//不忘初心,专注枪战。
//大致剧情线:爆破->枪战->战役(保卫战->歼灭战->生化空间站救援->阻击战)->生化 (双人模式架空)
#include<algorithm>
#include<fstream>
#include<iostream>
#include<stdio.h>
#include<cstdio>
#include<iostream>
#include<windows.h>
#include<conio.h>
#include <time.h>
#include <stdlib.h>
#include<bits/stdc++.h>
#include<cstdio>
#include<algorithm>
#include <windows.h>
#include <stdlib.h>
#include <time.h>
HWND hMainWnd; //主窗口句柄
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0) //必要的,要背下来
using namespace std;
int tufei;
int ms;
int yb;
int sh=0;
int dhurt=5;
int dz=0;
int bptd=1;
int boom_time;
int map_num;
int hurt;
int js;
int x,y;
int dx,dy;
int bx,by;
int bww=100;
int qfw=100;
char hero;
int dsr;
int game_map[101][101];
int x_what(int x) {//取随机数
srand((unsigned)time(NULL));
return( rand() % x);
}
int map_out(int x) {
if(x==0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
cout<<"*";
} else if(x==1) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN|FOREGROUND_RED);
cout<<"*";
} else if(x==2||x==7||x==8||x==10) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY );
cout<<"*";
} else if(x==3) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
cout<<"*";
} else if(x==4) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"*";
} else if(x==5) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE|FOREGROUND_GREEN);
cout<<"*";
} else if(x==6) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE|FOREGROUND_GREEN);
cout<<"*";
} else if(x==9) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN);
cout<<"*";
}
}
int open() {
hero='+';
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
cout<<"-------------------"<<endl;
cout<<"| 用爱发电 |"<<endl;
cout<<"-------------------"<<endl;
Sleep(2000);
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"-------------------"<<endl;
cout<<"| 黑客小C |"<<endl;
cout<<"-------------------"<<endl;
Sleep(2000);
system("cls");
cout<<"-------------------"<<endl;
cout<<"| 1亿码农枪战梦想 |"<<endl;
cout<<"-------------------"<<endl;
Sleep(2000);
system("cls");
cout<<"------------------"<<endl;
cout<<"| BW爆破战争 |"<<endl;
cout<<"-------------------"<<endl;
while(!kbhit()) {
}
system("cls");
}
int out1() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"本局角色:土匪"<<endl;
cout<<"警:"<<bww<<"匪:"<<qfw;
if(bptd==0) {
cout<<"距离爆炸的时间:"<<boom_time;
}
cout<<endl;
for(int i=0; i<11; i++) {
for(int j=0; j<11; j++) {
if(i==0||i==10) {
map_out(map_num);
} else if(j==0||j==10) {
map_out(map_num);
} else if(i==x&&j==y) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN);
cout<<hero;
} else if(i==dx&&j==dy) {
if(sh==0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
cout<<"+";
} else {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"#";
}
} else if(i==bx&&j==by) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"O";
} else if(game_map[i][j]==1) {
map_out(map_num);
} else {
cout<<" ";
}
}
cout<<endl;
}
}
int out2() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"本局角色:警察"<<endl;
cout<<"警:"<<bww<<"匪:"<<qfw;
if(bptd==0) {
cout<<"距离爆炸的时间:"<<boom_time;
}
cout<<endl;
for(int i=0; i<11; i++) {
for(int j=0; j<11; j++) {
if(i==0||i==10) {
map_out(map_num);
} else if(j==0||j==10) {
map_out(map_num);
} else if(i==dx&&j==dy) {
if(sh==0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN);
