady(WORD wChairID, IServerUserItem * pIServerUserItem, VOID * pData, WORD wDataSize) { return true; }
//房卡数量判断
virtual bool OnActionUserFangKaCheck(WORD wChairID, IServerUserItem * pIServerUserItem, SCORE lUserInsure) { return true; }
//用户开始游戏
virtual bool OnActionUserOnStart(WORD wChairID, IServerUserItem * pIServerUserItem, VOID * pData, WORD wDataSize) { return true; }
//用户开始游戏
virtual bool OnActionUserStartGame(WORD wChairID, IServerUserItem * pIServerUserItem, VOID * pData, WORD wDataSize) { return true; }
//游戏事件
protected:
//用户叫分;
bool OnUserCallScore(WORD wChairID, BYTE cbCallScore);
//用户出牌
bool OnUserOutCard(WORD wChairID, CMD_C_OutCard * pOutCard);
//用户放弃
bool OnUserPassCard(WORD wChairID);
//搜索伙伴;
BYTE SearchFriendChairID();
//计算炸弹积分;
void GetBombScore(WORD wChairID, BYTE cbCardData, int nCardType);
//打独结束统计炸弹分;
void GetBombScore(WORD wChairID, BYTE cbHandCardData[], BYTE cbHandCardCount);
//炸弹升级;
int AddBombScore(int nCardType, bool bList = true);
//是否有炸弹;
bool IsHasBomb(BYTE cbHandCardData[], BYTE cbHandCardCount);
//是否8炸弹;
bool IsHas8Bomb(BYTE cbHandCardData[], BYTE cbHandCardCount);
//正常结束;
bool NormalGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem);
//打二结束;
bool ToTwoGameConclude(WORD wChairID, IServerUserItem * pIServerUserItem);
// 录像事件
public:
// 游戏开始
void starGameRecord();
// 玩家操作提示;
void addGameRecordAction(WORD wSubCmdID, void* pSubMessage, int nMessageSize);
void MyLog(TCHAR *szLog, ...);
};
//////////////////////////////////////////////////////////////////////////
#endif