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📄 xqwl05.cpp

📁 象棋小巫师
💻 CPP
📖 第 1 页 / 共 5 页
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    // 1. 找到一个本方棋子,再做以下判断:
    pcSrc = ucpcSquares[sqSrc];
    if ((pcSrc & pcSelfSide) == 0) {
      continue;
    }

    // 2. 根据棋子确定走法
    switch (pcSrc - pcSelfSide) {
    case PIECE_KING:
      for (i = 0; i < 4; i ++) {
        sqDst = sqSrc + ccKingDelta[i];
        if (!IN_FORT(sqDst)) {
          continue;
        }
        pcDst = ucpcSquares[sqDst];
        if (bCapture ? (pcDst & pcOppSide) != 0 : (pcDst & pcSelfSide) == 0) {
          mvs[nGenMoves] = MOVE(sqSrc, sqDst);
          nGenMoves ++;
        }
      }
      break;
    case PIECE_ADVISOR:
      for (i = 0; i < 4; i ++) {
        sqDst = sqSrc + ccAdvisorDelta[i];
        if (!IN_FORT(sqDst)) {
          continue;
        }
        pcDst = ucpcSquares[sqDst];
        if (bCapture ? (pcDst & pcOppSide) != 0 : (pcDst & pcSelfSide) == 0) {
          mvs[nGenMoves] = MOVE(sqSrc, sqDst);
          nGenMoves ++;
        }
      }
      break;
    case PIECE_BISHOP:
      for (i = 0; i < 4; i ++) {
        sqDst = sqSrc + ccAdvisorDelta[i];
        if (!(IN_BOARD(sqDst) && HOME_HALF(sqDst, sdPlayer) && ucpcSquares[sqDst] == 0)) {
          continue;
        }
        sqDst += ccAdvisorDelta[i];
        pcDst = ucpcSquares[sqDst];
        if (bCapture ? (pcDst & pcOppSide) != 0 : (pcDst & pcSelfSide) == 0) {
          mvs[nGenMoves] = MOVE(sqSrc, sqDst);
          nGenMoves ++;
        }
      }
      break;
    case PIECE_KNIGHT:
      for (i = 0; i < 4; i ++) {
        sqDst = sqSrc + ccKingDelta[i];
        if (ucpcSquares[sqDst] != 0) {
          continue;
        }
        for (j = 0; j < 2; j ++) {
          sqDst = sqSrc + ccKnightDelta[i][j];
          if (!IN_BOARD(sqDst)) {
            continue;
          }
          pcDst = ucpcSquares[sqDst];
          if (bCapture ? (pcDst & pcOppSide) != 0 : (pcDst & pcSelfSide) == 0) {
            mvs[nGenMoves] = MOVE(sqSrc, sqDst);
            nGenMoves ++;
          }
        }
      }
      break;
    case PIECE_ROOK:
      for (i = 0; i < 4; i ++) {
        nDelta = ccKingDelta[i];
        sqDst = sqSrc + nDelta;
        while (IN_BOARD(sqDst)) {
          pcDst = ucpcSquares[sqDst];
          if (pcDst == 0) {
            if (!bCapture) {
              mvs[nGenMoves] = MOVE(sqSrc, sqDst);
              nGenMoves ++;
            }
          } else {
            if ((pcDst & pcOppSide) != 0) {
              mvs[nGenMoves] = MOVE(sqSrc, sqDst);
              nGenMoves ++;
            }
            break;
          }
          sqDst += nDelta;
        }
      }
      break;
    case PIECE_CANNON:
      for (i = 0; i < 4; i ++) {
        nDelta = ccKingDelta[i];
        sqDst = sqSrc + nDelta;
        while (IN_BOARD(sqDst)) {
          pcDst = ucpcSquares[sqDst];
          if (pcDst == 0) {
            if (!bCapture) {
              mvs[nGenMoves] = MOVE(sqSrc, sqDst);
              nGenMoves ++;
            }
          } else {
            break;
          }
          sqDst += nDelta;
        }
        sqDst += nDelta;
        while (IN_BOARD(sqDst)) {
          pcDst = ucpcSquares[sqDst];
          if (pcDst != 0) {
            if ((pcDst & pcOppSide) != 0) {
              mvs[nGenMoves] = MOVE(sqSrc, sqDst);
              nGenMoves ++;
            }
            break;
          }
          sqDst += nDelta;
        }
      }
      break;
    case PIECE_PAWN:
      sqDst = SQUARE_FORWARD(sqSrc, sdPlayer);
      if (IN_BOARD(sqDst)) {
        pcDst = ucpcSquares[sqDst];
        if (bCapture ? (pcDst & pcOppSide) != 0 : (pcDst & pcSelfSide) == 0) {
          mvs[nGenMoves] = MOVE(sqSrc, sqDst);
          nGenMoves ++;
        }
      }
      if (AWAY_HALF(sqSrc, sdPlayer)) {
        for (nDelta = -1; nDelta <= 1; nDelta += 2) {
          sqDst = sqSrc + nDelta;
          if (IN_BOARD(sqDst)) {
            pcDst = ucpcSquares[sqDst];
            if (bCapture ? (pcDst & pcOppSide) != 0 : (pcDst & pcSelfSide) == 0) {
              mvs[nGenMoves] = MOVE(sqSrc, sqDst);
              nGenMoves ++;
            }
          }
        }
      }
      break;
    }
  }
  return nGenMoves;
}

