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C++ Tic-Tac-Toe problem

Hello, I am working on a Tic-Tac-Toe program in C++ which I want to have AI that will either win or draw every time, but will never lose. I think that this is within my grasp, though I am not at all an expert programmer.

I would really appreciate if someone would please read my code and tell me if it is ready to start on the AI, because at the moment I have been trying to write a program that will make it easy to put AI into. I have been trying to put in a variable or something that will keep track of the turn, starting at 1 and going up until 9, because if I did this then there would be no need to check for a win every turn, as the earliest a player can win is on the fifth turn. (If X goes first, as it always will in my program, it can win after it has played 3 times.) Also, I could forgo checking for a draw at all and simply end the game after the ninth turn.

I also would be grateful for any help with checking the wins, though this is not my biggest priority. The graphics library I am using is Allegro, in case anyone needs that information.

The code to my program is below, but I have also attached a zip file that contains everything to run the program at the moment. If you cannot run it, I can tell you that you can choose whether you go first or second (X or O) and then you can place your marker in any square you want. I'm sorry that I cannot explain it better than that. Thank you very much in advance.

The program is in three files: Main, Classes, Functions, and soon to be AI functions.
[code]
/*Main*/
#include
#include "Classes.h"
#include "Functions.h"

int main()
{
allegro_init();
install_keyboard();
install_mouse();
set_color_depth(24);
set_gfx_mode(GFX_AUTODETECT, 480, 480, 0, 0);

theBlank=create_bitmap(480, 480);
theOpener=load_bitmap("Opener.bmp", NULL);
theWin=load_bitmap("Wim.bmp", NULL);
theLose=load_bitmap("Lose.bmp", NULL);
theDraw=load_bitmap("Draw.bmp", NULL);
theX=load_bitmap("X pic.bmp", NULL);
theO=load_bitmap("O pic.bmp", NULL);

show_mouse(screen);

Opener();

destroy_bitmap(theBlank);
destroy_bitmap(theOpener);
destroy_bitmap(theWin);
destroy_bitmap(theLose);
destroy_bitmap(theDraw);
destroy_bitmap(theX);
destroy_bitmap(theO);

return 0;
}
END_OF_MAIN();
[/code]
[code]
/*Class Declarations*/
#include

int Square[9]={0, 0, 0, 0, 0, 0, 0, 0, 0};//This is used for occupation, wins, and losses
short box;//Global Variable for what Square[], use ONLY with GetPosition(), XMove(), and OMove()

/****************************************************************************************/
//When you put in the coordnates for the X or O to be drawn at, you must add two to each
//coordnate (eg. (0, 0) becomes (2, 2))

BITMAP *theBlank;
BITMAP *theOpener;
BITMAP *theWin;
BITMAP *theLose;
BITMAP *theDraw;
BITMAP *theX;
BITMAP *theO;

class XMarker//X
{
public:
//constructors
XMarker(int Box);
~XMarker(){}

void DrawX();

private:
int Xx;//For clarification, this is X's x coordnate.
int Xy;
};

XMarker::XMarker(int Box)
{
if(Box==0){Xx=481; Xy=481;}
else if(Box==1){Xx=2; Xy=2;}
else if(Box==2){Xx=162; Xy=2;}
else if(Box==3){Xx=322; Xy=2;}
else if(Box==4){Xx=2; Xy=162;}
else if(Box==5){Xx=162; Xy=162;}
else if(Box==6){Xx=322; Xy=162;}
else if(Box==7){Xx=2; Xy=322;}
else if(Box==8){Xx=162; Xy=322;}
else if(Box==9){Xx=322; Xy=322;}
}

void XMarker::DrawX()
{
acquire_screen();
draw_sprite(screen, theX, Xx, Xy);
release_screen();
}

/****************************************************************************************/

class OMarker//O
{
public:
//constructors
OMarker(int Box);
~OMarker(){}

void DrawO();

private:
int Ox;//This is O's x coordnate, not an ox.
int Oy;
};

OMarker::OMarker(int Box)
{
if(Box==0){Ox=481; Oy-481;}
else if(Box==1){Ox=2; Oy=2;}
else if(Box==2){Ox=162; Oy=2;}
else if(Box==3){Ox=322; Oy=2;}
else if(Box==4){Ox=2; Oy=162;}
else if(Box==5){Ox=162; Oy=162;}
else if(Box==6){Ox=322; Oy=162;}
else if(Box==7){Ox=2; Oy=322;}
else if(Box==8){Ox=162; Oy=322;}
else if(Box==9){Ox=322; Oy=322;}
}

void OMarker::DrawO()
{
acquire_screen();
draw_sprite(screen, theO, Ox, Oy);
release_screen();
}
[/code]
[code]
/*Function Declarations*/
#include

void GetPosition()
{
if((mouse_b & 1) && (mouse_x > 0 && mouse_x < 160) && (mouse_y > 0 && mouse_y < 160) && (Square[0]==0)){
box=1;}
else if((mouse_b & 1) && (mouse_x > 160 && mouse_x < 320) && (mouse_y > 0 && mouse_y < 160) && (Square[1]==0)){
box=2;}
else if((mouse_b & 1) && (mouse_x > 320 && mouse_x < 480) && (mouse_y > 0 && mouse_y < 160) && (Square[2]==0)){
box=3;}
else if((mouse_b & 1) && (mouse_x > 0 && mouse_x < 160) && (mouse_y > 160 && mouse_y < 320) && (Square[3]==0)){
box=4;}
else if((mouse_b & 1) && (mouse_x > 160 && mouse_x < 320) && (mouse_y > 160 && mouse_y < 320) && (Square[4]==0)){
box=5;}
else if((mouse_b & 1) && (mouse_x > 320 && mouse_x < 480) && (mouse_y > 160 && mouse_y < 320) && (Square[5]==0)){
box=6;}
else if((mouse_b & 1) && (mouse_x > 0 && mouse_x < 160) && (mouse_y > 320 && mouse_y < 480) && (Square[6]==0)){
box=7;}
else if((mouse_b & 1) && (mouse_x > 160 && mouse_x < 320) && (mouse_y > 320 && mouse_y < 480) && (Square[7]==0)){
box=8;}
else if((mouse_b & 1) && (mouse_x > 320 && mouse_x < 480) && (mouse_y > 320 && mouse_y < 480) && (Square[8]==0)){
box=9;}
}

void Check(short order)
{
if((Square[0]==order) && (Square[1]==order) && (Square[2]==order)){//Top Row
acquire_screen();
while(!key[KEY_ESC]){draw_sprite(screen, theWin, 0, 0);}
release_screen();}
else if((Square[3]==order) && (Square[4]==order) && (Square[5]==order)){//Middle Row
acquire_screen();
while(!key[KEY_ESC]){draw_sprite(screen, theWin, 0, 0);}
release_screen();}
else if((Square[6]==order) && (Square[7]==order) && (Square[8]==order)){//Bottom Row
acquire_screen();
while(!key[KEY_ESC]){draw_sprite(screen, theWin, 0, 0);}
release_screen();}
else if((Square[0]==order) && (Square[3]==order) && (Square[6]==order)){//Left Column
acquire_screen();
while(!key[KEY_ESC]){draw_sprite(screen, theWin, 0, 0);}
release_screen();}
else if((Square[1]==order) && (Square[4]==order) && (Square[7]==order)){//Middle Column
acquire_screen();
while(!key[KEY_ESC]){draw_sprite(screen, theWin, 0, 0);}
release_screen();}
else if((Square[2]==order) && (Square[5]==order) && (Square[8]==order)){//Right Column
acquire_screen();
while(!key[KEY_ESC]){draw_sprite(screen, theWin, 0, 0);}
release_screen();}
else if((Square[0]==order) && (Square[4]==order) && (Square[8]==order)){//Down Diagonal
acquire_screen();
while(!key[KEY_ESC]){draw_sprite(screen, theWin, 0, 0);}
release_screen();}
else if((Square[6]==order) && (Square[4]==order) && (Square[2]==order)){//Up Diagonal
acquire_screen();
while(!key[KEY_ESC]){draw_sprite(screen, theWin, 0, 0);}
release_screen();}
}

void XMove()
{
GetPosition();
XMarker X1(box);
X1.DrawX();
Square[-1+box]==1;
}

void OMove()
{
GetPosition();
OMarker O1(box);
O1.DrawO();
Square[-1+box]==2;
}

void DrawBoard()
{
acquire_screen();

draw_sprite(screen, theBlank, 0, 0);//Blank background to get rid of theOpener

line(screen, 160, 0, 160, 480, makecol(255, 255, 255));//Left Vertical
line(screen, 320, 0, 320, 480, makecol(255, 255, 255));//Right Vertical
line(screen, 0, 160, 480, 160, makecol(255, 255, 255));//Top Horizontal
line(screen, 0, 320, 480, 320, makecol(255, 255, 255));//Bottom Horizontal

release_screen();
}

void Opener()
{
acquire_screen();
draw_sprite(screen, theOpener, 0, 0);
release_screen();

while(!key[KEY_ESC]){
if((mouse_b & 1) && (mouse_x > 80 && mouse_x < 185) && (mouse_y > 345 && mouse_y < 466)){
DrawBoard();
rest(150);
while(!key[KEY_ESC]){XMove();}}
else if((mouse_b & 1) && (mouse_x > 286 && mouse_x < 400) && (mouse_y > 345 && mouse_y < 466)){
DrawBoard();
rest(150);
while(!key[KEY_ESC]){OMove();}}
}
}
[/code]

PS: To explain all of the Terms and Conditions on the opening screen, I am doing this for a school project and as I will be using human subjects, it is possible that I will have to have them read all of that information and agree to play.
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