#include<bits/stdc++.h>
#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 >= 410; 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;
}

2 comments

  • @ 2022-9-17 9:33:55

    这种东西真的会有人帮忙调吗...

    • @ 2022-9-16 21:34:37

      @ζ͡顾念̶° 可以考虑用上COORD和HANDLE(毕竟system("cls)太难受了)

      顺便问一句,作者真的是MC老玩家吗

      • 1