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文件名称: 网狐棋牌游戏国际象棋游戏源码
  所属分类: C
  开发工具:
  文件大小: 926kb
  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" ////////////////////////////////////////////////////////////////////////// //宏定义 #define GAME_CLOCK 600 //游戏局时 ////////////////////////////////////////////////////////////////////////// //静态变量 const WORD CTableFrameSink::m_wPlayerCount=GAME_PLAYER; //游戏人数 const enStartMode CTableFrameSink::m_GameStartMode=enStartMode_AllReady; //开始模式 ////////////////////////////////////////////////////////////////////////// //构造函数 CTableFrameSink::CTableFr ameSink() { //时间变量 m_dwLastClock=0L; memset(m_wLeftClock,0,sizeof(m_wLeftClock)); //用户状态 m_wBlackUser=0; m_wCurrentUser=INVALID_CHAIR; memset(m_cbBegStatus,0,sizeof(m_cbBegStatus)); memset(m_cbPeaceCount,0,sizeof(m_cbPeaceCount)); memset(m_cbRegretCount,0,sizeof(m_cbRegretCount)); //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_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() { //时间变量 m_dwLastClock=0L; memset(m_wLeftClock,0,sizeof(m_wLeftClock)); //用户状态 m_wCurrentUser=INVALID_CHAIR; memset(m_cbBegStatus,0,sizeof(m_cbBegStatus)); memset(m_cbPeaceCount,0,sizeof(m_cbPeaceCount)); memset(m_cbRegretCount,0,sizeof(m_cbRegretCount)); 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() { //设置变量 m_wCurrentUser=m_wBlackUser; m_dwLastClock=(DWORD)time(NULL); m_wLeftClock[0]=m_wLeftClock[1]=GAME_CLOCK; //重置棋盘 m_GameLogic.ResetChessBorad(); //设置状态 m_pITableFrame->SetGameStatus(GS_PLAYING); //发送开始 CMD_S_GameStart GameStart; GameStart.wGameClock=GAME_CLOCK; GameStart.wBlackUser=m_wBlackUser; 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; } //游戏结束 bool __cdecl CTableFrameSink::OnEventGameEnd(WORD wChairID, IServerUserItem * pIServerUserItem, BYTE cbReason) { switch (cbReason) { case GER_NORMAL: //常规结束 { //变量定义 CMD_S_GameEnd GameEnd; GameEnd.wWinUser=wChairID; //计算分差 LONG lUserScore[2]; IServerUserItem * pIServerUserItem1=m_pITableFrame->GetServerUserItem(0); IServerUserItem * pIServerUserItem2=m_pITableFrame->GetServerUserItem(1); lUserScore[0]=pIServerUserItem1->GetUserData()->UserScoreInfo.lScore; lUserScore[1]=pIServerUserItem2->GetUserData()->UserScoreInfo.lScore; LONG lScoreMargin=(lUserScore[0]>lUserScore[1])?(lUserScore[0]-lUserScore[1]):(lUserScore[1]-lUserScore[0]); //计算积分 if (wChairID!