BYTE bTempArray[GAME_PLAYER*MAX_COUNT];
m_GameLogic.RandCardList(bTempArray,sizeof(bTempArray));
//混乱扑克
void CGameLogic::RandCardList(BYTE cbCardBuffer[], BYTE cbBufferCount)
{
//CopyMemory(cbCardBuffer,m_cbCardListData,cbBufferCount);
//混乱准备
BYTE cbCardData[CountArray(m_cbCardListData)];
CopyMemory(cbCardData,m_cbCardListData,sizeof(m_cbCardListData));
//混乱扑克
BYTE bRandCount=0,bPosition=0;
do
{
bPosition=rand()%(CountArray(m_cbCardListData)-bRandCount);
cbCardBuffer[bRandCount++]=cbCardData[bPosition];
cbCardData[bPosition]=cbCardData[CountArray(m_cbCardListData)-bRandCount];
} while (bRandCount<cbBufferCount);
return;
}