//public bool CanMove(int idx, int x, int y) //判断被选中棋子是否可以移动
        //{
        //    return false;
        //}
        public string Create_pu(Chess firstchess, int x2, int y2)
        {
            string chess_p;
            string step_info; //棋子和每步信息
            int    x1, y1;    //(x1,y1)是被移动棋子的原处棋盘坐标

            x1        = firstchess.pos.X;
            y1        = firstchess.pos.Y;
            chess_p   = firstchess.typeName;
            step_info = "";
            //(x2,y2)是被移动棋子目的棋盘坐标
            if (find_Other(firstchess, x1, y1) != null) //前后处理如前车进一
            {
                Chess other;
                other = find_Other(firstchess, x1, y1); //找到另一个与移动棋子同名棋子
                if (other.pos.Y > y1)
                {
                    step_info = "前" + chess_p;
                }
                else
                {
                    step_info = "后" + chess_p;
                }
            }
            else //非前后处理
            {
                step_info = chess_p + (10 - x1).ToString();
            }
            if (y1 != y2 & x1 == x2) //进退处理---车兵跑帅
            {
                //如果是直线进,y坐标变化如 炮八进二
                if (y2 > y1) //退
                {
                    step_info += "退" + Math.Abs(y2 - y1);
                }
                if (y2 < y1) //进
                {
                    step_info += "进" + Math.Abs(y2 - y1);
                }
            }
            if (y1 == y2 & x1 != x2) //平处理
            {
                step_info += "平" + (10 - x2);
            }
            //如果是斜线进,x,y坐标同时变化 如马二进三
            if (y1 != y2 & x1 != x2)
            {
                //进退处理---马相士
                if (y2 > y1) //退
                {
                    step_info += "退" + (10 - x2);
                }
                if (y2 < y1) //进
                {
                    step_info += "进" + (10 - x2);
                }
            }
            if (firstchess.player == REDPLAYER)
            {
                step_info = ConvertTOHazi(step_info);
            }
            return(step_info);
        }
        private void InitChess()
        {
            //布置黑方棋子
            chess[0]  = new Chess(BLACKPLAYER, "将", new Point(5, 1));
            Map[5, 1] = 0;
            chess[1]  = new Chess(BLACKPLAYER, "士", new Point(4, 1));
            Map[4, 1] = 1;
            chess[2]  = new Chess(BLACKPLAYER, "士", new Point(6, 1));
            Map[6, 1] = 2;
            chess[3]  = new Chess(BLACKPLAYER, "象", new Point(3, 1));
            Map[3, 1] = 3;
            chess[4]  = new Chess(BLACKPLAYER, "象", new Point(7, 1));
            Map[7, 1] = 4;
            chess[5]  = new Chess(BLACKPLAYER, "马", new Point(2, 1));
            Map[2, 1] = 5;
            chess[6]  = new Chess(BLACKPLAYER, "马", new Point(8, 1));
            Map[8, 1] = 6;

            chess[7]  = new Chess(BLACKPLAYER, "车", new Point(1, 1));
            Map[1, 1] = 7;
            chess[8]  = new Chess(BLACKPLAYER, "车", new Point(9, 1));
            Map[9, 1] = 8;

            chess[9]  = new Chess(BLACKPLAYER, "炮", new Point(2, 3));
            Map[2, 3] = 9;
            chess[10] = new Chess(BLACKPLAYER, "炮", new Point(8, 3));
            Map[8, 3] = 10;

            for (int i = 0; i <= 4; i++)
            {
                chess[11 + i]     = new Chess(BLACKPLAYER, "卒", new Point(1 + i * 2, 4));
                Map[1 + i * 2, 4] = 11 + i;
            }

            //布置红方棋子
            chess[16]  = new Chess(REDPLAYER, "帅", new Point(5, 10));
            Map[5, 10] = 16;
            chess[17]  = new Chess(REDPLAYER, "仕", new Point(4, 10));
            Map[4, 10] = 17;
            chess[18]  = new Chess(REDPLAYER, "仕", new Point(6, 10));
            Map[6, 10] = 18;
            chess[19]  = new Chess(REDPLAYER, "相", new Point(3, 10));
            Map[3, 10] = 19;
            chess[20]  = new Chess(REDPLAYER, "相", new Point(7, 10));
            Map[7, 10] = 20;
            chess[21]  = new Chess(REDPLAYER, "马", new Point(2, 10));
            Map[2, 10] = 21;
            chess[22]  = new Chess(REDPLAYER, "马", new Point(8, 10));
            Map[8, 10] = 22;

            chess[23]  = new Chess(REDPLAYER, "车", new Point(1, 10));
            Map[1, 10] = 23;
            chess[24]  = new Chess(REDPLAYER, "车", new Point(9, 10));
            Map[9, 10] = 24;

            chess[25] = new Chess(REDPLAYER, "炮", new Point(2, 8));
            Map[2, 8] = 25;
            chess[26] = new Chess(REDPLAYER, "炮", new Point(8, 8));
            Map[8, 8] = 26;

            for (int i = 0; i <= 4; i++)
            {
                chess[27 + i]     = new Chess(REDPLAYER, "兵", new Point(1 + i * 2, 7));
                Map[1 + i * 2, 7] = 27 + i;
            }
        }
        //IsAbleToPut(idx, x, y)实现判断是否能走棋返回逻辑值,这代码最复杂。
        public bool IsAbleToPut(Chess firstchess, int x, int y)
        {
            int i, j, c;
            int oldx, oldy; //在棋盘原坐标

            oldx = firstchess.pos.X;
            oldy = firstchess.pos.Y;
            string qi_name = firstchess.typeName;

