//Minecraft
//逐帧MC
//闪烁预警!!!
//近视警告 && 闪光眼警告
//---
#include <iostream>
#include <conio.h>
#include <string>
#include <map>
#include <cmath>
#include <windows.h>
#include <time.h>
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
using namespace std;
int fallspeed;
int jumpspeed = -3;
int gravity = 1;
int y = 400, x = 500;
int restartposy, restartposx, face, health = 1000, lasthealth = 1000, breath = 100, hungry = 1000, dienum;
bool attack, defense, hurt, mode;
struct TNT {
int y;
int x;
int time;
bool issave;
};
struct BLOCK {
int color;
string ch;
string type;
};
struct MOB {
int fallspeed;
int health;
bool hurt;
int y;
int x;
int attack;
string shap;
bool isenemy;
int color;
string name;
};
struct ARROW {
string shap;
double y;
double x;
double fallspeed;
double plusx;
};
TNT tnt[20];
string die;
ARROW arrow[100];
MOB mobs[50] = {
{0,1000,0,0,0,100,"危",true,7,"危"},
{0,10,0,0,0,10," ",true,7," "},
{0,1000,0,0,0,100,"MM",false,7,"MM"},
{0,100000,0,90,70,-100,"AC",true,7,"Accept"},
{0,10000,0,90,70,500,"BO",true,7,"BOSS"},
{0,100000,0,90,70,-1000,"AK",true,7,"AK"},
};
MOB mob[100] = {
{0,1000,0,92,4,100,"WA",true,7,"Wrong Anwser"},
{0,1000,0,92,4,100,"TL",true,7,"Time Limit Error"},
{0,2000,0,92,4,300,"CE",true,7,"Compile Error"},
{0,1000,0,45,9,100,"WA",true,7,"Wrong Anwser"},
{0,100000,0,90,70,-100,"AC",true,7,"Accept"},
{0,100000,0,90,70,-1000,"AK",true,7,"AK"},
{0,10000,0,90,70,500,"UK",true,7,"Unknown Error"},
{0,1000,0,92,3,0,"MM",false,7,"MM"},
{0,1000,0,92,3,0,"MM",false,7,"MM"},
{0,1000,0,90,15,0,"MM",false,7,"MM"},
{0,1000,0,90,80,0,"MM",false,7,"MM"},
};
BLOCK block[32] = {
{0," ","air"},//空气
{6,"██","block"},//土块
{8,"██","block"},//石头
{2,"██","block"},//草方块
{15,"██","block"},//雪块
{4,"██","block"},//岩浆块
{14,"▓▓","fallblock"},//沙块
{8,"II","fallblock"},//铁砧
{9,"██","water"},//水
{9,"▇▇","water"},//水
{9,"▆▆","water"},//水
{9,"▅▅","water"},//水
{9,"▄▄","water"},//水
{9,"▃▃","water"},//水
{9,"▂▂","water"},//水
{9,"▁▁","water"},//水
{12,"██","lava"},//岩浆
{12,"▇▇","lava"},//岩浆
{12,"▆▆","lava"},//岩浆
{12,"▅▅","lava"},//岩浆
{12,"▄▄","lava"},//岩浆
{12,"▃▃","lava"},//岩浆
{12,"▂▂","lava"},//岩浆
{12,"▁▁","lava"},//岩浆
{12,"危","background"},//危
{6,"██","background"},//木头
{10,"▓▓","background"},//树叶
{15,"▓▓","background"},//带雪树叶
{15,"▅▅","bomb"},//TNT爆炸
{12,"Ⅲ","TNT"},//TNT
{7,"Ⅲ","TNT"},//TNT2
{6,"∷","ladder"},//梯子
};
int board[1005][1005];
int setboard[1005][1005];
int bag[100];
int clear_buffer() {
while(kbhit()) {
if(getch() != EOF);
for(int i = 1; i <= 256; i++) {
if(GetAsyncKeyState(i));
}
}
return 0;
}
void color(int a) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
/* 1 深蓝色
2 深绿色
3 深青色
4 深红色
5 深粉色
i 黄色
7 深白色
8 灰色
9 浅蓝色
10 浅绿色
11 浅青色
12 浅红色
13 浅粉色
14 浅黄色
15 浅白色
背景
1~15 黑色
16~31 深蓝色
32~47 深绿色
48~63 深青色
64~79 深红色
'S'~95 深粉色
96~111 深黄色
112~127 深白色
128~143 灰色
144~159 浅蓝色
160~1'A' 浅绿色
176~191 浅青色
192~207 浅红色
208~223 浅粉色
224~239 浅黄色
