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📄 chessinfo.cpp

📁 算法比较复杂的人机像棋,运行速度也是非常之块的。
💻 CPP
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// ChessInfo.cpp: implementation of the CChessInfo class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "ChessInfo.h"
//#include "Chess.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CChessInfo::CChessInfo()
{
}

CChessInfo::~CChessInfo()
{
}

int CChessInfo::CanGO(POSINFO fo, int &eat)
{
	int srcRow,srcCol,desRow,desCol;

	srcRow = fo.srcRow;
	srcCol = fo.srcCol;
	desRow = fo.desRow;
	desCol = fo.desCol;
	
	return CanGO(srcRow,srcCol,desRow,desCol,eat);
}

int CChessInfo::CanGO(int srcRow, int srcCol, int desRow, int desCol, int &eat)
{ 
	
	int	i,j,itemp1,itemp2;

	if( srcRow<0 || srcRow>9 || srcCol<0 || srcCol>8 ||
		desRow<0 || desRow>9 || desCol<0 || desCol>8 )
		return FALSE;

	eat = 0;

	itemp1 = ChessMap[srcRow][srcCol].ChessPos;
	itemp2 = ChessMap[desRow][desCol].ChessPos;
	
	if((itemp1<=7&&itemp1>=1) && (itemp2<=14&&itemp2>=8)) eat = 1;
	if((itemp1<=14&&itemp1>=8) && (itemp2<=7&&itemp2>=1)) eat = 1;
	
	if(m_Turn == 0) 
	{
		if(itemp1>=8&&itemp1<=14) {eat = -1;return FALSE;}
		if(itemp2>=1&&itemp2<=7) {eat = -1;return FALSE;}
	}
	if(m_Turn == 1) 
	{
		if(itemp1>=1&&itemp1<=7) {eat = -1;return FALSE;}
		if(itemp2>=8&&itemp2<=14) {eat = -1;return FALSE;}
	}

	if(FaceKing(srcRow,srcCol,desRow,desCol,eat)==TRUE) return FALSE;
	if(!KingSafe(srcRow,srcCol,desRow,desCol)) return FALSE;