cout<<"+";
} else {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"#";
}
} else if(i==x&&j==y) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
cout<<hero;
} else if(i==bx&&j==by) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"O";
} else if(game_map[i][j]==1) {
map_out(map_num);
} else {
cout<<" ";
}
}
cout<<endl;
}
}
int out3() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"警:"<<bww<<"匪:"<<qfw;
if(bptd==0) {
cout<<"距离爆炸的时间:"<<boom_time;
}
cout<<endl;
for(int i=0; i<11; i++) {
for(int j=0; j<11; j++) {
if(i==dx&&j==dy) {
if(sh==0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN);
cout<<"+";
} else {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"#";
}
} else if(i==x&&j==y) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
cout<<hero;
} else if(i==bx&&j==by) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"O";
} else if(game_map[i][j]==1) {
map_out(map_num);
} else {
cout<<" ";
}
}
cout<<endl;
}
}
//隔着建筑物可打建筑物上方射建筑物后的人
//例子:
// *-----*
// | ||| |
int play1() {
char c;
if(kbhit()) {
c=getch();
if(c=='w'&&x>0&&game_map[x-1][y]==0) {
x--;
}
if(c=='a'&&y>0&&game_map[x][y-1]==0) {
y--;
}
if(c=='s'&&x<9&&game_map[x+1][y]==0) {
x++;
}
if(c=='d'&&y<9&&game_map[x][y+1]==0) {
y++;
}
if (c==' ') {
if(x==dx||y==dy) {
bww-=hurt;
}
}
if(c=='q'&&x==dx&&y==dy&&(hero=='A'||hero=='*')) {
bww-=200;
}
}
}
int play2() {
char c;
if(kbhit()) {
c=getch();
if(c=='w'&&x>0&&game_map[x-1][y]==0) {
x--;
}
if(c=='a'&&y>0&&game_map[x][y-1]==0) {
y--;
}
if(c=='s'&&x<9&&game_map[x+1][y]==0) {
x++;
}
if(c=='d'&&y<9&&game_map[x][y+1]==0) {
y++;
}
if(c=='e') {
if(x==bx&&y==by) {
qfw=0;
}
}
if (c==' ') {
if(x==dx||y==dy) {
qfw-=hurt;
}
}
if(c=='q'&&x==dx&&y==dy&&(hero=='A'||hero=='*')) {
qfw-=200;
}
}
}
int play3() {
char c;
if(kbhit()) {
c=getch();
if(c=='w'&&x>0&&game_map[x-1][y]==0) {
x--;
}
if(c=='a'&&y>0&&game_map[x][y-1]==0) {
y--;
}
if(c=='s'&&x<9&&game_map[x+1][y]==0) {
x++;
}
if(c=='d'&&y<9&&game_map[x][y-1]==0) {
y++;
}
if(c=='e') {
if(x==bx&&y==by) {
qfw=0;
}
}
if (c==' ') {
if(x==dx||y==dy) {
qfw-=hurt;
}
}
if(c=='i'&&dx>1&&game_map[dx-1][dy]==0) {
dx--;
}
if(c=='j'&&dy>1&&game_map[dx][dy-1]==0) {
dy--;
}
if(c=='k'&&dx<10&&game_map[dx+1][dy]==0) {
dx++;
}
if(c=='l'&&dy<10&&game_map[dx][y+1]==0) {
dy++;
}
if (c=='m') {
if(sh==0&&x==dx||y==dy) {
bww-=hurt;
}
if(sh==1&&x==dx&&y==dy)
bww-=150;
}
}
}
int AI() {
if(bww<=0||qfw<=0) {
return 0;
}
if(boom_time%2!=0) {
return 0;
}
if(x>dx+1&&dx<9&&game_map[dx+1][dy]==0) {
dx++;
} else if(y>dy+1&&dy<9&&game_map[dx][dy+1]==0) {
dy++;
}
if(x<dx-1&&dx>1&&game_map[dx-1][dy]==0) {
dx--;
} else if(y<dy-1&&dy>1&&game_map[dx][dy-1]==0) {
dy--;
}
if(dy==y||dx==x) {
if(js==2) {
bww-=dhurt;
if(hero=='W') {
bww+=(dhurt/5);
}
if(hero=='X') {
bww+=(dhurt/10);
}
}
if(js==1) {
qfw-=dhurt;
if(hero=='W') {
qfw+=(dhurt/5);
}
if(hero=='W') {
bww+=(dhurt/10);
}
}
}
if(tufei==1&&dx==bx&&dy==by) {
qfw=0;
}
}
int AI2() {
if(bww<=0||qfw<=0) {
return 0;
}
if(boom_time%2!=0) {
return 0;
}
if(x>dx&&dx<9&&game_map[dx+1][dy]==0) {
dx++;
} else if(y>dy&&dx!=x&&game_map[dx][dy+1]==0) {
dy++;
}
if(x<dx&&dx>1&&game_map[dx-1][dy]==0) {
dx--;
} else if(y<dy&&dy>1&&game_map[dx][dy-1]==0) {
dy--;
}
if(dy==y&&dx==x) {
if(js==2) {
bww-=100;
if(hero=='W') {
