马踏棋盘算法(回溯算法、X*Y图的邻接矩阵深度优先遍历)
#include <stdio.h>
#include <time.h>
#define X 8
#define Y 8
int chess[X][Y];
//找到基于(x,y)位置的下一个可走的位置
int nextxy(int* x,int* y,int count)
{
switch(count)
{
case 0:
if(*x+2<=X-1&&*y-1>=0&&chess[*x+2][*y-1]==0)
{
*x+=2;
*y-=1;
return 1;
}
break;
case 1:
if(*x+2<=X-1&&*y+1<=Y-1&&chess[*x+2][*y+1]==0)
{
*x+=2;
*y+=1;
return 1;
}
break;
case 2:
if(*x+1<=X-1&&*y-2>=0&&chess[*x+1][*y-2]==0)
{
*x+=1;
*y-=2;
return 1;
}
break;
case 3:
if(*x+1<=X-1&&*y+2<=Y-1&&chess[*x+1][*y+2]==0)
{
*x+=1;
*y+=2;
return 1;
}
break;
case 4:
if(*x-2>=0&&*y-1>=0&&chess[*x-2][*y-1]==0)
{
*x-=2;
*y-=1;
return 1;
}
break;
case 5:
if(*x-2>=0&&*y+1<=Y-1&&chess[*x-2][*y+1]==0)
{
*x-=2;
*y+=1;
return 1;
}
break;
case 6:
if(*x-1>=0&&*y-2>=0&&chess[*x-1][*y-2]==0)
{
*x-=1;
*y-=2;
return 1;
}
break;
case 7:
if(*x-1>=0&&*y+2<=Y-1&&chess[*x-1][*y+2]==0)
{
*x-=1;
*y+=2;
return 1;
}
break;
default:
break;
}
return 0;
}
void print()
{
int i,j;
for(i=0;i<X;i++)
{
for(j=0;j<Y;j++)
{
printf("%2d\t",chess[i][j]);
}
printf("\n");
}
printf("\n");
}
//深度优先遍历棋盘算法
//(x,y)为位置坐标
//tag是标记变量,每走一步,tag+1
int TravelChessBoard(int x,int y,int tag)
{
int x1=x,y1=y,flag=0,count=0;
chess[x][y]=tag;
if(X*Y==tag)
{
print();
//打印棋盘
return 1;
}
//找到马的下一个可走的坐标(x1,y1),如果找到flag=1,否则为0
flag = nextxy(&x1,&y1,count);
while(0==flag && count <7)
{
count++;
flag = nextxy(&x1,&y1,count);
}
while(flag)
{
if(TravelChessBoard(x1,y1,tag+1))
{
return 1;
}
//继续找到马的下一个可走的坐标(x1,y1),如果找到flag=1,否则为0
x1=x;
y1=y;
count++;
flag = nextxy(&x1,&y1,count);
while(0==flag && count <7)
{
count++;
flag = nextxy(&x1,&y1,count);
}
}
if(0==flag)
{
chess[x][y]=0;
}
return 0;
}
int main()
{
int i,j;
clock_t start,finsh;
start=clock();
for(i=0;i<X;i++)
for(j=0;j<Y;j++)
{
chess[i][j]=0;
}
if(!TravelChessBoard(2,0,1))
{
printf("抱歉,马踏棋盘失败鸟\n");
}
finsh=clock();
printf("本次计算用时%f秒\n\n",(double)(finsh-start)/CLOCKS_PER_SEC);
return 0;
}