📄 mantischessdef.h
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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*9,YBW=BWA*10; //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_K=0; //红帅
const int RED_S=1; //仕
const int RED_X=2; //相
const int RED_M=3; //马
const int RED_J=4; //车
const int RED_P=5; //炮
const int RED_B=6; //兵
const int BLACK_K=7; //黑将
const int BLACK_S=8; //士
const int BLACK_X=9; //象
const int BLACK_M=10; //马
const int BLACK_J=11; //车
const int BLACK_P=12; //炮
const int BLACK_B=13; //卒
//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[33]= {0,1,1,2,2,3,3,4,4,5,5,6,6,6,6,6
,7,8,8,9,9,10,10,11,11,12,12,13,13,13,13,13,-1};
//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[33]= {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,-1};
const int _defaultmap[11][12]=
{
// [0][1][2][3][4][5][6][7][8][9][10][11]
{32,32,32,32,32,32,32,32,32,32,32,32},//[0]
{32,32,32,32,32,32,32,32,32,32,32,32},//[1]
{32,32,32,32,32,32,32,32,32,32,32,32},//[2]
{32,32,32,32,32,32,32,32,32,32,32,32},//[3]
{32,32,32,32,32,32,32,32,32,32,32,32},//[4]
{32,32,32,32,32,32,32,32,32,32,32,32},//[5]
{32,32,32,32,32,32,32,32,32,32,32,32},//[6]
{32,32,32,32,32,32,32,32,32,32,32,32},//[7]
{32,32,32,32,32,32,32,32,32,32,32,32},//[8]
{32,32,32,32,32,32,32,32,32,32,32,32},//[9]
{32,32,32,32,32,32,32,32,32,32,32,32}//[10]
};
const int FistOfSide[2]={0,16};
const int LastOfSide[2]={15,31};
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