用C语言实现井字棋(人人/AI人机)--完结版


目录
  • 用C语言实现井字棋(人人/AI人机)--完结版
    • BUG与优化3:
      • 1. 修改了step的计算方法,每个玩家玩完就加一次step
      • 2. 改变了电脑下棋的逻辑,每个玩家玩完之后都跳过这次循环
    • 源码:

若本文章为原创文章,转载本文时需加上本文

用C语言实现井字棋(人人/AI人机)--完结版

刚好凑够一个月才动身??
完结版将之前见到的BUG消灭啦,开心!
现在暂时试不出BUG
源码放在下面,试错视频链接也放在下面
完结版试错(B站)==>地址

旧版源码和思路在CSDN==>地址

因为改的地方只有电脑下棋的逻辑,其他的旧版的文章都有,我就不赘述了

BUG与优化3:

1. 修改了step的计算方法,每个玩家玩完就加一次step

2. 改变了电脑下棋的逻辑,每个玩家玩完之后都跳过这次循环

    void play_computer()
{
	play_mode = 1; //人机对战模式
	player = 1; //玩家先出手 (1为玩家,-1为电脑)
	int temp = 1; //1为◆状态,-1为★状态
	int x, y; //行、列坐标
	menu();
	draw();
COM_play_mode:
	gotoxy(26, 22);
	printf_s("你想设置电脑的下棋模式为防守/进攻为主?(0-1):                   "); //清空
	gotoxy(26, 22);
	printf_s("你想设置电脑的下棋模式为防守/进攻为主?(0-1):");
	scanf_s("%d", &offence_defence);
	if (leagality_check(offence_defence, 0, 1) == 0)   goto COM_play_mode;
	gotoxy(55, 12);
	if (offence_defence == 0)        printf_s("当前电脑下棋模式:防守");
	else   printf_s("当前电脑下棋模式:进攻");
	while (1)
	{
		if (win_check() != 0)   break;
		if (step < 9)
		{
			gotoxy(20, 22);
			printf_s("                                                                    ");
			/*-------------------打印当前棋子信息-----------------------*/
			gotoxy(54, 9);
			printf_s("╔      ═      ╗");
			gotoxy(54, 11);
			printf_s("╚      ═      ╝");
			gotoxy(55, 10);
			if (temp == 1)             printf_s("当前棋子:◆");
			if (temp == -1)            printf_s("当前棋子:★");
			/*----------------------------------------------------------*/
		com_play:
			/*先清空原先输入的坐标*/
			gotoxy(54, 17);
			printf_s("请输入行坐标(1-3):                ");
			gotoxy(54, 18);
			printf_s("请输入列坐标(1-3):               ");
			gotoxy(26, 22);
			printf_s("                                            ");
			/*----------------------------------------------------------*/
			if (player == 1)
			{
				gotoxy(54, 17);
				printf_s("请输入行坐标(1-3):");
				scanf_s("%d", &x);
				if (leagality_check(x, 1, 3) == 0)  goto com_play;
				gotoxy(54, 18);
				printf_s("请输入列坐标(1-3):");
				scanf_s("%d", &y);
				if (leagality_check(y, 1, 3) == 0)  goto com_play;
				if (board[x - 1][y - 1] == 0)
				{
					board[x - 1][y - 1] = temp;
					update();
					temp *= -1;
				}
				else
				{
					gotoxy(26, 22);
					printf_s("该坐标已有棋,请重下!");
					getchar();
					getchar(); //让玩家看得到信息
					goto com_play;
				}
				++step;
				player *= -1; //玩家先出手 (1为玩家,-1为电脑)
				continue;
			}

