C语言实现中国象棋
本文实例为大家分享了C语言实现中国象棋的具体代码,供大家参考,具体内容如下
运行截图
实现思路
老套路,二维数组存储棋盘,宏定义各种棋子,每次棋子的移动实质为二维数组的赋值。
重点是判断棋子是否可移动到目标位置,移动有两种可能,一是单纯移动,二是吃子移动。主要飞将的特殊规则。废话不多说,贴源码(主要下面是两个源文件哦,嘿嘿。)
源码
main.c
#include<stdio.h> #include<string.h> #include<windows.h> //自定义源文件(棋谱结构) #include"manual.c" //棋盘行列 #define ROWS 10 #define COLS 9 //空地 #define white 0 //红方棋子 #define isred (map[i][j]>0&&map[i][j]<10) #define ju 1 #define ma 2 #define xiang 3 #define shi 4 #define shuai 5 #define pao 6 #define bing 7 //黑方棋子 #define isblack (map[i][j]>10) #define Ju 11 #define Ma 12 #define Xiang 13 #define Shi 14 #define Jiang 15 #define Pao 16 #define Zu 17 //控制输出颜色 #define NONECOLOR SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),7) #define REDCOLOR SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED) #define GREENCOLOR SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN) //当前玩家 #define red 1 #define black 0 //地图 int map[ROWS][COLS]={white}; //棋步 char step[20]; //初始化地图 void InitializeMap() { int i,j; for(i=0;i<ROWS;i++) { for(j=0;j<COLS;j++) { map[i][j]=white; } } /* 0 1 2 3 4 5 6 7 8 0车马象士将士象马车 1 2 砲 砲 3卒 卒 卒 卒 卒 4 5 6兵 兵 兵 兵 兵 7 炮 炮 8 9車馬相仕帥仕相馬車 */ //黑方子力配置 map[0][0]=Ju; map[0][1]=Ma; map[0][2]=Xiang; map[0][3]=Shi; map[0][4]=Jiang; map[0][5]=Shi; map[0][6]=Xiang; map[0][7]=Ma; map[0][8]=Ju; map[2][1]=Pao; map[2][7]=Pao; map[3][0]=Zu; map[3][2]=Zu; map[3][4]=Zu; map[3][6]=Zu; map[3][8]=Zu; //红方子力配置 map[6][0]=bing; map[6][2]=bing; map[6][4]=bing; map[6][6]=bing; map[6][8]=bing; map[7][1]=pao; map[7][7]=pao; map[9][0]=ju; map[9][1]=ma; map[9][2]=xiang; map[9][3]=shi; map[9][4]=shuai; map[9][5]=shi; map[9][6]=xiang; map[9][7]=ma; map[9][8]=ju; } //打印地图 void displayMap() { int i,j,k; printf(" "); for(k=0;k<COLS;k++) { printf(" %d",k); } printf("\n"); for(i=0;i<ROWS;i++) { printf("%d ",i); for(j=0;j<COLS;j++) { if(map[i][j]==white) { NONECOLOR; printf(" "); } else { if(isred) { REDCOLOR; } else if(isblack) { GREENCOLOR; } switch(map[i][j]) { case ju: printf("車"); break; case Ju: printf("车"); break; case ma: printf("馬"); break; case Ma: printf("马"); break; case xiang: printf("相"); break; case Xiang: printf("象"); break; case shi: printf("仕"); break; case Shi: printf("士"); break; case shuai: printf("帥"); break; case Jiang: printf("將"); break; case pao: printf("炮"); break; case Pao: printf("砲"); break; case bing: printf("兵"); break; case Zu: printf("卒"); break; } } } NONECOLOR; printf("\n"); } /* char border[][3]={"九","八","七","六","五","四","三","二","一"}; printf(" "); for(k=0;k<9;k++) { printf("%s",border[k]); } */ printf("\n\n"); } //将(x1,y1)的棋子移动到(x2,y2) void movePiece(int x1,int y1,int x2,int y2) { map[x2][y2]=map[x1][y1]; map[x1][y1]=white; } //获取玩家需要移动的棋子位置和移动到的目标位置 int getInput(int *x1,int *y1,int *x2,int *y2) { printf("\n输入棋子坐标和目的坐标(全为-1时表示查看当前棋谱):\n"); scanf("%d %d %d %d",x1,y1,x2,y2); if((*x1)<0||(*x1)>ROWS||(*y1)<0||(*y1)>COLS||(*x2)<0||(*x2)>ROWS||(*y2<0)||(*y2)>COLS) { return 0; } else if((*x1)==(*x2)&&(*y1)==(*y2)) { return 0; } return 1; } //判断是否已经结束游戏(-1:黑胜 0:还没结束 1:红胜) int isOver() { int i,j; //没有將时红胜,没有帥时黑胜 int haveShuai=0,haveJiang=0; for(i=0;i<ROWS;i++) { for(j=0;j<COLS;j++) { if(map[i][j]==shuai) { haveShuai=1; } else if(map[i][j]==Jiang) { haveJiang=1; } } } if(haveShuai==0) { return -1; } else if(haveJiang==0) { return 1; } else { return 0; } } //输出赢家 void displayWinner(int winner) { if(winner==1) { printf("红胜!\n"); } else if(winner==-1) { printf("黑胜!