示例#1
0
//黑卒
void CMoveGenerator::Gen_BPawnMove(BYTE position[10][9],int i,int j,int nPly)
{
    int x,y;
    int nChessID;
    
    nChessID=position[i][j];

    if(m_nUserChessColor==REDCHESS)
    {
        y=i+1;//向前
        x=j;
        if(y<10 && !IsSameSide(nChessID,position[y][x]))
            AddMove(j,i,x,y,nPly,position[i][j]);//前方无阻碍
        
        if(i>4)//是否已过河
        {
            y=i;
            
            x=j+1;//右边
            if(x<9 && !IsSameSide(nChessID,position[y][x]))
                AddMove(j,i,x,y,nPly,position[i][j]);
            
            x=j-1;//左边
            if(x>=0 && !IsSameSide(nChessID,position[y][x]))
                AddMove(j,i,x,y,nPly,position[i][j]);
        }
    }
    else
    {
        y=i-1;//向前
        x=j;
        if(y<10 && !IsSameSide(nChessID,position[y][x]))
            AddMove(j,i,x,y,nPly,position[i][j]);//前方无阻碍
        
        if(i<5)//是否已过河
        {
            y=i;
            
            x=j+1;//右边
            if(x<9 && !IsSameSide(nChessID,position[y][x]))
                AddMove(j,i,x,y,nPly,position[i][j]);
            
            x=j-1;//左边
            if(x>=0 && !IsSameSide(nChessID,position[y][x]))
                AddMove(j,i,x,y,nPly,position[i][j]);
        }
    }
}
示例#2
0
int CEveluation::Eveluate(BYTE position[10][9], BOOL bIsRedTurn)
{
	int i, j, k;
	int nChessType, nTargetType;
	count++;

	memset(m_chessValue,0, 360);
	memset(m_AttackPos,0, 180); 
	memset(m_GuardPos,0, 90); 
	memset(m_FlexibilityPos, 0, 90);

	for(i = 0; i < 10; i++)
		for(j = 0; j < 9; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				GetRelatePiece(position, j, i);
				for (k = 0; k < nPosCount; k++)
				{
					nTargetType = position[RelatePos[k].y][RelatePos[k].x];
					if (nTargetType == NOCHESS)
					{
						m_FlexibilityPos[i][j]++;	
					}
					else
					{
						if (IsSameSide(nChessType, nTargetType))
						{
							m_GuardPos[RelatePos[k].y][RelatePos[k].x]++;
						}else
						{
							m_AttackPos[RelatePos[k].y][RelatePos[k].x]++;
							m_FlexibilityPos[i][j]++;	
							switch (nTargetType)
							{
							case R_KING:
								if (!bIsRedTurn)
									return 18888;
								break;
							case B_KING:
								if (bIsRedTurn)
									return 18888;
								break;
							default:
								m_AttackPos[RelatePos[k].y][RelatePos[k].x] += (30 + (m_BaseValue[nTargetType] - m_BaseValue[nChessType])/10)/10;
								break;
							}
						}
					}
				}
			}
		}

	for(i = 0; i < 10; i++)
		for(j = 0; j < 9; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				m_chessValue[i][j]++;
				m_chessValue[i][j] += m_FlexValue[nChessType] * m_FlexibilityPos[i][j];
				m_chessValue[i][j] += GetBingValue(j, i, position);
			}
		}
	int nHalfvalue;
	for(i = 0; i < 10; i++)
		for(j = 0; j < 9; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				nHalfvalue = m_BaseValue[nChessType]/16;
				m_chessValue[i][j] += m_BaseValue[nChessType];
				
				if (IsRed(nChessType))
				{
					if (m_AttackPos[i][j])
					{
						if (bIsRedTurn)
						{
							if (nChessType == R_KING)
							{
								m_chessValue[i][j]-= 20;
							}
							else
							{
								m_chessValue[i][j] -= nHalfvalue * 2;
								if (m_GuardPos[i][j])
									m_chessValue[i][j] += nHalfvalue;
							}
						}
						else
						{
							if (nChessType == R_KING)
								return 18888;
							m_chessValue[i][j] -= nHalfvalue*10;
							if (m_GuardPos[i][j])
								m_chessValue[i][j] += nHalfvalue*9;
						}
						m_chessValue[i][j] -= m_AttackPos[i][j];
					}
					else
					{
						if (m_GuardPos[i][j])
							m_chessValue[i][j] += 5;
					}
				}
				else
				{
					if (m_AttackPos[i][j])
					{
						if (!bIsRedTurn)
						{
							if (nChessType == B_KING)									
							{
								m_chessValue[i][j]-= 20;
							}
							else
							{
								m_chessValue[i][j] -= nHalfvalue * 2;
								if (m_GuardPos[i][j])
									m_chessValue[i][j] += nHalfvalue;
							}
						}
						else
						{
							if (nChessType == B_KING)
								return 18888;
							m_chessValue[i][j] -= nHalfvalue*10;
							if (m_GuardPos[i][j])
								m_chessValue[i][j] += nHalfvalue*9;
						}
						m_chessValue[i][j] -= m_AttackPos[i][j];
					}
					else
					{
						if (m_GuardPos[i][j])
							m_chessValue[i][j] += 5;
					}
				}
			}
		}

	int nRedValue = 0; 
	int	nBlackValue = 0;

	for(i = 0; i < 10; i++)
		for(j = 0; j < 9; j++)
		{
			nChessType = position[i][j];
//			if (nChessType == R_KING || nChessType == B_KING)
//				m_chessValue[i][j] = 10000;	
			if (nChessType != NOCHESS)
			{
				if (IsRed(nChessType))
				{
					nRedValue += m_chessValue[i][j];	
				}
				else
				{
					nBlackValue += m_chessValue[i][j];	
				}
			}
		}
		if (bIsRedTurn)
		{
			return nRedValue - nBlackValue;
		}
		else
		{
			return  nBlackValue-nRedValue ;
		}
}
示例#3
0
BOOL CMoveGenerator::IsValidMove(BYTE position[10][9], int nFromX, int nFromY, int nToX, int nToY,int nUserChessColor)
{
    int i = 0 ,j = 0;
    int nMoveChessID,nTargetID;

    if(nFromX==nToX && nFromY==nToY)
        return false;//目的与源相同,非法

    nMoveChessID=position[nFromY][nFromX];
    nTargetID=position[nToY][nToX];

    if(IsSameSide(nMoveChessID,nTargetID))
        return false;//吃自己的棋,非法

    switch(nMoveChessID)
    {
    case B_KING://黑将
        if(nUserChessColor==REDCHESS)
        {
            if(nTargetID==R_KING)//判断是否将帅见面
            {
                if(nFromX!=nToX)//横坐标不相等
                    return false;//将帅不在同一列
                
                for(i=nFromY+1;i<nToY;i++)
                    if(position[i][nFromX]!=NOCHESS)
                        return false;//中间隔有棋子
            }
            else
            {
                if(nToY>2 || nToX>5 || nToX<3)
                    return false;//目标点在九宫之外
                
                if(abs(nFromY-nToY)+abs(nFromX-nToX)>1)
                    return false;//将帅只走一步直线
            }
        }
        else
        {
            if(nTargetID==R_KING)//判断是否将帅见面
            {
                if(nFromX!=nToX)//横坐标不相等
                    return false;//将帅不在同一列
                
                for(i=nFromY-1;i>nToY;i--)
                    if(position[i][nFromX]!=NOCHESS)
                        return false;//中间隔有棋子
            }
            else
            {
                if(nToY<7 || nToX>5 || nToX<3)
                    return false;//目标点在九宫之外
                
                if(abs(nFromY-nToY)+abs(nFromX-nToX)>1)
                    return false;//将帅只走一步直线
            }
        }

        break;

    case R_KING://红帅
        if(nUserChessColor==REDCHESS)
        {
            if(nTargetID==B_KING)//判断是否将帅见面
            {
                if(nFromX!=nToX)//横坐标不相等
                    return false;//将帅不在同一列
                
                for(i=nFromY-1;i>nToY;i--)
                    if(position[i][nFromX]!=NOCHESS)
                        return false;//中间隔有棋子
            }
            else
            {
                if(nToY<7 || nToX>5 || nToX<3)
                    return false;//目标点在九宫之外
                
                if(abs(nFromY-nToY)+abs(nFromX-nToX)>1)
                    return false;//将帅只走一步直线
            }
        }
        else
        {
            if(nTargetID==B_KING)//判断是否将帅见面
            {
                if(nFromX!=nToX)//横坐标不相等
                    return false;//将帅不在同一列
                
                for(i=nFromY+1;i<nToY;i++)
                    if(position[i][nFromX]!=NOCHESS)
                        return false;//中间隔有棋子
            }
            else
            {
                if(nToY>2 || nToX>5 || nToX<3)
                    return false;//目标点在九宫之外
                
                if(abs(nFromY-nToY)+abs(nFromX-nToX)>1)
                    return false;//将帅只走一步直线
            }
        }

        break;

    case R_BISHOP://红士
        if(nUserChessColor==REDCHESS)
        {
            if(nToY<7 || nToX>5 || nToX<3)
                return false;//士出九宫
        }
        else
        {
            if(nToY>2 || nToX>5 || nToX<3)
                return false;//士出九宫
        }

        if(abs(nFromX-nToX)!=1 || abs(nFromY-nToY)!=1)
                return false;//士走斜线

        break;

    case B_BISHOP://黑士
        if(nUserChessColor==REDCHESS)
        {
            if(nToY>2 || nToX>5 || nToX<3)
                return false;//士出九宫
        }
        else
        {
            if(nToY<7 || nToX>5 || nToX<3)
            return false;//士出九宫
        }

        if(abs(nFromX-nToX)!=1 || abs(nFromY-nToY)!=1)
            return false;//士走斜线

        break;

    case R_ELEPHANT://红相
        if(nUserChessColor==REDCHESS)
        {
            if(nToY<5)
                return false;//相不能过河
        }
        else
        {
            if(nToY>4)
                return false;//相不能过河
        }

        if(abs(nFromX-nToX)!=2 || abs(nFromY-nToY)!=2)
            return false;//相走田字

        if(position[(nFromY +nToY)/2][(nFromX +nToX)/2]!=NOCHESS)
            return FALSE;//相眼被塞

        break;

    case B_ELEPHANT://黑象
        if(nUserChessColor==REDCHESS)
        {
            if(nToY>4)
                return false;//象不能过河
        }
        else
        {
            if(nToY<5)
                return false;//象不能过河
        }

        if(abs(nFromX-nToX)!=2 || abs(nFromY-nToY)!=2)
            return false;//象走田字

        if(position[(nFromY +nToY)/2][(nFromX +nToX)/2]!=NOCHESS)
            return FALSE;//象眼被塞

        break;

    case B_PAWN://黑卒
        if(nUserChessColor==REDCHESS)
        {
            if(nToY<nFromY)
                return false;//卒不能回头
            
            if(nFromY<5 && nFromY==nToY)
                return FALSE;//卒过河前只能直走
        }
        else
        {
            if(nToY>nFromY)
                return false;//卒不能回头
            
            if(nFromY>4 && nFromY==nToY)
                return FALSE;//卒过河前只能直走
        }

        if(nToY-nFromY+abs(nToX-nFromX)>1)
            return FALSE;//卒只走一步直线

        break;

    case R_PAWN://红兵
        if(nUserChessColor==REDCHESS)
        {
            if(nToY>nFromY)
                return false;//兵不能回头
            
            if(nFromY>4 && nFromY==nToY)
                return FALSE;//兵过河前只能直走
        }
        else
        {
            if(nToY<nFromY)
                return false;//兵不能回头
            
            if(nFromY<5 && nFromY==nToY)
                return FALSE;//兵过河前只能直走
        }

        if(nFromY-nToY+abs(nToX-nFromX)>1)
            return FALSE;//兵只走一步直线

        break;

    case B_CAR://黑车
    case R_CAR://红车
        if(nFromY!=nToY && nFromX!=nToX)
            return FALSE;//车走直线

        if(nFromY==nToY)
        {
            if(nFromX<nToX)
            {
                for(i=nFromX+1;i<nToX;i++)
                    if(position[nFromY][i]!=NOCHESS)
                        return FALSE;
            }
            else
            {
                for(i=nToX+1;i<nFromX;i++)
                    if(position[nFromY][i]!=NOCHESS)
                        return FALSE;
            }
        }
        else
        {
            if(nFromY<nToY)
            {
                for(j=nFromY+1;j<nToY;j++)
                    if(position[j][nFromX]!=NOCHESS)
                        return FALSE;
            }
            else
            {
                for(j=nToY+1;j<nFromY;j++)
                    if(position[j][nFromX]!=NOCHESS)
                        return FALSE;
            }
        }
        
