#include "StdAfx.h" #include "GameLogic.h" #define IS_BOME_TYPE(x,y) (((x)>>(y))>0) ////////////////////////////////////////////////////////////////////////// //静态变量 //扑克数据 const BYTE CGameLogic::m_cbCardData[FULL_COUNT] = { 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, //方块 A - K 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, //梅花 A - K 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, //红桃 A - K 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, //黑桃 A - K 0x4E, 0x4F, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, //方块 A - K 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, //梅花 A - K 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, //红桃 A - K 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, //黑桃 A - K 0x4E, 0x4F, }; //扑克数据 const BYTE CGameLogic::m_cbNoJokerCardData[NO_JOKER_COUNT] = { 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, //方块 A - K 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, //梅花 A - K 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, //红桃 A - K 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, //黑桃 A - K 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, //方块 A - K 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, //梅花 A - K 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, //红桃 A - K 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, //黑桃 A - K }; ////////////////////////////////////////////////////////////////////////// //构造函数 CGameLogic::CGameLogic() { } //析构函数 CGameLogic::~CGameLogic() { } int CGameLogic::GetCardType(const BYTE cbCardData[], BYTE cbCardCount, bool isLastCard) { //简单牌型 switch (cbCardCount) { case 0: //空牌 { return CT_ERROR; } case 1: //单牌 { return TransListToInt(0,CT_SINGLE); } case 2: //对牌火箭 { //牌型判断 //if ((cbCardData[0]==0x4F)&&(cbCardData[1]==0x4E)) return TransListToInt(0,CT_MISSILE_CARD); if (GetCardLogicValue(cbCardData[0])==GetCardLogicValue(cbCardData[1])) return TransListToInt(0,CT_DOUBLE); //赖子判断 if(GetCardLogicValue(cbCardData[0])!=GetCardLogicValue(cbCardData[1])) { if (IsLaiZiCard(cbCardData[0]) && !IsLaiZiCard(cbCardData[1])) { return TransListToInt(0, CT_DOUBLE); } else if (!IsLaiZiCard(cbCardData[0]) && IsLaiZiCard(cbCardData[1])) { return TransListToInt(0, CT_DOUBLE); } //if (IsLaiZiCard(cbCardData[0]) || IsLaiZiCard(cbCardData[1])) //{ // if((cbCardData[0]!=0x4F) && (cbCardData[0]!=0x4E) && (cbCardData[0]!=0x4F) && (cbCardData[1]!=0x4E)) // { // return TransListToInt(0,CT_DOUBLE); // } //} } return CT_ERROR; } case 4: //王炸; { if ((cbCardData[0] == 0x4F) && (cbCardData[1] == 0x4F) && (cbCardData[2] == 0x4E) && (cbCardData[3] == 0x4E)) { return TransListToInt(0, CT_BOMB_8); } } } int dCardType = CT_ERROR; // 炸弹分析; if (cbCardCount >= 4 && cbCardCount <= 12) { bool isSameCard = true; // 大小排序王在最前面; BYTE cbValue = GetCardValue(cbCardData[cbCardCount - 1]); for (BYTE i = 0; i < cbCardCount; i++) { ASSERT(IsValidCard(cbCardData[i])); if (cbValue != GetCardValue(cbCardData[i]) && !IsLaiZiCard(cbCardData[i])) { isSameCard = false; break; } } // 同牌判断 if (isSameCard) { // 4张炸弹做三带一特殊处理; if (isLastCard && (cbCardCount == 4)) { dCardType = TransListToInt(dCardType, CT_THREE_TAKE_TWO); } BYTE cbCardType = CT_BOMB_4 + cbCardCount - 4; cbCardType = (cbCardType > CT_BOMB_10) ? CT_BOMB_10 : cbCardType; dCardType = TransListToInt(dCardType, cbCardType); return dCardType;// TransListToInt(0, cbCardType); } } // 癞子分析; BYTE cbNormalCard[MAX_COUNT] = {0}; BYTE cbMagicCardCount = 0; // 大小王数量; BYTE cbNormalCardCount = 0; // 正常牌数量; //变幻准备 for (BYTE i = 0; i < cbCardCount; i++) { if (IsLaiZiCard(cbCardData[i])) { cbMagicCardCount++; } else { cbNormalCard[cbNormalCardCount++] = cbCardData[i]; } } // 没有癞子; if (cbMagicCardCount == 0) { BYTE bCardDataTemp[MAX_COUNT] = { 0 }; CopyMemory(bCardDataTemp, cbCardData, sizeof(BYTE)*cbCardCount); //分析扑克 tagAnalyseResult AnalyseResult; ZeroMemory(&AnalyseResult, sizeof(AnalyseResult)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); BYTE cbMaxCardData = 0, cbBlockCount = 0; int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, cbMaxCardData, cbBlockCount, isLastCard); // 不存在该类型时候,增加该类型; if ((dCardType&(1 << iCardType)) == 0) { dCardType = TransListToInt(dCardType, iCardType); } } else { if (cbMagicCardCount >= 1) { tagAnalyseResult AnalyseResult; ZeroMemory(&AnalyseResult, sizeof(AnalyseResult)); BYTE bCardDataTemp[MAX_COUNT] = { 0 }; CopyMemory(&bCardDataTemp[cbMagicCardCount], cbNormalCard, sizeof(BYTE)*cbNormalCardCount); for (BYTE i = 0; i < 13; i++) { bCardDataTemp[0] = m_cbCardData[i]; //两张赖子 if (cbMagicCardCount >= 2) { for (BYTE z = 0; z < 13; z++) { bCardDataTemp[1] = m_cbCardData[z]; //三张赖子 if (cbMagicCardCount >= 3) { for (BYTE f = 0; f < 13; f++) { bCardDataTemp[2] = m_cbCardData[f]; //四张赖子 if (cbMagicCardCount == 4) { for (BYTE l = 0; l < 13; l++) { bCardDataTemp[3] = m_cbCardData[l]; ZeroMemory(&AnalyseResult, sizeof(AnalyseResult)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); //int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, isLastCard); BYTE cbMaxCardData = 0, cbBlockCount = 0; int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, cbMaxCardData, cbBlockCount, isLastCard); if (iCardType == 0) continue; if ((dCardType&(1 << iCardType)) == 0) { dCardType = TransListToInt(dCardType, iCardType); } } } else { ZeroMemory(&AnalyseResult, sizeof(AnalyseResult)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); //int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, isLastCard); BYTE cbMaxCardData = 0, cbBlockCount = 0; int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, cbMaxCardData, cbBlockCount, isLastCard); if (iCardType == 0) continue; if ((dCardType&(1 << iCardType)) == 0) { dCardType = TransListToInt(dCardType, iCardType); } } } } else { ZeroMemory(&AnalyseResult, sizeof(AnalyseResult)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); //int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, isLastCard); BYTE