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中国象棋软件-引擎实现(三)着法生成

2018-02-20 19:14 381 查看
我们的程序需要让电脑能够在轮到它走子的时候执行一个它认为对它最有利的着法,那前提就是它要有诸多(也可能是唯一)可供选择的着法,提供所有可选着法的“清单”就是我们的着法生成器所要完成的。之后用搜索函数来搜索“清单”,并用局面评估函数来逐一打分,最后就可以选择“最佳”着法并实施了。在着法生成器中,我采用的基本思想就是遍历整个棋盘(一个接一个地看棋盘上的每个位置点),当发现有当前下棋方的棋子时就根据它是何种棋子而相应地找出其所有合法着法,然后存入着法队列。这里谈到的“合法着法”包括以下几点:
1、各棋子按其行子规则行子。诸如马跳“日”字、象走“田”字、士在九宫内斜行等等(这里需要特别注意的是卒的行子规则随其所在位置不同而会发生变化——过河后可以左右平移)。
2、行子不能越出棋盘界限。当然所有子都不能走到棋盘的外面,同时某些特定的子还有自己的行棋界限,如将、士不能出九宫,象不能过河。
3、行子的半路上不能有子阻拦(除了炮隔子打子之外)以及行子的目的点不能有本方棋子(当然不能自己吃自己了)。
4、将帅不能碰面(本程序中只认为将帅碰面是非法的,而其它“送死”的着法并不非法,只是产生败局罢了)产生了着法后要将其存入着法队列以供搜索之用,由于搜索会搜索多层(即考虑双方你来我往好几步,这样才有利于对局面进行评估而尽可能避免“目光短浅” ),所以在存着法队列的时候还要同时存储该着法所属的搜索层数。因此我将着法队列定义为二维数组MoveList[12][80],第一个下标为层数,第二个下标为每一层的全部着法数。关于搜索层数,考虑到当前大多数机器的配置以及层数对电脑水平的影响我给数组下标设定为12,实际使用的是1到11(搜索层数的增加会显著提高电脑的下棋水平。但有关实验数据表明,当搜索层数大于8、9之后电脑下棋水平将主要依赖于局面评估部分。我的迅驰1.5,736M内存的笔记本只能搜索5层,再多将导致搜索时间达到无法容忍的地步,而我们指导老师的双CPU的机器搜索到11层也很轻松)。而对每一层的着法数,也就是当前下棋方针对某一局面的所有合法着法,在象棋实战中一般最多也就五六十种。定义第二个数组下标为80,基本上可以保证安全。下面是CChessMove.h的代码。其中CCHESSMOVE类型和POINT类型分别是在前面一篇CChessDef.h中定义的走法的结构体以及棋盘上的点的结构体。
在GenerateMove函数中存在着较大范围的代码冗余,像//==========生成红车的着法
case RED_J:
……
break;
//==========生成黑车的着法
case BLACK_J:
……
break;之类的代码段完全可以并到一起写成//==========生成车的着法
case RED_J: // fall through
case BLACK_J:
……
break;的形式,之所以分开写是由我最初的设计思想导致的(我原本计划不遍历棋盘而是遍历所有棋子,后来发现这样做得不偿失所以又中途改成遍历棋盘了)。而当最初的方案被否决并修改后,我觉得既然已经分开写了,这样也不会影响最后程序的执行效率,结合注释分开写反而读起来更加清楚,所以也就没改。由此导致的代码冗余,如果哪位朋友看了觉得不爽,还望海涵 : )// CChessMove.h

#include "CChessDef.h"

/////////////////// Data Define ///////////////////////////////////////////////

CCHESSMOVE MoveList[12][80] ; // 存储产生的着法队列
int nMoveCount ; // 存储当前搜索深度已产生的着法数

/////////////////// Function Prototype ////////////////////////////////////////

// 判断ptPosition处是否有同一方的子,若有返回true,否则返回false
inline bool HaveFriend( POINT ptPosition, int fSide );

