//排列扑克 void CShowHandCard::SortCard() { if (m_bCardCount>0) { BYTE bTemp,bLast=m_bCardCount-1; BOOL bSorted=TRUE; do { bSorted=TRUE; for (BYTE i=0;i<bLast;i++) { if (CompareOnlyOne(m_CardArray[i],m_CardArray[i+1])==false) { bTemp=m_CardArray[i]; m_CardArray[i]=m_CardArray[i+1]; m_CardArray[i+1]=bTemp; bSorted=FALSE; } } bLast--; } while(!bSorted); } return; }
//排列扑克 void CCardControl::SortCardData() { if (m_CardDataArray.GetCount()>1) { //变量定义 bool bFinished=true; BYTE bCardDataTemp=0; INT_PTR nLastPos=m_CardDataArray.GetCount()-1; //排序操作 do { bFinished=true; for (INT_PTR i=0;i<nLastPos;i++) { if (CompareOnlyOne(m_CardDataArray[i],m_CardDataArray[i+1])==false) { bCardDataTemp=m_CardDataArray[i]; m_CardDataArray[i]=m_CardDataArray[i+1]; m_CardDataArray[i+1]=bCardDataTemp; bFinished=false; } } nLastPos--; } while (bFinished==false); } return; }
//排列扑克 void CGameLogic::SortCard(BYTE bCardList[], BYTE bCardCount) { bool bSorted=true; BYTE bTemp,bLast=bCardCount-1; do { bSorted=true; for (BYTE i=0;i<bLast;i++) { if (CompareOnlyOne(bCardList[i],bCardList[i+1])==FALSE) { bTemp=bCardList[i]; bCardList[i]=bCardList[i+1]; bCardList[i+1]=bTemp; bSorted=false; } } bLast--; } while (bSorted==false); return; }
//对比散牌 bool CGameLogic::CompareSanCard(BYTE bFirstList[], BYTE bLastList[], BYTE bCardCount) { return CompareOnlyOne(bFirstList[0],bLastList[0]); }
//对比三条 bool CGameLogic::CompareSanTiao(BYTE bFirstList[], BYTE bLastList[]) { return CompareOnlyOne(bFirstList[2],bLastList[2]); }
//对比顺子 bool CGameLogic::CompareShunZhi(BYTE bFirstList[], BYTE bLastList[]) { return CompareOnlyOne(bFirstList[0],bLastList[0]); }