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1、/ cchessmove.h #include "cchessdef.h" / data define / cchessmove movelist1280 ; / 存储产生的着法队列 int nmovecount ; / 存储当前搜索深度已产生的着法数 / function prototype / / 判断ptposition处是否有同一方的子,若有返回true,否则返回false inline bool havefriend( point ptposition, int fside ); / 判断 x, y 处是否有同一方的子,若有返回true,否则返回false inl

2、ine bool havefriend( byte x, byte y, int fside ); / 判断ptposition处是否有子,若有返回true,否则返回false inline bool haveman( point ptposition ); / 判断 x, y 处是否有子,若有返回true,否则返回false inline bool haveman( byte x, byte y ); / 检查将帅是否碰面,若碰面返回对方王的 y 值坐标,不碰面则返回-1。 / 其中x, y分别为当前走棋方的王所在位置坐标,fside为当前走棋方 int iskingfacetoface(

3、int x, int y, int fside ); / 产生fside方所有着法,返回产生的着法总数。ndepth为当前搜索深度,用于传给addmovetoqueue函数 int generatemove( int fside, int ndepth ); / 将产生的着法加入着法队列。ndepth为当前搜索深度 inline void addmovetoqueue( point ptfrom, point ptto, int ndepth ); / 将产生的着法加入着法队列。ndepth为当前搜索深度 inline void addmovetoqueue( point ptfrom, by

4、te x, byte y, int ndepth ); / programmer-defined function / inline bool havefriend( point ptposition, int fside ) if( cchessboardptposition.xptposition.y = 0 ) return false; else if( sideofman cchessboardptposition.xptposition.y = fside ) return true; else return false; inline bool havefriend( byte

5、x, byte y, int fside ) if( cchessboardxy = 0 ) return false; else if( sideofman cchessboardxy = fside ) return true; else return false; inline bool haveman( point ptposition ) if( cchessboardptposition.xptposition.y = 0 ) return false; else return true; inline bool haveman( byte x, byte y ) if( cche

6、ssboardxy = 0 ) return false; else return true; int iskingfacetoface( int x, int y, int fside ) bool bmaykingfacetoface = false; int i, j ; if( fside = red ) for( i = 9; i >= 7; i - ) / 检查黑将是否在同列 if( cchessboardxi = black_k ) bmaykingfacetoface = true; break; if( bmaykingfacetoface = false ) retu

7、rn -1; for( j = y + 1; j <= i - 1 ; j + ) / 黑将在同列,检查中间是否有隔挡 if( cchessboardxj != 0 ) / 有其他子 return -1; return i; / 将帅碰面,返回黑将的 y 值坐标 else / fside = black for( i = 0; i <= 2; i + ) / 检查红帅是否在同列 if( cchessboardxi = red_k ) bmaykingfacetoface = true; break; if( bmaykingfacetoface = false ) return -

8、1; for( j = y - 1; j >= i + 1 ; j - ) / 红帅在同列,检查中间是否有隔挡 if( cchessboardxj != 0 ) / 有其他子 return -1; return i; / 将帅碰面,返回红帅的 y 值坐标 int generatemove( int fside, int ndepth ) byte ncchessid ; point ptfrom , ptto , pthalf ; int i; nmovecount = 0; int x, y; for( x = 0; x <= 8; x + ) for( y = 0; y <

9、;= 9; y + ) if( cchessboardxy != 0 ) ncchessid = cchessboardxy; if( sideofman ncchessid != fside ) /该子颜色与所要生成着法的颜色不同 continue; ptfrom.x = x ; ptfrom.y = y ; switch( ncchessid ) /=生成红帅的着法 case red_k: / 将帅碰面 i = iskingfacetoface( ptfrom.x, ptfrom.y, fside ); if( i != -1 ) addmovetoqueue( ptfrom, ptfro

10、m.x, i, ndepth ); /纵向 ptto.x = ptfrom.x ; /向前 ptto.y = ptfrom.y + 1 ; if( ptto.y <= 2 ) && ( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /向后 ptto.y = ptfrom.y - 1 ; if( ptto.y >= 0 ) && ( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndep

11、th ); /横向 ptto.y = ptfrom.y ; /向左 ptto.x = ptfrom.x - 1 ; if( ptto.x >= 3 ) && ( ! havefriend( ptto, fside ) ) && ( iskingfacetoface( ptto.x, ptto.y, fside ) = -1 ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /向右 ptto.x = ptfrom.x + 1 ; if( ptto.x <= 5 ) && ( ! havefriend

12、( ptto, fside ) ) && ( iskingfacetoface( ptto.x, ptto.y, fside ) = -1 ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; /=生成黑将的着法 case black_k: / 将帅碰面 i = iskingfacetoface( ptfrom.x, ptfrom.y, fside ); if( i != -1 ) addmovetoqueue( ptfrom, ptfrom.x, i, ndepth ); /纵向 ptto.x = ptfrom.x ; /向前

13、ptto.y = ptfrom.y - 1 ; if( ptto.y >= 7 ) && ( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /向后 ptto.y = ptfrom.y + 1 ; if( ptto.y <= 9 ) && ( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /横向 ptto.y = ptfrom.y ; /向左 ptto.x = ptf

14、rom.x + 1 ; if( ptto.x <= 5 ) && ( ! havefriend( ptto, fside ) ) && ( iskingfacetoface( ptto.x, ptto.y, fside ) = -1 ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /向右 ptto.x = ptfrom.x - 1 ; if( ptto.x >= 3 ) && ( ! havefriend( ptto, fside ) ) && ( iskingfacetofac

15、e( ptto.x, ptto.y, fside ) = -1 ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; /=生成红车的着法 case red_j: /纵向 ptto.x = ptfrom.x ; /向前 for( ptto.y = ptfrom.y + 1; ptto.y <= 9; ptto.y + ) if( haveman( ptto ) ) if( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; addmoveto

