目录
- 开头
- 程序
- Game.cpp
- moster.h
- moster.cpp
- M&.h
- M&.cpp
- M^.h
- M^.cpp
- MO.h
- MO.cpp
- MX.h
- MX.cpp
- M+.h
- M+.cpp
- M_o.h
- M_o.cpp
- Player.h
- Player.cpp
- Cmp.h
- Cmp.cpp
- cmpm.h
- cmpm.cpp
- WASD.h
- WASD.cpp
- draw.h
- isvp.h
- mosters.h
- 程序的流程图
- 主文件
开头
大家好,我叫这是我58。
程序
Game.cpp
#define _CRT_SECURE_NO_WARNINGS 1
#include <iostream>
using namespace std;
#include "Player.h"
#include "mosters.h"
#include "cmpm.h"
#include "isvp.h"
#include <cstdlib>
#include <ctime>
#include <algorithm>
#include <string>
#include <cstring>
#include <Windows.h>
#include "draw.h"
enum difficulty {//难度
EASY,
NORMAL,
HARD,
LIMIT
};
void MShow(moster*& mp) {
('X' == mp->getm() || '*' != *mp->getcp()) && (*mp->getcp() = mp->getm());//左边条件防出bug
}
void del(moster*& mp) {
delete mp;
}
void delvo(M_o*& mp) {
delete mp;
}
void setMempty(moster*& mp) {
'*' != *mp->getcp() && (*mp->getcp() = ' ');//左边条件也防出bug
}
void start(int ichoose) {//开始时打印大字函数
switch (ichoose) {
case 14:
cout << " * * * " << endl;
case 13:
cout << " * * * ******** " << endl;
case 12:
cout << " * ******** * * * * " << endl;
case 11:
cout << " ****** * * * ** * * " << endl;
case 10:
cout << " * * * * * * * * " << endl;
case 9:
cout << " * * * * * * * * ** " << endl;
case 8:
cout << " *** * ** * * * * ** * " << endl;
case 7:
cout << " ** * * * * * * ** * ** " << endl;
case 6:
cout << " * * * * ** * * " << endl;
case 5:
cout << " * * * * * * * " << endl;
case 4:
cout << " * * * * ******* " << endl;
case 3:
cout << " * * * * * " << endl;
case 2:
cout << " * * * * * " << endl;
case 1:
cout << " * * * * * * * ********* " << endl;
case 0:
cout << " * * * * " << endl;
default:
break;
}
}
void win(int ichoose) {//胜利后打印函数
switch (ichoose) {
case 14:
cout << " * * * * * * * * " << endl;
case 13:
cout << " * * ************ * * * * ************** *************" << endl;
case 12:
cout << " ************ * * * * * * * " << endl;
case 11:
cout << " * * ********** * ******** * ******** ************ * " << endl;
case 10:
cout << " * * * * * * * * * * ** " << endl;
case 9:
cout << " ************** ********** ** * * ** * * ********* ** " << endl;
case 8:
cout << " * * * * * * * * * * * " << endl;
case 7:
cout << " * * * ********** * * * * *** ***** *** * " << endl;
case 6:
cout << " * * * * * * * * * * * * * * * * * * * * " << endl;
case 5:
cout << " ** * ** ************** * * * * ** * * * * *** * * * * * " << endl;
case 4:
cout << " * ** * * * * ** ** * * * ** * * * * * *** * " << endl;
case 3:
cout << " * * * * ********* * * * * * * * * * *** * * * * * * " << endl;
case 2:
cout << " * * * * * * * * * * * * * * * * * " << endl;
case 1:
cout << " * * ********* * * * * * * * * * * * * ** * * " << endl;
case 0:
cout << " * * * * * * * * * * * * * " << endl;
default:
break;
}
}
int main() {
srand((unsigned int)time(NULL));
char strmap[11][11] = {//地牢图
'*','*','*','*','*','*','*','*','*','*','*',
'*',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'*',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'*',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'*',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'*',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'*',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'*',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'*',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'P',' ',' ',' ',' ',' ',' ',' ',' ',' ','*',
'*','*','*','*','*','*','*','*','*','*','*',
};
bool ba = 1;
bool bb = 1;
bool bc = 1;
char ch = 0;
int iunmd = 0;
vector<M_o*>vo;//小BOSS战时需要
vector<draw>vmd[5] = { {{5,2,6,1}}, {{3,2,4,0}, {7,2,3,1}, {3,5,4,0}, {3,5,3,1}, {3,8,4,0}}, {{3,2,4,0},{3,5,4,0},{3,8,4,0},{7,2,6,1}}, {{3,2,3,1},{3,5,4,0},{7,2,6,1}}, {{5,3,4,1},{3,5,4,0}} };//<-画“#”时所需要的数组
multimap<int, int>mwasd[4] = { {{9,1},{9,3},{3,3},{5,3},{7,3},{9,3},{8,4},{8,8},{6,8},{4,8}}, {{2,3},{9,9},{3,8},{5,8},{7,8},{9,2}}, {{2,2},{2,7},{1,9}}, {{1,1},{2,4},{4,3},{6,3},{8,3},{8,7}} };//<-画“#”时所需要的数组
vo.reserve(99999);
int i = 0;
int temparr[6] = { 4, 8, 12, 15, 17, 18 };
int ia = rand() % 10 + 1;// 后:+1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +5 +5 +6
int tempir = rand() % 22;
for (i = 0; i < 6; i++) {
if (tempir < temparr[i]) {
ia += (i + 1);
break;
}
}
Player p;
char* cp = &strmap[9][0];
vector<map<int, int>>vm;
map<char**, WASD>m[3];
map<char**, WASD>em;//追踪map
char* cparr[45] = { NULL };
char** cpp = cparr;
for (WASD w = W; E != w; ++w) {//第5地牢的怪物移动路线
switch (w) {
case W:
for (i = 1; i < 5; i++) {
*cpp = &strmap[10 - i][i];
m[0].insert({cpp++, W});
}
break;
case A:
for (i = 6; i < 10; i++) {
*cpp = &strmap[i][i];
m[0].insert({cpp++, A});
}
break;
case S:
for (i = 1; i < 5; i++) {
*cpp = &strmap[i][10 - i];
m[0].insert({cpp++, S});
}
break;
case D:
for (i = 1; i < 5; i++) {
*cpp = &strmap[i][i];
m[0].insert({cpp++, D});
}
break;
default:
