📄 1234.c
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#include <stdio.h>
#include <stdlib.h>
#include <bios.h>
#include <graphics.h>
#include<malloc.h>
/*
* 对应键盘键的十六进制数字
*/
#define ESC 0x11b
#define UP 0x4800
#define DOWN 0x5000
#define LEFT 0x4b00
#define RIGHT 0x4d00
#define BLANK 0x3920
#define PLAYER1 1
#define PLAYER2 2
#define COMPUTER 2
#define LENGTH 15
#define SEARCH_DEEP 2
/*
* 用来在函数can_expand()查找可以扩展的节点步长
*/
#define STEP 1
/************全局变量定义***************/
int x1 = 240,
y1 = 240,
oldx = 240,
oldy = 240;
int key_mode;
int key_net;
int step_sum = 0;
int chessman[LENGTH][LENGTH];
int depth = 2; /* 搜索的深度 */
int a = 0,
b = 0;
int flag_run;
int win_flag = 0;
typedef struct five_chess *point;
struct five_chess {
int x;
int y;
int layer;
double value;
double score;
int chess[LENGTH][LENGTH];
int record[LENGTH][LENGTH];
} A;
int stack_deep0 = 0;
point stack_c[10];
point close[600];
void
push(point s0)
{
if (stack_deep0 < 10)
stack_c[stack_deep0++] = s0;
}
point
top()
{
if (stack_deep0 > 0)
return stack_c[stack_deep0 - 1];
/*else return?*/
}
void
pop()
{
if (stack_deep0 > 0)
stack_deep0--;
}
int
is_empty()
{
if (stack_deep0 != 0)
return 1;
else
return 0;
}
/************函数的声明**************/
void five();
void show();
int win_or_not(int x0, int y0, int who,
int chessman[LENGTH][LENGTH], int a);
void set_chessman();
void print_result();
/************评价函数部分************/
double score_row(int i, int j, int chessman[LENGTH][LENGTH]);
double score_col(int i, int j, int chessman[LENGTH][LENGTH]);
double score_diag_45(int i, int j, int chessman[LENGTH][LENGTH]);
double score_diag_135(int i, int j, int chessman[LENGTH][LENGTH]);
double total_score(int who_running, int chessman[LENGTH][LENGTH]);
double score(int chessman[LENGTH][LENGTH]);
int rowdt(int i, int j, int chessman[LENGTH][LENGTH]);
int coldt(int i, int j, int chessman[LENGTH][LENGTH]);
int diadt(int i, int j, int chessman[LENGTH][LENGTH]);
int vdiadt(int i, int j, int chessman[LENGTH][LENGTH]);
int can_expand(int i, int j, int chessman[LENGTH][LENGTH]);
void copy(point s1, point s0);
int
POW(int s, int t)
{
int sum = s,
i;
if (t <= 0)
return 1;
for (i = 0; i < t; i++)
sum *= sum;
return sum;
}
/*
* 定义computer先手 */
point
expand(point s0)
{
int flag;
int i,
j;
point new_chess = (point) malloc(sizeof(struct five_chess));
if (s0->layer % 2 == 0)
flag = COMPUTER;
else
flag = PLAYER1;
for (i = 0; i < LENGTH; i++)
for (j = 0; j < LENGTH; j++) {
if (s0->record[i][j]) /*如果有棋子*/
continue;
if (can_expand(i, j, s0->chess) == 0) /*如果有棋子,而且沿水平,树直,左上-右下,右上-左下,四个方向可以扩展*/
