cocos2dx 制作单机麻将(四)
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2022-05-29 17:52:01
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cocos2dx 制作单机麻将(四) 麻将逻辑5.模拟出牌 [cpp] view plaincopy // //main.cpp //MajiangLogicTest // //CreatedbyTinyUlton14-8-16. //Copyright(c)2014年TinyUlt.Allrightsreserved. // #includeiostream using namespace std; #defineMAX_REPERTORY
cocos2dx 制作单机麻将(四)
麻将逻辑5.模拟出牌
[cpp] view plaincopy
- //
- // main.cpp
- // MajiangLogicTest
- //
- // Created by TinyUlt on 14-8-16.
- // Copyright (c) 2014年 TinyUlt. All rights reserved.
- //
-
#include
- using namespace std;
- #define MAX_REPERTORY 144
- typedef unsigned char BYTE;
- typedef unsigned short WORD;
- //数组维数
- #ifndef CountArray
- #define CountArray(Array) (sizeof(Array)/sizeof(Array[0]))
- #endif
- //逻辑掩码
- #define MASK_COLOR 0xF0 //花色掩码
- #define MASK_VALUE 0x0F //数值掩码
- #define MAX_INDEX 42 //最大索引
- #define MAX_COUNT 14 //最大数目
- const BYTE m_cbCardDataArray[MAX_REPERTORY]=
- {
- 0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09, //万子
- 0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09, //万子
- 0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09, //万子
- 0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09, //万子
- 0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19, //同子
- 0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19, //同子
- 0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19, //同子
- 0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19, //同子
- 0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29, //索子
- 0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29, //索子
- 0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29, //索子
- 0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29, //索子
- 0x31,0x32,0x33,0x34, //风牌
- 0x31,0x32,0x33,0x34, //风牌
- 0x31,0x32,0x33,0x34, //风牌
- 0x31,0x32,0x33,0x34, //风牌
- 0x41,0x42,0x43, //箭牌
- 0x41,0x42,0x43, //箭牌
- 0x41,0x42,0x43, //箭牌
- 0x41,0x42,0x43, //箭牌
- 0x51,0x52,0x53,0x54,0x55,0x56,0x57,0x58, //花牌
- };
- const char* m_cbCardWordArray[MAX_INDEX]=
- {
- "一万","二万","三万","四万","五万","六万","七万","八万","九万",
- "一筒","二筒","三筒","四筒","五筒","六筒","七筒","八筒","九筒",
- "一索","二索","三索","四索","五索","六索","七索","八索","九索",
- "东", "南", "西", "北", "中", "发", "白",
- "春", "夏", "秋", "冬", "梅", "兰", "竹", "菊"
- };
- //混乱扑克
- static void RandCardData(BYTE cbCardData[],BYTE cbMaxCount)
- {
- //混乱准备
- BYTE cbCardDataTemp[CountArray(m_cbCardDataArray)];//为什么直接用MAX_REPERTORY? 因为这样无耦合
- memcpy(cbCardDataTemp,m_cbCardDataArray,sizeof(m_cbCardDataArray));//拷贝一份到临时牌数组中
- //混乱扑克(关键的核心打乱代码)
- BYTE cbRandCount=0,cbPosition=0;
- do
- {
- cbPosition=rand()%(cbMaxCount-cbRandCount);
- cbCardData[cbRandCount++]=cbCardDataTemp[cbPosition];
- cbCardDataTemp[cbPosition]=cbCardDataTemp[cbMaxCount-cbRandCount];
-
} while (cbRandCount
- return;
- }
- //混乱扑克2
- void RandAppointCardData(BYTE cbCardData[],BYTE cbMaxCount,BYTE OriginalData[]/*源牌堆数据*/)
- {
- //混乱扑克
- BYTE cbRandCount=0,cbPosition=0;
- do
- {
- cbPosition=rand()%(cbMaxCount-cbRandCount);