break;
}
for (multimap<int, int>::iterator it = mwasd[w].begin(); mwasd[w].end() != it; it++) {
*cpp = &strmap[it->first][it->second];
m[1].insert({ cpp++, w });
}
}
const int arr[4] = { 6,9,1,5 };
for (i = 0; i < 4; i++) {
*cpp = &strmap[arr[i]][i % 2 + 1];
m[2].insert({ cpp++, (WASD)(i / 2 * 2) });//注意:i / 2 * 2 != i
}
char strmapr[11][11];
isv ism;//用来布置怪物
vector<isv> vism;//地牢布置与怪物布置,无时即BOSS战(+)(int为编号)
vism.reserve(11000);//防bug出
char* strcp[47] = { &strmap[9][5], &strmap[9][7], &strmap[9][3], &strmap[1][5], &strmap[1][5], &strmap[6][1], &strmap[4][9], &strmap[6][8], &strmap[3][3], &strmap[4][3], &strmap[5][3], &strmap[6][3], &strmap[7][3], &strmap[8][3], &strmap[9][3], &strmap[4][5], &strmap[5][4], &strmap[5][5], &strmap[5][6], &strmap[6][5], &strmap[1][5], &strmap[1][5], &strmap[9][5], &strmap[9][5], &strmap[1][9], &strmap[1][1], &strmap[8][2], &strmap[2][8], &strmap[8][8], &strmap[2][2], &strmap[5][5], &strmap[1][1], &strmap[2][2], &strmap[3][3], &strmap[4][4], &strmap[8][5], &strmap[5][2], &strmap[2][4], &strmap[4][9], &strmap[1][8], &strmap[9][2], &strmap[1][1], &strmap[9][9], &strmap[3][4], &strmap[5][1], &strmap[5][9], &strmap[5][5]};//生成时要的怪物坐标
vector<moster*>mpv;//mpv里一共要有的怪物们
char tempstr[9] = "color 0";//为告知你胜利的文字颜色
char tempstra[10][2] = { "C", "E", "A", "9", "D", "9", "A", "E", "C" };//大文字动态彩色变化数组(system("color 0" + tempstra[x(0<=x<=9)])
mpv.reserve(10000);//也防bug出
//随机设置地牢布置与怪物布置
for (i = 0; ch < 11; ch++) {
vism.push_back(ism);
vism.back().vmp.reserve(1000);//还防bug出
vism[ch].id = ch;
int itemp = 0;
switch (ch) {//编号id对应的地牢怪物生成
case 0:
for (itemp = i + 8, vism[ch].str = "O&&^^OXX"; i < itemp; i++) {
switch (vism[ch].str[8 - (itemp - i)]) {
case '&':
mpv.push_back(new Mand());
break;
case '^':
mpv.push_back(new MUD());
break;
case 'O':
mpv.push_back(new MO());
break;
case 'X':
mpv.push_back(new MX());
break;
default:
break;
}
vism[ch].vmp.push_back(mpv[i]);
if (8 == itemp - i) {
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[8 - (itemp - i)], 5, &em, NULL, NULL, 9, 5);
}
else {
switch (vism[ch].str[8 - (itemp - i)]) {
case '&':
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[8 - (itemp - i)], 3, NULL, NULL, NULL, 0, 0, itemp - i - 6);
break;
case '^':
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[8 - (itemp - i)], 4, NULL, NULL, NULL, 0, 0, itemp - i - 4, true);
break;
case 'O':
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[8 - (itemp - i)], 5, &m[2], NULL, NULL, 5, 2);
break;
case 'X':
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[8 - (itemp - i)], 3, NULL, &cp, &strmap);
break;
default:
break;
}
}
}
break;
case 1:
for (itemp = i + 7; i < itemp; i++) {
mpv.push_back(new MO());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[7 - (itemp - i) + 8], 5, &m[1], NULL, NULL, 0, 0, 10 - (i - itemp), 3);
}
break;
case 2:
for (itemp = i + 5; i < itemp; i++) {
mpv.push_back(new MUD());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[5 - (itemp - i) + 15], 3, NULL, NULL, NULL, 0, 0, 1, 1);
}
break;
case 3:
for (itemp = i + 6, vism[ch].str = "&&^^^^"; i < itemp; i++) {
if ('&' == (vism[ch].str[6 - (itemp - i)])) {
mpv.push_back(new Mand());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[6 - (itemp - i) + 20], 3, NULL, NULL, NULL, 0, 0, (i - itemp) % 2);
}
else {
mpv.push_back(new MUD());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[6 - (itemp - i) + 20], 4, NULL, NULL, NULL, 0, 0, (6 - (itemp - i) - 2) & 1, (6 - (itemp - i) - 2) & 2);//qezc(键盘)
}
}
break;
case 4:
for (itemp = i + 5, vism[ch].str = "XXXXO"; i < itemp; i++) {
if ('X' == (vism[ch].str[5 - (itemp - i)])) {
mpv.push_back(new MX());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[5 - (itemp - i) + 26], 3, NULL, &cp, &strmap);
}
else {
mpv.push_back(new MO());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[5 - (itemp - i) + 26], 5, &em, NULL, NULL, 5, 5);
}
}
break;
case 5:
for (itemp = i + 4; i < itemp; i++) {
mpv.push_back(new MO());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[4 - (itemp - i) + 31], 5, &m[0], NULL, NULL, itemp - i, itemp - i);
}
break;
case 6:
for (itemp = i + 4; i < itemp; i++) {
mpv.push_back(new MX());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[4 - (itemp - i) + 35], 3, NULL, &cp, &strmap);
}
break;
case 7:
for (itemp = i + 4; i < itemp; i++) {
mpv.push_back(new MUD());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[4 - (itemp - i) + 39], 4, NULL, NULL, NULL, 0, 0, (itemp - i) % 2, (itemp - i + 1) % 2);
}
break;
case 8:
for (itemp = i + 3; i < itemp; i++) {
mpv.push_back(new Mand());
vism[ch].vmp.push_back(mpv[i]);
vism[ch].vmp.back()->set(p.sgetxyhs(), &strcp[3 - (itemp - i) + 43], 3, NULL, NULL, NULL, 0, 0, !((itemp - i) % 2));
}
break;
case 9:
{
char* tempcparr[20] = { NULL };
for (itemp = i + ia; i < itemp; i++) {
pair<bool, bool>pbb = { rand() % 2, rand() % 2 };
