C语言实现军旗游戏的示例代码

C/C++
253
0
0
2023-06-25
目录
  • 1.效果图
  • 2.主要代码

1.效果图

2.主要代码

#include <graphics.h>
#include <time.h>
 
#define	CHESIZE		// 棋盘尺寸,不能随意调整
#define	RESETX
#define	RESETY		// 重置原点
 
typedef enum			// 要用到的棋子ID
{
	si, jun, shi, lv, tuan, 
	ying, lian, pai, ban, gong, 
	fei, chao, zha, qi, lei, bian,
	xian, sheng,  shen
}CHESSID;
 
typedef enum			// 攻击类型
{
	comatt, preatt, noatt
}ATTSTYLE;
 
typedef enum			// 当前游戏方和棋子所属方
{
	blue, red, white
}TEAM;
 
typedef enum			// 选中与未选中
{
	alchoose, unchoose
}CHOOSESTATE;
 
typedef enum			// 区域状态
{
	unknow, empty, exist
}STATE;
 
typedef struct			// 坐标
{
	int x;
	int y;
}COOR;
 
typedef struct			// 棋子
{
	CHESSID    id;		// 棋子的ID
	int        power;	// 棋子的等级
	TEAM       team;	// 所属方
	char       *image;	// 该棋子的图片,考虑到运行问题,本程序用字代替
	int        scoopc;	// 工兵是挖到的地雷数
}CHESS;
 
typedef struct			// 区域
{
	COOR crdld;			// 区域的左下坐标
	CHESS chess;		// 区域的棋子
	STATE  state;		// 区域状态
}AREA;
 
typedef struct			// 用户的选择信息
{
	int i;      
	int j;
	CHOOSESTATE state;	// 选择状态
}CHOOSE;
 
IMAGE image;
AREA area[][6];		// 定义棋盘大小
CHESS datachess[];	// 几种基本棋子类型
CHOOSE choose;			// 用户选择信息
MOUSEMSG mmsg;			// 鼠标信息
TEAM  user;				// 执棋方
int lockchessboard =;	// 是否锁定棋盘
int i;					// 当前鼠标所在区域的坐标
int j;                         
char *str[]={"工","班","排","连","营","团","旅","师","军","司","棋","炸","变","雷","飞","超","升","神","仙"}; 
 
void init();      
void initchessbute();	// 给初始化棋子基本参数
void initvalue();
void drawboard();		// 画棋盘
void randomarr(int *);	// 实现棋的随机排列
void judge();
void getpreij();		// 获得当前鼠标所在区域坐标
int  checkij();			// 检查当鼠标所在区域
void open();			// 打开所在区域
int  whemove();			// 判断是否能移动
void move();			// 移动
int  judgeunknow();		// 检测当前未翻开棋子数
ATTSTYLE  wheattack();	// 判断是否能攻击
void kill();			// 杀死当前选择的棋
void killself();		// 自杀
void perishtogether();	// 同归于尽
void getteam();			// 用作改变棋子类型时,对棋子所属方赋值
void userchange();		// 交换执棋方
void judgebunko();		// 判断输赢
void choosearea();		// 选定区域
void cancelchoose();	// 取消选定
void change();			// 变身
void bluewin();			// 蓝方胜利
void redwin();			// 红方胜利
void gamehelp();		// 规则说明
void quit();			// 退出游戏
void peace();			// 和棋
void surrender();		// 投降
void resetchessboard();	// 重置
 
// 下面几个函数为判断棋子的攻击类型
ATTSTYLE judgegong();	// 判断工兵
ATTSTYLE judgecom();	// 判普通人物
ATTSTYLE judgezha();	// 判断炸弹
 
void main()				// 主函数
{
	init();
 
	while (true)
	{
		mmsg = GetMouseMsg();
		getpreij();
 
		if (mmsg.uMsg == WM_LBUTTONDOWN)   //单击左键
		{
			judge();
		}
		else if (mmsg.uMsg == WM_RBUTTONDOWN
				&& choose.state==alchoose) //单击右键
		{
			cancelchoose();
		}
		else if (mmsg.uMsg == WM_MBUTTONDOWN
				&& choose.state == alchoose
				&& area[choose.i][choose.j].chess.id != zha) //单击中键
		{
			killself();
			cancelchoose();
			userchange();
			judgebunko(); 
		}
	}
}
 
 
void init()
{
	initgraph(, 480);
 
	setorigin(RESETX, RESETY);		// 重置原点
	setaspectratio(, -1);			// 把 y 轴上方设为正半轴
 
	drawboard();
	initvalue();
 
