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📄 movegenerator.cpp

📁 中国象棋源程序,该程序采用多种搜索算法实现了人机对弈的功能
💻 CPP
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// MoveGenerator.cpp: implementation of the CMoveGenerator class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "chess.h"
#include "MoveGenerator.h"

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

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

CMoveGenerator::CMoveGenerator()
{
	
}

CMoveGenerator::~CMoveGenerator()
{
	
}

int CMoveGenerator::AddMove(int nFromX,int nFromY,int nToX,int nToY,int nPly,int nChessID)
{
	m_MoveList[nPly][m_nMoveCount].From.x=nFromX;
	m_MoveList[nPly][m_nMoveCount].From.y=nFromY;
	m_MoveList[nPly][m_nMoveCount].To.x=nToX;
	m_MoveList[nPly][m_nMoveCount].To.y=nToY;
	m_MoveList[nPly][m_nMoveCount].nChessID=nChessID;
	m_nMoveCount++;

	return m_nMoveCount;
}

//nPly指明当前搜索的层数,每层将走法存在不同的位置,以免覆盖
//nSide指明产生哪一方的走法,TRUE为红方,FALSE是黑方
int CMoveGenerator::CreatePossibleMove(BYTE position[][9],int nPly,int nSide,int nUserChessColor)
{
	int nChessID;
	int i,j;

	m_nMoveCount=0;
	m_nUserChessColor=nUserChessColor;

	for(j=0;j<9;j++)
		for(i=0;i<10;i++)
		{
			if(position[i][j]!=NOCHESS)
			{
				nChessID=position[i][j];

				if(nUserChessColor==REDCHESS)
				{
					if(!nSide && IsRed(nChessID))
						continue;//如要产生黑棋走法,跳过红棋
					
					if(nSide && IsBlack(nChessID))
						continue;//如要产生红棋走法,跳过黑棋
				}
				else
				{
					if(nSide && IsRed(nChessID))
						continue;//如要产生黑棋走法,跳过红棋
					
					if(!nSide && IsBlack(nChessID))
						continue;//如要产生红棋走法,跳过黑棋
				}

				switch(nChessID)
				{
				case R_KING://红帅
				case B_KING://黑将
					Gen_KingMove(position,i,j,nPly);
					break;

				case R_BISHOP://红士
					Gen_RBishopMove(position,i,j,nPly);
					break;
				
				case B_BISHOP://黑士
					Gen_BBishopMove(position,i,j,nPly);
					break;
				
				case R_ELEPHANT://红相
				case B_ELEPHANT://黑象
					Gen_ElephantMove(position,i,j,nPly);
					break;
				
				case R_HORSE://红马
				case B_HORSE://黑马
					Gen_HorseMove(position,i,j,nPly);
					break;
				
				case R_CAR://红车
				case B_CAR://黑车
					Gen_CarMove(position,i,j,nPly);
					break;

				case R_PAWN://红兵
					Gen_RPawnMove(position,i,j,nPly);
					break;
				
				case B_PAWN://黑卒
					Gen_BPawnMove(position,i,j,nPly);
					break;
				
				case B_CANON://黑炮
				case R_CANON://红炮
					Gen_CanonMove(position,i,j,nPly);
					break;
				
				default:
					break;
				}
			}
		}

	return m_nMoveCount;
}

void CMoveGenerator::Gen_KingMove(BYTE position[10][9],int i,int j,int nPly)
{
	int x,y;
	
	for(y=0;y<3;y++)
		for(x=3;x<6;x++)
			if(IsValidMove(position,j,i,x,y,m_nUserChessColor))
				AddMove(j,i,x,y,nPly,position[i][j]);

	for(y=7;y<10;y++)
		for(x=3;x<6;x++)
			if(IsValidMove(position,j,i,x,y,m_nUserChessColor))
				AddMove(j,i,x,y,nPly,position[i][j]);
}

//红士
void CMoveGenerator::Gen_RBishopMove(BYTE position[10][9],int i,int j,int nPly)
{
	int x,y;
	
	for(y=7;y<10;y++)
		for(x=3;x<6;x++)
			if(IsValidMove(position,j,i,x,y,m_nUserChessColor))
				AddMove(j,i,x,y,nPly,position[i][j]);
}

//黑士
void CMoveGenerator::Gen_BBishopMove(BYTE position[10][9],int i,int j,int nPly)
{
	int x,y;

	for(y=0;y<3;y++)
		for(x=3;x<6;x++)
			if(IsValidMove(position,j,i,x,y,m_nUserChessColor))
				AddMove(j,i,x,y,nPly,position[i][j]);
}

//象
void CMoveGenerator::Gen_ElephantMove(BYTE position[10][9],int i,int j,int nPly)
{
	int x,y;
	
	//插入右下方的有效走法
	x=j+2;
	y=i+2;
	if(x<9 && y<10 && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);
	
	//插入右上方的有效走法
	x=j+2;
	y=i-2;
	if(x<9 && y>=0 && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);
	
	//插入左下方的有效走法
	x=j-2;
	y=i+2;
	if(x>=0 && y<10 && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);
	
	//插入左上方的有效走法
	x=j-2;
	y=i-2;
	if(x>=0 && y>=0 && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);
}

//马
void CMoveGenerator::Gen_HorseMove(BYTE position[10][9], int i, int j, int nPly)
{
	int x, y;
	
	//插入右下方的有效走法
	x=j+2;//右2
	y=i+1;//下1
	if((x<9 && y<10) && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);
	
	//插入右上方的有效走法
	x=j+2;//右2
	y=i-1;//上1
	if((x<9 && y>=0) && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);
	
