c语言坦克大战程序设计,C语言坦克大战源码分析

/* Note:Your choice is C IDE */

#include "graphics.h"

#include "stdlib.h"

#include "stdio.h"

#define a_UP    0x4800/*定义A坦克按键*/

#define a_DOWN  0x5000

#define a_LEFT  0x4b00

#define a_RIGHT 0x4d00

#define a_shoot 0x1c0d

#define b_UP    0x1177/*定义B坦克按键*/

#define b_DOWN  0x1f73

#define b_LEFT  0x1e61

#define b_RIGHT 0x2064

#define b_shoot 0x246a

#define ESC   0x011b

#define UPWAY    1/*定义方向*/

#define DOWNWAY  2

#define LEFTWAY  3

#define RIGHTWAY 4

int enemynum=3;

struct SHOOT   /*定义炮弹结构体*/

{

int life;

int x,y;

int way;

}shoot[2]={{0,0,0,UPWAY},{0,0,0,UPWAY}};

struct PLAYER  /*定义玩家结构体*/

{

int life;

int x,y;

int i,j;

int way;

}player[2]={{3,0,0,3,13,UPWAY},{3,0,0,10,13,UPWAY}};

struct ENEMY  /*定义敌人结构体*/

{

int life;

int x,y;

int i,j;

int way;

int control;

}enemy[5]={{1,0,0,1,1,DOWNWAY,0},{1,0,0,1,2,DOWNWAY,0},{1,0,0,1,3,DOWNWAY,0},{1,0,0,1,4,DOWNWAY,0},{1,0,0,1,5,DOWNWAY,0}};

/*声明区*/

void allcircle(int i,int j);

void start();

void play();

void map_all(int map[15][15]);

void control_shoot(int m,int map[15][15],int i);

void enemy_control(int map[15][15]);

void uptank(int i,int j,int color);/*画坦克函数*/

void downtank(int i,int j,int color);

void lefttank(int i,int j,int color);

void righttank(int i,int j,int color);

void blank(int i,int j);

void map_water(int i,int j);/*画地图函数*/

void map_steel(int i,int j);

void map_wall(int i,int j);

void map_border(int i,int j);

void map_base(int i,int j);

void end();

main()

{

start();

play();

end();

}

void start()

{

int i;

int driver=VGA,mode=VGAHI;/*初始化图形模式*/

initgraph(&driver,&mode,"");

setbkcolor(7);/*设定背景*/

settextstyle(4,0,0);

outtextxy(500,300,"made");

outtextxy(540,300,"by");

outtextxy(562,300,"lihaifei");

while(!kbhit())

{

setcolor(i);

settextstyle(0,0,10);

outtextxy(150,100,"TANK");

i++;

}

getch();

cleardevice();

getch();

}

void play()

{

int key;int i;int num=0;

int map[15][15]={ {8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 },/*初始化地图数组*/

{8 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 },

{8 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 },

{8 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 },

{8 ,5 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,5 ,5 ,5 ,8 },

{8 ,5 ,0 ,0 ,7 ,7 ,7 ,6 ,7 ,7 ,7 ,5 ,5 ,5 ,8 },

{8 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,5 ,5 ,5 ,8 },

{8 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 },

{8 ,0 ,0 ,0 ,0 ,0 ,0 ,6 ,0 ,0 ,0 ,6 ,0 ,0 ,8 },

{8 ,5 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,5 ,5 ,5 ,8 },

{8 ,5 ,0 ,0 ,5 ,5 ,5 ,5 ,5 ,5 ,0 ,5 ,5 ,5 ,8 },

{8 ,5 ,0 ,0 ,5 ,5 ,5 ,5 ,5 ,5 ,0 ,5 ,5 ,5 ,8 },

{8 ,0 ,0 ,0 ,0 ,5 ,5 ,5 ,5 ,5 ,0 ,0 ,0 ,0 ,8 },

{8 ,0 ,0 ,1 ,0 ,5 ,5 ,9 ,5 ,5 ,2 ,0 ,0 ,0 ,8 },

{8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 }};

map_all(map);

while(1)

{

while(!kbhit())/*判断炮弹*/

{

if(enemynum==0)

goto aaa;

for(i=0;i<2;i++)

if(shoot[i].life==1)

switch(shoot[i].way)