			if (player == -1)
			{
				switch (weight_and_choose())
				{
					case 1: if (board[0][0] == 0) board[0][0] = -1;  break;
					case 2: if (board[0][1] == 0) board[0][1] = -1;  break;
					case 3: if (board[0][2] == 0) board[0][2] = -1;  break;
					case 4: if (board[1][0] == 0) board[1][0] = -1;  break;
					case 5: if (board[1][1] == 0) board[1][1] = -1;  break;
					case 6: if (board[1][2] == 0) board[1][2] = -1;  break;
					case 7: if (board[2][0] == 0) board[2][0] = -1;  break;
					case 8: if (board[2][1] == 0) board[2][1] = -1;  break;
					case 9: if (board[2][2] == 0) board[2][2] = -1;  break;
				}
/*------------单纯为了好玩,让玩家不会觉得自己孤独-------------*/
				gotoxy(23, 22);
				printf_s("电脑正在思考,请输入任意键以继续");
				getchar();
				getchar();
				update();
				temp *= -1;
				player *= -1;
				++step;
				continue;
			}
		}
	}
	switch (win_check())
	{
	case 1: MessageBox(NULL, TEXT("你真棒,你获得胜利!"), TEXT("输赢判断"), MB_OK); break;
	case 2: MessageBox(NULL, TEXT("电脑真棒,电脑获得胜利!"), TEXT("输赢判断"), MB_OK); break;
	case 3: MessageBox(NULL, TEXT("平局!!!"), TEXT("输赢判断"), MB_OK); break;
	}
}

其实看起来还是没什么差别,但是逻辑改变之后调试变得很快乐,(●'?'●)

源码:

#include 
#include 
#include 
#include  //随机数用

/*
project name: 井字棋(Tic-Tac-Toe)
author name: dragonet
date: 2020/7/15——2020/8/15(版本3)
*/

/*
BUG与优化1:
1. 更名weight_calculating为weight_and_choose,并将原先的权重计算与选择函数合并
2. 取消原先的权重计算方法,(效率过低),现改为直接堵门或者直接三连,如果都不行就直接随机数
3. 增加times全局变量记录同行、列、对角线上同种棋的个数,将原先两种棋在一起判断改为分开判断,增加效率
4. 选择下棋逻辑,根据玩家输入的电脑下棋模式,优先选择堵门或者三连O(∩_∩)O

BUG与优化2:
1. 修改了step的计算方法
2. 改变了电脑下棋的逻辑
*/

/*全局变量区*/
int board[3][3] = {0}; //0代表空,1代表◆,-1代表★
int player; //1代表玩家、-1代表电脑
int play_mode = 0; //0代表自娱自乐,1代表人机对战
int step = 0; //走的步数
int offence_defence; //电脑的下棋模式选择为进攻还是防守,0为防守,1为进攻
int times = 0;

/*函数声明区*/
void gotoxy(int x, int y); //改变下个语句的输入、输出位置
void menu(); //讲解规则,开始界面
void draw(); //打印棋盘面板
void update(); //更新棋盘
int leagality_check(int t, int minnum, int maxnum); //输入合法性检查,主要判断数字是否在范围内
void play_own(); //自娱自乐玩法
void play_computer(); //人机对战玩法
int weight_and_choose(); //权重计算
int win_check(); //输赢判断,0为无法判断,1为◆赢,2为★赢,3为平局


int main()
{
	system("mode con cols=90 lines=30");
	int n = 0;
	Mode_choice:
	printf_s("请输入想要玩的模式(1代表自娱自乐,2代表人机对战):");
	scanf_s("%d", &n);
	if (leagality_check(n, 1, 2) == 0) goto Mode_choice;
	gotoxy(0, 0);
	if (n == 2)
	{
		for (n = 0; n < 200; ++n)
		printf_s("                                                                                             \n"); //清空所有
		play_computer();
	}
	else
	{
		for (n = 0; n < 200; ++n)
		printf_s("                                                                                             \n"); //清空所有
		play_own();
	}	
	gotoxy(23, 22);
	system("pause");
	return 0;
}

void menu()
{
	gotoxy(23, 2);
	printf_s("欢迎来玩井字游戏(Tic-Tac-Toe)!");
	gotoxy(30, 3);
	printf_s("下面开始介绍规则");
	gotoxy(10, 4);
	printf_s("1. 赢局:任意行、列、对角线先占满三个同种棋,则该种棋的玩家赢");
	gotoxy(10, 5);
	printf_s("2. 输局:只存在于人机对战,任意行、列、对角线被电脑先占满三个棋");
	gotoxy(10, 6);
	printf_s("3. 平局:全部格子都已被占满且未分出胜负");
	gotoxy(10, 7);
	printf_s("4. 默认都是玩家先出手,且棋类型为◆");
}