	switch(ChessMap[srcRow][srcCol].ChessPos)
	{
	case	RED_K:
//				if((srcCol<=2||srcCol>=6) || (srcRow<=6||srcRow>=10)) return FALSE;
				if((desCol<=2||desCol>=6) || (desRow<=6||desRow>=10)) return FALSE;
				if(abs(srcRow-desRow)+abs(srcCol-desCol)>1) return FALSE;
				break;
	case	BLA_K:
//				if((srcCol<=2||srcCol>=6) || (srcRow<0||srcRow>=3)) return FALSE;
				if((desCol<=2||desCol>=6) || (desRow<0||desRow>=3)) return FALSE;
				if(abs(srcRow-desRow)+abs(srcCol-desCol)>1) return FALSE;
				break;
	case	RED_S:
//				if(!((srcCol==3&&srcRow==9) || (srcCol==3&&srcRow==7) || (srcCol==5&&srcRow==9) || (srcCol==5&&srcRow==7) || (srcCol==4&&srcRow==8))) return FALSE;
				if(!((desCol==3&&desRow==9) || (desCol==3&&desRow==7) || (desCol==5&&desRow==9) || (desCol==5&&desRow==7) || (desCol==4&&desRow==8))) return FALSE;
				if(abs(desRow-srcRow)>1||abs(desCol-srcCol)>1) return FALSE;
				break;
	case	BLA_S:
//				if(!((srcCol==3&&srcRow==0) || (srcCol==3&&srcRow==2) || (srcCol==5&&srcRow==0) || (srcCol==5&&srcRow==2) || (srcCol==4&&srcRow==1))) return FALSE;
				if(!((desCol==3&&desRow==0) || (desCol==3&&desRow==2) || (desCol==5&&desRow==0) || (desCol==5&&desRow==2) || (desCol==4&&desRow==1))) return FALSE;
				if(abs(desRow-srcRow)>1||abs(desCol-srcCol)>1) return FALSE;
				break;
	case	RED_X:
//				if(!((srcRow==7&&srcCol==0) || (srcRow==9&&srcCol==2) || (srcRow==7&&srcCol==4) || (srcRow==9&&srcCol==6) || (srcRow==7&&srcCol==8) || (srcRow==5&&srcCol==6) || (srcRow==5&&srcCol==2))) return FALSE;
				if(!((desRow==7&&desCol==0) || (desRow==9&&desCol==2) || (desRow==7&&desCol==4) || (desRow==9&&desCol==6) || (desRow==7&&desCol==8) || (desRow==5&&desCol==6) || (desRow==5&&desCol==2))) return FALSE;
				if(abs(desRow-srcRow)!=2||abs(desCol-srcCol)!=2) return FALSE;
				if(ChessMap[(desRow+srcRow)/2][(desCol+srcCol)/2].ChessPos) return FALSE;
				break;
	case	BLA_X:
//				if(!((srcRow==2&&srcCol==0) || (srcRow==0&&srcCol==2) || (srcRow==2&&srcCol==4) || (srcRow==0&&srcCol==6) || (srcRow==2&&srcCol==8) || (srcRow==4&&srcCol==6) || (srcRow==4&&srcCol==2))) return FALSE;
				if(!((desRow==2&&desCol==0) || (desRow==0&&desCol==2) || (desRow==2&&desCol==4) || (desRow==0&&desCol==6) || (desRow==2&&desCol==8) || (desRow==4&&desCol==6) || (desRow==4&&desCol==2))) return FALSE;
				if(abs(desRow-srcRow)!=2||abs(desCol-srcCol)!=2) return FALSE;
				if(ChessMap[(desRow+srcRow)/2][(desCol+srcCol)/2].ChessPos) return FALSE;
				break;
	case	RED_M:
	case	BLA_M:
				if(!((abs(desRow-srcRow)==1&&abs(desCol-srcCol)==2) || (abs(desRow-srcRow)==2&&abs(desCol-srcCol)==1))) return FALSE;
				if		(desCol-srcCol==2){i=srcCol+1;j=srcRow;}
				else if	(srcCol-desCol==2){i=srcCol-1;j=srcRow;}
				else if	(desRow-srcRow==2){i=srcCol;j=srcRow+1;}
				else if	(srcRow-desRow==2){i=srcCol;j=srcRow-1;}
				if(ChessMap[j][i].ChessPos!=0) return FALSE;
				break;
	case	RED_J:
	case	BLA_J:
				if(!(desRow==srcRow||srcCol==desCol)) return FALSE;
				if(desCol==srcCol)
				{
					if(desRow<srcRow)
					{
						for(i=desRow+1;i<srcRow;i++)
							if(ChessMap[i][desCol].ChessPos!=0) return FALSE; 
					}
					else
					{
						for(i=srcRow+1;i<desRow;i++)
							if(ChessMap[i][desCol].ChessPos!=0) return FALSE; 
					}
				}
				else
				{
					if(desCol<srcCol)
					{
						for(i=desCol+1;i<srcCol;i++)
							if(ChessMap[desRow][i].ChessPos!=0) return FALSE; 
					}
					else
					{
						for(i=srcCol+1;i<desCol;i++)
							if(ChessMap[desRow][i].ChessPos!=0) return FALSE; 
					}
				}
				break;
	case	RED_P:
	case	BLA_P:
				if(!(desRow==srcRow||srcCol==desCol)) return FALSE;
				if (eat == 0)
				{
					if(desCol==srcCol)
					{
						if(desRow<srcRow)
						{
							for(i=desRow+1;i<srcRow;i++)
								if(ChessMap[i][desCol].ChessPos!=0) return FALSE; 
						}
						else
						{
							for(i=srcRow+1;i<desRow;i++)
								if(ChessMap[i][desCol].ChessPos!=0) return FALSE; 
						}
					}
					else
					{
						if(desCol<srcCol)
						{
							for(i=desCol+1;i<srcCol;i++)
								if(ChessMap[desRow][i].ChessPos!=0) return FALSE; 
						}
						else
						{
							for(i=srcCol+1;i<desCol;i++)
								if(ChessMap[desRow][i].ChessPos!=0) return FALSE; 
						}
					}
				}
				else
				{
					int	count = 0;
					if(desCol==srcCol)
					{
						if(desRow<srcRow)
						{
							for(i=desRow+1;i<srcRow;i++)
								if(ChessMap[i][desCol].ChessPos!=0) count++; 
								if(count!=1) return FALSE;
						}
						else
						{
							for(i=srcRow+1;i<desRow;i++)
								if(ChessMap[i][desCol].ChessPos!=0) count++; 
								if(count!=1) return FALSE;
						}
					}
					else
					{
						if(desCol<srcCol)
						{
							for(i=desCol+1;i<srcCol;i++)
								if(ChessMap[desRow][i].ChessPos!=0) count++; 
								if(count!=1) return FALSE;
						}
						else
						{
							for(i=srcCol+1;i<desCol;i++)
								if(ChessMap[desRow][i].ChessPos!=0) count++; 
								if(count!=1) return FALSE;
						}
					}
				}
				break;
	case	RED_B:
				if(desRow>srcRow) return FALSE;
				if(srcRow>=5)
				{
					if(abs(srcCol-desCol)!=0) return FALSE;
					if(abs(srcRow-desRow)+abs(srcCol-desCol)>1) return FALSE;
				}
				else
				{
					if(abs(srcRow-desRow)+abs(srcCol-desCol)>1) return FALSE;
				}
				break;
	case	BLA_B:
				if(desRow<srcRow) return FALSE;
				if(srcRow<=4)
				{
					if(abs(srcCol-desCol)!=0) return FALSE;
					if(abs(srcRow-desRow)+abs(srcCol-desCol)>1) return FALSE;
				}
				else
				{
					if(abs(srcRow-desRow)+abs(srcCol-desCol)>1) return FALSE;
				}
				break;
	}		