=INVALID_CHAIR) { //赢棋算分 WORD wWinUser=wChairID; WORD wLostUser=(wChairID+1)%GAME_PLAYER; if (lScoreMargin<100L) { if (lUserScore[wWinUser]>=lUserScore[wLostUser]) { GameEnd.lUserScore[wWinUser]=10L-lScoreMargin/10L; GameEnd.lUserScore[wLostUser]=-GameEnd.lUserScore[wWinUser]; } else { GameEnd.lUserScore[wWinUser]=10L+lScoreMargin/10L; GameEnd.lUserScore[wLostUser]=-GameEnd.lUserScore[wWinUser]; } } else if (lScoreMargin<200L) { GameEnd.lUserScore[wWinUser]=1L; GameEnd.lUserScore[wLostUser]=-1L; } else { GameEnd.lUserScore[0]=0L; GameEnd.lUserScore[1]=0L; } //写入积分 m_pITableFrame->WriteUserScore((WORD)0, GameEnd.lUserScore[0], 0, wWinUser == 0 ? enScoreKind_Win : enScoreKind_Lost ); m_pITableFrame->WriteUserScore((WORD)1, GameEnd.lUserScore[1], 0, wWinUser == 1 ? enScoreKind_Win : enScoreKind_Lost ); } else { //和棋算分 if (lScoreMargin<100L) { GameEnd.lUserScore[0]=(lUserScore[1]-lUserScore[0])/10L; GameEnd.lUserScore[1]=-GameEnd.lUserScore[0]; } else if (lScoreMargin<200L) { GameEnd.lUserScore[0]=(lUserScore[1]-lUserScore[0])?1L:-1L; GameEnd.lUserScore[1]=-GameEnd.lUserScore[0]; } else { GameEnd.lUserScore[0]=0L; GameEnd.lUserScore[1]=0L; } //写入积分 m_pITableFrame->WriteUserScore((WORD)0, GameEnd.lUserScore[0], 0, enScoreKind_Draw ); m_pITableFrame->WriteUserScore((WORD)1, GameEnd.lUserScore[1], 0, enScoreKind_Draw ); } //发送消息 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(); //切换用户 m_wBlackUser=(m_wBlackUser+1)%GAME_PLAYER; return true; } case GER_USER_LEFT: //用户强退 { //更改积分 LONG lScore = -30L; m_pITableFrame->WriteUserScore(wChairID,lScore, 0, enScoreKind_Flee); //发送消息 CMD_S_GameEnd GameEnd; memset(&GameEnd,0,sizeof(GameEnd)); GameEnd.wWinUser=INVALID_CHAIR; GameEnd.lUserScore[wChairID]=lScore; //发送消息 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(); //切换用户 m_wBlackUser=(m_wBlackUser+1)%GAME_PLAYER; return true; } } //效验结果 ASSERT(FALSE); return false; } //发送场景 bool __cdecl CTableFrameSink::SendGameScene(WORD wChiarID, IServerUserItem * pIServerUserItem, BYTE cbGameStation, bool bSendSecret) { switch (cbGameStation) { case GS_FREE: //空闲状态 { //构造数据 CMD_S_StatusFree StatusFree; memset(&StatusFree,0,sizeof(StatusFree)); StatusFree.wBlackUser=m_wBlackUser; //发送场景 return m_pITableFrame->SendGameScene(pIServerUserItem,&StatusFree,sizeof(StatusFree)); } case GS_PLAYING: //游戏状态 { //发送棋谱 WORD wBufferSize=0; BYTE cbBuffer[SOCKET_PACKET]; for (INT_PTR i=0;isizeof(cbBuffer)) { m_pITableFrame->SendUserData(pIServerUserItem,SUB_S_CHESS_MANUAL,cbBuffer,wBufferSize); wBufferSize=0; } CopyMemory(cbBuffer+wBufferSize,&m_GameLogic.m_ChessManualInfo[i],sizeof(tagChessManual)); wBufferSize+=sizeof(tagChessManual); } if (wBufferSize>0) m_pITableFrame->SendUserData(pIServerUserItem,SUB_S_CHESS_MANUAL,cbBuffer,wBufferSize); //构造场景 CMD_S_StatusPlay StatusPlay; memset(&StatusPlay,0,sizeof(StatusPlay)); //设置场景 StatusPlay.wGameClock=GAME_CLOCK; StatusPlay.wBlackUser=m_wBlackUser; StatusPlay.wCurrentUser=m_wCurrentUser; CopyMemory(StatusPlay.cbBegStatus,m_cbBegStatus,sizeof(m_cbBegStatus)); CopyMemory(StatusPlay.ChessItemArray,m_GameLogic.m_ChessItem,sizeof(StatusPlay.ChessItemArray)); CopyMemory(StatusPlay.wChessStepCount,m_GameLogic.m_wStepCount,sizeof(StatusPlay.wChessStepCount)); //时间变量 for (WORD i=0;iwUserClock) StatusPlay.wLeftClock[i]=m_wLeftClock[i]-wUserClock; } else StatusPlay.wLeftClock[i]=m_wLeftClock[i]; } //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_MOVE_CHESS: //移动棋子 { //效验数据 ASSERT(wDataSize==sizeof(CMD_C_MoveChess)); if (wDataSize!=sizeof(CMD_C_MoveChess)) return false; //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 CMD_C_MoveChess * pMoveChess=(CMD_C_MoveChess *)pDataBuffer; return OnUserMoveChess(pUserData->wChairID,pMoveChess->cbXSourcePos,pMoveChess->cbYSourcePos,pMoveChess->cbXTargetPos,pMoveChess->cbYTargetPos,pMoveChess->cbSwitchChess); } case SUB_C_REGRET_REQ: //悔棋请求 { //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 return OnUserRegretReq(pUserData->wChairID); } case SUB_C_REGRET_ANSWER: //悔棋应答 { //效验数据 ASSERT(wDataSize==sizeof(CMD_C_RegretAnswer)); if (wDataSize!=sizeof(CMD_C_RegretAnswer)) return false; //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 CMD_C_RegretAnswer * pRegretAnswer=(CMD_C_RegretAnswer *)pDataBuffer; return OnUserRegretAnswer(pUserData->wChairID,pRegretAnswer->cbApprove); } case SUB_C_PEACE_REQ: //求和请求 { //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 return OnUserPeaceReq(pUserData->wChairID); } case SUB_C_PEACE_ANSWER: //求和应答 { //效验数据 ASSERT(wDataSize==sizeof(CMD_C_PeaceAnswer)); if (wDataSize!=sizeof(CMD_C_PeaceAnswer)) return false; //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 CMD_C_PeaceAnswer * pPeaceAnswer=(CMD_C_PeaceAnswer *)pDataBuffer; return OnUserPeaceAnswer(pUserData->wChairID,pPeaceAnswer->cbApprove); } case SUB_C_GIVEUP_REQ: //认输请求 { //用户效验 tagServerUserData * pUserData=pIServerUserItem->GetUserData(); if (pUserData->cbUserStatus!=US_PLAY) return true; //消息处理 return OnUserGiveUp(pUserData->wChairID); } } return false; } //框架消息处理 bool __cdecl CTableFrameSink::OnFrameMessage(WORD wSubCmdID, const void * pDataBuffer, WORD wDataSize, IServerUserItem * pIServerUserItem) { return false; } //移动棋子 bool CTableFrameSink::OnUserMoveChess(WORD wChairID, BYTE cbXSourcePos, BYTE cbYSourcePos, BYTE cbXTargetPos, BYTE cbYTargetPos, BYTE cbSwitchChess) { //游戏状态 if (m_pITableFrame->GetGameStatus()!=GS_PLAYING) return true; //效验参数 ASSERT((cbXSourcePos<8)&&(cbYSourcePos<8)); ASSERT((cbXTargetPos<8)&&(cbYTargetPos<8)); if ((cbXSourcePos>=8)||(cbYSourcePos>=8)) return false; if ((cbXTargetPos>=8)||(cbYTargetPos>=8)) return false; //效验用户 ASSERT(m_wCurrentUser==wChairID); if (m_wCurrentUser!=wChairID) return false; //点棋判断 BYTE cbUserColor=(wChairID==m_wBlackUser)?BLACK_CHESS:WHITE_CHESS; const tagChessItem * pSourceChessItem=m_GameLogic.GetChessItem(cbXSourcePos,cbYSourcePos); ASSERT((pSourceChessItem!