continue;
s0->record[i][j] = flag;
new_chess->chess[i][j] = flag;
new_chess->layer = s0->layer + 1;
new_chess->x = i;
new_chess->y = j;
new_chess->record[i][j] = flag;
return new_chess;
}
/*
* for(i=5;i<10;i++) for(j=5;j<10;j++){ if(s0->record[i][j]) continue;
* if(can_expand(i,j,s0->chess)==0) continue; s0->record[i][j]=flag;
* new_chess->x=i; new_chess->y=j; new_chess->record[i][j]=flag;
* new_chess->layer=s0->layer+1; new_chess->chess[i][j]=flag ; return
* new_chess; } for(i=2;i<12;i++) for(j=2;j<12;j++){
* if(i>4&&i<10&&j>4&&j<10) continue; if(s0->record[i][j]) continue;
* if(can_expand(i,j,s0->chess)==0) continue; s0->record[i][j]=flag;
* new_chess->x=i; new_chess->y=j; new_chess->record[i][j]=flag;
* new_chess->layer=s0->layer+1; new_chess->chess[i][j]=flag; return
* new_chess;
*
* } for(i=0;i<LENGTH;i++) for(j=0;j<LENGTH;j++){
* if(i>1&&i<12&&j>1&&j<12) continue; if(s0->record[i][j]) continue;
* if(can_expand(i,j,s0->chess)==0) continue; s0->record[i][j]=flag;
* new_chess->chess[i][j]=flag; new_chess->layer=s0->layer+1;
* new_chess->x=i; new_chess->y=j; new_chess->record[i][j]=flag; return
* new_chess; }
*/
new_chess->layer = -1;
return new_chess;
}
void
computer()
{
int i,
j,
k,
num = 0;
int break_now = 0;
int break_then = 0;
int go_on = 0;
point s0 = NULL,
s1 = NULL,
s2 = NULL,
max_chess = NULL;
point temps = NULL,
s01;
/*
* 堆栈的初始化
*/
stack_deep0 = 0;
s0 = malloc(sizeof(struct five_chess));
for (i = 0; i < 600; i++) /*为什么是600*/
close[i] = NULL; /*close是一个point 数组*/
close[num++] = s0;
for (i = 0; i < LENGTH; i++)
for (j = 0; j < LENGTH; j++) {
s0->chess[i][j] = chessman[i][j];
s0->record[i][j] = chessman[i][j];
}
s0->layer = 0;
s0->value = -3000000;
s0->score = -3000000;
push(s0);
while (is_empty() != 0) { /*看是栈否为空*/
s01 = top(); /*如果不是空*/
s1 = expand(s01); /*从栈顶开始展开*/
close[num++] = s1;
if (s1->layer == -1) {
pop();
continue;
}
go_on =
win_or_not((s1->x + 1) * 30, (s1->y + 1) * 30, 2, s1->chess,
1);
if (go_on == 2) {
a = (s1->x + 1) * 30;
b = (s1->y + 1) * 30;
break_then = 1;
break;
}
go_on =
win_or_not((s1->x + 1) * 30, (s1->y + 1) * 30, 1, s1->chess,
1);
if (go_on == 1) {
a = (s1->x + 1) * 30;
b = (s1->y + 1) * 30;
break_then = 1;
break;
}
s1->value = 30000;
push(s1);
while (1) {
s1 = top();
s2 = expand(s1);
if (s2->layer == -1) {
pop();
if (s1->value > top()->value) {
top()->value = s1->value;
max_chess = s1;
}
free(s2);
break;
}
s2->score = score(s2->chess);
temps = top();
if (s2->score < temps->value)
temps->value = s2->score;
free(s2);
}
}
if (break_then == 0) {
for (i = 0; i < LENGTH; i++) {
