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📄 xqwl04.cpp

📁 象棋小巫师
💻 CPP
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/**
 * XiangQi Wizard Light - A Very Simple Chinese Chess Program
 * Designed by Morning Yellow, Version: 0.4, Last Modified: Mar. 2008
 * Copyright (C) 2004-2008 www.elephantbase.net
 *
 * 象棋小巫师 0.4 的目标:
 * 一、用Zobrist校验码技术实现重复局面判定;
 * 二、实现静态(Quiescence)搜索和MVV/LVA启发;
 * 三、实现将军延伸和空步(Null-Move)裁剪。
 */

#include <stdlib.h>
#include <time.h>
#include <windows.h>
#include "resource.h"

// 版本号
const char *const cszAbout = "象棋小巫师 0.4\n象棋百科全书 荣誉出品\n\n"
    "(C) 2004-2008 www.elephantbase.net\n本产品符合GNU通用公共许可协议\n\n"
    "欢迎登录 www.elephantbase.net\n免费下载PC版 象棋巫师";

// 窗口和绘图属性
const int WINDOW_STYLES = WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION | WS_MINIMIZEBOX;
const int MASK_COLOR = RGB(0, 255, 0);
const int SQUARE_SIZE = 56;
const int BOARD_EDGE = 8;
const int BOARD_WIDTH = BOARD_EDGE + SQUARE_SIZE * 9 + BOARD_EDGE;
const int BOARD_HEIGHT = BOARD_EDGE + SQUARE_SIZE * 10 + BOARD_EDGE;

// 棋盘范围
const int RANK_TOP = 3;
const int RANK_BOTTOM = 12;
const int FILE_LEFT = 3;
const int FILE_RIGHT = 11;

// 棋子编号
const int PIECE_KING = 0;
const int PIECE_ADVISOR = 1;
const int PIECE_BISHOP = 2;
const int PIECE_KNIGHT = 3;
const int PIECE_ROOK = 4;
const int PIECE_CANNON = 5;
const int PIECE_PAWN = 6;

// 其他常数
const int MAX_GEN_MOVES = 128; // 最大的生成走法数
const int MAX_MOVES = 256;     // 最大的历史走法数
const int LIMIT_DEPTH = 64;    // 最大的搜索深度
const int MATE_VALUE = 10000;  // 最高分值,即将死的分值
const int WIN_VALUE = MATE_VALUE - 100; // 搜索出胜负的分值界限,超出此值就说明已经搜索出杀棋了
const int DRAW_VALUE = 20;     // 和棋时返回的分数(取负值)
const int ADVANCED_VALUE = 3;  // 先行权分值
const int NULL_MARGIN = 400;   // 空步裁剪的子力边界
const int NULL_DEPTH = 2;      // 空步裁剪的裁剪深度

// 判断棋子是否在棋盘中的数组
static const char ccInBoard[256] = {
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 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, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};

// 判断棋子是否在九宫的数组
static const char ccInFort[256] = {
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};

// 判断步长是否符合特定走法的数组,1=帅(将),2=仕(士),3=相(象)
static const char ccLegalSpan[512] = {
                       0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 2, 1, 2, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 2, 1, 2, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  0, 0, 0, 0, 0, 0, 0
};

// 根据步长判断马是否蹩腿的数组
static const char ccKnightPin[512] = {
                              0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,-16,  0,-16,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0, -1,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0, -1,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0, 16,  0, 16,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0
};

// 帅(将)的步长
static const char ccKingDelta[4] = {-16, -1, 1, 16};
// 仕(士)的步长
static const char ccAdvisorDelta[4] = {-17, -15, 15, 17};
// 马的步长,以帅(将)的步长作为马腿
static const char ccKnightDelta[4][2] = {{-33, -31}, {-18, 14}, {-14, 18}, {31, 33}};
// 马被将军的步长,以仕(士)的步长作为马腿
static const char ccKnightCheckDelta[4][2] = {{-33, -18}, {-31, -14}, {14, 31}, {18, 33}};