{

case UPWAY :

if((shoot[i].y-15)%30==0)

if(map[(shoot[i].y-15)/30-1][(shoot[i].x-15)/30]!=0)

{

shoot[i].life=0;

control_shoot(map[(shoot[i].y-15)/30-1][(shoot[i].x-15)/30],map,i);

}

if(shoot[i].y<47)

shoot[i].life=0;

if(shoot[i].life!=0)

{

setfillstyle(1,1);

bar(shoot[i].x+14,shoot[i].y-5,shoot[i].x+17,shoot[i].y-2);

setcolor(7);

line(shoot[i].x+14,shoot[i].y-1,shoot[i].x+17,shoot[i].y-1);

shoot[i].y--;

}

else

{

setfillstyle(1,getpixel(shoot[i].x+14,shoot[i].y-6));

bar(shoot[i].x+14,shoot[i].y-5,shoot[i].x+17,shoot[i].y-1);

}

break;

case DOWNWAY:

if((shoot[i].y-15)%30==0)

if(map[(shoot[i].y-15)/30+1][(shoot[i].x-15)/30]!=0)

{

shoot[i].life=0;

control_shoot(map[(shoot[i].y-15)/30+1][(shoot[i].x-15)/30],map,i);

}

if(shoot[i].y>405)

shoot[i].life=0;

if(shoot[i].life!=0)

{

setfillstyle(1,1);

bar(shoot[i].x+14,shoot[i].y+35,shoot[i].x+17,shoot[i].y+32);setcolor(7);

line(shoot[i].x+14,shoot[i].y+31,shoot[i].x+17,shoot[i].y+31);

shoot[i].y++;

}

else

{

setfillstyle(1,getpixel(shoot[i].x+14,shoot[i].y+36));

bar(shoot[i].x+14,shoot[i].y+35,shoot[i].x+17,shoot[i].y+31);

}

break;

case LEFTWAY:

if((shoot[i].x-15)%30==0)

if(map[(shoot[i].y-15)/30][(shoot[i].x-15)/30-1]!=0)

{

shoot[i].life=0;

control_shoot(map[(shoot[i].y-15)/30][(shoot[i].x-15)/30-1],map,i);

}

if(shoot[i].x<47)

shoot[i].life=0;

if(shoot[i].life!=0)

{

setfillstyle(1,1);

bar(shoot[i].x-5,shoot[i].y+14,shoot[i].x-2,shoot[i].y+17);setcolor(7);

line(shoot[i].x-1,shoot[i].y+14,shoot[i].x-1,shoot[i].y+17);

shoot[i].x--;

}

else

{

setfillstyle(1,getpixel(shoot[i].x-6,shoot[i].y+14));

bar(shoot[i].x-5,shoot[i].y+14,shoot[i].x-1,shoot[i].y+17);

}

break;

case RIGHTWAY:

if((shoot[i].x-15)%30==0)

if(map[(shoot[i].y-15)/30][(shoot[i].x-15)/30+1]!=0)

{

shoot[i].life=0;

control_shoot(map[(shoot[i].y-15)/30][(shoot[i].x-15)/30+1],map,i);

}

if(shoot[i].x>405)

shoot[i].life=0;

if(shoot[i].life!=0)

{

setfillstyle(1,1);

bar(shoot[i].x+35,shoot[i].y+14,shoot[i].x+32,shoot[i].y+17);setcolor(7);

line(shoot[i].x+31,shoot[i].y+14,shoot[i].x+31,shoot[i].y+17);

shoot[i].x++;

}

else

{

setfillstyle(1,getpixel(shoot[i].x+36,shoot[i].y+14));

bar(shoot[i].x+35,shoot[i].y+14,shoot[i].x+31,shoot[i].y+17);

}

break;

}

delay(1500);num++;

if(num==30)

{

enemy_control(map);/*敌人坦克运动*/

num=0;

}

}

key=bioskey(0);

switch(key)/*判断坦克*/

{

case a_UP:

if(map[player[0].j-1][player[0].i]==0)

{

if(player[0].way==UPWAY)

{

map[player[0].j][player[0].i]=0;

blank(player[0].i,player[0].j);

player[0].j--;map[player[0].j][player[0].i]=1;

uptank(player[0].i,player[0].j,1);player[0].way=UPWAY;

