📄 mantischessdef.h
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/***************************************************************
MantisChessDef.h : MantisChess 基本定义头文件
版权所有(C) 陈成涛
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------------------------------------------------------------------
MantisChessDef.h : MantisChess standard defines headfile
Copyright (C) Chen Chengtao, China
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
If you have any question about this software please visit my hompage:
http://thecct.51.net
or E_mail to:
stove@eyou.com
thecct@163.com
******************************************************************/
const int MW=32,SW=1; //MW-棋子宽度;SW-棋子间隔的一半
const int BWA=MW+SW*2; //BWA-棋格宽度
const int XBW=BWA*5,YBW=BWA*11; //棋盘的长宽
const int MAN=0; //人
const int COM=1; //计算机
const int RED=0; //红方
const int BLACK=1; //黑方
const int RED_1=0; //红帅
const int RED_2=1; //仕
const int RED_3=2; //相
const int BLACK_1=3; //黑将
const int BLACK_2=4; //士
const int BLACK_3=5; //象
//以下是全局函数定义:
//把棋子序号转换为对应图标的序号
const int ManToIcon[6]= {0,1,2,3,4,5};
//棋子类型与图标的序号相同
//#define ManToType ManToIcon
//const int ManToType7[33]= {0,1,1,2,2,3,3,4,4,5,5,6,6,6,6,6
// ,0,1,1,2,2,3,3,4,4,5,5,6,6,6,6,6,-1};
//随即函数,返回小于n的随机整数
int rnd(const int& n);
//给出棋子序号!!,判断是红是黑
const int SideOfMan[7]= {0,0,0,1,1,1,-1};
const int _defaultmap[6][13]=
{
// [0][1][2][3][4][5][6][7][8][9][10][11][12]
{6,6,6,6,6,6,6,6,6,6,6,6,6},//[0]
{6,6,6,6,6,6,6,6,6,6,6,6,6},//[1]
{6,6,6,6,6,6,6,6,6,6,6,6,6},//[2]
{6,6,6,6,6,6,6,6,6,6,6,6,6},//[3]
{6,6,6,6,6,6,6,6,6,6,6,6,6},
{6,6,6,6,6,6,6,6,6,6,6,6,6}//[4]
};
const int FistOfSide[2]={0,16};
const int LastOfSide[2]={15,31};
const int MAXMOVE = 1000;
const int ai[100][3]=
{
{2,9,9},
{2,5,7},
{2,4,6},
{1,8,9},
{1,6,7},
{1,4,5},
{1,2,3},
{0,1,1},
{0,2,2},
{0,3,3},
{0,4,4},
{0,5,5},
{0,6,6},
{0,7,7},
{0,8,8},
{0,0,0}
};
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