坦克大战

#include <stdio.h>

#include <windows.h>

#include <time.h>

          //里规格:长39*2=78 (真坐标)(假坐标宽为39) 高39

          //外规格:长41*2=82 (真坐标)(假坐标宽为41) 高41

#define UP 1

#define DOWN 2

#define LEFT 3

#define RIGHT 4

#define MAX_LEVEL 8

#define BULLET_NUM 20

#define MAX_LIFE 4

//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level

/*

此程序中涉及的x,y类的坐标值,分为以下两种:

假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)

真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)

区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标

 coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,           

                                              

 可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2                   

*/

typedef struct //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量

{ //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1

int fast_tank_order; //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次

int firm_tank_order; //firm_tank出现的次序,同上

} LevInfo; //关卡信息(准确说是该关出现的坦克信息)

LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}}; //初始化,-1代表没有该类型坦克

typedef struct //子弹结构体

{

int x,y; //子弹坐标,假坐标

int direction; //子弹方向变量

bool exist; //子弹存在与否的变量,1为存在,0不存在

bool initial; //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态

bool my; //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹

} Bullet;

Bullet bullet [BULLET_NUM]; //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个

typedef struct //坦克结构体

{

int x,y; //坦克中心坐标

int direction; //坦克方向

int color; //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明

int model; //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用

int stop; //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动

int revive; //坦克复活次数

int num; //AI坦克编号(固定值,为常量,初始化函数中定下)0~3

int CD; //发射子弹冷却计时

bool my; //是否敌方坦克参数,我的坦克此参数为1,为常量

bool alive; //存活为1,不存活为0

} Tank;

Tank AI_tank[4] , my_tank; //my_tank为我的坦克,Ai_tank 代表AI坦克

//∵所有的函数都有可能对全局变量map进行读写(改变),

//∴函数中不另说明是否会对全局变量map读写

//基本操作与游戏辅助函数

void GoToxy(int x,int y); //光标移动

void HideCursor(); //隐藏光标

void keyboard (); //接受键盘输入

void Initialize(); //初始化(含有对多个数据的读写)

void Stop(); //暂停

void Getmap(); //地图数据存放与获取

void Frame (); //打印游戏主体框架

void PrintMap(); //打印地图(地图既地图障碍物)(含对level的读取)

void SideScreen (); //副屏幕打印

void GameCheak(); //检测游戏输赢

void GameOver( bool home ); //游戏结束

void ClearMainScreen(); //主屏幕清屏函数∵system(“cls”)后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数

void ColorChoose(int color); //颜色选择函数

void NextLevel(); //下一关(含有对level全局变量的读写)

//子弹部分

void BuildAIBullet(Tank *tank); //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)

void BuildBullet (Tank tank); //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用

void BulletFly (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),

void BulletHit (Bullet* bullet); //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理

void PrintBullet (int x,int y,int T); //打印子弹(人机共用)

void ClearBullet (int x,int y,int T); //清除子弹(人机共用)

int BulletCheak (int x,int y); //判断子弹前方情况(人机共用)

//坦克部分

void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克

void BuildMyTank (Tank* my_tank); //建立我的坦克

void MoveAITank (Tank* AI_tank); //AI坦克移动

void MoveMyTank (int turn); //我的坦克移动,只通过keyboard函数调用,既键盘控制

void ClearTank (int x,int y); //清除坦克(人机共用)

void PrintTank (Tank tank); //打印坦克(人机共用)

bool TankCheak (Tank tank,int direction); //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通

int AIPositionCheak (int position); //检测AI坦克建立位置是否有障碍物AIPositionCheak

//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间

//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)

//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)

//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,

//全局变量

int map[41][41]; //地图二维数组

int key_x; // X键是否被“读入”的变量,也是子弹是否可以发射的变,

int bul_num; //子弹编号

int position; //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置

int speed=7; //游戏速度,调整用

int level=1; //游戏关卡数

int score=0; //游戏分数

int remain_enemy; //剩余敌人(未出现的敌人)

char* tank_figure[4][3][4]=

{

{

{“◢┃◣”, “◢━◣”, “◢┳◣”, “◢┳◣”},

{“┣●┫”, “┣●┫”, “━●┃”, “┃●━”},

{“◥━◤”, “◥┃◤”, “◥┻◤”, “◥┻◤”}

},

{

{“┏┃┓”, “┏┳┓”, “┏┳┓”, “┏┳┓”},

{“┣●┫”, “┣●┫”, “━●┫”, “┣●━”},

{“┗┻┛”, “┗┃┛”, “┗┻┛”, “┗┻┛”}

},

{

{“┏┃┓”, “◢━◣”, “┏┳◣”, “◢┳┓”},

{“┣●┫”, “┣●┫”, “━●┃”, “┃●━”},

{“◥━◤”, “┗┃┛”, “┗┻◤”, “◥┻┛”}

},

{

{“╔┃╗”, “╔╦╗”, “╔╦╗”, “╔╦╗”},

{“╠█╣”, “╠█╣”, “━█╣”, “╠█━”},

{“╚╩╝”, “╚┃╝”, “╚╩╝”, “╚╩╝”}

}

};

int main () //主函数

{

int i;

unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ; //间隔计数器数组,用于控制速度

srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3

HideCursor(); //隐藏光标

system(“mode con cols=112 lines=42”); //控制窗口大小

Frame (); //打印游戏主体框架

Initialize(); //初始化,全局变量level初值便是1

// HANDLE h1 , h2 ; //定义句柄变量

for(;😉

{

if(interval[0]++%speed==0)    //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1; 

