基于C语言自制华容道游戏的示例代码

程序简介

华容道,画风参考的是手机程序:超级华容道。玩法是将大块移动至下层的中间。随机盘面,难度适中,自动解题。

程序随机了横块纵块数量,所以会有无解或难解,生成函数保证了加载出来的盘面是可玩的,但不保证每次生成的都可玩,所以需要有个等待过程。编码函数和解码函数是辅助解题的,解题思路是移动仅有的两个空格,包括两个空格移动,和一个空格移动。游戏下方从左往右是播放,重置,刷新按钮。点击播放开始输出解题过程;点击重置返回盘面初始状态,在游戏过程和播放完毕后使用;刷新即重新生成盘面。没有剪枝,面对类似横刀立马这类难解,只能分段求解才可以。这个程序直接舍弃这种题目了。

更新过加入了站内同学给出的十二张标准谱面,将求解作为按钮单独隔开,这十二关都可以解出来;因此随机生成谱面会有无解的可能,按求解会判断出来。明确了玩法,将出口标记了出来;点击棋子选中,点击相邻空格移动。

程序执行效果

完整源代码

// 程序:华容道
// 编译环境:Visual C++ 2010,EasyX_20211109
// 编写日期:2023.2.18
 
# include <math.h>
# include <graphics.h>
# include <time.h>
# include <string>
 
static HWND hOut;	// 画布
 
// 定义一个结构体,树
struct Node1
{
	int num;	// 编号
	int num_transverse;	// 横向特征值
	int num_portrait;	// 纵向特征值
	int num_other;	// 其他特征值
	int num_father;	// 父结点
};
Node1 box[200001];	// 预制结点
 
// 定义一个结构体,临时存放
struct Node2
{
	int num_transverse;	// 横向特征值
	int num_portrait;	// 纵向特征值
	int num_other;	// 其他特征值
};
 
// 定义一个结构体,按钮
struct Node3
{
	int posx1, posy1, posx2, posy2;	// 坐标
};
 
// 定义一个类
class Gary
{
public:
	void carry();	// 主进程
	void initialization();	// 初始化
	void move();	// 窗口主视角函数
	void draw_scene(int num_box);	// 绘制界面函数
	void create();	// 生成函数
	void decode();	// 解码函数
	void code();	// 编码函数
	void check(int a, int b, int c);	// 检测重复函数
	void single_space(int mode);	// 单格移动函数
	void double_space();	// 双哥移动函数
	void over();	// 结束判断函数
	void game();	// 游戏函数
	void solve();	// 求解函数
 
	int exit_carry;	// 主循函数控制参数
	int exit_move;	// 开始界面控制参数
	int num_double[31];	// 辅助数据存入
	int num_step;	// 树层数
	int num_eat;	// 求解链长度参数
	int num_start;	// 求解起点参数
	int num_over;	// 求解终点参数
	int num_mod;	// 游戏模式
	int box_transverse[6];	// 横向
	int box_portrait[6];	// 纵向
	int box_big;	// 大格
	int box_space[2];	// 空格
	int num_transverse;	// 横向数量
	int num_portrait;	// 纵向数量
	int pan[30];	// 棋盘信息
	double num_flag;	// 树结点标记系数
	double num_flag1;	// 树结点标记系数
	IMAGE* img_transverse;	// 横块图片
	IMAGE* img_portrait;	// 纵块图片
	IMAGE* img_small;	// 小块图片
	IMAGE* img_big;	// 大块图片
	IMAGE* img_space;	// 空格图片
	ExMessage m;	// 鼠标定义
	Node2 eat[200];	// 临时存放结点
	Node3 box_button[20];	// 按钮,预制
};
 
// 场景绘制函数
void Gary::draw_scene(int num_box)
{
	int i, j;
	// 横向
	for(i = 0; i < num_transverse; i++)
	{
	box_transverse[i] = ( eat[num_box].num_transverse & ( num_double[i * 5 + 5] - num_double[i * 5] ) ) / num_double[i * 5];
	}
	// 纵向
	for(i = 0; i < num_portrait; i++)
	{
	box_portrait[i] = ( eat[num_box].num_portrait & ( num_double[i * 5 + 5] - num_double[i * 5] ) ) / num_double[i * 5];
	}
	// 大格
	box_big = ( eat[num_box].num_other & ( num_double[21] - num_double[16] ) ) / num_double[16];
	// 空格
	box_space[0] = ( eat[num_box].num_other & ( num_double[13] - num_double[8] ) ) / num_double[8];
	box_space[1] = ( eat[num_box].num_other & ( num_double[5] - num_double[0] ) );
	// 初始化
	for(i = 0; i < 20; i++)
	{
	pan[i] = -1;
	}
	// 横向
	for(i = 0; i < num_transverse; i++)
	{
	pan[box_transverse[i]] = 2;
	pan[box_transverse[i] + 1] = 5;
	}
	// 纵向
	for(i = 0; i < num_portrait; i++)
	{
	pan[box_portrait[i]] = 3;
	pan[box_portrait[i] + 4] = 5;
 
	}
	// 大格
	pan[box_big] = 1;
	pan[box_big + 1] = 5;
	pan[box_big + 4] = 5;
	pan[box_big + 5] = 5;
	// 空格
	pan[box_space[0]] = 0;
	pan[box_space[1]] = 0;
	// 小块
	for(j = 0; j < 20; j++)
	{
	if(pan[j] == -1)
	{
	pan[j] = 4;
	}
	}
	// 背景绘制
	setbkcolor(RGB(136, 192, 160));
	cleardevice();
	// 棋盘绘制
	setlinestyle(PS_SOLID, 3);
	setfillcolor(RGB(73, 130, 120));
	setlinecolor(RGB(168, 226, 195));
	fillroundrect(20, 15, 25 + 102 * 4, 30 + 102 * 5, 30, 30);
	for(i = 0; i < 20; i++)
	{
	// 根据格子类型绘制
	switch(pan[i])
	{
	case 0:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_space); break;
	case 1:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_big); break;
	case 2:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_transverse); break;
	case 3:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_portrait); break;
	case 4:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_small); break;
	default:break;
	}
	// 出口绘制
	if(pan[i] == 0 && ( i == 13 || i == 14 || i == 17 || i == 18 ))
	{
	setlinecolor(RGB(230, 230, 230));
	setlinestyle(PS_SOLID, 10);
	setfillcolor(RGB(112, 180, 167));
	fillcircle(25 + 51 + i % 4 * 102, 25 + 51 + i / 4 * 102, 20);
	setlinecolor(RGB(168, 226, 195));
	setfillcolor(RGB(73, 130, 120));
	setlinestyle(PS_SOLID, 3);
	}
	}
 