}
 
void drawboard()					// 画棋盘
{
	int i;
 
	setlinecolor(WHITE);
	for (i=0; i1<7; i1++)
	{
		line(i*CHESIZE, 0, i1*CHESIZE, CHESIZE*6);
	}
 
	for (i=0; i1<7; i1++)
	{
		line(, i1*CHESIZE, CHESIZE*6, i1*CHESIZE);
	}
 
 
	setlinecolor(WHITE);
	setfillcolor(RED);
	rectangle(-, -10, CHESIZE*6+10, CHESIZE*6+10);
	floodfill(-, -1, WHITE);
 
	rectangle(*CHESIZE, CHESIZE, 9*CHESIZE, 6*CHESIZE);
	line(*CHESIZE, 5*CHESIZE, 9*CHESIZE, 5*CHESIZE);
	line(*CHESIZE, 4*CHESIZE, 9*CHESIZE, 4*CHESIZE);
	line(*CHESIZE, 3*CHESIZE, 9*CHESIZE, 3*CHESIZE);
	line(*CHESIZE, 2*CHESIZE, 9*CHESIZE, 2*CHESIZE);
	setaspectratio(, 1);
	settextstyle(, 18, "黑体");
	settextcolor(RED);
	outtextxy(*CHESIZE+2, -6*CHESIZE+2, "帮助");
	settextcolor(BROWN);
	outtextxy(*CHESIZE+2, -5*CHESIZE+2, "投降");
	settextcolor(GREEN);
	outtextxy(*CHESIZE+2, -4*CHESIZE+2, "和棋");
	settextcolor(YELLOW);
	outtextxy(*CHESIZE+2, -3*CHESIZE+2, "重置");
	settextcolor(CYAN);
	outtextxy(*CHESIZE+2, -2*CHESIZE+2, "退出");
 
	settextcolor(LIGHTMAGENTA);
	settextstyle(, 20, "黑体");
	outtextxy(CHESIZE, -CHESIZE*, "两国军旗");
 
	setaspectratio(, -1);
}
 
void initchessbute()				// 设置棋子基本参数
{
	datachess[].id = gong;
	datachess[].power = 1;
	datachess[].image = str[0];
	datachess[].scoopc = 0;
 
	datachess[].id = ban;
	datachess[].power = 2;
	datachess[].image = str[1];
	datachess[].scoopc = 0;
 
	datachess[].id = pai;
	datachess[].power = 3;
	datachess[].image = str[2];
	datachess[].scoopc = 0;
 
	datachess[].id = lian;
	datachess[].power = 4;
	datachess[].image = str[3];
	datachess[].scoopc = 0;
 
	datachess[].id = ying;
	datachess[].power = 5;
	datachess[].image = str[4];
	datachess[].scoopc = 0;
 
	datachess[].id = tuan;
	datachess[].power = 6;
	datachess[].image = str[5];
	datachess[].scoopc = 0;
 
	datachess[].id = lv;
	datachess[].power = 7;
	datachess[].image = str[6];
	datachess[].scoopc = 0;
 
	datachess[].id = shi;
	datachess[].power = 8;
	datachess[].image = str[7];
	datachess[].scoopc = 0;
 
	datachess[].id = jun;
	datachess[].power = 9;
	datachess[].image = str[8];
	datachess[].scoopc = 0;
 
	datachess[].id = si;
	datachess[].power = 10;
	datachess[].image = str[9];
	datachess[].scoopc = 0;
 
	datachess[].id =  qi;
	datachess[].power = 100;
	datachess[].image = str[10];
	datachess[].scoopc = 0;
 
	datachess[].id = zha;
	datachess[].power = 99;
	datachess[].image = str[11];
	datachess[].scoopc = 0;
 
	datachess[].id = bian;
	datachess[].power = 0;
	datachess[].image = str[12];
	datachess[].scoopc = 0;
 
	datachess[].id = lei;
	datachess[].power = 98;
	datachess[].image = str[13];
	datachess[].scoopc = 0;
 
	datachess[].id = fei;
	datachess[].power = 9;
	datachess[].image = str[14];
	datachess[].scoopc = 0;
 
	datachess[].id = chao;
	datachess[].power = 11;
	datachess[].image = str[15];
	datachess[].scoopc = 0;
 
	datachess[].id = sheng;
	datachess[].power = 10;
	datachess[].image = str[16];
	datachess[].scoopc = 0;
 
	datachess[].id = shen;
	datachess[].power = 11;
	datachess[].image = str[17];
	datachess[].scoopc = 0;
 
	datachess[].id = xian;
	datachess[].power = 11;
	datachess[].image = str[18];
	datachess[].scoopc = 0;	
}
 
void initvalue()					// 初始化值
{
	CHESS chess[];
	int random[];
	int count;
	int i, j1;
	
	initchessbute();
 
	randomarr(random);
 
	for (i=0; i1<=11; i1++)
	{
		chess[i] = datachess[i1];
		chess[i].team = red;
	}
	chess[i] = datachess[11];
	chess[i].team = red;
	chess[i+1] = datachess[0];
	chess[i+1].team = red;
 
	for (i=0; i1<=11; i1++)
	{
		chess[i+14] = datachess[i1];
		chess[i+14].team = blue;
	}
	chess[i+14] = datachess[11];
	chess[i+14].team = blue;
	chess[i+15] = datachess[0];
	chess[i+15].team = blue;	
 
	for (i=0; i1<4; i1++)
	{
		chess[i+28] = datachess[12];
		chess[i+28].team = white;
		chess[i+32] = datachess[13];
		chess[i+32].team = white;
	}
 
	setfillcolor(YELLOW);
	for (count=, i1=0; i1<6; i1++)
	{
		for (j=0; j1<6; j1++, count++)
		{
			area[i][j1].chess = chess[random[count]];
			area[i][j1].crdld.x = i1 * CHESIZE + 1;
			area[i][j1].crdld.y = j1 * CHESIZE + 1;
			area[i][j1].state = unknow;
			floodfill(area[i][j1].crdld.x, area[i1][j1].crdld.y, WHITE);
		}
	}
	user = red;
	choose.state = unchoose;
 
}
 
void randomarr(int random[])		// 得到~36数字的随机排列
{
	int i, j1;
	int flag =;
 
	srand(time(NULL));
	random[] = rand() % 36 ;
 
	for (i=1; i1<36; i1++)
	{
		while ()
		{
			random[i] = rand() % 36 ;
			for (j=0; j1<i1; j1++)
			{
				if (random[j] == random[i1])
				{
					flag =;
					break;
				}
			}
			if (flag)
			{
				flag =;
			}
			else
			{
				break;
			}
		}
	}
}
 
void judge()						// 判断当前要进行的操作
{
	ATTSTYLE  attstyle;				// 攻击类型
 
	getpreij();
	if (checkij())
	{
		if (area[i][j].state==unknow && choose.state==unchoose)	// 打开
		{
			open();
			userchange();
		}
		else if(area[i][j].state == empty)
		{
			if (choose.state == alchoose)						// 移动
			{
				if (whemove())
				{
					move();
					cancelchoose();
					userchange();
				}
			}
		}
		else
		{
			if (choose.state == unchoose)                       
			{
				if (area[i][j].chess.team==user && area[i][j].chess.id!=qi)  //选定  
				{
					choosearea();                                         
				}
			}
			else
			{
				if (area[i][j].state!=unknow)		// 攻击
				{
					attstyle = wheattack();
					if (attstyle == comatt)
					{
						kill();
						cancelchoose();
						userchange();
					}
					else if (attstyle == preatt)
					{
						perishtogether();
						cancelchoose();
						userchange();
					}
					else
					{
						;
					}
				}
			}
		}
 