void draw()
{
	gotoxy(26, 8);
	printf_s("┏━━━━━━━┳━━━━━━━┳━━━━━━━┓");
	gotoxy(26, 9);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 10);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 11);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 12);
	printf_s("┣━━━━━━━╋━━━━━━━╋━━━━━━━┫");
	gotoxy(26, 13);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 14);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 15);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 16);
	printf_s("┣━━━━━━━╋━━━━━━━╋━━━━━━━┫");
	gotoxy(26, 17);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 18);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 19);
	printf_s("┃       ┃       ┃       ┃");
	gotoxy(26, 20);
	printf_s("┗━━━━━━━┻━━━━━━━┻━━━━━━━┛");
	gotoxy(26, 21);
	printf_s("注:输错的话要重输的喔");
}


void gotoxy(int x, int y) {
	COORD pos = { x,y };
	HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);// 获取标准输出设备句柄
	SetConsoleCursorPosition(hOut, pos);//两个参数分别是指定哪个窗体,具体位置
}


void update()
{
	int xp, yp;
	for (int i = 0; i < 3; ++i)
	{
		yp = 10 + (i * 4);
		for (int j = 0; j < 3; ++j)
		{
			xp = 30 + (j * 8);
			gotoxy(xp, yp);
			if (board[i][j] == 0)   printf_s(" ");
			if (board[i][j] == 1)   printf_s("◆");
			if (board[i][j] == -1)   printf_s("★");
			printf_s("\t");
		}
		printf_s("\n");
	}
}

int leagality_check(int t, int minnum, int maxnum)
{
	for (int i = minnum; i <= maxnum; ++i)    if (t == i)    return 1;
	return 0;
}

void play_own()
{
	player = 1; //从头到尾都是玩家
	play_mode = 0; //自娱自乐模式
	int temp = 1; //1为◆状态,-1为★状态
	int x, y; //行、列坐标
	menu(); //介绍面板
	draw(); //初始化棋盘面板
	while (win_check() == 0)
	{
		++step; //步数增加
/*-----------------打印当前棋子信息-----------------------*/
		gotoxy(54, 9);
		printf_s("╔      ═      ╗");
		gotoxy(54, 11);
		printf_s("╚      ═      ╝");
		gotoxy(55, 10);
		if (temp == 1)       printf_s("当前棋子:◆");
		if (temp == -1)      printf_s("当前棋子:★");
/*----------------------------------------------------------*/
	own_play:
		/*先清空原先输入的坐标*/
		gotoxy(54, 17);
		printf_s("请输入行坐标(1-3):                ");
		gotoxy(54, 18);
		printf_s("请输入列坐标(1-3):               ");
		gotoxy(26, 22);
		printf_s("                                            ");
/*----------------------------------------------------------*/
		gotoxy(54, 17);
		printf_s("请输入行坐标(1-3):");
		scanf_s("%d", &x);
		if (leagality_check(x, 1, 3) == 0)  goto own_play;
		gotoxy(54, 18);
		printf_s("请输入列坐标(1-3):");
		scanf_s("%d", &y);
		if (leagality_check(y, 1, 3) == 0)  goto own_play;
		if (board[x - 1][y - 1] == 0)
		{
			board[x - 1][y - 1] = temp;
			update();
			temp *= -1;
		}
		else
		{
			gotoxy(26,22);
			printf_s("该坐标已有棋,请重下!");
			getchar();
			getchar(); //让玩家看得到信息
			goto own_play;
		}
	}
	switch (win_check())
	{
	case 1: MessageBox(NULL, TEXT("恭喜◆方胜利"), TEXT("输赢判断"), MB_OK); break;
	case 2: MessageBox(NULL, TEXT("恭喜★方胜利"), TEXT("输赢判断"), MB_OK); break;
	case 3: MessageBox(NULL, TEXT("平局!!!"), TEXT("输赢判断"), MB_OK); break;
	}
}