	// 按钮绘制
	TCHAR s[25];
	setlinecolor(RGB(155, 195, 230));
	setfillcolor(RGB(80, 189, 222));
	settextcolor(RGB(230, 230, 230));
	settextstyle(30, 20, _T("Times New Roman"));
	setbkcolor(RGB(80, 189, 222));
	// 标准棋盘按钮
	for(i = 0; i < 12; i++)
	{
	fillroundrect(box_button[i].posx1, box_button[i].posy1, box_button[i].posx2, box_button[i].posy2, 20, 20);
	_stprintf_s(s, _T("%d"), i);
	outtextxy(box_button[i].posx1 + 13 - 11 * ( i / 10 ), box_button[i].posy1 + 10, s);
	}
	// 其他按钮
	settextstyle(100, 100, _T("Webdings"));
	settextcolor(RGB(73, 130, 120));
	setbkmode(TRANSPARENT);
	// 播放,求解
	outtextxy(102 - 50, 580 - 30, 0x34);
	// 重置,恢复初始盘面
	outtextxy(214 - 50, 580 - 30, 0x33);
	// 刷新,随机盘面按钮
	outtextxy(326 - 50, 580 - 30, 0x71);
	// 恢复填充
	setbkmode(OPAQUE);
	settextcolor(RGB(230, 230, 230));
	settextstyle(30, 20, _T("宋体"));
	setbkcolor(RGB(136, 192, 160));
	outtextxy(102 - 50, 655, _T("求解"));
	outtextxy(214 - 50, 655, _T("恢复"));
	outtextxy(326 - 50, 655, _T("刷新"));
 
	FlushBatchDraw();
}
 
// 解码
void Gary::decode()
{
	int i;
	// 根据特征值画棋面
	// 横向
	for(i = 0; i < num_transverse; i++)
	{
	box_transverse[i] = ( box[int(num_flag)].num_transverse & ( num_double[i * 5 + 5] - num_double[i * 5] ) ) / num_double[i * 5];
	}
	// 纵向
	for(i = 0; i < num_portrait; i++)
	{
	box_portrait[i] = ( box[int(num_flag)].num_portrait & ( num_double[i * 5 + 5] - num_double[i * 5] ) ) / num_double[i * 5];
	}
	// 大格
	box_big = ( box[int(num_flag)].num_other & ( num_double[21] - num_double[16] ) ) / num_double[16];
	// 空格
	box_space[0] = ( box[int(num_flag)].num_other & ( num_double[13] - num_double[8] ) ) / num_double[8];
	box_space[1] = ( box[int(num_flag)].num_other & ( num_double[5] - num_double[0] ) );
}
 
// 检查重复函数
void Gary::check(int a, int b, int c)
{
	int k, t;
	// 全局检测
	k = 0;
	for(t = int(num_flag1 - 1); t >= 0; t--)
	{
	if(box[t].num_transverse == a && box[t].num_portrait == b && box[t].num_other == c) { k = 1; break; }
	}
	// 不重复则生成子结点
	if(k == 0)
	{
	// 特征值录入,父结点录入
	box[int(num_flag1)].num_transverse = a;
	box[int(num_flag1)].num_portrait = b;
	box[int(num_flag1)].num_other = c;
	box[int(num_flag1)].num_father = int(num_flag);
	// 编号
	box[int(num_flag1)].num = box[box[int(num_flag1)].num_father].num + 1;
	// 层数
	if(box[int(num_flag1)].num > num_step)
	{
	// 加层
	num_step = box[int(num_flag1)].num;
	// 进度条绘制
	setlinecolor(RGB(155, 195, 230));
	setfillcolor(RGB(155, 195, 230));
	fillroundrect(50, 640, int(70.0 + 330.0 * double(num_eat + num_step) / 120.0), 650, 20, 20);
	FlushBatchDraw();
	}
	// 标记加一
	num_flag1++;
	}
}
 