240~255 浅白色
*/
}
int init() { //听说有人要我增加地图生成的注释,所以我就写了。
for(int j = 0; j < 100; j++) {
bag[j] = 0;//这个...初始化背包
}
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
board[i][j] = 0;//初始化地图 (我们的y是倒着来的)
}
}
double lasty = rand() % 101 + 400;//lasty代表上一个我们选择的点的高度。
for(int i = 5; i < 1000; i += 5) { //i每次加5,每隔5个点连一条线
double y = rand() % 21 - 10 + lasty;//y代表这个点我们选择的高度,为了不出现太陡峭的山,我们只允许这个高度在刚才的点的高低10格内。
y = min(450.0, y);//这是最小高度,防止整个地图都在水里。
double high = lasty;//这个high是用来统计当前高度的,用double可以更加精确。
int dirt = rand() % 5 + 2;//dirt代表这一列上泥土高度。
for(int j = i - 5; j < i; j++) {
high += (y - lasty) / 5;//high每次增加差距的1/5。
for(int k = 999; k >= (int)high; k--) {
if(k == (int)high) { //如果是最高点
setboard[k][j] = 3;//就用草地
if(high <= 350) { //如果high比较高
setboard[k][j] = 4;//就用雪地
}
} else if(k - dirt <= (int)high) { //泥土
setboard[k][j] = 1;
} else {
setboard[k][j] = 2;//石头
}
}
}
lasty = y;//赋值
}
//再来一边,填满最后几格
int dirt = rand() % 5 + 2;
double high = lasty;
for(int j = 995; j < 999; j++) {
for(int k = 999; k >= (int)high; k--) {
if(k == (int)high) {
setboard[k][j] = 3;
if(high <= 350) {
setboard[k][j] = 4;
}
} else if(k - dirt <= (int)high) {
setboard[k][j] = 1;
} else {
setboard[k][j] = 2;
}
}
}
//填满水,这里默认把海平面高度设为410。
for(int i = 0; i < 1000; i++) {
for(int j = 600; j >= 400; j--) {
if(setboard[j][i] == 0) {
setboard[j][i] = 8;
}
}
}
//沙子
for(int i = 0; i < 1000; i++) {
bool a = 0;
for(int j = 999; j >= 0; j--) {
if(a && setboard[j][i] != 0 && setboard[j][i] != 8) {
setboard[j][i] = 6;
continue;
}
if(setboard[j][i] == 8) {
continue;
}
if(setboard[j][i + 3] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i + 2] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i + 1] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i - 1] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i - 2] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i - 3] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j - 2][i] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j - 1][i] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j - 3][i] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j - 4][i] == 8) {
a = true;
setboard[j][i] = 6;
}
}
}
//树
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
if(setboard[j][i] == 0 && block[setboard[j + 1][i]].type == "block") {
if(rand() % 10 == 1) {
setboard[j][i] = 25;
setboard[j - 1][i] = 25;
setboard[j - 2][i] = 25;
setboard[j - 3][i] = 25;
setboard[j - 3][i + 1] = 26;
setboard[j - 3][i - 1] = 26;
setboard[j - 4][i + 2] = 26;
setboard[j - 4][i + 1] = 26;
setboard[j - 4][i] = 26;
setboard[j - 4][i - 1] = 26;
setboard[j - 4][i - 2] = 26;
setboard[j - 5][i + 2] = 26;
setboard[j - 5][i + 1] = 26;
setboard[j - 5][i] = 26;
setboard[j - 5][i - 1] = 26;
setboard[j - 5][i - 2] = 26;
setboard[j - 6][i + 1] = 26;
setboard[j - 6][i] = 26;
setboard[j - 6][i - 1] = 26;
if(j <= 350) {
setboard[j - 3][i + 1] = 27;
setboard[j - 3][i - 1] = 27;
