c语言五子棋带AI
#include
#include
#include
#include
#include
char qipan[16][16];//设置棋盘变量
int loopa1,loopa2,loopput1,loopput2;
//棋子&电脑变量
char qizi='#';
int cps=0,cpx=0,cpy=0,cpfx=0,playx=0,playy=0;
//更新棋盘
int putqipan()
{
clrscr();//清除屏幕函数
printf("输入1~9或a~f的字符组成一个坐标来放置棋子,两坐标值以空格隔开,如2 6,表示在横坐标为2,纵坐标为6的位置放置一个棋子\n以5颗棋子相连为胜利条件!\n");
//把棋盘各点显示在屏幕上
for (loopput1=0;loopput1<16;loopput1++)
{
for (loopput2=0;loopput2<32;loopput2++)
{
if (loopput2%2==0) printf("%c",qipan[loopput1][loopput2/2]);
else printf(" ");//控制棋盘长度
}
printf("\n");
}
printf("输入坐标>>>>>");
}
//ai下棋指令
bool chessdown()//指定方向下棋
{
int icpx,icpy;
icpx=cpx;
icpy=cpy;
switch (cpfx)
{
case 0:icpx++;break;
case 1:icpx--;break;
case 2:icpy++;break;
case 3:icpy--;break;
case 4:icpx++,icpy++;break;
case 5:icpx++,icpy--;break;
case 6:icpx--,icpy++;break;
case 7:icpx--,icpy--;break;
}
if (qipan[icpx][icpy]!='*'&&qipan[icpx][icpy]!='#'&&(icpx>0&&icpx<=15)&&(icpy>0&&icpy<=15))
{
cpx=icpx;
cpy=icpy;
qipan[cpx][cpy]=qizi;
return true;
}
else return false;
}
bool antidown()//反方向下棋
{
int icpx,icpy;
icpx=cpx;
icpy=cpy;
while (1)
{
switch (cpfx)
{
case 0:icpx--;break;
case 1:icpx++;break;
case 2:icpy--;break;
case 3:icpy++;break;
case 4:icpx--,icpy--;break;
case 5:icpx--,icpy++;break;
case 6:icpx++,icpy--;break;
case 7:icpx++,icpy++;break;
}
if (qipan[icpx][icpy]==qizi);
else if (qipan[icpx][icpy]!='*'&&qipan[icpx][icpy]!='#'&&(icpx>0&&icpx<=15)&&(icpy>0&&icpy<=15))
{
cpx=icpx;
cpy=icpy;
qipan[cpx][cpy]=qizi;
return true;
break;
}
else
{
cps=0;
return false;
break;
}
}
}
bool defence()//阻止对方胜利
{
int qh1,qh2,qs1,qs2,qp1,qp2,qn1,qn2,qi;
qh1=qh2=qs1=qs2=qp1=qp2=qn1=qn2=0;
char qz;
bool stop=false;
if (qizi=='#') qz='*';
else qz='#';
//两侧封杀
for (qi=1;qipan[playx][playy-qi]==qz;qi++)
qh1++;
for (qi=1;qipan[playx][playy+qi]==qz;qi++)
qh2++;
//横向档棋
if (qh1+qh2+1>=3)
{
if (qipan[playx][playy-qh1-1]!='*'&&qipan[playx][playy-qh1-1]!='#'&&(playx>0&&playx<=15)&&(playy-qh1-1>0&&playy-qh1-1<=15))
{
qipan[playx][playy-qh1-1]=qizi;
stop=true;
return true;
}
else if (qipan[playx][playy+qh2+1]!='*'&&qipan[playx][playy+qh2+1]!='#'&&(playx>0&&playx<=15)&&(playy+qh2+1>0&&playy+qh2+1<=15))
{
qipan[playx][playy+qh2+1]=qizi;
stop=true;
return true;
}
}
if (stop==false )
{
for (qi=1;qipan[playx-qi][playy]==qz;qi++)
qs1++;
for (qi=1;qipan[playx+qi][playy]==qz;qi++)
qs2++;
if (qs1+qs2+1>=3)//竖向挡棋
{
if (qipan[playx-qs1-1][playy]!='*
'&&qipan[playx-qs1-1][playy]!='#'&&(playx-qs1-1>0&&playx-qs1-1<=15)&&(playy>0&&play