 
// 单空格移动函数
void Gary::single_space(int mode)
{
	int i, j, k;
	int a, b, c;
	int t;
	// 空格读取
	i = box_big;
	j = ( mode == 0 ? box_space[0] : box_space[1] );
	k = ( mode == 0 ? box_space[1] : box_space[0] );
	// 空格
	// 上(不是大块,不是另一个空格,不在最上测,不是横块)
	if(j - 4 != i + 4 && j - 4 != i + 5 && j - 4 != k && j > 3)
	{
	for(t = 0; t < num_transverse; t++)
	{
	if(j - 4 == box_transverse[t] || j - 4 == box_transverse[t] + 1)break;
	}
	// 不是横块
	if(t == num_transverse)
	{
	for(t = 0; t < num_portrait; t++)
	{
	if(j - 4 == box_portrait[t] + 4)break;
	}
	a = box[int(num_flag)].num_transverse;
	// 不是纵块
	if(t == num_portrait)
	{
	b = box[int(num_flag)].num_portrait;
	c = ( mode == 0 ? ( i * num_double[16] + ( j - 4 ) * num_double[8] + k * num_double[0] ) : ( i * num_double[16] + k * num_double[8] + ( j - 4 ) * num_double[0] ) );
	}
	// 是
	else
	{
	b = box[int(num_flag)].num_portrait + 4 * num_double[t * 5];
	c = ( mode == 0 ? ( i * num_double[16] + ( j - 8 ) * num_double[8] + k * num_double[0] ) : ( i * num_double[16] + k * num_double[8] + ( j - 8 ) * num_double[0] ) );
	}
	check(a, b, c);
	}
	}
	// 下(不是大块,不是另一个空格,不在最下测,不是横块)
	if(j + 4 != i && j + 4 != i + 1 && j + 4 != k && j < 16)
	{
	for(t = 0; t < num_transverse; t++)
	{
	if(j + 4 == box_transverse[t] || j + 4 == box_transverse[t] + 1)break;
	}
	if(t == num_transverse)
	{
	for(t = 0; t < num_portrait; t++)
	{
	if(j + 4 == box_portrait[t])break;
	}
	a = box[int(num_flag)].num_transverse;
	// 不是纵块
	if(t == num_portrait)
	{
	b = box[int(num_flag)].num_portrait;
	c = ( mode == 0 ? ( i * num_double[16] + ( j + 4 ) * num_double[8] + k * num_double[0] ) : ( i * num_double[16] + k * num_double[8] + ( j + 4 ) * num_double[0] ) );
	}
	// 是
	else
	{
	b = box[int(num_flag)].num_portrait - 4 * num_double[t * 5];
	c = ( mode == 0 ? ( i * num_double[16] + ( j + 8 ) * num_double[8] + k * num_double[0] ) : ( i * num_double[16] + k * num_double[8] + ( j + 8 ) * num_double[0] ) );
	}
	check(a, b, c);
	}
	}
	// 左(不是大块,不是另一个空格,不在最左测,不是纵块)
	if(j - 1 != i + 5 && j - 1 != i + 1 && j - 1 != k && j % 4 != 0)
	{
	for(t = 0; t < num_portrait; t++)
	{
	if(j - 1 == box_portrait[t] || j - 1 == box_portrait[t] + 4)break;
	}
	if(t == num_portrait)
	{
	for(t = 0; t < num_transverse; t++)
	{
	if(j - 1 == box_transverse[t] + 1)break;
	}
	b = box[int(num_flag)].num_portrait;
	// 不是横块
	if(t == num_transverse)
	{
	a = box[int(num_flag)].num_transverse;
	c = ( mode == 0 ? ( i * num_double[16] + ( j - 1 ) * num_double[8] + k * num_double[0] ) : ( i * num_double[16] + k * num_double[8] + ( j - 1 ) * num_double[0] ) );
	}
	// 是横块
	else
	{
	a = box[int(num_flag)].num_transverse + 1 * num_double[t * 5];
	c = ( mode == 0 ? ( i * num_double[16] + ( j - 2 ) * num_double[8] + k * num_double[0] ) : ( i * num_double[16] + k * num_double[8] + ( j - 2 ) * num_double[0] ) );
	}
	check(a, b, c);
	}
	}
	// 右(不是大块,不是另一个空格,不在最右测,不是纵块)
	if(j + 1 != i && j + 1 != i + 4 && j + 1 != k && j % 4 != 3)
	{
	for(t = 0; t < num_portrait; t++)
	{
	if(j + 1 == box_portrait[t] || j + 1 == box_portrait[t] + 4)break;
	}
	if(t == num_portrait)
	{
	for(t = 0; t < num_transverse; t++)
	{
	if(j + 1 == box_transverse[t])break;
	}
	b = box[int(num_flag)].num_portrait;
	// 不是横块
	if(t == num_transverse)
	{
	a = box[int(num_flag)].num_transverse;
	c = ( mode == 0 ? ( i * num_double[16] + ( j + 1 ) * num_double[8] + k * num_double[0] ) : ( i * num_double[16] + k * num_double[8] + ( j + 1 ) * num_double[0] ) );
	}
	// 是横块
	else
	{
	a = box[int(num_flag)].num_transverse - 1 * num_double[t * 5];
	c = ( mode == 0 ? ( i * num_double[16] + ( j + 2 ) * num_double[8] + k * num_double[0] ) : ( i * num_double[16] + k * num_double[8] + ( j + 2 ) * num_double[0] ) );
	}
	check(a, b, c);
	}
	}
}
 
// 双空格移动函数
void Gary::double_space()
{
	int i, j, k, t, a, b, c;
	// 读取
	i = box_big;
	j = box_space[0];
	k = box_space[1];
	// 大格移动
	// 上
	if(i > 3 && ( ( i - 4 == k && i - 3 == j ) || ( i - 4 == j && i - 3 == k ) ))
	{
	a = box[int(num_flag)].num_transverse;
	b = box[int(num_flag)].num_portrait;
	c = ( i - 4 ) * num_double[16] + ( j + 8 ) * num_double[8] + ( k + 8 ) * num_double[0];
	check(a, b, c);
	}
	// 下
	if(i < 12 && ( ( i + 8 == k && i + 9 == j ) || ( i + 8 == j && i + 9 == k ) ))
	{
	a = box[int(num_flag)].num_transverse;
	b = box[int(num_flag)].num_portrait;
	c = ( i + 4 ) * num_double[16] + ( j - 8 ) * num_double[8] + ( k - 8 ) * num_double[0];
	check(a, b, c);
	}
	// 左
	if(i % 4 > 0 && ( ( i - 1 == k && i + 3 == j ) || ( i - 1 == j && i + 3 == k ) ))
	{
	a = box[int(num_flag)].num_transverse;
	b = box[int(num_flag)].num_portrait;
	c = ( i - 1 ) * num_double[16] + ( j + 2 ) * num_double[8] + ( k + 2 ) * num_double[0];
	check(a, b, c);
	}
	// 右
	if(i % 4 < 2 && ( ( i + 2 == k && i + 6 == j ) || ( i + 2 == j && i + 6 == k ) ))
	{
	a = box[int(num_flag)].num_transverse;
	b = box[int(num_flag)].num_portrait;
	c = ( i + 1 ) * num_double[16] + ( j - 2 ) * num_double[8] + ( k - 2 ) * num_double[0];
	check(a, b, c);
	}
 