bww+=20;
}
if(hero=='W') {
bww+=10;
}
}
}
}
int qf() {
tufei=1;
while(true) {
out1();
play1();
if(sh==0) {
AI();
} else {
AI2();
}
boom_time--;
if(bww<=0||boom_time<=0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
cout<<"土匪胜利";
Sleep(2000);
system("cls");
return 0;
}
if(qfw<=0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
cout<<"警察胜利";
Sleep(2000);
system("cls");
return 0;
}
Sleep(500);
}
}
int bw() {
tufei=0;
while(true) {
out2();
play2();
if(sh==0) {
AI();
} else {
AI2();
}
boom_time--;
if(bww<=0||boom_time<=0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
cout<<"土匪胜利";
Sleep(2000);
system("cls");
return 0;
}
if(qfw<=0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
cout<<"警察胜利";
Sleep(2000);
system("cls");
return 0;
}
Sleep(500);
}
}
int srbp() {
while(true) {
out3();
play3();
boom_time--;
if(bww<=0||boom_time<=0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
cout<<"土匪胜利";
Sleep(2000);
system("cls");
return 0;
}
if(qfw<=0) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
cout<<"警察胜利";
Sleep(2000);
system("cls");
return 0;
}
Sleep(500);
}
}
int story_bwz() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
system("cls");
cout<<"?警官:一个财阀为了避免我们和军方歼灭生化幽灵,土匪让一个改造人进攻城市,警局已经沦陷,我是唯一幸存者。";
Sleep(2000);
system("cls");
cout<<"?警官:你一定要消灭他!";
Sleep(2000);
system("cls");
cout<<"?警官:小心点,他拿着枪";
Sleep(2000);
system("cls");
cout<<"?警官:啊!";
Sleep(2000);
system("cls");
}
int story_fcns() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
system("cls");
cout<<"军方指挥官:全体复仇女神部队成员请注意,有新的任务。";
Sleep(2000);
system("cls");
cout<<"军方指挥官:一群警察拿了一个财阀的钱和实验邀请函,进入了生化空间站参加高额奖金生化猎杀,遭遇了生化幽灵。";
Sleep(2000);
system("cls");
cout<<"军方指挥官:进入生化空间站,击毙生化幽灵,营救他们";
Sleep(2000);
system("cls");
}
int story_qfz() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
system("cls");
cout<<"土匪zero:我们改造士兵恐袭计划失败了,你只能自己进攻了";
Sleep(2000);
system("cls");
cout<<"土匪zero:城市里有一个拿狙击枪的警察,你要消灭他";
Sleep(2000);
system("cls");
cout<<"土匪zero:开始行动!";
Sleep(2000);
system("cls");
}
int story_yb() {
system("cls");
cout<<"土匪zero:我们的生化幽灵被击败了,不能让敌人跑了";
Sleep(2000);
system("cls");
}
int js_h() {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
char c;
while(c!='z') {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"n换角色,z确定。"<<endl;
cout<<hero<<endl;
if(hero=='+') {
cout<<"斯沃特(手)";
hurt=5;
} else if(hero=='H') {
cout<<"赛斯(狙)";
hurt=100;
} else if(hero=='I') {
cout<<"灵狐者(狙)";
hurt=100;
} else if(hero=='8') {
cout<<"刀锋(步)";
hurt=10;
} else if(hero=='T') {
cout<<"奥摩(手)";
hurt=5;
} else if(hero=='=') {
cout<<"飞虎队(狙)";
hurt=100;
} else if(hero=='V') {
cout<<"夜玫瑰(步)";
hurt=10;
} else if(hero=='W') {
cout<<"5号兵器(手)<AC护甲免疫20%伤害>";
hurt=5;
} else if(hero=='A') {
cout<<"审判者(狙)<可踢腿>";
hurt=100;
} else if(hero=='*') {
cout<<"零(步)<可踢腿>";
hurt=10;
} else if(hero=='X') {
cout<<"希雅(狙)<AC护甲免疫10%伤害>";
hurt=100;
}
if(kbhit()) {
c=getch();
if(c=='n') {
if(hero=='+') {
hero='H';
}else if(hero=='H') {
hero='I';
} else if(hero=='I') {
hero='8';
} else if(hero=='8') {
hero='T';
} else if(hero=='T') {
hero='=';
} else if(hero=='=') {
hero='V';
} else if(hero=='V') {
hero='W';
} else if(hero=='W') {
hero='A';
} else if(hero=='A') {
hero='*';
} else if(hero=='*') {
hero='X';
} else if(hero=='X') {
hero='+';
}
}
}
Sleep(500);
}