for (j = 0; j < LENGTH; j++)
if (max_chess->chess[i][j] != chessman[i][j]) {
a = i * 30 + 30;
b = j * 30 + 30;
break_now = 1;
break;
}
if (break_now == 1)
break;
}
}
for (i = 0; i < 600; i++) {
if (close[i] == NULL)
continue;
free(close[i]);
}
}
/**********************************************************/
void
main()
{
int key;
int play_with_who = 1;
printf("1.Play with human\n2.Play with computer\nPlease choice: ");
scanf("%d", &play_with_who);
five(); /*显示棋盘*/
show();
if (play_with_who == 1) { /*人与人玩*/
while (1) { /*设置人与人玩的界面*/
settextstyle(0, 0, 2);
if ((step_sum + 1) % 2) {
setcolor(1);
outtextxy(500, 180, "Player2");
setcolor(4);
outtextxy(500, 180, "Player1");
} else {
setcolor(1);
outtextxy(500, 180, "Player1");
setcolor(10);
outtextxy(500, 180, "Player2");
}
if (bioskey(1))
/*
* 按了一次键盘那么就true,执行下面代码,这是bios。h
*/
{
key = bioskey(0);
/*
* 返回一个键盘值,如没有按键,则一直等待
*/
switch (key) {
case ESC:
exit(0);
case LEFT:
if (x1 > 30) {
x1 -= 30;
show(); /*显示方框*/
}
break;
case UP:
if (y1 > 30) {
y1 -= 30;
show();
}
break;
case RIGHT:
if (x1 < 450) {
x1 += 30;
show();
}
break;
case DOWN:
if (y1 < 450) {
y1 += 30;
show();
}
break;
case BLANK: /*按下空格键后放置棋子*/
{
if (chessman[x1 / 30][y1 / 30])
break; /*如果当前位置有棋子,不能放置,退出*/
step_sum++; /*如果没有棋子,下一步谁走加1*/
/*
* P1 设置棋子
*/
if (step_sum % 2) {
setcolor(15); /*画棋子*/
setfillstyle(SOLID_FILL, 15); /* 封闭图形,进行实体填充*/
circle(x1, y1, 10); /*画圆*/
floodfill(x1, y1, 15); /*填充圆*/
chessman[x1 / 30][y1 / 30] = PLAYER1; /*设置棋盘状态*/
win_flag = win_or_not(x1, y1, 1, chessman, 0); /*分析游戏是否结束,谁胜谁败*/
if (win_flag == 1)
outtextxy(480, 240, "P1 Win");
else if (win_flag == 3)
outtextxy(480, 240, "DOGFALL");
if (win_flag != 0) { /*如果没人胜,游戏继续*/
while (bioskey(1) == 0);
closegraph();
}
} else { /* P2 设置棋子 */
setcolor(12);
setfillstyle(SOLID_FILL, 12);
circle(x1, y1, 10);
floodfill(x1, y1, 12);
chessman[x1 / 30][y1 / 30] = PLAYER2;
win_flag = win_or_not(x1, y1, 2, chessman, 0);
if (win_flag == 2)
outtextxy(480, 240, "P2 Win");
else if (win_flag == 3)
outtextxy(480, 240, "DOGFALL");
if (win_flag != 0) {
while (bioskey(1) == 0);
closegraph();
}
}
}
break;
}
}
}
} else {
chessman[7][7] = COMPUTER; /*人和电脑玩,电脑先走一步*/
setcolor(12);
setfillstyle(SOLID_FILL, 12);
circle(240, 240, 10);
floodfill(240, 240, 12);
flag_run = 0; /*有什么用?*/
step_sum++; /*下一步谁走?*/
while (1) {
while (1) {
if (flag_run == 1)
break;
if (bioskey(1)) {
key = bioskey(0);
/*
* 返回一个键盘值,如没有按键,则一直等待
*/
switch (key) {
case ESC:
exit(0);
case LEFT:
if (x1 > 30) {
x1 -= 30;
show();
}
break;
case UP:
if (y1 > 30) {
y1 -= 30;
show();
}
break;
case RIGHT:
if (x1 < 450) {