setboard[j - 4][i + 2] = 27;
setboard[j - 4][i + 1] = 27;
setboard[j - 4][i] = 27;
setboard[j - 4][i - 1] = 27;
setboard[j - 4][i - 2] = 27;
setboard[j - 5][i + 2] = 27;
setboard[j - 5][i + 1] = 27;
setboard[j - 5][i] = 27;
setboard[j - 5][i - 1] = 27;
setboard[j - 5][i - 2] = 27;
setboard[j - 6][i + 1] = 27;
setboard[j - 6][i] = 27;
setboard[j - 6][i - 1] = 27;
}
}
}
}
}
//地洞
for(int j = 999; j >= 700; j--) {
if(rand() % 20 == 1) {
setboard[j - 3][2] = 0;
setboard[j - 2][2] = 0;
setboard[j - 2][3] = 0;
setboard[j - 1][2] = 0;
setboard[j - 1][3] = 0;
setboard[j - 1][4] = 0;
setboard[j][2] = 0;
setboard[j][3] = 0;
setboard[j][4] = 0;
setboard[j][5] = 0;
setboard[j + 1][2] = 0;
setboard[j + 1][3] = 0;
setboard[j + 1][4] = 0;
setboard[j + 2][2] = 0;
setboard[j + 2][3] = 0;
setboard[j + 3][2] = 0;
}
}
for(int i = 3; i < 997; i++) {
for(int j = 996; j >= 500; j--) {
if(block[setboard[j + 3][i]].type == "block" && block[setboard[j - 3][i]].type == "block" && setboard[j][i] == 0 && setboard[j + 1][i] == 0 && setboard[j + 2][i] == 0 && setboard[j - 1][i] == 0 && setboard[j - 2][i] == 0) {
j += rand() % 5 - 2;
j = max(3, j);
j = min(996, j);
if(rand() % 500 <= 499) {
setboard[j - 3][i] = 0;
setboard[j - 2][i - 1] = 0;
setboard[j - 2][i] = 0;
setboard[j - 2][i + 1] = 0;
setboard[j - 1][i - 2] = 0;
setboard[j - 1][i - 1] = 0;
setboard[j - 1][i] = 0;
setboard[j - 1][i + 1] = 0;
setboard[j - 1][i + 2] = 0;
setboard[j][i - 3] = 0;
setboard[j][i - 2] = 0;
setboard[j][i - 1] = 0;
setboard[j][i] = 0;
setboard[j][i + 1] = 0;
setboard[j][i + 2] = 0;
setboard[j][i + 3] = 0;
setboard[j + 1][i - 2] = 0;
setboard[j + 1][i - 1] = 0;
setboard[j + 1][i] = 0;
setboard[j + 1][i + 1] = 0;
setboard[j + 1][i + 2] = 0;
setboard[j + 2][i - 1] = 0;
setboard[j + 2][i] = 0;
setboard[j + 2][i + 1] = 0;
setboard[j + 3][i] = 0;
if(rand() % 20 == 1) {
for(int k = 0; k < 100; k++) {
if(mob[k].shap == "") {
mob[k] = {0,1000,0,0,0,100,"SS",true,7,"僵尸"};
mob[k].x = i;
mob[k].y = j;
break;
}
}
}
}
} else if(block[setboard[j + 3][i]].type == "block" && block[setboard[j + 2][i]].type == "block" && block[setboard[j + 1][i]].type == "block" && block[setboard[j][i]].type == "block" && block[setboard[j - 1][i]].type == "block" && block[setboard[j - 2][i]].type == "block" && block[setboard[j - 3][i]].type == "block") {
if(rand() % 500 == 1) {
setboard[j - 3][i] = 0;
setboard[j - 2][i - 1] = 0;
setboard[j - 2][i] = 0;
setboard[j - 2][i + 1] = 0;
setboard[j - 1][i - 2] = 0;
setboard[j - 1][i - 1] = 0;
setboard[j - 1][i] = 0;
setboard[j - 1][i + 1] = 0;
setboard[j - 1][i + 2] = 0;
setboard[j][i - 3] = 0;
setboard[j][i - 2] = 0;
setboard[j][i - 1] = 0;
setboard[j][i] = 0;
setboard[j][i + 1] = 0;
setboard[j][i + 2] = 0;
setboard[j][i + 3] = 0;
setboard[j + 1][i - 2] = 0;
setboard[j + 1][i - 1] = 0;
setboard[j + 1][i] = 0;
setboard[j + 1][i + 1] = 0;
setboard[j + 1][i + 2] = 0;