	// 横块
	for(t = 0; t < num_transverse; t++)
	{
	i = box_transverse[t];
	// 上
	if(i > 3 && ( ( i - 4 == k && i - 3 == j ) || ( i - 4 == j && i - 3 == k ) ))
	{
	a = box[int(num_flag)].num_transverse - 4 * num_double[t * 5];
	b = box[int(num_flag)].num_portrait;
	c = box_big * num_double[16] + ( j + 4 ) * num_double[8] + ( k + 4 ) * num_double[0];
	check(a, b, c);
	}
	// 下
	if(i < 16 && ( ( i + 4 == k && i + 5 == j ) || ( i + 4 == j && i + 5 == k ) ))
	{
	a = box[int(num_flag)].num_transverse + 4 * num_double[t * 5];
	b = box[int(num_flag)].num_portrait;
	c = box_big * num_double[16] + ( j - 4 ) * num_double[8] + ( k - 4 ) * num_double[0];
	check(a, b, c);
	}
	}
 
	// 纵块
	for(t = 0; t < num_portrait; t++)
	{
	i = box_portrait[t];
	// 左
	if(i % 4 > 0 && ( ( i - 1 == k && i + 3 == j ) || ( i - 1 == j && i + 3 == k ) ))
	{
	a = box[int(num_flag)].num_transverse;
	b = box[int(num_flag)].num_portrait - 1 * num_double[t * 5];
	c = box_big * num_double[16] + ( j + 1 ) * num_double[8] + ( k + 1 ) * num_double[0];
	check(a, b, c);
	}
	// 右
	if(i % 4 < 3 && ( ( i + 1 == k && i + 5 == j ) || ( i + 1 == j && i + 5 == k ) ))
	{
	a = box[int(num_flag)].num_transverse;
	b = box[int(num_flag)].num_portrait + 1 * num_double[t * 5];
	c = box_big * num_double[16] + ( j - 1 ) * num_double[8] + ( k - 1 ) * num_double[0];
	check(a, b, c);
	}
	}
}
 
// 结束判断函数
void Gary::over()
{
	// 大格移动至求解终点参数
	if(( box[int(num_flag)].num_other & 0xff0000 ) / num_double[16] == num_over || num_flag1 < num_flag)
	{
	num_start = 1;
	}
}
 
// 编码函数
void Gary::code()
{
	int i, j, k;
	// 解码
	decode();
	// 横块排序
	for(i = 0; i < num_transverse - 1; i++)
	{
	for(j = num_transverse - 1; j > i; j--)
	{
	if(box_transverse[j] > box_transverse[j - 1])
	{
	k = box_transverse[j];
	box_transverse[j] = box_transverse[j - 1];
	box_transverse[j - 1] = k;
	}
	}
	}
	// 纵块排序
	for(i = 0; i < num_portrait - 1; i++)
	{
	for(j = num_portrait - 1; j > i; j--)
	{
	if(box_portrait[j] > box_portrait[j - 1])
	{
	k = box_portrait[j];
	box_portrait[j] = box_portrait[j - 1];
	box_portrait[j - 1] = k;
	}
	}
	}
	// 空格排序
	if(box_space[0] > box_space[1])
	{
	k = box_space[0];
	box_space[0] = box_space[1];
	box_space[1] = k;
	}
	// 编码
	box[int(num_flag)].num_transverse = 0;
	box[int(num_flag)].num_portrait = 0;
 
	for(i = 0; i < 6; i++)
	{
	box[int(num_flag)].num_transverse += box_transverse[i] * num_double[i * 5];
	box[int(num_flag)].num_portrait += box_portrait[i] * num_double[i * 5];
	}
	box[int(num_flag)].num_other = box_big * num_double[16] + box_space[0] * num_double[8] + box_space[1] * num_double[0];
 
}
 
// 生成函数
void Gary::create()
{
	// 棋盘初状态储存
	// 横向
	box[0].num_transverse = 0;
	// 纵向
	box[0].num_portrait = 0;
	// 标准棋盘
	// 棋盘参数
	switch(num_mod)
	{
	case 0:
	{
	// 大格
	box_big = 1;
	// 横格
	box_transverse[0] = 9;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 0;
	box_portrait[1] = 3;
	box_portrait[2] = 8;
	box_portrait[3] = 11;
	num_portrait = 4;
	// 空格
	box_space[0] = 17;
	box_space[1] = 18;
	break;
	}
	case 1:
	{
	// 大格
	box_big = 1;
	// 横格
	box_transverse[0] = 9;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 0;
	box_portrait[1] = 3;
	box_portrait[2] = 12;
	box_portrait[3] = 15;
	num_portrait = 4;
	// 空格
	box_space[0] = 17;
	box_space[1] = 18;
	break;
	}
	case 2:
	{
	// 大格
	box_big = 1;
	// 横格
	box_transverse[0] = 9;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 0;
	box_portrait[1] = 8;
	box_portrait[2] = 13;
	box_portrait[3] = 14;
	num_portrait = 4;
	// 空格
	box_space[0] = 16;
	box_space[1] = 19;
	break;
	}
	case 3:
	{
	// 大格
	box_big = 1;
	// 横格
	box_transverse[0] = 13;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 0;
	box_portrait[1] = 3;
	box_portrait[2] = 12;
	box_portrait[3] = 15;
	num_portrait = 4;
	// 空格
	box_space[0] = 17;
	box_space[1] = 18;
	break;
	}
	case 4:
	{
	// 大格
	box_big = 1;
	// 横格
	box_transverse[0] = 17;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 0;
	box_portrait[1] = 3;
	box_portrait[2] = 9;
	box_portrait[3] = 10;
	num_portrait = 4;
	// 空格
	box_space[0] = 8;
	box_space[1] = 11;
	break;
	}
	case 5:
	{
	// 大格
	box_big = 1;
	// 横格
	box_transverse[0] = 9;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 8;
	box_portrait[1] = 11;
	box_portrait[2] = 13;
	box_portrait[3] = 14;
	num_portrait = 4;
	// 空格
	box_space[0] = 16;
	box_space[1] = 19;
	break;
	}
	case 6:
	{
	// 大格
	box_big = 1;
	// 横格
	box_transverse[0] = 10;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 0;
	box_portrait[1] = 3;
	box_portrait[2] = 12;
	box_portrait[3] = 13;
	num_portrait = 4;
	// 空格
	box_space[0] = 18;
	box_space[1] = 19;
	break;
	}
	case 7:
	{
	// 大格
	box_big = 1;
	// 横格
	box_transverse[0] = 9;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 4;
	box_portrait[1] = 7;
	box_portrait[2] = 12;
	box_portrait[3] = 15;
	num_portrait = 4;
	// 空格
	box_space[0] = 17;
	box_space[1] = 18;
	break;
	}
	case 8:
	{
	// 大格
	box_big = 0;
	// 横格
	box_transverse[0] = 8;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 2;
	box_portrait[1] = 3;
	box_portrait[2] = 12;
	box_portrait[3] = 13;
	num_portrait = 4;
	// 空格
	box_space[0] = 18;
	box_space[1] = 19;
	break;
	}
	case 9:
	{
	// 大格
	box_big = 5;
	// 横格
	box_transverse[0] = 13;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 0;
	box_portrait[1] = 3;
	box_portrait[2] = 8;
	box_portrait[3] = 11;
	num_portrait = 4;
	// 空格
	box_space[0] = 18;
	box_space[1] = 19;
	break;
	}
	case 10:
	{
	// 大格
	box_big = 5;
	// 横格
	box_transverse[0] = 1;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 12;
	box_portrait[1] = 13;
	box_portrait[2] = 14;
	box_portrait[3] = 15;
	num_portrait = 4;
	// 空格
	box_space[0] = 0;
	box_space[1] = 3;
	break;
	}
	case 11:
	{
	// 大格
	box_big = 5;
	// 横格
	box_transverse[0] = 13;
	num_transverse = 1;
	// 纵格
	box_portrait[0] = 0;
	box_portrait[1] = 3;
	box_portrait[2] = 11;
	box_portrait[3] = 12;
	num_portrait = 4;
	// 空格
	box_space[0] = 17;
	box_space[1] = 18;
	break;
	}
	default:break;
	}
 