// 判断 x, y 处是否有同一方的子,若有返回true,否则返回false
inline bool HaveFriend( BYTE x, BYTE y, int fSide );

// 判断ptPosition处是否有子,若有返回true,否则返回false
inline bool HaveMan( POINT ptPosition );

// 判断 x, y 处是否有子,若有返回true,否则返回false
inline bool HaveMan( BYTE x, BYTE y );

// 检查将帅是否碰面,若碰面返回对方王的 y 值坐标,不碰面则返回-1。
// 其中x, y分别为当前走棋方的王所在位置坐标,fSide为当前走棋方
int IsKingFaceToFace( int x, int y, int fSide );

// 产生fSide方所有着法,返回产生的着法总数。nDepth为当前搜索深度,
//用于传给AddMoveToQueue函数
int GenerateMove( int fSide, int nDepth );

// 将产生的着法加入着法队列。nDepth为当前搜索深度
inline void AddMoveToQueue( POINT ptFrom, POINT ptTo, int nDepth );

// 将产生的着法加入着法队列。nDepth为当前搜索深度
inline void AddMoveToQueue( POINT ptFrom, BYTE x, BYTE y, int nDepth );

////////////////// Programmer-Defined Function ////////////////////////////////

inline bool HaveFriend( POINT ptPosition, int fSide )
{
if( CChessBoard[ptPosition.x][ptPosition.y] == 0 )
return false;
else if( SideOfMan[ CChessBoard[ptPosition.x][ptPosition.y] ] == fSide )
return true;
else
return false;
}

inline bool HaveFriend( BYTE x, BYTE y, int fSide )
{
if( CChessBoard[x][y] == 0 )
return false;
else if( SideOfMan[ CChessBoard[x][y] ] == fSide )
return true;
else
return false;
}

inline bool HaveMan( POINT ptPosition )
{
if( CChessBoard[ptPosition.x][ptPosition.y] == 0 )
return false;
else
return true;
}

inline bool HaveMan( BYTE x, BYTE y )
{
if( CChessBoard[x][y] == 0 )
return false;
else
return true;
}

int IsKingFaceToFace( int x, int y, int fSide )
{
bool bMayKingFaceToFace = false;
int i, j ;

if( fSide == RED )
{
for( i = 9; i >= 7; i -- ) // 检查黑将是否在同列
{
if( CChessBoard[x][i] == BLACK_K )
{
bMayKingFaceToFace = true;
break;
}
}

if( bMayKingFaceToFace == false )
return -1;

for( j = y + 1; j <= i - 1 ; j ++ ) // 黑将在同列,检查中间是否有隔挡
{
if( CChessBoard[x][j] != 0 ) // 有其他子
return -1;
}

return i; // 将帅碰面,返回黑将的 y 值坐标
}
else // fSide == BLACK
{
for( i = 0; i <= 2; i ++ ) // 检查红帅是否在同列
{
if( CChessBoard[x][i] == RED_K )
{
bMayKingFaceToFace = true;
break;
}
}

if( bMayKingFaceToFace == false )
return -1;

for( j = y - 1; j >= i + 1 ; j -- ) // 红帅在同列,检查中间是否有隔挡
{
if( CChessBoard[x][j] != 0 ) // 有其他子
return -1;
}

return i; // 将帅碰面,返回红帅的 y 值坐标
}

}

int GenerateMove( int fSide, int nDepth )
{
BYTE nCChessID ;
POINT ptFrom , ptTo , ptHalf ;
int i;

nMoveCount = 0;

int x, y;
for( x = 0; x <= 8; x ++ )
for( y = 0; y <= 9; y ++ )
{
if( CChessBoard[x][y] != 0 )
{
nCChessID = CChessBoard[x][y];
if( SideOfMan[ nCChessID ] != fSide )//该子颜色与所要生成着法的颜色不同
continue;

ptFrom.x = x ;
ptFrom.y = y ;

switch( nCChessID )
{

//==========生成红帅的着法
case RED_K:

// 将帅碰面
i = IsKingFaceToFace( ptFrom.x, ptFrom.y, fSide );
if( i != -1 )
AddMoveToQueue( ptFrom, ptFrom.x, i, nDepth );

//纵向
ptTo.x = ptFrom.x ;

//向前
ptTo.y = ptFrom.y + 1 ;
if(( ptTo.y <= 2 ) && ( ! HaveFriend( ptTo, fSide ) ))
AddMoveToQueue( ptFrom, ptTo, nDepth );

//向后
ptTo.y = ptFrom.y - 1 ;
if(( ptTo.y >= 0 ) && ( ! HaveFriend( ptTo, fSide ) ))
AddMoveToQueue( ptFrom, ptTo, nDepth );

//横向
ptTo.y = ptFrom.y ;

//向左
ptTo.x = ptFrom.x - 1 ;
if(( ptTo.x >= 3 ) && ( ! HaveFriend( ptTo, fSide ) )
&& ( IsKingFaceToFace( ptTo.x, ptTo.y, fSide ) == -1 ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//向右
ptTo.x = ptFrom.x + 1 ;
if(( ptTo.x <= 5 ) && ( ! HaveFriend( ptTo, fSide ) )
&& ( IsKingFaceToFace( ptTo.x, ptTo.y, fSide ) == -1 ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;

//==========生成黑将的着法
case BLACK_K:

// 将帅碰面
i = IsKingFaceToFace( ptFrom.x, ptFrom.y, fSide );
if( i != -1 )
AddMoveToQueue( ptFrom, ptFrom.x, i, nDepth );

//纵向
ptTo.x = ptFrom.x ;

//向前
ptTo.y = ptFrom.y - 1 ;
if(( ptTo.y >= 7 ) && ( ! HaveFriend( ptTo, fSide ) ))
AddMoveToQueue( ptFrom, ptTo, nDepth );

//向后
ptTo.y = ptFrom.y + 1 ;

fa44
if(( ptTo.y <= 9 ) && ( ! HaveFriend( ptTo, fSide ) ))
AddMoveToQueue( ptFrom, ptTo, nDepth );

//横向
ptTo.y = ptFrom.y ;

//向左
ptTo.x = ptFrom.x + 1 ;
if(( ptTo.x <= 5 ) && ( ! HaveFriend( ptTo, fSide ) )
&& ( IsKingFaceToFace( ptTo.x, ptTo.y, fSide ) == -1 ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//向右
ptTo.x = ptFrom.x - 1 ;
if(( ptTo.x >= 3 ) && ( ! HaveFriend( ptTo, fSide ) )
&& ( IsKingFaceToFace( ptTo.x, ptTo.y, fSide ) == -1 ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;

//==========生成红车的着法
case RED_J:

//纵向
ptTo.x = ptFrom.x ;

//向前
for( ptTo.y = ptFrom.y + 1; ptTo.y <= 9; ptTo.y ++ )
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

//向后
for( ptTo.y = ptFrom.y - 1; ptTo.y >= 0; ptTo.y -- )
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

//横向
ptTo.y = ptFrom.y ;

//向左
for( ptTo.x = ptFrom.x - 1; ptTo.x >= 0; ptTo.x -- )
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

//向右
for( ptTo.x = ptFrom.x + 1; ptTo.x <= 8; ptTo.x ++ )
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

break;

//==========生成黑车的着法
case BLACK_J:

//纵向
ptTo.x = ptFrom.x ;

//向前
for( ptTo.y = ptFrom.y - 1; ptTo.y >= 0; ptTo.y -- )
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

//向后
for( ptTo.y = ptFrom.y + 1; ptTo.y <= 9; ptTo.y ++ )
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

//横向
ptTo.y = ptFrom.y ;

//向左
for( ptTo.x = ptFrom.x + 1; ptTo.x <= 8; ptTo.x ++ )
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