pair<int, int>pxy = { rand() % 9 + 1, rand() % 9 + 1 };
while ((7 == pxy.first || 5 == pxy.first) && 4 == pxy.second || 7 <= pxy.first && 3 >= pxy.second) {
pxy = { rand() % 9 + 1, rand() % 9 + 1 };
}
tempcparr[itemp - i] = &strmap[pxy.first][pxy.second];
switch (rand() % 7) {
case 0:
case 1:
mpv.push_back(new Mand());
vism[ch].vmp.push_back(mpv.back());
vism[ch].vmp.back()->set(p.sgetxyhs(), tempcparr + itemp - i, 3, NULL, NULL, NULL, 0, 0, pbb.first);
break;
case 2:
case 3:
mpv.push_back(new MUD());
vism[ch].vmp.push_back(mpv.back());
vism[ch].vmp.back()->set(p.sgetxyhs(), tempcparr + itemp - i, 2, NULL, NULL, NULL, 0, 0, pbb.first, pbb.second);
break;
case 4:
case 5:
mpv.push_back(new MX());
vism[ch].vmp.push_back(mpv.back());
vism[ch].vmp.back()->set(p.sgetxyhs(), tempcparr + itemp - i, 3, NULL, &cp, &strmap);
break;
case 6:
mpv.push_back(new MO());
vism[ch].vmp.push_back(mpv.back());
vism[ch].vmp.back()->set(p.sgetxyhs(), tempcparr + itemp - i, 5, &em, NULL, NULL, pxy.first, pxy.second);
break;
default:
break;
}
}
}
break;
default:
break;
}
}
random_shuffle(vism.begin(), vism.end());//使地牢随机化
while (4 != vism.size()) {
vism.pop_back();//删除本次游戏不需要的地牢
}
vism.push_back(ism);//小BOSS的创建
vism.back().id = 10;
mpv.push_back(new Mplus());
vism.back().vmp.reserve(1000);
vism.back().vmp.push_back(mpv.back());
vism.back().vmp.back()->set(p.sgetxyhs(), &strcp[46], 10);
int ishoot = 0;
int bosswait = 0;
bool b = 0;
char str[9] = "color 0";
difficulty d = EASY;//初始值(EASY)
//开始界面
for (i = 0; i < 15; i++) {//大文字缓缓出现
system("cls");
start(i);
Sleep(10);
}
Sleep(10);
for (i = 0; i < 9; i++) {//使大文字变成动态的彩色
strcat(tempstr, tempstra[i]);
system(tempstr);
tempstr[7] = 0;
Sleep(100);
}
system("color 07");
Sleep(500);
cout << endl << endl << endl;//游戏的开始界面
cout << " \033[33m@---------------------------------------------@" << endl;
cout << " | |" << endl;
cout << " | \033[0m1. 游戏规则 \033[32;1m2. 开始游戏(简单)\033[0;33m |" << endl;
cout << " | |" << endl;
cout << " | 3. 开始游戏(普通) \033[31;1m4. 开始游戏(困难)\033[0;33m |" << endl;
cout << " | |" << endl;
cout << " | \033[31m5. 开始游戏(极限)\033[1m 0. 退出\033[0;33m |" << endl;
cout << " | |" << endl;
cout << " @---------------------------------------------@\033[0m" << endl;
cout << endl << endl << endl;
while ('1' == ch || '0' > ch || ch > '5') {//输入错误或者输入“1”(游戏规则时)重新输入
cin >> ch;
if ('1' == ch) {//1.游戏规则(打印游戏规则)
cout << "游戏规则:" << endl;
cout << " “P”是你,“*”是墙,a键左移,d键右移,w键跳,s及其其他键让时间流逝,上面显示你的\033[32;1m生\033[0;33m命\033[31;1m值\033[0m,如果你生命值\033[31m归0\033[0m,那么你就\033[31;1m失败\033[0m,在遇到\033[31;1m怪物\033[0m的时候,你要按下z键用枪射出\033[33m子弹射\033[31;1m死\033[0m各种各样的\033[31;1m怪物\033[0m,\033[31;1m怪物\033[0m是怎么样的你自己看,如果你碰到了\033[31;1m怪物\033[0m,那么你就会被\033[31;1m怪物伤到\033[0m,\033[31;1m血量减1\033[0m,而打败\033[31;1m小BOSS\033[0m“\033[33m+\033[0m”并从\033[31;1m小BOSS\033[0m的房间中\033[32;1m走出去\033[0m即可\033[32;1m胜利\033[0m。而这个游戏有四种可游玩的模式:一种是\033[32;1m简单模式\033[0m,一种是\033[33m普通模式\033[0m,一种是\033[31;1m困难模式\033[0m,一种是\033[31m极限模式\033[0m,其中,\033[32;1m简单模式\033[0m会让你开始时有\033[32;1m8滴血\033[0m,\033[33m普通模式\033[0m会让你开始时有\033[33m5滴血\033[0m,\033[31;1m困难模式\033[0m会让你开始时有\033[31;1m3滴血\033[0m,而\033[31m极限模式\033[0m会让你开始时\033[31;4m只有1滴血\033[0m;同样,\033[4m我们也会根据你选择的\033[31;1m难度\033[0;4m来选择不同的告知你\033[32;1m胜利方式\033[0m:\033[4m如果你选择了\033[31;1m难玩的难度\033[0;4m,那么告知你\033[32;1m胜利方式\033[0;4m也更\033[32;1m新奇\033[0;4m;反之如果你选择了\033[32;1m易玩的难度\033[0;4m,那么告知你\033[32;1m胜利方式\033[0;4m也\033[31;1m更不新奇\033[0m,并且不同的\033[31;1m难度\033[0m也有不同的\033[32;1m战前回血概率\033[0m与\033[31;1m小BOSS\033[32m战前回血概率\033[0m,\033[4m越\033[31;1m难\033[0;4m这个概率就越\033[31;1m小\033[0m。这就是这个打小怪游戏的规则,你听明白了吗?" << endl << endl;
}
else if ('0' > ch || ch > '5') {//输入错误
cout << "\033[31;1m输入错误,请重新输入\033[0m" << endl << endl;
}
rewind(stdin);
}
if ('0' == ch) {//退出
cout << endl << "欢迎下次游玩" << endl;
return 0;
}
d = (difficulty)(ch - '2');//难度选择('2'~'5') - '2' = (0~3)
int temparra[4] = { 8, 5, 3, 1 };
p.sgetxyhs(HEAL) = temparra[d];//根据玩家选的难度来设置玩家的生命
system("cls");
while (p.sgetxyhs(HEAL) && (bb || 'P' != strmap[9][10])) {
MO mo;
//如果玩家踏进新的地牢(具体位置:&strmap[9][1])(!b),b设为真,并重置怪物生成和地牢生成(vism无时BOSS战(+))
if (!b && (&strmap[9][1] == cp || &strmap[8][1] == cp)) {
b = 1;
strmap[9][0] = '*';
for (i = 1; i < 10; i++) {
for (ch = 1; ch < 10; ch++) {
'#' == strmap[i][ch] && (strmap[i][ch] = ' ');
}
}
switch (vism.front().id) {//地牢的生成
case 0:
for (ch = 3; ch < 8; ch++) {
for (i = 3; i < 8; i++) {
strmap[ch][i] = '*';
}
}
{
int arr[10] = { 1, 2, 5, 2, 7, 1, 1, 8, 6, 7 };
for (i = 0; i < 10; i += 2) {
strmap[arr[i]][arr[i + 1]] = (8 != i ? '*' : strmap[7][7] = ' ');
}
}
break;
case 1:
strmap[2][8] = '*';
break;
case 2:
strmap[4][6] = '*';
strmap[7][7] = '*';
break;
case 3:
{
char* cparr[6] = { &strmap[2][4], &strmap[4][1], &strmap[4][7], &strmap[8][1], &strmap[8][7], &strmap[6][4] };
for (ch = 0; ch < 3; ch++) {
for (i = 0; i < 6; i++) {
*cparr[i]++ = '*';