        break;

    case B_HORSE://黑马
    case R_HORSE://红马
        if(!((abs(nToX-nFromX)==1 && abs(nToY -nFromY)==2) || (abs(nToX-nFromX)==2&&abs(nToY -nFromY)==1)))
            return FALSE;//马走日字

        if(nToX-nFromX==2)
        {
            i=nFromX+1;
            j=nFromY;
        }
        else
            if(nFromX-nToX==2)
            {
                i=nFromX-1;
                j=nFromY;
            }
            else
                if(nToY-nFromY==2)
                {
                    i=nFromX;
                    j=nFromY+1;
                }
                else
                    if(nFromY-nToY==2)
                    {
                        i=nFromX;
                        j=nFromY-1;
                    }

        if(position[j][i]!=NOCHESS)
            return FALSE;//绊马腿
        
        break;

    case B_CANON://黑炮
    case R_CANON://红炮
        if(nFromY!=nToY && nFromX!=nToX)
            return FALSE;//炮走直线

        //炮吃子时经过的路线中不能有棋子
        if(position[nToY][nToX]==NOCHESS)
        {
            if(nFromY==nToY)
            {
                if(nFromX<nToX)
                {
                    for(i=nFromX+1;i<nToX;i++)
                        if(position[nFromY][i]!=NOCHESS)
                            return FALSE;
                }
                else
                {
                    for(i=nToX+1;i<nFromX;i++)
                        if(position[nFromY][i]!=NOCHESS)
                            return FALSE;
                }
            }
            else
            {
                if(nFromY<nToY)
                {
                    for(j=nFromY+1;j<nToY;j++)
                        if(position[j][nFromX]!=NOCHESS)
                            return FALSE;
                }
                else
                {
                    for(j=nToY+1;j<nFromY;j++)
                        if(position[j][nFromX]!=NOCHESS)
                            return FALSE;
                }
            }
        }       
        else//炮吃子时
        {
            int j=0;
            if(nFromY==nToY)
            {
                if(nFromX<nToX)
                {
                    for(i=nFromX+1;i<nToX;i++)
                        if(position[nFromY][i]!=NOCHESS)
                            j++;
                        if(j!=1)
                            return FALSE;
                }
                else
                {
                    for(i=nToX+1;i<nFromX;i++)
                        if(position[nFromY][i]!=NOCHESS)
                            j++;
                        if(j!=1)
                            return FALSE;
                }
            }
            else
            {
                if(nFromY<nToY)
                {
                    for(i=nFromY+1;i<nToY;i++)
                        if(position[i][nFromX]!=NOCHESS)
                            j++;
                    if(j!=1)
                        return FALSE;
                }
                else
                {
                    for(i=nToY+1;i<nFromY;i++)
                        if(position[i][nFromX]!=NOCHESS)
                            j++;
                    if(j!=1)
                        return FALSE;
                }
            }
        }
        
        break;

    default:
        return false;
    }
        
    return true;
}
示例#4
0
//炮
void CMoveGenerator::Gen_CanonMove(BYTE position[10][9], int i, int j, int nPly)
{
    int x,y;
    BOOL flag;
    int nChessID;
    
    nChessID=position[i][j];

    //插入向右的有效的走法
    x=j+1;
    y=i;
    flag=FALSE;
    while(x<9)
    {
        if(NOCHESS==position[y][x])
        {
            if(!flag)//隔有棋子
                AddMove(j,i,x,y,nPly,position[i][j]);
        }
        else
        {
            if(!flag)//没有隔棋子,此棋子是第一个障碍,设置标志
                flag=TRUE;
            else     //隔有棋子,此处如为敌方棋子,则可走
            {
                if(!IsSameSide(nChessID,position[y][x]))
                    AddMove(j,i,x,y,nPly,position[i][j]);
                break;
            }
        }
        x++;//继续下一个位置
    }

    //插入向左的有效的走法
    x=j-1;
    y=i;
    flag=FALSE;
    while(x>=0)
    {
        if(NOCHESS==position[y][x])
        {
            if(!flag)//隔有棋子
                AddMove(j,i,x,y,nPly,position[i][j]);
        }
        else
        {
            if(!flag)//没有隔棋子,此棋子是第一个障碍,设置标志
                flag=TRUE;
            else     //隔有棋子,此处如为敌方棋子,则可走
            {
                if(!IsSameSide(nChessID,position[y][x]))
                    AddMove(j,i,x,y,nPly,position[i][j]);
                break;
            }
        }
        x--;//继续下一个位置
    }

    //插入向下的有效的走法
    x=j;
    y=i+1;
    flag=FALSE;
    while(y<10)
    {
        if(NOCHESS==position[y][x])
        {
            if(!flag)//隔有棋子
                AddMove(j,i,x,y,nPly,position[i][j]);
        }
        else
        {
            if(!flag)//没有隔棋子,此棋子是第一个障碍,设置标志
                flag=TRUE;
            else     //隔有棋子,此处如为敌方棋子,则可走
            {
                if(!IsSameSide(nChessID,position[y][x]))
                    AddMove(j,i,x,y,nPly,position[i][j]);
                break;
            }
        }
        y++;//继续下一个位置
    }

    //插入向上的有效的走法
    x=j;
    y=i-1;
    flag=FALSE;
    while(y>=0)
    {
        if(NOCHESS==position[y][x])
        {
            if(!flag)//隔有棋子
                AddMove(j,i,x,y,nPly,position[i][j]);
        }
        else
        {
            if(!flag)//没有隔棋子,此棋子是第一个障碍,设置标志
                flag=TRUE;
            else     //隔有棋子,此处如为敌方棋子,则可走
            {
                if(!IsSameSide(nChessID,position[y][x]))
                    AddMove(j,i,x,y,nPly,position[i][j]);
                break;
            }
        }
        y--;//继续下一个位置
    }
}
示例#5
0
//车
void CMoveGenerator::Gen_CarMove(BYTE position[10][9], int i, int j, int nPly)
{
    int x,y;
    int nChessID;
    
    nChessID=position[i][j];

    //插入向右的有效的走法
    x=j+1;
    y=i;
    while(x<9)
    {
        if(NOCHESS==position[y][x])
            AddMove(j,i,x,y,nPly,position[i][j]);
        else
        {
            if(!IsSameSide(nChessID,position[y][x]))
                AddMove(j,i,x,y,nPly,position[i][j]);

            break;
        }
        x++;
    }

    //插入向左的有效的走法
    x=j-1;
    y=i;
    while(x>=0)
    {
        if(NOCHESS==position[y][x])
            AddMove(j,i,x,y,nPly,position[i][j]);
        else
        {
            if(!IsSameSide(nChessID,position[y][x]))
                AddMove(j,i,x,y,nPly,position[i][j]);

            break;
        }
        x--;
    }

    //插入向下的有效的走法
    x=j;
    y=i+1;
    while(y<10)
    {
        if(NOCHESS==position[y][x])
            AddMove(j,i,x,y,nPly,position[i][j]);
        else
        {
            if(!IsSameSide(nChessID,position[y][x]))
                AddMove(j,i,x,y,nPly,position[i][j]);

            break;
        }
        y++;
    }

    //插入向上的有效的走法
    x=j;
    y=i-1;
    while(y>=0)
    {
        if(NOCHESS==position[y][x])
            AddMove(j,i,x,y,nPly,position[i][j]);
        else
        {
            if(!IsSameSide(nChessID,position[y][x]))
                AddMove(j,i,x,y,nPly,position[i][j]);

            break;
        }
        y--;
    }
}
示例#6
0
int CEveluation::Eveluate(BYTE position[8][8], BOOL bIsRedTurn)
{
	int i, j, k;
	int nChessType, nTargetType;
	count++;
//初始化临时变量
	memset(m_chessValue,0, 256);
	memset(m_AttackPos,0, 128); 
	memset(m_GuardPos,0, 64); 
	memset(m_FlexibilityPos, 0, 64);

