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)。
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
#include
#include
#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;
}
}
}
打完收工!