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MoveGenerator.cpp
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MoveGenerator.cpp
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// MoveGenerator.cpp: implementation of the CMoveGenerator class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "chess.h"
#include "MoveGenerator.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMoveGenerator::CMoveGenerator()
{
}
CMoveGenerator::~CMoveGenerator()
{
}
int CMoveGenerator::AddMove(int nFromX, int nFromY, int nToX, int nToY,int nPly)
{
m_MoveList[nPly][m_nMoveCount].From.x = nFromX;
m_MoveList[nPly][m_nMoveCount].From.y = nFromY;
m_MoveList[nPly][m_nMoveCount].To.x = nToX;
m_MoveList[nPly][m_nMoveCount].To.y = nToY;
m_nMoveCount++;
return m_nMoveCount;
}
//nPly 当前搜索层数
///nSide 指明哪一方走,TRUE为红方 FALSE为黑方
///
int CMoveGenerator::CreatePossibleMove(BYTE position[8][8], int nPly, int nSide)
{
int nChessID;
int i,j;
m_nMoveCount = 0;
for (i = 0; i < 8; i++)//x
for (j = 0; j < 8; j++)//y
{
if (position[j][i] != NOCHESS)
{
nChessID = position[j][i];
if (!nSide && IsRed(nChessID))
continue;//若产生黑棋走法,跳过红棋
if (nSide && IsBlack(nChessID))
continue;//若产生红棋走法,跳过黑棋
switch(nChessID)
{
case R_KING:
case B_KING:https://王
Gen_KingMove(position, i, j, nPly);
break;
case R_BISHOP:https://象
case B_BISHOP:
Gen_BishopMove(position, i, j, nPly);
break;
case R_KNIGHT:
case B_KNIGHT:https://马
Gen_KnightMove(position, i, j, nPly);
break;
case R_ROOK:
case B_ROOK:https://车
Gen_RookMove(position, i, j, nPly);
break;
case R_PAWN:https://红兵
Gen_RPawnMove(position, i, j, nPly);
break;
case B_PAWN:https://黑兵
Gen_BPawnMove(position, i, j, nPly);
break;
case B_QUEEN:
case R_QUEEN:https://后
Gen_QueenMove(position, i, j, nPly);
break;
default:
break;
}
}
}
return m_nMoveCount;//返回走法总数
}
//判断给定棋局上,从From 到To是否合法
//若合法返回TRUE 否则FALSE
BOOL CMoveGenerator::IsValidMove(BYTE position[8][8], int nFromX, int nFromY, int nToX, int nToY)
{
int i, j;
int nMoveChessID, nTargetID;
if (nFromY == nToY && nFromX == nToX)
return FALSE;//目的与源相同
nMoveChessID = position[nFromY][nFromX];
nTargetID = position[nToY][nToX];
if (IsSameSide(nMoveChessID, nTargetID))
return FALSE;//不能吃自己的棋
switch(nMoveChessID)
{
case R_KING: //王
case B_KING:
if(abs(nFromY - nToY)>1)
return FALSE;//王只能走到其周边的格子上
if(abs(nToX - nFromX)>1)
return FALSE;//王不能在直线上走两格
break;
case R_BISHOP: //象
case B_BISHOP:
if(abs(nFromY - nToY) != abs(nToX - nFromX))
return FALSE;//象只能走斜线
if(nToY>nFromY)//向下
{
if(nToX>nFromX)//向右下方走
{
for(i=nFromY+1,j=nFromX+1;i<nToY&&j<nToX;i++,j++)
if(position[i][j] != NOCHESS)
return FALSE;
}
else//向左下方走
{
for(i=nFromY+1,j=nFromX-1;i<nToY&&j>nToX;i++,j--)
if(position[i][j] != NOCHESS)
return FALSE;
}
}