	return	TRUE;			
	
}

//是不是照将?
int CChessInfo::FaceKing(int srcRow, int srcCol, int desRow, int desCol, int eat)
{
	int	RedKingRow=-1,RedKingCol=-1,BlackKingRow=-2,BlackKingCol=-2,OlddecPos,OldsrcPos,i,j,Face;
	int	iEat;

	iEat   = eat; 
	
	OlddecPos = ChessMap[desRow][desCol].ChessPos;
	ChessMap[desRow][desCol].ChessPos = ChessMap[srcRow][srcCol].ChessPos;

	OldsrcPos = ChessMap[srcRow][srcCol].ChessPos;
	ChessMap[srcRow][srcCol].ChessPos = 0;

	for(i=0;i<3;i++)
		for(j=3;j<6;j++)
		{
			if (ChessMap[i][j].ChessPos==BLA_K)
			{
				BlackKingRow = i;
				BlackKingCol = j;
				break;
			}
		}

	for(i=7;i<10;i++)
		for(j=3;j<6;j++)
		{
			if (ChessMap[i][j].ChessPos==RED_K)
			{
				RedKingRow = i;
				RedKingCol = j;
				break;
			}
		}

	if(RedKingCol==BlackKingCol)
		{
			int	BeginRow,EndRow;;
			BeginRow = BlackKingRow+1;
			EndRow = RedKingRow-1;
			for(;EndRow>=BeginRow;BeginRow++)
			{
				if (ChessMap[BeginRow][RedKingCol].ChessPos!=0)
				{
					Face = FALSE;
					break;
				}
			}
		}
	else
	{
		Face = FALSE;
	}

