五子棋源代码(C++),完美版
C语言实现五子棋小游戏源代码

break;
case ESC:
break;
case SPACE:
if(chessx>=1&&chessx<=19&&chessy>=1&&chessy<=19)
{
if(chess[chessx][chessy]==0)
}
if(flag==2)
{
cleardevice();
setfont(36, 0, "宋体", 900, 900, 0, false, false, false);
outtextxy(80,200,"RED win!");
getch();
closegraph();
exit(0);
}
}
if(flag==1)
flag=2;
else
flag=1;
break;
}
void draw_pixel(int x,int y,int color)
{
x=(x+2)*20;
y=(y+2)*20;
{
putpixel(x+8,y,color);
putpixel(x,y-8,color);
putpixel(x+8,y+8,color);
{
chess[chessx][chessy]=flag;
if(result(chessx,chessy)==1)
{
if(flag==1)
{
cleardevice();
n1=0;
n2=0;
C语言五子棋游戏源代码

C语言五子棋游戏源代码标准化管理处编码[BBX968T-XBB8968-NNJ668-MM9N]#define N 10void welcome();void initqipan();void showqi(int i);void save(int p);void panduan(int p);void heqi();void over();int zouqihang();int zouqilie();/******************结构体*****************/ struct zuobiao{int x[N*N];int y[N*N];}weizhi[N*N];/******************主函数*****************/ void main(){int p=0;welcome();initqipan();for(p=1;p<=N*N;p++){weizhi[p].x[p]=zouqihang();weizhi[p].y[p]=zouqilie();save(p);showqi(p);panduan(p);}if(p==N*N)heqi();over();}/******************建立棋盘*****************/ void initqipan(){int i,j;for(i=0;i<N;i++){printf("%d",i);printf(" ");}printf("\n");for(i=1;i<N;i++){for(j=0;j<N;j++){if(j==0)printf("%d",i);elseprintf("·");}printf("\n");}}/******************显示棋子*****************/ void showqi(int p){int i,j,k,m;int a[N*N],b[N*N];FILE *fp;fp=fopen("wuzi_list","rb");for(i=1;i<=N*N;i++){fread(&weizhi[i],sizeof(struct zuobiao),1,fp);a[i]=weizhi[i].x[i];b[i]=weizhi[i].y[i];}for(m=1;m<p;m++){while(weizhi[p].x[p]==a[m]&&weizhi[p].y[p]==b[m]) {printf("error!\n");weizhi[p].x[p]=zouqihang();weizhi[p].y[p]=zouqilie();m=1;}}for(i=0;i<N;i++){printf("%d",i);printf(" ");}printf("\n");for(i=1;i<N;i++){for(j=1;j<N;j++){if(j==1)printf("%d",i);for(k=1;k<=p;k++){if(i==weizhi[k].x[k]&&j==weizhi[k].y[k]) {if(k%2==1){printf("○");break;} else if(k%2==0){printf("●");break;} }}if(k>p)printf("·");else continue;}printf("\n");}}/******************走棋行*****************/ int zouqihang(){int x;printf("请输入要走棋子所在行数!\n");printf("x=");scanf("%d",&x);while(x>N-1||x<1){printf("error!\n");printf("请输入要走棋子所在行数!\n"); printf("x=");scanf("%d",&x);}return x;}/******************走棋列*****************/ int zouqilie(){int y;printf("请输入要走棋子所在列数!\n");printf("y=");scanf("%d",&y);while(y>N-1||y<1){printf("error!\n");printf("请输入要走棋子所在列数!\n"); printf("y=");scanf("%d",&y);}return y;}/******************文件保存*****************/ void save(int i){FILE *fp;fp=fopen("wuzi_list","wb");fwrite(&weizhi[i],sizeof(struct zuobiao),1,fp);}/****************判断输赢*******************/void panduan(int p){int i,j,k[8]={1,1,1,1,1,1,1,1,};int a[N*N],b[N*N];FILE *fp;fp=fopen("wuzi_list","rb");for(i=1;i<=p;i++){fread(&weizhi[i],sizeof(struct zuobiao),1,fp); a[i]=weizhi[i].x[i];b[i]=weizhi[i].y[i];}/*****************判断行******************/for(i=1;i<=p;i++){if(i%2==1){for(j=1;j<=p;j=j+2){if((a[i]==a[j])&&(b[i]==b[j]-1)){k[0]++;continue;}else if((a[i]==a[j])&&(b[i]==b[j]-2)) {k[0]++;continue;}else if((a[i]==a[j])&&(b[i]==b[j]-3)) {k[0]++;continue;}else if((a[i]==a[j])&&(b[i]==b[j]-4)) {k[0]++;continue;}else if(k[0]==5){printf("Player 1 wins!!!\n");}elsecontinue;}if(k[0]==5)break;k[0]=1;}else if(k[0]==5)break;else if(i%2==0){for(j=2;j<=p;j=j+2){if((a[i]==a[j])&&(b[i]==b[j]-1)) {k[1]++;continue;}else if((a[i]==a[j])&&(b[i]==b[j]-2)) {k[1]++;continue;}else if((a[i]==a[j])&&(b[i]==b[j]-3)) {k[1]++;continue;}else if((a[i]==a[j])&&(b[i]==b[j]-4)) {k[1]++;continue;}else if(k[1]==5){printf("Player 2 wins!!!\n");}elsecontinue;}if(k[1]==5)break;k[1]=1;}}/**********************判断列************************/ for(i=1;i<=p;i++){if(k[0]==5||k[1]==5)break;else if(i%2==1){for(j=1;j<=p;j=j+2){if((a[i]==a[j]-1)&&(b[i]==b[j])){k[2]++;continue;}else if((a[i]==a[j]-2)&&(b[i]==b[j])) {k[2]++;continue;}else if((a[i]==a[j]-3)&&(b[i]==b[j])) {k[2]++;continue;}else if((a[i]==a[j]-4)&&(b[i]==b[j])) {k[2]++;continue;}else if(k[2]==5){printf("Player 1 wins!!!\n");}elsecontinue;}if(k[2]==5)break;k[2]=1;}else if(k[2]==5)break;else if(i%2==0){for(j=2;j<=p;j=j+2){if((a[i]==a[j]-1)&&(b[i]==b[j])){k[3]++;continue;}else if((a[i]==a[j]-2)&&(b[i]==b[j])) {k[3]++;continue;}else if((a[i]==a[j]-3)&&(b[i]==b[j])) {k[3]++;continue;}else if((a[i]==a[j]-4)&&(b[i]==b[j])) {k[3]++;continue;}else if(k[3]==5){printf("Player 2 wins!!!\n");}elsecontinue;}if(k[3]==5)break;k[3]=1;}}/****************判断对角(左上-右下)******************/ for(i=1;i<=p;i++){if(k[0]==5||k[1]==5||k[2]==5||k[3]==5)break;else if(i%2==1){for(j=1;j<=p;j=j+2){if((a[i]==a[j]-1)&&(b[i]==b[j]-1)){k[4]++;continue;}else if((a[i]==a[j]-2)&&(b[i]==b[j]-2)) {k[4]++;continue;}else if((a[i]==a[j]-3)&&(b[i]==b[j]-3)) {k[4]++;continue;}else if((a[i]==a[j]-4)&&(b[i]==b[j]-4)) {k[4]++;continue;}else if(k[4]==5){printf("Player 1 wins!!!\n");}elsecontinue;}if(k[4]==5)break;k[4]=1;}else if(k[2]==5)break;else if(i%2==0){for(j=2;j<=p;j=j+2){if((a[i]==a[j]-1)&&(b[i]==b[j]-1)){k[5]++;continue;}else if((a[i]==a[j]-2)&&(b[i]==b[j]-2)) {k[5]++;continue;}else if((a[i]==a[j]-3)&&(b[i]==b[j]-3)) {k[5]++;continue;}else if((a[i]==a[j]-4)&&(b[i]==b[j]-4)) {k[5]++;continue;}else if(k[5]==5){printf("Player 2 wins!!!\n");}elsecontinue;}if(k[5]==5)break;k[5]=1;}}/**********判断对角(左下-右上)************/for(i=1;i<=p;i++){if(k[0]==5||k[1]==5||k[2]==5||k[3]==5||k[4]==5||k[5]==5) break;else if(i%2==1){for(j=1;j<=p;j=j+2){if((a[i]==a[j]+1)&&(b[i]==b[j]-1)){k[6]++;continue;}else if((a[i]==a[j]+2)&&(b[i]==b[j]-2)) {k[6]++;continue;}else if((a[i]==a[j]+3)&&(b[i]==b[j]-3)) {k[6]++;continue;}else if((a[i]==a[j]+4)&&(b[i]==b[j]-4))k[6]++;continue;}else if(k[6]==5){printf("Player 1 wins!!!\n"); }elsecontinue;}if(k[6]==5)break;k[6]=1;}else if(k[6]==5)else if(i%2==0){for(j=2;j<=p;j=j+2){if((a[i]==a[j]+1)&&(b[i]==b[j]-1)){k[7]++;continue;}else if((a[i]==a[j]+2)&&(b[i]==b[j]-2)) {k[7]++;continue;}else if((a[i]==a[j]+3)&&(b[i]==b[j]-3))k[7]++;continue;}else if((a[i]==a[j]+4)&&(b[i]==b[j]-4)) {k[7]++;continue;}else if(k[7]==5){printf("Player 2 wins!!!\n");}elsecontinue;}if(k[7]==5)break;k[7]=1;}}}/****************和棋*******************/void heqi(){printf("************************************\n"); printf(" Tie!!!\n");printf("************************************\n"); }/****************游戏结束*******************/void over(){printf("************************************\n"); printf(" game over!!!\n");printf("************************************\n"); }/****************游戏开始*******************/void welcome(){printf("************************************\n"); printf(" Welcome!!!\n");printf("************************************\n"); }。
五子棋C语言程序代码

五子棋C语言程序代码#include <graphics.h>#include <stdio.h>#include <conio.h>void drawPanel();int isWin(int,int);int color = 1; //1-红色2-白色int chessman[15][15];//主函数void main(){initgraph(620,620); //产生窗体//画棋盘drawPanel();//画棋子//1.定义鼠标事件MOUSEMSG m;HWND wnd = GetHWnd(); //定义当前窗体的句柄while(true){m = GetMouseMsg(); //获取鼠标事件对象if(m.uMsg == WM_LBUTTONDOWN){//获取点击的坐标int x = m.x;int y = m.y;//换算成二维数组中的下标int i = x/40;int j = y/40;//显示点击的坐标/*char msg[100];sprintf(msg,"%d,%d",i,j);MessageBoxA(wnd,msg,"消息",MB_OK);*/if(color==1){setfillstyle(RGB(255,0,0));fillcircle(40*i+20,40*j+20,20);chessman[i][j] = 1;}else if(color==2){setfillstyle(RGB(255,255,255));fillcircle(40*i+20,40*j+20,20);chessman[i][j] = 2;}//判断输赢result => 1int result = isWin(i,j);if(result ==1){if(color==1){MessageBoxA(wnd,_T("恭喜,红方获胜!"),"消息",MB_OK);}else if(color==2){MessageBoxA(wnd,_T("恭喜,白方获胜!"),"消息",MB_OK);}break;}//切换对方下子color = color == 1 ? 2 : 1 ;}}getch();closegraph(); //关闭窗体}int isWin(int x,int y){int count=0;//计数器int i;//横向for(i=0;i<15;i++){if(chessman[i][y]==color){count++;if(count==5)return 1;}else{count=0;}}//竖向for(i=0;i<15;i++){if(chessman[x][i]==color){count++;if(count==5)return 1;}else{count=0;}}return 0;}void drawPanel(){int i;//画横线for(i=0;i<15;i++){line(20,20+40*i,20+14*40,20+40*i);}//画竖线for(i=0;i<15;i++){line(20+40*i,20,20+40*i,20+14*40);}}。
五子棋单机版代码

一下代码为纯c写的单机版五子棋代码,可用vc6.0编译运行#include <stdio.h>#include <conio.h>#include <windows.h>#include <time.h>#define TEXTS 7 // 文本颜色#define CURSOR 48 // 光标颜色#define CHESSBOARD 352 // 棋盘颜色#define WHITECHESS 103 // 白棋颜色#define SELECTEDWHITE 55 // 白棋被选中时的颜色#define BLACKCHESS 96 // 黑棋颜色#define SELECTEDBLACK 48 // 黑棋被选中时的颜色#define qx1_num 27 // 防御棋形的数量#define qx2_num 26 // 攻击棋形的数量typedef struct node{ // 棋盘信息int step; // 步数,步数为0表示该位置为空int color; // 棋子的颜色} NODE;typedef struct point{ //点int x;int y;} _POINT;typedef struct qixing{ // 棋形信息char qx[8]; // 棋形int value; // 相应的权值}QIXING;HANDLE hOutput=GetStdHandle(STD_OUTPUT_HANDLE); // 得到标准输出的句柄_POINT cursor; // 游戏中,光标所在的当前位置int direction[8][2]={{0,-1},{0,1},{-1,0},{1,0},{-1,-1},{1,1},{-1,1},{1,-1}};// 向量数组,依次为左、右、上、下、左上、右下、右上、左下QIXING qx1[qx1_num]={{"x1111",200000},{"1x111",200000},{"11x11",200000}, // 连五型{"0x1110",6000},{"01x110",6000},{"101x101",6000}, // 活四型{"0x111",1100},{"x0111",1100},{"0x1011",1100},{"0x1101",1100},{"01x11",1100}, // 冲四型{"011x1",1100},{"1x011",1100},{"10x11",1100},{"11x01",1100},{"1x101",1100}, // 冲四型{"x011102",250},{"0x110",250},{"01x10",250},{"0x01102",240},{"0x101",240}, // 活三型{"0x112",20},{"01x12",10},{"011x2",20},{"1x12",10},{"0x10",20},{"0x010",5}}; // 死三活二//防御的基本棋形及权值,0为空,1为对手,2为自己,x为下棋位置QIXING qx2[qx2_num]={{"x1111",2000000},{"1x111",2000000},{"11x11",2000000}, // 连五型{"0x1110",24000},{"01x110",24000}, {"101x101",24000}, //活四型{"0x111",2000},{"x0111",1900},{"0x1011",1900},{"0x1101",2000},{"01x11",2000}, // 冲四型{"011x1",2000},{"1x011",1900},{"10x11",2000},{"1x101",2000},{"x01112",2000}, // 冲四型{"0x110",850},{"01x10",850},{"0x0110",840},{"0x101",840},//活三型{"0x112",125},{"01x12",125},{"011x2",115},{"1x12",115},{"0x10",125},{"0x010",110}};// 死三活二// 攻击的基本棋形及权值,0为空,1为自己,2为对手,x为下棋位置//----------------------------------界面部分---------------------------------void textcolor(int color){// 更改字体颜色SetConsoleTextAttribute(hOutput,color);}void gotoxy(int x, int y){// 将光标移动到指定位置COORD coordScreen = { 0, 0 };coordScreen.X=x;coordScreen.Y=y;SetConsoleCursorPosition( hOutput, coordScreen );}void printnode(NODE chessboard[][15], int x, int y)// 打印棋盘上的一个点{textcolor(CHESSBOARD);if(chessboard[x][y].step==0) {if (x==cursor.x && y==cursor.y)textcolor(CURSOR); // 如果光标在这个点,改成光标颜色switch(x){case 0:if(y==0) printf("┏"); // 左上角else if(y==14) printf("┓"); // 右上角else printf("┯"); // 上边线break;case 3:if(y==0) printf("┠"); // 左边线else if(y==3 || y==11) printf("+"); // 星位else if(y==14) printf("┨"); // 右边线else printf("┼");// 交叉点break;case 7:if(y==0) printf("┠"); // 左边线else if(y==7) printf("+"); // 星位else if(y==14) printf("┨"); // 右边线else printf("┼");// 交叉点break;case 11:if(y==0) printf("┠"); // 左边线else if(y==3 || y==11) printf("+"); // 星位else if(y==14) printf("┨"); // 右边线else printf("┼");// 交叉点break;case 14:if(y==0) printf("┗"); // 左下角else if(y==14) printf("┛"); // 右下角else printf("┷"); // 下边线break;default:if(y==0) printf("┠"); // 左边线else if(y==14) printf("┨"); // 右边线else printf("┼");// 交叉点}}else if(chessboard[x][y].color==0){ // 如果是白棋if (x==cursor.x && y==cursor.y)textcolor(SELECTEDWHITE); // 被选中的白棋else textcolor(WHITECHESS); // 未被选中的白棋printf("●");} // 打印棋子else{if (x==cursor.x && y==cursor.y)textcolor(SELECTEDBLACK); // 被选中的黑子else textcolor(BLACKCHESS); // 未被选中的黑子printf("●");} // 打印棋子}void printchessboard(NODE chessboard[][15]){// 输出整个棋盘int i,j;char letter[]={"ABCDEFGHIJKLMNO\n"};for(i=0;i<15;i++){ // 行textcolor(TEXTS); // 改为文本颜色printf("%2d",15-i); // 打印行坐标for(j=0;j<15;j++) // 列printnode(chessboard,i,j); // 打印棋盘的每一块textcolor(TEXTS);printf("\n");}textcolor(TEXTS); //改为文本颜色printf(" %s",letter); //打印列坐标printf("移动:方向键下棋:ENTER 悔棋:U 退出:F12");}void renew(NODE chessboard[][15], int x, int y){// 更新棋盘指定位置的图像COORD coordScreen; // 系统提示符位置CONSOLE_SCREEN_BUFFER_INFO csbi; // 屏幕信息if(x<0 || x>14 || y<0 || y>14) return; // 如果不在棋盘上直接返回if( !GetConsoleScreenBufferInfo( hOutput, &csbi )) // 获取屏幕信息return; // 不成功则返回coordScreen=csbi.dwCursorPosition; // 获取系统提示符位置gotoxy((y-1)*2+4,x+1); // 将系统提示符移动到棋盘的(x,y)所在位置printnode(chessboard,x,y); // 重新打印这一块SetConsoleCursorPosition( hOutput, coordScreen );// 系统提示符回复到原来位置}void showmenu(){// 输出主菜单textcolor(TEXTS);system("cls");printf("1.人机对战\n");printf("2.双人对战\n");printf("3.退出\n");printf("\n请选择[1-3]:");}void showsubmenu(){// 打印子菜单textcolor(TEXTS);system("cls");printf("1.你先手\n");printf("2.电脑先手\n");printf("3.返回上级菜单\n");printf("\n请选择[1-3]:");}int getchoose(int min, int max){// 获取选项int choose;do{choose=getch()-48;}while(choose<min || choose>max); //过滤不在min到max之间的字符printf("%d",choose); //屏幕回显return choose;}//----------------------------------控制部分---------------------------------bool quit; //是否按下了退出热键bool regret; //是否按下了悔棋热键bool getmove(NODE chessboard[][15]){// 获取光标移动,并响应// 当按下悔棋、下子、退出热键时,返回truechar c;for(;;){c=getch();if(c==-32)switch(getch()){case 72: // 上cursor.x--;if(cursor.x<0) cursor.x=0;renew(chessboard,cursor.x+1,cursor.y);renew(chessboard,cursor.x,cursor.y);break;case 80: // 下cursor.x++;if(cursor.x>14) cursor.x=14;renew(chessboard,cursor.x-1,cursor.y);renew(chessboard,cursor.x,cursor.y);break;case 75: // 左cursor.y--;if(cursor.y<0) cursor.y=0;renew(chessboard,cursor.x,cursor.y+1);renew(chessboard,cursor.x,cursor.y);break;case 77: // 右cursor.y++;if(cursor.y>14) cursor.y=14;renew(chessboard,cursor.x,cursor.y-1);renew(chessboard,cursor.x,cursor.y);break;case 134: // 退出quit=true;return true;}else if(c==13 && chessboard[cursor.x][cursor.y].step==0)return true; // 下子else if(c=='U' || c=='u'){ // 悔棋regret=true;return true;}}}void beback(NODE chessboard[][15], int step){//悔棋int i,j,tempx,tempy;if(step==1) return; // 如果才开始,直接返回if(step>2){ // 如果下了多于两步for(i=0;i<15;i++) // 搜索前两步所下的位置for(j=0;j<15;j++) {if(chessboard[i][j].step==step-1){ // 找到上一步chessboard[i][j].step=0; // 清空棋子标志renew(chessboard,i,j);} // 重绘棋盘else if(chessboard[i][j].step==step-2){ // 找到上两步chessboard[i][j].step=0; // 清空棋子标志tempx=cursor.x; // 记录光标位置tempy=cursor.y;cursor.x=i; // 将光标回复到两步前的位置cursor.y=j;renew(chessboard,i,j); // 重绘棋盘renew(chessboard,tempx,tempy); // 重绘光标原本所在处}}}else if(step==2){ //如果下了一步for(i=0;i<15;i++) //搜索上一步所下的位置for(j=0;j<15;j++)if(chessboard[i][j].step==step-1){ // 找到上一步chessboard[i][j].step=0; // 清空棋子标志renew(chessboard,i,j);} // 重绘棋盘tempx=cursor.x; // 记录光标位置tempy=cursor.y;cursor.x=7; // 将光标移回棋盘中央cursor.y=7;renew(chessboard,i,j); // 重绘棋盘renew(chessboard,tempx,tempy); // 重绘光标原本所在处}}//------------------------------判断部分-------------------------------bool inside(int x, int y){// 如果不在棋盘内返回false,否则返回trueif(x<0 || x>14 || y<0 || y>14) return false;return(true);}int line(NODE chessboard[][15], int dirt, int x, int y, int color){// 判断颜色为color的点(x,y),在dirt方向上有多少相连的同色棋子int i;for(i=0;chessboard[x+direction[dirt][0]][y+direction[dirt][1]].step>0 && chessboard[x+direction[dirt][0]][y+direction[dirt][1]].color==color;i++) { x=x+direction[dirt][0];y=y+direction[dirt][1];if(!inside(x,y)) return i;}return i;}bool win(NODE chessboard[][15], int x, int y, int color){// 判断是否有人赢棋if(line(chessboard,0,x,y,color)+line(chessboard,1,x,y,color)>3)return true;if(line(chessboard,2,x,y,color)+line(chessboard,3,x,y,color)>3)return true;if(line(chessboard,4,x,y,color)+line(chessboard,5,x,y,color)>3)return true;if(line(chessboard,6,x,y,color)+line(chessboard,7,x,y,color)>3)return true;return false;}//--------------------------------AI部分----------------------------------int attacktrend,defenttrend; // 攻击防御平衡权值bool macth1(NODE chessboard[][15], int x, int y, int dirt, int kind, int color){/* 匹配在颜色为color的点(x,y),在dirt方向上的第kind种防守棋形,成功返回true,否则返回false */int k;char c;char *p;p=strchr(qx1[kind].qx,'x');for(k=0;k<=p-qx1[kind].qx;k++) {x-=direction[dirt][0];y-=direction[dirt][1];}for(k=0;(unsigned)k<strlen(qx1[kind].qx);k++) {x+=direction[dirt][0];y+=direction[dirt][1];if(!inside(x,y)) return(false);if(chessboard[x][y].step>0 && chessboard[x][y].color==color) c='2';else if(chessboard[x][y].step>0) c='1';else c='0';if(c=='0' && qx1[kind].qx[k]=='x') continue;if(c!=qx1[kind].qx[k]) return(false);}return true;}int value_qx1(NODE chessboard[][15], int x, int y, int dirt, int color){// 计算颜色为color的点8个方向上的防守权值之和int i;for(i=0;i<qx1_num;i++)if(macth1(chessboard,x,y,dirt,i,color))return qx1[i].value;return 0;}bool macth2(NODE chessboard[][15], int x, int y, int dirt, int kind, int color){/* 匹配在颜色为color的点(x,y),在dirt方向上的第kind种进攻棋形,成功返回true,否则返回false */int k;char c;char *p;p=strchr(qx2[kind].qx,'x');for(k=0;k<=p-qx2[kind].qx;k++) {x-=direction[dirt][0];y-=direction[dirt][1];}for(k=0;(unsigned)k<strlen(qx2[kind].qx);k++) {x+=direction[dirt][0];y+=direction[dirt][1];if(!inside(x,y)) return false;if(chessboard[x][y].step>0 && chessboard[x][y].color==color) c='2';else if(chessboard[x][y].step>0) c='1';else c='0';if(c=='0' && qx2[kind].qx[k]=='x') continue;if(c!=qx2[kind].qx[k]) return false;}return true;}int value_qx2(NODE chessboard[][15], int x, int y, int dirt, int color){// 计算颜色为color的点8个方向上的进攻权值之和int i;for(i=0;i<qx2_num;i++)if(macth2(chessboard,x,y,dirt,i,color))return qx2[i].value ;return 0;}void AI(NODE chessboard[][15], int *x, int *y, int color){// AI的主要函数,将思考后的结果返回给*x和*yint max=0; // 价值的最大值int maxi,maxj; // 获得最大值时所对应的坐标int i,j,k; // 循环控制变量int probability=1; // 几率参数int value[15][15]={0}; // 棋盘上各点的价值int valueattack[15][15]={{0}}; // 棋盘上各点的进攻价值int valuedefent[15][15]={{0}}; // 棋盘上各点的防守价值for(i=0;i<15;i++) // 计算棋盘上各点的防守价值for(j=0;j<15;j++) {if(chessboard[i][j].step>0) continue;for(k=0;k<8;k++)valuedefent[i][j]+=value_qx1(chessboard,i,j,k,color);if(maxi<valuedefent[i][j])maxi=valuedefent[i][j]; // 记录防守价值的最大值}for(i=0;i<15;i++) // 计算棋盘上各点的进攻价值for(j=0;j<15;j++) {if(chessboard[i][j].step>0) continue;for(k=0;k<8;k++)valueattack[i][j]+=value_qx2(chessboard,i,j,k,(color+1) % 2);if(maxj<valuedefent[i][j])maxj=valuedefent[i][j]; // 记录进攻价值的最大值}if(rand()%(maxi+maxj+1)>maxi){ // 如果防守价值的最大值比较低attacktrend=1; // AI优先进攻defenttrend=1;}else{ // 相反attacktrend=1; // AI优先防守defenttrend=2;}for(i=0;i<15;i++) // 根据各点的进攻和防守价值for(j=0;j<15;j++){ // 计算最终价值value[i][j]=valuedefent[i][j]*defenttrend+valueattack[i][j]*attacktrend;if(max<value[i][j]){max=value[i][j]; // 记录价值的最大值maxi=i; // 以及相应的坐标maxj=j;probability=1;}else if(max==value[i][j]){ // 如果出现相同价值的最大点if(rand()%(probability+1)<probability) // 随机决定选取哪一个probability++; /* 由于前面的点容易被淘汰,所以相应提高前面的点的被选择的几率*/else{probability=1; // 选择后面的点,则几率权值回复max=value[i][j]; // 记录maxi=i;maxj=j;}}}*x=maxi; // 返回价值最大的点*y=maxj;}//-----------------------主要部分------------------------------------bool vshuman; //对手是否是人void Vs(bool human){//对局主要函数int i,j;int color=1; // 黑棋先走int lastx,lasty; // 光标的上一个位置int computer; // 电脑执黑还是执白NODE chessboard[15][15]={{0,0}}; // 棋盘if(!human){ // 对手是电脑showsubmenu(); // 选择谁是先手switch(getchoose(1,3)){case 1:computer=0;attacktrend=1; // 电脑先手则优先进攻defenttrend=1;break;case 2:computer=1; // 电脑后手则优先防御attacktrend=1;defenttrend=2;break;case 3:return; // 返回上级菜单}}for(i=0;i<15;i++) // 清空棋盘for(j=0;j<15;j++)chessboard[i][j].step=0;cursor.x=7; // 光标居中cursor.y=7;quit=false; // 清空退出标志system("cls"); // 清屏printf("\n");printchessboard(chessboard); // 打印棋盘for(i=1;i<=225;){ // 行棋主循环gotoxy(0,0); // 系统光标移到屏幕左上角textcolor(TEXTS);printf(" 第%03d手,",i);if(color==1) printf("黑棋下");else printf("白棋下");regret=false; // 清空悔棋标志if(i>1){ // 第一子必须下在棋盘中央if(color!