}
}
}
break;
case 4:
for (i = 2; i < 9; i += 2) {
for (ch = 2; ch < 9; ch += 2) {
strmap[i][ch] = '*';
}
}
{
int arr[12] = { 8, 5, 6, 3, 6, 7, 4, 5, 8, 9, 4, 1 };
for (i = 0; i < 12; i += 2) {
strmap[arr[i]][arr[i + 1]] = '*';
}
}
break;
case 6:
{
int temparr[5] = { 8,5,2,4,9 };//8,5 5,2 2,4 4,9
for (ch = 2; ch < 9; ch++) {
strmap[ch][ch] = '*';
strmap[ch][10 - ch] = '*';
if (ch < 6) {
strmap[temparr[ch - 2]][temparr[ch - 1]] = '*';
}
}
break;
}
case 7:
for (ch = 1; ch < 4; ch++) {
strmap[2][ch] = '*';
strmap[5][ch + 3] = '*';
strmap[8][ch + 6] = '*';
}
break;
case 8:
for (ch = 2; ch < 5; ch++) {
strmap[7][ch] = '*';
strmap[7][ch + 4] = '*';
strmap[4][ch + 1] = '*';
}
break;
case 9:
strmap[4][5] = '*';
strmap[7][5] = '*';
break;
case 10:
for (i = 1; i < 10; i++) {
for (ch = 1; ch < 10; ch++) {
'#' == strmap[i][ch] && (strmap[i][ch] = ' ');
}
}
for (i = 2; i <= 8; i += 6) {
for (ch = 4; ch < 7; ch++) {
strmap[i][ch] = '+';
strmap[ch][i] = '+';
}
for (ch = 2; ch <= 8; ch++) {
'+' != strmap[i][ch] && (strmap[i][ch] = '-');
'+' != strmap[ch][i] && (strmap[ch][i] = '-');
}
}
for (i = 2; i <= 8; i++) {
for (ch = 2; ch <= 8; ch++) {
'-' == strmap[i][ch] && (strmap[i][ch] = '*');
'+' == strmap[i][ch] && (strmap[i][ch] = ' ');
}
}
strmap[5][1] = '*';
strmap[5][9] = '*';
break;
default:
break;
}
memcpy(strmapr, strmap, sizeof strmap);
strmapr[9][1] = ' ';
for (ch = 0; vism.front().vmp[ch] != vism.front().vmp.back(); ch++) {
if ('X' == vism.front().vmp[ch]->getm()) {
((MX*)vism.front().vmp[ch])->exset(strmap);
}
}
if ('X' == vism.front().vmp[ch]->getm()) {
((MX*)vism.front().vmp[ch])->exset(strmap);
}
for (ch = 0; vism.front().vmp.size() != ch; ch++) {
*vism.front().vmp[ch]->getcp() = vism.front().vmp[ch]->getm();
}
}
p.sgetxyhs(X) = (cp - &strmap[0][0]) / 11;
p.sgetxyhs(Y) = (cp - &strmap[0][0]) % 11;
mo.set_s_pxy(p.sgetxyhs(X), p.sgetxyhs(Y));
p.shootmove(&strmap, 0);//子弹删
if (vism.size()) {//开始前画“#”以用来告知人们地牢的变化
for (vector<draw>::iterator it = vmd[5 - vism.size()].begin(); &strmap[9][0] == cp && vmd[5 - vism.size()].back().iwalk + 1; it++) {
for (char* drawcp = &strmap[it->ix][it->iy]; it->iwalk + 1; drawcp += (1 + 10 * it->brd), it->iwalk--) {
*drawcp = '#';
}
}
}
p.printmap(strmap, ba, iunmd);//显示游戏的游玩界面
ba = 1;
cin >> ch;
rewind(stdin);
'*' != *cp && (*cp = ' ');
//玩弹怪依次动
//玩动
switch (ch) {
case 'a':
p.left_move(&cp);
break;
case 'd':
p.right_move(&cp);
break;
case 'w':
p.jump(&cp);
break;
case 'z':
p.shoot(ishoot, &cp);
default:
break;
}
p.upOrDown(&cp);
(iunmd || ' ' == *cp || '@' == *cp) || cout << (p.sgetxyhs(HEAL)--, iunmd = 2, "\a");
//有怪物使你扣血
ishoot > 0 && ishoot--;
if (' ' != strmap[9][10]) {//怪物死
sort(vism.front().vmp.begin(), vism.front().vmp.end(), cmpm());//对怪物血量进行升序排序
while (!vism.front().vmp.empty() && vism.front().vmp.front()->getheal() < 1) {
if (-1 == vism.front().vmp.front()->getheal()) {
int ir = 0;
//把怪物“o”转换成其他怪物
switch (bc ? 2 : ir = rand() % 4) {
case 0:
mpv.push_back(new Mand());
break;
case 1:
mpv.push_back(new MUD());
break;
case 2:
mpv.push_back(new MO());
break;
case 3:
mpv.push_back(new MX());
break;
default:
break;
}
vism.front().vmp.push_back(mpv.back());
char* cpa = NULL;
int mx = 0;
int my = 0;
const int arr[8] = { -12, -11, -10, -1, 1, 10, 11, 12 };
int isummon = 0;
while (255 != isummon && (!cpa || ' ' != *cpa || ('X' == mpv.back()->getm() && (cpa == &strmap[9][1] || '@' == *cpa || '@' == *(cpa - 1) || '@' == *(cpa + 1) || cpa == cp || '*' == *(cpa - 1) || '*' == *(cpa + 1) || 'X' == *(cpa - 1) || 'X' == *cpa || 'X' == *(cpa + 1))))) {
int ira = rand() % (cpa = vism.front().vmp.front()->getcp(), 8);
(isummon >> ira & 1) || (isummon += (1 << ira));
int imx = (vism.front().vmp.front()->getcp() - &strmap[0][0]) / 11;
int imy = (vism.front().vmp.front()->getcp() - &strmap[0][0]) % 11;
bool boolarr[8] = { (imx || imy), !!imx, (imx || 10 != imy), !!imy, 10 != imy, (10 != imx || imy), 10 != imx, (imx || 10 != imy) };
boolarr[ira] && (cpa += arr[ira]);
}
if (255 != isummon) {
mx = (cpa - &strmap[0][0]) / 11;
my = (cpa - &strmap[0][0]) % 11;
switch (bc ? (bc = 0, 2) : ir) {
case 0:
vism.front().vmp.back()->set(p.sgetxyhs(), &cpa, 3, NULL, NULL, NULL, 0, 0, rand() % 2);//怪物“&”
break;
case 1:
vism.front().vmp.back()->set(p.sgetxyhs(), &cpa, 2, NULL, NULL, NULL, 0, 0, rand() % 2, rand() % 2);//怪物“^”
break;
case 2:
vism.front().vmp.back()->set(p.sgetxyhs(), &cpa, 3, &em, NULL, NULL, mx, my);//怪物“O”
break;
case 3:
vism.front().vmp.back()->set(p.sgetxyhs(), &cpa, 5, NULL, &cp, &strmap);//怪物“X”
break;
default:
break;
}
}
else {
vism.front().vmp.pop_back();
}
}
'*' != *vism.front().vmp.back()->getcp() && (*vism.front().vmp.back()->getcp() = vism.front().vmp.back()->getm());
if ('X' == vism.front().vmp.back()->getm()) {
((MX*)vism.front().vmp.back())->exset(strmapr);
}
//如果该地只有一个怪物,那么设怪物所在的位置为空格