=NULL)&&(pSourceChessItem->cbColor==cbUserColor)); if ((pSourceChessItem==NULL)||(pSourceChessItem->cbColor!=cbUserColor)) return false; //移动棋子 if (m_GameLogic.IsWalkLegality(cbXSourcePos,cbYSourcePos,cbXTargetPos,cbYTargetPos)==false) return false; if (m_GameLogic.MoveChess(cbXSourcePos,cbYSourcePos,cbXTargetPos,cbYTargetPos,cbSwitchChess)==enMoveType_Error) return false; //结束判断 bool bGameEnd=m_GameLogic.IsGameFinish((m_wCurrentUser==m_wBlackUser)?WHITE_CHESS:BLACK_CHESS); //计算时间 DWORD dwNowClock=(DWORD)time(NULL); WORD wUseClock=(WORD)(dwNowClock-m_dwLastClock); m_dwLastClock=dwNowClock; m_wLeftClock[m_wCurrentUser]-=__min(wUseClock,m_wLeftClock[m_wCurrentUser]); //切换用户 m_wCurrentUser=(m_wCurrentUser+1)%GAME_PLAYER; //构造数据 CMD_S_MoveChess MoveChess; MoveChess.cbXSourcePos=cbXSourcePos; MoveChess.cbYSourcePos=cbYSourcePos; MoveChess.cbXTargetPos=cbXTargetPos; MoveChess.cbYTargetPos=cbYTargetPos; MoveChess.cbSwitchChess=cbSwitchChess; MoveChess.wCurrentUser=m_wCurrentUser; CopyMemory(MoveChess.wLeftClock,m_wLeftClock,sizeof(MoveChess.wLeftClock)); //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_MOVE_CHESS,&MoveChess,sizeof(MoveChess)); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_MOVE_CHESS,&MoveChess,sizeof(MoveChess)); //结束游戏 if (bGameEnd==true) OnEventGameEnd(wChairID,NULL,GER_NORMAL); return true; } //悔棋请求 bool CTableFrameSink::OnUserRegretReq(WORD wChairID) { //游戏状态 if (m_pITableFrame->GetGameStatus()!=GS_PLAYING) return true; //状态判断 if ((m_cbBegStatus[wChairID]&GU_WAIT_REGRET)!=0) return false; if (m_GameLogic.GetStepCount((wChairID==m_wBlackUser)?BLACK_CHESS:WHITE_CHESS)==0) return false; //判断次数 if (m_cbRegretCount[wChairID]==5) { //发送消息 CMD_S_RegretFaile RegretFaile; RegretFaile.cbFaileReason=FR_COUNT_LIMIT; m_pITableFrame->SendTableData(wChairID,SUB_S_REGRET_FAILE,&RegretFaile,sizeof(RegretFaile)); //系统消息 LPCTSTR pszMessage=TEXT("你已经请求 [ 悔棋 ] 超过 5 次了,不能再次悔棋。"); IServerUserItem * pIServerUserItem=m_pITableFrame->GetServerUserItem(wChairID); m_pITableFrame->SendGameMessage(pIServerUserItem,pszMessage,SMT_INFO); return true; } //设置变量 m_cbRegretCount[wChairID]++; m_cbBegStatus[wChairID]|=GU_WAIT_REGRET; //发送消息 m_pITableFrame->SendTableData((wChairID+1)%GAME_PLAYER,SUB_S_REGRET_REQ); return true; } //悔棋应答 bool CTableFrameSink::OnUserRegretAnswer(WORD wChairID, BYTE cbApprove) { //游戏状态 if (m_pITableFrame->GetGameStatus()!