x1 += 30;
show();
}
break;
case DOWN:
if (y1 < 450) {
y1 += 30;
show();
}
break;
case BLANK:
{
if (chessman[x1 / 30 - 1][y1 / 30 - 1])
break; /*有棋子了不走*/
setcolor(15);
setfillstyle(SOLID_FILL, 15); /* 封闭图形,进行实体填充
*/
circle(x1, y1, 10);
floodfill(x1, y1, 15); /*画棋子*/
chessman[x1 / 30 - 1][y1 / 30 - 1] = PLAYER1;
flag_run = 1; /*有什么用?*/
step_sum++; /*下一步谁走*/
win_flag = win_or_not(x1, y1, 1, chessman, 0); /*谁胜谁负*/
if (win_flag == 1)
outtextxy(480, 240, "P1 Win");
else if (win_flag == 3)
outtextxy(480, 240, "DOGFALL");
if (win_flag != 0) {
while (bioskey(1) == 0); /*没有人胜则继续等待下棋*/
closegraph();
}
}
} /* switch */
}
}
computer(); /*调用智能体*/
/*
* a,b存放的是现在电脑准备下的位置
* 返回一个a,b的结构体不是更好,用全局变量不爽啊
* struct {
* int a;
* int b;
* }
*/
setcolor(12);
setfillstyle(SOLID_FILL, 12);
circle(a, b, 10);
floodfill(a, b, 12);
chessman[a / 30 - 1][b / 30 - 1] = COMPUTER;
flag_run = 0;
step_sum++;
win_flag = win_or_not(a, b, 2, chessman, 0);
if (win_flag == 2)
outtextxy(480, 240, "ComputerWin");
else if (win_flag == 3)
outtextxy(480, 240, "DOGFALL");
if (win_flag != 0) {
while (bioskey(1) == 0);
closegraph();
}
}
}
}
void
five()
{
int i,
j;
/*
* 画棋盘的过程
*/
int gdriver = DETECT,
gmode;
registerbgidriver(EGAVGA_driver);
initgraph(&gdriver, &gmode, " ");
/*
* 对显示适配器进行配置
*/
setbkcolor(1);
for (i = 0; i < 30; i++) {
setcolor((i >= 2) ? 9 : i);
rectangle(i, i, 479 - i, 479 - i); /* 画矩形边框 */
}
/*
* 画棋盘
*/
for (i = 1; i < 14; i++)
for (j = 1; j < 14; j++) {
setcolor(14);
line(30 + 30 * i, 30, 30 + 30 * i, 449);
line(30, 30 + 30 * i, 449, 30 + 30 * i);
}
/*
* 画整个图的边框
*/
for (i = 0; i < 15; i++) {
setcolor(i);
rectangle(i, i, 640 - i, 480 - i);
line(480 - i, 15, 480 - i, 465);
}
/*
* 输出屏幕右侧的信息
*/
setcolor(4);
settextstyle(0, 0, 2);
outtextxy(500, 45, "GOBANG");
setcolor(10);
settextstyle(0, 0, 1);
outtextxy(500, 90, "Designed By");
outtextxy(514, 118, "Ye Binbin");
outtextxy(480, 140, "from class A of CS");
}
/*
* 移动光标
*/
void
show()
{
setcolor(1);
if (oldx < 450) {
if (oldy > 30)
line(oldx + 7, oldy - 15, oldx + 15, oldy - 15);
if (oldy > 30)
line(oldx + 15, oldy - 15, oldx + 15, oldy - 7);
if (oldy < 450)
line(oldx + 15, oldy + 7, oldx + 15, oldy + 15);
if (oldy < 450)
line(oldx + 15, oldy + 15, oldx + 7, oldy + 15);
}
if (oldx > 30) {
if (oldy < 450)
line(oldx - 7, oldy + 15, oldx - 15, oldy + 15);
if (oldy < 450)
line(oldx - 15, oldy + 15, oldx - 15, oldy + 7);
if (oldy > 30)
line(oldx - 15, oldy - 7, oldx - 15, oldy - 15);
if (oldy > 30)
line(oldx - 15, oldy - 15, oldx - 7, oldy - 15);
}
setcolor(12);
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