cbMaxCardData = 0, cbBlockCount = 0; int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, cbMaxCardData, cbBlockCount, isLastCard); if (iCardType == 0) continue; if ((dCardType&(1 << iCardType)) == 0) { dCardType = TransListToInt(dCardType, iCardType); } } } } else { ZeroMemory(&AnalyseResult, sizeof(AnalyseResult)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); //int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, isLastCard); BYTE cbMaxCardData = 0, cbBlockCount = 0; int iCardType = GetType(AnalyseResult, bCardDataTemp, cbCardCount, cbMaxCardData, cbBlockCount, isLastCard); if (iCardType == 0) continue; if ((dCardType&(1 << iCardType)) == 0) { dCardType = TransListToInt(dCardType, iCardType); } } } } } return dCardType; } //获取类型结果 int CGameLogic::GetType(tagAnalyseResult& AnalyseResult, const BYTE cbCardData[], BYTE cbCardCount, BYTE& cbMaxCardData, BYTE &cbBlockCount, bool isLastCard) { // 重置牌值; cbMaxCardData = 0x0; cbBlockCount = 0x0; //简单牌型 switch (cbCardCount) { case 0: //空牌 { return CT_ERROR; } case 1: //单牌 { cbMaxCardData = cbCardData[0]; return CT_SINGLE; } case 2: //对牌火箭 { //牌型判断 //if ((cbCardData[0]==0x4F)&&(cbCardData[1]==0x4E)) return TransListToInt(0,CT_MISSILE_CARD); if (GetCardLogicValue(cbCardData[0]) == GetCardLogicValue(cbCardData[1])) { cbMaxCardData = cbCardData[0]; return CT_DOUBLE; } //赖子判断 if (GetCardLogicValue(cbCardData[0]) != GetCardLogicValue(cbCardData[1])) { if (IsLaiZiCard(cbCardData[0]) || IsLaiZiCard(cbCardData[1])) { if ((cbCardData[0] != 0x4F) && (cbCardData[0] != 0x4E) && (cbCardData[0] != 0x4F) && (cbCardData[1] != 0x4E)) { cbMaxCardData = cbCardData[cbCardCount - 1]; return CT_DOUBLE; } } } return CT_ERROR; } case 4: //王炸; { if ((cbCardData[0] == 0x4F) && (cbCardData[1] == 0x4F) && (cbCardData[2] == 0x4E) && (cbCardData[3] == 0x4E)) { cbMaxCardData = cbCardData[0]; return CT_BOMB_8; } } } //单张判断 if ((AnalyseResult.cbBlockCount[BLOCK_ONE] >= 5) && (AnalyseResult.cbBlockCount[BLOCK_ONE] == cbCardCount)) { //变量定义 BYTE cbFirstLogicValue = GetCardLogicValue(AnalyseResult.cbCardData[BLOCK_ONE][0]); //错误过虑 if (cbFirstLogicValue > 14) return CT_ERROR; //连牌判断 for (BYTE i = 1; i < AnalyseResult.cbBlockCount[BLOCK_ONE]; i++) { BYTE cbTmpCardData = AnalyseResult.cbCardData[BLOCK_ONE][i]; if (cbFirstLogicValue != (GetCardLogicValue(cbTmpCardData) + i)) return CT_ERROR; } cbMaxCardData = cbCardData[0]; return CT_SINGLE_LINE; } //两张类型 if ((AnalyseResult.cbBlockCount[BLOCK_TWO] >= 2) && (AnalyseResult.cbBlockCount[BLOCK_TWO] * 2 == cbCardCount)) { //变量定义 BYTE cbFirstLogicValue = GetCardLogicValue(AnalyseResult.cbCardData[BLOCK_TWO][0]); //错误过虑 if (cbFirstLogicValue > 14) return CT_ERROR; //连牌判断 for (BYTE i = 1; i < AnalyseResult.cbBlockCount[BLOCK_TWO]; i++) { BYTE cbTmpCardData = AnalyseResult.cbCardData[BLOCK_TWO][i * 2]; if (cbFirstLogicValue != (GetCardLogicValue(cbTmpCardData) + i)) return CT_ERROR; } //二连判断 if ((AnalyseResult.cbBlockCount[BLOCK_TWO] * 2) == cbCardCount) { cbMaxCardData = cbCardData[0]; return CT_DOUBLE_LINE; } return CT_ERROR; } // 其他牌型都判断完了,如果还有5张以上牌直接返回CT_ERROR; for (int i = BLOCK_FIVE; i <= BLOCK_TWELVE; i++) { if (AnalyseResult.cbBlockCount[i] > 0) { return CT_ERROR; } } //三带二 if (AnalyseResult.cbBlockCount[BLOCK_THREE] == 1 && cbCardCount == 5) { cbMaxCardData = AnalyseResult.cbCardData[BLOCK_THREE][0]; return CT_THREE_TAKE_TWO; } //三带二 if (isLastCard && AnalyseResult.cbBlockCount[BLOCK_THREE] == 1 && cbCardCount <= 5) { cbMaxCardData = AnalyseResult.cbCardData[BLOCK_THREE][0]; return CT_THREE_TAKE_TWO; } //三带二 if ((AnalyseResult.cbBlockCount[BLOCK_FOUR] == 1) && (cbCardCount == 5)) { cbMaxCardData = AnalyseResult.cbCardData[BLOCK_FOUR][0]; return CT_THREE_TAKE_TWO; } //三带二 if (isLastCard && AnalyseResult.cbBlockCount[BLOCK_FOUR] == 1 && cbCardCount <= 5) { cbMaxCardData = AnalyseResult.cbCardData[BLOCK_FOUR][0]; return CT_THREE_TAKE_TWO; } //三连判断; if (AnalyseResult.cbBlockCount[BLOCK_THREE] + AnalyseResult.cbBlockCount[BLOCK_FOUR] > 1) { // 不是最后一手牌,三连必须是5的倍数; if (!isLastCard && (cbCardCount % 5 != 0)) return CT_ERROR; BYTE cbCardType = CT_ERROR; BYTE cbLineCardData[MAX_COUNT] = { 0 }; BYTE cbLineLength = 0; // 目前只从3取到5张相同牌(将3到5张相同的牌放到同一个数组,用来检测是不是连牌); for (BYTE i = BLOCK_THREE; i <= BLOCK_FOUR; i++) { if (AnalyseResult.cbBlockCount[i] > 0) { for (BYTE j = 0; j < AnalyseResult.cbBlockCount[i]; j++) { BYTE cbTmpCardDate = AnalyseResult.cbCardData[i][j*(i + 1)]; // 连牌不带2; if (GetCardLogicValue(cbTmpCardDate) > 14) continue; cbLineCardData[cbLineLength] = cbTmpCardDate; cbLineLength++; } } } // 重新排序; SortCardList(cbLineCardData, cbLineLength, ST_ORDER); BYTE cbLastValue = GetCardLogicValue(cbLineCardData[0]); //错误过虑(3~A) if (cbLastValue > 14) return CT_ERROR; // 查找三连数量; BYTE cbMaxThreeLength = 1; BYTE cbThreeLength = 1; BYTE cbMaxThreeCardData = cbLineCardData[0]; for (BYTE i = 1; i < cbLineLength; i++) { BYTE cbTmpValue = GetCardLogicValue(cbLineCardData[i]); // 不连续 if (cbLastValue != (cbTmpValue + 1)) { if (cbMaxThreeLength < cbThreeLength) { cbMaxThreeLength = cbThreeLength; cbMaxThreeCardData = cbLineCardData[i - cbMaxThreeLength]; } cbThreeLength = 1; } else { cbThreeLength++; } cbLastValue = cbTmpValue; } // 最后一个 if (cbMaxThreeLength < cbThreeLength) { cbMaxThreeLength = cbThreeLength; cbMaxThreeCardData = cbLineCardData[cbLineLength - cbMaxThreeLength]; } // 最后一手牌; if (isLastCard && (cbMaxThreeLength * 5 >= cbCardCount)) { cbBlockCount = cbMaxThreeLength; cbMaxCardData = cbMaxThreeCardData; cbCardType = CT_THREE_LINE; } else if (!isLastCard) { // 计算几个三带二 BYTE cbTmpBlockCount = cbCardCount / 5; //if (cbMaxThreeLength == cbTmpBlockCount) if ((cbTmpBlockCount * 5 == cbCardCount) && (cbMaxThreeLength >= cbTmpBlockCount)) { cbBlockCount = cbTmpBlockCount; cbMaxCardData = cbMaxThreeCardData; cbCardType = CT_THREE_LINE; } } return cbCardType; } return CT_ERROR; } //排列扑克 void CGameLogic::SortCardList(BYTE cbCardData[], BYTE cbCardCount, BYTE cbSortType) { //数目过虑 if (cbCardCount == 0) return; if (cbSortType == ST_ORDER) { //转换数值 BYTE cbSortValue[MAX_COUNT]; for (BYTE i = 0; i < cbCardCount; i++) { cbSortValue[i] = GetCardLogicValue(cbCardData[i]); } //排序操作 bool bSorted = true; BYTE cbSwitchData = 0, cbLast = cbCardCount - 1; do { bSorted = true; for (BYTE i = 0; i < cbLast; i++) { if ((cbSortValue[i] < cbSortValue[i + 1]) || ((cbSortValue[i] == cbSortValue[i + 1]) && (cbCardData[i] < cbCardData[i + 1]))) { //设置标志 bSorted = false; //扑克数据 cbSwitchData = cbCardData[i]; cbCardData[i] = cbCardData[i + 1]; cbCardData[i + 1] = cbSwitchData; //排序权位 cbSwitchData = cbSortValue[i]; cbSortValue[i] = cbSortValue[i + 1]; cbSortValue[i + 1] = cbSwitchData; } } cbLast--; } while (bSorted == false); } //数目排序 else if (cbSortType == ST_COUNT) { //变量定义 BYTE cbCardIndex = 0; //分析扑克 tagAnalyseResult AnalyseResult; ZeroMemory(&AnalyseResult, sizeof(AnalyseResult)); AnalysebCardData(&cbCardData[cbCardIndex], cbCardCount - cbCardIndex, AnalyseResult); //提取扑克 for (BYTE i = 0; i < CountArray(AnalyseResult.cbBlockCount); i++) { //拷贝扑克 BYTE cbIndex = CountArray(AnalyseResult.cbBlockCount) - i - 1; CopyMemory(&cbCardData[cbCardIndex], AnalyseResult.cbCardData[cbIndex], AnalyseResult.cbBlockCount[cbIndex] * (cbIndex + 1)*sizeof(BYTE)); //设置索引 cbCardIndex += AnalyseResult.cbBlockCount[cbIndex] * (cbIndex + 1)*sizeof(BYTE); } } return; } //混乱扑克 void CGameLogic::RandCardList(BYTE cbCardBuffer[], BYTE cbBufferCount) { //混乱准备 BYTE cbCardData[CountArray(m_cbCardData)]; CopyMemory(cbCardData,m_cbCardData,sizeof(m_cbCardData)); //混乱扑克 BYTE cbRandCount=0,cbPosition=0; do { cbPosition=rand()%(cbBufferCount-cbRandCount); cbCardBuffer[cbRandCount++]=cbCardData[cbPosition]; cbCardData[cbPosition]=cbCardData[cbBufferCount-cbRandCount]; } while (cbRandCountcbCardCount) return false ; //定义变量 BYTE cbDeleteCount=0,cbTempCardData[MAX_COUNT]; if (cbCardCount>CountArray(cbTempCardData)) return false; CopyMemory(cbTempCardData,cbCardData,cbCardCount*sizeof(cbCardData[0])); //置零扑克 for (BYTE i=0;i=0x01)&&(cbCardValue<=0x0D)) return true; return false; } //逻辑数值 BYTE CGameLogic::GetCardLogicValue(BYTE cbCardData) { if (!IsValidCard(cbCardData)) return 0; //扑克属性 BYTE cbCardColor=GetCardColor(cbCardData); BYTE cbCardValue=GetCardValue(cbCardData); //#ifdef _DEBUG // if(cbCardValue<=0 || cbCardValue>(MASK_VALUE&0x4f)) // return 0 ; //#endif ASSERT(cbCardValue>0 && cbCardValue<=(MASK_VALUE&0x4f)) ; //转换数值 if (cbCardColor==0x40) return cbCardValue+2; return (cbCardValue<=2)?(cbCardValue+13):cbCardValue; } //对比扑克 bool CGameLogic::CompareCard(const CMD_C_OutCard* pFirstOutCard, CMD_C_OutCard* pNextOutCard) { if (pFirstOutCard == nullptr || pNextOutCard == nullptr) return false; //获取类型 int cbFirstType = pFirstOutCard->cbCardType; int cbNextType = pNextOutCard->cbCardType; //类型判断 if (cbNextType == CT_ERROR) return false; BYTE cbFirstCount = pFirstOutCard->cbCardCount; BYTE cbNextCount = pNextOutCard->cbCardCount; bool isFirstLastCard = pFirstOutCard->isLastCard; bool isNextLastCard = pNextOutCard->isLastCard; BYTE cbFirstCard[MAX_COUNT] = { 0 }; BYTE cbNextCard[MAX_COUNT] = { 0 }; CopyMemory(cbFirstCard, pFirstOutCard->cbCardData, sizeof(BYTE)*cbFirstCount); CopyMemory(cbNextCard, pNextOutCard->cbCardData, sizeof(BYTE)*cbNextCount); //炸弹过虑 int cbTmpFirstType = (cbFirstType >> CT_BOMB_4); int cbTmpNextType = (cbNextType >> CT_BOMB_4); if (cbTmpFirstType > 0 || cbTmpNextType > 0) { // 当前牌不是炸弹则打不到上一手炸弹牌; if (cbTmpNextType < 0) return false; //if (cbTmpFirstType > 0) return true; //星级比较 if (cbTmpFirstType != cbTmpNextType) { if (cbTmpNextType > cbTmpFirstType) { // 重置牌型; pNextOutCard->cbCardType = (cbTmpNextType << CT_BOMB_4); return true; } else { return false; } } else { // 取最后一张,一定不是癞子;如果还是癞子,那就是4王炸; BYTE cbConsultNext = GetCardLogicValue(cbNextCard[cbNextCount - 1]); BYTE cbConsultFirst = GetCardLogicValue(cbFirstCard[cbFirstCount - 1]); if (cbConsultNext > cbConsultFirst) { // 重置牌型; pNextOutCard->cbCardType = (cbTmpNextType << CT_BOMB_4); return true; } else { return false; } //return cbConsultNext > cbConsultFirst; } } //不同类型 if (cbFirstType != cbNextType) return false; //获取数值 BYTE cbNextLogicValue = 0; BYTE cbFirstLogicValue = 0; //分析扑克 BYTE NextResult[CT_COUNT] = {0}; BYTE FirstResult[CT_COUNT] = { 0 }; // 单牌; if ((cbNextType&(1 << CT_SINGLE)) != 0 && cbFirstCount == cbNextCount) { if (cbFirstCount != 1) return false; //获取数值 cbNextLogicValue = GetCardLogicValue(cbNextCard[0]); cbFirstLogicValue = GetCardLogicValue(cbFirstCard[0]); if (cbNextLogicValue > cbFirstLogicValue) { // 重置牌型; pNextOutCard->cbCardType = (1 << CT_SINGLE); return true; } } else if ((cbNextType&(1 << CT_DOUBLE)) != 0 && cbFirstCount == cbNextCount) { if (cbFirstCount != 2) return false; //获取数值 cbNextLogicValue = GetCardLogicValue(cbNextCard[1]); cbFirstLogicValue = GetCardLogicValue(cbFirstCard[1]); if (cbNextLogicValue > cbFirstLogicValue) { // 重置牌型; pNextOutCard->cbCardType = (1 << CT_DOUBLE); return true; } } else if ((cbNextType&(1 << CT_THREE_TAKE_TWO)) != 0) { // 三带二牌数判断; if (cbFirstCount < 3 || cbFirstCount > 5) return false; if (cbNextCount < 3 || cbNextCount > 5) return false; // 不是最后一手牌必须是5张; if (!isFirstLastCard && cbFirstCount != 5) return false; if (!isNextLastCard && cbNextCount != 5) return false; BYTE cbNextBlockCount = 0, cbFirstBlockCount = 0; if (!AnalysebCompare(cbNextCard, cbNextCount, NextResult, cbNextBlockCount, CT_THREE_TAKE_TWO, isNextLastCard))return false; if (!AnalysebCompare(cbFirstCard, cbFirstCount, FirstResult, cbFirstBlockCount, CT_THREE_TAKE_TWO, isFirstLastCard))return false; //获取数值 cbNextLogicValue = GetCardLogicValue(NextResult[CT_THREE_TAKE_TWO]); cbFirstLogicValue = GetCardLogicValue(FirstResult[CT_THREE_TAKE_TWO]); //if (cbNextLogicValue > cbFirstLogicValue) return true; if (cbNextLogicValue > cbFirstLogicValue) { // 重置牌型; pNextOutCard->cbCardType = (1 << CT_THREE_TAKE_TWO); return true; } } else if ((cbNextType&(1 << CT_SINGLE_LINE)) != 0 && cbFirstCount == cbNextCount) { if (cbFirstCount < 5) return false; //获取数值 cbNextLogicValue = GetCardLogicValue(cbNextCard[cbNextCount - 1]); cbFirstLogicValue = GetCardLogicValue(cbFirstCard[cbFirstCount - 1]); //if (cbNextLogicValue > cbFirstLogicValue) return true; if (cbNextLogicValue > cbFirstLogicValue) { // 重置牌型; pNextOutCard->cbCardType = (1 << CT_SINGLE_LINE); return true; } } else if ((cbNextType&(1 << CT_DOUBLE_LINE)) != 0 && cbFirstCount == cbNextCount) { if ((cbFirstCount < 4) || (cbFirstCount%2)!=0) return false; //获取数值 cbNextLogicValue = GetCardLogicValue(cbNextCard[cbNextCount - 1]); cbFirstLogicValue = GetCardLogicValue(cbFirstCard[cbFirstCount - 1]); //if (cbNextLogicValue > cbFirstLogicValue) return true; if (cbNextLogicValue > cbFirstLogicValue) { // 重置牌型; pNextOutCard->cbCardType = (1 << CT_DOUBLE_LINE); return true; } } else if ((cbNextType&(1 << CT_THREE_LINE)) != 0) { // 三带二牌数判断; if (cbFirstCount < 6 || cbNextCount < 6) return false; // 不是最后一手牌必须是5的倍数; if (!isFirstLastCard && (cbFirstCount%5) != 0) return false; if (!isNextLastCard && (cbNextCount%5) != 0) return false; // 都不是最后一手牌,两个牌数必须相同; if (!isFirstLastCard &&!isNextLastCard && (cbNextCount != cbFirstCount)) return false; BYTE cbNextBlockCount = 0, cbFirstBlockCount = 0; if (!AnalysebCompare(cbNextCard, cbNextCount, NextResult, cbNextBlockCount, CT_THREE_LINE, isNextLastCard))return false; if (!AnalysebCompare(cbFirstCard, cbFirstCount, FirstResult, cbFirstBlockCount, CT_THREE_LINE, isFirstLastCard))return false; if (cbNextBlockCount != cbFirstBlockCount) return false; //获取数值 cbNextLogicValue = GetCardLogicValue(NextResult[CT_THREE_LINE]); cbFirstLogicValue = GetCardLogicValue(FirstResult[CT_THREE_LINE]); //if (cbNextLogicValue > cbFirstLogicValue) return true; if (cbNextLogicValue > cbFirstLogicValue) { // 重置牌型; pNextOutCard->cbCardType = (1 << CT_THREE_LINE); return true; } } return false; } //赖子数目 BYTE CGameLogic::GetLaiZiCount(const BYTE cbHandCardData[], BYTE cbHandCardCount) { BYTE bLaiZiCount=0; for(BYTE i=0;i= 1) { tagAnalyseResult AnalyseResultTemp; ZeroMemory(&AnalyseResultTemp, sizeof(AnalyseResultTemp)); BYTE bCardDataTemp[MAX_COUNT] = { 0 }; CopyMemory(&bCardDataTemp[cbMagicCardCount], cbNormalCard, sizeof(BYTE)*cbNormalCardCount); for (BYTE i = 0; i < 13; i++) { bCardDataTemp[0] = m_cbCardData[i]; //两张赖子 if (cbMagicCardCount >= 2) { for (BYTE z = 0; z < 13; z++) { bCardDataTemp[1] = m_cbCardData[z]; //三张赖子 if (cbMagicCardCount >= 3) { for (BYTE f = 0; f < 13; f++) { bCardDataTemp[2] = m_cbCardData[f]; //四张赖子 if (cbMagicCardCount == 4) { for (BYTE l = 0; l < 13; l++) { bCardDataTemp[3] = m_cbCardData[l]; ZeroMemory(&AnalyseResultTemp, sizeof(AnalyseResultTemp)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResultTemp); //int iCardType = GetType(AnalyseResultTemp, bCardDataTemp, cbCardCount, isLastCard); BYTE cbTmpMaxCardData = 0, cbTmpBlockCount = 0; int iCardType = GetType(AnalyseResultTemp, bCardDataTemp, cbCardCount, cbTmpMaxCardData, cbTmpBlockCount,isLastCard); if ((dCardTypeTemp&(1 << iCardType)) != 0) { //AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); //if (cbMaxCardData[iCardType] < cbTmpMaxCardData) if (GetCardLogicValue(cbMaxCardData[iCardType]) < GetCardLogicValue(cbTmpMaxCardData)) { cbBlockCount = cbTmpBlockCount; cbMaxCardData[iCardType] = cbTmpMaxCardData; } } } } else { ZeroMemory(&AnalyseResultTemp, sizeof(AnalyseResultTemp)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResultTemp); //int iCardType = GetType(AnalyseResultTemp, bCardDataTemp, cbCardCount, isLastCard); BYTE cbTmpMaxCardData = 0, cbTmpBlockCount = 0; int iCardType = GetType(AnalyseResultTemp, bCardDataTemp, cbCardCount, cbTmpMaxCardData, cbTmpBlockCount, isLastCard); if ((dCardTypeTemp&(1 << iCardType)) != 0) { //AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); //if (cbMaxCardData[iCardType] < cbTmpMaxCardData) if (GetCardLogicValue(cbMaxCardData[iCardType]) < GetCardLogicValue(cbTmpMaxCardData)) { cbBlockCount = cbTmpBlockCount; cbMaxCardData[iCardType] = cbTmpMaxCardData; } } } } } else { ZeroMemory(&AnalyseResultTemp, sizeof(AnalyseResultTemp)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResultTemp); //int iCardType = GetType(AnalyseResultTemp, bCardDataTemp, cbCardCount, isLastCard); BYTE cbTmpMaxCardData = 0, cbTmpBlockCount = 0; int iCardType = GetType(AnalyseResultTemp, bCardDataTemp, cbCardCount, cbTmpMaxCardData, cbTmpBlockCount, isLastCard); if ((dCardTypeTemp&(1 << iCardType)) != 0) { //AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); //if (cbMaxCardData[iCardType] < cbTmpMaxCardData) if (GetCardLogicValue(cbMaxCardData[iCardType]) < GetCardLogicValue(cbTmpMaxCardData)) { cbBlockCount = cbTmpBlockCount; cbMaxCardData[iCardType] = cbTmpMaxCardData; } } } } } else { ZeroMemory(&AnalyseResultTemp, sizeof(AnalyseResultTemp)); AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResultTemp); //int iCardType = GetType(AnalyseResultTemp, bCardDataTemp, cbCardCount, isLastCard); BYTE cbTmpMaxCardData = 0, cbTmpBlockCount = 0; int iCardType = GetType(AnalyseResultTemp, bCardDataTemp, cbCardCount, cbTmpMaxCardData, cbTmpBlockCount, isLastCard); if ((dCardTypeTemp&(1 << iCardType)) != 0) { //AnalysebCardData(bCardDataTemp, cbCardCount, AnalyseResult); //if (cbMaxCardData[iCardType] < cbTmpMaxCardData) if (GetCardLogicValue(cbMaxCardData[iCardType]) < GetCardLogicValue(cbTmpMaxCardData)) { cbBlockCount = cbTmpBlockCount; cbMaxCardData[iCardType] = cbTmpMaxCardData; } } } } } } return true; } //随机扑克 BYTE CGameLogic::GetRandomCard(void) { size_t cbIndex = rand()%(sizeof(m_cbCardData)) ; return m_cbCardData[cbIndex] ; } //排列扑克 void CGameLogic::SortOutCardList(BYTE cbCardData[], BYTE cbCardCount, int nCardType, bool isLastCard) { return; } //牌组转换 (将32张牌的使用情况转化为一个32位整型) int CGameLogic::TransListToInt(int iOldType,int iNewType) { //数据校验 if(iNewType == 0) return 0; //变量定义 int nList = 0; ASSERT(iNewType != -1); nList |= (1<