www.pudn.com > xiangqibiyesheji.rar > MantisChessDef.h


const int MW=32,SW=1;				//MW-棋子宽度;SW-棋子间隔的一半 
const int BWA=MW+SW*2;				//BWA-棋格宽度 
 
const int XBW=BWA*9,YBW=BWA*10;		//棋盘的长宽 
 
const int MAN=0;			//人 
const int COM=1;			//计算机 
 
const int RED=0;			//红方 
const int BLACK=1;			//黑方 
 
const int RED_K=0;			//红帅 
const int RED_S=1;			//仕 
const int RED_X=2;			//相 
const int RED_M=3;			//马 
const int RED_J=4;			//车 
const int RED_P=5;			//炮 
const int RED_B=6;			//兵 
 
const int BLACK_K=7;		//黑将 
const int BLACK_S=8;	//士 
const int BLACK_X=9;		//象 
const int BLACK_M=10;		//马 
const int BLACK_J=11;		//车 
const int BLACK_P=12;		//炮 
const int BLACK_B=13;		//卒 
 
 
//以下是全局函数定义: 
 
//把棋子序号转换为对应图标的序号 
const int  ManToIcon[33]=	{0,1,1,2,2,3,3,4,4,5,5,6,6,6,6,6 
,7,8,8,9,9,10,10,11,11,12,12,13,13,13,13,13,-1};							 
 
//棋子类型与图标的序号相同 
#define ManToType  ManToIcon 
 
const int ManToType7[33]=	{0,1,1,2,2,3,3,4,4,5,5,6,6,6,6,6 
	,0,1,1,2,2,3,3,4,4,5,5,6,6,6,6,6,-1}; 
 
 
//随即函数,返回小于n的随机整数 
int  rnd(const int& n); 
 
//给出棋子序号!!,判断是红是黑 
const int SideOfMan[33]=	{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 
	,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,-1}; 
 
const int _defaultmap[11][12]=	 
{ 
//	[0][1][2][3][4][5][6][7][8][9][10][11] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[0] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[1] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[2] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[3] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[4] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[5] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[6] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[7] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[8] 
	{32,32,32,32,32,32,32,32,32,32,32,32},//[9] 
	{32,32,32,32,32,32,32,32,32,32,32,32}//[10] 
}; 
 
const int FistOfSide[2]={0,16}; 
const int LastOfSide[2]={15,31};