=computer || human) getmove(chessboard); // 该人走棋else{ // 该电脑走棋lastx=cursor.x; // 记录光标位置lasty=cursor.y;AI(chessboard,&cursor.x,&cursor.y,color); // 电脑走棋renew(chessboard,lastx,lasty); // 更新棋盘}}if(quit) return; // 如果按了退出热键则返回if(regret){ // 如果按了悔棋热键则调用悔棋函数beback(chessboard,i);if(i>2) i-=2;else if(i==2){i=1; color=(color+1) % 2 ;}}else{ // 如果没有按热键,则在光标位置下子chessboard[cursor.x][cursor.y].step=i++;chessboard[cursor.x][cursor.y].color=color;renew(chessboard,cursor.x,cursor.y);color=(color+1) % 2 ;}if(win(chessboard,cursor.x,cursor.y,(color+1) % 2) && !regret){// 有人赢textcolor(TEXTS);gotoxy(0,0);printf(" ");gotoxy(0,0);if(color==1) printf(" 白棋赢了!");else printf(" 黑棋赢了!");getch();return;}}gotoxy(0,0); // 如果下了225步还没人赢棋则平局printf(" ");gotoxy(0,0);printf(" 平局!");}void main(void){// 主函数srand((unsigned)time(NULL)); // 初始化随机种子for(;;){showmenu(); // 输出主菜单switch(getchoose(1,3)){case 1:Vs(false); break;case 2:Vs(true); break;case 3: printf("\n"); return;}} }。
c语言 五子棋 代码

settextstyle(2,0,8);
getch();
cleardevice();
setviewport(100,100,540,380,1);
/*定义一个图形窗口*/
setfillstyle(1,2);
break ;
}
case DOWN :
if((step_y+1)>18)
break ;
else
{
for(i=step_x,j=step_y+1;j<=18;j++)
break ;
else if(ch=='N'||ch=='n')
{
window(1,1,80,25);
textbackground(BLACK);
textcolor(LIGHTGRAY);
clrscr();
for(i=step_x,j=step_y-1;j>=1;j--)
if(box[i][j]==0)
{
draw_circle(step_x,step_y,LIGHTBLUE);
break ;
judgewho(step_x,step_y);
break ;
}
case UP :
if((step_y-1)<0)
break ;
else
{
void attentoin();
void attention()
{
char ch ;
window(1,1,80,25);
textbackground(LIGHTBLUE);
c做的五子棋源码

using System;using ;using System.Text;namespace wuziqi{class Program{public static void Main(string[] args){int maxsize = 19;//棋盘行列最大值int x, y;//用于定位下棋位置string x1, y1;//临时变量获取棋手输入的坐标值(此时坐标值属于字符串类型)int col_up = 0, col_down = 0;//用于统计输入坐标值的上下相同棋子的个数int row_left = 0, row_right = 0;//用于统计输入坐标值的左右相同棋子的个数int dia_left_up = 0, dia_left_down = 0, dia_right_up = 0, dia_right_down = 0;//对角线的英文拼写(diagonal line)用于统计对角线上相同的棋子数目int m;//临时变量,用于控制判断相同棋子比较的次数int judgement;//用于获取判断是否要结束棋局或继续棋局的变量string[,] qipan = new string[24, 24];//定义二维棋盘//初始化棋盘label0:{Console.Clear();//五子棋规则Console.WriteLine("===============================================");Console.WriteLine("五子棋规则说明如下:");Console.WriteLine("1、下棋坐标是从1-15");Console.WriteLine("2、下棋坐标值为整型数据类型");Console.WriteLine("3、下棋双方先构成五子连线者胜");Console.WriteLine("===============================================");for (int i = 5; i <= maxsize; i++){for (int j = 5; j <= maxsize; j++){qipan[i, j] = "╋";}}}//输出棋盘for (int i = 5; i <= maxsize; i++){for (int j = 5; j <= maxsize; j++){Console.Write(qipan[i, j]);}Console.Write("\n");}//走棋label2:{//甲方走棋Console.WriteLine("===============================================");Console.WriteLine("请甲方走棋(棋盘为15x15)");Console.Write("x=");x1 = Console.ReadLine();//判断输入的坐标值是否为字母foreach(char ch in x1){if ((ch >'a'&&ch <'z')||(ch >'A'&&ch <'Z')){Console.WriteLine("你输入的坐标值非法!请正确输入你的坐标值");goto label2;}}//判断输入的棋子坐标是否为空if (x1 == "" || x1 == null){Console.WriteLine("===============================================");Console.WriteLine("你输入的棋盘坐标为空!");goto label2;}Console.Write("y=");y1 = Console.ReadLine();//判断输入的坐标值是否为字母foreach (char ch in y1){if ((ch > 'a' && ch < 'z') || (ch > 'A' && ch < 'Z')){Console.WriteLine("你输入的坐标值非法!请正确输入你的坐标值");goto label2;}}//判断输入的棋子坐标是否为空if (y1 == "" || y1 == null){Console.WriteLine("===============================================");Console.WriteLine("你输入的棋盘坐标为空!");goto label2;}x = int.Parse(x1);y = int.Parse(y1);if (x >= 16 || y >= 16){Console.WriteLine("===============================================");Console.WriteLine("你输入的坐标超出了范围!");goto label2;}if (qipan[x + 4, y + 4] == "╋"){qipan[x + 4, y + 4] = "●";//清屏Console.Clear();//输出棋走后棋盘//五子棋规则Console.WriteLine("===============================================");Console.WriteLine("五子棋规则说明如下:");Console.WriteLine("1、下棋坐标是从1-15");Console.WriteLine("2、下棋坐标值为整型数据类型");Console.WriteLine("3、下棋双方先构成五子连线者胜");Console.WriteLine("===============================================");for (int i = 5; i <= maxsize; i++){for (int j = 5; j <= maxsize; j++){Console.Write(qipan[i, j]);}Console.Write("\n");}}else{Console.WriteLine("===============================================");Console.WriteLine("此处已经有棋子了");goto label2;}// goto label;//判断是否可以连成五子//判断上下col_down = 0;col_up = 0;row_left = 0;row_right = 0;dia_left_down = 0;dia_left_up = 0;dia_right_down = 0;dia_right_up = 0;for (m = 1; m <= 4; m++){//判断上下if (qipan[x + 4, y + 4] == qipan[x - m + 4, y + 4] && qipan[x - m + 4, y + 4] != "○" && qipan[x - m + 4, y + 4] != "╋"){col_up++;}if (qipan[x + 4, y + 4] == qipan[x + m + 4, y + 4] && qipan[x - m + 4, y + 4] != "○" && qipan[x - m + 4, y + 4] != "╋"){col_down++;}//判断左右if (qipan[x + 4, y + 4] == qipan[x + 4, y - m + 4] && qipan[x - m + 4, y + 4] != "○" && qipan[x - m + 4, y + 4] != "╋"){row_left++;}if (qipan[x + 4, y + 4] == qipan[x + 4, y + m + 4] && qipan[x - m + 4, y + 4] != "○" && qipan[x - m + 4, y + 4] != "╋"){row_right++;}//判断左对角线if (qipan[x + 4, y + 4] == qipan[x - m + 4, y - m + 4] && qipan[x - m + 4, y + 4] != "○" && qipan[x - m + 4, y + 4] != "╋"){dia_left_up++;}if (qipan[x + 4, y + 4] == qipan[x + m + 4, y + m + 4] && qipan[x - m + 4, y + 4] != "○" && qipan[x - m + 4, y + 4] != "╋"){dia_left_down++;}//判断右对角线if (qipan[x + 4, y + 4] == qipan[x - m + 4, y + m + 4] && qipan[x - m + 4, y + 4] != "○" && qipan[x - m + 4, y + 4] != "╋"){dia_right_up++;}if (qipan[x + 4, y + 4] == qipan[x + m + 4, y - m + 4] && qipan[x - m + 4, y + 4] != "○" && qipan[x - m + 4, y + 4] != "╋"){dia_right_down++;}}//判断甲方是否有构成五子if (dia_left_down == 4 || dia_left_up == 4 || col_up == 4 || col_down == 4 || row_right == 4 || row_left == 4 || dia_right_up == 4 || dia_right_down == 4){Console.WriteLine("甲方先构成五子连线,恭喜甲获胜!");Console.WriteLine("请选择:");Console.WriteLine("1、继续下一局");Console.WriteLine("2、结束棋局");judgement = int.Parse(Console.ReadLine());switch (judgement){case 1: goto label0;default: goto label3;}}if(((col_down + col_up) == 4) || ((row_left + row_right == 4)) || (dia_left_down + dia_left_up == 4) || (dia_right_down + dia_right_up == 4)){Console.WriteLine("甲方先构成五子连线,恭喜甲获胜!");Console.WriteLine("请选择:");Console.WriteLine("1、继续下一局");Console.WriteLine("2、结束棋局");judgement = int.Parse(Console.ReadLine());switch (judgement){case 1: goto label0;default: goto label3;}}//乙方走棋label1:{Console.WriteLine("===============================================");Console.WriteLine("请已方走棋(棋盘为15x15)");//判断坐标值是否为空Console.Write("x=");x1 = Console.ReadLine();//判断输入的坐标值是否为字母foreach (char ch in x1){if ((ch > 'a' && ch < 'z') || (ch > 'A' && ch < 'Z')){Console.WriteLine("你输入的坐标值非法!请正确输入你的坐标值");goto label1;}}if (x1 == "" || x1 == null){Console.WriteLine("你输入的棋盘坐标值为空!");goto label1;}x = int.Parse(x1);Console.Write("y=");y1 = Console.ReadLine();//判断输入的坐标值是否为字母foreach (char ch in y1){if ((ch > 'a' && ch < 'z') || (ch > 'A' && ch < 'Z')){Console.WriteLine("你输入的坐标值非法!请正确输入你的坐标值");goto label1;}}//判断是否为空if (y1 == "" || y1 == null){Console.WriteLine("你输入的棋盘坐标值为空!");goto label1;}y = int.Parse(y1);//对输入的棋子进行判断是否合法if (x >= 16 || y >= 16){Console.WriteLine("你输入的坐标超出了范围!");goto label1;}if (qipan[x + 4, y + 4] == "╋"){qipan[x + 4, y + 4] = "○";//输出棋走后棋盘//清屏Console.Clear();//五子棋规则Console.WriteLine("===============================================");Console.WriteLine("五子棋规则说明如下:");Console.WriteLine("1、下棋坐标是从1-15");Console.WriteLine("2、下棋坐标值为整型数据类型");Console.WriteLine("3、下棋双方先构成五子连线者胜");Console.WriteLine("===============================================");for (int i = 5; i <= maxsize; i++){for (int j = 5; j <= maxsize; j++){Console.Write(qipan[i, j]);}Console.Write("\n");}}else{Console.WriteLine("此处已经有棋子了");goto label1;}//判断是否可以连成五子col_down = 0;col_up = 0;row_left = 0;row_right = 0;dia_left_down = 0;dia_left_up = 0;dia_right_down = 0;dia_right_up = 0;for (m = 1; m <= 4; m++){//判断上下if (qipan[x + 4, y + 4] == qipan[x - m + 4, y + 4] && qipan[x - m + 4, y + 4] != "●" && qipan[x - m + 4, y + 4] != "╋"){col_up++;}if (qipan[x + 4, y + 4] == qipan[x + m + 4, y + 4] && qipan[x + m + 4, y + 4] != "●" && qipan[x + m + 4, y + 4] != "╋"){col_down++;}//判断左右if (qipan[x + 4, y + 4] == qipan[x + 4, y - m + 4] && qipan[x + 4, y - m + 4] != "●" && qipan[x + 4, y - m + 4] != "╋"){row_left++;}if (qipan[x + 4, y + 4] == qipan[x + 4, y + m + 4] && qipan[x + 4, y + m + 4] != "●" && qipan[x + 4, y + m + 4] != "╋"){row_right++;}//判断左对角线if (qipan[x + 4, y + 4] == qipan[x - m + 4, y - m + 4] && qipan[x - m + 4, y - m + 4] != "●" && qipan[x - m + 4, y - m + 4] != "╋"){dia_left_up++;}if (qipan[x + 4, y + 4] == qipan[x + m + 4, y + m + 4] && qipan[x + m + 4, y + m + 4] != "●" && qipan[x + m + 4, y + m + 4] != "╋"){dia_left_down++;}//判断右对角线if (qipan[x + 4, y + 4] == qipan[x - m + 4, y + m + 4] && qipan[x - m + 4, y + m + 4] != "●" && qipan[x - m + 4, y + m + 4] != "╋"){dia_right_up++;}if (qipan[x + 4, y + 4] == qipan[x + m + 4, y - m + 4] && qipan[x + m + 4, y - m + 4] != "●" && qipan[x + m + 4, y - m + 4] != "╋"){dia_right_down++;}}//判断甲方是否有构成五子if (dia_left_down == 4 || dia_left_up == 4 || col_up == 4 || col_down == 4 || row_right == 4 || row_left == 4 || dia_right_up == 4 || dia_right_down == 4){Console.WriteLine("===============================================");Console.WriteLine("乙方先构成五子连线,恭喜乙获胜!");Console.WriteLine("请选择:");Console.WriteLine("1、继续下一局");Console.WriteLine("2、结束棋局");judgement = int.Parse(Console.ReadLine());switch (judgement){case 1: goto label0;default: goto label3;}}if (((col_down + col_up) == 4) || ((row_left + row_right == 4)) ||(dia_left_down + dia_left_up == 4) || (dia_right_down + dia_right_up == 4)){Console.WriteLine("===============================================");Console.WriteLine("乙方先构成五子连线,恭喜乙获胜!");Console.WriteLine("请选择:");Console.WriteLine("1、继续下一局");Console.WriteLine("2、结束棋局");judgement = int.Parse(Console.ReadLine());switch (judgement){case 1: goto label0;default: goto label3;}}goto label2;}}//用于结束棋局label3:{}}}}。
五子棋代码C语言版

#include <stdlib.h>#include <stdio.h>#include <conio.h>#include <string.h>#include <malloc.h>struct rcd;//声明节点结构typedef struct rcd* Record;//节点指针别名typedef struct rcd record;//节点别名#define MAXIMUS 15 //定义棋盘大小int p[MAXIMUS][MAXIMUS];//存储对局信息char buff[MAXIMUS*2+1][MAXIMUS*4+3];//输出缓冲器int Cx,Cy;//当前光标位置int Now;//当前走子的玩家,1代表黑,2代表白int wl,wp;//当前写入缓冲器的列数和行数位置char* showText;//在棋盘中央显示的文字信息int count;//回合数int Putable;//指示当前是否可以走棋int Exiting;//1为当场上无子并按ESC时询问是否退出程序的状态,2为非此状态int ExiRep;//1为当回放到最后一回合并按向后时询问是否退出回放的状态,2为非此状态Record RecBeg,RecNow;//记录的开始节点和当前节点struct rcd//记录节点结构,双链表形式{int X;//此记录走棋的X坐标int Y;//此记录走棋的Y坐标Record Next;//前一个记录Record Back;//后一个记录};Record newRecord()//记录节点构造函数{Record r=(Record)malloc(sizeof(record));//申请一个节点对象r->Next=NULL;//给予前后节点初值NULLr->Back=NULL;return r;}void Exit()//检查退出程序{int input;if(Exiting)//如果是第二次按下ESC{exit(0);}else//如果是第一次按下ESC则询问是否退出程序{showText="是否退出?再次按下ESC退出,其他键返回";Exiting=1;//指示已经按下过ESC}}void ExitRep()//检查退出回放{int input;if(ExiRep)//如果是第二次后移{ExiRep=3;}else//如果是第一次后移则询问是否退出回放{showText="是否退出?再次后移退出回放,其他键返回";ExiRep=1;//指示已经按下过后移}}void AddRecord()//添加记录{RecNow->X=Cx;//记录坐标RecNow->Y=Cy;RecNow->Next=newRecord();//创建下一个记录节点RecNow->Next->Back=RecNow;//完成双链表RecNow=RecNow->Next;//当前记录推至下一个记录节点}int DelRecord()//删除当前记录节点,1为删除成功,0为删除失败{Record b;//上一个节点if(RecNow->Back!=NULL)//越界检查{b=RecNow->Back;//缓存上一个节点free(RecNow);//释放当前节点RecNow=b;//当前记录回至上一个记录节点return 1;}else{return 0;//没有节点可删除时}}void CleanRecord()//清理所有记录{Record n;//下一个节点while(RecBeg->Next!=NULL)//删除所有记录,直到越界前为止{n=RecBeg->Next;//记下下一个节点free(RecBeg);//释放当前节点RecBeg=n;//当前记录推至下一个记录节点}}char* Copy(char* strDest,const char* strSrc)//修改过的字符串复制函数,会忽略末端的\0 {char* strDestCopy = strDest;while (*strSrc!