	for(i = 0; i < 8; i++)
		for(j = 0; j < 8; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				GetRelatePiece(position, i, j);//y x
				for (k = 0; k < nPosCount; k++)
				{
					nTargetType = position[RelatePos[k].y][RelatePos[k].x];
					if (nTargetType == NOCHESS)
					{
						m_FlexibilityPos[i][j]++;	//灵活性增加
					}
					else
					{
						if (IsSameSide(nChessType, nTargetType))
						{
							m_GuardPos[RelatePos[k].y][RelatePos[k].x]++;
						}else
						{
							m_AttackPos[RelatePos[k].y][RelatePos[k].x]++;
							m_FlexibilityPos[i][j]++;	
							switch (nTargetType)
							{
							case R_KING:
								if (!bIsRedTurn)//若是红王受攻击,黑方走下一步 则返回失败极值
									return 18888;
								break;
							case B_KING:
								if (bIsRedTurn)//若是黑王受攻击,红方走下一步 则返回失败极值
									return 18888;
								break;
							default://其它棋子,加上威胁分
								m_AttackPos[RelatePos[k].y][RelatePos[k].x] += (30 + (m_BaseValue[nTargetType] - m_BaseValue[nChessType])/10)/10;
								break;
							}
						}
					}
				}
			}
		}
//下面统计扫描到的数据
	for(i = 0; i < 8; i++)
		for(j = 0; j < 8; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				m_chessValue[i][j]++;
				//加上灵活性分 值
				m_chessValue[i][j] += m_FlexValue[nChessType] * m_FlexibilityPos[i][j];
				//加上兵的附加值
				m_chessValue[i][j] += GetBingValue(j, i, position);
			}
		}
	//下面统计扫描到的数据
	int nHalfvalue;
	for(i = 0; i < 8; i++)
		for(j = 0; j <8; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				//棋子的基本价值的1/16作为威胁/保护的增量
				nHalfvalue = m_BaseValue[nChessType]/16;
				//每个棋子的基本价值入总价值
				m_chessValue[i][j] += m_BaseValue[nChessType];
				
				if (IsRed(nChessType))
				{
					if (m_AttackPos[i][j])//当前红棋被威胁
					{
						if (bIsRedTurn)//如果轮到红棋走
						{
							if (nChessType == R_KING)
							{
								m_chessValue[i][j]-= 20;//如果是红王价值减20
							}
							else//其它棋子
							{
								m_chessValue[i][j] -= nHalfvalue * 2;
								if (m_GuardPos[i][j])//被保护
									m_chessValue[i][j] += nHalfvalue;
							}
						}
						else//当前红棋被威胁 轮到黑棋走
						{
							if (nChessType == R_KING)
								return 18888;//失败 被将死
							m_chessValue[i][j] -= nHalfvalue*10;
							if (m_GuardPos[i][j])
								m_chessValue[i][j] += nHalfvalue*9;
						}
						//加上被威胁差
						///防止一个兵威胁一个车,而估值函数没有反应
						m_chessValue[i][j] -= m_AttackPos[i][j];
					}
					else//没有受到威胁
					{
						if (m_GuardPos[i][j])//受到了保护,加上一点分吧
							m_chessValue[i][j] += 5;
					}
				}
				else//黑棋 同理
				{
					if (m_AttackPos[i][j])
					{
						if (!bIsRedTurn)
						{
							if (nChessType == B_KING)									
							{
								m_chessValue[i][j]-= 20;
							}
							else
							{
								m_chessValue[i][j] -= nHalfvalue * 2;
								if (m_GuardPos[i][j])
									m_chessValue[i][j] += nHalfvalue;
							}
						}
						else
						{
							if (nChessType == B_KING)
								return 18888;
							m_chessValue[i][j] -= nHalfvalue*10;
							if (m_GuardPos[i][j])
								m_chessValue[i][j] += nHalfvalue*9;
						}
						m_chessValue[i][j] -= m_AttackPos[i][j];
					}
					else
					{
						if (m_GuardPos[i][j])
							m_chessValue[i][j] += 5;
					}
				}
			}
		}
//以上是统计了每一个棋子的总价值
//下面统计红黑双方的总分
	int nRedValue = 0; 
	int	nBlackValue = 0;

	for(i = 0; i < 8; i++)
		for(j = 0; j < 8; j++)
		{
			nChessType = position[i][j];
//			if (nChessType == R_KING || nChessType == B_KING)
//				m_chessValue[i][j] = 10000;	
			if (nChessType != NOCHESS)
			{
				if (IsRed(nChessType))//把红方的值加总
				{
					nRedValue += m_chessValue[i][j];	
				}
				else//把黑方的值加总
				{
					nBlackValue += m_chessValue[i][j];	
				}
			}
		}
		//返回估值
		if (bIsRedTurn)
		{
			return nRedValue - nBlackValue;
		}
		else
		{
			return  nBlackValue-nRedValue ;
		}
}