16、queue( ptfrom, ptto, ndepth ); /向后 for( ptto.y = ptfrom.y - 1; ptto.y >= 0; ptto.y - ) if( haveman( ptto ) ) if( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; addmovetoqueue( ptfrom, ptto, ndepth ); /横向 ptto.y = ptfrom.y ; /向左 for( ptto.x = ptfrom.x - 1; ptto.x >

17、= 0; ptto.x - ) if( haveman( ptto ) ) if( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; addmovetoqueue( ptfrom, ptto, ndepth ); /向右 for( ptto.x = ptfrom.x + 1; ptto.x <= 8; ptto.x + ) if( haveman( ptto ) ) if( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, pt

18、to, ndepth ); break; addmovetoqueue( ptfrom, ptto, ndepth ); break; /=生成黑车的着法 case black_j: /纵向 ptto.x = ptfrom.x ; /向前 for( ptto.y = ptfrom.y - 1; ptto.y >= 0; ptto.y - ) if( haveman( ptto ) ) if( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; addmovetoqueue( ptfrom

19、, ptto, ndepth ); /向后 for( ptto.y = ptfrom.y + 1; ptto.y <= 9; ptto.y + ) if( haveman( ptto ) ) if( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; addmovetoqueue( ptfrom, ptto, ndepth ); /横向 ptto.y = ptfrom.y ; /向左 for( ptto.x = ptfrom.x + 1; ptto.x <= 8; ptto.x +

20、 ) if( haveman( ptto ) ) if( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; addmovetoqueue( ptfrom, ptto, ndepth ); /向右 for( ptto.x = ptfrom.x - 1; ptto.x >= 0; ptto.x - ) if( haveman( ptto ) ) if( ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth );

21、 break; addmovetoqueue( ptfrom, ptto, ndepth ); break; /=生成红马的着法 case red_m: /pthalf用来存储马腿的位置,以判断该位置是否有子憋马腿 pthalf.x = ptfrom.x ; pthalf.y = ptfrom.y + 1 ; if( pthalf.y <= 8 && ! haveman( pthalf ) ) /11点方向 ptto.x = ptfrom.x - 1 ; ptto.y = ptfrom.y + 2 ; if( ptto.x >= 0 && ! hav

22、efriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /1点方向 ptto.x = ptfrom.x + 1 ; ptto.y = ptfrom.y + 2 ; if( ptto.x <= 8 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); pthalf.x = ptfrom.x + 1 ; pthalf.y = ptfrom.y ; if( pthalf.x <= 7 && !

23、 haveman( pthalf ) ) /2点方向 ptto.x = ptfrom.x + 2 ; ptto.y = ptfrom.y + 1 ; if( ptto.y <= 9 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /4点方向 ptto.x = ptfrom.x + 2 ; ptto.y = ptfrom.y - 1 ; if( ptto.y >= 0 && ! havefriend( ptto, fside ) ) addmovetoqu

24、eue( ptfrom, ptto, ndepth ); pthalf.x = ptfrom.x ; pthalf.y = ptfrom.y - 1 ; if( pthalf.y >= 1 && ! haveman( pthalf ) ) /5点方向 ptto.x = ptfrom.x + 1 ; ptto.y = ptfrom.y - 2 ; if( ptto.x <= 8 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /7点方向 ptto.x =

25、ptfrom.x - 1 ; ptto.y = ptfrom.y - 2 ; if( ptto.x >= 0 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); pthalf.x = ptfrom.x - 1 ; pthalf.y = ptfrom.y ; if( pthalf.x >= 1 && ! haveman( pthalf ) ) /8点方向 ptto.x = ptfrom.x - 2 ; ptto.y = ptfrom.y - 1 ; if( p

26、tto.y >= 0 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /10点方向 ptto.x = ptfrom.x - 2 ; ptto.y = ptfrom.y + 1 ; if( ptto.y <= 9 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); break; /=生成黑马的着法 case black_m: /pthalf用来存储马腿的位置,以判

27、断该位置是否有子憋马腿 pthalf.x = ptfrom.x ; pthalf.y = ptfrom.y + 1 ; if( pthalf.y <= 8 && ! haveman( pthalf ) ) /5点方向 ptto.x = ptfrom.x - 1 ; ptto.y = ptfrom.y + 2 ; if( ptto.x >= 0 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /7点方向 ptto.x = ptfrom.x + 1 ; pt

28、to.y = ptfrom.y + 2 ; if( ptto.x <= 8 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); pthalf.x = ptfrom.x + 1 ; pthalf.y = ptfrom.y ; if( pthalf.x <= 7 && ! haveman( pthalf ) ) /8点方向 ptto.x = ptfrom.x + 2 ; ptto.y = ptfrom.y + 1 ; if( ptto.y <= 9 &am

29、p;& ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /10点方向 ptto.x = ptfrom.x + 2 ; ptto.y = ptfrom.y - 1 ; if( ptto.y >= 0 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); pthalf.x = ptfrom.x ; pthalf.y = ptfrom.y - 1 ; if( pthalf.y >=

30、1 && ! haveman( pthalf ) ) /11点方向 ptto.x = ptfrom.x + 1 ; ptto.y = ptfrom.y - 2 ; if( ptto.x <= 8 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); /1点方向 ptto.x = ptfrom.x - 1 ; ptto.y = ptfrom.y - 2 ; if( ptto.x >= 0 && ! havefriend( ptto, fside ) ) addmovetoqueue( ptfrom, ptto, ndepth ); pthalf.x = ptfrom.x - 1 ; pthalf.y = ptfrom.y ; if( pthalf.x >= 1 &&

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