// 判断走法是否合理
BOOL PositionStruct::LegalMove(int mv) const {
  int sqSrc, sqDst, sqPin;
  int pcSelfSide, pcSrc, pcDst, nDelta;
  // 判断走法是否合法,需要经过以下的判断过程:

  // 1. 判断起始格是否有自己的棋子
  sqSrc = SRC(mv);
  pcSrc = ucpcSquares[sqSrc];
  pcSelfSide = SIDE_TAG(sdPlayer);
  if ((pcSrc & pcSelfSide) == 0) {
    return FALSE;
  }

  // 2. 判断目标格是否有自己的棋子
  sqDst = DST(mv);
  pcDst = ucpcSquares[sqDst];
  if ((pcDst & pcSelfSide) != 0) {
    return FALSE;
  }

  // 3. 根据棋子的类型检查走法是否合理
  switch (pcSrc - pcSelfSide) {
  case PIECE_KING:
    return IN_FORT(sqDst) && KING_SPAN(sqSrc, sqDst);
  case PIECE_ADVISOR:
    return IN_FORT(sqDst) && ADVISOR_SPAN(sqSrc, sqDst);
  case PIECE_BISHOP:
    return SAME_HALF(sqSrc, sqDst) && BISHOP_SPAN(sqSrc, sqDst) &&
        ucpcSquares[BISHOP_PIN(sqSrc, sqDst)] == 0;
  case PIECE_KNIGHT:
    sqPin = KNIGHT_PIN(sqSrc, sqDst);
    return sqPin != sqSrc && ucpcSquares[sqPin] == 0;
  case PIECE_ROOK:
  case PIECE_CANNON:
    if (SAME_RANK(sqSrc, sqDst)) {
      nDelta = (sqDst < sqSrc ? -1 : 1);
    } else if (SAME_FILE(sqSrc, sqDst)) {
      nDelta = (sqDst < sqSrc ? -16 : 16);
    } else {
      return FALSE;
    }
    sqPin = sqSrc + nDelta;
    while (sqPin != sqDst && ucpcSquares[sqPin] == 0) {
      sqPin += nDelta;
    }
    if (sqPin == sqDst) {
      return pcDst == 0 || pcSrc - pcSelfSide == PIECE_ROOK;
    } else if (pcDst != 0 && pcSrc - pcSelfSide == PIECE_CANNON) {
      sqPin += nDelta;
      while (sqPin != sqDst && ucpcSquares[sqPin] == 0) {
        sqPin += nDelta;
      }
      return sqPin == sqDst;
    } else {
      return FALSE;
    }
  case PIECE_PAWN:
    if (AWAY_HALF(sqDst, sdPlayer) && (sqDst == sqSrc - 1 || sqDst == sqSrc + 1)) {
      return TRUE;
    }
    return sqDst == SQUARE_FORWARD(sqSrc, sdPlayer);
  default:
    return FALSE;
  }
}

// 判断是否被将军
BOOL PositionStruct::Checked() const {
  int i, j, sqSrc, sqDst;
  int pcSelfSide, pcOppSide, pcDst, nDelta;
  pcSelfSide = SIDE_TAG(sdPlayer);
  pcOppSide = OPP_SIDE_TAG(sdPlayer);
  // 找到棋盘上的帅(将),再做以下判断:

  for (sqSrc = 0; sqSrc < 256; sqSrc ++) {
    if (ucpcSquares[sqSrc] != pcSelfSide + PIECE_KING) {
      continue;
    }

    // 1. 判断是否被对方的兵(卒)将军
    if (ucpcSquares[SQUARE_FORWARD(sqSrc, sdPlayer)] == pcOppSide + PIECE_PAWN) {
      return TRUE;
    }
    for (nDelta = -1; nDelta <= 1; nDelta += 2) {
      if (ucpcSquares[sqSrc + nDelta] == pcOppSide + PIECE_PAWN) {
        return TRUE;
      }
    }