}

else

{

blank(player[0].i,player[0].j);uptank(player[0].i,player[0].j,1);player[0].way=UPWAY;

}

}

else

{

blank(player[0].i,player[0].j);uptank(player[0].i,player[0].j,1);player[0].way=UPWAY;

}

break;

case a_DOWN:

if(map[player[0].j+1][player[0].i]==0)

{

if(player[0].way==DOWNWAY)

{

map[player[0].j][player[0].i]=0;

blank(player[0].i,player[0].j);

player[0].j++;map[player[0].j][player[0].i]=1;

downtank(player[0].i,player[0].j,1);player[0].way=DOWNWAY;

}

else

{

blank(player[0].i,player[0].j);downtank(player[0].i,player[0].j,1);player[0].way=DOWNWAY;

}

}

else

{

blank(player[0].i,player[0].j);downtank(player[0].i,player[0].j,1);player[0].way=DOWNWAY;

}

break;

case a_LEFT:

if(map[player[0].j][player[0].i-1]==0)

{

if(player[0].way==LEFTWAY)

{

map[player[0].j][player[0].i]=0;

blank(player[0].i,player[0].j);

player[0].i--;map[player[0].j][player[0].i]=1;

lefttank(player[0].i,player[0].j,1);player[0].way=LEFTWAY;

}

else

{

blank(player[0].i,player[0].j);lefttank(player[0].i,player[0].j,1);player[0].way=LEFTWAY;

}

}

else

{

blank(player[0].i,player[0].j);lefttank(player[0].i,player[0].j,1);player[0].way=LEFTWAY;

}

break;

case a_RIGHT:

if(map[player[0].j][player[0].i+1]==0)

{

if(player[0].way==RIGHTWAY)

{

map[player[0].j][player[0].i]=0;

blank(player[0].i,player[0].j);

player[0].i++;map[player[0].j][player[0].i]=1;

righttank(player[0].i,player[0].j,1);player[0].way=RIGHTWAY;

}

else

{

blank(player[0].i,player[0].j);righttank(player[0].i,player[0].j,1);player[0].way=RIGHTWAY;

}

}

else

{

blank(player[0].i,player[0].j);righttank(player[0].i,player[0].j,1);player[0].way=RIGHTWAY;

}

break;

case a_shoot:

if(shoot[0].life==0)

{

shoot[0].life=1;

shoot[0].x=player[0].i*30+15;  shoot[0].y=player[0].j*30+15;

shoot[0].way=player[0].way;break;

}

else

break;

case b_UP:

if(map[player[1].j-1][player[1].i]==0)

{

if(player[1].way==UPWAY)

{

map[player[1].j][player[1].i]=0;

blank(player[1].i,player[1].j);

player[1].j--;map[player[1].j][player[1].i]=1;

uptank(player[1].i,player[1].j,GREEN);player[1].way=UPWAY;

}

else

{

blank(player[1].i,player[1].j);uptank(player[1].i,player[1].j,GREEN);player[1].way=UPWAY;

}

}

else

{

blank(player[1].i,player[1].j);uptank(player[1].i,player[1].j,GREEN);player[1].way=UPWAY;

}

break;

case b_DOWN:

if(map[player[1].j+1][player[1].i]==0)

{

if(player[1].way==DOWNWAY)

{

map[player[1].j][player[1].i]=0;

blank(player[1].i,player[1].j);

player[1].j++;map[player[1].j][player[1].i]=1;

downtank(player[1].i,player[1].j,GREEN);player[1].way=DOWNWAY;

}

else

{

blank(player[1].i,player[1].j);downtank(player[1].i,player[1].j,GREEN);player[1].way=DOWNWAY;

}

}

else

{

blank(player[1].i,player[1].j);downtank(player[1].i,player[1].j,GREEN);player[1].way=DOWNWAY;

}

break;

case b_LEFT:

if(map[player[1].j][player[1].i-1]==0)

{

if(player[1].way==LEFTWAY)

{

map[player[1].j][player[1].i]=0;

blank(player[1].i,player[1].j);

player[1].i--;map[player[1].j][player[1].i]=1;

lefttank(player[1].i,player[1].j,GREEN);player[1].way=LEFTWAY;