	int i, j, k, t;
	// 随机棋盘
	if(num_mod == 12)
	{
	// 初始化
	for(i = 0; i < 20; i++)
	{
	pan[i] = 0;
	}
 
	// 大格生成
	box_big = rand() % 3;
	pan[box_big] = 1;
	pan[box_big + 1] = 5;
	pan[box_big + 4] = 6;
	pan[box_big + 5] = 7;
 
	// 横块生成
	i = rand() % 2 + 2;
	k = 19;
	for(j = 0; j < i; j++)
	{
	while(k > 18 || k % 4 > 2 || pan[k] != 0 || pan[k + 1] != 0)
	{
	k = rand() % 19;
	}
	box_transverse[j] = k;
	pan[k] = 2;
	pan[k + 1] = 8;
	}
	num_transverse = i;
 
	// 纵块生成
	t = rand() % 2 + 1;
	k = 19;
	for(j = 0; j < t; j++)
	{
	while(k > 15 || k / 4 > 3 || pan[k] != 0 || pan[k + 4] != 0)
	{
	k = rand() % 16;
	}
	box_portrait[j] = k;
	pan[k] = 3;
	pan[k + 4] = 9;
	}
	num_portrait = t;
 
	// 空格生成
	box_space[0] = 17;
	while(pan[box_space[0]] != 0)
	{
	box_space[0] = rand() % 20;
	}
	pan[box_space[0]] = 4;
	// 空格
	box_space[1] = 18;
	while(pan[box_space[1]] != 0)
	{
	box_space[1] = rand() % 20;
	}
	pan[box_space[1]] = 4;
	// 小块生成
	for(k = 0; k < 20; k++)
	{
	if(pan[k] == 4) { pan[k] = 0; }
	else if(pan[k] == 0) { pan[k] = 4; }
	}
	}
	// 编码
	for(i = 0; i < 6; i++)
	{
	box[0].num_transverse += box_transverse[i] * num_double[i * 5];
	box[0].num_portrait += box_portrait[i] * num_double[i * 5];
	}
	box[0].num_other = box_big * num_double[16] + box_space[0] * num_double[8] + box_space[1] * num_double[0];
	box[0].num_father = -1;
	// 求解链初始化
	eat[0].num_transverse = box[0].num_transverse;
	eat[0].num_portrait = box[0].num_portrait;
	eat[0].num_other = box[0].num_other;
 
}
 
// 求解函数
void Gary::solve()
{
	int i, j, k;
 
	// 进度条绘制
	setlinecolor(RGB(155, 195, 230));
	setfillcolor(RGB(73, 130, 120));
	fillroundrect(50, 640, 400, 650, 20, 20);
	FlushBatchDraw();
 
	// 初始化
	box[0].num_transverse = eat[num_eat].num_transverse;
	box[0].num_portrait = eat[num_eat].num_portrait;
	box[0].num_other = eat[num_eat].num_other;
 
	// 参数初始化
	num_step = 0;
	num_flag = 0;
	num_flag1 = 1;
	// 编码
	code();
	num_start = 0;
	while(num_start == 0)
	{
	// 解码
	decode();
	// 两情况大类
	// 双空格移动
	double_space();
	// 单空格移动
	single_space(0);
	single_space(1);
	// 标记数加一
	num_flag++;
	// 编码
	code();
	// 结束判断函数
	over();
	// 随机盘面无解判断
	if(num_flag >= num_flag1 || ( num_mod == 12 && ( num_flag1 > 100000 || num_step > 100 ) ))
	{
	num_start = 2;
	exit_move = 1;
	}
	}
 
	// 统计步数
	k = 0;
	for(i = int(num_flag); box[i].num_father >= 0; i = box[i].num_father)
	{
	k++;
	}
	j = k;
	// 解题过程录入
	for(i = int(num_flag); k > 0; i = box[i].num_father)
	{
	eat[num_eat + k].num_transverse = box[i].num_transverse;
	eat[num_eat + k].num_portrait = box[i].num_portrait;
	eat[num_eat + k].num_other = box[i].num_other;
	k--;
	}
	// 求解链长度参数更新
	num_eat += j;
}
 
