⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 xqwl02.cpp

📁 象棋小巫师
💻 CPP
📖 第 1 页 / 共 3 页
字号:
/**
 * XiangQi Wizard Light - A Very Simple Chinese Chess Program
 * Designed by Morning Yellow, Version: 0.2, Last Modified: Mar. 2008
 * Copyright (C) 2004-2008 www.elephantbase.net
 *
 * 象棋小巫师 0.2 的目标:
 * 一、实现中国象棋规则。
 */

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

// 版本号
const char *const cszAbout = "象棋小巫师 0.2\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

// 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
};

// 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
inline BOOL SAME_HALF(int sqSrc, int sqDst) {
  return ((sqSrc ^ sqDst) & 0x80) == 0;
}

// 是否在同一行
inline BOOL SAME_RANK(int sqSrc, int sqDst) {
  return ((sqSrc ^ sqDst) & 0xf0) == 0;
}

// 是否在同一列
inline BOOL SAME_FILE(int sqSrc, int sqDst) {
  return ((sqSrc ^ sqDst) & 0x0f) == 0;
}

// 获得红黑标记(红子是8,黑子是16)
inline int SIDE_TAG(int sd) {
  return 8 + (sd << 3);
}

// 获得对方红黑标记
inline int OPP_SIDE_TAG(int sd) {
  return 16 - (sd << 3);
}

// 获得走法的起点
inline int SRC(int mv) {
  return mv & 255;
}

// 获得走法的终点
inline int DST(int mv) {
  return mv >> 8;
}

// 根据起点和终点获得走法
inline int MOVE(int sqSrc, int sqDst) {
  return sqSrc + sqDst * 256;
}

// 走法水平镜像
inline int MIRROR_MOVE(int mv) {
  return MOVE(MIRROR_SQUARE(SRC(mv)), MIRROR_SQUARE(DST(mv)));
}

// 局面结构
struct PositionStruct {
  int sdPlayer;                   // 轮到谁走,0=红方,1=黑方
  BYTE ucpcSquares[256];          // 棋盘上的棋子

  void Startup(void) {            // 初始化棋盘
    sdPlayer = 0;
    memcpy(ucpcSquares, cucpcStartup, 256);
  }
  void ChangeSide(void) {         // 交换走子方
    sdPlayer = 1 - sdPlayer;
  }
  void AddPiece(int sq, int pc) { // 在棋盘上放一枚棋子
    ucpcSquares[sq] = pc;
  }
  void DelPiece(int sq) {         // 从棋盘上拿走一枚棋子
    ucpcSquares[sq] = 0;
  }
  int MovePiece(int mv);                      // 搬一步棋的棋子

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -