c语言五子棋游戏存盘怎么设计(c语言五子棋游戏程序)

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所属分类:游戏评测

#include <stdio.h>

c语言五子棋游戏存盘怎么设计(c语言五子棋游戏程序)

#include <bios.h>

c语言五子棋游戏存盘怎么设计(c语言五子棋游戏程序)

#include <ctype.h>

#include <conio.h>

#include <dos.h>

#define CROSSRU 0xbf /*右上角点*/

#define CROSSLU 0xda /*左上角点*/

#define CROSSLD 0xc0 /*左下角点*/

#define CROSSRD 0xd9 /*右下角点*/

#define CROSSL 0xc3 /*左边*/

#define CROSSR 0xb4 /*右边*/

#define CROSSU 0xc2 /*上边*/

#define CROSSD 0xc1 /*下边*/

#define CROSS 0xc5 /*十字交叉点*/

/*定义棋盘左上角点在屏幕上的位置*/

#define MAPXOFT 5

#define MAPYOFT 2

/*定义1号玩家的操作键键码*/

#define PLAY1UP 0x1157/*上移--\'W\'*/

#define PLAY1DOWN 0x1f53/*下移--\'S\'*/

#define PLAY1LEFT 0x1e41/*左移--\'A\'*/

#define PLAY1RIGHT 0x2044/*右移--\'D\'*/

#define PLAY1DO 0x3920/*落子--空格键*/

/*定义2号玩家的操作键键码*/

#define PLAY2UP 0x4800/*上移--方向键up*/

#define PLAY2DOWN 0x5000/*下移--方向键down*/

#define PLAY2LEFT 0x4b00/*左移--方向键left*/

#define PLAY2RIGHT 0x4d00/*右移--方向键right*/

#define PLAY2DO 0x1c0d/*落子--回车键Enter*/

/*若想在游戏中途退出, 可按 Esc 键*/

#define ESCAPE 0x011b

/*定义棋盘上交叉点的状态, 即该点有无棋子 */

/*若有棋子, 还应能指出是哪个玩家的棋子 */

#define CHESSNULL 0 /*没有棋子*/

#define CHESS1 \'O\'/*一号玩家的棋子*/

#define CHESS2 \'X\'/*二号玩家的棋子*/

/*定义按键类别*/

#define KEYEXIT 0/*退出键*/

#define KEYFALLCHESS 1/*落子键*/

#define KEYMOVECURSOR 2/*光标移动键*/

#define KEYINVALID 3/*无效键*/

/*定义符号常量: 真, 假 --- 真为1, 假为0 */

#define TRUE 1

#define FALSE 0

/**********************************************************/

/* 定义数据结构 */

/*棋盘交叉点坐标的数据结构*/

struct point

{

int x,y;

};

/**********************************************************/

/*自定义函数原型说明 */

void Init(void);

int GetKey(void);

int CheckKey(int press);

int ChangeOrder(void);

int ChessGo(int Order,struct point Cursor);

void DoError(void);

void DoOK(void);

void DoWin(int Order);

void MoveCursor(int Order,int press);

void DrawCross(int x,int y);

void DrawMap(void);

int JudgeWin(int Order,struct point Cursor);

int JudgeWinLine(int Order,struct point Cursor,int direction);

void ShowOrderMsg(int Order);

void EndGame(void);

/**********************************************************/

/**********************************************************/

/* 定义全局变量 */

int gPlayOrder; /*指示当前行棋方 */

struct point gCursor; /*光标在棋盘上的位置 */

char gChessBoard[19][19];/*用于记录棋盘上各点的状态*/

/**********************************************************/

/**********************************************************/

/*主函数*/

void main()

{

int press;

int bOutWhile=FALSE;/*退出循环标志*/

Init();/*初始化图象,数据*/

while(1)

{

press=GetKey();/*获取用户的按键值*/

switch(CheckKey(press))/*判断按键类别*/

{

/*是退出键*/

case KEYEXIT:

clrscr();/*清屏*/

bOutWhile = TRUE;

break;

/*是落子键*/

case KEYFALLCHESS:

if(ChessGo(gPlayOrder,gCursor)==FALSE)/*走棋*/

DoError();/*落子错误*/

else

{

DoOK();/*落子正确*/

/*如果当前行棋方赢棋*/

if(JudgeWin(gPlayOrder,gCursor)==TRUE)

{

DoWin(gPlayOrder);

bOutWhile = TRUE;/*退出循环标志置为真*/

}

/*否则*/

else

/*交换行棋方*/

ChangeOrder();