// 初始化函数
void Gary::initialization()
{
	int i, j;
	// 随机种子初始化
	srand((unsigned)time(NULL));
	// 自动解题参数初始化
	num_start = 0;
	// 系数初始化
	j = 1;
	for(i = 0; i < 31; i++)
	{
	num_double[i] = j;
	j *= 2;
	}
	// 游戏模式初始化
	num_mod = 0;
	// 绘制相关初始化
	// 空格绘制
	img_space = new IMAGE(100, 100);
	// 初始化处理区域
	SetWorkingImage(img_space);
	setbkcolor(RGB(73, 130, 120));
	cleardevice();
	// 绘制
	setfillcolor(RGB(112, 180, 167));
	solidroundrect(0 + 5, 0 + 5, 100 - 5, 100 - 5, 30, 30);
	SetWorkingImage();
 
	// 横块绘制
	img_transverse = new IMAGE(200, 100);
	// 初始化处理区域
	SetWorkingImage(img_transverse);
	setbkcolor(RGB(73, 130, 120));
	cleardevice();
	// 绘制
	setfillcolor(RGB(174, 213, 111));
	solidroundrect(0, 0, 200, 100, 30, 30);
	setfillcolor(RGB(221, 245, 164));
	solidroundrect(5, 0, 195, 80, 20, 20);
	setfillcolor(RGB(152, 201, 95));
	solidroundrect(5, 80, 195, 100, 20, 20);
	setfillcolor(RGB(188, 242, 122));
	solidroundrect(5, 6, 189, 79, 15, 15);
	setfillcolor(RGB(153, 203, 96));
	solidcircle(22, 16, 4);
	solidcircle(178, 16, 4);
	solidcircle(22, 65, 4);
	solidcircle(178, 65, 4);
	SetWorkingImage();
 
	// 纵块绘制
	img_portrait = new IMAGE(100, 200);
	// 初始化处理区域
	SetWorkingImage(img_portrait);
	setbkcolor(RGB(73, 130, 120));
	cleardevice();
	// 绘制
	setfillcolor(RGB(75, 113, 179));
	solidroundrect(0, 0, 100, 200, 30, 30);
	setfillcolor(RGB(153, 188, 247));
	solidroundrect(5, 0, 95, 180, 20, 20);
	setfillcolor(RGB(64, 96, 151));
	solidroundrect(5, 180, 95, 200, 20, 20);
	setfillcolor(RGB(99, 147, 231));
	solidroundrect(5, 6, 89, 179, 15, 15);
	setfillcolor(RGB(73, 111, 180));
	solidcircle(22, 16, 4);
	solidcircle(78, 16, 4);
	solidcircle(22, 165, 4);
	solidcircle(78, 165, 4);
	SetWorkingImage();
 
	// 小块绘制
	img_small = new IMAGE(100, 100);
	// 初始化处理区域
	SetWorkingImage(img_small);
	setbkcolor(RGB(73, 130, 120));
	cleardevice();
	// 绘制
	setfillcolor(RGB(208, 174, 47));
	solidroundrect(0, 0, 100, 100, 30, 30);
	setfillcolor(RGB(254, 234, 158));
	solidroundrect(5, 0, 95, 80, 20, 20);
	setfillcolor(RGB(186, 145, 38));
	solidroundrect(5, 80, 95, 100, 20, 20);
	setfillcolor(RGB(254, 217, 81));
	solidroundrect(5, 6, 89, 79, 15, 15);
	setfillcolor(RGB(202, 168, 43));
	solidcircle(22, 16, 4);
	solidcircle(78, 16, 4);
	solidcircle(22, 65, 4);
	solidcircle(78, 65, 4);
	SetWorkingImage();
 
	// 大块绘制
	img_big = new IMAGE(200, 200);
	// 初始化处理区域
	SetWorkingImage(img_big);
	setbkcolor(RGB(73, 130, 120));
	cleardevice();
	// 绘制
	setfillcolor(RGB(215, 102, 65));
	solidroundrect(0, 0, 200, 200, 30, 30);
	setfillcolor(RGB(254, 195, 166));
	solidroundrect(5, 0, 195, 180, 20, 20);
	setfillcolor(RGB(194, 98, 62));
	solidroundrect(5, 180, 195, 200, 20, 20);
	setfillcolor(RGB(252, 153, 108));
	solidroundrect(5, 6, 189, 179, 15, 15);
	setfillcolor(RGB(210, 100, 60));
	solidcircle(22, 16, 4);
	solidcircle(178, 16, 4);
	solidcircle(22, 165, 4);
	solidcircle(178, 165, 4);
	POINT pts[20];
	setfillcolor(RGB(254, 195, 166));
	setlinecolor(RGB(254, 195, 166));
	pts[0].x = 100;	pts[0].y = 125;
	pts[1].x = 125;	pts[1].y = 100;
	pts[2].x = 150;	pts[2].y = 100;
	pts[3].x = 100;	pts[3].y = 150;
	pts[4].x = 50;	pts[4].y = 100;
	pts[5].x = 75;	pts[5].y = 100;
	// 绘制
	fillpolygon(pts, 6);
	pts[0].x = 100;	pts[0].y = 125 - 60;
	pts[1].x = 125;	pts[1].y = 100 - 60;
	pts[2].x = 150;	pts[2].y = 100 - 60;
	pts[3].x = 100;	pts[3].y = 150 - 60;
	pts[4].x = 50;	pts[4].y = 100 - 60;
	pts[5].x = 75;	pts[5].y = 100 - 60;
	// 绘制
	fillpolygon(pts, 6);
	SetWorkingImage();
 
	// 按钮初始化
	for(i = 0; i < 12; i++)
	{
	box_button[i].posx1 = 458 + i % 2 * 70;
	box_button[i].posy1 = 40 + i / 2 * 100;
	box_button[i].posx2 = 508 + i % 2 * 70;
	box_button[i].posy2 = 90 + i / 2 * 100;
	}
 