	//插入左下方的有效走法
	x=j-2;//左2
	y=i+1;//下1
	if((x>=0 && y<10) && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);

	//插入左上方的有效走法
	x=j-2;//左2
	y=i-1;//上1
	if((x>=0 && y>=0) && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);
	
	//插入右下方的有效走法
	x=j+1;//右1
	y=i+2;//下2 
	if((x<9 && y<10) && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);

	//插入左下方的有效走法
	x=j-1;//左1
	y=i+2;//下2
	if((x>=0 && y<10) && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);    
	
	//插入右上方的有效走法
	x=j+1;//右1
	y=i-2;//上2
	if((x<9 && y >=0) && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);

	//插入左上方的有效走法
	x=j-1;//左1
	y=i-2;//上2
	if((x>=0 && y>=0) && IsValidMove(position,j,i,x,y,m_nUserChessColor))
		AddMove(j,i,x,y,nPly,position[i][j]);
}

//红兵
void CMoveGenerator::Gen_RPawnMove(BYTE position[10][9], int i, int j, int nPly)
{
	int x,y;
	int nChessID;
	
	nChessID=position[i][j];

	if(m_nUserChessColor==REDCHESS)
	{
		y=i-1;//向前
		x=j;
		if(y>0 && !IsSameSide(nChessID,position[y][x]))
			AddMove(j,i,x,y,nPly,position[i][j]);//前方无阻碍
		
		if(i<5)//是否已过河
		{
			y=i;
			
			x=j+1;//右边
			if(x<9 && !IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);
			
			x=j-1;//左边
			if(x>=0 && !IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);
		}
	}
	else
	{
		y=i+1;//向前
		x=j;
		if(y>0 && !IsSameSide(nChessID,position[y][x]))
			AddMove(j,i,x,y,nPly,position[i][j]);//前方无阻碍
		
		if(i>4)//是否已过河
		{
			y=i;
			
			x=j+1;//右边
			if(x<9 && !IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);
			
			x=j-1;//左边
			if(x>=0 && !IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);
		}
	}
}

//黑卒
void CMoveGenerator::Gen_BPawnMove(BYTE position[10][9],int i,int j,int nPly)
{
	int x,y;
	int nChessID;
	
	nChessID=position[i][j];

	if(m_nUserChessColor==REDCHESS)
	{
		y=i+1;//向前
		x=j;
		if(y<10 && !IsSameSide(nChessID,position[y][x]))
			AddMove(j,i,x,y,nPly,position[i][j]);//前方无阻碍
		
		if(i>4)//是否已过河
		{
			y=i;
			
			x=j+1;//右边
			if(x<9 && !IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);
			
			x=j-1;//左边
			if(x>=0 && !IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);
		}
	}
	else
	{
		y=i-1;//向前
		x=j;
		if(y<10 && !IsSameSide(nChessID,position[y][x]))
			AddMove(j,i,x,y,nPly,position[i][j]);//前方无阻碍
		
		if(i<5)//是否已过河
		{
			y=i;
			
			x=j+1;//右边
			if(x<9 && !IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);
			
			x=j-1;//左边
			if(x>=0 && !IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);
		}
	}
}

//车
void CMoveGenerator::Gen_CarMove(BYTE position[10][9], int i, int j, int nPly)
{
	int x,y;
	int nChessID;
	
	nChessID=position[i][j];

	//插入向右的有效的走法
	x=j+1;
	y=i;
	while(x<9)
	{
		if(NOCHESS==position[y][x])
			AddMove(j,i,x,y,nPly,position[i][j]);
		else
		{
			if(!IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);

			break;
		}
		x++;
	}

	//插入向左的有效的走法
	x=j-1;
	y=i;
	while(x>=0)
	{
		if(NOCHESS==position[y][x])
			AddMove(j,i,x,y,nPly,position[i][j]);
		else
		{
			if(!IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);

			break;
		}
		x--;
	}

	//插入向下的有效的走法
	x=j;
	y=i+1;
	while(y<10)
	{
		if(NOCHESS==position[y][x])
			AddMove(j,i,x,y,nPly,position[i][j]);
		else
		{
			if(!IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);

			break;
		}
		y++;
	}

	//插入向上的有效的走法
	x=j;
	y=i-1;
	while(y>=0)
	{
		if(NOCHESS==position[y][x])
			AddMove(j,i,x,y,nPly,position[i][j]);
		else
		{
			if(!IsSameSide(nChessID,position[y][x]))
				AddMove(j,i,x,y,nPly,position[i][j]);

			break;
		}
		y--;
	}
}

//炮
void CMoveGenerator::Gen_CanonMove(BYTE position[10][9], int i, int j, int nPly)
{
	int x,y;
	BOOL flag;
	int nChessID;
	
	nChessID=position[i][j];

	//插入向右的有效的走法
	x=j+1;
	y=i;
	flag=FALSE;
	while(x<9)
	{
		if(NOCHESS==position[y][x])
		{
			if(!flag)//隔有棋子
				AddMove(j,i,x,y,nPly,position[i][j]);
		}
		else
		{
			if(!flag)//没有隔棋子,此棋子是第一个障碍,设置标志
				flag=TRUE;
			else     //隔有棋子,此处如为敌方棋子,则可走
			{
				if(!IsSameSide(nChessID,position[y][x]))
					AddMove(j,i,x,y,nPly,position[i][j]);
				break;
			}
		}
		x++;//继续下一个位置
	}

	//插入向左的有效的走法
	x=j-1;
	y=i;

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