C++象棋游戏
风光无限,未必快乐 人气:0大体思路
采用面相过程的设计方式实现,类似于我们平时做的课程设计,实现这样的小游戏无非就是多了图形处理库。这里使用的是acllib图形库。
设计这种小游戏,首先要从宏观上去认识:象棋,要有棋盘,要有棋子,棋子要移动。
对于棋盘,十行九列画出即可。
对于棋子,分黑红两方,按照指定位置画出。
如何移动棋子,我们有mouseEvent函数。
初始化棋盘棋子:initmap,initpaint
利用鼠标实现棋子移动分两步(mouseEvent):
第一次点击,记录点击棋子的信息
第二次点击,将第一次点击记录的棋子信息移动到第二次点击的位置。
最后在添加亿点细节。
- 首先画棋盘——chessboard()
- 初始化棋子信息——initmp()
- 将棋子画到棋盘上——initpaint()
- 注册鼠标,通过鼠标点击不同位置实现棋子的移动(按照象棋行棋规范)——mouseEvent(int x, int y, int button, int e)x、y为点击位置,button(鼠标左右键与滑轮)、e(点击或抬起)为事件。
- 行棋规范——judge_piece(int x, int y)代表能否从上一步走到x,y处。
此外,实现象棋必然缺不了人机对战。对于人机算法我们可以采用最简单的遍历。每次遍历获取所有人机方棋子能走的地方,然后根据评估函数找出这些步中对人机方来说收益最大的一步。思路很简单,但是想写出走一步看很多步的算法也很难。首先评估函数要尽量具有代表性,这直接决定了人机的棋力;其次需要迭代遍历,这样次数多了时间复杂度就会很高。
这里只写了走一步看一步的人机代码供参考,更深入的可以自行去了解:
1、void Get_All_path()——获取人机所有可能走的方式(将step存入向量v中)
2、int calculate_value()——评估函数
3、void Get_max_way()——得到对人机最有利的那一步(传到prex,prey与nowx,nowy中,即从pre走到now)。
效果展示
核心代码
struct step { int x1, y1, x2, y2; };//从x1,y1走到x2,y2 void Get_All_path() { v.clear();//全局变量 step temp; for (int a = 0; a < 16; a++) { if (black_chess[a].is == 0)continue; prex = black_chess[a].row; prey = black_chess[a].col; temp.x1 = prex; temp.y1 = prey; for(int i=0;i<10;i++) for (int j = 0; j < 9; j++) { temp.x2 = i; temp.y2 = j; if (judge_piece(i, j) == 1&&mp[i][j].color!='B') { v.push_back(temp); } } } } int calculate_value() { int sum1 = 0, sum2 = 0; for(int a=0;a<10;a++) for (int b = 0; b < 9; b++) { if (mp[a][b].color == 'B' && mp[a][b].is == 1) { switch (mp[a][b].index) { case 0: sum1 += 100; break; case 1: sum1 += 50; break; case 2: sum1 += 10; case 3: sum1 += 10; break; case 4: sum1 += 1500; break; case 5: sum1 += 50; break; case 6: sum1 += 20; break; default: break; } } else if (mp[a][b].color == 'R' && mp[a][b].is == 1) { switch (mp[a][b].index) { case 7: sum2 += 100; break; case 8: sum2 += 50; break; case 9: sum2 += 10; case 10: sum2 += 10; break; case 11: sum2 += 1500; break; case 12: sum2 += 50; break; case 13: sum2 += 20; break; default: break; } } } return sum1 - sum2; } void Get_max_way() { //step ans; int minn = -150000; int calculate; Get_All_path(); for (int a = 0; a<v.size(); a++) { int f = 1; int index= mp[v[a].x2][v[a].y2].index; int pos=0; int generalx=mp[v[a].x1][v[a].y1].row, generaly= mp[v[a].x1][v[a].y1].col; if (mp[v[a].x2][v[a].y2].color == 'R')//黑方吃子 { if (mp[v[a].x2][v[a].y2].pos == 1)//被吃掉的为南兵 { pos = 1; mp[v[a].x2][v[a].y2].pos = 0; } if (mp[v[a].x1][v[a].y1].index == 4)//黑将移动 { black_general_x = v[a].x2; black_general_y = v[a].y2; } mp[v[a].x1][v[a].y1].is = 0; mp[v[a].x1][v[a].y1].color = NULL; mp[v[a].x2][v[a].y2].is = 1; mp[v[a].x2][v[a].y2].color = 'B'; mp[v[a].x2][v[a].y2].index = mp[v[a].x1][v[a].y1].index; } else { f = 0; if (mp[v[a].x1][v[a].y1].index == 4) { black_general_x = v[a].x2; black_general_y = v[a].y2; } mp[v[a].x1][v[a].y1].is = 0; mp[v[a].x1][v[a].y1].color = NULL; mp[v[a].x2][v[a].y2].is = 1; mp[v[a].x2][v[a].y2].color = 'B'; mp[v[a].x2][v[a].y2].index = mp[v[a].x1][v[a].y1].index; } calculate = calculate_value(); if (minn < calculate) { prex = v[a].x1; prey = v[a].y1; minn = calculate; nowx = v[a].x2; nowy = v[a].y2; } //printf("%d\n", minn); if (f == 1) { mp[v[a].x2][v[a].y2].pos = pos; if (mp[v[a].x2][v[a].y2].index == 4) { black_general_x = generalx; black_general_y = generaly; } mp[v[a].x1][v[a].y1].is = 1; mp[v[a].x1][v[a].y1].color = 'B'; mp[v[a].x1][v[a].y1].index = mp[v[a].x2][v[a].y2].index; mp[v[a].x2][v[a].y2].color = 'R'; mp[v[a].x2][v[a].y2].index = index; mp[v[a].x2][v[a].y2].is = 1; } else { if (mp[v[a].x2][v[a].y2].index == 4) { black_general_x = generalx; black_general_y = generaly; } mp[v[a].x1][v[a].y1].is = 1; mp[v[a].x1][v[a].y1].color = 'B'; mp[v[a].x1][v[a].y1].index = mp[v[a].x2][v[a].y2].index; mp[v[a].x2][v[a].y2].color = NULL; mp[v[a].x2][v[a].y2].index = index; mp[v[a].x2][v[a].y2].is = 0; } } //printf("%d\n", v.size()); //printf("%d\n", minn); //return ans; }
不含人机的代码如下:
#include"acllib.h" #include<math.h> #include<stdio.h> #include<queue> #define INTERVAL 50 using namespace std; ACL_Image chessimg; const double pi = 3.14; //左上角为:(102,100) // width:55 //height:55 //棋盘大小:440*495 //棋子半径:20 const char* chessname[] = { "車","馬","象","士","将","炮","卒","车","马","相","仕","帥","砲","兵" }; struct piece { int x, y; int index; int is; char color; int pos;//兵 卒是否过河 int row, col; }; deque<piece>q;//悔棋——三步 void paint(piece s); struct piece mp[10][9]; void initmp(); void initpaint(); void mouseEvent(int x, int y, int button, int e); void paint_rect(int tmpx, int tmpy); int judge_piece(int x, int y); void chessboard(); int mouseflag = 0; int prex, prey; int black_general_x = 0, black_general_y = 4, black_general_isexist = 1; int red_general_x = 9, red_general_y = 4, red_general_isexist = 1; piece tmp; int judge_general(int x, int y); int Setup() { //initConsole(); initWindow("chess", DEFAULT, DEFAULT, 650, 701); chessboard(); //loadImage("qipan.bmp", &chessimg); /*beginPaint(); putImageScale(&chessimg, 0, 0, 650, 701); endPaint();*/ registerMouseEvent(mouseEvent); //paint(piece s); initmp(); initpaint(); return 0; } void mouseEvent(int x, int y, int button, int e) { if (button == LEFT_BUTTON && e == BUTTON_DOWN) { if (x >= INTERVAL + 8 * 55 + 33 && x <= INTERVAL + 8 * 55 + 33 + 100 && y >= INTERVAL + 55 && y <= INTERVAL + 55 + 100)// INTERVAL + 8 * 55 + 33, INTERVAL + 55) { /*beginPaint(); setPenColor(BLACK); setPenWidth(3); setBrushColor(EMPTY); rectangle(INTERVAL + 8 * 55 + 33, INTERVAL + 55, INTERVAL + 8 * 55 + 33 + 100, INTERVAL + 55 + 50); endPaint();*/ if (!q.empty()) { piece p1 = q.back(); q.pop_back(); piece p2 = q.back(); q.pop_back(); //piece p3 = p1; mp[p1.row][p1.col].color = p1.color; mp[p1.row][p1.col].index = p1.index; mp[p1.row][p1.col].is = p1.is; mp[p1.row][p1.col].pos = p1.pos; mp[p2.row][p2.col].color = p2.color; mp[p2.row][p2.col].index = p2.index; mp[p2.row][p2.col].is = p2.is; mp[p2.row][p2.col].pos = p2.pos; initpaint(); } } int tmpx, tmpy, f = 0; for (int a = 0; a < 10; a++) { if (f == 1)break; for (int b = 0; b < 9; b++) { if (sqrt(((double)x - mp[a][b].x) * ((double)x - mp[a][b].x) + ((double)y - mp[a][b].y) * ((double)y - mp[a][b].y)) <= 20) { f = 1; tmpx = a; tmpy = b; break; } } } if (f == 1)//有格子 { initpaint(); //paint_rect(tmpx, tmpy); /*tmp.x = mp[tmpx][tmpy].x; tmp.y = mp[tmpx][tmpy].y; tmp.is = mp[tmpx][tmpy].is; tmp.index = mp[tmpx][tmpy].index;*/ if (mp[tmpx][tmpy].is == 1)//格子内有棋子 { if (tmp.color == mp[tmpx][tmpy].color || tmp.color == NULL)//同色copy { paint_rect(tmpx, tmpy); prex = tmpx; prey = tmpy; tmp.is = mp[tmpx][tmpy].is; tmp.index = mp[tmpx][tmpy].index; tmp.color = mp[tmpx][tmpy].color; } else if (judge_piece(tmpx, tmpy) == 1) //异色吃掉 { q.push_back(mp[tmpx][tmpy]); q.push_back(mp[prex][prey]); while (q.size() > 6) { q.pop_front(); q.pop_front(); } if (mp[tmpx][tmpy].pos == 1)//若被吃掉的是南兵 { mp[tmpx][tmpy].pos = 0; } else if (mp[prex][prey].pos == 1)//南兵吃别人 { mp[prex][prey].pos = 0; mp[tmpx][tmpy].pos = 1; } if (mp[prex][prey].index == 4)//若是黑将移动,黑将位置重新赋值 { black_general_x = tmpx; black_general_y = tmpy; } else if (mp[prex][prey].index == 11)//若是红将移动,红将位置重新赋值 { red_general_x = tmpx; red_general_y = tmpy; } if (mp[tmpx][tmpy].index == 11) red_general_isexist = 0; else if (mp[tmpx][tmpy].index == 4) black_general_isexist = 0; mp[tmpx][tmpy].color = tmp.color; mp[tmpx][tmpy].index = tmp.index; mp[prex][prey].is = 0; mp[prex][prey].color = NULL; tmp.is = 0; tmp.color = NULL; initpaint(); if (judge_general(tmpx, tmpy) == 1) { beginPaint(); setTextColor(RED); setTextSize(30); setTextBkColor(EMPTY); paintText(250, 600, "将 军!"); endPaint(); } } else { beginPaint(); setTextColor(RED); setTextSize(30); setTextBkColor(EMPTY); paintText(250, 600, "请规范行棋"); endPaint(); tmp.is = 0; tmp.color = NULL; } } else//格子内没有棋子 { //paint_rect(tmpx, tmpy); if (tmp.is == 1) { if (judge_piece(tmpx, tmpy) == 1) { q.push_back(mp[tmpx][tmpy]); q.push_back(mp[prex][prey]); if (q.size() > 6) { q.pop_front(); q.pop_front(); } if (mp[prex][prey].pos == 1) { mp[prex][prey].pos = 0; mp[tmpx][tmpy].pos = 1; } if (mp[prex][prey].index == 4)//若是黑将移动,黑将位置重新赋值 { black_general_x = tmpx; black_general_y = tmpy; } else if (mp[prex][prey].index == 11)//若是红将移动,红将位置重新赋值 { red_general_x = tmpx; red_general_y = tmpy; } mp[prex][prey].is = 0; mp[prex][prey].color = NULL; mp[tmpx][tmpy].index = tmp.index; mp[tmpx][tmpy].is = tmp.is; mp[tmpx][tmpy].color = tmp.color; tmp.is = 0; tmp.color = NULL; initpaint(); if (judge_general(tmpx, tmpy) == 1) { beginPaint(); setTextColor(RED); setTextSize(30); setTextBkColor(EMPTY); paintText(250, 600, "将 军!"); endPaint(); } } else { beginPaint(); setTextColor(RED); setTextSize(30); setTextBkColor(EMPTY); paintText(250, 600, "请规范行棋"); endPaint(); tmp.is = 0; tmp.color = NULL; } //initpaint(); } else paint_rect(tmpx, tmpy); //initpaint(); } } if (red_general_isexist == 0) { beginPaint(); setTextSize(70); setTextColor(BLACK); setTextBkColor(RGB(3, 168, 158)); paintText(130, 270, "黑方获胜"); endPaint(); } else if (black_general_isexist == 0) { beginPaint(); setTextSize(70); setTextColor(RED); setTextBkColor(RGB(3, 168, 158)); paintText(130, 270, "红方获胜"); endPaint(); } } else if (button == RIGHT_BUTTON && e == BUTTON_DOWN) { initpaint(); tmp.is = 0; tmp.color = NULL; } //initpaint(); } void paint(piece s) { beginPaint(); //clearDevice(); //putImageScale(&chessimg, 0, 0, 650, 701); setPenColor(RGB(245, 222, 179)); setPenWidth(3); setBrushColor(RGB(245, 222, 179)); ellipse(s.x - 20, s.y - 20, s.x + 20, s.y + 20); if (s.color == 'B') setTextColor(BLACK); else setTextColor(RED); setTextSize((int)(20 * sin(pi / 4)) * 2); setTextBkColor(EMPTY); paintText(s.x - (int)(20 * sin(pi / 4)), s.y - (int)(20 * sin(pi / 4)), chessname[s.index]); endPaint(); } /*void paintb(piece s) { beginPaint(); //clearDevice(); setPenColor(RGB(245, 222, 179)); setPenWidth(3); setBrushColor(RGB(245, 222, 179)); ellipse(s.x - 20, s.y - 20, s.x + 20, s.y + 20); setTextColor(BLACK); setTextSize((int)(20 * sin(pi / 4)) * 2); setTextBkColor(EMPTY); paintText(s.x - (int)(20 * sin(pi / 4)), s.y - (int)(20 * sin(pi / 4)), chessname[s.index]); endPaint(); }*/ void initmp() { for (int a = 0; a < 10; a++) { for (int b = 0; b < 9; b++) { mp[a][b].x = INTERVAL + 55 * (b); mp[a][b].y = INTERVAL + 55 * (a); mp[a][b].color = NULL; mp[a][b].index = -1; mp[a][b].is = 0; mp[a][b].pos = 0; mp[a][b].row = a; mp[a][b].col = b; } } int j = 0; for (int a = 0; a < 5; a++) { mp[0][a].index = j++; mp[0][a].is = 1; mp[0][a].color = 'B'; } j = 3; for (int a = 5; a < 9; a++) { mp[0][a].index = j--; mp[0][a].is = 1; mp[0][a].color = 'B'; } int i = 7; for (int a = 0; a < 5; a++) { mp[9][a].index = i++; mp[9][a].is = 1; mp[9][a].color = 'R'; } i = 10; for (int a = 5; a < 9; a++) { mp[9][a].index = i--; mp[9][a].is = 1; mp[9][a].color = 'R'; } mp[2][1].index = 5; mp[2][7].index = 5; mp[2][1].color = 'B'; mp[2][7].color = 'B'; mp[7][1].index = 12; mp[7][7].index = 12; mp[7][1].color = 'R'; mp[7][7].color = 'R'; mp[2][1].is = 1; mp[2][7].is = 1; mp[7][1].is = 1; mp[7][7].is = 1; for (int a = 0; a < 9; a += 2) { mp[3][a].index = 6; mp[6][a].index = 13; mp[3][a].is = 1; mp[6][a].is = 1; mp[3][a].color = 'B'; mp[6][a].color = 'R'; mp[6][a].pos = 1; } } void initpaint() { /*for (int a = 0; a < 9; a++) { //mp[0][a].is = 1; paintb(mp[0][a]); } paintb(mp[2][1]); paintb(mp[2][7]); //mp[2][1].is = 1; //mp[2][7].is = 1; for (int a = 0; a < 9; a += 2) { //mp[3][a].is = 1; paintb(mp[3][a]); } for (int a = 0; a < 9; a++) { //mp[9][a].is = 1; paintr(mp[9][a]); } paintr(mp[7][1]); paintr(mp[7][7]); mp[7][1].is = 1; mp[7][7].is = 1; for (int a = 0; a < 9; a += 2) { //mp[6][a].is = 1; paintr(mp[6][a]); }*/ /*beginPaint(); clearDevice(); putImageScale(&chessimg, 0, 0, 650, 701); endPaint();*/ chessboard(); for (int a = 0; a < 10; a++) for (int b = 0; b < 9; b++) { if (mp[a][b].is == 1) { paint(mp[a][b]); } } } void paint_rect(int tmpx, int tmpy) { //initpaint(); beginPaint(); setPenColor(RGB(0, 0, 225)); setBrushColor(EMPTY); rectangle(mp[tmpx][tmpy].x - 25, mp[tmpx][tmpy].y - 25, mp[tmpx][tmpy].x + 25, mp[tmpx][tmpy].y + 25); endPaint(); } int judge_piece(int x, int y)//18ma07che5 12pao29xiang3 10shi6 13zu else jiang { if (mp[prex][prey].index == 1 || mp[prex][prey].index == 8) { if ((x == prex - 2 && y == prey - 1 && mp[prex - 1][prey].is == 0) || (x == prex - 2 && y == prey + 1 && mp[prex - 1][prey].is == 0) || (x == prex - 1 && y == prey + 2 && mp[prex][prey + 1].is == 0) || (x == prex + 1 && y == prey + 2 && mp[prex][prey + 1].is == 0) || (x == prex + 2 && y == prey + 1 && mp[prex + 1][prey].is == 0) || (x == prex + 2 && y == prey - 1 && mp[prex + 1][prey].is == 0) || (x == prex + 1 && y == prey - 2 && mp[prex][prey - 1].is == 0) || (x == prex - 1 && y == prey - 2 && mp[prex][prey - 1].is == 0)) { return 1; } else return 0; } else if (mp[prex][prey].index == 0 || mp[prex][prey].index == 7) { if (prey == y) { for (int i = min(prex, x) + 1; i < max(prex, x); i++) { if (mp[i][prey].is == 1)return 0; } return 1; } else if (prex == x) { for (int i = min(prey, y) + 1; i < max(prey, y); i++) { if (mp[prex][i].is == 1)return 0; } return 1; } else return 0; } else if (mp[prex][prey].index == 5 || mp[prex][prey].index == 12) { if (mp[x][y].is == 1) { if (prey == y) { int ant = 0; for (int i = min(prex, x) + 1; i < max(prex, x); i++) { if (mp[i][prey].is == 1)ant++; } if (ant == 1)return 1; else return 0; } else if (prex == x) { int ant = 0; for (int i = min(prey, y) + 1; i < max(prey, y); i++) { if (mp[prex][i].is == 1)ant++; } if (ant == 1)return 1; else return 0; } else return 0; } else { if (prey == y) { for (int i = min(prex, x) + 1; i < max(prex, x); i++) { if (mp[i][prey].is == 1)return 0; } return 1; } else if (prex == x) { for (int i = min(prey, y) + 1; i < max(prey, y); i++) { if (mp[prex][i].is == 1)return 0; } return 1; } else return 0; } } else if (mp[prex][prey].index == 2 || mp[prex][prey].index == 9) { if (prex <= 4) { if (x <= 4) { if ((x == prex - 2 && y == prey - 2 && mp[prex - 1][prey - 1].is == 0) || (x == prex - 2 && y == prey + 2 && mp[prex - 1][prey + 1].is == 0) || (x == prex + 2 && y == prey + 2 && mp[prex + 1][prey + 1].is == 0) || (x == prex + 2 && y == prey - 2 && mp[prex + 1][prey - 1].is == 0)) { return 1; } else return 0; } else return 0; } else if (prex >= 5) { if (x > 4) { if ((x == prex - 2 && y == prey - 2 && mp[prex - 1][prey - 1].is == 0) || (x == prex - 2 && y == prey + 2 && mp[prex - 1][prey + 1].is == 0) || (x == prex + 2 && y == prey + 2 && mp[prex + 1][prey + 1].is == 0) || (x == prex + 2 && y == prey - 2 && mp[prex + 1][prey - 1].is == 0)) { return 1; } else return 0; } else return 0; } } else if (mp[prex][prey].index == 3 || mp[prex][prey].index == 10) { if (prex <= 4) { if (x > 2 || y < 3 || y>5)return 0; else { if ((x == prex - 1 && y == prey - 1) || (x == prex - 1 && y == prey + 1) || (x == prex + 1 && y == prey + 1) || (x == prex + 1 && y == prey - 1)) { return 1; } else return 0; } } else { if (x < 7 || y < 3 || y>5)return 0; else { if ((x == prex - 1 && y == prey - 1) || (x == prex - 1 && y == prey + 1) || (x == prex + 1 && y == prey + 1) || (x == prex + 1 && y == prey - 1)) { return 1; } else return 0; } } } else if (mp[prex][prey].index == 6 || mp[prex][prey].index == 13) { if (mp[prex][prey].pos == 0)//北卒 { if (prex <= 4) { if ((x == prex + 1) && (y == prey))return 1; else return 0; } else { if (((x == prex + 1) && (y == prey)) || ((x == prex) && (y = prey - 1)) || ((x == prex) && (y = prey + 1)))return 1; else return 0; } } else//南兵 { if (prex >= 5) { if ((x == prex - 1) && (y == prey)) { return 1; } else return 0; } else { if (((x == prex - 1) && (y == prey)) || ((x == prex) && (y = prey - 1)) || ((x == prex) && (y = prey + 1))) { return 1; } else return 0; } } } else { //int ant = 0; if (prex <= 4) { int ant = 0; for (int i = prex + 1; i <= 9; i++) { if (mp[i][prey].index == 4 || mp[i][prey].index == 11)break; if (mp[i][prey].is == 1)ant++; } if (ant == 0)return 1; } else { int ant = 0; for (int i = prex - 1; i >= 0; i--) { if (mp[i][prey].index == 4 || mp[i][prey].index == 11)break; if (mp[i][prey].is == 1)ant++; } if (ant == 0)return 1; } if (mp[prex][prey].pos == 0) { if (((x == prex) && (y == prey + 1)) || ((x == prex) && (y == prey - 1)) || ((y == prey) && (x == prex - 1)) || ((y == prey) && (x == prex + 1))) { return 1; } else return 0; } else { if (((x == prex) && (y == prey + 1)) || ((x == prex) && (y == prey - 1)) || ((y == prey) && (x == prex - 1)) || ((y == prey) && (x == prex + 1))) { return 1; } else return 0; } } //return 1; } void chessboard() { beginPaint(); clearDevice(); setPenColor(RED); setPenWidth(1); for (int a = 0; a <= 9; a++) { line(INTERVAL, INTERVAL + a * 55, INTERVAL + 440, INTERVAL + a * 55); } for (int a = 0; a <= 8; a++) { line(INTERVAL + a * 55, INTERVAL, INTERVAL + a * 55, INTERVAL + 495); } line(INTERVAL + 3 * 55, INTERVAL, INTERVAL + 5 * 55, INTERVAL + 2 * 55); line(INTERVAL + 5 * 55, INTERVAL, INTERVAL + 3 * 55, INTERVAL + 2 * 55); line(INTERVAL + 3 * 55, INTERVAL + 7 * 55, INTERVAL + 5 * 55, INTERVAL + 9 * 55); line(INTERVAL + 5 * 55, INTERVAL + 7 * 55, INTERVAL + 3 * 55, INTERVAL + 9 * 55); setBrushColor(EMPTY); rectangle(INTERVAL - 5, INTERVAL - 5, INTERVAL + 5 + 440, INTERVAL + 5 + 495); setBrushColor(WHITE); rectangle(INTERVAL, INTERVAL + 220, INTERVAL + 440 + 1, INTERVAL + 275 + 1); setTextColor(BLACK); setTextFont("楷体"); setTextSize(30); setTextBkColor(WHITE); paintText(INTERVAL + 73, INTERVAL + 235, "楚河 汉界"); setTextBkColor(RGB(218, 112, 214)); setTextSize(50); paintText(INTERVAL + 8 * 55 + 33, INTERVAL + 55, "悔棋"); endPaint(); } int judge_general(int x, int y)//判断是否被将军 { if (mp[x][y].index == 1 || mp[x][y].index == 8) { if (mp[x][y].color == 'B') { if ((red_general_x == x - 2 && red_general_y == y - 1) || (red_general_x == x - 2 && red_general_y == y + 1) || (red_general_x == x - 1 && red_general_y == y + 2) || (red_general_x == x + 1 && red_general_y == y + 2) || (red_general_x == x + 2 && red_general_y == y + 1) || (red_general_x == x + 2 && red_general_y == y - 1) || (red_general_x == x + 1 && red_general_y == y - 2) || (red_general_x == x - 1 && red_general_y == y - 2)) { return 1; } else return 0; } else { if ((black_general_x == x - 2 && black_general_y == y - 1) || (black_general_x == x - 2 && black_general_y == y + 1) || (black_general_x == x - 1 && black_general_y == y + 2) || (black_general_x == x + 1 && black_general_y == y + 2) || (black_general_x == x + 2 && black_general_y == y + 1) || (black_general_x == x + 2 && black_general_y == y - 1) || (black_general_x == x + 1 && black_general_y == y - 2) || (black_general_x == x - 1 && black_general_y == y - 2)) { return 1; } else return 0; } } else if (mp[x][y].index == 0 || mp[x][y].index == 7) { if (mp[x][y].color == 'B') { if (red_general_y == y) { for (int i = min(red_general_x, x) + 1; i < max(red_general_x, x); i++) { if (mp[i][red_general_y].is == 1)return 0; } return 1; } else if (red_general_x == x) { for (int i = min(red_general_y, y) + 1; i < max(red_general_y, y); i++) { if (mp[red_general_x][i].is == 1)return 0; } return 1; } else return 0; } else { if (black_general_y == y) { for (int i = min(black_general_x, x) + 1; i < max(black_general_x, x); i++) { if (mp[i][black_general_y].is == 1)return 0; } return 1; } else if (black_general_x == x) { for (int i = min(black_general_y, y) + 1; i < max(black_general_y, y); i++) { if (mp[black_general_x][i].is == 1)return 0; } return 1; } else return 0; } } else if (mp[x][y].index == 5 || mp[x][y].index == 12) { if (mp[x][y].color == 'B') { if (red_general_y == y) { int ant = 0; for (int i = min(red_general_x, x) + 1; i < max(red_general_x, x); i++) { if (mp[i][red_general_y].is == 1)ant++; } if (ant == 1)return 1; else return 0; } else if (red_general_x == x) { int ant = 0; for (int i = min(red_general_y, y) + 1; i < max(red_general_y, y); i++) { if (mp[red_general_x][i].is == 1)ant++; } if (ant == 1)return 1; else return 0; } else return 0; } else { if (black_general_y == y) { int ant = 0; for (int i = min(black_general_x, x) + 1; i < max(black_general_x, x); i++) { if (mp[i][black_general_y].is == 1)ant++; } if (ant == 1)return 1; else return 0; } else if (black_general_x == x) { int ant = 0; for (int i = min(black_general_y, y) + 1; i < max(black_general_y, y); i++) { if (mp[black_general_x][i].is == 1)ant++; } if (ant == 1)return 1; else return 0; } else return 0; } return 0; } else if (mp[x][y].index == 6 || mp[x][y].index == 13) { if (mp[x][y].color == 'B') { if ((red_general_x == x + 1 && red_general_y == y) || (red_general_x == x && red_general_y == y - 1) || (red_general_x == x && red_general_y == y + 1)) { return 1; } else return 0; } else { if ((black_general_x == x - 1 && black_general_y == y) || (black_general_x == x && black_general_y == y - 1) || (black_general_x == x && black_general_y == y + 1)) { return 1; } else return 0; } } }
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