来来来,五子棋源代码

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#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;
}
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