斗地主发牌器,并对玩家手牌进行从大到小的排序C++

       因为我想要按照斗地主的规则对用户手牌进行排序,我直接用一个string数组hand[]来储存所有的牌,并从大到小排序,接下来我只需要保存每一个用户所拥有的hand数组的下标,并将下标由大到小排序,输出时即可获得已经排好序的手牌。

直接看代码,比较好懂

#include <iostream>
#include <time.h>
#include <iomanip>
#include <algorithm>
#include <string>

using namespace std;
//按照从小到大的顺序 保存54张牌,w表示小王,W表示大王
string hand[] = { "3","3","3","3","4","4","4","4","5","5","5","5","6","6","6","6","7","7","7","7","8",
				  "8","8","8","9","9","9","9","10","10","10","10","J","J","J","J","Q","Q","Q","Q","K",
				  "K","K","K","A","A","A","A","2","2","2","2","w","W" };

int sub[54];//用来对应hand数组的每个元素的下标

//随机发牌
void deal_card(string hand[], int player[3][20]) {
	int leftNum = 54;//剩余牌的数量 
	int ranNum;//随机下标 
	for (int i = 0; i < 17; i++) {
		for (int j = 0; j < 3; j++) {
			srand((unsigned)time(NULL));//定义seed种子,用于rand生成不重复的随机数 
			ranNum = rand() % leftNum;//在[0,leftNum)中生成随机数 
			player[j][i] = sub[ranNum];
			sub[ranNum] = sub[leftNum - 1];//将随机数对应下标的元素和最后一个元素 进行交换 
			leftNum--;
		}
	}
}

//对用户的手牌进行从大到小的排序
void sort_card(int player[3][20]) {
	for (int i = 0; i < 3; i++) {
		sort(player[i], player[i] + 17, greater<int>());//将玩家手牌按从大到小排序 
		}

}

//输出三个玩家的手牌和剩下的底牌
void print_card(int player[3][20]){
	for (int i = 0; i < 3; i++) {
		cout << "玩家" << i + 1 << "的手牌:";
		for (int j = 0; j < 17; j++) {
			cout << setw(3) << hand[player[i][j] - 1];
		}
		cout << endl;
	}
	cout << "三张底牌:";
	for (int i = 0; i < 3; i++) {
		cout << setw(3) << hand[sub[i] - 1];
	}
}
int main()
{
	int player[3][20];//三个玩家的手牌
	for (int i = 0; i < 54; i++) {//对sub初始化
		sub[i] = i + 1;
	}
	deal_card(hand,player);
	sort_card(player);
	print_card(player);
	cout << endl;
	return 0;
	system("pause");
}

输出结果:

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C++写的基于MFC界面的斗地主小游戏源码,内含详细注释,附带了简单的AI出牌规则,放出来供大家参考交流。vs2010编写,vs2015测试可用,理论上vs05及以上都可正常编译运行。 void Judge::MainFlow() { switch(DataCenter::Instance().GetPlayState()) { case EM_LandHolderBorn_PlayState: { //先检查是否已经问完了 //遍历玩家检查是否已经询问过了,如果已经都问过了,则设置叫分最高的为地主 BOOL bAllAsked = TRUE;//是否已经询问完了 vector & vecPlayer = DataCenter::Instance().GetPlayerList(); for (UINT i = 0; i m_nCurHighstScore) { m_nCurHighstScore = vecPlayer[i].GetLandOwerScore(); m_pToBeLandOwer = &vecPlayer;[i]; } if (vecPlayer[i].GetLandOwerScore() SetLandOwer(TRUE); } //然后根据情况执行询问流程 //如果地主已经产生,则跳入下一阶段 if (NULL != DataCenter::Instance().GetLandOwner()) { m_pCurPlayer = NULL; DataCenter::Instance().SetPlayState(EM_WaitPlayer_PlayState); MainFlow(); return; } //如果当前player为空,设置当前player为地主牌得主 if (m_pCurPlayer == NULL) { m_pCurPlayer = DataCenter::Instance().GetLandOwnerCardHolder(); } //对当前玩家执行地主问询 ASSERT(m_pCurPlayer); m_pCurPlayer->ExcuteCallLandOwer(); } break; case EM_WaitPlayer_PlayState: { //如果游戏已经结束,则执行结束逻辑 BOOL bLandOwerWin = FALSE; if (DataCenter::Instance().IsOver(bLandOwerWin)) { if (bLandOwerWin) { AfxMessageBox(_T("地主赢了!")); } else { AfxMessageBox(_T("佃户赢了!")); } DataCenter::Instance().SetPlayState(EM_WaitToStart_PlayState); //将所有玩家明牌 DataCenter::Instance().ShowAllPlayerCard(); RefreshView(); return; } //如果是出牌阶段而当前player为空,设置当前player为地主,并发予底牌 if (m_pCurPlayer == NULL) { m_pCurPlayer = DataCenter::Instance().GetLandOwner(); DataCenter::Instance().SendOutBottomCard(); RefreshView(); } ASSERT(m_pCurPlayer); m_pCurPlayer->ExcuteCallCardPlay(); } break; } } void Judge::CurPlayerCallScore(int nScore) { if (m_pCurPlayer == NULL) { ASSERT(FALSE); return; } //将玩家选择的分数设置给玩家 m_pCurPlayer->SetLandOwerScore(nScore); //如果当前玩家为空,直接返回 if(m_pCurPlayer == NULL) { return; } if (nScore == 3) { //如果玩家叫了三分,直接设为地主 m_pCurPlayer->SetLandOwer(TRUE); } else { //玩家叫的不是三分,则记下玩家叫的分数 m_pCurPlayer->SetLandOwerScore(nScore); } if (nScore == 0) { CString strWord; strWord.Format(_T("不叫")); m_pCurPlayer->Say(strWord); } else { CString strWord; strWord.Format(_T("%d分"), nScore); m_pCurPlayer->Say(strWord); } //玩家叫分后隐藏叫地主按钮 Judge::Instance().ShowCallLandOwerBtn(FALSE); //切换到下一个玩家,流程继续 SwitchToNextPlayer(); MainFlow(); }
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