vector<moster*>::iterator it = vism.front().vmp.begin() + 1;
for (; it != vism.front().vmp.end(); it++) {
if (vism.front().vmp.front()->getcp() == (*it)->getcp()) {
break;
}
}
'*' != *vism.front().vmp.front()->getcp() && it == vism.front().vmp.end() && (*vism.front().vmp.front()->getcp() = ' ');
'X' == vism.front().vmp.front()->getm() && (*vism.front().vmp.front()->getcp() = ((MX*)vism.front().vmp.front())->getm(0));
'*' != *vism.front().vmp.front()->getcp() && (*vism.front().vmp.front()->getcp() = ' ');
if ('+' == vism.front().vmp.front()->getm()) {
for_each(vism.front().vmp.begin(), vism.front().vmp.end(), setMempty);
vism.front().vmp.clear();
bb = 0;
}
bb && (vism.front().vmp.erase(vism.front().vmp.begin()), 0);//删除怪物
}
}
p.shootmove(&strmap, 1);//子弹动
if (b && '*' == strmap[9][10]) {//怪物动
vector<moster*>::iterator vfvp = vism.front().vmp.begin();
while (!vism.front().vmp.empty() && '+' != (*vfvp)->getm()) {
if (vism.front().vmp.end() == ++vfvp) {
break;
}
}
if (1 == vism.size() && bb && (!bosswait || (bosswait--, 0))) {
char* setcp = &strmap[5][5];
vo.push_back(new M_o());
vism.front().vmp.push_back(vo.back());
vism.front().vmp.back()->set(p.sgetxyhs(), &setcp, 5);
bosswait = 15;
}//**会变**
for (vector<moster*>::iterator it = vism.front().vmp.begin(); vism.front().vmp.end() != it; it++) {
(*it)->hunt();
(*it)->mosterdo();
(*it)->hunt();
}
for (vector<trir>::iterator it = p.sgetxyhs()->begin(); p.sgetxyhs()->end() != it; it++) {
-2 >= it->iy && it->iy++;
}
for_each(vism.front().vmp.begin(), vism.front().vmp.end(), MShow);
}
(iunmd || ' ' == *cp || '@' == *cp) || cout << (p.sgetxyhs(HEAL)--, iunmd = 2, "\a");
'*' != *cp && (*cp = 'P');
system("cls");//清屏
//如果vism的第0项vmp或者vism为空,那么开门,并头删
if ((vism.empty() || vism.front().vmp.empty()) && '*' == strmap[9][10]) {
strmap[9][10] = ' ';
vism.erase(vism.begin());
}
//如果进门,那么重置地牢('*' --> ' '),并把b设为假
if (bb && 'P' == strmap[9][10]) {
b = 0;
for (vector<trir>::iterator it = p.sgetxyhs()->begin(); p.sgetxyhs()->end() != it; it++) {
'*' != *it->cp && (*it->cp = ' ');
}
p.sgetxyhs()->clear();
for (i = 0; i < 10; i++) {
p.printmap(&strmap, ba, i, iunmd);
!i && (strmap[9][0] = ' ');
Sleep(100);
system("cls");
}
//下一地牢初始化
( <- 分界 )
strmap[9][10] = '*';
strmap[9][0] = 'P';
p.printmap(&strmap, ba, 11, iunmd);
Sleep(100);
system("cls");
bool temparrb[8] = { 1, 1, !(rand() % 2), 1, !(rand() % 4), !(rand() % 2), 0, 0};
if (1 != vism.size()) {//恢复血量
temparrb[d * 2] && temparra[d] > p.sgetxyhs(HEAL) && (p.sgetxyhs(HEAL)++, ba = 0);
}
else {
temparrb[d * 2 + 1] && temparra[d] > p.sgetxyhs(HEAL) && (p.sgetxyhs(HEAL)++, ba = 0);
}
//并把cp设为&strmap[9][0]
cp = &strmap[9][0];
}
iunmd && iunmd--;
}
char tempstrb[6] = "C2AA7";//胜利
str[7] = tempstrb[(!bb) * (d + 1)];
system(str);
switch ((!bb) * (d + 1)) {//告知你胜利的方式
case 0:
cout << "很遗憾,你输了" << endl;
break;
case 1:
case 2:
cout << "恭喜你,你赢了" << endl;
break;
case 3:
cout << "@------------------@" << endl;
cout << "| |" << endl;
cout << "| 恭喜你,你赢了 |" << endl;
cout << "| |" << endl;
cout << "@------------------@" << endl;
break;
case 4:
for (i = 0; i < 15; i++) {
system("cls");
win(i);
Sleep(10);
}
for (i = 0; i < 27; i++) {
strcat(tempstr, tempstra[i % 9]);
system(tempstr);
tempstr[7] = 0;
Sleep(100);
}
system("color 0A");
break;
default:
break;
}
for_each(mpv.begin(), mpv.end(), del);//释放mpv和vo里new出来的怪物对象
for_each(vo.begin(), vo.end(), delvo);//释放mpv和vo里new出来的怪物对象
return 0;
}
moster.h
#pragma once
#include <iostream>
using namespace std;
#include "Player.h"
#include "WASD.h"
#include <map>
class moster {
protected:
char** m_cpp;//怪物的位置
int m_iheal;//怪物的血量数
vector<trir>* m_v;//指向玩家射出的子弹
char* tempcp;//用于在移动怪物的位置的时候防出bug
public:
moster();//moster抽象基类的构造函数
virtual void set(vector<trir>* v = NULL, char** cpp = NULL, int iheal = 3, map<char**, WASD>* = NULL, char** = NULL, char(*)[11][11] = NULL, int = 0, int = 0, bool = 0, bool = 0);//设置怪物的一些属性
void hunt();//受伤函数
int getheal();//获取怪物的血量数
virtual void mosterdo() = 0;//执行每种怪物要做的事
virtual char getm() = 0;//获取怪物的类型,用多态实现
char*& getcp();//获取怪物的位置
};
moster.cpp
#include <iostream>
using namespace std;
#include "moster.h"
//构造函数
moster::moster(){
vector<trir>v;
m_v = &v;
}
//怪物对象的设置函数
void moster::set(vector<trir>* v, char** cpp, int iheal, map<char**, WASD>*, char**, char(*)[11][11], int, int, bool, bool) {
m_v = v;
m_cpp = cpp;
m_iheal = iheal;
}
//受伤
void moster::hunt() {
for (vector<trir>::iterator it = m_v->begin(); m_v->end() != it; it++) {
(!it->bk && (*m_cpp == it->cp || *m_cpp == (it->cp - (1 - 2 * it->b)))) && (m_iheal--, it->bk = 1);
}//检测扣血(如果子弹没杀过怪物并且子弹在怪物正中或者前面就扣怪物的血)
//Game.cpp的main函数中检测怪物的死亡
}
int moster::getheal() {
return m_iheal;
}
char*& moster::getcp() {
return *m_cpp;
}
M&.h
#pragma once
#include <iostream>
using namespace std;
#include "moster.h"
class Mand: public moster {
private:
bool mblr;//朝向(0< 1>)
public:
void set(vector<trir>* v = NULL, char** cpp = NULL, int iheal = 3, map<char**, WASD>* = NULL, char** = NULL, char(*)[11][11] = NULL, int = 0, int = 0, bool b = 0, bool = 0);//设置怪物M&的一些属性
Mand();//构造函数
void mosterdo();//执行怪物M&要做的事
char getm();//获取怪物M&的类型
};
M&.cpp
#include <iostream>
using namespace std;
#include "M&.h"
Mand::Mand() {
this->set();
}
void Mand::set(vector<trir>* v, char** cpp, int iheal, map<char**, WASD>*, char**, char(*)[11][11], int, int, bool b, bool) {
m_v = v;
m_cpp = cpp;
m_iheal = iheal;
mblr = b;
}
void Mand::mosterdo() {
'*' != **m_cpp && (**m_cpp = ' ');//便于移动之后的显示
if (!mblr && '*' == (*m_cpp)[-1]) {//如果怪物M&往左移动,并且左边有墙
mblr = 1;//怪物M&就往右移动
}
else if (mblr && '*' == (*m_cpp)[1]) {//如果怪物M^往右移动,并且左边有墙
mblr = 0;//怪物M&就往左动
}//撞墙换方向
tempcp = *m_cpp;//防指针的链式带动
m_cpp = NULL;
'*' != tempcp[-(1 - 2 * mblr)] && (tempcp -= (1 - 2 * mblr));//左右移
'*' != tempcp[11] && (tempcp += 11);//下落
m_cpp = &tempcp;
//后面main函数中用Mshow函数使见
}//撞墙换方向,会自然下落
char Mand::getm() {
return '&';
}
M^.h
#pragma once
#include <iostream>
using namespace std;
#include "moster.h"
class MUD : public moster {
private:
bool mblr;//水平朝向(0< 1>)
bool mbud;//垂直朝向(0^ 1v)
public:
MUD();//构造函数
void set(vector<trir>* v = NULL, char** cpp = NULL, int iheal = 3, map<char**, WASD>* = NULL, char** = NULL, char(*)[11][11] = NULL, int = 0, int = 0, bool b = 0, bool ba = 0);//设置怪物M^的一些属性
void mosterdo();//执行怪物M^要做的事
char getm();//获取怪物M^的类型
};
M^.cpp
#include <iostream>
using namespace std;
#include "M^.h"
//构造函数
MUD::MUD() {
set();
}
//M^的设置函数
void MUD::set(vector<trir>* v, char** cpp, int iheal, map<char**, WASD>*, char**, char(*)[11][11], int, int, bool b, bool ba) {
m_v = v;
m_cpp = cpp;
m_iheal = iheal;
mblr = b;
mbud = ba;
}
void MUD::mosterdo() {
'*' != **m_cpp && (**m_cpp = ' ');//便于移动之后的显示
if (!mblr && '*' == (*m_cpp)[-1]) {//如果怪物M^往左移动,并且左边有墙
mblr = 1;//怪物M^就往右移动
}
else if(mblr && '*' == (*m_cpp)[1]){//如果怪物M^往右移动,并且右边有墙
mblr = 0;//怪物M^就往左移动
}//撞墙换方向
tempcp = *m_cpp;//防指针的链式带动
m_cpp = NULL;
'*' != tempcp[-(1 - 2 * mblr)] && (tempcp -= (1 - 2 * mblr));//左右移
if (mbud && '*' == tempcp[11]) {//如果怪物M^往下移动,并且下边有墙
mbud = 0;//怪物M^就往上落
}
else if (!mbud && '*' == tempcp[-11]) {//如果怪物M^往上落,并且上边有墙
mbud = 1;//怪物M^就往下落
}//碰地会反转
'*' != tempcp[-(11 * (1 - 2 * mbud))] && (tempcp -= 11 * (1 - 2 * mbud));//上下落
m_cpp = &tempcp;
//后面main函数中Mshow函数使见
}//撞墙换方向,碰地会反落
char MUD::getm() {
if (mbud) {
return 'v';
}
else {
return '^';
}
}
MO.h
#pragma once
#include <iostream>
using namespace std;
#include <map>
#include "Player.h"
#include "moster.h"
class MO : public moster {
private:
WASD m_wasd;//方向
map<char**, WASD>m_m;//[strmap point, wasd]...
pair<int, int> m_pxy;//怪物 xy坐标
static pair<int, int> s_m_pxy;//玩家 xy坐标
int imove;//追踪的时候充当定时器用,每到这个数模MOWAIT这个宏加1的结果为宏MOWAIT,就开始移动
public:
void set(vector<trir>* v = NULL, char** cpp = NULL, int iheal = 3, map<char**, WASD>* m = NULL, char** = NULL, char(*)[11][11] = NULL, int ix = 0, int iy = 0, bool = 0, bool = 0);//设置怪物MO的一些属性
MO();//构造函数
void set_s_pxy(int ix, int iy);//监听玩家的xy坐标
void mosterdo();//执行怪物MO要做的事
char getm();//获取怪物MO的类型
};
MO.cpp
#include <iostream>
using namespace std;
#include "MO.h"
#define NNEG(A, B) ((A) < (B) ? 1 : (A) > (B) ? -1 : 0)//判断宏
#define MOWAIT 1//怪物MO等待的回合数
pair<int, int> MO::s_m_pxy = {0, 0};//玩家坐标的初始化
//构造函数
MO::MO() {
set();
}
//MO的设置函数
void MO::set(vector<trir>* v, char** cpp, int iheal, map<char**, WASD>*m, char**, char(*)[11][11], int ix, int iy, bool, bool) {
m_v = v;
m_cpp = cpp;
m_iheal = iheal;
m_pxy.first = ix;
m_pxy.second = iy;
imove = 0;
if (nullptr != m) {
m_m = *m;
}
}
void MO::mosterdo() {
'*' != **m_cpp && (**m_cpp = ' ');//便于移动之后的显示
tempcp = *m_cpp;//防指针的链式带动
m_cpp = NULL;
if (!m_m.empty()) {//沿路模式
int arr[4] = { -11, -1, 11, 1 };//怪物MO可能会移动的四个方位
for (map<char**, WASD>::iterator it = m_m.begin(); m_m.end() != it; it++) {//改变怪物MO的方向
E != it->second && tempcp == *it->first && (m_wasd = it->second);
}
switch (tempcp += (arr[m_wasd]), m_wasd) {//怪物的移动与xy坐标的变化
case W:
m_pxy.second--;
break;
case A:
m_pxy.first--;
break;
case S:
m_pxy.second++;
break;
case D:
m_pxy.first++;
break;
default:
break;
}
}
else {//追踪模式
MOWAIT == imove % (MOWAIT + 1)/*如果MO等待了MOWAIT回合*/ && ('*' != *(tempcp + 11 * NNEG(m_pxy.first, s_m_pxy.first))/*并且垂直移动的方向上没有墙*/ && (tempcp += 11 * NNEG(m_pxy.first, s_m_pxy.first)/*那么怪物MO就往玩家垂直地移动*/, m_pxy.first += NNEG(m_pxy.first, s_m_pxy.first)/*怪物的x坐标也随之变化*/));//根据怪物的xy坐标和玩家的xy坐标来移动
MOWAIT == imove++ % (MOWAIT + 1) && ('*' != *(tempcp + NNEG(m_pxy.second, s_m_pxy.second)/*并且水平移动的方向上没有墙*/) && (tempcp += NNEG(m_pxy.second, s_m_pxy.second)/*那么怪物MO就往玩家水平地移动*/, m_pxy.second += NNEG(m_pxy.second, s_m_pxy.second)/*怪物的y坐标也随之变化*/));
}
m_cpp = &tempcp;
}//遇向则转,看路前行(1),或追玩者(2)
//设置玩家的坐标
void MO::set_s_pxy(int ix, int iy) {
s_m_pxy = { ix, iy };
}
char MO::getm() {
return 'O';
}
MX.h
#pragma once