		if (!judgeunknow())		// 在所有棋子都翻开的情况下判断输赢
		{
			judgebunko();                 
		}
	}
}
 
int  judgeunknow()
{
	int i, i2;
	int num =;
 
	for (i=0; i1<6; i1++)
	{
		for (i=0; i2<6; i2++)
		{
			if (area[i][i2].state == unknow)
			{
				num++;
			}
		}
	}
 
	return num;
}
 
// 选择区域
void choosearea()
{
	choose.i = i;
	choose.j = j;
	choose.state = alchoose;
 
	setlinecolor(GREEN);
	rectangle(choose.i*CHESIZE, choose.j*CHESIZE, choose.i*CHESIZE+CHESIZE, choose.j*CHESIZE+CHESIZE);
}
 
// 取消选定
void cancelchoose()
{ 
	setlinecolor(WHITE);
	rectangle(choose.i*CHESIZE, choose.j*CHESIZE, choose.i*CHESIZE+CHESIZE, choose.j*CHESIZE+CHESIZE);
	choose.state = unchoose;
}
 
// 当前鼠标所在区域
void getpreij()
{
	i = (mmsg.x-RESETX) / CHESIZE;
	j = -(mmsg.y-RESETY) / CHESIZE;
}
 
// 检查鼠标是否在有效区域内
int  checkij()
{
	if ((i== || i==8) && j==5)
	{
		gamehelp();
		return;
	}
	else if ((i== || i==8) && j==4)
	{
		if (!lockchessboard)
		{
			surrender();
		}
		return;
	}
	else if ((i== || i==8) && j==3)
	{
		if (!lockchessboard)
		{
			peace();
		}
		return;
	}
	else if ((i== || i==8) && j==2)
	{  
		resetchessboard();
		lockchessboard =;
		return;
	}
	else if ((i== || i==8) && j==1)
	{
		quit();
		return;
	}
	else
	{
		if (!lockchessboard)
		{
			if ((i>= && i<=5 && j>=0 && j<=5 && (mmsg.x-RESETX)>0 && -(mmsg.y-RESETY)>0))
			{
				return;
			}
			else
			{
				return;
			}
		}
		else
		{
			return;
		}
	}
}
 
// 打开操作
void open()
{
	setfillcolor(BLACK);
	floodfill(area[i][j].crdld.x, area[i][j].crdld.y, WHITE);
 
	setaspectratio(, 1);
	if (area[i][j].chess.team == blue)
	{
		settextcolor(BLUE);
	}
	else if (area[i][j].chess.team == red)
	{
		settextcolor(RED);
	}
	else
	{
		settextcolor(MAGENTA);
	}
	settextstyle(, 18, "黑体");
	outtextxy(area[i][j].crdld.x, -area[i][j].crdld.y-CHESIZE+, area[i][j].chess.image);
	area[i][j].state = exist;
	setaspectratio(, -1);
}
 
// 判断是否能移动
int whemove()
{
	if (area[choose.i][choose.j].chess.id==fei || area[choose.i][choose.j].chess.id==sheng
		|| area[choose.i][choose.j].chess.id==shen)
	{
		if (choose.i==i && abs(choose.j-j)<= || choose.j==j && abs(choose.i-i)<=5)
		{
			return;
		}
		else
		{
			return;
		}
	}
	else if (area[choose.i][choose.j].chess.id == xian)
	{
		return;
	}
	else
	{
		if (choose.i==i && abs(choose.j-j)== || choose.j==j && abs(choose.i-i)==1)
		{
			return;
		}
		else
		{
			return;
		}
	}
}
 