else //向上
{
if(nToX>nFromX)//向右上方走
{
for(i=nFromY-1,j=nFromX+1;i>nToY&&j<nToX;i--,j++)
if(position[i][j] != NOCHESS)
return FALSE;
}
else//向左上方走
{
for(i=nFromY-1,j=nFromX-1;i>nToY&&j>nToX;i--,j--)
if(position[i][j] != NOCHESS)
return FALSE;
}
}
break;
case B_PAWN: //黑兵
if(nFromX!=nToX)
{
if(abs(nFromX-nToX)==1 && (nFromY-nToY==-1) && IsRed(nTargetID))
return TRUE;//吃
else
return FALSE;
}
else
{
if(nFromY-nToY==-1&&nTargetID==NOCHESS)
return TRUE;//走了一格
else
if(nFromY==1 && (nFromY-nToY)==-2&&nTargetID==NOCHESS&&position[nFromY+1][nFromX]==NOCHESS)//第一步走了二格
return TRUE;
else
return FALSE;
}
break;
case R_PAWN: //红兵
if(nFromX!=nToX)
{
if(abs(nFromX-nToX)==1 && (nFromY-nToY==1) && IsBlack(nTargetID))
return TRUE;//吃
else
return FALSE;
}
else
{
if(nFromY-nToY==1&&nTargetID==NOCHESS)
return TRUE;//走了一格
else
if(nFromY==6 && (nFromY-nToY)==2&&nTargetID==NOCHESS&&position[nFromY-1][nFromX]==NOCHESS)//第一步走了二格
return TRUE;
else
return FALSE;
}
break;
case B_ROOK:
case R_ROOK: //车
if(nFromY != nToY && nFromX != nToX)
return FALSE; //车走直线:
if(nFromY == nToY)//路线中间有棋子挡道
{
if(nFromX < nToX)
{
for(i = nFromX + 1; i < nToX; i++)
if(position[nFromY][i] != NOCHESS)
return FALSE;
}
else
{
for(i = nToX + 1; i < nFromX; i++)
if(position[nFromY][i] != NOCHESS)
return FALSE;
}
}
else
{
if(nFromY < nToY)
{
for(j = nFromY + 1; j < nToY; j++)
if(position[j][nFromX] != NOCHESS)
return FALSE;
}
else
{
for(j= nToY + 1; j < nFromY; j++)
if(position[j][nFromX] != NOCHESS)
return FALSE;
}
}
break;
case B_KNIGHT:
case R_KNIGHT:https://马
if(!((abs(nToX-nFromX)==1 && abs(nToY-nFromY)==2)
||(abs(nToX-nFromX)==2&&abs(nToY-nFromY)==1)))
return FALSE;//马走日字
break;
case B_QUEEN:
case R_QUEEN:https://后
if(!(nFromY == nToY || nFromX == nToX ||
(abs(nFromY - nToY) == abs(nToX - nFromX))))
return FALSE;//非直走也非斜走
/////////////////////////////////
//路线中间有棋子挡道
if(nFromY == nToY)
{
if(nFromX < nToX)
{
for(i = nFromX + 1; i < nToX; i++)
if(position[nFromY][i] != NOCHESS)
return FALSE;
}
else
{
for(i = nToX + 1; i < nFromX; i++)
if(position[nFromY][i] != NOCHESS)
return FALSE;
}
}
else//Y!=Y
{
if(nFromX == nToX)
{
if(nFromY < nToY)
{
for(j = nFromY + 1; j < nToY; j++)
if(position[j][nFromX] != NOCHESS)
return FALSE;
}
else
{
for(j= nToY + 1; j < nFromY; j++)
if(position[j][nFromX] != NOCHESS)
return FALSE;
}
}//if X==X &&Y!=Y
else//X!=x && Y!=Y 走斜线
{
if(nToY>nFromY)//向下
{
if(nToX>nFromX)//向右下方走
{
for(i=nFromY+1,j=nFromX+1;i<nToY&&j<nToX;i++,j++)
if(position[i][j] != NOCHESS)
return FALSE;
}
else//向左下方走
{
for(i=nFromY+1,j=nFromX-1;i<nToY&&j>nToX;i++,j--)
if(position[i][j] != NOCHESS)
return FALSE;
}
}
else //向 上
{
if(nToX>nFromX)//向右上方走
{
for(i=nFromY-1,j=nFromX+1;i>nToY&&j<nToX;i--,j++)
if(position[i][j] != NOCHESS)