// 棋盘初始设置
static const BYTE cucpcStartup[256] = {
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0, 20, 19, 18, 17, 16, 17, 18, 19, 20,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0, 21,  0,  0,  0,  0,  0, 21,  0,  0,  0,  0,  0,
  0,  0,  0, 22,  0, 22,  0, 22,  0, 22,  0, 22,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0, 14,  0, 14,  0, 14,  0, 14,  0, 14,  0,  0,  0,  0,
  0,  0,  0,  0, 13,  0,  0,  0,  0,  0, 13,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0, 12, 11, 10,  9,  8,  9, 10, 11, 12,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
};

// 子力位置价值表
static const BYTE cucvlPiecePos[7][256] = {
  { // 帅(将)
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  1,  1,  1,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  2,  2,  2,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0, 11, 15, 11,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
  }, { // 仕(士)
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0, 20,  0, 20,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0, 23,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0, 20,  0, 20,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
  }, { // 相(象)
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0, 20,  0,  0,  0, 20,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0, 18,  0,  0,  0, 23,  0,  0,  0, 18,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0, 20,  0,  0,  0, 20,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
  }, { // 马
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0, 90, 90, 90, 96, 90, 96, 90, 90, 90,  0,  0,  0,  0,
    0,  0,  0, 90, 96,103, 97, 94, 97,103, 96, 90,  0,  0,  0,  0,
    0,  0,  0, 92, 98, 99,103, 99,103, 99, 98, 92,  0,  0,  0,  0,
    0,  0,  0, 93,108,100,107,100,107,100,108, 93,  0,  0,  0,  0,
    0,  0,  0, 90,100, 99,103,104,103, 99,100, 90,  0,  0,  0,  0,
    0,  0,  0, 90, 98,101,102,103,102,101, 98, 90,  0,  0,  0,  0,
    0,  0,  0, 92, 94, 98, 95, 98, 95, 98, 94, 92,  0,  0,  0,  0,
    0,  0,  0, 93, 92, 94, 95, 92, 95, 94, 92, 93,  0,  0,  0,  0,
    0,  0,  0, 85, 90, 92, 93, 78, 93, 92, 90, 85,  0,  0,  0,  0,
    0,  0,  0, 88, 85, 90, 88, 90, 88, 90, 85, 88,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
  }, { // 车
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,206,208,207,213,214,213,207,208,206,  0,  0,  0,  0,
    0,  0,  0,206,212,209,216,233,216,209,212,206,  0,  0,  0,  0,
    0,  0,  0,206,208,207,214,216,214,207,208,206,  0,  0,  0,  0,
    0,  0,  0,206,213,213,216,216,216,213,213,206,  0,  0,  0,  0,
    0,  0,  0,208,211,211,214,215,214,211,211,208,  0,  0,  0,  0,
    0,  0,  0,208,212,212,214,215,214,212,212,208,  0,  0,  0,  0,
    0,  0,  0,204,209,204,212,214,212,204,209,204,  0,  0,  0,  0,
    0,  0,  0,198,208,204,212,212,212,204,208,198,  0,  0,  0,  0,
    0,  0,  0,200,208,206,212,200,212,206,208,200,  0,  0,  0,  0,
    0,  0,  0,194,206,204,212,200,212,204,206,194,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
  }, { // 炮
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,100,100, 96, 91, 90, 91, 96,100,100,  0,  0,  0,  0,
    0,  0,  0, 98, 98, 96, 92, 89, 92, 96, 98, 98,  0,  0,  0,  0,
    0,  0,  0, 97, 97, 96, 91, 92, 91, 96, 97, 97,  0,  0,  0,  0,
    0,  0,  0, 96, 99, 99, 98,100, 98, 99, 99, 96,  0,  0,  0,  0,
    0,  0,  0, 96, 96, 96, 96,100, 96, 96, 96, 96,  0,  0,  0,  0,
    0,  0,  0, 95, 96, 99, 96,100, 96, 99, 96, 95,  0,  0,  0,  0,
    0,  0,  0, 96, 96, 96, 96, 96, 96, 96, 96, 96,  0,  0,  0,  0,
    0,  0,  0, 97, 96,100, 99,101, 99,100, 96, 97,  0,  0,  0,  0,
    0,  0,  0, 96, 97, 98, 98, 98, 98, 98, 97, 96,  0,  0,  0,  0,
    0,  0,  0, 96, 96, 97, 99, 99, 99, 97, 96, 96,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
  }, { // 兵(卒)
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  9,  9,  9, 11, 13, 11,  9,  9,  9,  0,  0,  0,  0,
    0,  0,  0, 19, 24, 34, 42, 44, 42, 34, 24, 19,  0,  0,  0,  0,
    0,  0,  0, 19, 24, 32, 37, 37, 37, 32, 24, 19,  0,  0,  0,  0,
    0,  0,  0, 19, 23, 27, 29, 30, 29, 27, 23, 19,  0,  0,  0,  0,
    0,  0,  0, 14, 18, 20, 27, 29, 27, 20, 18, 14,  0,  0,  0,  0,
    0,  0,  0,  7,  0, 13,  0, 16,  0, 13,  0,  7,  0,  0,  0,  0,
    0,  0,  0,  7,  0,  7,  0, 15,  0,  7,  0,  7,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
    0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
  }
};

