Othello 

Othello is a game played by two people on an 8 x 8 board, using disks that are white on one side and black on the other. One player places disks with the white side up and the other player places disks with the black side up. The players alternate placing one disk on an unoccupied space on the board. In placing a disk, the player must bracket at least one of the other color disks. Disks are bracketed if they are in a straight line horizontally, vertically, or diagonally, with a disk of the current player's color at each end of the line. When a move is made, all the disks that were bracketed are changed to the color of the player making the move. (It is possible that disks will be bracketed across more than one line in a single move.)

Write a program to read a series of Othello games. The first line of the input is the number of games to be processed. Each game consists of a board configuration followed by a list of commands. The board configuration consists of 9 lines. The first 8 specify the current state of the board. Each of these 8 lines contains 8 characters, and each of these characters will be one of the following:


`-' indicating an unoccupied square

`B' indicating a square occupied by a black disk

`W' indicating a square occupied by a white disk

The ninth line is either a `B' or a `W' to indicate which is the current player. You may assume that the data is legally formatted.

The commands are to list all possible moves for the current player, make a move, or quit the current game. There is one command per line with no blanks in the input. Commands are formatted as follows:

List all possible moves for the current player.
The command is an ` L' in the first column of the line. The program should go through the board and print all legal moves for the current player in the format ( xy) where x represents the row of the legal move and y represents its column. These moves should be printed in row major order which means:

1)
all legal moves in row number i will be printed before any legal move in row number j if j is greater than i
and 2)
if there is more than one legal move in row number i, the moves will be printed in ascending order based on column number.

All legal moves should be put on one line. If there is no legal move because it is impossible for the current player to bracket any pieces, the program should print the message ``No legal move."

Make a move.
The command is an ` M' in the first column of the line, followed by 2 digits in the second and third column of the line. The digits are the row and the column of the space to place the piece of the current player's color, unless the current player has no legal move. If the current player has no legal move, the current player is first changed to the other player and the move will be the move of the new current player. You may assume that the move is then legal. You should record the changes to the board, including adding the new piece and changing the color of all bracketed pieces. At the end of the move, print the number of pieces of each color on the board in the format `` Black - xx White - yy" where xx is the number of black pieces on the board and yy is the number of white pieces on the board. After a move, the current player will be changed to the player that did not move.

Quit the current game.
The command will be a ` Q' in the first column of the line. At this point, print the final board configuration using the same format as was used in the input. This terminates input for the current game.

You may assume that the commands will be syntactically correct. Put one blank line between output from separate games and no blank lines anywhere else in the output.

Sample Input

2
--------
--------
--------
---WB---
---BW---
--------
--------
--------
W
L
M35
L
Q
WWWWB---
WWWB----
WWB-----
WB------
--------
--------
--------
--------
B
L
M25
L
Q