setboard[j + 2][i - 1] = 0;
setboard[j + 2][i] = 0;
setboard[j + 2][i + 1] = 0;
setboard[j + 3][i] = 0;
}
}
}
}
//出生点
bool a = false;
for(int i = 400; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
if(setboard[j][i] == 0 && block[setboard[j + 1][i]].type == "block" && (setboard[j + 1][i] == 3 || setboard[j + 1][i] == 4)) {
restartposy = j;
restartposx = i;
y = j;
x = i;
a = true;
break;
}
}
if(a) {
break;
}
}
return 0;
}
int Arrowmove() {
for(int i = 0; i < 100; i++) {
if(arrow[i].shap == "") {
continue;
}
arrow[i].x += (int)arrow[i].plusx;
arrow[i].plusx -= 0.1;
for(int j = (int)arrow[j].y + 1; j <= (int)arrow[j].y + (int)arrow[j].fallspeed; j++) {
if(block[board[j][(int)arrow[j].x]].type == "block" || block[board[j][(int)arrow[j].x]].type == "fallblock") {
arrow[i].fallspeed = 0;
return 0;
}
}
arrow[i].y += arrow[i].fallspeed;
arrow[i].fallspeed += 0.1;
if(arrow[i].y > 999) {
arrow[i].shap = "";
}
if(block[board[(int)arrow[i].y + 1][(int)arrow[i].x]].type == "block" || block[board[(int)arrow[i].y + 1][(int)arrow[i].x]].type == "fallblock") {
arrow[i].shap = "";
}
}
return 0;
}
int mobmove() {
for(int j = 0; j < 100; j++) {
if(mob[j].shap == "") {
continue;
}
mob[j].hurt = false;
mob[j].color = 7;
if(mob[j].health <= 0 || mob[j].y > 999) {
mob[j].shap = "";
mob[j].color = 7;
continue;
}
if(block[board[mob[j].y][mob[j].x]].type == "lava") {
mob[j].health -= 200;
mob[j].hurt = true;
} else if((board[mob[j].y + 1][mob[j].x] == 5) || ((mob[j].y == y || mob[j].y == y - 1) && (mob[j].x == x + 1 || mob[j].x == x || mob[j].x == x - 1) && KEY_DOWN(' '))) {
mob[j].health -= 100;
mob[j].hurt = true;
}
if(mob[j].y == y && mob[j].x == x && mob[j].isenemy) {
health -= mob[j].attack;
hurt = true;
die = "被 " + mob[j].name + " 杀死了";
}
for(int i = mob[j].y - 1; i >= mob[j].y + mob[j].fallspeed; i--) {
if(block[board[i - 1][mob[j].x]].type == "block") {
mob[j].fallspeed = 0 - mob[j].y + i + 1;
return 0;
}
}
for(int i = mob[j].y + 1; i <= mob[j].y + mob[j].fallspeed; i++) {
if(block[board[i][mob[j].x]].type == "block" || block[board[i][mob[j].x]].type == "fallblock") {
if(mob[j].fallspeed >= 5 && block[board[i - 1][mob[j].x]].type == "water") {
mob[j].health -= 50 * (mob[j].fallspeed - 4);
mob[j].hurt = true;
}
mob[j].fallspeed = 0;
return 0;
}
}
mob[j].y += mob[j].fallspeed;
mob[j].fallspeed += gravity;
if(mob[j].isenemy) {
if(mob[j].y > y && (block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type == "fallblock")) {
if(mob[j].y > y + 50) {
mob[j].fallspeed = -7;
}
mob[j].fallspeed = -3;
}
if(mob[j].x < x) {
if(block[board[mob[j].y][mob[j].x + 1]].type != "block" || block[board[mob[j].y][mob[j].x + 1]].type != "fallblock") {
mob[j].x++;
} else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock") {
mob[j].fallspeed = -3;
}
} else if(mob[j].x > x) {
if(block[board[mob[j].y][mob[j].x - 1]].type != "block" || block[board[mob[j].y][mob[j].x - 1]].type != "fallblock") {