void play_computer()
{
	play_mode = 1; //人机对战模式
	player = 1; //玩家先出手 (1为玩家,-1为电脑)
	int temp = 1; //1为◆状态,-1为★状态
	int x, y; //行、列坐标
	menu();
	draw();
COM_play_mode:
	gotoxy(26, 22);
	printf_s("你想设置电脑的下棋模式为防守/进攻为主?(0-1):                   "); //清空
	gotoxy(26, 22);
	printf_s("你想设置电脑的下棋模式为防守/进攻为主?(0-1):");
	scanf_s("%d", &offence_defence);
	if (leagality_check(offence_defence, 0, 1) == 0)   goto COM_play_mode;
	gotoxy(55, 12);
	if (offence_defence == 0)        printf_s("当前电脑下棋模式:防守");
	else   printf_s("当前电脑下棋模式:进攻");
	while (1)
	{
		if (win_check() != 0)   break;
		if (step < 9)
		{
			gotoxy(20, 22);
			printf_s("                                                                    ");
			/*-------------------打印当前棋子信息-----------------------*/
			gotoxy(54, 9);
			printf_s("╔      ═      ╗");
			gotoxy(54, 11);
			printf_s("╚      ═      ╝");
			gotoxy(55, 10);
			if (temp == 1)             printf_s("当前棋子:◆");
			if (temp == -1)            printf_s("当前棋子:★");
			/*----------------------------------------------------------*/
		com_play:
			/*先清空原先输入的坐标*/
			gotoxy(54, 17);
			printf_s("请输入行坐标(1-3):                ");
			gotoxy(54, 18);
			printf_s("请输入列坐标(1-3):               ");
			gotoxy(26, 22);
			printf_s("                                            ");
			/*----------------------------------------------------------*/
			if (player == 1)
			{
				gotoxy(54, 17);
				printf_s("请输入行坐标(1-3):");
				scanf_s("%d", &x);
				if (leagality_check(x, 1, 3) == 0)  goto com_play;
				gotoxy(54, 18);
				printf_s("请输入列坐标(1-3):");
				scanf_s("%d", &y);
				if (leagality_check(y, 1, 3) == 0)  goto com_play;
				if (board[x - 1][y - 1] == 0)
				{
					board[x - 1][y - 1] = temp;
					update();
					temp *= -1;
				}
				else
				{
					gotoxy(26, 22);
					printf_s("该坐标已有棋,请重下!");
					getchar();
					getchar(); //让玩家看得到信息
					goto com_play;
				}
				++step;
				player *= -1; //玩家先出手 (1为玩家,-1为电脑)
				continue;
			}

			if (player == -1)
			{
				switch (weight_and_choose())
				{
					case 1: if (board[0][0] == 0) board[0][0] = -1;  break;
					case 2: if (board[0][1] == 0) board[0][1] = -1;  break;
					case 3: if (board[0][2] == 0) board[0][2] = -1;  break;
					case 4: if (board[1][0] == 0) board[1][0] = -1;  break;
					case 5: if (board[1][1] == 0) board[1][1] = -1;  break;
					case 6: if (board[1][2] == 0) board[1][2] = -1;  break;
					case 7: if (board[2][0] == 0) board[2][0] = -1;  break;
					case 8: if (board[2][1] == 0) board[2][1] = -1;  break;
					case 9: if (board[2][2] == 0) board[2][2] = -1;  break;
				}
/*------------单纯为了好玩,让玩家不会觉得自己孤独-------------*/
				gotoxy(23, 22);
				printf_s("电脑正在思考,请输入任意键以继续");
				getchar();
				getchar();
				update();
				temp *= -1;
				player *= -1;
				++step;
				continue;
			}
		}
	}
	switch (win_check())
	{
	case 1: MessageBox(NULL, TEXT("你真棒,你获得胜利!"), TEXT("输赢判断"), MB_OK); break;
	case 2: MessageBox(NULL, TEXT("电脑真棒,电脑获得胜利!"), TEXT("输赢判断"), MB_OK); break;
	case 3: MessageBox(NULL, TEXT("平局!!!"), TEXT("输赢判断"), MB_OK); break;
	}
}

int weight_and_choose()
{
	int n, i, j, k, randnum;