- cbCardData[cbRandCount++]=OriginalData[cbPosition];
- OriginalData[cbPosition]=OriginalData[cbMaxCount-cbRandCount];
-
} while (cbRandCount
- return;
- }
- //扑克转换(索引->牌值)
- BYTE SwitchToCardData(BYTE cbCardIndex)
- {
- //assert(cbCardIndex
- if(cbCardIndexreturn ((cbCardIndex/9)
- if(cbCardIndex>=31&&cbCardIndexreturn(((cbCardIndex/7)
- if(cbCardIndex>33) return(cbCardIndex+0x2F);
- //assert(false);
- return 0;
- }
- //扑克转换(牌型->索引)
- BYTE SwitchToCardIndex(BYTE cbCardData)
- {
- // ASSERT(IsValidCard(cbCardData));
- if((cbCardData&MASK_COLOR)
- return (((cbCardData&MASK_COLOR)>>4)*9+(cbCardData&MASK_VALUE)-1);
- if((cbCardData&MASK_COLOR)==0x40)
- return (31+(cbCardData&MASK_VALUE)-1);
- if((cbCardData&MASK_COLOR)==0x50)
- return (34+(cbCardData&MASK_VALUE)-1);
- //ASSERT(false);
- return 0;
- }
- //扑克转换
- BYTE SwitchToCardData(BYTE cbCardIndex[MAX_INDEX]/*传入统计所有牌数量的表格*/, BYTE cbCardData[MAX_COUNT]/*传出手牌数据*/)
- {
- //转换扑克
- BYTE cbPosition=0;
-
for (BYTE i=0;i
- {
- if (cbCardIndex[i]!=0)
- {
-
for (BYTE j=0;j
- {
-
// ASSERT(cbPosition
- cbCardData[cbPosition++]=SwitchToCardData(i);
- }
- }
- }
- return cbPosition;//返回手牌数
- }
- //根据中文牌,得到牌索引
- int getIndexByWord(const char* ch)
- {
- for (int i = 0; i
- {
- if (!strcmp(ch,m_cbCardWordArray[i]))
- {
- return i;
- }
- }
- return -1;
- }
- //删除扑克
- bool RemoveCard(BYTE cbCardIndex[MAX_INDEX], BYTE cbRemoveCard)
- {
- //效验扑克
- //ASSERT(IsValidCard(cbRemoveCard));
- BYTE cbRemoveIndex=SwitchToCardIndex(cbRemoveCard);
- //ASSERT(cbCardIndex[cbRemoveIndex]>0);
- //删除扑克
- if (cbCardIndex[cbRemoveIndex]>0)
- {
- cbCardIndex[cbRemoveIndex]--;
- return true;
- }
- //失败效验
- // ASSERT(FALSE);
- return false;
- }
- int main(int argc, const char * argv[])
- {
- // insert code here...
- /*第一种混乱发*/
- //创建一个空牌堆
- BYTE _cardData1[MAX_REPERTORY];
- //把在该函数中创建并打乱牌堆,然后把指针传给_cardData;
- RandCardData(_cardData1, MAX_REPERTORY);
- //输出牌数据
- cout"混乱初始牌堆"
- for (int i = 0 ; i
- {
- cout"0x"int(_cardData1[i])" ";
- }
- cout
- cout
- /*第二种混乱发*/
- //创建一个空牌堆
- BYTE _cardData2[MAX_REPERTORY];
- //把在该函数中创建并打乱牌堆,然后把指针传给_cardData;
- RandAppointCardData(_cardData2, MAX_REPERTORY,_cardData1);
- //输出牌数据
- cout"混乱指定牌堆"
- for (int i = 0 ; i
- {
- cout"0x"int(_cardData2[i])" ";
- }
- cout
- cout
- /*添加手牌*/
- //虚拟一副手牌 开始游戏时,每人13张手牌,然后庄家再摸一张牌即14张
- //我们使用上面初始化好的牌堆,进行摸牌,假设只有一个玩家
- BYTE cbCardIndex[MAX_INDEX];
- for (int i = 0; i
- {
- BYTE _cardValue = _cardData2[i];//得到牌堆中的牌
- int _index = SwitchToCardIndex(_cardValue);//得到该牌对应的索引
- cbCardIndex[_index]++;//该牌型加一
- }
- cout"输出所有牌型对应的数量"
- for (int i = 0; i
- {
- cout"(0x"int(SwitchToCardData(i))"):"int)cbCardIndex[i]" ";//输出手牌中所有牌型对应的数量
- }
- cout
- cout
- cout"输出手牌数据"
- BYTE cbCardData[MAX_COUNT];
- int _handsCount = (int)SwitchToCardData(cbCardIndex,cbCardData);
- cout"手牌数量为:"
- for (int i = 0 ; i
- {
- cout"(0x"int)cbCardData[i]") ";
- }
- cout
- cout
- /*出牌*/
- char ch[20];
- cout"输入要出的牌(比如 三万): ";
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