	// 棋盘初始化
	create();
 
	// 棋盘初始化
	for(i = 0; i < 20; i++)
	{
	switch(pan[i])
	{
	case 1: {pan[i + 1] = 5; pan[i + 4] = 6; pan[i + 5] = 7; break; }
	case 2: {pan[i + 1] = 8; break; }
	case 3: {pan[i + 4] = 9; break; }
	default:break;
	}
	}
 
	// 绘制初始
	draw_scene(0);
 
}
 
// 游戏函数
void Gary::game()
{
	int i, j, k;
	// 点哪个格子了
	i = ( m.y - 25 ) / 102 * 4 + ( m.x - 25 ) / 102;
	// 非空格子
	if(pan[i] > 0)
	{
	// 标记
	setfillcolor(WHITE);
	solidcircle(25 + 51 + i % 4 * 102, 25 + 51 + i / 4 * 102, 5);
	FlushBatchDraw();
	// 分类讨论整理
	switch(pan[i])
	{
	case 5: {i = i - 1; break; }
	case 6: {i = i - 4; break; }
	case 7: {i = i - 5; break; }
	case 8: {i = i - 1; break; }
	case 9: {i = i - 4; break; }
	default:break;
	}
	// 又移动到哪个空格子了
	k = 0;
	while(k == 0)
	{
	// 鼠标信息
	if(peekmessage(&m, EM_MOUSE | EM_KEY))
	{
	// 左键单击判断
	if(m.message == WM_LBUTTONDOWN)
	{
	// 单击在棋盘范围
	if(m.x > 20 && m.x < 433 && m.y>15 && m.y < 540)
	{
	j = ( m.y - 25 ) / 102 * 4 + ( m.x - 25 ) / 102;
	if(pan[j] == 0)
	{
	k = 1;
	}
	else
	{
	k = 2;
	}
	}
	}
	else if(m.message == WM_MOUSEMOVE)
	{
	// 单击在棋盘范围
	if(m.x > 20 && m.x < 433 && m.y>15 && m.y < 540)
	{
	j = ( m.y - 25 ) / 102 * 4 + ( m.x - 25 ) / 102;
	if(pan[j] == 0)
	{
	k = 1;
	}
	}
	}
	}
	}
	// 点击空格时分类讨论
	if(k == 1)
	{
	switch(pan[i])
	{
	// 大格
	case 1:
	{
	// 上
	if(( j == i - 3 || j == i - 4 ) && pan[i - 4] == 0 && pan[i - 3] == 0 && i / 4 > 0)
	{
	pan[i - 4] = 1;
	pan[i + 4] = 0;
	pan[i + 5] = 0;
	}
	// 下
	else if(( j == i + 8 || j == i + 9 ) && pan[i + 8] == 0 && pan[i + 9] == 0 && i / 4 < 3)
	{
	pan[i + 4] = 1;
	pan[i] = 0;
	pan[i + 1] = 0;
	}
	// 左
	else if(( j == i - 1 || j == i + 3 ) && pan[i - 1] == 0 && pan[i + 3] == 0 && i % 4 > 0)
	{
	pan[i - 1] = 1;
	pan[i + 1] = 0;
	pan[i + 5] = 0;
	}
	// 右
	else if(( j == i + 2 || j == i + 6 ) && pan[i + 2] == 0 && pan[i + 6] == 0 && i % 4 < 2)
	{
	pan[i + 1] = 1;
	pan[i] = 0;
	pan[i + 4] = 0;
	}
	break;
	}
	// 横格
	case 2:
	{
	// 上
	if(( j == i - 3 || j == i - 4 ) && pan[i - 4] == 0 && pan[i - 3] == 0 && i / 4 > 0)
	{
	pan[i - 4] = 2;
	pan[i] = 0;
	pan[i + 1] = 0;
	}
	// 下
	else if(( j == i + 4 || j == i + 5 ) && pan[i + 4] == 0 && pan[i + 5] == 0 && i / 4 < 4)
	{
	pan[i + 4] = 2;
	pan[i] = 0;
	pan[i + 1] = 0;
	}
	// 左
	else if(j == i - 1 && pan[i - 1] == 0 && i % 4 > 0)
	{
	pan[i - 1] = 2;
	pan[i + 1] = 0;
	}
	// 右
	else if(j == i + 2 && pan[i + 2] == 0 && i % 4 < 2)
	{
	pan[i + 1] = 2;
	pan[i] = 0;
	}
	break;
	}
	// 纵格
	case 3:
	{
	// 上
	if(j == i - 4 && pan[i - 4] == 0 && i / 4 > 0)
	{
	pan[i - 4] = 3;
	pan[i + 4] = 0;
	}
	// 下
	else if(j == i + 8 && pan[i + 8] == 0 && i / 4 < 3)
	{
	pan[i + 4] = 3;
	pan[i] = 0;
	}
	// 左
	else if(( j == i - 1 || j == i + 3 ) && pan[i - 1] == 0 && pan[i + 3] == 0 && i % 4 > 0)
	{
	pan[i - 1] = 3;
	pan[i] = 0;
	pan[i + 4] = 0;
	}
	// 右
	else if(( j == i + 1 || j == i + 5 ) && pan[i + 1] == 0 && pan[i + 5] == 0 && i % 4 < 3)
	{
	pan[i + 1] = 3;
	pan[i] = 0;
	pan[i + 4] = 0;
	}
	break;
	}
	case 4: {if(( j == i - 4 && i / 4 > 0 ) || ( j == i - 1 && i % 4 > 0 ) || ( j == i + 1 && i % 4 < 3 ) || ( j == i + 4 && i / 4 < 4 )) { pan[j] = 4; pan[i] = 0; }break; }
	default:break;
	}
	// 棋盘标准化
	for(i = 0; i < 20; i++)
	{
	switch(pan[i])
	{
	case 1: {pan[i + 1] = 5; pan[i + 4] = 6; pan[i + 5] = 7; break; }
	case 2: {pan[i + 1] = 8; break; }
	case 3: {pan[i + 4] = 9; break; }
	default:break;
	}
	}
	}
	// 绘制
	// 背景绘制
	setbkcolor(RGB(136, 192, 160));
	cleardevice();
	// 棋盘绘制
	setfillcolor(RGB(73, 130, 120));
	setlinecolor(RGB(168, 226, 195));
	fillroundrect(20, 15, 25 + 102 * 4, 30 + 102 * 5, 30, 30);
	for(i = 0; i < 20; i++)
	{
	switch(pan[i])
	{
	case 0:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_space); break;
	case 1:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_big); break;
	case 2:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_transverse); break;
	case 3:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_portrait); break;
	case 4:putimage(25 + i % 4 * 102, 25 + i / 4 * 102, img_small); break;
	default:break;
	}
	// 出口绘制
	if(pan[i] == 0 && ( i == 13 || i == 14 || i == 17 || i == 18 ))
	{
	setlinecolor(RGB(230, 230, 230));
	setlinestyle(PS_SOLID, 10);
	setfillcolor(RGB(112, 180, 167));
	fillcircle(25 + 51 + i % 4 * 102, 25 + 51 + i / 4 * 102, 20);
	setlinecolor(RGB(168, 226, 195));
	setfillcolor(RGB(73, 130, 120));
	setlinestyle(PS_SOLID, 3);
	}
	}
	// 按钮绘制
	TCHAR s[25];
	setlinecolor(RGB(155, 195, 230));
	setfillcolor(RGB(80, 189, 222));
	settextcolor(RGB(230, 230, 230));
	settextstyle(30, 20, _T("Times New Roman"));
	setbkcolor(RGB(80, 189, 222));
	// 标准棋盘按钮
	for(i = 0; i < 12; i++)
	{
	fillroundrect(box_button[i].posx1, box_button[i].posy1, box_button[i].posx2, box_button[i].posy2, 20, 20);
	_stprintf_s(s, _T("%d"), i);
	outtextxy(box_button[i].posx1 + 13 - 12 * ( i / 10 ), box_button[i].posy1 + 10, s);
	}
	// 其他按钮
	settextstyle(100, 100, _T("Webdings"));
	settextcolor(RGB(73, 130, 120));
	setbkmode(TRANSPARENT);
	outtextxy(102 - 50, 580 - 30, 0x34); // 播放,求解
	outtextxy(214 - 50, 580 - 30, 0x33); // 重置,恢复初始盘面
	outtextxy(326 - 50, 580 - 30, 0x71); // 刷新,随机盘面按钮
	// 恢复填充
	setbkmode(OPAQUE);
	setbkmode(OPAQUE);
	settextcolor(RGB(230, 230, 230));
	settextstyle(30, 20, _T("宋体"));
	setbkcolor(RGB(136, 192, 160));
	outtextxy(102 - 50, 655, _T("求解"));
	outtextxy(214 - 50, 655, _T("恢复"));
	outtextxy(326 - 50, 655, _T("刷新"));
	FlushBatchDraw();
	// 成功结束
	if(pan[13] == 1)
	{
	exit_move = 2;
	}
	}
}
 