    // 2. 判断是否被对方的马将军(以仕(士)的步长当作马腿)
    for (i = 0; i < 4; i ++) {
      if (ucpcSquares[sqSrc + ccAdvisorDelta[i]] != 0) {
        continue;
      }
      for (j = 0; j < 2; j ++) {
        pcDst = ucpcSquares[sqSrc + ccKnightCheckDelta[i][j]];
        if (pcDst == pcOppSide + PIECE_KNIGHT) {
          return TRUE;
        }
      }
    }

    // 3. 判断是否被对方的车或炮将军(包括将帅对脸)
    for (i = 0; i < 4; i ++) {
      nDelta = ccKingDelta[i];
      sqDst = sqSrc + nDelta;
      while (IN_BOARD(sqDst)) {
        pcDst = ucpcSquares[sqDst];
        if (pcDst != 0) {
          if (pcDst == pcOppSide + PIECE_ROOK || pcDst == pcOppSide + PIECE_KING) {
            return TRUE;
          }
          break;
        }
        sqDst += nDelta;
      }
      sqDst += nDelta;
      while (IN_BOARD(sqDst)) {
        int pcDst = ucpcSquares[sqDst];
        if (pcDst != 0) {
          if (pcDst == pcOppSide + PIECE_CANNON) {
            return TRUE;
          }
          break;
        }
        sqDst += nDelta;
      }
    }
    return FALSE;
  }
  return FALSE;
}

// 判断是否被杀
BOOL PositionStruct::IsMate(void) {
  int i, nGenMoveNum, pcCaptured;
  int mvs[MAX_GEN_MOVES];

  nGenMoveNum = GenerateMoves(mvs);
  for (i = 0; i < nGenMoveNum; i ++) {
    pcCaptured = MovePiece(mvs[i]);
    if (!Checked()) {
      UndoMovePiece(mvs[i], pcCaptured);
      return FALSE;
    } else {
      UndoMovePiece(mvs[i], pcCaptured);
    }
  }
  return TRUE;
}

// 检测重复局面
int PositionStruct::RepStatus(int nRecur) const {
  BOOL bSelfSide, bPerpCheck, bOppPerpCheck;
  const MoveStruct *lpmvs;

  bSelfSide = FALSE;
  bPerpCheck = bOppPerpCheck = TRUE;
  lpmvs = mvsList + nMoveNum - 1;
  while (lpmvs->wmv != 0 && lpmvs->ucpcCaptured == 0) {
    if (bSelfSide) {
      bPerpCheck = bPerpCheck && lpmvs->ucbCheck;
      if (lpmvs->dwKey == zobr.dwKey) {
        nRecur --;
        if (nRecur == 0) {
          return 1 + (bPerpCheck ? 2 : 0) + (bOppPerpCheck ? 4 : 0);
        }
      }
    } else {
      bOppPerpCheck = bOppPerpCheck && lpmvs->ucbCheck;
    }
    bSelfSide = !bSelfSide;
    lpmvs --;
  }
  return 0;
}

PositionStruct pos; // 局面实例

// 与图形界面有关的全局变量
static struct {
  HINSTANCE hInst;                              // 应用程序句柄实例
  HWND hWnd;                                    // 主窗口句柄
  HDC hdc, hdcTmp;                              // 设备句柄,只在"ClickSquare"过程中有效
  HBITMAP bmpBoard, bmpSelected, bmpPieces[24]; // 资源图片句柄
  int sqSelected, mvLast;                       // 选中的格子,上一步棋
  BOOL bFlipped, bGameOver;                     // 是否翻转棋盘,是否游戏结束(不让继续玩下去)
} Xqwl;

// 置换表项结构
struct HashItem {
  BYTE ucDepth, ucFlag;
  short svl;
  WORD wmv, wReserved;
  DWORD dwLock0, dwLock1;
};

// 与搜索有关的全局变量
static struct {
  int mvResult;                  // 电脑走的棋
  int nHistoryTable[65536];      // 历史表
  int mvKillers[LIMIT_DEPTH][2]; // 杀手走法表
  HashItem HashTable[HASH_SIZE]; // 置换表
} Search;

// 提取置换表项
static int ProbeHash(int vlAlpha, int vlBeta, int nDepth, int &mv) {
  BOOL bMate; // 杀棋标志:如果是杀棋,那么不需要满足深度条件
  HashItem hsh;

  hsh = Search.HashTable[pos.zobr.dwKey & (HASH_SIZE - 1)];
  if (hsh.dwLock0 != pos.zobr.dwLock0 || hsh.dwLock1 != pos.zobr.dwLock1) {

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