ShowOrderMsg(gPlayOrder);

}

break;

/*是光标移动键*/

case KEYMOVECURSOR:

MoveCursor(gPlayOrder,press);

break;

/*是无效键*/

case KEYINVALID:

break;

}

if(bOutWhile==TRUE)

break;

}

/*游戏结束*/

EndGame();

}

/**********************************************************/

/*界面初始化,数据初始化*/

void Init(void)

{

int i,j;

char *Msg[]=

{

\"Player1 key:\",

\" UP----w\",

\" DOWN--s\",

\" LEFT--a\",

\" RIGHT-d\",

\" DO----space\",

\"\",

\"Player2 key:\",

\" UP----up\",

\" DOWN--down\",

\" LEFT--left\",

\" RIGHT-right\",

\" DO----ENTER\",

\"\",

\"exit game:\",

\" ESC\",

NULL,

};

/* 先手方为1号玩家 */

gPlayOrder = CHESS1;

/* 棋盘数据清零, 即棋盘上各点开始的时候都没有棋子 */

for(i=0;i<19;i++)

for(j=0;j<19;j++)

gChessBoard[i][j]=CHESSNULL;

/*光标初始位置*/

gCursor.x=gCursor.y=0;

/*画棋盘*/

textmode(C40);

DrawMap();

/*显示操作键说明*/

i=0;

textcolor(BROWN);

while(Msg[i]!=NULL)

{

gotoxy(25,3+i);

cputs(Msg[i]);

i++;

}

/*显示当前行棋方*/

ShowOrderMsg(gPlayOrder);

/*光标移至棋盘的左上角点处*/

gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);

}

/*画棋盘*/

void DrawMap(void)

{

int i,j;

clrscr();

for(i=0;i<19;i++)

for(j=0;j<19;j++)

DrawCross(i,j);

}

/*画棋盘上的交叉点*/

void DrawCross(int x,int y)

{

gotoxy(x+MAPXOFT,y+MAPYOFT);

/*交叉点上是一号玩家的棋子*/

if(gChessBoard[x][y]==CHESS1)

{

textcolor(LIGHTBLUE);

putch(CHESS1);

return;

}

/*交叉点上是二号玩家的棋子*/

if(gChessBoard[x][y]==CHESS2)

{

textcolor(LIGHTBLUE);

putch(CHESS2);

return;

}

textcolor(GREEN);

/*左上角交叉点*/

if(x==0&&y==0)

{

putch(CROSSLU);

return;

}

/*左下角交叉点*/

if(x==0&&y==18)

{

putch(CROSSLD);

return;

}

/*右上角交叉点*/

if(x==18&&y==0)

{

putch(CROSSRU);

return;

}

/*右下角交叉点*/

if(x==18&&y==18)

{

putch(CROSSRD);

return;

}

/*左边界交叉点*/

if(x==0)

{

putch(CROSSL);

return;

}

/*右边界交叉点*/

if(x==18)

{

putch(CROSSR);

return;

}

/*上边界交叉点*/

if(y==0)

{

putch(CROSSU);

return;

}

/*下边界交叉点*/

if(y==18)

{

putch(CROSSD);

return;

}

/*棋盘中间的交叉点*/

putch(CROSS);

}

/*交换行棋方*/

int ChangeOrder(void)

{

if(gPlayOrder==CHESS1)

gPlayOrder=CHESS2;

else

gPlayOrder=CHESS1;

return(gPlayOrder);

}

/*获取按键值*/

int GetKey(void)

{

char lowbyte;

int press;

while (bioskey(1) == 0)

;/*如果用户没有按键,空循环*/

press=bioskey(0);

lowbyte=press&0xff;

press=press&0xff00 + toupper(lowbyte);

return(press);

}

/*落子错误处理*/

void DoError(void)

{

sound(1200);

delay(50);

nosound();

}

/*赢棋处理*/

void DoWin(int Order)

{

sound(1500);delay(100);

sound(0); delay(50);

sound(800); delay(100);

sound(0); delay(50);

sound(1500);delay(100);

sound(0); delay(50);

sound(800); delay(100);

sound(0); delay(50);

nosound();

textcolor(RED+BLINK);

gotoxy(25,20);

if(Order==CHESS1)

cputs(\"PLAYER1 WIN!\");

else

cputs(\"PLAYER2 WIN!\");

gotoxy(25,21);

cputs(\"\\n\");

getch();

}

/*走棋*/

int ChessGo(int Order,struct point Cursor)

{

/*判断交叉点上有无棋子*/

if(gChessBoard[Cursor.x][Cursor.y]==CHESSNULL)