='\0'){*strDest++=*strSrc++;}return strDestCopy;}void Initialize()//初始化一个对局函数{int i,j;//循环变量system("title 对局中(按方向键控制光标,空格走子),Esc撤销");showText="";//重置显示信息count=0;//回合数归零RecNow=RecBeg=newRecord();Exiting=0;for(i=0;i<MAXIMUS;i++)//重置对局数据{for(j=0;j<MAXIMUS;j++){p[i][j]=0;}}Cx=Cy=MAXIMUS/2;//重置光标到中央Now=1;//重置当前为黑方}char* getStyle(int i,int j)//获得棋盘中指定坐标交点位置的字符,通过制表符拼成棋盘{if(p[i][j]==1)//1为黑子return "●";else if(p[i][j]==2)//2为白子return "○";else if(i==0&&j==0)//以下为边缘棋盘样式return "┏";else if(i==MAXIMUS-1&&j==0)return "┓";else if(i==MAXIMUS-1&&j==MAXIMUS-1)return "┛";else if(i==0&&j==MAXIMUS-1)return "┗";else if(i==0)return "┠";else if(i==MAXIMUS-1)return "┨";else if(j==0)return "┯";else if(j==MAXIMUS-1)return "┷";return "┼";//中间的空位}char* getCurse(int i,int j){//获得指定坐标交点位置左上格的样式,通过制表符来模拟光标的显示if(Putable)//可走棋时光标为粗线{if(i==Cx){if(j==Cy)return "┏";else if (j==Cy+1)return "┗";}else if(i==Cx+1){if(j==Cy)return "┓";else if (j==Cy+1)return "┛";}}else//不可走棋时光标为虚线{if(i==Cx){if(j==Cy)return "┌";else if (j==Cy+1)return "└";}else if(i==Cx+1){if(j==Cy)return "┐";else if (j==Cy+1)return "┘";}}return "";//如果不在光标附近则为空}void write(char* c)//向缓冲器写入字符串{Copy(buff[wl]+wp,c);wp+=strlen(c);}void ln()//缓冲器写入位置提行{wl+=1;wp=0;}void Display()//将缓冲器内容输出到屏幕{int i,l=strlen(showText);//循环变量,中间文字信息的长度int Offset=MAXIMUS*2+2-l/2;//算出中间文字信息居中显示所在的横坐标位置if(Offset%2==1)//如果位置为奇数,则移动到偶数,避免混乱{Offset--;}Copy(buff[MAXIMUS]+Offset,showText);//讲中间文字信息复制到缓冲器if(l%2==1)//如果中间文字长度为半角奇数,则补上空格,避免混乱{*(buff[MAXIMUS]+Offset+l)=0x20;}system("cls");//清理屏幕,准备写入for(i=0;i<MAXIMUS*2+1;i++){//循环写入每一行printf("%s",buff[i]);if(i<MAXIMUS*2)//写入完每一行需要换行printf("\n");}}void Print()//将整个棋盘算出并储存到缓冲器,然后调用Display函数显示出来{int i,j;//循环变量wl=0;wp=0;for(j=0;j<=MAXIMUS;j++)//写入出交点左上角的字符,因为需要打印棋盘右下角,所以很以横纵各多一次循环{for(i=0;i<=MAXIMUS;i++){write(getCurse(i,j));//写入左上角字符if(j==0||j==MAXIMUS)//如果是棋上下盘边缘则没有连接的竖线,用空格填充位置{if(i!=MAXIMUS)write("");}else//如果在棋盘中间则用竖线承接上下{if(i==0||i==MAXIMUS-1)//左右边缘的竖线更粗write("┃");else if(i!=MAXIMUS)//中间的竖线write("│");}}if(j==MAXIMUS)//如果是最后一次循环,则只需要处理边侧字符,交点要少一排{break;}ln();//提行开始打印交点内容write("");//用空位补齐位置for(i=0;i<MAXIMUS;i++)//按横坐标循环正常的次数{write(getStyle(i,j));//写入交点字符if(i!=MAXIMUS-1)//如果不在最右侧则补充一个横线承接左右{if(j==0||j==MAXIMUS-1){write("━");//上下边缘的横线更粗}else{write("─");//中间的横线}}}ln();//写完一行后提行}Display();//将缓冲器内容输出到屏幕}int Put(){//在当前光标位置走子,如果非空,则返回0表示失败if(Putable){p[Cx][Cy]=Now;//改变该位置数据AddRecord();return 1;//返回1表示成功}else{return 0;}}int Check()//胜负检查,即判断当前走子位置有没有造成五连珠的情况{int w=1,x=1,y=1,z=1,i;//累计横竖正斜反邪四个方向的连续相同棋子数目for(i=1;i<5;i++)if(Cy+i<MAXIMUS&&p[Cx][Cy+i]==Now)w++;else break;//向下检查for(i=1;i<5;i++)if(Cy-i>0&&p[Cx][Cy-i]==Now)w++;else break;//向上检查if(w>=5)return Now;//若果达到5个则判断当前走子玩家为赢家for(i=1;i<5;i++)if(Cx+i<MAXIMUS&&p[Cx+i][Cy]==Now)x++;else break;//向右检查for(i=1;i<5;i++)if(Cx-i>0&&p[Cx-i][Cy]==Now)x++;else break;//向左检查if(x>=5)return Now;//若果达到5个则判断当前走子玩家为赢家for(i=1;i<5;i++)if(Cx+i<MAXIMUS&&Cy+i<MAXIMUS&&p[Cx+i][Cy+i]==Now)y++;else break;//向右下检查for(i=1;i<5;i++)if(Cx-i>0&&Cy-i>0&&p[Cx-i][Cy-i]==Now)y++;else break;//向左上检查if(y>=5)return Now;//若果达到5个则判断当前走子玩家为赢家for(i=1;i<5;i++)if(Cx+i<MAXIMUS&&Cy-i>0&&p[Cx+i][Cy-i]==Now)z++;else break;//向右上检查for(i=1;i<5;i++)if(Cx-i>0&&Cy+i<MAXIMUS&&p[Cx-i][Cy+i]==Now)z++;else break;//向左下检查if(z>=5)return Now;//若果达到5个则判断当前走子玩家为赢家return 0;//若没有检查到五连珠,则返回0表示还没有玩家达成胜利}void ReplayMode(){int i,j;//循环变量system("title 回放中(按左键后退,右键或空格前进),Esc退出");showText="";//重置显示信息count=0;//回合数归零Putable=0;//不可走棋状态RecBeg->Back=newRecord();RecBeg->Back->Next=RecBeg;RecBeg=RecBeg->Back;for(i=0;i<MAXIMUS;i++)//重置对局数据{for(j=0;j<MAXIMUS;j++){p[i][j]=0;}}Now=1;//重置当前为黑方}void RepForward()//回放模式前进{if(RecNow->Next->Next!=NULL)//越界检查{RecNow=RecNow->Next;//当前节点推至下一个记录节点p[RecNow->X][RecNow->Y]=Now;//按照记录还原一个回合Cx=RecNow->X;//设置光标位置Cy=RecNow->Y;Now=3-Now;//转换当前的黑白方}else//若已达到最后则询问退出{ExitRep();}}void RepBackward()//回放模式后退{if(RecNow->Back!=NULL)//越界检查{p[RecNow->X][RecNow->Y]=0;//按照记录撤销一个回合if(RecNow->Back->Back==NULL)//在整个棋盘没有棋子时隐藏光标{Cx=-2;Cy=-2;}else if(RecNow->Back==NULL)//在只有一个棋子时移动光标到这个棋子的位置{Cx=RecNow->X;Cy=RecNow->Y;}else//正常情况下移动光标到上一回合的位置{Cx=RecNow->Back->X;Cy=RecNow->Back->Y;}RecNow=RecNow->Back;//当前节点后退至上一个记录节点Now=3-Now;//转换当前的黑白方}}void ShowReplay(){int input;//输入变量ReplayMode();//初始化回放模式RecNow=RecBeg;//当前观察从头开始RepForward();//显示第一次走棋while(1)//开始无限回合的死循环,直到Esc退出{if(ExiRep==3){ExiRep=0;break;}Print();//打印棋盘input=getch();//等待键盘按下一个字符if(input==27)//如果是ESC则退出回放{return;}else if(input==0x20)//如果是空格则前进{RepForward();continue;}else if(input==0xE0)//如果按下的是方向键,会填充两次输入,第一次为0xE0表示按下的是控制键{input=getch();//获得第二次输入信息switch(input)//判断方向键方向并移动光标位置{case 0x4B:RepBackward();//向左后退break;case 0x4D:RepForward();//向右前进continue;}}ExiRep=0;//未再次按后移则不准备退出showText="";}}void Regret()//悔棋撤销,如果棋盘上没有子即为退出{if(DelRecord()){//尝试删除当前节点,如果有节点可以删除则p[RecNow->X][RecNow->Y]=0;//撤除当前回合if(RecNow->Back==NULL)//如果删除的是第一颗子则将光标移动到第一颗子原来的位置上{Cx=RecNow->X;Cy=RecNow->Y;}else//否则将光标移动到上一颗子上{Cx=RecNow->Back->X;Cy=RecNow->Back->Y;}Now=3-Now;//反转当前黑白方}else{Exit();//如果没有棋子可以撤销,则询问退出}}int RunGame()//进行整个对局,返回赢家信息(虽然有用上){int input;//输入变量int victor;//赢家信息Initialize();//初始化对局while(1){//开始无限回合的死循环,直到出现胜利跳出Putable=p[Cx][Cy]==0;Print();//打印棋盘input=getch();//等待键盘按下一个字符if(input==27)//如果是ESC则悔棋或退出{Regret();Print();continue;}else if(input==0x20)//如果是空格则开始走子{if(Put())//如果走子成功则判断胜负{victor=Check();Now=3-Now;//轮换当前走子玩家count++;if(victor==1)//如果黑方达到胜利,显示提示文字并等待一次按键,返回胜利信息{showText="黑方胜利!按R查看回放,按其他键重新开局";Print();input=getch();if(input==0xE0){getch();}else if(input=='R'||input=='r'){ShowReplay();}return Now;}else if(victor==2)//如果白方达到胜利,显示提示文字并等待一次按键,返回胜利信息{showText="白方胜利!按R查看回放,按其他键重新开局";Print();input=getch();if(input==0xE0)getch();}else if(input=='R'||input=='r'){ShowReplay();}return Now;}else if(count==MAXIMUS*MAXIMUS)//如果回合数达到了棋盘总量,即棋盘充满,即为平局{showText="平局!按R查看回放,按其他键重新开局";Print();input=getch();if(input==0xE0){getch();}else if(input=='R'||input=='r'){ShowReplay();}CleanRecord();return 0;}}}else if(input==0xE0)//如果按下的是方向键,会填充两次输入,第一次为0xE0表示按下的是控制键{input=getch();//获得第二次输入信息switch(input)//判断方向键方向并移动光标位置{case 0x4B://Cx--;break;case 0x48:Cy--;break;case 0x4D:Cx++;break;case 0x50:Cy++;}if(Cx<0)Cx=MAXIMUS-1;//如果光标位置越界则移动到对侧if(Cy<0)Cy=MAXIMUS-1;if(Cx>MAXIMUS-1)Cx=0;if(Cy>MAXIMUS-1)Cy=0;}Exiting=0;//未再次按下ESC则不准备退出showText="";}}int main()//主函数{system("mode con cols=63 lines=32");//设置窗口大小system("color E0");//设置颜色while(1){//循环执行游戏RunGame();}}。
C语言五子棋代码