// 移动
void move()
{
	setfillcolor(BLACK);
	floodfill(area[choose.i][choose.j].crdld.x, area[choose.i][choose.j].crdld.y, GREEN);
	
	setaspectratio(, 1);
	if (area[choose.i][choose.j].chess.id==gong && area[choose.i][choose.j].chess.scoopc>)
	{
		if (area[choose.i][choose.j].chess.team == blue)
		{
			settextcolor(LIGHTBLUE);
		}
		else
		{
			settextcolor(LIGHTRED);
		}
	}
	else
	{
		if (user == blue)
		{
			settextcolor(BLUE);
		}
		else 
		{
			settextcolor(RED);
		}
	}
	settextstyle(, 18, "黑体");
	outtextxy(area[i][j].crdld.x, -area[i][j].crdld.y-CHESIZE+, area[choose.i][choose.j].chess.image);
 
	area[choose.i][choose.j].state = empty;
	area[i][j].state = exist;
	area[i][j].chess = area[choose.i][choose.j].chess;
	setaspectratio(, -1);
}
 
// 判断是否能攻击,并返回攻击类型
ATTSTYLE  wheattack()                              
{
	if (whemove())
	{
		if (area[choose.i][choose.j].chess.id == gong)
		{
			return judgegong();
		}
		else if (area[choose.i][choose.j].chess.id == zha)
		{
			return judgezha();
		}
		else
		{
			return judgecom();
		}
	}
	else
	{
		return noatt;
	}
			
}
 
// 判断工兵
ATTSTYLE judgegong()                    
{
	if (area[i][j].chess.team != white)
	{
		if (area[choose.i][choose.j].chess.team != area[i][j].chess.team)
		{
			if (area[i][j].chess.id==gong || area[i][j].chess.id==zha)
			{
				return preatt;
			}
			else if (area[i][j].chess.id == qi)
			{
				if (area[choose.i][choose.j].chess.scoopc ==)
				{
					return noatt;
				}
				else if (area[choose.i][choose.j].chess.scoopc ==)
				{
					area[choose.i][choose.j].chess = datachess[];
					getteam();
					return comatt;
				}
				else if (area[choose.i][choose.j].chess.scoopc ==)
				{
					area[choose.i][choose.j].chess = datachess[];
					getteam();
					return comatt;
				}
				else if (area[choose.i][choose.j].chess.scoopc ==)
				{
					area[choose.i][choose.j].chess = datachess[];
					getteam();
					return comatt;
				}
				else
				{
					area[choose.i][choose.j].chess = datachess[];
					getteam();
					return comatt;
				}
			}
			else
			{
				return noatt;
			}
		}
		else
		{
			return noatt;
		}
	}
	else
	{
		if (area[i][j].chess.id == lei)
		{
			area[choose.i][choose.j].chess.scoopc++;
			return comatt;
		}
		else
		{
			change();
			return comatt;
		}
	}
}
 
// 判断炸弹
ATTSTYLE judgezha()                          
{
	if (area[choose.i][choose.j].chess.team != area[i][j].chess.team)
	{
		if (area[i][j].chess.id != qi)
		{
			return preatt;
		}
		else
		{
			return noatt;
		}
	}
	else
	{
		return noatt;
	}
}
 
// 判断普通人物  
ATTSTYLE judgecom()                    
{
	if (area[i][j].chess.team != white)
	{
		if (area[choose.i][choose.j].chess.team != area[i][j].chess.team)
		{
			if (area[choose.i][choose.j].chess.power==area[i][j].chess.power || area[i][j].chess.id==zha)
			{
				return preatt;
			}
			else if (area[choose.i][choose.j].chess.power > area[i][j].chess.power)
			{
				return comatt;
			}
			else 
			{
				return noatt;
			}
		}
		else
		{
			return noatt;
		}
	}
	else
	{
		if (area[i][j].chess.id == lei)
		{
			return noatt;
		}
		else
		{
			change();
			return comatt;
		}
	}
}
 