	if (offence_defence == 0) //优先堵门
	{
		//对◆棋的判断(堵门!)
		for (i = 0; i < 3; ++i)
			for (j = 0; j < 3; ++j)
			{
				if (board[i][0] == 1 || board[i][1] == 1 || board[i][2] == 1) //行判断
				{
					times = 0;
					for (n = 0; n < 3; ++n)
					{
						if (board[i][n] == 1)
						{
							++times;
							if (times == 2)
								for (k = 0; k < 3; ++k)
									if (board[i][k] == 0)  return 3 * i + k + 1;
						}
					}
				}
				if (board[0][i] == 1 || board[1][i] == 1 || board[2][i] == 1) //列判断
				{
					times = 0;
					for (n = 0; n < 3; ++n)
					{
						if (board[n][i] == 1)
						{
							++times;
							if (times == 2)
								for (k = 0; k < 3; ++k)
									if (board[k][i] == 0)  return 3 * k + i + 1;
						}
					}
				}
				if (i == 0 && j == 0 || i == 0 && j == 2 || i == 1 && j == 1 || i == 2 && j == 0 || i == 2 && j == 2) //对角线判断
				{
					if (board[0][0] == 1 || board[1][1] == 1 || board[2][2] == 1) //正对角线
					{
						times = 0;
						for (n = 0; n < 3; ++n)
						{
							if (board[n][n] == 1)
							{
								++times;
								if (times == 2)
									for (k = 0; k < 3; ++k)
										if (board[k][k] == 0)    return 3 * k + k + 1;
							}
						}
					}
					if (board[0][2] == 1 || board[1][1] == 1 || board[2][0] == 1) //副对角线
					{
						times = 0;
						for (n = 0; n < 3; ++n)
						{
							if (board[0 + n][2 - n] == 1)
							{
								++times;
								if (times == 2)
									for (k = 0; k < 3; ++k)
										if (board[k][2 - k] == 0)    return  3 * (k + 1) - k;
							}
						}
					}
				}
			}
		//对★的判断(三连)
		for (i = 0; i < 3; ++i)
			for (j = 0; j < 3; ++j)
			{
				if (board[i][0] == -1 || board[i][1] == -1 || board[i][2] == -1) //行判断
				{
					times = 0;
					for (n = 0; n < 3; ++n)
					{
						if (board[i][n] == -1)
						{
							++times;
							if (times == 2)
								for (k = 0; k < 3; ++k)
									if (board[i][k] == 0)  return 3 * i + k + 1;
						}
					}
				}
				if (board[0][i] == -1 || board[1][i] == -1 || board[2][i] == -1) //列判断
				{
					times = 0;
					for (n = 0; n < 3; ++n)
					{
						if (board[n][i] == -1)
						{
							++times;
							if (times == 2)
								for (k = 0; k < 3; ++k)
									if (board[k][i] == 0)  return 3 * k + i + 1;
						}
					}
				}
				if (i == 0 && j == 0 || i == 0 && j == 2 || i == 1 && j == 1 || i == 2 && j == 0 || i == 2 && j == 2) //对角线判断
				{
					if (board[0][0] == -1 || board[1][1] == -1 || board[2][2] == -1) //正对角线
					{
						times = 0;
						for (n = 0; n < 3; ++n)
						{
							if (board[n][n] == -1)
							{
								++times;
								if (times == 2)
									for (k = 0; k < 3; ++k)
										if (board[k][k] == 0)    return 3 * k + k + 1;
							}
						}
					}
					if (board[0][2] == -1 || board[1][1] == -1 || board[2][0] == -1) //副对角线
					{
						times = 0;
						for (n = 0; n < 3; ++n)
						{
							if (board[0 + n][2 - n] == -1)
							{
								++times;
								if (times == 2)
									for (k = 0; k < 3; ++k)
										if (board[k][2 - k] == 0)    return  3 * (k + 1) - k;
							}
						}
					}
				}
			}
		
	}


	if (offence_defence == 1) //优先三连
	{
		//对★的判断(三连)
		for (i = 0; i < 3; ++i)
			for (j = 0; j < 3; ++j)
			{
				if (board[i][0] == -1 || board[i][1] == -1 || board[i][2] == -1) //行判断
				{
					times = 0;
					for (n = 0; n < 3; ++n)
					{
						if (board[i][n] == -1)
						{
							++times;
							if (times == 2)
								for (k = 0; k < 3; ++k)
									if (board[i][k] == 0)  return 3 * i + k + 1;
						}
					}
				}
				if (board[0][i] == -1 || board[1][i] == -1 || board[2][i] == -1) //列判断
				{
					times = 0;
					for (n = 0; n < 3; ++n)
					{
						if (board[n][i] == -1)
						{
							++times;
							if (times == 2)
								for (k = 0; k < 3; ++k)
									if (board[k][i] == 0)  return 3 * k + i + 1;
						}
					}
				}
				if (i == 0 && j == 0 || i == 0 && j == 2 || i == 1 && j == 1 || i == 2 && j == 0 || i == 2 && j == 2) //对角线判断
				{
					if (board[0][0] == -1 || board[1][1] == -1 || board[2][2] == -1) //正对角线
					{
						times = 0;
						for (n = 0; n < 3; ++n)
						{
							if (board[n][n] == -1)
							{
								++times;
								if (times == 2)
									for (k = 0; k < 3; ++k)
										if (board[k][k] == 0)    return 3 * k + k + 1;
							}
						}
					}
					if (board[0][2] == -1 || board[1][1] == -1 || board[2][0] == -1) //副对角线
					{
						times = 0;
						for (n = 0; n < 3; ++n)
						{
							if (board[0 + n][2 - n] == -1)
							{
								++times;
								if (times == 2)
									for (k = 0; k < 3; ++k)
										if (board[k][2 - k] == 0)    return  3 * (k + 1) - k;
							}
						}
					}
				}
			}
		//对◆棋的判断(堵门!)
		for (i = 0; i < 3; ++i)
			for (j = 0; j < 3; ++j)
			{
				if (board[i][0] == 1 || board[i][1] == 1 || board[i][2] == 1) //行判断
				{
					times = 0;
					for (n = 0; n < 3; ++n)
					{
						if (board[i][n] == 1)
						{
							++times;
							if (times == 2)
								for (k = 0; k < 3; ++k)
									if (board[i][k] == 0)  return 3 * i + k + 1;
						}
					}
				}
				if (board[0][i] == 1 || board[1][i] == 1 || board[2][i] == 1) //列判断
				{
					times = 0;
					for (n = 0; n < 3; ++n)
					{
						if (board[n][i] == 1)
						{
							++times;
							if (times == 2)
								for (k = 0; k < 3; ++k)
									if (board[k][i] == 0)  return 3 * k + i + 1;
						}
					}
				}
				if (i == 0 && j == 0 || i == 0 && j == 2 || i == 1 && j == 1 || i == 2 && j == 0 || i == 2 && j == 2) //对角线判断
				{
					if (board[0][0] == 1 || board[1][1] == 1 || board[2][2] == 1) //正对角线
					{
						times = 0;
						for (n = 0; n < 3; ++n)
						{
							if (board[n][n] == 1)
							{
								++times;
								if (times == 2)
									for (k = 0; k < 3; ++k)
										if (board[k][k] == 0)    return 3 * k + k + 1;
							}
						}
					}
					if (board[0][2] == 1 || board[1][1] == 1 || board[2][0] == 1) //副对角线
					{
						times = 0;
						for (n = 0; n < 3; ++n)
						{
							if (board[0 + n][2 - n] == 1)
							{
								++times;
								if (times == 2)
									for (k = 0; k < 3; ++k)
										if (board[k][2 - k] == 0)    return  3 * (k + 1) - k;
							}
						}
					}
				}
			}
		}

//如果前两个没有能成功下棋,那就直接随机数下棋,不整花里胡哨的了
Suiji:
	if (1)
	{
		time_t t;
		srand((unsigned)time(&t));
		randnum = rand() % 10 + 1; //1-9随机数
		switch (randnum)
		{
			case 1:if (board[0][0] == 0) return randnum; else goto Suiji; break;
			case 2:if (board[0][1] == 0) return randnum; else goto Suiji; break;
			case 3:if (board[0][2] == 0) return randnum; else goto Suiji; break;
			case 4:if (board[1][0] == 0) return randnum; else goto Suiji; break;
			case 5:if (board[1][1] == 0) return randnum; else goto Suiji; break;
			case 6:if (board[1][2] == 0) return randnum; else goto Suiji; break;
			case 7:if (board[2][0] == 0) return randnum; else goto Suiji; break;
			case 8:if (board[2][1] == 0) return randnum; else goto Suiji; break;
			case 9:if (board[2][2] == 0) return randnum; else goto Suiji; break;
		}
	}
}