//向右
for( ptTo.x = ptFrom.x - 1; ptTo.x >= 0; ptTo.x -- )
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

break;

//==========生成红马的着法
case RED_M:

//ptHalf用来存储马腿的位置,以判断该位置是否有子憋马腿

ptHalf.x = ptFrom.x ;
ptHalf.y = ptFrom.y + 1 ;
if( ptHalf.y <= 8 && ! HaveMan( ptHalf ) )
{
//11点方向
ptTo.x = ptFrom.x - 1 ;
ptTo.y = ptFrom.y + 2 ;
if( ptTo.x >= 0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//1点方向
ptTo.x = ptFrom.x + 1 ;
ptTo.y = ptFrom.y + 2 ;
if( ptTo.x <= 8 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

ptHalf.x = ptFrom.x + 1 ;
ptHalf.y = ptFrom.y ;
if( ptHalf.x <= 7 && ! HaveMan( ptHalf ) )
{
//2点方向
ptTo.x = ptFrom.x + 2 ;
ptTo.y = ptFrom.y + 1 ;
if( ptTo.y <= 9 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//4点方向
ptTo.x = ptFrom.x + 2 ;
ptTo.y = ptFrom.y - 1 ;
if( ptTo.y >= 0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

ptHalf.x = ptFrom.x ;
ptHalf.y = ptFrom.y - 1 ;
if( ptHalf.y >= 1 && ! HaveMan( ptHalf ) )
{
//5点方向
ptTo.x = ptFrom.x + 1 ;
ptTo.y = ptFrom.y - 2 ;
if( ptTo.x <= 8 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//7点方向
ptTo.x = ptFrom.x - 1 ;
ptTo.y = ptFrom.y - 2 ;
if( ptTo.x >= 0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

ptHalf.x = ptFrom.x - 1 ;
ptHalf.y = ptFrom.y ;
if( ptHalf.x >= 1 && ! HaveMan( ptHalf ) )
{
//8点方向
ptTo.x = ptFrom.x - 2 ;
ptTo.y = ptFrom.y - 1 ;
if( ptTo.y >= 0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//10点方向
ptTo.x = ptFrom.x - 2 ;
ptTo.y = ptFrom.y + 1 ;
if( ptTo.y <= 9 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

break;

//==========生成黑马的着法
case BLACK_M:

//ptHalf用来存储马腿的位置,以判断该位置是否有子憋马腿

ptHalf.x = ptFrom.x ;
ptHalf.y = ptFrom.y + 1 ;
if( ptHalf.y <= 8 && ! HaveMan( ptHalf ) )
{
//5点方向
ptTo.x = ptFrom.x - 1 ;
ptTo.y = ptFrom.y + 2 ;
if( ptTo.x >= 0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//7点方向
ptTo.x = ptFrom.x + 1 ;
ptTo.y = ptFrom.y + 2 ;
if( ptTo.x <= 8 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

ptHalf.x = ptFrom.x + 1 ;
ptHalf.y = ptFrom.y ;
if( ptHalf.x <= 7 && ! HaveMan( ptHalf ) )
{
//8点方向
ptTo.x = ptFrom.x + 2 ;
ptTo.y = ptFrom.y + 1 ;
if( ptTo.y <= 9 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//10点方向
ptTo.x = ptFrom.x + 2 ;
ptTo.y = ptFrom.y - 1 ;
if( ptTo.y >= 0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

ptHalf.x = ptFrom.x ;
ptHalf.y = ptFrom.y - 1 ;
if( ptHalf.y >= 1 && ! HaveMan( ptHalf ) )
{
//11点方向
ptTo.x = ptFrom.x + 1 ;
ptTo.y = ptFrom.y - 2 ;
if( ptTo.x <= 8 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//1点方向
ptTo.x = ptFrom.x - 1 ;
ptTo.y = ptFrom.y - 2 ;
if( ptTo.x >= 0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

ptHalf.x = ptFrom.x - 1 ;
ptHalf.y = ptFrom.y ;
if( ptHalf.x >= 1 && ! HaveMan( ptHalf ) )
{
//2点方向
ptTo.x = ptFrom.x - 2 ;
ptTo.y = ptFrom.y - 1 ;
if( ptTo.y >= 0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//4点方向
ptTo.x = ptFrom.x - 2 ;
ptTo.y = ptFrom.y + 1 ;
if( ptTo.y <= 9 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

break;