=GS_PLAYING) return true; //状态判断 WORD wRegretUser=(wChairID+1)%GAME_PLAYER; if ((m_cbBegStatus[wRegretUser]&GU_WAIT_REGRET)==0) return false; //设置变量 m_cbBegStatus[wRegretUser]&=~GU_WAIT_REGRET; //消息处理 if (cbApprove==FALSE) { CMD_S_RegretFaile RegretFaile; RegretFaile.cbFaileReason=FR_PLAYER_OPPOSE; m_pITableFrame->SendTableData(wRegretUser,SUB_S_REGRET_FAILE,&RegretFaile,sizeof(RegretFaile)); return true; } //构造数据 CMD_S_RegretResult RegretResult; memset(&RegretResult,0,sizeof(RegretResult)); //计算次数 WORD wStepCount=m_GameLogic.GetStepCount((wRegretUser==m_wBlackUser)?BLACK_CHESS:WHITE_CHESS); if (wStepCount>0) RegretResult.cbRegretCount++; wStepCount=m_GameLogic.GetStepCount((wChairID==m_wBlackUser)?BLACK_CHESS:WHITE_CHESS); if ((wRegretUser==m_wCurrentUser)&&(wStepCount>0)) RegretResult.cbRegretCount++; //悔棋操作 m_GameLogic.RegretChess(RegretResult.cbRegretCount); //计算时间 DWORD dwNowClock=(DWORD)time(NULL); WORD wUseClock=(WORD)(dwNowClock-m_dwLastClock); m_wLeftClock[m_wCurrentUser]-=__min(wUseClock,m_wLeftClock[m_wCurrentUser]); CopyMemory(RegretResult.wLeftClock,m_wLeftClock,sizeof(RegretResult.wLeftClock)); //切换用户 m_wCurrentUser=(m_wCurrentUser+RegretResult.cbRegretCount)%GAME_PLAYER; RegretResult.wRegretUser=wRegretUser; RegretResult.wCurrentUser=m_wCurrentUser; //发送消息 m_pITableFrame->SendTableData(INVALID_CHAIR,SUB_S_REGRET_RESULT,&RegretResult,sizeof(RegretResult)); m_pITableFrame->SendLookonData(INVALID_CHAIR,SUB_S_REGRET_RESULT,&RegretResult,sizeof(RegretResult)); return true; } //求和请求 bool CTableFrameSink::OnUserPeaceReq(WORD wChairID) { //游戏状态 if (m_pITableFrame->GetGameStatus()!=GS_PLAYING) return true; //用户状态 ASSERT((m_cbBegStatus[wChairID]&GU_WAIT_PEACE)==0); if ((m_cbBegStatus[wChairID]&GU_WAIT_PEACE)!=0) return false; //求和次数 if (m_cbPeaceCount[wChairID]>=3) { LPCTSTR pszMessage=TEXT("你的 [ 求和 ] 次数已经超过 3 次了,请求不能处理。"); IServerUserItem * pIServerUserItem=m_pITableFrame->GetServerUserItem(wChairID); m_pITableFrame->SendGameMessage(pIServerUserItem,pszMessage,SMT_INFO); return true; } //设置变量 m_cbPeaceCount[wChairID]++; m_cbBegStatus[wChairID]|=GU_WAIT_PEACE; //发送消息 m_pITableFrame->SendTableData((wChairID+1)%GAME_PLAYER,SUB_S_PEACE_REQ); return true; } //求和应答 bool CTableFrameSink::OnUserPeaceAnswer(WORD wChairID, BYTE cbApprove) { //游戏状态 if (m_pITableFrame->GetGameStatus()!=GS_PLAYING) return true; //用户状态 WORD wPeaceUser=(wChairID+1)%GAME_PLAYER; if ((m_cbBegStatus[wPeaceUser]&GU_WAIT_PEACE)==0) return true; //设置变量 m_cbBegStatus[wPeaceUser]&=~GU_WAIT_PEACE; //消息处理 if (cbApprove==FALSE) m_pITableFrame->SendTableData(wPeaceUser,SUB_S_PEACE_ANSWER); else OnEventGameEnd(INVALID_CHAIR,NULL,GER_NORMAL); return true; } //认输事件 bool CTableFrameSink::OnUserGiveUp(WORD wChairID) { //游戏状态 if (m_pITableFrame->GetGameStatus()!=GS_PLAYING) return true; //结束游戏 OnEventGameEnd((wChairID+1)%GAME_PLAYER,NULL,GER_NORMAL); return true; } ////////////////////////////////////////////////////////////////////////// ...展开收缩
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