斗地主c++

斗地主 c++

支持DEV

已修复问题,各位可以再找找

/*
斗地主 VER.2
*/
/*
斗地主
*/
#include<bits/stdc++.h>
#define PLAYERCOUNT 3
#define CARDSCOUNT 54
#define CURRENTPLAYER 0
#define VALUECOUNT 17
#define ERROR -1
 
using namespace std;
const char toFigure[]="34567890JQKA 2YZ";
enum COLOR{
     //花色显示ASCII: 3~6
    eHEART=3,//红桃 
    eDIAMOND,//方片 
    eCLUB,   //草花 
    eSPADE   //黑桃 
};
 
class Card;
class CardsType;
class CardGroup;
class Player;
class Landlords;
class LastCards;
bool makeChoice(string tip);
bool cmp(Card* a,Card* b);
 
class Card{
   
  public:
    char figure;
    COLOR color;
    int value;
    Card(char _figure,COLOR _color){
   
        figure=_figure;
        color=_color;
        value=calValue();
    }
    int calValue(){
   
        for(int i=0;toFigure[i];i++){
   
            if(toFigure[i]==figure){
   
                return i;
            }
        }
        return ERROR;
    }
    void print(){
   
        assert(value!=ERROR);
        if(figure=='Z'){
   
            cout<<"ZZ";
        }else if(figure=='Y'){
   
            cout<<"YY";
        }else{
   
            cout<<figure<<(char)color;
        }
        cout<<' ';
    }
};
 
class CardsType{
   
  public:
    //为了规范查找对应牌的方法
    //统一为3个参数cnt1、isContinuous、cnt2
    int typeId;
    string typeStr;
    int cnt1,cnt2;
    bool isContinuous;
    CardsType(){
   
        typeId=ERROR;
    }
    bool operator ==(const CardsType& other)const{
   
        return this->typeId==other.typeId;
    }
    void init(char* _typeStr,int _typeId,int _cnt1,bool _isContinuous,int _cnt2){
   
        cnt1=_cnt1;
        isContinuous=_isContinuous;
        cnt2=_cnt2;
        typeStr=_typeStr;
        typeId=_typeId;
    }
}; 
 
class CardGroup{
   
  public:
    vector<Card*> cards;
    CardsType type;
    void calType(){
   
        int i,n=cards.size();
        //init(typeStr,typeId,cnt1,isContinuous,cnt2)
        if(n==0){
   
            type.init("不出",14,0,0,0);
            return;
        }
        if(n==2&&cards[0]->value==15&&cards[1]->value==14){
   
            type.init("王炸",0,0,0,0);
            return;
        }
        //统计同点数牌有多少张 
        int cntFlag[VALUECOUNT]={
   0};
        for(i=0;i<n;i++){
   
            cntFlag[cards[i]->value]++;
        }
        //统计点数最多和最少的牌 
        int maxCnt=0,minCnt=4;
        for(i=0;i<VALUECOUNT;i++){
    
            if(maxCnt<cntFlag[i]){
   
               maxCnt=cntFlag[i];
            }
            if(cntFlag[i]&&minCnt>cntFlag[i]){
   
               minCnt=cntFlag[i];
            }
        }
        if(n==4&&maxCnt==4){
   
            type.init("炸dan",1,4,0,0);
            return;
        }
        if(n==1){
   
            type.init("单牌",2,1,0,0);
            return;
        }
        if(n==2&&maxCnt==2){
   
            type.init("对子",3,2,0,0);
            return;
        }
        if(n==3&&maxCnt==3){
   
            type.init("三张 ",4,3,0,0);
            return;
        }
        if(n==4&&maxCnt==3){
   
            type.init("三带一",5,3,0,1);
            return;
        }
        if(n==5&&maxCnt==3&&minCnt==2){
   
            type.init("三带一对",6,3,0,2);
            return;
        }
        if(n==6&&maxCnt==4){
   
            type.init("四带二",7,4,0,1);
            return;
        }
        if(n==8&&maxCnt==4&&minCnt==2){
   
            type.init("四带二",8,4,0
C++写的基于MFC界面的斗地主游戏源码,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(); }
评论 12
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值