{

/*若没有棋子, 则可以落子*/

gotoxy(Cursor.x+MAPXOFT,Cursor.y+MAPYOFT);

textcolor(LIGHTBLUE);

putch(Order);

gotoxy(Cursor.x+MAPXOFT,Cursor.y+MAPYOFT);

gChessBoard[Cursor.x][Cursor.y]=Order;

return TRUE;

}

else

return FALSE;

}

/*判断当前行棋方落子后是否赢棋*/

int JudgeWin(int Order,struct point Cursor)

{

int i;

for(i=0;i<4;i++)

/*判断在指定方向上是否有连续5个行棋方的棋子*/

if(JudgeWinLine(Order,Cursor,i))

return TRUE;

return FALSE;

}

/*判断在指定方向上是否有连续5个行棋方的棋子*/

int JudgeWinLine(int Order,struct point Cursor,int direction)

{

int i;

struct point pos,dpos;

const int testnum = 5;

int count;

switch(direction)

{

case 0:/*在水平方向*/

pos.x=Cursor.x-(testnum-1);

pos.y=Cursor.y;

dpos.x=1;

dpos.y=0;

break;

case 1:/*在垂直方向*/

pos.x=Cursor.x;

pos.y=Cursor.y-(testnum-1);

dpos.x=0;

dpos.y=1;

break;

case 2:/*在左下至右上的斜方向*/

pos.x=Cursor.x-(testnum-1);

pos.y=Cursor.y+(testnum-1);

dpos.x=1;

dpos.y=-1;

break;

case 3:/*在左上至右下的斜方向*/

pos.x=Cursor.x-(testnum-1);

pos.y=Cursor.y-(testnum-1);

dpos.x=1;

dpos.y=1;

break;

}

count=0;

for(i=0;i<testnum*2+1;i++)/*????????i<testnum*2-1*/

{

if(pos.x>=0&&pos.x<=18&&pos.y>=0&&pos.y<=18)

{

if(gChessBoard[pos.x][pos.y]==Order)

{

count++;

if(count>=testnum)

return TRUE;

}

else

count=0;

}

pos.x+=dpos.x;

pos.y+=dpos.y;

}

return FALSE;

}

/*移动光标*/

void MoveCursor(int Order,int press)

{

switch(press)

{

case PLAY1UP:

if(Order==CHESS1&&gCursor.y>0)

gCursor.y--;

break;

case PLAY1DOWN:

if(Order==CHESS1&&gCursor.y<18)

gCursor.y++;

break;

case PLAY1LEFT:

if(Order==CHESS1&&gCursor.x>0)

gCursor.x--;

break;

case PLAY1RIGHT:

if(Order==CHESS1&&gCursor.x<18)

gCursor.x++;

break;

case PLAY2UP:

if(Order==CHESS2&&gCursor.y>0)

gCursor.y--;

break;

case PLAY2DOWN:

if(Order==CHESS2&&gCursor.y<18)

gCursor.y++;

break;

case PLAY2LEFT:

if(Order==CHESS2&&gCursor.x>0)

gCursor.x--;

break;

case PLAY2RIGHT:

if(Order==CHESS2&&gCursor.x<18)

gCursor.x++;

break;

}

gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);

}

/*游戏结束处理*/

void EndGame(void)

{

textmode(C80);

}

/*显示当前行棋方*/

void ShowOrderMsg(int Order)

{

gotoxy(6,MAPYOFT+20);

textcolor(LIGHTRED);

if(Order==CHESS1)

cputs(\"Player1 go!\");

else

cputs(\"Player2 go!\");

gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);

}

/*落子正确处理*/

void DoOK(void)

{

sound(500);

delay(70);

sound(600);

delay(50);

sound(1000);

delay(100);

nosound();

}

/*检查用户的按键类别*/

int CheckKey(int press)

{

if(press==ESCAPE)

return KEYEXIT;/*是退出键*/

else

if

( ( press==PLAY1DO && gPlayOrder==CHESS1) ||

( press==PLAY2DO && gPlayOrder==CHESS2)

)

return KEYFALLCHESS;/*是落子键*/

else

if

( press==PLAY1UP || press==PLAY1DOWN ||

press==PLAY1LEFT || press==PLAY1RIGHT ||

press==PLAY2UP || press==PLAY2DOWN ||

press==PLAY2LEFT || press==PLAY2RIGHT

)

return KEYMOVECURSOR;/*是光标移动键*/

else

return KEYINVALID;/*按键无效*/

}

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