	ChessMap[desRow][desCol].ChessPos = OlddecPos;
	ChessMap[srcRow][srcCol].ChessPos = OldsrcPos;

	if(Face) return TRUE;
	else return FALSE;

}

//找棋子
void CChessInfo::FindChess()
{
	int	i,j,r,b,temp;

	for(i=0;i<16;i++)
		{
			Pos_16[BLA][i].ChessPos = 0;
			Pos_16[BLA][i].srcCol = -1;
			Pos_16[BLA][i].srcRow = -1;
			Pos_16[BLA][i].desRow = -1;
			Pos_16[BLA][i].desCol = -1;
			Pos_16[RED][i].ChessPos = 0;
			Pos_16[RED][i].srcCol = -1;
			Pos_16[RED][i].srcRow = -1;
			Pos_16[RED][i].desRow = -1;
			Pos_16[RED][i].desCol = -1;

		}

	for(i=r=b=0;i<10;i++)
		for(j=0;j<11;j++)
		{
			temp = ChessMap[i][j].ChessPos;
			if(temp)
			{
				if(temp>=1&&temp<=7)
				{
					Pos_16[RED][r].srcRow = i;
					Pos_16[RED][r].srcCol = j;
					Pos_16[RED][r].ChessPos = temp;
					r++;
				}
				if(temp>=8&&temp<=14)
				{
					Pos_16[BLA][b].srcRow = i;
					Pos_16[BLA][b].srcCol = j;
					Pos_16[BLA][b].ChessPos = temp;
					b++;
				}
			}
		}
}


void CChessInfo::AddStep(int ChessName, int srcRow, int srcCol, int desRow, int desCol, int eat,POSINFO **pHead)
{
	POSINFO		*node;
	m_Count ++ ;

	node = new POSINFO;
	node->ChessPos = ChessName;
	node->srcRow = srcRow;
	node->srcCol = srcCol;
	node->desRow = desRow;
	node->desCol = desCol;
	node->eat = eat;

	if(*pHead == NULL)
	{
		m_pTail = *pHead = node;
		m_pTail->next = NULL;
	}
	else
	{
		m_pTail->next = node;
		m_pTail = node;
		m_pTail->next = NULL;
	}
}

POSINFO * CChessInfo::EnumList(int &Count,int Turn)
{
	int	i,j,srcRow,srcCol,eat,ChessName;
	POSINFO	*pHead;

	m_Count = Count = 0;
	m_pTail = pHead = NULL;

	for(i=0;i<16;i++)
	{
		srcRow = Pos_16[Turn][i].srcRow;
		srcCol = Pos_16[Turn][i].srcCol;
		ChessName = Pos_16[Turn][i].ChessPos;
		if(ChessName == 0) break;
		