#include <iostream>
using namespace std;
#include "moster.h"
class MX : public moster {
private:
char** m_pcpp;//玩家的地点,不用xy坐标
char(*m_strmap)[11][11];//地牢的指针
char m_strmapr[11][11];//刚刚创建完成之后的地牢
char m_cc;//盖住的块
pair<int, int>pxy;//怪物的xy坐标
bool setb;//帮助设置怪物的一些属性
public:
MX();//构造函数
void set(vector<trir>* v = NULL, char** cpp = NULL, int iheal = 3, map<char**, WASD>* = NULL, char** pcpp = NULL, char(*strmap)[11][11] = NULL, int = 0, int = 0, bool = 0, bool = 0);//设置怪物MX的一些属性
void mosterdo();//执行怪物MX要做的事
void exset(char strmapr[11][11]);//额外设置怪物MX的一些属性
char getm();//获取怪物MX的类型
char getm(bool);//获取怪物MX的盖住的块
};
MX.cpp
#include <iostream>
using namespace std;
#include <cstring>
#include "MX.h"
//怪物MX的设置函数
void MX::set(vector<trir>* v, char** cpp, int iheal, map<char**, WASD>*, char** pcpp, char(*strmap)[11][11], int, int, bool, bool) {
m_v = v;
if (nullptr == cpp) {
m_cpp = cpp;
}
else {
tempcp = *cpp;
cpp = NULL;
m_cpp = &tempcp;
}
m_pcpp = pcpp;
nullptr != strmap && (m_strmap = strmap);
m_iheal = iheal;
setb = 1;
}
//怪物MX的额外设置函数
void MX::exset(char strmapr[11][11]) {
memcpy(m_strmapr, strmapr, sizeof m_strmapr);
}
//构造函数
MX::MX() {
set();
}
void MX::mosterdo() {
vector<trir>::iterator it = m_v->begin();
if (setb) {
pxy = { (*m_cpp - &(*m_strmap)[0][0]) / 11, (*m_cpp - &(*m_strmap)[0][0]) % 11 };//设置怪物MX的坐标
m_cc = m_strmapr[pxy.first][setb = 0, pxy.second];//设置盖住的块
}
for (; m_v->end() != it; it++) {
if (*m_cpp == it->cp || *m_cpp == it->cp - (1 - it->b * 2)) {//如果怪物受伤了就停止这个循环
break;
}
}
if (m_iheal > 0 && (*m_cpp == *m_pcpp || m_v->end() != it)) {//如果刚才的这个循环停止了,并且还有生命且不在玩家的位置上
tempcp = *m_cpp;//防指针的链式移动
char* tempcpb = tempcp;
bool tempb = 1;//防误覆盖空位
m_cpp = NULL;
do {
tempb && m_v->end() != it && (*tempcp = ' ');//便于移动之后的显示
tempcp = &(*m_strmap)[pxy.first = rand() % 9 + 1][pxy.second = rand() % 9 + 1];//怪物MX的移动
} while ((tempcp == &(*m_strmap)[9][1] || '@' == (*m_strmap)[pxy.first][pxy.second] || '@' == (*m_strmap)[pxy.first][pxy.second - 1] || '@' == (*m_strmap)[pxy.first][pxy.second + 1] || tempcp == *m_pcpp || '*' == tempcp[-1] || '*' == tempcp[1] || 'X' == (tempcp)[-1] || 'X' == *tempcp || 'X' == (tempcp)[1]) && (tempb = 0, 1));//如果满足上述的条件,就把误覆盖空位的“开关”启动
m_cpp = &tempcp;
*tempcpb = m_cc;
('@' != m_strmapr[pxy.first][pxy.second] || 'X' != m_strmapr[pxy.first][pxy.second] && 'P' != m_strmapr[pxy.first][pxy.second]) && (m_cc = m_strmapr[pxy.first][pxy.second]);//记录盖住的块,不记录“@”子弹,“P”玩家和“X”怪物MX自己
}
//main函数使见
}//被玩家碰到传,受伤传(两旁有砖不传),并见
char MX::getm() {
return 'X';
}
char MX::getm(bool) {
return m_cc;
}
M+.h
#pragma once
#include <iostream>
using namespace std;
#include "moster.h"
#include <vector>
class Mplus : public moster {
public:
void mosterdo();//执行小BOSSM+要做的事
char getm();//获取小BOSSM+的类型
};
M+.cpp
#include <iostream>
using namespace std;
#include "M+.h"
void Mplus::mosterdo() {
**m_cpp = '+';//后面根据**m_cpp的内容来执行summon方法
}
char Mplus::getm() {
return '+';
}
M_o.h
#pragma once
#include <iostream>
#include "moster.h"
using namespace std;
class M_o : public moster {
private:
void near();//检测是否旁边有墙
public:
void mosterdo();//执行怪物M_o要做的事
char getm();//获取怪物M_o的类型
};
M_o.cpp
#include <iostream>
#include <ctime>
#include "M_o.h"
using namespace std;
void M_o::near() {
int arr[8] = { -12, -11, -10, -1, 1, 10, 11, 12 };//根据向量来检测是否旁边有墙
int i = 0;
for (; i < 8; i++) {
if ('*' == (*m_cpp)[arr[i]]) {
m_iheal = -1;//去死,并生其他怪物(main函数)
break;
}
}
}
void M_o::mosterdo() {
int arr[8] = { -12, -11, -10, -1, 1, 10, 11, 12 };//可能的移动方向
int ir = 0;//随机数
'*' != **m_cpp && (**m_cpp = ' ');//便于移动之后的显示
tempcp = (near(), *m_cpp);//临时一级指针,无可用二级指针
m_cpp = NULL;//防指针的链式移动
'*' != tempcp[arr[ir = rand() % 8]] && (tempcp -= arr[ir]);//曾有bug点:一级指针会“带动”二级指针
m_cpp = &tempcp;//移动
}//随便移动,有墙不动
char M_o::getm() {
return 'o';
}
Player.h
#pragma once
#include <iostream>
using namespace std;
#include <vector>
#define JUMPHIGH 3
#ifndef oncea
#define oncea
enum XYHS {
X,//x坐标
Y,//y坐标
HEAL,//玩家的血量
};
struct trir {//子弹
char* cp;//子弹的位置
int iy;//子弹的y坐标
bool b;//子弹的朝向(0< 1>)
bool bk;//是否杀过怪物
};
class Player {
private:
int ix;//x坐标
int iy;//y坐标
int ijh;//跳跃高度
int iheal;//生命值
bool blr;//朝向
vector<trir> v;//玩家射出的子弹
public:
Player();//构造函数
void printmap(const char strmap[11][11], const bool bwait, const int iunmd);//打印地牢
void printmap(char(*strmap)[11][11], const bool bwait, const int ir, const int iunmd);//打印地牢(右偏版本)
void jump(char** cpp);//跳跃
void left_move(char** cpp);//左移
void right_move(char** cpp);//右移
int& sgetxyhs(XYHS xyhsmode);//设置或获得玩家的x坐标,y坐标或血量
vector<trir>* sgetxyhs();//设置或获得玩家射出的子弹
void upOrDown(char** cpp);//上升或下坠
void shoot(int& i, char** cpp);//射击
void shootmove(const char(*strmap)[11][11], bool bmode);//子弹移动
};
#endif
Player.cpp
#include <iostream>
#include "Player.h"
#include "cmp.h"
#include <algorithm>
#include <Windows.h>
using namespace std;
//构造函数
Player::Player(){