system("cls");
}
int map_what_bp() {
system("cls");
char cz;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"x:沙漠灰 c:新年广场 v:黑色城镇 h:暴力街区 b:随机地图。";
while(true) {
while(!kbhit()) {
}
cz=getch();
if(cz=='x') {
map_num=1;
bptd=0;
dsr=1;
return 0;
}
if(cz=='v') {
map_num=2;
bptd=0;
dsr=1;
return 0;
}
if(cz=='c') {
map_num=4;
bptd=0;
dsr=1;
return 0;
}
if(cz=='h') {
map_num=10;
bptd=0;
dsr=1;
return 0;
}
if(cz=='b') {
if(x_what(99)%4==0) {
map_num=1;
bptd=0;
dsr=1;
return 0;
} else if(x_what(99)%4==1) {
map_num=2;
bptd=0;
dsr=1;
return 0;
} else {
map_num=4;
bptd=0;
dsr=1;
return 0;
}
}
}
}
int map_what_td() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"x:运输船 c:冰雪堡垒 v:剧场 b:随机地图 ";
char cz;
while(!kbhit()) {
}
cz=getch();
if(cz=='x') {
map_num=0;
bptd=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
}
if(cz=='c') {
map_num=3;
bptd=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
}
if(cz=='v') {
map_num=2;
bptd=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
}
if(cz=='b') {
if(x_what(99)%3==0) {
map_num=0;
bptd=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
} else if(x_what(99)%3==0) {
map_num=3;
bptd=1;
bx=14514;
by=14514;
boom_time=10000;
dsr=1;
return 0;
} else {
map_num=2;
bptd=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
}
}
}
int map_what_sh() {
system("cls");
sh=1;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"x:13号地区 c:寂静镇 v:生化酒店 h:朝歌遗迹 b:随机地图";
char cz;
while(!kbhit()) {
}
cz=getch();
if(cz=='x') {
map_num=8;
bptd=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
}
if(cz=='c') {
map_num=7;
bptd=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
}
if(cz=='v') {
map_num=5;
bptd=1;
bx=14514;
by=14514;
dsr=1;
boom_time=10000;
return 0;
}
if(cz=='h') {
map_num=9;
bptd=1;
bx=14514;
by=14514;
dsr=1;
boom_time=10000;
return 0;
}
if(cz=='b') {
if(x_what(199)%4==0) {
map_num=9;
bptd=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
} else if(x_what(199)%4==1) {
map_num=7;
bptd=1;
bx=14514;
by=14514;
dsr=1;
boom_time=10000;
return 0;
} else if(x_what(199)%4==2) {
map_num=8;
bptd=1;
bx=14514;
by=14514;
dsr=1;
boom_time=10000;
return 0;
} else {
map_num=5;
bptd=1;
bx=14514;
by=14514;
dsr=1;
boom_time=10000;
return 0;
}
}
}
int map_what_war() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"x:保卫战 c:歼灭战 v:生化空间站救援 b:阻击战";
char cz;
while(true) {
while(!kbhit()) {
}
cz=getch();
if(cz=='x') {
story_bwz();
js=1;
dsr=1;
ms=1;
bptd=1;
map_num=2;
bx=14514;
by=14514;
qfw=200;
boom_time=100000;
return 0;
}
if(cz=='c') {
story_qfz();
ms=0;
dsr=1;
js=2;
bptd=1;
bx=14514;
by=14514;
map_num=2;
boom_time=100000;
dhurt=25;
return 0;
}
if(cz=='v') {
story_fcns();
map_num=6;
bptd=1;
sh=1;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
}
if(cz=='b') {
story_yb();
yb=1;
map_num=6;
bptd=1;
sh=0;
dsr=1;
bx=14514;
by=14514;
boom_time=10000;
return 0;
}
}
}
int map_what_sr() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"x:双人爆破 c:双人枪战 v:双人生化";
char cz;
while(true) {
while(!kbhit()) {
}
cz=getch();
if(cz=='x') {
js=1;
dsr=2;
ms=1;
bptd=0;
map_num=2;
return 0;
}
if(cz=='c') {
ms=0;
dsr=2;
js=2;
bptd=1;
bx=14514;
by=14514;
map_num=0;
boom_time=100000;
dhurt=25;
return 0;
}
if(cz=='v') {
map_num=1;
bptd=1;
dsr=2;
sh=1;
bx=14514;
by=14514;