		switch(ChessName)
		{
			case	RED_J://红车
			case	BLA_J://黑车
					for(j=1;j<9;j++)
					{//横向右查找,列加
						if(CanGO(srcRow,srcCol,srcRow,srcCol+j,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow,srcCol+j,eat,&pHead);
						//else if(!(ChessName==RED_P || ChessName==BLA_P)) break;
					}
					for(j=1;j<9;j++)
					{//横向左查找,列减
						if(CanGO(srcRow,srcCol,srcRow,srcCol-j,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow,srcCol-j,eat,&pHead);
						//else if(!(ChessName==RED_P || ChessName==BLA_P)) break;
					}
					for(j=1;j<10;j++)
					{//竖向下查找,行加
						if(CanGO(srcRow,srcCol,srcRow+j,srcCol,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow+j,srcCol,eat,&pHead);
						//else if(!(ChessName==RED_P || ChessName==BLA_P)) break;
					}
					for(j=1;j<10;j++)
					{//竖向上查找,行减
						if(CanGO(srcRow,srcCol,srcRow-j,srcCol,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow-j,srcCol,eat,&pHead);
						//else if(!(ChessName==RED_P || ChessName==BLA_P)) break;
					}
					break;
			case	RED_P://红炮
			case	BLA_P://黑炮
					for(j=1;j<9;j++)
					{//横向右查找,列加
						if(CanGO(srcRow,srcCol,srcRow,srcCol+j,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow,srcCol+j,eat,&pHead);
						//else if(!(ChessName==RED_P || ChessName==BLA_P)) break;
					}
					for(j=1;j<9;j++)
					{//横向左查找,列减
						if(CanGO(srcRow,srcCol,srcRow,srcCol-j,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow,srcCol-j,eat,&pHead);
						//else if(!(ChessName==RED_P || ChessName==BLA_P)) break;
					}
					for(j=1;j<10;j++)
					{//竖向下查找,行加
						if(CanGO(srcRow,srcCol,srcRow+j,srcCol,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow+j,srcCol,eat,&pHead);
						//else if(!(ChessName==RED_P || ChessName==BLA_P)) break;
					}
					for(j=1;j<10;j++)
					{//竖向上查找,行减
						if(CanGO(srcRow,srcCol,srcRow-j,srcCol,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow-j,srcCol,eat,&pHead);
						//else if(!(ChessName==RED_P || ChessName==BLA_P)) break;
					}
					break;
			case	RED_M:
			case	BLA_M:
					//横向右查找,(上跳)
					if(CanGO(srcRow,srcCol,srcRow-1,srcCol+2,eat))
						AddStep(ChessName,srcRow,srcCol,srcRow-1,srcCol+2,eat,&pHead);
					//横向右查找,(下跳)
					if(CanGO(srcRow,srcCol,srcRow+1,srcCol+2,eat))
						AddStep(ChessName,srcRow,srcCol,srcRow+1,srcCol+2,eat,&pHead);
					//横向左查找,(上跳)
					if(CanGO(srcRow,srcCol,srcRow-1,srcCol-2,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow-1,srcCol-2,eat,&pHead);
					//横向左查找,(下跳)
					if(CanGO(srcRow,srcCol,srcRow+1,srcCol-2,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow+1,srcCol-2,eat,&pHead);
					//竖向下查找,(右跳)
					if(CanGO(srcRow,srcCol,srcRow+2,srcCol+1,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow+2,srcCol+1,eat,&pHead);
					//竖向下查找,(左跳)
					if(CanGO(srcRow,srcCol,srcRow+2,srcCol-1,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow+2,srcCol-1,eat,&pHead);
					//竖向上查找,(右跳)
					if(CanGO(srcRow,srcCol,srcRow-2,srcCol+1,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow-2,srcCol+1,eat,&pHead);
					//竖向上查找,(左跳)
					if(CanGO(srcRow,srcCol,srcRow-2,srcCol-1,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow-2,srcCol-1,eat,&pHead);
					break;
			case	RED_B:
			case	BLA_B:
					//右
					if(CanGO(srcRow,srcCol,srcRow,srcCol+1,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow,srcCol+1,eat,&pHead);
					//左
					if(CanGO(srcRow,srcCol,srcRow,srcCol-1,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow,srcCol-1,eat,&pHead);
					//下
					if(CanGO(srcRow,srcCol,srcRow+1,srcCol,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow+1,srcCol,eat,&pHead);
					//上
					if(CanGO(srcRow,srcCol,srcRow-1,srcCol,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow-1,srcCol,eat,&pHead);
					break;
			case	RED_X:
			case	BLA_X:
					//右上
					if(CanGO(srcRow,srcCol,srcRow-2,srcCol+2,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow-2,srcCol+2,eat,&pHead);
					//右下
					if(CanGO(srcRow,srcCol,srcRow+2,srcCol+2,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow+2,srcCol+2,eat,&pHead);
					//左上
					if(CanGO(srcRow,srcCol,srcRow-2,srcCol-2,eat))
							AddStep(ChessName,srcRow,srcCol,srcRow-2,srcCol-2,eat,&pHead);

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