int win_check()
{
	if (play_mode == 0) //自娱自乐模式下的判断
	{
		int i;
		/*赢局的情况(◆与★)*/
		for (i = 0; i < 3; ++i) //行
			if (board[i][0] == 1 && board[i][1] == 1 && board[i][2] == 1 || board[i][0] == -1 && board[i][1] == -1 && board[i][2] == -1)   break; //穷举行
		if(board[i][0] == 1 && board[i][1] == 1 && board[i][2] == 1)    return 1;
		if(board[i][0] == -1 && board[i][1] == -1 && board[i][2] == -1)    return 2;
	/*-----------------------------*/
		for (i = 0; i < 3; ++i) //列
			if (board[0][i] == 1 && board[1][i] == 1 && board[2][i] == 1 || board[0][i] == -1 && board[1][i] == -1 && board[2][i] == -1)   break; //穷举列
		if (board[0][i] == 1 && board[1][i] == 1 && board[2][i] == 1)    return 1;
		if (board[0][i] == -1 && board[1][i] == -1 && board[2][i] == -1)    return 2;
	/*-----------------------------*/ 
		//if (board[0][0]==board[1][1]==board[2][2] && board[0][0]!=0 && board[1][1]!=0 && board[2][2]!=0 || board[0][2]==board[1][1]==board[2][0] && board[0][2] != 0 && board[1][1] != 0 && board[2][0] != 0) //对角线
		if (board[0][0] == 1 && board[1][1] == 1 && board[2][2] == 1 || board[0][2] == 1 && board[1][1] == 1 && board[2][0] == 1 || board[0][0] == -1 && board[1][1] == -1 && board[2][2] == -1 || board[0][2] == -1 && board[1][1] == -1 && board[2][0] == -1 ) //穷举的对角线
		{
			if (board[0][0] == 1 && board[1][1] == 1 && board[2][2] == 1 || board[0][2] == 1 && board[1][1] == 1 && board[2][0] == 1)    return 1;
			if (board[0][0] == -1 && board[1][1] == -1 && board[2][2] == -1 || board[0][2] == -1 && board[1][1] == -1 && board[2][0] == -1)    return 2;
		}
		
		/*平局的情况*/
		if (step == 9)  return 3;
	}
	if (play_mode == 1) //人机对战模式下的判断
	{
		int i;
		/*赢局、输局的情况(◆与★)*/
		for (i = 0; i < 3; ++i) //行
			if (board[i][0] == 1 && board[i][1] == 1 && board[i][2] == 1 || board[i][0] == -1 && board[i][1] == -1 && board[i][2] == -1)   break; //穷举行
		if (i == 3) --i;
		if (board[i][0] == 1 && board[i][1] == 1 && board[i][2] == 1)    return 1;
		if (board[i][0] == -1 && board[i][1] == -1 && board[i][2] == -1)    return 2;
		/*-----------------------------*/
		for (i = 0; i < 3; ++i) //列
			if (board[0][i] == 1 && board[1][i] == 1 && board[2][i] == 1 || board[0][i] == -1 && board[1][i] == -1 && board[2][i] == -1)   break; //穷举列
		if (i == 3) --i;
		if (board[0][i] == 1 && board[1][i] == 1 && board[2][i] == 1)    return 1;
		if (board[0][i] == -1 && board[1][i] == -1 && board[2][i] == -1)    return 2;
		/*-----------------------------*/
		//if (board[0][0]==board[1][1]==board[2][2] && board[0][0]!=0 && board[1][1]!=0 && board[2][2]!=0 || board[0][2]==board[1][1]==board[2][0] && board[0][2] != 0 && board[1][1] != 0 && board[2][0] != 0) //对角线
		if (board[0][0] == 1 && board[1][1] == 1 && board[2][2] == 1 || board[0][2] == 1 && board[1][1] == 1 && board[2][0] == 1 || board[0][0] == -1 && board[1][1] == -1 && board[2][2] == -1 || board[0][2] == -1 && board[1][1] == -1 && board[2][0] == -1) //穷举的对角线
		{
			if (board[0][0] == 1 && board[1][1] == 1 && board[2][2] == 1 || board[0][2] == 1 && board[1][1] == 1 && board[2][0] == 1)    return 1;
			if (board[0][0] == -1 && board[1][1] == -1 && board[2][2] == -1 || board[0][2] == -1 && board[1][1] == -1 && board[2][0] == -1)    return 2;
		}

		/*平局的情况*/
		if (step == 9)  return 3;
	}
	return 0;
}