//==========生成红炮的着法
case RED_P:

//ptHalf用来存储炮是否有隔子打子的中间子

//纵向
ptTo.x = ptFrom.x ;

//向前
ptHalf.x = -1; //标志尚未发现中间子
for( ptTo.y = ptFrom.y + 1; ptTo.y <= 9; ptTo.y ++ )
{
if( ptHalf.x == -1 ) // 无中间子
{
if( ! HaveMan( ptTo ) )
{
AddMoveToQueue( ptFrom, ptTo, nDepth );
}
else // if( HaveMan( ptTo ) )
{
ptHalf.x = ptTo.x ;
ptHalf.y = ptTo.y ;
}
}
else // 已有中间子
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
}

}

//向后
ptHalf.x = -1; //标志尚未发现中间子
for( ptTo.y = ptFrom.y - 1; ptTo.y >= 0; ptTo.y -- )
{
if( ptHalf.x == -1 ) // 无中间子
{
if( ! HaveMan( ptTo ) )
{
AddMoveToQueue( ptFrom, ptTo, nDepth );
}
else // if( HaveMan( ptTo ) )
{
ptHalf.x = ptTo.x ;
ptHalf.y = ptTo.y ;
}
}
else // 已有中间子
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
}

}

//横向
ptTo.y = ptFrom.y ;

//向左
ptHalf.x = -1; //标志尚未发现中间子
for( ptTo.x = ptFrom.x - 1; ptTo.x >= 0; ptTo.x -- )
{
if( ptHalf.x == -1 ) // 无中间子
{
if( ! HaveMan( ptTo ) )
{
AddMoveToQueue( ptFrom, ptTo, nDepth );
}
else // if( HaveMan( ptTo ) )
{
ptHalf.x = ptTo.x ;
ptHalf.y = ptTo.y ;
}
}
else // 已有中间子
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
}

}

//向右
ptHalf.x = -1; //标志尚未发现中间子
for( ptTo.x = ptFrom.x + 1; ptTo.x <= 8; ptTo.x ++ )
{
if( ptHalf.x == -1 ) // 无中间子
{
if( ! HaveMan( ptTo ) )
{
AddMoveToQueue( ptFrom, ptTo, nDepth );
}
else // if( HaveMan( ptTo ) )
{
ptHalf.x = ptTo.x ;
ptHalf.y = ptTo.y ;
}
}
else // 已有中间子
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
}

}

break;

//==========生成黑炮的着法
case BLACK_P:

//ptHalf用来存储炮是否有隔子打子的中间子

//纵向
ptTo.x = ptFrom.x ;

//向后
ptHalf.x = -1; //标志尚未发现中间子
for( ptTo.y = ptFrom.y + 1; ptTo.y <= 9; ptTo.y ++ )
{
if( ptHalf.x == -1 ) // 无中间子
{
if( ! HaveMan( ptTo ) )
{
AddMoveToQueue( ptFrom, ptTo, nDepth );
}
else // if( HaveMan( ptTo ) )
{
ptHalf.x = ptTo.x ;
ptHalf.y = ptTo.y ;
}
}
else // 已有中间子
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
}

}

//向前
ptHalf.x = -1; //标志尚未发现中间子
for( ptTo.y = ptFrom.y - 1; ptTo.y >= 0; ptTo.y -- )
{
if( ptHalf.x == -1 ) // 无中间子
{
if( ! HaveMan( ptTo ) )
{
AddMoveToQueue( ptFrom, ptTo, nDepth );
}
else // if( HaveMan( ptTo ) )
{
ptHalf.x = ptTo.x ;
ptHalf.y = ptTo.y ;
}
}
else // 已有中间子
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
}