}

else

{

blank(player[1].i,player[1].j);lefttank(player[1].i,player[1].j,GREEN);player[1].way=LEFTWAY;

}

}

else

{

blank(player[1].i,player[1].j);lefttank(player[1].i,player[1].j,GREEN);player[1].way=LEFTWAY;

}

break;

case b_RIGHT:

if(map[player[1].j][player[1].i+1]==0)

{

if(player[1].way==RIGHTWAY)

{

map[player[1].j][player[1].i]=0;

blank(player[1].i,player[1].j);

player[1].i++;map[player[1].j][player[1].i]=1;

righttank(player[1].i,player[1].j,GREEN);player[1].way=RIGHTWAY;

}

else

{

blank(player[1].i,player[1].j);righttank(player[1].i,player[1].j,GREEN);player[1].way=RIGHTWAY;

}

}

else

{

blank(player[1].i,player[1].j);righttank(player[1].i,player[1].j,GREEN);player[1].way=RIGHTWAY;

}

break;

case b_shoot:

if(shoot[1].life==0)

{

shoot[1].life=1;

shoot[1].x=player[1].i*30+15;shoot[1].y=player[1].j*30+15;

shoot[1].way=player[1].way;break;

}

else

break;

case ESC:

goto aaa;

}

}

aaa: ;

}

void map_all(int map[15][15])

{

int i,j;

for(i=0;i<15;i++)

for(j=0;j<15;j++)

switch(map[j][i])

{

case 0: break;

case 5:map_wall(i,j);break;/*地形*/

case 6:map_steel(i,j);break;

case 7:map_water(i,j);break;

case 8:map_border(i,j);break;

case 9:map_base(i,j);break;

}

uptank(3,13,1);uptank(10,13,GREEN);

}

void allcircle(int i,int j)/*画坦克中圆圈的函数*/

{

int x,y;x=30*i+15,y=30*j+15;

arc(x+15,y+15, 90,180,8);

arc(x+16,y+15,  0, 90,8);

arc(x+15,y+16,180,270,8);

arc(x+16,y+16,270,360,8);

arc(x+15,y+15, 90,180,4);

arc(x+16,y+15,  0, 90,4);

arc(x+15,y+16,180,270,4);

arc(x+16,y+16,270,360,4);

}

void uptank(int i,int j,int color)

{

int x,y;x=30*i+15,y=30*j+15;

setcolor(color);

line(x+1,y+4,x+1,y+27);

line(x+7,y+4,x+7,y+27);

line(x+24,y+4,x+24,y+27);

line(x+30,y+4,x+30,y+27);

arc(x+4,y+4,0,180,3);

arc(x+4,y+27,180,360,3);

arc(x+27,y+4,0,180,3);

arc(x+27,y+27,180,360,3);

allcircle(i,j);

setfillstyle(1,color);

bar(x+14,y+1,x+17,y+15);

}

void downtank(int i,int j,int color)

{

int x,y;x=30*i+15,y=30*j+15;

setcolor(color);

line(x+1,y+4,x+1,y+27);

line(x+7,y+4,x+7,y+27);

line(x+24,y+4,x+24,y+27);

line(x+30,y+4,x+30,y+27);

arc(x+4,y+4,0,180,3);

arc(x+4,y+27,180,360,3);

arc(x+27,y+4,0,180,3);

arc(x+27,y+27,180,360,3);

allcircle(i,j);

line(x+14,y+16,x+14,y+30);

line(x+15,y+16,x+15,y+30);

line(x+16,y+16,x+16,y+30);

line(x+17,y+16,x+17,y+30);

}

void lefttank(int i,int j,int color)

{

int x,y;x=30*i+15,y=30*j+15;

setcolor(color);

line(x+4,y+1,x+27,y+1);

line(x+4,y+7,x+27,y+7);

line(x+4,y+24,x+27,y+24);

line(x+4,y+30,x+27,y+30);

arc(x+4,y+4,90,270,3);

arc(x+27,y+4,270,90,3);

arc(x+4,y+27,90,270,3);

arc(x+27,y+27,270,90,3);

line(x+15,y+14,x+1,y+14);

line(x+15,y+15,x+1,y+15);

line(x+15,y+16,x+1,y+16);

line(x+15,y+17,x+1,y+17);

allcircle(i,j);