// 变身
void change()                              
{
	int x;
	x = rand() %;
	if (x ==)
	{
		area[choose.i][choose.j].chess = datachess[];
		getteam();
	}
	else
	{
		x = rand() %;
		if (x ==)
		{
			x = rand() %;
			if (x ==)
			{
				area[choose.i][choose.j].chess = datachess[];
			}
			else
			{
				area[choose.i][choose.j].chess = datachess[];
			}
			
			getteam();
		}
		else
		{
			x = rand() %;
			area[choose.i][choose.j].chess = datachess[x];
 
			getteam();
		}
	}
}
 
// 对棋子所属方赋值
void getteam()                       
{
	if (user == blue)
	{
		area[choose.i][choose.j].chess.team = blue;
	}
	else
	{
		area[choose.i][choose.j].chess.team = red;
	}
}
 
// 杀死对方
void kill()                        
{
	move();
}
 
// 自杀
void killself()                     
{
	setfillcolor(BLACK);
	floodfill(area[choose.i][choose.j].crdld.x, area[choose.i][choose.j].crdld.y, GREEN);
	area[choose.i][choose.j].state = empty;
}
 
// 同归于尽
void perishtogether()              
{
	setfillcolor(BLACK);
	cancelchoose();
	floodfill(area[choose.i][choose.j].crdld.x, area[choose.i][choose.j].crdld.y, WHITE);
	floodfill(area[i][j].crdld.x, area[i][j].crdld.y, WHITE);
 
	area[choose.i][choose.j].state = empty;
	area[i][j].state = empty;
}
 
// 切换执棋方
void userchange()                    
{
	if (user == blue)
	{
		user = red;
		setfillcolor(RED);
		floodfill(-, -1, WHITE);
	}
	else
	{
		user = blue;
		setfillcolor(BLUE);
		floodfill(-, -1, WHITE);
	}
}
 
// 判断输赢
void judgebunko()                          
{
	int i, j1;
	int num = 0, num2 = 0;
 
	for (i=0; i1<6; i1++)
	{
		for (j=0; j1<6; j1++)
		{
			if (area[i][j1].state != empty)
			{
				if (area[i][j1].chess.team==red && area[i1][j1].chess.id!=qi)
				{
					num++;
				}
				else if(area[i][j1].chess.team==blue && area[i1][j1].chess.id!=qi)
				{
					num++;
				}
			}
		}
	}
	
	if (num==0 && num2!=0)
	{
		bluewin();
	}
 
	if (num==0 && num1!=0)
	{
		redwin();
	}
	
	if (num==0 && num2==0)
	{
		peace();
	}
}
 
// 蓝方胜
void bluewin()                   
{
	setaspectratio(, 1);
	settextcolor(BLUE);
	settextstyle(, 20, "黑体");
	outtextxy(CHESIZE, -CHESIZE*, "蓝方胜利");
	setaspectratio(, -1);
	setfillcolor(BLUE);
	floodfill(-, -1, WHITE);
 
	lockchessboard =;              //锁定棋盘
}
 
// 红方胜
void redwin()                    
{
	setaspectratio(, 1);
	settextcolor(RED);
	settextstyle(, 20, "黑体");
	outtextxy(CHESIZE, -CHESIZE*, "红方胜利");
	setaspectratio(, -1);
	setfillcolor(RED);
	floodfill(-, -1, WHITE);
 
	lockchessboard =;
}
 
// 和棋
void peace()                      
{ 
	setaspectratio(, 1); 
	settextcolor(GREEN);
	settextstyle(, 20, "黑体");
	outtextxy(CHESIZE, -CHESIZE*, "握手言和");
	setaspectratio(, -1);
	setfillcolor(GREEN);
	floodfill(-, -1, WHITE);
 
	lockchessboard =;
}
 
// 投降
void surrender()                   
{
	if (user == blue)
	{
		redwin();
	}
	else
	{
		bluewin();
	}
}
 