\n"); } } //打印当前回合的玩家 void displayPlayer(int player) { printf("======="); if(player==red) { printf("红方回合"); } else if(player==black) { printf("黑方回合"); } printf("======="); } //交替到对方回合 void exchangePlayer(int *player) { if((*player)==red) { *player=black; } else if((*player)==black) { *player=red; } } //坐标(x1,y1)上的棋子是否能移动到(x2,y2)上 int canMove(int x1,int y1,int x2,int y2,int player) { //当(x2,y2)为己方棋子时,不可以 if(map[x2][y2]>0&&map[x2][y2]<10&&player==red||map[x2][y2]>10&&player==black) { return 0; } int piece=map[x1][y1]; int i,j; int start,end; int eye_x=-1,eye_y=-1; int count=0; switch(piece) { //車、车 case ju: case Ju: if(x1==x2) { start=y1; end=y2; i=x1; if(y1>y2) { start=y2; end=y1; } for(j=start+1;j<end;j++) { if(map[i][j]!=white) { return 0; } } } else if(y1==y2) { start=x1; end=x2; j=y1; if(x1>x2) { start=x2; end=x1; } for(i=start+1;i<end;i++) { if(map[i][j]!=white) { return 0; } } } else { return 0; } break; case ma: case Ma: if(abs(x1-x2)==1&&y1-y2==2) { eye_x=x1; eye_y=y1-1; } else if(abs(x1-x2)==1&&y1-y2==-2) { eye_x=x1; eye_y=y1+1; } else if(abs(y1-y2)==1&&x1-x2==2) { eye_x=x1-1; eye_y=y1; } else if(abs(y1-y2)==1&&x1-x2==-2) { eye_x=x1+1; eye_y=y1; } if(eye_x==-1&&eye_y==-1) { return 0; } else if(map[eye_x][eye_y]!=white) { return 0; } break; case xiang: case Xiang: //相(象)过河 if((player==red&&x2<5)||(player==black&&x2>4)) { return 0; } else if(abs(x1-x2)==2&&abs(y1-y2)==2) { eye_x=(x1+x2)/2; eye_y=(y1+y2)/2; if(map[eye_x][eye_y]!=white) { return 0; } } else { return 0; } break; case shi: case Shi: //出九宫 if(player==red&&(x2<7||y2<3||y2>5)||player==black&&(x2>2||y2<3||y2>5)) { return 0; } //不是走的斜一格 else if(abs(x1-x2)!=1||abs(y1-y2)!=1) { return 0; } break; case shuai: case Jiang: //飞将 if((player==red&&x2<3||player==black&&x2>6)&&y1==y2) { start=x1; end=x2; j=y1; if(x1>x2) { start=x2; end=x1; } for(i=start+1;i<end;i++) { if(map[i][j]!=white) { return 0; } } } else if(y2<3||y2>5||player==red&&x2<7||player==black&&x2>2||abs(x1-x2)+abs(y1-y2)!=1) { return 0; } break; case pao: case Pao: if(x1==x2) { start=y1; end=y2; i=x1; if(y1>y2) { start=y2; end=y1; } for(j=start+1;j<end;j++) { if(map[i][j]!=white) { count++; } } if(count>1) { return 0; } else if(count==1) { if(map[x2][y2]>10&&player==red||map[x2][y2]>0&&map[x2][y2]<10&&player==black) { return 1; } else { return 0; } } } else if(y1==y2) { start=x1; end=x2; j=y1; if(x1>x2) { start=x2; end=x1; } for(i=start+1;i<end;i++) { if(map[i][j]!=white) { count++; } } if(count>1) { return 0; } else if(count==1) { if(map[x2][y2]>10&&player==red||map[x2][y2]>0&&map[x2][y2]<10&&player==black) { return 1; } else { return 0; } } } else { return 0; } break; case bing: case Zu: //不是横或纵走一格 if((abs(x1-x2)+abs(y1-y2))!=1) { return 0; } //没过河时便左右移动 if(player==red&&x1>=5&&(abs(y1-y2)==1)||player==black&&(x1<=4)&&(abs(y1-y2)==1)) { return 0; } //往后退 else if(player==red&&(x1-x2==-1)||player==black&&(x2-x1==-1)) { return 0; } break; } return 1; } //获得棋子名字 char *getPieceName(int piece) { switch(piece) { case Ju: return "车"; case ju: return "車"; case Ma: return "马"; case ma: return "馬"; case Xiang: return "象"; case xiang: return "相"; case Shi: return "士"; case shi: return "仕"; case Jiang: return "將"; case shuai: return "帥"; case Pao: return "砲"; case pao: return "炮"; case Zu: return "卒"; case bing: return "兵"; } return ""; } //获得棋步 void getStep(int x1,int y1,int x2,int y2,int player) { //清空之前棋步 step[0]='\0'; char border_red[][3]={"九","八","七","六","五","四","三","二","一"}; char