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wnmj/Servers/游戏组件/万年麻将/游戏服务器/TableFrameSink.h
2026-02-13 14:34:15 +08:00

295 lines
8.9 KiB
C++

#ifndef TABLE_FRAME_SINK_HEAD_FILE
#define TABLE_FRAME_SINK_HEAD_FILE
#pragma once
#include "Stdafx.h"
#include "GameLogic.h"
//////////////////////////////////////////////////////////////////////////
//枚举定义
//效验类型
enum enEstimatKind
{
EstimatKind_OutCard, //出牌效验
EstimatKind_GangCard, //杠牌效验
};
enum eGangType
{
eGangType_BuGang, //补杠;
eGangType_MingGang, //明杠;
eGangType_AnGang, //暗杠;
};
//////////////////////////////////////////////////////////////////////////
//游戏桌子类
class CTableFrameSink : public ITableFrameSink, public ITableUserAction
{
//游戏变量
protected:
bool m_bActiveUser[GAME_PLAYER]; //激活玩家;
WORD m_wSiceCount; //骰子点数
WORD m_wSiceCount2; //骰子点数 
WORD m_wSiceCount3; //骰子点数3
WORD m_wBankerUser; //庄家用户
BYTE m_cbCardIndex[GAME_PLAYER][MAX_INDEX]; //用户扑克
bool m_bCallCard[GAME_PLAYER]; //洗澡标志
BYTE m_cbBatch[GAME_PLAYER]; //洗澡倍数
bool m_bTrustee[GAME_PLAYER]; //是否托管
bool m_bBatchEnd[GAME_PLAYER]; //洗澡结束
//历史积分;
protected:
SCORE m_lAllTurnScore[GAME_PLAYER]; //总局得分
SCORE m_lLastTurnScore[GAME_PLAYER]; //上局得分
BYTE m_cbAllGangCounts[GAME_PLAYER]; //统计杠的次数;
protected:
//临时变量;
BYTE m_cbDelCardIndex[GAME_PLAYER][MAX_INDEX];//用户打出去扑克和删除的扑克;
//出牌信息
protected:
WORD m_wOutCardUser; //出牌用户
BYTE m_cbOutCardData; //出牌扑克
BYTE m_cbOutCardCount; //出牌数目
BYTE m_cbDiscardCount[GAME_PLAYER]; //丢弃数目
BYTE m_cbDiscardCard[GAME_PLAYER][55]; //丢弃记录
BYTE m_cbGangCount; //杠牌次数
INT m_BankContinueCount; //连庄次数 上下楼
BYTE m_cbMustLeft; //留8墙墩
//发牌信息
protected:
BYTE m_cbSendCardData; //发牌扑克
BYTE m_cbSendCardCount; //发牌数目
BYTE m_cbLeftCardCount; //剩余数目
BYTE m_cbRepertoryCard[MAX_REPERTORY]; //库存扑克
BYTE m_cbMasterCheckCard[GAME_PLAYER]; //玩家要牌
//运行变量
protected:
WORD m_wResumeUser; //还原用户
WORD m_wCurrentUser; //当前用户
WORD m_wProvideUser; //供应用户
BYTE m_cbProvideCard; //供应扑克
WORD m_wProvideMingGangUser; //供应明杠的用户;
//状态变量
protected:
bool m_bSendStatus; //发牌状态
bool m_bGangStatus; //抢杆状态
//bool m_bEnjoinChiHu[GAME_PLAYER]; //禁止吃胡
//bool m_bEnjoinChiPeng[GAME_PLAYER]; //禁止吃碰
//用户状态
public:
bool m_bResponse[GAME_PLAYER]; //响应标志
WORD m_wUserAction[GAME_PLAYER]; //用户动作
BYTE m_cbOperateCard[GAME_PLAYER]; //操作扑克
WORD m_wPerformAction[GAME_PLAYER]; //执行动作
//组合扑克
protected:
BYTE m_cbWeaveItemCount[GAME_PLAYER]; //组合数目
tagWeaveItem m_WeaveItemArray[GAME_PLAYER][4]; //组合扑克
//结束信息
protected:
BYTE m_cbChiHuCard; //吃胡扑克
tagChiHuResult m_ChiHuResult[GAME_PLAYER]; //吃胡结果
//组件变量
protected:
CGameLogic m_GameLogic; //游戏逻辑
ITableFrame * m_pITableFrame; //框架接口
const tagGameServiceOption * m_pGameServiceOption; //配置参数
//属性变量
protected:
static const WORD m_wPlayerCount; //游戏人数
//static const enStartMode m_GameStartMode; //开始模式
BYTE m_genDaLiHuCards[GAME_PLAYER]; //立打立胡的牌值;
BYTE m_genHuCards[GAME_PLAYER][4]; //跟胡牌的牌值;
BYTE m_genPengCards[GAME_PLAYER][4]; //跟碰牌的牌值;
BYTE m_cbContinueGangs[GAME_PLAYER]; //连续杠的次数;
tagGangCardResult m_GangPaiResult[GAME_PLAYER]; //杠牌结果
BYTE m_cbContinueGangTypes[GAME_PLAYER][4]; //连续杠每次杠的类型;
//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(const IID & Guid, DWORD dwQueryVer);