mob[j].x--;
} else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock") {
mob[j].fallspeed = -3;
}
}
} else {
if(rand() % 3 == 0) {
if(block[board[mob[j].y][mob[j].x + 1]].type != "block" || block[board[mob[j].y][mob[j].x + 1]].type != "fallblock") {
mob[j].x++;
} else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock") {
mob[j].fallspeed = -3;
}
} else if(rand() % 3 == 1) {
if(block[board[mob[j].y][mob[j].x - 1]].type != "block" || block[board[mob[j].y][mob[j].x - 1]].type != "fallblock") {
mob[j].x--;
} else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock") {
mob[j].fallspeed = -3;
}
}
}
if(mob[j].hurt) {
mob[j].color = 12;
}
}
return 0;
}
int print() {
if(!mode) {
color(8);
cout << "HP:";
color(12);
cout << health << endl;
for(int i = 0; i < health; i += 100) {
cout << "◆";
}
color(7);
for(int i = health; i < lasthealth; i += 100) {
cout << "◇";
}
cout << endl;
color(8);
cout << "AIR:";
color(11);
cout << breath << endl;
for(int i = 0; i < breath; i += 10) {
cout << "●";
}
for(int i = breath; i < 91; i += 10) {
cout << "○";
}
cout << endl;
color(8);
cout << "HUNGRY:";
color(14);
cout << hungry << endl;
for(int i = 0; i < hungry; i += 100) {
cout << "§";
}
cout << endl;
}
color(8);
cout << "DIENUM:";
color(4);
cout << dienum << endl;
for(int i = y - 6; i <= y + 6; i++) {
for(int j = x - 6; j <= x + 6; j++) {
bool ismob = false;
for(int s = 0; s < 100; s++) {
if(mob[s].shap == "") {
continue;
} else if(mob[s].x == j && mob[s].y == i) {
color(mob[s].color);
cout << mob[s].shap;
ismob = true;
break;
}
}
if(ismob) {
continue;
}
for(int s = 0; s < 100; s++) {
if(arrow[s].shap == "") {
continue;
} else if((int)arrow[s].x == j && (int)arrow[s].y == i) {
color(7);
cout << arrow[s].shap;
ismob = true;
break;
}
}
if(ismob) {
continue;
} else if(i == y && j == x) {
if (KEY_DOWN('S')) {
color(14);
if(hurt) {
color(12);
}
cout << "()";
} else {
color(9);
if(hurt) {
color(12);
}
cout << "∏";
}
} else if(i == y - 1 && j == x) {
if (!KEY_DOWN('S')) {
color(14);
if(hurt) {
color(12);
}
cout << "()";
} else {
color(block[board[i][j]].color);
cout << block[board[i][j]].ch;
}
} else {
if(i < 0 || i >= 1000 || j < 0 || j >= 1000) {
cout << " ";
continue;
}
color(block[board[i][j]].color);
cout << block[board[i][j]].ch;
}
}
cout << endl;
}
color(7);
cout << "Y:";
color(6);
cout << 1000 - y << endl;
color(7);
cout << "X:";
color(6);
cout << x << endl;
return 0;
}
int move() {
if(board[y][x] == 31) {
y += fallspeed;
return 0;
}
if(block[board[y][x]].type == "water") {
if(fallspeed > 1) {
fallspeed = 1;
}
} else {
for(int i = y - 1; i >= y + fallspeed; i--) {
if(block[board[i - 1][x]].type == "block" || block[board[i - 1][x]].type == "fallblock") {
fallspeed = 0 - y + i + 1;
return 0;
}
}
}
for(int i = y + 1; i <= y + fallspeed; i++) {
if(block[board[i][x]].type == "block" || block[board[i][x]].type == "fallblock") {