Sample Output

(3,5) (4,6) (5,3) (6,4)
Black - 1 White - 4
(3,4) (3,6) (5,6)
--------
--------
----W---
---WW---
---BW---
--------
--------
-------- No legal move.
Black - 3 White - 12
(3,5)
WWWWB---
WWWWW---
WWB-----
WB------
--------
--------
--------
--------
这个嘛,,,,很长很暴力。
代码写得我都不愿意看了。。。。
AC代码:
 #include<iostream>
#include<algorithm>
#include<iomanip> using namespace std;
char Qipan[][];
int NumB,NumW;
void Initializer();
void solve(char str[],char);
void SolveQ();
void SolveM(char,int,int);
void SolveL(char);
int CheckPoint(char,int,int);
void ActPoint(char,int,int);
void CheckNum();
int exchange;
int main()
{
int a;
char c;
char str[];
int flag=;
cin >> a;
while(a--)
{
Initializer();
cin >> c;
if(flag++)
cout << endl;
while(cin >> str)
{
solve(str,c);
if(exchange)
{
c='W'+'B'-c;
exchange=;
}
if(str[]=='Q')break;
}
}
return ;
}
void Initializer()
{
NumB=NumW=;
exchange=;
for(int i=; i<; i++)
cin >> Qipan[i];
}
void solve(char str[],char c)
{
if(str[]=='L') SolveL(c);
if(str[]=='M') SolveM(c,str[]-'',str[]-'');
if(str[]=='Q') SolveQ();
}
void SolveL(char c)
{ int Flag=;
for(int i=; i<; i++)
for(int j=; j<; j++)
if(Qipan[i][j]=='-'&&CheckPoint(c,i,j))
{
if(Flag++)cout << " ";
cout << "("<<i+<<","<<j+<<")";
}
if(!Flag) cout << "No legal move.";
cout << endl;
}
void SolveM(char c,int a,int b)
{
if(CheckPoint(c,a,b))
{
ActPoint(c,a,b);
exchange++;
}
else
ActPoint('W'+'B'-c,a,b);
CheckNum();
cout << "Black -"<<setw() <<NumB <<" White -"<< setw()<<NumW <<endl;
}
void CheckNum()
{
NumB=NumW=;
for(int i=; i<; i++)
for(int j=; j<; j++)
{
if(Qipan[i][j]=='W')NumW++;
if(Qipan[i][j]=='B')NumB++;
}
}
void SolveQ()
{
for(int i=; i<; i++)
cout << Qipan[i]<< endl;
}
int CheckPoint(char c,int a,int b)
{
if(a+<&&Qipan[a+][b]=='W'+'B'-c)
{
int i=;
while(a+i<&&Qipan[a+i][b]=='W'+'B'-c) i++;
if(a+i<&&Qipan[a+i][b]==c)return ;
}
if(a->=&&Qipan[a-][b]=='W'+'B'-c)
{
int i=;
while(a-i>=&&Qipan[a-i][b]=='W'+'B'-c)i++;
if(a-i>=&&Qipan[a-i][b]==c)return ;
}
if(b+<&&Qipan[a][b+]=='W'+'B'-c)
{
int i=;
while(b+i<&&Qipan[a][b+i]=='W'+'B'-c)i++;
if(b+i<&&Qipan[a][b+i]==c)return ;
}
if(b->=&&Qipan[a][b-]=='W'+'B'-c)
{
int i=;
while(b-i>=&&Qipan[a][b-i]=='W'+'B'-c)i++;
if(b-i>=&&Qipan[a][b-i]==c)return ;
}
if(a+<&&b+<&&Qipan[a+][b+]=='W'+'B'-c)
{
int i=;
while(a+i<&&b+i<&&Qipan[a+i][b+i]=='W'+'B'-c)i++;
if(a+i<&&b+i<&&Qipan[a+i][b+i]==c)return ;
}
if(a->=&&b+<&&Qipan[a-][b+]=='W'+'B'-c)
{
int i=;
while(a-i>=&&b+i<&&Qipan[a-i][b+i]=='W'+'B'-c)i++;
if(a-i>=&&b+i<&&Qipan[a-i][b+i]==c)return ;
}
if(a+<&&b->=&&Qipan[a+][b-]=='W'+'B'-c)
{
int i=;
while(a+i<&&b-i>=&&Qipan[a+i][b-i]=='W'+'B'-c)i++;
if(a+i<&&b-i>=&&Qipan[a+i][b-i]==c)return ;
}
if(a->=&&b->=&&Qipan[a-][b-]=='W'+'B'-c)
{
int i=;
while(a-i>=&&b-i>=&&Qipan[a-i][b-i]=='W'+'B'-c)i++;
if(a-i>=&&b-i>=&&Qipan[a-i][b-i]==c)return ;
}
return ;
}
void ActPoint(char c,int a,int b)
{
if(a+<&&Qipan[a+][b]=='W'+'B'-c)
{
int i=;
while(a+i<&&Qipan[a+i][b]=='W'+'B'-c)i++;
if(a+i<&&Qipan[a+i][b]==c)
for(int j=; j<i; j++)
Qipan[a+j][b]=c;
}
if(a->=&&Qipan[a-][b]=='W'+'B'-c)
{
int i=;
while(a-i>=&&Qipan[a-i][b]=='W'+'B'-c)i++;
if(a-i>=&&Qipan[a-i][b]==c)
for(int j=; j<i; j++)
Qipan[a-j][b]=c;
}
if(b+<&&Qipan[a][b+]=='W'+'B'-c)
{
int i=;
while(b+i<&&Qipan[a][b+i]=='W'+'B'-c)i++;
if(b+i<&&Qipan[a][b+i]==c)
for(int j=; j<i; j++)
Qipan[a][b+j]=c;
}
if(b->=&&Qipan[a][b-]=='W'+'B'-c)
{
int i=;
while(b-i>=&&Qipan[a][b-i]=='W'+'B'-c)i++;
if(b-i>=&&Qipan[a][b-i]==c)
for(int j=; j<i; j++)
Qipan[a][b-j]=c;
}
if(a+<&&b+<&&Qipan[a+][b+]=='W'+'B'-c)
{
int i=;
while(a+i<&&b+i<&&Qipan[a+i][b+i]=='W'+'B'-c)i++;
if(a+i<&&b+i<&&Qipan[a+i][b+i]==c)
for(int j=; j<i; j++)
Qipan[a+j][b+j]=c;
}
if(a->=&&b+<&&Qipan[a-][b+]=='W'+'B'-c)
{
int i=;
while(a-i>=&&b+i<&&Qipan[a-i][b+i]=='W'+'B'-c)i++;
if(a-i>=&&b+i<&&Qipan[a-i][b+i]==c)
for(int j=; j<i; j++)
Qipan[a-j][b+j]=c;
}
if(a+<&&b->=&&Qipan[a+][b-]=='W'+'B'-c)
{
int i=;
while(a+i<&&b-i>=&&Qipan[a+i][b-i]=='W'+'B'-c)i++;
if(a+i<&&b-i>=&&Qipan[a+i][b-i]==c)
for(int j=; j<i; j++)
Qipan[a+j][b-j]=c;
}
if(a->=&&b->=&&Qipan[a-][b-]=='W'+'B'-c)
{
int i=;
while(a-i>=&&b-i>=&&Qipan[a-i][b-i]=='W'+'B'-c)i++;
if(a-i>=&&b-i>=&&Qipan[a-i][b-i]==c)
for(int j=; j<i; j++)
Qipan[a-j][b-j]=c;
}
Qipan[a][b]=c;
}

Uva220 Othello的更多相关文章

  1. [刷题]算法竞赛入门经典(第2版) 4-3/UVa220 - Othello

    书上具体所有题目:http://pan.baidu.com/s/1hssH0KO 代码:(Accepted,0 ms) //UVa 220 - Othello #include<iostream ...