boom_time=100000;
return 0;
}
}
}
int what_map() {
char cz;
cz='A';
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"1:爆破模式 2:枪战模式 3:战役模式 4:双人模式 5:生化模式 ";
while(true) {
while(!kbhit()) {
}
cz=getch();
if(cz=='1') {
map_what_bp();
return 0;
}
if(cz=='2') {
map_what_td();
return 0;
}
if(cz=='3') {
map_what_war();
return 0;
}
if(cz=='4') {
map_what_sr();
return 0;
}
if(cz=='5') {
map_what_sh();
return 0;
}
}
}
int map_wall() {
for(int i=0; i<12; i++) {
for(int j=0; j<12; j++) {
game_map[i][j]=0;
}
}
for(int i=0; i<12; i++) {
for(int j=0; j<12; j++) {
if(i==0||i==10||j==0||j==10) {
game_map[i][j]=1;
}
}
}
if(map_num==9) {
x=1;
y=4;
dx=9;
dy=6;
for(int i=3; i<7; i++) {
for(int j=3; j<7; j++) {
game_map[i][j]=1;
}
}
} else if(map_num==1||map_num==2) {
x=1;
y=4;
dx=9;
dy=6;
if(bptd==0) {
if(ms==0) {
bx=9;
by=1;
game_map[8][1]=1;
game_map[bx][by]=0;
} else {
bx=1;
by=9;
game_map[2][9]=1;
game_map[bx][by]=0;
}
}
for(int i=2; i<=8; i++) {
game_map[i][3]=1;
game_map[i][7]=1;
}
} else if(map_num==7) {
x=1;
y=5;
dx=9;
dy=5;
if(bptd==0) {
if(ms==0) {
bx=5;
by=5;
game_map[bx][by]=0;
} else {
bx=5;
by=5;
game_map[bx][by]=0;
}
}
for(int i=1; i<=9; i++) {
game_map[i][1]=1;
game_map[i][2]=1;
game_map[i][3]=1;
}
} else if(map_num==8) {
x=1;
y=4;
dx=9;
dy=6;
if(bptd==0) {
if(ms==0) {
bx=7;
by=2;
} else {
bx=3;
by=8;
}
}
for(int i=2; i<=8; i++) {
game_map[i][3]=1;
game_map[i][7]=1;
}
game_map[5][7]=0;
game_map[2][4]=1;
game_map[2][5]=1;
game_map[2][6]=1;
game_map[2][7]=1;
game_map[8][4]=1;
game_map[8][5]=1;
game_map[8][6]=1;
game_map[8][7]=1;
} else if(map_num==10) {
x=1;
y=4;
dx=9;
dy=6;
if(bptd==0) {
if(ms==0) {
bx=5;
by=5;
} else {
bx=5;
by=5;
}
}
for(int i=2; i<=8; i++) {
game_map[i][3]=1;
game_map[i][7]=1;
}
game_map[5][7]=0;
game_map[2][4]=1;
game_map[2][5]=1;
game_map[2][6]=1;
game_map[2][7]=1;
game_map[8][4]=1;
game_map[8][5]=1;
game_map[8][6]=1;
game_map[8][7]=1;
} else if(map_num==6) {
x=1;
y=5;
dx=9;
dy=5;
game_map[4][4]=1;
game_map[4][6]=1;
game_map[6][4]=1;
game_map[6][6]=1;
} else if(map_num==5) {
x=1;
y=5;
dx=9;
dy=5;
for(int i=1; i<=9; i++) {
game_map[i][1]=1;
game_map[i][2]=1;
game_map[i][3]=1;
}
} else {
x=1;
y=1;
dx=9;
dy=9;
game_map[2][2]=1;
game_map[2][3]=1;
game_map[3][2]=1;
game_map[3][3]=1;
game_map[8][8]=1;
game_map[8][7]=1;
game_map[7][7]=1;
game_map[7][8]=1;
if(bptd==0) {
bx=5;
by=5;
game_map[bx][by]=0;
}
}
}
int main() {
open();
ms=x_what(2);
while(true) {
sh=0;
yb=0;
boom_time=20;
qfw=100;
bww=100;
dhurt=5;
bptd=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
what_map();
map_wall();
system("cls");
if(dsr==1) {
js_h();
system("cls");
for(int i=0; i<10; i++) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"加载中..."<<endl;
cout<<"tips:wasd移动,空格攻击,e拆弹,q踢腿。警察(警方、军方):拆弹或击杀土匪(战役、生化仅限击杀)。土匪(土匪、佣兵及生化幽灵):击杀警察或炸弹爆炸(战役、生化仅限击杀)。";
Sleep(1000);
system("cls");
}
if(sh==1&&yb==0) {
js=2;
ms=1;
}
if(ms==0) {
js=1;
ms=1;
qf();
} else {
ms=0;
js=2;
bw();
}
} else {
system("cls");
hero='+';
hurt=5;
for(int i=0; i<10; i++) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
cout<<"BW爆破战争"<<endl;
cout<<"加载中..."<<endl;
cout<<"tips:1P警察:wasd移动,空格攻击,e拆弹,q踢腿 2P土匪:ijkl移动,m攻击,o踢腿。警察:拆弹或击杀土匪。土匪:击杀警察或炸弹爆炸。";
Sleep(1000);
system("cls");
}
srbp();
}
}
}
爆破战争C++新版
最新推荐文章于 2024-08-09 10:25:03 发布