mirror of
https://github.com/LHY0125/Gobang-Game.git
synced 2026-05-10 02:19:46 +08:00
663 lines
19 KiB
C
663 lines
19 KiB
C
#include "game_mode.h"
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#include "init_board.h"
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#include "gobang.h"
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#include "ai.h"
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#include "record.h"
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#include "config.h"
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#include "network.h"
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#include "ui.h"
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#include "globals.h"
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#include <stdio.h>
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#include <time.h>
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#include <stdlib.h>
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#include <sys/stat.h>
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// 全局变量现在在globals.c中定义
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#ifdef _WIN32
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#include <windows.h>
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#include <direct.h>
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#include <conio.h>
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#endif
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/**
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* @brief 从用户获取整数输入
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*
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* @param prompt 提示信息
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* @param min 最小值
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* @param max 最大值
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* @return int 用户输入的整数
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*/
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int get_integer_input(const char *prompt, int min, int max)
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{
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int value;
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int result;
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char ch;
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while (1)
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{
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printf("%s", prompt);
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result = scanf("%d", &value);
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if (result == 1 && value >= min && value <= max)
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{
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// 清除输入缓冲区中剩余的字符
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while ((ch = getchar()) != '\n' && ch != EOF)
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;
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return value;
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}
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else
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{
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// 清除无效输入
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while ((ch = getchar()) != '\n' && ch != EOF)
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;
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printf("输入无效,请输入一个介于 %d 和 %d 之间的整数。\n", min, max);
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}
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}
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}
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/**
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* @brief 处理玩家回合
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*
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* @param current_player
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* @return true
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* @return false
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*/
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bool parse_player_input(int *x, int *y)
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{
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char input[10];
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while (1)
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{
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if (_kbhit())
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{
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scanf("%s", input);
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break;
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}
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Sleep(100); // 短暂延迟以防止CPU占用过高
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}
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if (sscanf(input, "%d", x) == 1)
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{
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// 成功解析第一个数字,现在解析第二个
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if (scanf("%d", y) != 1)
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{
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// 如果第二个数字不可用,则检查特殊命令
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if (*x == INPUT_UNDO)
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{
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int steps_to_undo;
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steps_to_undo = get_integer_input("请输入要悔棋的步数(双方各退步数相同): ", 1, step_count / 2);
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if (return_move(steps_to_undo * 2))
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{
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printf("成功悔棋,双方各退 %d 步!\n", steps_to_undo);
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print_board();
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}
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else
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{
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printf("无法悔棋!\n");
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}
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return false; // 特殊命令
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}
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else if (*x == INPUT_SAVE)
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{
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// ... 处理保存 ...
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return false; // 特殊命令
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}
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else if (*x == INPUT_EXIT)
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{
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// ... 处理退出 ...
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return false; // 特殊命令
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}
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printf("无效输入,请输入两个数字坐标。");
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while (getchar() != '\n')
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;
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return false; // 无效输入
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}
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}
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else
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{
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// sscanf失败,检查特殊命令
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if (input[0] == 'r' || input[0] == 'R')
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{
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int steps_to_undo;
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steps_to_undo = get_integer_input("请输入要悔棋的步数(双方各退步数相同): ", 1, step_count / 2);
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if (return_move(steps_to_undo * 2))
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{
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printf("成功悔棋,双方各退 %d 步!\n", steps_to_undo);
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print_board();
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}
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else
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{
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printf("无法悔棋!\n");
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}
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return false; // 特殊命令
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}
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else if (input[0] == 's' || input[0] == 'S')
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{
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*x = INPUT_SURRENDER;
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int confirm = get_integer_input("确认认输?(1:是/0:否): ", 0, 1);