  2. [CareerCup] 8.8 Othello Game 黑白棋游戏

    8.8 Othello is played as follows: Each Othello piece is white on one side and black on the other. Wh ...

  3. python 翻转棋(othello)

    利用上一篇的框架,再写了个翻转棋的程序,为了调试minimax算法,花了两天的时间. 几点改进说明: 拆分成四个文件:board.py,player.py,ai.py,othello.py.使得整个结 ...

  4. BFS:UVa220 ACM/ICPC 1992-Othello(黑白棋)

    Othello Othello is a game played by two people on an 8 x 8 board, using disks that are white on one ...

  5. UVA 220 Othello

    题意:输入n,代表次数,每次输入8*8的棋盘,处理3种命令:①L:打印所有合法操作,②M:放棋子,③Q:打印棋盘然后退出. 思路:①用字符数组存棋盘,整型数组存合法位置. ②查找的方法:当前玩家为cu ...

  6. 【习题 4-3 UVA - 220】Othello

    [链接] 我是链接,点我呀:) [题意] [题解] legal被我打成leagal... 然后注意输出坐标的时候,格式是%2d.. 然后就没啥难的了.. [代码] #include <bits/ ...

  7. 算法习题---4-3黑白棋(UVa220)

    一:题目 系统提示当前旗手W/B(白/黑)下子,例如W下子,那么W下的位置必须是夹住黑色棋子的位置才可以. 夹住方式:横向.竖向.斜向 注意落子后将夹住的黑棋吞噬变为白棋 (一)题目详解 .棋盘以数组 ...

  8. C++的简单“五子棋”游戏,只是核心代码,资源代码未添加

    ChessBoard.h #ifndef __CHESS_BOARD_H__ #define __CHESS_BOARD_H__ #include "DataStruct.h" # ...

  9. CareerCup All in One 题目汇总 (未完待续...)

    Chapter 1. Arrays and Strings 1.1 Unique Characters of a String 1.2 Reverse String 1.3 Permutation S ...

随机推荐

  1. DUIEngine使用Visual Studio 2010编译Debug_Dll版有关Error MSB3073错误解决方案

    在使用Visual Studio 2010编译DUIEngine的Debug_Dll版如果遇见如下错误: 错误 64 error MSB3073: 命令“copy D:\SomePath\DUIEng ...

  2. cs代码实现控件移动TranslateTransform

    xaml: <Rectangle> <Rectangle.RenderTransform> <TranslateTransform x:Name="myTran ...

  3. 编译内核时出错:/bin/sh: 1: lzop: not found

    http://www.deyisupport.com/question_answer/dsp_arm/sitara_arm/f/25/t/71477.aspx 在上面链接中,发现时缺少了 lzop 工 ...

  4. Pick two points at random from the interior of a unit square, what is the expected distance between them?

    My solution is as folllowing. This integration is hard to solve. I googled it, and found the result ...

  5. Oracle查询笔记

    -- tanslate(str,from_str,to_str) -- 将str中的from_str替换成to_str select translate('hello','e','o') t from ...

  6. LeetCode_Minimum Path Sum

    iven a m x n grid filled with non-negative numbers, find a path from top left to bottom right which ...

  7. 原型模式 - OK

    原型模式(Prototype),用原型实例指定创建对象的种类,并且通过拷贝这些原型创建新的对象. 简单说来原型模式就是从一个对象再创建另外一个可定制的对象,而且不需知道任何创建的细节. 原型模式UML ...

  8. 【Xamarin开发IOS-IOS生命周期】

    iOS的应用程序的生命周期,还有程序是运行在前台还是后台,应用程序各个状态的变换,这些对于开发者来说都是很重要的. iOS系统的资源是有限的,应用程序在前台和在后台的状态是不一样的.在后台时,程序会受 ...

  9. BZOJ1628: [Usaco2007 Demo]City skyline

    1628: [Usaco2007 Demo]City skyline Time Limit: 5 Sec  Memory Limit: 64 MBSubmit: 256  Solved: 210[Su ...

  10. spring笔记(一)

    这几日,在看spring框架的知识,了解了一下spring的IoC核心,AOP的概念,然后剩下的其实就是Spring对于其他的java服务的封装:ORM,web, JMS,JMX等. 坦白地说,我并没 ...