 
// 窗口主视角函数,获取用户操作
void Gary::move()
{
	int k;
	exit_move = 0;
	while(exit_move == 0)
	{
	// 鼠标信息
	if(peekmessage(&m, EM_MOUSE | EM_KEY))
	{
	// 左键单击判断
	if(m.message == WM_LBUTTONDOWN)
	{
	// 单击在棋盘范围
	if(m.x > 20 && m.x < 433 && m.y>15 && m.y < 540)
	{
	// 游戏函数
	game();
	}
	// 经典盘面按钮
	else if(m.x > 458)
	{
	// 切换
	num_mod = ( m.x - 458 ) / 70 + ( m.y - 40 ) / 100 * 2;
	// 生成
	create();
	// 绘制
	draw_scene(0);
	}
	// 演示按钮
	else if(pow(double(m.x - 102), 2) + pow(double(m.y - 600), 2) < 2500)
	{
	// 初始化
	num_eat = 0;
	if(num_mod == 9 || num_mod == 11)
	{
	num_over = 8;
	}
	else
	{
	num_over = 9;
	}
	solve();
	num_over = 13;
	solve();
	if(exit_move == 0)
	{
	// 绘制解题过程
	for(k = 0; k <= num_eat; k++)
	{
	// 根据特征值画棋面
	draw_scene(k);
	Sleep(500);
	}
	}
	}
	// 重置按钮
	else if(pow(double(m.x - 214), 2) + pow(double(m.y - 600), 2) < 2500)
	{
	// 根据特征值画棋面
	draw_scene(0);
	FlushBatchDraw();
	}
	// 刷新按钮
	else if(pow(double(m.x - 326), 2) + pow(double(m.y - 600), 2) < 2500)
	{
	// 切换
	num_mod = 12;
	// 生成
	create();
	// 绘制
	draw_scene(0);
	}
	// 清空鼠标队列
	flushmessage();
	}
	}
	}
	// 结束提示
	if(exit_move == 2)
	{
	MessageBox(hOut, _T("成功啦,点击确定即刷新"), _T("来自小豆子的提醒"), MB_OK);
	}
	else if(exit_move == 1)
	{
	MessageBox(hOut, _T("无解,点击确定即刷新"), _T("来自小豆子的提醒"), MB_OK);
	}
}
 
// 主进程
void Gary::carry()
{
	// 窗口定义
	hOut = initgraph(600, 102 * 5 + 200);
	SetWindowText(hOut, _T("华容道"));
	// 进程控制
	exit_carry = 0;
	BeginBatchDraw();
	while(exit_carry == 0)
	{
	initialization();
	move();
	}
	EndBatchDraw();
	closegraph();
}
 
// 主函数
int main(void)
{
	Gary G;
	G.carry();
	return 0;
}
作者:编程小鱼六六六原文地址:https://blog.csdn.net/yx5666/article/details/129622473

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