}

//横向
ptTo.y = ptFrom.y ;

//向右
ptHalf.x = -1; //标志尚未发现中间子
for( ptTo.x = ptFrom.x - 1; ptTo.x >= 0; ptTo.x -- )
{
if( ptHalf.x == -1 ) // 无中间子
{
if( ! HaveMan( ptTo ) )
{
AddMoveToQueue( ptFrom, ptTo, nDepth );
}
else // if( HaveMan( ptTo ) )
{
ptHalf.x = ptTo.x ;
ptHalf.y = ptTo.y ;
}
}
else // 已有中间子
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
}

}

//向左
ptHalf.x = -1; //标志尚未发现中间子
for( ptTo.x = ptFrom.x + 1; ptTo.x <= 8; ptTo.x ++ )
{
if( ptHalf.x == -1 ) // 无中间子
{
if( ! HaveMan( ptTo ) )
{
AddMoveToQueue( ptFrom, ptTo, nDepth );
}
else // if( HaveMan( ptTo ) )
{
ptHalf.x = ptTo.x ;
ptHalf.y = ptTo.y ;
}
}
else // 已有中间子
{
if( HaveMan( ptTo ) )
{
if( ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

break;
}
}

}

break;

//==========生成红相的着法
case RED_X:

if( ptFrom.x == 0 )
{
if( ! HaveFriend(2, 4, fSide) && ! HaveMan(1, 3) )
AddMoveToQueue( ptFrom, 2, 4, nDepth );

if( ! HaveFriend(2, 0, fSide) && ! HaveMan(1, 1) )
AddMoveToQueue( ptFrom, 2, 0, nDepth );
}
else if( ptFrom.x == 2 )
{
if( ptFrom.y == 4 )
{
if( ! HaveFriend(0, 2, fSide) && ! HaveMan(1, 3) )
AddMoveToQueue( ptFrom, 0, 2, nDepth );

if( ! HaveFriend(4, 2, fSide) && ! HaveMan(3, 3) )
AddMoveToQueue( ptFrom, 4, 2, nDepth );
}
else // ptFrom.y == 0
{
if( ! HaveFriend(0, 2, fSide) && ! HaveMan(1, 1) )
AddMoveToQueue( ptFrom, 0, 2, nDepth );

if( ! HaveFriend(4, 2, fSide) && ! HaveMan(3, 1) )
AddMoveToQueue( ptFrom, 4, 2, nDepth );
}
}
else if( ptFrom.x == 4 )
{
if( ! HaveFriend(2, 4, fSide) && ! HaveMan(3, 3) )
AddMoveToQueue( ptFrom, 2, 4, nDepth );

if( ! HaveFriend(2, 0, fSide) && ! HaveMan(3, 1) )
AddMoveToQueue( ptFrom, 2, 0, nDepth );

if( ! HaveFriend(6, 4, fSide) && ! HaveMan(5, 3) )
AddMoveToQueue( ptFrom, 6, 4, nDepth );

if( ! HaveFriend(6, 0, fSide) && ! HaveMan(5, 1) )
AddMoveToQueue( ptFrom, 6, 0, nDepth );
}
else if( ptFrom.x == 6 )
{
if( ptFrom.y == 4 )
{
if( ! HaveFriend(4, 2, fSide) && ! HaveMan(5, 3) )
AddMoveToQueue( ptFrom, 4, 2, nDepth );

if( ! HaveFriend(8, 2, fSide) && ! HaveMan(7, 3) )
AddMoveToQueue( ptFrom, 8, 2, nDepth );
}
else // ptFrom.y == 0
{
if( ! HaveFriend(4, 2, fSide) && ! HaveMan(5, 1) )
AddMoveToQueue( ptFrom, 4, 2, nDepth );

if( ! HaveFriend(8, 2, fSide) && ! HaveMan(7, 1) )
AddMoveToQueue( ptFrom, 8, 2, nDepth );
}
}
else // x == 8
{
if( ! HaveFriend(6, 4, fSide) && ! HaveMan(7, 3) )
AddMoveToQueue( ptFrom, 6, 4, nDepth );

if( ! HaveFriend(6, 0, fSide) && ! HaveMan(7, 1) )
AddMoveToQueue( ptFrom, 6, 0, nDepth );
}

break;