border_black[][3]={"1","2","3","4","5","6","7","8","9"}; int i,j; int piece=map[x1][y1]; int last=0,next=0; j=y1; for(i=0;i<x1;i++) { if(map[i][j]==piece) { last=1; break; } } for(i=x1+1;i<ROWS;i++) { if(map[i][j]==piece) { next=1; break; } } if(last==1&&next==1) { strcat(step,"中"); } else if(last==1) { if(player==red) { strcat(step,"后"); } else { strcat(step,"前"); } } else if(next==1) { if(player==red) { strcat(step,"前"); } else { strcat(step,"后"); } } strcat(step,getPieceName(map[x1][y1])); if(last==0&&next==0) { if(player==red) { strcat(step,border_red[y1]); } else { strcat(step,border_black[y1]); } } if(x1==x2) { strcat(step,"平"); if(player==red) { strcat(step,border_red[y2]); } else { strcat(step,border_black[y2]); } return; } int distance=x2-x1; switch(map[x1][y1]) { case Ju: case Jiang: case Pao: case Zu: if(distance>0) { strcat(step,"进"); } else { strcat(step,"退"); } strcat(step,border_black[abs(distance)-1]); break; case Ma: case Xiang: case Shi: if(distance>0) { strcat(step,"进"); } else { strcat(step,"退"); } strcat(step,border_black[y2]); break; case ju: case shuai: case pao: case bing: if(distance>0) { strcat(step,"退"); } else { strcat(step,"进"); } strcat(step,border_red[9-abs(distance)]); break; case ma: case xiang: case shi: if(distance>0) { strcat(step,"退"); } else { strcat(step,"进"); } strcat(step,border_red[y2]); break; } } int main() { InitializeMap(); //棋谱 manual m; //初始化棋谱 initializeManual(&m); //游戏是否已经结束 int isEnd=0; //坐标 int x1,y1,x2,y2; //输入是否合法 int inputRight; //移动是否成功 int moveSuccess; //当前玩家 int player=red; while(!isEnd) { system("cls"); //清屏 displayMap(); //打印现在棋局 displayPlayer(player); //当前玩家回合 inputRight=getInput(&x1,&y1,&x2,&y2); //接收玩家输入 if(x1==-1&&x2==-1&&y1==-1&&y2==-1) //请求打印棋谱 { displayManual(m); //打印棋谱 } if(inputRight) //输入成功 { //是否选择己方棋子 if(map[x1][y1]>0&&map[x1][y1]<10&&player==red||map[x1][y1]>10&&player==black) { //是否可以移动 moveSuccess=canMove(x1,y1,x2,y2,player); if(moveSuccess) //可以移动 { //按照输入移动棋子 getStep(x1,y1,x2,y2,player); insertStep(step,&m); //添加棋步到棋谱中 printf("当前棋步为-->>%s\n",step);//打印当前棋步 system("pause"); movePiece(x1,y1,x2,y2); exchangePlayer(&player); //移动成功,轮到对方回合 isEnd=isOver(); //判断棋局是否已经结束 } } } } system("cls"); displayMap(); //打印现在棋局 displayWinner(isEnd); saveManual(m,"manual.txt"); return 0; }
manual.c
#ifndef manual_c #define manual_c #define MAXCOUNT 200 //棋谱结构 typedef struct manual { int count; char step[MAXCOUNT][20]; }manual; //初始化棋谱 void initializeManual(manual *m) { m->count=0; } //打印棋谱 void displayManual(manual m) { printf("\n"); if(m.count==0) { printf("当前棋谱为空!\n"); } int i; for(i=0;i<m.count;i++) { if(i%2==0) { printf("%d-->>",i/2+1); } printf("%s ",m.step[i]); if(i%2==1) { printf("\n"); } } printf("\n"); system("pause"); } //添加棋步 void insertStep(char step[],manual *m) { if(m->count>=MAXCOUNT) { return; } int i=m->count; strcpy(m->step[i],step); i++; m->count=i; } //删除棋步 void deleteStep(manual *m) { int i=m->count; i--; m->count=i; } //保存棋谱 void saveManual(manual m,char filepath[]) { int i; FILE *fp=fopen(filepath,"w"); for(i=0;i<m.count;i++) { fprintf(fp,"%s\n",m.step[i]); } fclose(fp); printf("\n棋谱保存成功!\n"); } //读取棋谱 void readManual(manual *m,char filepath[]) { int i=0; FILE *fp=fopen(filepath,"r"); if(fp==NULL) { printf("棋谱文件丢失!\n"); return; } while(1) { if(fscanf(fp,"%s",m->step[i])==EOF) { break; } i++; } m->count=i; fclose(fp); } #endif
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