// 重置
void resetchessboard()              
{
	cleardevice();
	init();
}
 
// 游戏说明
void gamehelp()              
{
	getimage(&image, -, -10, 500, 350);
	cleardevice();
 
	setorigin(, 0);
	setaspectratio(, 1);
 
	settextcolor(RED);
	settextstyle(, 0, "黑体");
	outtextxy(-, 0, "注:单击鼠标左键回到游戏界面");
 
	settextcolor(WHITE);
	settextstyle(, 0, "黑体");
	outtextxy(, 5, "游戏说明");
	settextstyle(, 0, "宋体");
	outtextxy(, 35, "棋盘大小:6*6;              棋子总数:36;            敌对双方:红,蓝");
	outtextxy(, 60, "棋子类别:红棋(红方操作,14个) 蓝棋(蓝方操作,14个) 紫棋(功能棋,8个)");
	outtextxy(, 85, "红棋(蓝棋)类型:司令,军长,师长,旅长,团长,营长,连长,班长,军旗,工兵*2,炸弹*2.");
	outtextxy(, 100, "紫棋类型:地雷*4,变身棋*4.  注:'*'后面表示该棋的数量,没注则只有一个");
	outtextxy(, 125, "规则说明:1.司令最大,工兵最小,大的吃小的,一样就同归于尽,");
	outtextxy(textwidth("规则说明:."), 140, "炸弹能炸紫棋和敌方除军旗外所有的棋(炸弹也会消失)." );
	outtextxy(textwidth("规则说明:"),, "2.工兵可挖地雷,挖完后可扛对方棋变身(挖的雷越多,变成的人物越厉害).");
	outtextxy(textwidth("规则说明:"),, "3.人物棋可吃变,吃后能变成工兵~军长中的一种,有一定几率变成隐藏BOSS.");
	outtextxy(textwidth("规则说明:"),, "4.人物棋可自杀(算一次操作).");
	outtextxy(textwidth("规则说明:"),, "5.执棋方进行完一次有效操作后,就换对方执棋(边框颜色表当前执棋方).");
	outtextxy(textwidth("规则说明:"),, "6.一方棋子(军旗除外)全被消灭,就算输; 同时全部没有,则和棋.");
	outtextxy(, 240, "执棋方能进行的操作:操作1:打开棋子(算一次操作).");
	outtextxy(textwidth("执棋方能进行的操作:"),, "操作2:攻击.");
	outtextxy(textwidth("执棋方能进行的操作:"),, "操作3:移动.");
	outtextxy(textwidth("执棋方能进行的操作:"),, "操作4:工兵(已挖雷)扛旗.");
	outtextxy(textwidth("执棋方能进行的操作:"),, "操作5:吃变身卡.");
	outtextxy(textwidth("执棋方能进行的操作:"),, "操作6:自杀.");
	outtextxy(, 340, "实施游戏操作说明(鼠标操作):实施操作1:选择要打开棋子所在的区域,单击.");
	outtextxy(textwidth("实施游戏操作说明(鼠标操作):"),, "实施操作2~5:单击选中主动方(棋子边框会变绿)");
	outtextxy(textwidth("实施游戏操作说明(鼠标操作):实施操作~5:"), 370, "再单击选中被动方.");
	outtextxy(textwidth("实施游戏操作说明(鼠标操作):"),, "实施操作6:选中己方棋子,单机鼠标的中键.");
	settextcolor(RED);
	outtextxy(textwidth("实施游戏操作说明(鼠标操作):"),,"注:要进行其他操作,必先撤销当前选定(单击右键撤销)");
	settextcolor(WHITE);
	setlinecolor(WHITE);
	line(-, 420, 570, 420);
	outtextxy(, 425, "人物棋等级一览(等高杀等小):工1 班2 连3 营4 团5 旅6 师7");
	outtextxy(textwidth("人物棋等级一览(等高杀等小):"),, "军8 飞8 司9 升9 神10 仙10");
	outtextxy(, 455, "注:'飞' '升' '神' '仙' 都为工兵挖雷后扛旗所变,'飞''升''神'能直线飞,'仙'能满天飞");
 
	while (true)
	{
		mmsg = GetMouseMsg();
 
		if (mmsg.uMsg == WM_LBUTTONDOWN)
		{
			break;
		}
	}
 
	cleardevice();
	setorigin(RESETX, RESETY);
	setaspectratio(, -1);
	putimage(-, -10, &image);
}
 
// 退出游戏
void quit()     
{
	closegraph();
}