📄 xqwl05.cpp
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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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