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if (confirm)
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{
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printf("玩家选择认输!\n");
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return true; // 返回认输命令
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}
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else
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{
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printf("取消认输!\n");
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return false; // 取消认输
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}
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}
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printf("无效输入,请输入数字坐标、'r'悔棋或's'认输。");
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return false; // 无效输入
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}
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return true; // 有效坐标
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}
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/**
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* @brief 处理玩家回合
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* @param current_player 当前玩家
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* @return true
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*/
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bool handle_player_turn(int current_player)
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{
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int x, y;
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time_t start_time, end_time;
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if (use_timer)
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{
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time(&start_time);
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}
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printf("\n玩家%d, 请输入落子坐标(行 列,1~%d),或输入R/r悔棋,S/s认输:", current_player, BOARD_SIZE);
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while (1)
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{
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if (use_timer)
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{
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time(&end_time);
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if (difftime(end_time, start_time) > time_limit)
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{
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printf("\n玩家%d超时, 对方获胜!\n", current_player);
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return false; // Timeout
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}
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}
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if (parse_player_input(&x, &y))
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{
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if (x == INPUT_SURRENDER)
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{
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printf("\n玩家%d选择认输,对方获胜!\n", current_player);
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return false; // 游戏结束,认输
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}
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break; // 收到有效输入
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}
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else
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{
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// 已处理特殊命令或无效输入,继续循环
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return true;
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}
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}
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x--;
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y--;
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if (!player_move(x, y, current_player))
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{
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printf("坐标无效!请重新输入。\n");
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return true; // 坐标无效,但回合继续
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}
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print_board();
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if (check_win(x, y, current_player))
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{
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printf("\n玩家%d获胜!\n", current_player);
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return false; // 游戏结束
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}
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return true; // 成功落子
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}
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/**
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* @brief 运行AI游戏
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* @note 从文件中加载历史记录并进行复盘
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* @param AI_DEPTH AI的搜索深度
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*/
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void run_ai_game()
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{
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// 重置评分计算标志,确保每局游戏都会重新计算评分
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scores_calculated = 0;
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// AI对战模式
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int AI_DEPTH = 3;
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AI_DEPTH = get_integer_input("请选择AI难度(1~5), 数字越大越强,注意数字越大AI思考时间越长!):", 1, 5);
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/**
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* @brief AI的防守系数,系数越大越倾向于防守
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* @note 1~1.2
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* 2~1.3
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* 3~1.4
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* 4~1.5
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* 5~1.6
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*/
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defense_coefficient = 1.2 + (AI_DEPTH - 1) * 0.1;
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empty_board();
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int current_player = determine_first_player(PLAYER, AI);
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print_board();
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while (1)
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{
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if (current_player == PLAYER)
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{
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int old_step_count = step_count;
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if (!handle_player_turn(current_player))
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{
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break; // 游戏结束或超时
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}
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if (step_count > old_step_count)
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{
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// 检查玩家是否获胜
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Step last_step = steps[step_count - 1];
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if (check_win(last_step.x, last_step.y, PLAYER))
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{
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printf("\n玩家获胜!\n");
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break;
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}
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current_player = AI;
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}
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}
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else
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{
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printf("\nAI思考中...\n");
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time_t start_time, end_time;
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if (use_timer)
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{
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time(&start_time);
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}
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ai_move(AI_DEPTH);
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if (use_timer)
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{
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time(&end_time);
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if (difftime(end_time, start_time) > time_limit)
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{
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printf("\nAI超时, 玩家获胜!\n");
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break;
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}
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}
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print_board();
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Step last_step = steps[step_count - 1];
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if (check_win(last_step.x, last_step.y, AI))
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{
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printf("\nAI获胜!\n");
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break;
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}
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current_player = PLAYER;
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}
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if (step_count == BOARD_SIZE * BOARD_SIZE)
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{
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printf("\n平局!\n");
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break;
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}
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}
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printf("===== 游戏结束 =====\n");
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review_process(1); // 1 for AI mode
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handle_save_record(1); // 1 for AI mode
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}
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/**
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* @brief 运行双人对战模式
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* @note 从文件中加载历史记录并进行复盘
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*/
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void run_pvp_game()
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{
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// 重置评分计算标志,确保每局游戏都会重新计算评分
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scores_calculated = 0;
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// 双人对战模式
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empty_board();
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int current_player = determine_first_player(PLAYER1, PLAYER2);
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print_board();
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while (1)
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{
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int old_step_count = step_count;
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if (!handle_player_turn(current_player))
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{
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break; // 游戏结束或超时
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}
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if (step_count == BOARD_SIZE * BOARD_SIZE)
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{
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printf("\n平局!\n");
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break;
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}
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if (step_count > old_step_count)
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{
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current_player = (current_player == PLAYER1) ? PLAYER2 : PLAYER1;
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}
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}
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printf("===== 游戏结束 =====\n");
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review_process(2); // 2 for PvP mode
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handle_save_record(2); // 2 for PvP mode
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}
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/**
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* @brief 运行复盘模式
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* @note 从文件中加载历史记录并进行复盘
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*/
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void run_review_mode()
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{
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char filename[100];
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char record_files[100][100];
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int file_count = 0;
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#ifdef _WIN32
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WIN32_FIND_DATA ffd;
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HANDLE hFind = FindFirstFile("records\\*", &ffd);
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if (hFind != INVALID_HANDLE_VALUE)
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{
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do
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{
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if (!(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY))
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{
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strcpy(record_files[file_count++], ffd.cFileName);
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}
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} while (FindNextFile(hFind, &ffd) != 0);
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FindClose(hFind);
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}
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#endif
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if (file_count > 0)
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{
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printf("发现以下复盘文件:\n");
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for (int i = 0; i < file_count; i++)
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{
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printf("%d. %s\n", i + 1, record_files[i]);
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}
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char prompt[150];
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sprintf(prompt, "请输入复盘文件编号(1-%d),或输入0以手动输入文件名: ", file_count);
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int choice = get_integer_input(prompt, 0, file_count);
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if (choice > 0)
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{
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strcpy(filename, record_files[choice - 1]);
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}
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else
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{
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printf("请输入完整文件名: ");
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scanf("%s", filename);
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int c;
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while ((c = getchar()) != '\n' && c != EOF)
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;
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int possible_choice = atoi(filename);
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if (possible_choice > 0 && possible_choice <= file_count)
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{
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strcpy(filename, record_files[possible_choice - 1]);
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}
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}
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}
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else
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{
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printf("未找到任何复盘文件,请输入复盘文件地址: ");
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scanf("%s", filename);
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int c;
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while ((c = getchar()) != '\n' && c != EOF)
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;
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}
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int game_mode = load_game_from_file(filename);
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if (game_mode != 0)
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{
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if (game_mode == 1)
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{
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printf("加载AI对战模式复盘文件成功!\n");
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}
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else if (game_mode == 2)
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{
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printf("加载双人对战模式复盘文件成功!\n");
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}
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review_process(game_mode);
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}