if(fallspeed >= 5 && block[board[i - 1][x]].type != "water") {
health -= 50 * (fallspeed - 4);
if(fallspeed >= 7) {
die = "落地过猛!";
} else {
die = "从高处摔了下来!";
}
hurt = true;
}
fallspeed = 0;
return 0;
}
}
y += fallspeed;
fallspeed += gravity;
return 0;
}
int bomb() {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == 0) {
int atk = 0;
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 4) {
atk = 50;
fallspeed -= 1;
x += x - tnt[i].x;
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 3) {
atk = 100;
fallspeed -= 2;
x += x - tnt[i].x;
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 2) {
atk = 300;
fallspeed -= 4;
x += 2 * (x - tnt[i].x);
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 1) {
atk = 500;
fallspeed -= 7;
x += 5 * (x - tnt[i].x);
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 0) {
atk = 800;
fallspeed -= 10;
}
tnt[i].time--;
if(!tnt[i].issave) {
health -= atk;
}
die = "被TNT炸死了";
if(atk > 0 && !tnt[i].issave) {
hurt = true;
}
if(!tnt[i].issave) {
for(int yy = tnt[i].y - 3; yy <= tnt[i].y + 3; yy++) {
for(int xx = tnt[i].x - 3; xx <= tnt[i].x + 3; xx++) {
if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) == 3) {
setboard[yy][xx] = 28;
}
if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) < 3) {
setboard[yy][xx] = 0;
}
}
}
}
} else if(tnt[i].time == -1) {
setboard[tnt[i].y][tnt[i].x] = 0;
if(!tnt[i].issave) {
for(int yy = tnt[i].y - 3; yy <= tnt[i].y + 3; yy++) {
for(int xx = tnt[i].x - 3; xx <= tnt[i].x + 3; xx++) {
if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) <= 3) {
setboard[yy][xx] = 0;
}
}
}
}
tnt[i].time--;
} else if(tnt[i].time > 0) {
tnt[i].time--;
if(tnt[i].time % 2 == 0) {
setboard[tnt[i].y][tnt[i].x] = 29;
} else {
setboard[tnt[i].y][tnt[i].x] = 30;
}
}
}
return 0;
}
int check() {
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
if(block[board[i][j]].type == "water" && board[i][j] != 15) {
if(board[i + 1][j] == 0) {
setboard[i + 1][j] = board[i][j];
setboard[i + 1][j] = 8;
} else if(block[board[i + 1][j]].type == "lava") {
setboard[i + 1][j] = 2;
} else if(block[board[i + 1][j]].type == "block" || block[board[i + 1][j]].type == "fallblock") {
if(board[i][j + 1] == 0) {
setboard[i][j + 1] = board[i][j] + 1;
} else if(block[board[i][j + 1]].type == "lava") {
setboard[i][j + 1] = 2;
}
if(board[i][j - 1] == 0) {
setboard[i][j - 1] = board[i][j] + 1;
} else if(block[board[i][j - 1]].type == "lava") {
setboard[i][j - 1] = 2;
}
}
}
if(block[board[i][j]].type == "lava" && board[i][j] != 23) {
if(board[i + 1][j] == 0) {
setboard[i + 1][j] = board[i][j];
setboard[i + 1][j] = 16;
} else if(block[board[i + 1][j]].type == "water") {
setboard[i + 1][j] = 2;
} else if(block[board[i + 1][j]].type == "block" || block[board[i + 1][j]].type == "fallblock") {
if(board[i][j + 1] == 0) {
setboard[i][j + 1] = board[i][j] + 1;