}

void righttank(int i,int j,int color)

{

int x,y;x=30*i+15,y=30*j+15;

setcolor(color);

line(x+4,y+1,x+27,y+1);

line(x+4,y+7,x+27,y+7);

line(x+4,y+24,x+27,y+24);

line(x+4,y+30,x+27,y+30);

arc(x+4,y+4,90,270,3);

arc(x+27,y+4,270,90,3);

arc(x+4,y+27,90,270,3);

arc(x+27,y+27,270,90,3);

line(x+16,y+14,x+30,y+14);

line(x+16,y+15,x+30,y+15);

line(x+16,y+16,x+30,y+16);

line(x+16,y+17,x+30,y+17);

allcircle(i,j);

}

void map_water(int i,int j)

{

int x,y;x=30*i+15,y=30*j+15;

setfillstyle(1,9);

bar(x+1,y+1,x+30,y+30);

setfillstyle(1,7);

bar(x+14,y+1,x+17,y+30);

bar(x+1,y+14,x+30,y+17);

}

void map_steel(int i,int j)

{

int x,y;x=30*i+15,y=30*j+15;

setfillstyle(1,8);

bar(x+1,y+1,x+30,y+30);

setfillstyle(1,15);

bar(x+3,y+3,x+12,y+12);

bar(x+19,y+3,x+28,y+12);

bar(x+3,y+19,x+12,y+28);

bar(x+19,y+19,x+28,y+28);

}

void map_wall(int i,int j)

{

int x,y;x=30*i+15,y=30*j+15;

setfillstyle(1,13);

bar(x+1,y+1,x+30,y+30);

setcolor(15);

line(x+1,y+1,x+30,y+30);

line(x+1,y+30,x+30,y+1);

}

void end(void)

{

int i;

getch();

for(i=0;i<640;i++)

{

setcolor(3);

line(i,0,i,479);delay(2000);

}

closegraph();

printf("you killed %d enemy!\n",3-enemynum);

printf("Thank you very much!");

getch();

}

void blank(int i,int j)

{

int x,y;

x=30*i+15,y=30*j+15;

setfillstyle(1,7);

bar(x+1,y+1,x+30,y+30);

}

void map_border(int i,int j)

{

int x,y;x=30*i+15,y=30*j+15;

setfillstyle(1,8);

bar(x+1,y+1,x+30,y+30);

}

void map_base(int i,int j)

{

int x,y;x=30*i+15,y=30*j+15;

setcolor(15);

circle(x+15,y+15,10);

circle(x+11,y+11,2);

circle(x+19,y+11,2);

arc(x+15,y+15,225,315,6);

}

void control_shoot(int m,int map[15][15],int i)

{

switch(m)

{

case 5:shoot[i].life=0;

switch(shoot[i].way)

{

case UPWAY:map[(shoot[i].y-15)/30-1][(shoot[i].x-15)/30]=0;blank((shoot[i].x-15)/30,(shoot[i].y-15)/30-1);break;

case DOWNWAY:map[(shoot[i].y-15)/30+1][(shoot[i].x-15)/30]=0;blank((shoot[i].x-15)/30,(shoot[i].y-15)/30+1);break;

case LEFTWAY:map[(shoot[i].y-15)/30][(shoot[i].x-15)/30-1]=0;blank((shoot[i].x-15)/30-1,(shoot[i].y-15)/30);break;

case RIGHTWAY:map[(shoot[i].y-15)/30][(shoot[i].x-15)/30+1]=0;blank((shoot[i].x-15)/30+1,(shoot[i].y-15)/30);break;

}

break;

case 7:shoot[i].life=1;

break;

case 44:shoot[i].life=0;

enemy[0].life=0;enemynum--;

switch(shoot[i].way)

{

case UPWAY:map[(shoot[i].y-15)/30-1][(shoot[i].x-15)/30]=0;blank((shoot[i].x-15)/30,(shoot[i].y-15)/30-1);break;

case DOWNWAY:map[(shoot[i].y-15)/30+1][(shoot[i].x-15)/30]=0;blank((shoot[i].x-15)/30,(shoot[i].y-15)/30+1);break;

case LEFTWAY:map[(shoot[i].y-15)/30][(shoot[i].x-15)/30-1]=0;blank((shoot[i].x-15)/30-1,(shoot[i].y-15)/30);break;

case RIGHTWAY:map[(shoot[i].y-15)/30][(shoot[i].x-15)/30+1]=0;blank((shoot[i].x-15)/30+1,(shoot[i].y-15)/30);break;