//==========生成黑象的着法
case BLACK_X:

if( ptFrom.x == 0 )
{
if( ! HaveFriend(2, 5, fSide) && ! HaveMan(1, 6 ) )
AddMoveToQueue( ptFrom, 2, 5, nDepth );

if( ! HaveFriend(2, 9, fSide) && ! HaveMan(1, 8 ) )
AddMoveToQueue( ptFrom, 2, 9, nDepth );
}
else if( ptFrom.x == 2 )
{
if( ptFrom.y == 5 )
{
if( ! HaveFriend(0, 7, fSide) && ! HaveMan(1, 6 ) )
AddMoveToQueue( ptFrom, 0, 7, nDepth );

if( ! HaveFriend(4, 7, fSide) && ! HaveMan(3, 6 ) )
AddMoveToQueue( ptFrom, 4, 7, nDepth );
}
else // ptFrom.y == 9
{
if( ! HaveFriend(0, 7, fSide) && ! HaveMan(1, 8 ) )
AddMoveToQueue( ptFrom, 0, 7, nDepth );

if( ! HaveFriend(4, 7, fSide) && ! HaveMan(3, 8 ) )
AddMoveToQueue( ptFrom, 4, 7, nDepth );
}
}
else if( ptFrom.x == 4 )
{
if( ! HaveFriend(2, 5, fSide) && ! HaveMan(3, 6 ) )
AddMoveToQueue( ptFrom, 2, 5, nDepth );

if( ! HaveFriend(2, 9, fSide) && ! HaveMan(3, 8 ) )
AddMoveToQueue( ptFrom, 2, 9, nDepth );

if( ! HaveFriend(6, 5, fSide) && ! HaveMan(5, 6 ) )
AddMoveToQueue( ptFrom, 6, 5, nDepth );

if( ! HaveFriend(6, 9, fSide) && ! HaveMan(5, 8 ) )
AddMoveToQueue( ptFrom, 6, 9, nDepth );
}
else if( ptFrom.x == 6 )
{
if( ptFrom.y == 5 )
{
if( ! HaveFriend(4, 7, fSide) && ! HaveMan(5, 6 ) )
AddMoveToQueue( ptFrom, 4, 7, nDepth );

if( ! HaveFriend(8, 7, fSide) && ! HaveMan(7, 6 ) )
AddMoveToQueue( ptFrom, 8, 7, nDepth );
}
else // ptFrom.y == 9
{
if( ! HaveFriend(4, 7, fSide) && ! HaveMan(5, 8 ) )
AddMoveToQueue( ptFrom, 4, 7, nDepth );

if( ! HaveFriend(8, 7, fSide) && ! HaveMan(7, 8 ) )
AddMoveToQueue( ptFrom, 8, 7, nDepth );
}
}
else // x == 8
{
if( ! HaveFriend(6, 5, fSide) && ! HaveMan(7, 6 ) )
AddMoveToQueue( ptFrom, 6, 5, nDepth );

if( ! HaveFriend(6, 9, fSide) && ! HaveMan(7, 8 ) )
AddMoveToQueue( ptFrom, 6, 9, nDepth );
}

break;