} else if(block[board[i][j + 1]].type == "water") {
setboard[i][j + 1] = 2;
}
if(board[i][j - 1] == 0) {
setboard[i][j - 1] = board[i][j] + 1;
} else if(block[board[i][j - 1]].type == "water") {
setboard[i][j - 1] = 2;
}
}
}
if(block[board[i][j]].type == "fallblock") {
if(board[i + 2][j] == 0 && board[i + 1][j] == 0 && i + 2 < 100) {
setboard[i][j] = 0;
setboard[i + 2][j] = board[i][j];
if(board[i][j] == 7 && j == x && i + 2 == y) {
health -= 600;
hurt = true;
die = "被压扁了";
}
} else if(board[i + 1][j] == 0 && i + 1 < 100) {
setboard[i][j] = 0;
setboard[i + 1][j] = board[i][j];
if(board[i][j] == 7 && j == x && i + 1 == y) {
health -= 600;
hurt = true;
die = "被压扁了";
} else if(board[i][j] == 7 && j == x && i + 2 == y) {
health -= 600;
hurt = true;
die = "被压扁了";
}
}
}
}
}
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
board[i][j] = setboard[i][j];
}
}
}
int main() {
srand((int)time(0));
for(int i = 0; i < 20; i++) {
tnt[i].time = -2;
}
init();
while(1) {
system("cls");
if(!mode) {
move();
}
if(KEY_DOWN('F')) {
setboard[y + 1][x] = 2;
}
check();
bomb();
Arrowmove();
mobmove();
if(mode) {
hurt = false;
}
print();
Sleep(30);
hungry--;
hungry = max(hungry, 0);
if(hungry == 0) {
die = "被饿死了";
hurt = true;
health -= 10;
}
if(mode) {
health = 1000;
}
if(health <= 0) {
Sleep(500);
system("cls");
color(12);
cout << " GAME OVER " << endl;
color(7);
cout << " STEVE " << die << endl;
dienum++;
Sleep(2000);
x = restartposx;
y = restartposy;
health = 1000;
hungry = 1000;
breath = 100;
fallspeed = 0;
}
health += (hungry + 201) / 300;
if(health > 1000) {
health = 1000;
}
if(attack) {
attack = 0;
}
if(defense) {
defense = 0;
}
if(hurt) {
hurt = false;
lasthealth = health;
}
if(block[board[y][x]].type == "water") {
fallspeed = 1;
if(KEY_DOWN('W')) {
fallspeed = -1;
}
}
if(block[board[y - 1][x]].type == "water") {
die = "被水淹死了!";
breath--;
} else {
breath++;
if(breath > 100) {
breath = 100;
}
}
if(board[y][x] == 31) {
fallspeed = 0;
if(KEY_DOWN('W')) {
fallspeed = -1;
}
if(KEY_DOWN('S')) {
fallspeed = 1;
}
}
if(block[board[y][x]].type == "lava") {
fallspeed = 1;
if(KEY_DOWN('W')) {
fallspeed = -1;
}
die = "试图在岩浆里游泳!";
hurt = true;
health -= 100;
}
if (KEY_DOWN('W') && !KEY_DOWN('S')) {
if(mode) {
y--;
} else {
if(block[board[y][x]].type != "water" && board[y][x] != 31) {
if(block[board[y + 1][x]].type == "block" || block[board[y + 1][x]].type == "fallblock") {
fallspeed = jumpspeed;
}
}
}
}
if (KEY_DOWN('A')) {
if((block[board[y][x - 1]].type != "block" && block[board[y][x - 1]].type != "fallblock") || mode) {
if(KEY_DOWN('S') || (block[board[y - 1][x - 1]].type != "block" && block[board[y - 1][x - 1]].type != "fallblock") || mode) {
x -= 1;
}
}
face = -1;
}
if (KEY_DOWN('D')) {
if((block[board[y][x + 1]].type != "block" && block[board[y][x + 1]].type != "fallblock") || mode) {
if(KEY_DOWN('S') || (block[board[y - 1][x + 1]].type != "block" && block[board[y - 1][x + 1]].type != "fallblock") || mode) {