}

break;

case 45:shoot[i].life=0;

enemy[1].life=0;enemynum--;

switch(shoot[i].way)

{

case UPWAY:map[(shoot[i].y-15)/30-1][(shoot[i].x-15)/30]=0;blank((shoot[i].x-15)/30,(shoot[i].y-15)/30-1);break;

case DOWNWAY:map[(shoot[i].y-15)/30+1][(shoot[i].x-15)/30]=0;blank((shoot[i].x-15)/30,(shoot[i].y-15)/30+1);break;

case LEFTWAY:map[(shoot[i].y-15)/30][(shoot[i].x-15)/30-1]=0;blank((shoot[i].x-15)/30-1,(shoot[i].y-15)/30);break;

case RIGHTWAY:map[(shoot[i].y-15)/30][(shoot[i].x-15)/30+1]=0;blank((shoot[i].x-15)/30+1,(shoot[i].y-15)/30);break;

}

break;

case 46:shoot[i].life=0;

enemy[2].life=0;enemynum--;

switch(shoot[i].way)

{

case UPWAY:map[(shoot[i].y-15)/30-1][(shoot[i].x-15)/30]=0;blank((shoot[i].x-15)/30,(shoot[i].y-15)/30-1);break;

case DOWNWAY:map[(shoot[i].y-15)/30+1][(shoot[i].x-15)/30]=0;blank((shoot[i].x-15)/30,(shoot[i].y-15)/30+1);break;

case LEFTWAY:map[(shoot[i].y-15)/30][(shoot[i].x-15)/30-1]=0;blank((shoot[i].x-15)/30-1,(shoot[i].y-15)/30);break;

case RIGHTWAY:map[(shoot[i].y-15)/30][(shoot[i].x-15)/30+1]=0;blank((shoot[i].x-15)/30+1,(shoot[i].y-15)/30);break;

}

break;

}

}

void enemy_control(int map[15][15])

{

int i;

for(i=0;i<3;i++)

{

enemy[i].control=random(50);

if(enemy[i].life==1)

{

if(enemy[i].control>=0&&enemy[i].control<=9&&map[enemy[i].j-1][enemy[i].i]==0)

{

enemy[i].way=UPWAY;

map[enemy[i].j][enemy[i].i]=0;

blank(enemy[i].i,enemy[i].j);

enemy[i].j--;

map[enemy[i].j][enemy[i].i]=44+i;

uptank(enemy[i].i,enemy[i].j,RED);

}

else if(enemy[i].control>=10&&enemy[i].control<=19&&map[enemy[i].j+1][enemy[i].i]==0)

{

enemy[i].way=DOWNWAY;

map[enemy[i].j][enemy[i].i]=0;

blank(enemy[i].i,enemy[i].j);

enemy[i].j++;

map[enemy[i].j][enemy[i].i]=44+i;

downtank(enemy[i].i,enemy[i].j,RED);

}

else if(enemy[i].control>=20&&enemy[i].control<=29&&map[enemy[i].j][enemy[i].i-1]==0)

{

enemy[i].way=LEFTWAY;

map[enemy[i].j][enemy[i].i]=0;

blank(enemy[i].i,enemy[i].j);

enemy[i].i--;

map[enemy[i].j][enemy[i].i]=44+i;

lefttank(enemy[i].i,enemy[i].j,RED);

}

else if(enemy[i].control>=30&&enemy[i].control<=39&&map[enemy[i].j][enemy[i].i+1]==0)

{

enemy[i].way=RIGHTWAY;

map[enemy[i].j][enemy[i].i]=0;

blank(enemy[i].i,enemy[i].j);

enemy[i].i++;

map[enemy[i].j][enemy[i].i]=44+i;

righttank(enemy[i].i,enemy[i].j,RED);

}

else if(enemy[i].control>=40&&enemy[i].control<=49)

{

}

}

}

}

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