//管理接口
public:
//初始化
virtual bool Initialization(IUnknownEx * pIUnknownEx);
//复位桌子
virtual void RepositionSink();
//查询接口
public:
//查询限额
virtual SCORE QueryConsumeQuota(IServerUserItem * pIServerUserItem){return 0;}
//最少积分
virtual SCORE QueryLessEnterScore(WORD wChairID, IServerUserItem * pIServerUserItem){return 0;}
//数据事件
virtual bool OnDataBaseMessage(WORD wRequestID, VOID * pData, WORD wDataSize){return false;}
//积分事件
virtual bool OnUserScroeNotify(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason){return false;}
//查询是否扣服务费
virtual bool QueryBuckleServiceCharge(WORD wChairID){return true;}
//比赛接口
public:
//设置基数
virtual void SetGameBaseScore(LONG lBaseScore){};
//游戏状态
virtual bool IsUserPlaying(WORD wChairID);
//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 wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStatus, bool bSendSecret);
//事件接口
public:
//定时器事件
virtual bool OnTimerMessage(DWORD wTimerID, WPARAM wBindParam);
//游戏消息处理
virtual bool OnGameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem);
//框架消息处理
virtual bool OnFrameMessage(WORD wSubCmdID, VOID * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem);
//数据事件
virtual bool OnGameDataBase(WORD wRequestID, VOID * pData, WORD wDataSize);
//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:
//用户出牌
bool OnUserOutCard(WORD wChairID, BYTE cbCardData);
//用户操作
bool OnUserOperateCard(WORD wChairID, WORD wOperateCode, BYTE cbOperateCard);
//获取可以操作牌
BYTE GetOperateCard(WORD wChairID);
//辅助函数
protected:
//发送操作
bool SendOperateNotify(const tagGangCardResult& GangCardResult);
//派发扑克
bool DispatchCardData(WORD wCurrentUser,bool bNotGang=true);
//响应判断
bool EstimateUserRespond(WORD wCenterUser, BYTE cbCenterCard, enEstimatKind EstimatKind);
//私人场
public:
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
virtual WORD GetRealChairCount();
// 获取下家椅子号;
WORD getNextChairID(WORD wChairID);
//私人场辅助函数;
public:
bool IsHasGameRule(eWNMJRuleEnum eType ); //是否有相应规则;
BYTE GetFanShuType();
//获得胡牌规则类型;
BYTE GetHURuleType();
// 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);
private:
//把吃碰杠牌插入DelCardIndex;
void InsertIntoDelCardIndex(WORD wChairID, tagWeaveItem &reftagWeaveItem);
void InsertIntoDelCardIndex(WORD wChairID, BYTE cbRemoveCard[], BYTE cbRemoveCount);
//插入跟打不能胡牌值;
void InsertGenHuCards(WORD wChairID, BYTE cbHuCardData);
bool IsInInsertGenHuCards(WORD wChairID, BYTE cbCardData);
bool HasGenHuCards(WORD wChairID);
//插入跟打不能碰牌值;
void InsertGenPengCards(WORD wChairID, BYTE cbPengCardData);
bool IsInInsertGenPengCards(WORD wChairID, BYTE cbCardData);
//玩家要牌
BYTE getSendCardData(WORD dwSendUser);
//发送排堆;
void sendMasterLeftCard(int nChairdID);
//使用牌库
void UseCardLibrary();
//从牌堆中删除一些牌
bool RemoveCards(BYTE cbCards[], BYTE cbCardCount, BYTE cbRemoveCards[], BYTE cbRemoveCount);
//私人场结算信息
public:
CMD_S_Private_End_Info m_PrivateEndInfo;
//录像
public:
tagGameRecord m_kGameRecord;
//运行变量
protected:
WORD m_wCheatChairID; //作弊玩家坐位置号
WORD m_wDropped; // 掉线率
};
//////////////////////////////////////////////////////////////////////////
#endif