ijh = 0;
blr = 1;
}
//打印地牢fa
void Player::printmap(const char strmap[11][11], const bool bwait, const int iunmd) {
int i = 0;
int ia = 0;
cout << "\033[" << (!bwait || 5 < iheal ? "32;1m" : 2 < iheal ? "33m" : "31;1m") << "P * " << iheal << "\033[0m" << endl << endl << endl;//打印玩家的血量
for (cout << "-----------@" << endl; i < 11; i++) {
for (ia = 0; ia < 11; ia++) {
cout << "\033[" << ('G' == strmap[i][ia] ? "32;1m" : 'v' == strmap[i][ia] ? "36m" : '&' == strmap[i][ia] || '^' == strmap[i][ia] || 'o' == strmap[i][ia] || 'O' == strmap[i][ia] || 'X' == strmap[i][ia] ? "31;1m" : '+' == strmap[i][ia] || '#' == strmap[i][ia] || '@' == strmap[i][ia] ? "33m" : 'P' == strmap[i][ia] && iunmd ? "30;1m" : "0m") << strmap[i][ia] << "\033[0m";///打印地图
}
cout << "|" << endl;//竖的外边框
}
cout << "-----------@" << endl;//底下的外边框
}
//打印地牢函数(右偏版本)
void Player::printmap(char(*strmap)[11][11], const bool bwait, const int ir, const int iunmd) {
int i = 0;
int ia = 0;
cout << "\033[" << (!bwait || 5 < iheal ? "32;1m" : 2 < iheal ? "33m" : "31;1m") << "P * " << iheal << "\033[0m" << endl << endl << endl;//打印血量
for (cout << "-----------@" << endl; i < 11; i++) {
for (ia = ir; 11 > ia - ir; ia++) {
21 > ia && ia >= 12 && i && 10 != i && ((*strmap)[i][ia % 11] = ' ');//清空左边的墙(除边框)
cout << "\033[" << ('P' == (*strmap)[i][ia % 11] && iunmd ? "40;1m" : "0m") << (*strmap)[i][ia % 11] << "\033[0m";//打印右偏之后的地图
}
cout << "|" << endl;//竖的外边框
}
cout << "-----------@" << endl;//底下的外边框
}//跳跃函数
void Player::jump(char** cpp) {
10 == ix || '*' == (*cpp)[11] && (ijh = JUMPHIGH);
}
//左移函数
void Player::left_move(char** cpp) {
(iy && '*' != *(*cpp - 1) && ((*cpp)--));
blr = false;
}
//右移函数
void Player::right_move(char** cpp) {
10 != iy && '*' != *(*cpp + 1) && ((*cpp)++);
blr = true;
}
//用于设置或获得玩家的x坐标,y坐标或血量
int& Player::sgetxyhs(XYHS xyhsmode) {
switch (xyhsmode) {
case X:
return ix;
break;
case Y:
return iy;
break;
case HEAL:
return iheal;
break;
default:
break;
}
}
//设置或获得玩家射出的子弹
vector<trir>* Player::sgetxyhs() {
return &v;
}
//使玩家上升或下坠
void Player::upOrDown(char** cpp) {
if (ijh > 0 && ix && '*' != (*cpp)[-11]) {//跳跃后
ijh--, *cpp -= 11;
}
else if ('*' != (*cpp)[11] && (!ix || '*' == (*cpp)[-11])) {//撞墙或跳好后
ijh = 0, *cpp += 11;
}
else if ('*' != (*cpp)[11] && 10 != ix) {//落下时
*cpp += 11;
}
if (ijh > 0 && '*' == (*cpp)[11]) {//防磕头后还能跳
ijh = 0;
}
}
//射击函数
void Player::shoot(int& i, char** cpp) {
if ((!i) && (iy && (!blr) || 10 != iy && blr)) {//检测冷却时间已过并且是否在地牢的边界射过
v.push_back({ *cpp, iy, blr, 0 });
i = 3;
}
}
//子弹的移动函数
void Player::shootmove(const char(*strmap)[11][11], bool bmode) {
if (bmode) {
for (vector<trir>::iterator it = v.begin(); v.end() != it; it++) {
(' ' == *it->cp || '@' == *it->cp) && (*it->cp = ' ');///编译显示之前子弹的移动
if ('*' == *it->cp || it->bk || (!it->iy && (!it->b)) || (21 == it->iy && it->b)) {
it->iy = -1;//子弹的销毁
}
if (0 <= it->iy) {
it->cp -= (1 - it->b * 2);//子弹的移动
it->iy -= (1 - it->b * 2);//子弹y坐标的移动
(' ' == *it->cp || '@' == *it->cp) && (*it->cp = '@');//显示
}
}
}
else {
sort(v.begin(), v.end(), cmp());//按子弹的y坐标进行升序排列
while ((!v.empty()) && 0 > v.begin()->iy) {
v.erase(v.begin());//销毁子弹
}
}
}
Cmp.h
#pragma once
#include <iostream>
#include <vector>
#include "Player.h"
using namespace std;
class cmp {
public:
bool operator()(trir t, trir ta);//用于升序排列的假函数
};
Cmp.cpp
#include <iostream>
#include "Cmp.h"
#include "Player.h"
using namespace std;
bool cmp::operator()(trir t, trir ta) {
return t.iy < ta.iy;//比较两个子弹的y坐标
}
cmpm.h
#pragma once
#ifndef oncec
#define oncec
#include <iostream>
using namespace std;
#include "moster.h"
class cmpm {
public:
bool operator()(moster* mp, moster* mpa);//用于升序排列的假函数
};
#endif
cmpm.cpp
#include <iostream>
#include "cmpm.h"
#include "moster.h"
using namespace std;
bool cmpm::operator()(moster* mp, moster* mpa) {
return mp->getheal() < mpa->getheal();//比较两个怪物的生命值
}
WASD.h
#pragma once
#include <iostream>
using namespace std;
#ifndef onceb
#define onceb
enum WASD {
W,
A,
S,
D,
E
};
WASD& operator++(WASD& w);//枚举WASD类型数据的前置++,无后置++
#endif
WASD.cpp
#include <iostream>
using namespace std;
#include "WASD.h"
WASD& operator++(WASD& w) {
WASD warr[5] = { W,A,S,D,E };//把WASD枚举类型的每一种东西都转化成数字
w < E && (w = warr[w + 1]);//warr[w + 1](WASD) == w + 1(int)
return w;
}
draw.h
#pragma once
#include <iostream>
using namespace std;
struct draw {
int iy;//画“#”的画笔起始y坐标
int ix;//画“#”的画笔起始x坐标
int iwalk;//画笔往哪个方向走几步
bool brd;//画壁画的方向(0> 1v)
};
isvp.h
#pragma once
#include <iostream>
using namespace std;
#include <vector>
#include <string>
#include "moster.h"
struct isv {//地牢怪物
string str;//判断怪物的生成
vector<moster*> vmp;//生成的怪物
int id;//地牢怪物所代表的id
};
mosters.h
#pragma once
#include <iostream>
using namespace std;
#include "moster.h"//怪物们的头文件
#include "M_o.h"
#include "M&.h"
#include "M^.h"
#include "MO.h"
#include "M+.h"
#include "MX.h"
程序的流程图
主文件