//五子棋小游戏纯C语言代码#include <stdio.h>#define N 14char state[N][N];void init(void);void printState(void);bool isWin(bool isBlack,int x,int y);bool isLevelWin(bool isBlack,int x,int y);bool isVerticalWin(bool isBlack,int x,int y);bool isLeftInclinedWin(bool isBlack,int x,int y);bool isRightObliqueWin(bool isBlack,int x,int y);bool isWin(bool isBlack,int x,int y)//是否有获胜{return isLevelWin(isBlack,x,y)||isVerticalWin(isBlack,x,y)||isLeftInclinedWin(isBlack,x,y)||isRightObliqueWin(isBlack,x,y);}bool isLevelWin(bool isBlack,int x,int y)//确定水平直线上是否有五子连珠{char c = isBlack ? '@':'O';int count;while(y>0 && state[x][y] == c){y--;}count =0;if(state[x][y] == c) count = 1;y++;while(y < N && state[x][y] == c){count++;if(count == 5){return true;}y++;}return false;}bool isVerticalWin(bool isBlack,int x,int y)//确定竖直直线是否有五子连珠{char c = isBlack ? '@':'O';int count;while(x>0 && state[x][y] == c){x--;}count =0;if(state[x][y] == c) count = 1;x++;while(x < N && state[x][y] == c){count++;if(count == 5){return true;}x++;}return false;}bool isLeftInclinedWin(bool isBlack,int x,int y)//确定左斜线是否有五子连珠{char c = isBlack ? '@':'O';int count;while(x>0 && y>0 && state[x][y] == c){y--;x--;}count =0;if(state[x][y] == c) count = 1;x++;y++;while(x < N && y < N && state[x][y] == c){count++;if(count == 5){return true;}x++;y++;}return false;}bool isRightObliqueWin(bool isBlack,int x,int y)//确定右斜线是否有五子连珠{char c = isBlack ? '@':'O';int count;while(x>0 && y<N && state[x][y] == c){y++;x--;}count =0;if(state[x][y] == c) count = 1;x++;y--;while(x < N && y >= 0 && state[x][y] == c){count++;if(count == 5){return true;}x++;y--;}return false;}void init(void)//开局初始化数组{int i,j;for(i=0;i<N;i++){for(j=0;j<N;j++){state[i][j] = '*';}}}void printState(void)//打印棋盘{int i,j;printf("%3c",' ');for(i=0;i<N;i++)printf("%3d",i);printf("\n");for(i=0;i<N;i++){printf("%3d",i);for(j=0;j<N;j++){printf("%3c",state[i][j]);}printf("\n");}}int main(void){int x,y;bool isBlack = true;init();printf("五子棋小游戏\n\n@代表黑子,0代表白子,*代表棋盘空白\n");printf("------------------------------------------------------\n");printState();while(1){printf("请%s 方走棋:\n",(isBlack?"黑":"白"));//请黑(白)方走棋的说明printf("输入所下位置坐标,如: 1-2\n");//走棋方法示例scanf("%d-%d",&x,&y);if(state[x][y]=='@' || state[x][y]=='O')//若此点已经存在棋子,则重新下一步棋在别处{printf("this position to have pieces\n");continue;}state[x][y] = (isBlack?'@':'O');//规定@代表黑子,0代表白子printState();//打印棋盘情况if(isWin(isBlack,x,y))//每下一步棋,判断一次是否有人获胜{printf("%s 方胜利\n",(isBlack?"黑":"白"));break;}isBlack = !isBlack;}}。
- 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
- 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
- 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。
#include <iostream>#include <conio.h>using namespace std;#define WIDE_AND_LONG 20 //棋盘的长和宽#define NAME_LEN 20 //输入姓名的长度typedef class Gobang{public:int InitPlayerName(char *, char *);int CheckInput(char,int);int CheckIndexInput(char, char, char);int GetPlayerName();int InitBoard();int WriteBoard(char, char, bool);int BeginOrNot();int CheckRow();int CheckColumn();int CheckTopLeft();int CheckTopRight();int CheckDownLeft();int CheckDownRight();int CheckDraw();int CheckFinish();int Chess();int ShowBoard();private:char acBoard[WIDE_AND_LONG][WIDE_AND_LONG];char acPlayerOneName[NAME_LEN];char acPlayerTwoName[NAME_LEN];}GOBANG;//初始化姓名的缺省值int GOBANG::InitPlayerName(char *pPlayerOne,char *pPlayerTwo) {strcpy(acPlayerOneName,pPlayerOne);strcpy(acPlayerTwoName,pPlayerTwo);return 0;}//检查输入姓名时是否含非法字符空格和Tab键int GOBANG::CheckInput(char ch, int iNameLen){if(' ' == ch || '\t' == ch){cout<<"含有非法字符!"<<endl;return -1;}if(iNameLen > NAME_LEN - 1){cout<<"输入超出限定长度!"<<endl;return -1;}return 0;}//将棋子放到棋盘中int GOBANG::WriteBoard(char cRow, char cColumn, bool bJudge){int iRow = 0;int iColumn = 0;if(cRow >= '0' && cRow <= '9'){iRow = static_cast<int>(cRow - '0');}else if(cRow >= 'A' && cRow <= static_cast<char>('A' + WIDE_AND_LONG - 10 - 1)){iRow = static_cast<int>((cRow - 'A') + 10);}else{iRow = static_cast<int>((cRow - 'a') + 10);}if(cColumn >= '0' && cColumn <= '9'){iColumn = static_cast<int>(cColumn - '0');}else if(cColumn >= 'A' && cColumn <= static_cast<char>('A' + WIDE_AND_LONG - 10 - 1)) {iColumn = static_cast<int>((cColumn - 'A') + 10);}else{iColumn = static_cast<int>((cColumn - 'a') + 10);}if('+' != acBoard[iRow][iColumn]){cout<<"此处已有棋子!"<<endl;return -1;}if(!bJudge){acBoard[iRow][iColumn] = static_cast<char>(1);}else{acBoard[iRow][iColumn] = static_cast<char>(2);}return 0;}//检查坐标输入是否合法int GOBANG::CheckIndexInput(char cRow,char cSeparator,char cColumn){if(!cRow || !cSeparator || !cColumn){return -1;}if(!((cRow >= '0' && cRow <= '9') || \(cRow >= 'A' && cRow <= static_cast<char>('A' + WIDE_AND_LONG - 10 - 1)) || \ (cRow >= 'a' && cRow <= static_cast<char>('a' + WIDE_AND_LONG - 10 - 1)))){return -1;}if(' ' != cSeparator && '\t' != cSeparator && ',' != cSeparator){return -1;}if(!((cColumn >= '0' && cColumn <= '9') || \(cColumn >= 'A' && cColumn <= static_cast<char>('A' + WIDE_AND_LONG - 10 - 1)) || \ (cColumn >= 'a' && cColumn <= static_cast<char>('a' + WIDE_AND_LONG - 10 - 1)))){return -1;}return 0;}//获取玩家的昵称int GOBANG::GetPlayerName(){fflush(stdin);char cTemp = 0;int iNameLen = 0;cout<<"是否自己定义昵称?是(Y),否(任意键):";cTemp = getch();cout<<endl;if(('y' != cTemp) && ('Y' != cTemp)){return 0;}fflush(stdin);memset(acPlayerOneName,0,sizeof(acPlayerOneName)); memset(acPlayerTwoName,0,sizeof(acPlayerTwoName)); cout<<"请玩家一输入昵称:";while('\n' != (cTemp = getchar())){if(-1 == CheckInput(cTemp,iNameLen)){fflush(stdin);cout<<"请玩家一输入昵称:";continue;}acPlayerOneName[iNameLen] = cTemp;iNameLen++;}if(0 == iNameLen){strcpy(acPlayerOneName,"玩家一");}iNameLen = 0;fflush(stdin);cout<<"请玩家二输入昵称:";while('\n' != (cTemp = getchar())){if(-1 == CheckInput(cTemp,iNameLen)){fflush(stdin);cout<<"请玩家二输入昵称:";continue;}acPlayerTwoName[iNameLen] = cTemp;iNameLen++;}if(0 == iNameLen){strcpy(acPlayerTwoName,"玩家一");}return 0;}//初始化棋盘int GOBANG::InitBoard(){int iRow = 0;int iColumn = 0;for(iRow = 0; iRow < WIDE_AND_LONG; iRow++){for(iColumn = 0; iColumn < WIDE_AND_LONG; iColumn++) {acBoard[iRow][iColumn] = '+';}}return 0;}//检查棋盘横向是否存在五子连珠int GOBANG::CheckRow(){int iRow = 0;int iColumn = 0;int iPlayerOneLen = 0;int iPlayerTwoLen = 0;for(iRow = 0; iRow < WIDE_AND_LONG; iRow ++){while(iColumn < WIDE_AND_LONG){if(static_cast<char>(1) == acBoard[iRow][iColumn]){iPlayerOneLen ++;iPlayerTwoLen = 0;}else if(static_cast<char>(2) == acBoard[iRow][iColumn]){iPlayerTwoLen ++;iPlayerOneLen = 0;}else{iPlayerTwoLen = 0;iPlayerOneLen = 0;}iColumn ++;}if(iPlayerOneLen >= 5){return 1;if(iPlayerTwoLen >= 5){return 2;}iPlayerOneLen = 0;iPlayerTwoLen = 0;iColumn = 0;}return 0;}//检查棋盘竖向是否存在五子连珠int GOBANG::CheckColumn(){int iRow = 0;int iColumn = 0;int iPlayerOneLen = 0;int iPlayerTwoLen = 0;for(iColumn = 0; iColumn < WIDE_AND_LONG; iColumn ++) {while(iRow < WIDE_AND_LONG){if(static_cast<char>(1) == acBoard[iRow][iColumn]){iPlayerOneLen ++;iPlayerTwoLen = 0;}else if(static_cast<char>(2) == acBoard[iRow][iColumn]){iPlayerTwoLen ++;iPlayerOneLen = 0;}else{iPlayerTwoLen = 0;iPlayerOneLen = 0;}iRow ++;}if(iPlayerOneLen >= 5){return 1;}if(iPlayerTwoLen >= 5)return 2;}iPlayerOneLen = 0;iPlayerTwoLen = 0;iRow = 0;}return 0;}//检查棋盘左上方(包括对角线)是否存在五子连珠int GOBANG::CheckTopLeft(){int iRow = 0;int iTempRow = 0;int iColumn = 0;int iPlayerOneLen = 0;int iPlayerTwoLen = 0;for(iRow = 4; iRow < WIDE_AND_LONG; iRow ++){iTempRow = iRow;while(iTempRow >= 0){if(static_cast<char>(1) == acBoard[iTempRow][iColumn]){iPlayerOneLen ++;iPlayerTwoLen = 0;if(iPlayerOneLen >= 5){return 1;}}else if(static_cast<char>(2) == acBoard[iTempRow][iColumn]) {iPlayerTwoLen ++;iPlayerOneLen = 0;if(iPlayerTwoLen >= 5){return 2;}}else{iPlayerTwoLen = 0;iPlayerOneLen = 0;iTempRow --;iColumn ++;}iPlayerOneLen = 0;iPlayerTwoLen = 0;iColumn = 0;}return 0;}//检查棋盘右上方(包括对角线)是否存在五子连珠int GOBANG::CheckTopRight(){int iRow = 0;int iColumn = 0;int iTempColumn = 0;int iPlayerOneLen = 0;int iPlayerTwoLen = 0;for(iColumn = 0; iColumn < WIDE_AND_LONG - 4; iColumn ++) {iTempColumn = iColumn;while(iTempColumn < WIDE_AND_LONG){if(static_cast<char>(1) == acBoard[iRow][iTempColumn]){iPlayerOneLen ++;iPlayerTwoLen = 0;if(iPlayerOneLen >= 5){return 1;}}else if(static_cast<char>(2) == acBoard[iRow][iTempColumn]) {iPlayerTwoLen ++;iPlayerOneLen = 0;if(iPlayerTwoLen >= 5){return 2;}}else{iPlayerTwoLen = 0;iPlayerOneLen = 0;}iRow ++;iTempColumn ++;}iPlayerOneLen = 0;iPlayerTwoLen = 0;iRow = 0;}return 0;}//检查棋盘左下方(不包括对角线)是否存在五子连珠int GOBANG::CheckDownLeft(){int iRow = 0;int iTempRow = 0;int iColumn = 0;int iPlayerOneLen = 0;int iPlayerTwoLen = 0;for(iRow = 1; iRow < WIDE_AND_LONG - 4; iRow ++){iTempRow = iRow;while(iTempRow < WIDE_AND_LONG){if(static_cast<char>(1) == acBoard[iTempRow][iColumn]){iPlayerOneLen ++;iPlayerTwoLen = 0;if(iPlayerOneLen >= 5){return 1;}}else if(static_cast<char>(2) == acBoard[iTempRow][iColumn]) {iPlayerTwoLen ++;iPlayerOneLen = 0;if(iPlayerTwoLen >= 5){return 2;}}else{iPlayerTwoLen = 0;iPlayerOneLen = 0;}iTempRow ++;iColumn ++;}iPlayerOneLen = 0;iPlayerTwoLen = 0;iColumn = 0;}return 0;}//检查棋盘右下方(不包括对角线)是否存在五子连珠int GOBANG::CheckDownRight(){int iRow = 0;int iTempRow = 0;int iColumn = WIDE_AND_LONG - 1;int iPlayerOneLen = 0;int iPlayerTwoLen = 0;for(iRow = 1; iRow < WIDE_AND_LONG - 4; iRow ++){iTempRow = iRow;while(iTempRow < WIDE_AND_LONG){if(static_cast<char>(1) == acBoard[iTempRow][iColumn]){iPlayerOneLen ++;iPlayerTwoLen = 0;if(iPlayerOneLen >= 5){return 1;}}else if(static_cast<char>(2) == acBoard[iTempRow][iColumn]) {iPlayerTwoLen ++;iPlayerOneLen = 0;if(iPlayerTwoLen >= 5){return 2;}}else{iPlayerTwoLen = 0;iPlayerOneLen = 0;}iTempRow ++;iColumn --;}iPlayerOneLen = 0;iPlayerTwoLen = 0;iColumn = WIDE_AND_LONG - 1;}return 0;}//检查是否平局int GOBANG::CheckDraw(){int iRow = 0;int iColumn = 0;for(iRow = 0; iRow < WIDE_AND_LONG; iRow++){for(iColumn = 0; iColumn < WIDE_AND_LONG; iColumn++) {if('+' == acBoard[iRow][iColumn]){return 1;}}}return 0;}//检查是否达到结束的条件(五子连珠或平局)int GOBANG::CheckFinish(){int iJudgeRow = 0;int iJudgeColumn = 0;int iJudgeTopLeft = 0;int iJudgeTopRight = 0;int iJudgeDownLeft = 0;int iJudgeDownRight = 0;int iJudgeDraw = 0;iJudgeRow = CheckRow();iJudgeColumn = CheckColumn();iJudgeTopLeft = CheckTopLeft();iJudgeTopRight = CheckTopRight();iJudgeDownLeft = CheckDownLeft();iJudgeDownRight = CheckDownRight();iJudgeDraw = CheckDraw();if(1 == iJudgeRow || 1 == iJudgeColumn || 1 == iJudgeTopLeft || \1 == iJudgeTopRight || 1 == iJudgeDownLeft || 1 == iJudgeDownRight) {cout<<"恭喜玩家<"<<acPlayerOneName<<">获胜!"<<endl;return 1;}if(2 == iJudgeRow || 2 == iJudgeColumn || 2 == iJudgeTopLeft || \2 == iJudgeTopRight || 2 == iJudgeDownLeft || 2 == iJudgeDownRight) {cout<<"恭喜玩家<"<<acPlayerTwoName<<">获胜!"<<endl;return 1;}if(0 == iJudgeDraw){cout<<"平局!"<<endl;return 1;}return 0;}//显示棋盘到控制台int GOBANG::ShowBoard(){int iRow = 0;int iColumn = 0;system("cls");cout<<" ";for(iRow = 0; iRow < WIDE_AND_LONG; iRow++){if(9 < iRow){cout<<static_cast<char>('A' + iRow - 10)<<" ";}else{cout<<iRow<<" ";}}cout<<endl;for(iRow = 0; iRow < WIDE_AND_LONG; iRow++){if(9 < iRow){cout<<static_cast<char>('A' + iRow - 10)<<" ";}else{cout<<iRow<<" ";}for(iColumn = 0; iColumn < WIDE_AND_LONG; iColumn++){cout<<acBoard[iRow][iColumn]<<' ';}cout<<endl;}return 0;}//开始下棋int GOBANG::Chess(){bool bJudge = false;while(1){char cRow = 0;char cSeparator = 0;char cColumn = 0;char cTemp = 0;int iLen =1;fflush(stdin);if(!bJudge){cout<<"请<"<<acPlayerOneName<<">输入对应的行和列(格式: a,3 或a 3 或a 3):"; }else{cout<<"请<"<<acPlayerTwoName<<">输入对应的行和列(格式: a,3 或a 3 或a 3):"; }while('\n' != (cTemp = getchar())){if(iLen > 3){cout<<"输入有误!"<<endl;fflush(stdin);if(!bJudge){cout<<"请<"<<acPlayerOneName<<">输入对应的行和列(格式: a,3 或a 3 或a 3):"; }else{cout<<"请<"<<acPlayerTwoName<<">输入对应的行和列(格式: a,3 或a 3 或a 3):"; }iLen = 1;continue;}if(1 == iLen){cRow = cTemp;}else if(2 == iLen){cSeparator = cTemp;}else{cColumn = cTemp;}iLen++;}if(-1 == CheckIndexInput(cRow,cSeparator,cColumn)){cout<<"输入有误!"<<endl;continue;}if(-1 == WriteBoard(cRow,cColumn,bJudge)){continue;}ShowBoard();if(1 == CheckFinish()){BeginOrNot();}bJudge = !bJudge;}return 0;}//判断游戏结束后玩家是否选择继续还是退出int GOBANG::BeginOrNot(){char cTemp = 0;cout<<"是否继续?是(Y),退出(任意键):"; fflush(stdin);cTemp = getch();if('y' == cTemp || 'Y' == cTemp){InitBoard();ShowBoard();Chess();}else{exit(0); //程序的出口}return 0;}int main(){GOBANG gobang;memset(&gobang,0,sizeof(GOBANG)); gobang.InitPlayerName("玩家一","玩家二"); gobang.GetPlayerName();gobang.InitBoard();gobang.ShowBoard();gobang.Chess();return 0;}。