//==========生成红仕的着法
case RED_S:

if( ptFrom.x == 3 )
{
if( ! HaveFriend( 4, 1, fSide ) )
AddMoveToQueue( ptFrom, 4, 1, nDepth );
}
else if( ptFrom.x == 4 )
{
if( ! HaveFriend( 3, 2, fSide ) )
AddMoveToQueue( ptFrom, 3, 2, nDepth );

if( ! HaveFriend( 3, 0, fSide ) )
AddMoveToQueue( ptFrom, 3, 0, nDepth );

if( ! HaveFriend( 5, 2, fSide ) )
AddMoveToQueue( ptFrom, 5, 2, nDepth );

if( ! HaveFriend( 5, 0, fSide ) )
AddMoveToQueue( ptFrom, 5, 0, nDepth );
}
else // ptFrom.x == 5
{
if( ! HaveFriend( 4, 1, fSide ) )
AddMoveToQueue( ptFrom, 4, 1, nDepth );
}

break;

//==========生成黑士的着法
case BLACK_S:

if( ptFrom.x == 3 )
{
if( ! HaveFriend( 4, 8, fSide ) )
AddMoveToQueue( ptFrom, 4, 8, nDepth );
}
else if( ptFrom.x == 4 )
{
if( ! HaveFriend( 3, 7, fSide ) )
AddMoveToQueue( ptFrom, 3, 7, nDepth );

if( ! HaveFriend( 3, 9, fSide ) )
AddMoveToQueue( ptFrom, 3, 9, nDepth );

if( ! HaveFriend( 5, 7, fSide ) )
AddMoveToQueue( ptFrom, 5, 7, nDepth );

if( ! HaveFriend( 5, 9, fSide ) )
AddMoveToQueue( ptFrom, 5, 9, nDepth );
}
else // ptFrom.x == 5
{
if( ! HaveFriend( 4, 8, fSide ) )
AddMoveToQueue( ptFrom, 4, 8, nDepth );
}

break;

//==========生成红兵的着法
case RED_B:

//向前
ptTo.x = ptFrom.x ;
ptTo.y = ptFrom.y + 1 ;
if( ptTo.y <=9 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

if( ptFrom.y >= 5 ) //兵已过河
{
ptTo.y = ptFrom.y ;

//向左
ptTo.x = ptFrom.x - 1 ;
if( ptTo.x >=0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//向右
ptTo.x = ptFrom.x + 1 ;
if( ptTo.x <=8 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

break;

//==========生成黑卒的着法
case BLACK_B:

//向前
ptTo.x = ptFrom.x ;
ptTo.y = ptFrom.y - 1 ;
if( ptTo.y >=0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

if( ptFrom.y <= 4 ) //兵已过河
{
ptTo.y = ptFrom.y ;

//向右
ptTo.x = ptFrom.x - 1 ;
if( ptTo.x >=0 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );

//向左
ptTo.x = ptFrom.x + 1 ;
if( ptTo.x <=8 && ! HaveFriend( ptTo, fSide ) )
AddMoveToQueue( ptFrom, ptTo, nDepth );
}

break;

} // end switch

} // end if( CChessBoard[x][y] != 0 )

} // end for x 0 to 8, y 0 to 9

return nMoveCount; // 返回当前深度的走法总数
}

inline void AddMoveToQueue( POINT ptFrom, POINT ptTo, int nDepth )
{
MoveList[nDepth][nMoveCount].ptFrom.x = ptFrom.x ;
MoveList[nDepth][nMoveCount].ptFrom.y = ptFrom.y ;
MoveList[nDepth][nMoveCount].ptTo.x = ptTo.x ;
MoveList[nDepth][nMoveCount].ptTo.y = ptTo.y ;

nMoveCount ++;
}

inline void AddMoveToQueue( POINT ptFrom, BYTE x, BYTE y, int nDepth )
{
MoveList[nDepth][nMoveCount].ptFrom.x = ptFrom.x ;
MoveList[nDepth][nMoveCount].ptFrom.y = ptFrom.y ;
MoveList[nDepth][nMoveCount].ptTo.x = x ;
MoveList[nDepth][nMoveCount].ptTo.y = y ;

nMoveCount ++;
}

// end of CChessMove.h
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