            if (qi_name == "将" || qi_name == "帅")
            {
                if ((x - oldx) * (y - oldy) != 0)
                {
                    return(false);
                }
                if (Math.Abs(x - oldx) > 1 || Math.Abs(y - oldy) > 1)
                {
                    return(false);
                }
                if (x < 4 || x > 6 || (y > 3 && y < 8))
                {
                    return(false);
                }
                return(true);
            }
            if (qi_name == "士" || qi_name == "仕")
            {
                if ((x - oldx) * (y - oldy) == 0)
                {
                    return(false);
                }
                if (Math.Abs(x - oldx) > 1 || Math.Abs(y - oldy) > 1)
                {
                    return(false);
                }
                if (x < 4 || x > 6 || (y > 3 && y < 8))
                {
                    return(false);
                }
                return(true);
            }

            if (qi_name == "象" || qi_name == "相")
            {
                if ((x - oldx) * (y - oldy) == 0)
                {
                    return(false);
                }
                if (Math.Abs(x - oldx) != 2 || Math.Abs(y - oldy) != 2)
                {
                    return(false);
                }
                if (y < 6)
                {
                    return(false);
                }
                i = 0;
                j = 0; //i,j必须有初始值
                if (x - oldx == 2)
                {
                    i = x - 1;
                }
                if (x - oldx == -2)
                {
                    i = x + 1;
                }
                if (y - oldy == 2)
                {
                    j = y - 1;
                }
                if (y - oldy == -2)
                {
                    j = y + 1;
                }
                if (Map[i, j] != -1)
                {
                    return(false);
                }
                return(true);
            }
            if (qi_name == "马" || qi_name == "马")
            {
                if (Math.Abs(x - oldx) * Math.Abs(y - oldy) != 2)
                {
                    return(false);
                }
                if (x - oldx == 2)
                {
                    if (Map[x - 1, oldy] != -1)
                    {
                        return(false);
                    }
                }
                if (x - oldx == -2)
                {
                    if (Map[x + 1, oldy] != -1)
                    {
                        return(false);
                    }
                }
                if (y - oldy == 2)
                {
                    if (Map[oldx, y - 1] != -1)
                    {
                        return(false);
                    }
                }
                if (y - oldy == -2)
                {
                    if (Map[oldx, y + 1] != -1)
                    {
                        return(false);
                    }
                }
                return(true);
            }
            if (qi_name == "车" || qi_name == "车")
            {
                //判断是否直线
                if ((x - oldx) * (y - oldy) != 0)
                {
                    return(false);
                }
                //判断是否隔有棋子
                if (x != oldx)
                {
                    if (oldx > x)
                    {
                        int t = x;
                        x    = oldx;
                        oldx = t;
                    }
                    for (i = oldx; i <= x; i += 1)
                    {
                        if (i != x && i != oldx)
                        {
                            if (Map[i, y] != -1)
                            {
                                return(false);
                            }
                        }
                    }
                }
                if (y != oldy)
                {
                    if (oldy > y)
                    {
                        int t = y;
                        y    = oldy;
                        oldy = t;
                    }
                    for (j = oldy; j <= y; j += 1)
                    {
                        if (j != y && j != oldy)
                        {
                            if (Map[x, j] != -1)
                            {
                                return(false);
                            }
                        }
                    }
                }
                return(true);
            }
            if (qi_name == "炮" || qi_name == "炮")
            {
                bool swapflagx = false;
                bool swapflagy = false;
                if ((x - oldx) * (y - oldy) != 0)
                {
                    return(false);
                }
                c = 0;
                if (x != oldx)
                {
                    if (oldx > x)
                    {
                        int t = x;
                        x         = oldx;
                        oldx      = t;
                        swapflagx = true;
                    }
                    for (i = oldx; i <= x; i += 1)
                    {
                        if (i != x && i != oldx)
                        {
                            if (Map[i, y] != -1)
                            {
                                c = c + 1;
                            }
                        }
                    }
                }
                if (y != oldy)
                {
                    if (oldy > y)
                    {
                        int t = y;
                        y         = oldy;
                        oldy      = t;
                        swapflagy = true;
                    }
                    for (j = oldy; j <= y; j += 1)
                    {
                        if (j != y && j != oldy)
                        {
                            if (Map[x, j] != -1)
                            {
                                c = c + 1;
                            }
                        }
                    }
                }
                if (c > 1)
                {
                    return(false); //与目标处间隔1个以上棋子
                }
                if (c == 0)        //与目标处无间隔棋子
                {
                    if (swapflagx)
                    {
                        int t = x;
                        x    = oldx;
                        oldx = t;
                    }
                    if (swapflagy)
                    {
                        int t = y;
                        y    = oldy;
                        oldy = t;
                    }
                    if (Map[x, y] != -1)
                    {
                        return(false);
                    }
                }
                if (c == 1) //与目标处间隔1个棋子
                {
                    if (swapflagx)
                    {
                        int t = x;
                        x    = oldx;
                        oldx = t;
                    }
                    if (swapflagy)
                    {
                        int t = y;
                        y    = oldy;
                        oldy = t;
                    }
                    if (Map[x, y] == -1) //如果目标处无棋子,则不能走此步
                    {
                        return(false);
                    }
                }
                return(true);
            }
            if (qi_name == "卒" || qi_name == "兵")
            {
                if ((x - oldx) * (y - oldy) != 0)
                {
                    return(false);
                }
                if (Math.Abs(x - oldx) > 1 || Math.Abs(y - oldy) > 1)
                {
                    return(false);
                }
                if (y >= 6 && (x - oldx) != 0)
                {
                    return(false);
                }
                if (y - oldy > 0)
                {
                    return(false);
                }
                return(true);
            }
            return(true);
        }