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else
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{
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printf("加载复盘文件失败!可能是旧版本文件格式或文件损坏\n");
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}
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}
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/**
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* @brief 网络对战模式
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*/
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void run_network_game()
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{
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// 重置评分计算标志
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scores_calculated = 0;
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// 初始化网络模块
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if (!init_network()) {
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printf("网络初始化失败!\n");
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pause_for_input("按任意键返回主菜单...");
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return;
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}
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printf("=== 网络对战模式 ===\n");
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printf("1. 创建房间(作为主机)\n");
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printf("2. 加入房间(连接到主机)\n");
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int choice = get_integer_input("请选择模式(1-2): ", 1, 2);
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bool connection_success = false;
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if (choice == 1) {
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// 服务器模式
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int port = get_integer_input("请输入监听端口(默认8888): ", MIN_NETWORK_PORT, MAX_NETWORK_PORT);
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if (port == 0) port = network_port;
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printf("\n正在创建房间...\n");
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connection_success = create_server(port);
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} else {
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// 客户端模式
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char ip[MAX_IP_LENGTH];
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printf("请输入服务器IP地址: ");
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scanf("%s", ip);
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int port = get_integer_input("请输入服务器端口(默认8888): ", MIN_NETWORK_PORT, MAX_NETWORK_PORT);
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if (port == 0) port = network_port;
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printf("\n正在连接到服务器...\n");
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connection_success = connect_to_server(ip, port);
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}
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if (!connection_success) {
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printf("网络连接失败!\n");
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cleanup_network();
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pause_for_input("按任意键返回主菜单...");
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return;
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}
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printf("\n网络连接成功!游戏即将开始...\n");
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printf("你是玩家%d,%s先手\n",
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network_state.local_player_id,
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network_state.local_player_id == PLAYER1 ? "你" : "对方");
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// 开始网络游戏
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empty_board();
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print_board();
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if (network_game_loop()) {
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printf("===== 游戏结束 =====\n");
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review_process(2); // 使用PvP模式的复盘
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handle_save_record(2); // 保存为PvP模式记录
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} else {
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printf("游戏因网络错误而结束\n");
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}
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// 清理网络连接
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disconnect_network();
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pause_for_input("按任意键返回主菜单...");
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}
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/**
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* @brief 处理网络玩家回合
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*/
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bool handle_network_player_turn(int current_player, bool is_local_turn)
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{
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if (is_local_turn) {
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// 本地玩家回合
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int x, y;
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time_t start_time, end_time;
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if (use_timer) {
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time(&start_time);
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}
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printf("\n轮到你了,请输入落子坐标(行 列,1~%d),或输入R/r悔棋,S/s认输: ", BOARD_SIZE);
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while (1) {
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if (use_timer) {
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time(&end_time);
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if (difftime(end_time, start_time) > time_limit) {
|
||
printf("\n你超时了,对方获胜!\n");
|
||
send_surrender(); // 发送认输消息
|
||
return false;
|
||
}
|
||
}
|
||
|
||
if (parse_player_input(&x, &y)) {
|
||
if (x == INPUT_SURRENDER) {
|
||
printf("\n你选择认输,对方获胜!\n");
|
||
send_surrender();
|
||
return false;
|
||
}
|
||
break;
|
||
} else {
|
||
// 处理特殊命令或继续等待输入
|
||
continue;
|
||
}
|
||
}
|
||
|
||
x--; y--; // 转换为0-based坐标
|
||
|
||
if (!player_move(x, y, current_player)) {
|
||
printf("坐标无效!请重新输入。\n");
|
||
return true; // 继续当前回合
|
||
}
|
||
|
||
// 发送落子消息
|
||
if (!send_move(x, y, current_player)) {
|
||
printf("发送落子消息失败!\n");
|
||
return false;
|
||
}
|
||
|
||
print_board();
|
||
|
||
if (check_win(x, y, current_player)) {
|
||
printf("\n你获胜了!\n");
|
||
return false;
|
||
}
|
||
|
||
} else {
|
||
// 等待对方落子
|
||
printf("\n等待对方落子...\n");
|
||
|
||
NetworkMessage msg;
|
||
time_t start_time = time(NULL);
|
||
|
||
while (1) {
|
||
if (receive_network_message(&msg, 1000)) { // 1秒超时
|
||
if (msg.type == MSG_MOVE && msg.player_id == current_player) {
|
||
// 收到落子消息
|
||
if (!player_move(msg.x, msg.y, current_player)) {
|
||
printf("收到无效的落子坐标!\n");
|
||
return false;
|
||
}
|
||
|
||
printf("对方落子: (%d, %d)\n", msg.x + 1, msg.y + 1);
|
||
print_board();
|
||
|
||
if (check_win(msg.x, msg.y, current_player)) {
|
||
printf("\n对方获胜!\n");
|
||
return false;
|
||
}
|
||
break;
|
||
|
||
} else if (msg.type == MSG_SURRENDER) {
|
||
printf("\n对方认输,你获胜了!\n");
|
||
return false;
|
||
|
||
} else if (msg.type == MSG_DISCONNECT) {
|
||
printf("\n对方已断开连接\n");
|
||
return false;
|
||
|
||
} else if (msg.type == MSG_CHAT) {
|
||
printf("[对方]: %s\n", msg.message);
|
||
|
||
} else if (msg.type == MSG_UNDO_REQUEST) {
|
||
int steps = msg.x;
|
||
printf("\n对方请求悔棋 %d 步,是否同意?(1:同意/0:拒绝): ", steps);
|
||
int response = get_integer_input("", 0, 1);
|
||
|
||
if (response && return_move(steps * 2)) {
|
||
printf("同意悔棋,双方各退 %d 步\n", steps);
|
||
send_undo_response(true, steps);
|
||
print_board();
|
||
return true; // 继续游戏
|
||
} else {
|
||
printf("拒绝悔棋\n");
|
||
send_undo_response(false, steps);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 检查超时
|
||
if (use_timer && difftime(time(NULL), start_time) > time_limit) {
|
||
printf("\n对方超时,你获胜!\n");
|
||
return false;
|
||
}
|
||
|
||
// 检查网络连接
|
||
if (!is_network_connected()) {
|
||
printf("\n网络连接断开\n");
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* @brief 网络游戏主循环
|
||
*/
|
||
bool network_game_loop()
|
||
{
|
||
int current_player = PLAYER1; // 总是从玩家1开始
|
||
|
||
while (1) {
|
||
bool is_local_turn = (current_player == network_state.local_player_id);
|
||
|
||
if (!handle_network_player_turn(current_player, is_local_turn)) {
|
||
return true; // 游戏结束
|
||
}
|
||
|
||
// 检查平局
|
||
if (step_count == BOARD_SIZE * BOARD_SIZE) {
|
||
printf("\n平局!\n");
|
||
return true;
|
||
}
|
||
|
||
// 切换玩家
|
||
current_player = (current_player == PLAYER1) ? PLAYER2 : PLAYER1;
|
||
|
||
// 检查网络连接
|
||
if (!is_network_connected()) {
|
||
printf("\n网络连接断开\n");
|
||
return false;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
} |