x += 1;
}
}
face = 1;
}
if(KEY_DOWN('S')) {
if(mode) {
y++;
} else {
fallspeed += 1;
}
}
if(KEY_DOWN(' ')) {
attack = true;
}
if(KEY_DOWN('E')) {
system("cls");
color(7);
cout << "┌──┬──┬──┬──┬──┬──┬──┬──┬──┬──┐" << endl;
for(int i = 0; i < 9; i++) {
color(7);
cout << "│";
for(int j = 0; j < 10; j++) {
color(block[bag[i * 10 + j]].color);
cout << block[bag[i * 10 + j]].ch;
color(7);
cout << "│";
}
cout << endl;
color(7);
cout << "├──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤" << endl;
}
color(7);
cout << "│";
for(int j = 0; j < 10; j++) {
color(block[bag[90 + j]].color);
cout << block[bag[90 + j]].ch;
color(7);
cout << "│";
}
color(7);
cout << endl;
cout << "└──┴──┴──┴──┴──┴──┴──┴──┴──┴──┘" << endl;
Sleep(3000);
}
if(KEY_DOWN('C')) {
hungry += 100;
hungry = min(hungry, 1000);
}
if(KEY_DOWN('Q')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 0};
break;
}
}
}
if(KEY_DOWN('i')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 1};
break;
}
}
}
if(KEY_DOWN('8')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 2};
break;
}
}
}
if(KEY_DOWN('9')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 3};
break;
}
}
}
if(KEY_DOWN('0')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 4};
break;
}
}
}
if(KEY_DOWN('I')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 5};
break;
}
}
}
if(KEY_DOWN('Z')) {
setboard[y + 1][x] = 0;
}
if(KEY_DOWN('X')) {
setboard[y][x] = 24;
}
if(KEY_DOWN('3')) {
setboard[y + 1][x] = 6;
}
if(KEY_DOWN('4')) {
setboard[y + 1][x] = 7;
}
if(KEY_DOWN('1')) {
setboard[y + 1][x] = 8;
}
if(KEY_DOWN('2')) {
setboard[y + 1][x] = 16;
}
if(KEY_DOWN('5')) {
if(face == 1) {
for(int i = 0; i < 100; i++) {
if(arrow[i].shap == "") {
arrow[i] = {"→",y,x,-0.7,2};
break;
}
}
} else {
for(int i = 0; i < 100; i++) {
if(arrow[i].shap == "") {
arrow[i] = {"←",y,x,-0.7,-2};
break;
}
}
}
}
if(KEY_DOWN('T')) {
clear_buffer();
system("cls");
cout << "请输入指令:" << endl << "/";
string a;
cin >> a;
if(a == "kill") {
die = "失败了。";
hurt = true;
health = 0;
}
if(a == "full_health") {
health = 1000;
}
if(a == "creativemode") {
mode = !mode;
}
if(a == "move") {
cin >> y >> x;
y = 1000 - y;
}
if(a == "summom") {
int a;
cin >> a;
for(int i = 0; i < 100; i++) {
if(mob[i].shap == "") {
mob[i] = mobs[a];
mob[i].x = x;
mob[i].y = y;
break;
}
}
}
}
if(KEY_DOWN('O')) {
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
setboard[i][j] = 0;
}
}
}
if(KEY_DOWN('P')) {
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
setboard[i][j] = 2;
}
}
}
if(y > 1000) {
die = "掉出了这个世界!";
hurt = true;
health -= 200;
}
if(breath <= 0) {
breath = 0;
hurt = true;
health -= 10;
}
if(!KEY_DOWN('S') && block[board[y - 1][x]].type == "block") {
die = "在墙里窒息死亡!";
hurt = true;
health -= 50;
}
if(board[y + 1][x] == 5) {
hurt = true;
die = "发现了地板是熔岩做的。";
health -= 30;
}
clear_buffer();
}
return 0;
}