return FALSE;
}
else//向左上方走
{
for(i=nFromY-1,j=nFromX-1;i>nToY&&j>nToX;i--,j--)
if(position[i][j] != NOCHESS)
return FALSE;
}
}
}//else X!=x && Y!=Y
}//else Y!=Y
break;
default:
return FALSE;
}
return TRUE;
}
//位移步调
const int movex[9]={0,1,1,0,-1,-1,-1,0,1};
const int movey[9]={0,0,-1,-1,-1,0,1,1,1};
//马的位移步调
const int moveknightx[9]={0,2,2,1,-1,-2,-2,-1,1};
const int moveknighty[9]={0,1,-1,-2,-2,-1,1,2,2};
///产生王的合法走法
///i,j表示棋子位置 nPly表示插入到List第几层
void CMoveGenerator::Gen_KingMove(BYTE position[8][8], int i, int j, int nPly)
{
int k,x,y;
for(k=1;k<9;k++)
{
x=i+movex[k];
y=j+movey[k];
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
}
}
//产生象的合法走法
///i,j表示棋子位置 nPly表示插入到List第几层/
void CMoveGenerator::Gen_BishopMove(BYTE position[8][8], int i, int j, int nPly)
{
int k,x,y;
for(k=2;k<9;k+=2)
{
x=i+movex[k];
y=j+movey[k];
while(x>=0&&x<8&&y>=0&&y<8)
{
if(IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
x+=movex[k];
y+=movey[k];
}
}
}
//产生马的合法走法
///i,j表示棋子位置 nPly表示插入到List第几层
void CMoveGenerator::Gen_KnightMove(BYTE position[8][8], int i, int j, int nPly)
{
int k,x,y;
for(k=1;k<9;k++)
{
x=i+moveknightx[k];
y=j+moveknighty[k];
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
}
}
//产生红兵的合法走法
///i,j表示棋子位置 nPly表示插入到List第几层
void CMoveGenerator::Gen_RPawnMove(BYTE position[8][8], int i, int j, int nPly)
{
int x,y;
x=i;
y=j-1;//向前一步走
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
y=j-2;//向前二步走
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
x=i-1;
y=j-1;//向左前吃子
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
x=i+1;
y=j-1;//向右前吃子
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
}
//产生黑兵的合法走法
///i,j表示棋子位置 nPly表示插入到List第几层
void CMoveGenerator::Gen_BPawnMove(BYTE position[8][8], int i, int j, int nPly)
{
int x,y;
x=i;
y=j+1;//向前一步走
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
y=j+2;//向前二步走
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
x=i-1;
y=j+1;//向左前吃子
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
x=i+1;
y=j+1;//向右前吃子
if(x>=0&&x<8&&y>=0&&y<8&&IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
}
//产生后的合法走法
///i,j表示棋子位置 nPly表示插入到List第几层
void CMoveGenerator::Gen_QueenMove(BYTE position[8][8], int i, int j, int nPly)
{
int k,x,y;
for(k=1;k<9;k++)
{
x=i+movex[k];
y=j+movey[k];
while(x>=0&&x<8&&y>=0&&y<8)
{
if(IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
x+=movex[k];
y+=movey[k];
}
}
}
//产生车的合法走法
///i,j表示棋子位置 nPly表示插入到List第几层
void CMoveGenerator::Gen_RookMove(BYTE position[8][8], int i, int j, int nPly)
{
int k,x,y;
for(k=1;k<9;k+=2)
{
x=i+movex[k];
y=j+movey[k];
while(x>=0&&x<8&&y>=0&&y<8)
{
if(IsValidMove(position,i,j,x,y))
AddMove(i,j,x,y,nPly);
x+=movex[k];
y+=movey[k];
}
}
}