// 判断棋子是否在棋盘中
inline BOOL IN_BOARD(int sq) {
  return ccInBoard[sq] != 0;
}

// 判断棋子是否在九宫中
inline BOOL IN_FORT(int sq) {
  return ccInFort[sq] != 0;
}

// 获得格子的横坐标
inline int RANK_Y(int sq) {
  return sq >> 4;
}

// 获得格子的纵坐标
inline int FILE_X(int sq) {
  return sq & 15;
}

// 根据纵坐标和横坐标获得格子
inline int COORD_XY(int x, int y) {
  return x + (y << 4);
}

// 翻转格子
inline int SQUARE_FLIP(int sq) {
  return 254 - sq;
}

// 纵坐标水平镜像
inline int FILE_FLIP(int x) {
  return 14 - x;
}

// 横坐标垂直镜像
inline int RANK_FLIP(int y) {
  return 15 - y;
}

// 格子水平镜像
inline int MIRROR_SQUARE(int sq) {
  return COORD_XY(FILE_FLIP(FILE_X(sq)), RANK_Y(sq));
}

// 格子水平镜像
inline int SQUARE_FORWARD(int sq, int sd) {
  return sq - 16 + (sd << 5);
}

// 走法是否符合帅(将)的步长
inline BOOL KING_SPAN(int sqSrc, int sqDst) {
  return ccLegalSpan[sqDst - sqSrc + 256] == 1;
}

// 走法是否符合仕(士)的步长
inline BOOL ADVISOR_SPAN(int sqSrc, int sqDst) {
  return ccLegalSpan[sqDst - sqSrc + 256] == 2;
}

// 走法是否符合相(象)的步长
inline BOOL BISHOP_SPAN(int sqSrc, int sqDst) {
  return ccLegalSpan[sqDst - sqSrc + 256] == 3;
}

// 相(象)眼的位置
inline int BISHOP_PIN(int sqSrc, int sqDst) {
  return (sqSrc + sqDst) >> 1;
}

// 马腿的位置
inline int KNIGHT_PIN(int sqSrc, int sqDst) {
  return sqSrc + ccKnightPin[sqDst - sqSrc + 256];
}

// 是否未过河
inline BOOL HOME_HALF(int sq, int sd) {
  return (sq & 0x80) != (sd << 7);
}

// 是否已过河
inline BOOL AWAY_HALF(int sq, int sd) {
  return (sq & 0x80) == (sd << 7);
}

// 是否在河的同一边

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