function multer($is_new)
{
if ($is_new) {
- // return (pow(2, $this->mult) * $this->asta2mult($this->asta_pnt));
return (static::s_multer($this->mult, $this->asta_pnt));
}
else {
- // return (pow(2, $this->old_mult) * $this->asta2mult($this->old_asta_pnt));
return (static::s_multer($this->old_mult, $this->old_asta_pnt));
}
}
return (pow(2, $mult) * static::asta2mult($pnt));
}
+ static function s_point_calc($pnt_done, $mult, $pnt_req, $is_allpoints)
+ {
+ return ($pnt_done * static::s_multer($mult, $pnt_req) * ($is_allpoints ? 2 : 1));
+ }
+
// function bunch_create_old() function AND
// {
// $ret = array();
{
GLOBAL $G_all_points, $G_dbasetype;
- $pts = array();
+ $pnts_sav = array();
$this->old_act = $action;
if ($action == BIN5_RULES_ALLPASS) { // return TRUE if all correct
$this->old_pnt = 0;
$this->mult_inc(1);
for ($i = 0 ; $i < PLAYERS_N ; $i++) {
- $pts[$i] = 0;
+ $pnts_sav[$i] = 0;
}
$game_delta = 1;
$this->mult_inc(1);
for ($i = 0 ; $i < PLAYERS_N ; $i++) {
- $pts[$i] = 0;
+ $pnts_sav[$i] = 0;
}
// Non si cambia mazzo se si abbandona la partita
$this->points[$this->points_n % MAX_POINTS] = array();
for ($i = 0 ; $i < BIN5_PLAYERS_N ; $i++) {
$this->points[$this->points_n % MAX_POINTS][$i] = 0;
- $pts[$i] = 0;
+ $pnts_sav[$i] = 0;
}
$this->points_n++;
$this->old_pnt = $pro;
$this->mult_inc(1);
- // return($pts);
break;
}
else
$sig = -1;
+ // TAG: POINTS_MANAGEMENT
$this->points[$this->points_n % MAX_POINTS] = array();
for ($i = 0 ; $i < BIN5_PLAYERS_N ; $i++) {
if ($i == $this->asta_win)
- $pt = ($i == $this->friend ? 4 : 2);
+ $pnt = ($i == $this->friend ? 4 : 2);
else if ($i == $this->friend)
- $pt = 1;
+ $pnt = 1;
else
- $pt = -1;
-
- log_wr(sprintf("PRO: pt[%d][%d] = %d", $this->points_n % MAX_POINTS, $i, $pt));
+ $pnt = -1;
- $pt = $pt * $sig * $this->multer(TRUE) * ($pro == 120 ? 2 : 1);
+ log_wr(sprintf("PRO: pt[%d][%d] = %d", $this->points_n % MAX_POINTS, $i, $pnt));
- log_wr(sprintf("PRO:[%d][%d][%d]", $sig, $this->multer(TRUE), ($pro == 120 ? 2 : 1)));
+ $pnt_sav = static::s_point_calc($pnt * $sig, 0, $this->asta_pnt, ($pro == 120));
+ $pnt_tab = static::s_point_calc($pnt * $sig, $this->mult, $this->asta_pnt, ($pro == 120));
- $this->points[$this->points_n % MAX_POINTS][$i] = $pt;
- $this->total[$i] += $pt;
- $pts[$i] = $pt;
+ $this->points[$this->points_n % MAX_POINTS][$i] = $pnt_tab;
+ $this->total[$i] += $pnt_tab;
+ $pnts_sav[$i] = $pnt_sav;
}
$this->points_n++;
$this->old_pnt = $pro;
$this->old_asta_win = $this->asta_win;
$this->mult_set(0);
-
- // return($pts);
} while (0);
$game_delta = 1;
}
$ucodes[$i] = $user_cur->code_get();
/* pro log */
- $plist .= '|'.xcapelt($user_cur->name).'|'.$pts[$i];
+ $plist .= '|'.xcapelt($user_cur->name).'|'.$pnts_sav[$i];
$codes .= '|'.xcapelt($user_cur->code_get());
}
$plist .= $codes;
require_once("../Obj/dbase_".$G_dbasetype.".phh");
if (($bdb = BriskDB::create()) != FALSE) {
- $bdb->bin5_points_save($curtime, $this, $user->table_orig, $action, $ucodes, $pts);
+ $bdb->bin5_points_save($curtime, $this, $user->table_orig, $action, $ucodes, $pnts_sav);
unset($bdb);
}
else {
class Bin5 {
static $delta_t = array();
+ var $brisk;// room object reference
var $user;
var $table;
exit;
}
+ $this->brisk = $brisk;
$user = $brisk->user;
$table = $brisk->table[$table_idx];
-
log_wr("Bin5 constructor");
for ($i = 0 ; $i < $table->player_n ; $i++) {
return TRUE;
break;
}
+ $bri->brisk->sess_cur_set($user->sess);
+
// close a previous opened index_read_ifra socket, if exists
if (($prev = $user->rd_socket_get()) != NULL) {
$s_a_p->socks_unset($user->rd_socket_get());
$ret = "";
$user = $bri->user[$table->player[$table_pos]];
+ // TAG: POINTS_MANAGEMENT
$pnt_min = $table->points_n - MAX_POINTS < 0 ? 0 : $table->points_n - MAX_POINTS;
$noty = sprintf('<table class=\"points\"><tr><th></th>');