{

  GameCheak();         //游戏胜负检测

  BulletFly ( bullet );

  for(i=0 ; i<=3 ; i++)     //AI坦克移动循环

  {

    if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4

      MoveAITank( & AI_tank[i]);

    if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8

      MoveAITank( & AI_tank[i]);

  }

  for(i=0;i<=3;i++)                  //建立AI坦克部分

       if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0) //一个敌方坦克每局只有4条命

    {                        //如果坦克不存活。计时,每次建立有间隔 1750 ms

        BuildAITank( &position, & AI_tank[i] );   //建立AI坦克(复活)

       break;                   //每次循环只建立一个坦克

     }

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

    if(AI_tank[i].alive)

      BuildAIBullet(&AI_tank[i]);         //AIshoot自带int自增计数CD,不使用main中的CD interval

  if(my_tank.alive && interval[10]++%2==0 )

     keyboard ();

  if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)

     BuildMyTank( &my_tank );

}

Sleep(5);

}

return 0;

}

/*//这里的多线程暂时不用 //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了

DWORD WINAPI InputX(LPVOID lpParameter) //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行

{ //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区

for(;😉

{

if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态

{

  key_x=1;            // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量

  Sleep(600);          // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零

}

Sleep(10);

}

return 0;

}*/

void keyboard ()

{ // kbhit() getch() 用法可用但是不好用

/*

函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,

是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,

否则表示该键没被按过.

这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅. GetAsyncKeyState的返回值表示两个内容,

一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。

&为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0

*/

int count=0;

if (GetAsyncKeyState(VK_UP)& 0x8000)

MoveMyTank( UP );

else if (GetAsyncKeyState(VK_DOWN)& 0x8000)

MoveMyTank( DOWN );

else if (GetAsyncKeyState(VK_LEFT)& 0x8000)

MoveMyTank( LEFT );

else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)

MoveMyTank( RIGHT );

else if (GetAsyncKeyState( 0x1B )& 0x8000) // Esc键

exit(0);                //退出程序函数

else if (GetAsyncKeyState( 0x20 )& 0x8000) //空格

Stop();

else if (count++%7==0) //这里添加计数器是为了防止按键粘连不能达到微调效果

{

if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000)  // +键

{

  speed--;

  GoToxy(102,11);      //在副屏幕打印出当前速度

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);

  printf("%d ",21-speed);  //副屏幕显示的速度为1~10

}

else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000) // - 键

{

  speed++;

  GoToxy(102,11);      //在副屏幕打印出当前速度

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);

  printf("%d ",21-speed);  //副屏幕显示的速度为1~10

}

}

if(my_tank.CD==7)

{

if(GetAsyncKeyState( 88 )& 0x8000)

{

  BuildBullet(my_tank);

  my_tank.CD=0;

}

}

else

my_tank.CD++;

}

void BuildAIBullet(Tank *tank) //AI子弹发射(建立)含有对my_tank的读取

{

if(tank->CD==15)

{

if(!(rand()%11))   //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹

{

  BuildBullet(*tank);

  tank->CD=0;

}

}

else

tank->CD++;

if(tank->CD >= 14) //AI强化部分,在冷却到达一定范围即可使用

{

if(tank->y==38 )   //如果坦克在底部(这个最优先)

{

  if(tank->x < 20) //在老家左边

  {

    if(tank->direction==RIGHT) //坦克方向朝左

    {

      BuildBullet(*tank);   //发射子弹

      tank->CD=0;

    }

  }

  else       //在老家右边

    if(tank->direction==LEFT)  //坦克方向朝右

    {

      BuildBullet(*tank);   //发射子弹

      tank->CD=0;

    }

}

else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1) //AI坦克在纵向上"炮口"对准我的坦克

{

  if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)

  {                //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方

    int big=my_tank.y , smal=tank->y , i; 

    if(my_tank.y < tank->y)

    {

      big=tank->y;

      smal=my_tank.y;

    }

    for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍

      if(map[i][tank->x]!=0 || map[i][tank->x]!=5)   //若有障碍

        break;

    if(i==big-1)        //若i走到big-1说明无障碍

    {

      BuildBullet(*tank);   //则发射子弹

      tank->CD=0;

    }

  }

}

else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克

{

  if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)

  {         //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方

    int big=my_tank.y , smal=tank->y , i;

    if(my_tank.x < tank->x)

    {

      big=tank->x;

      smal=my_tank.x;

    }

    for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍

      if(map[tank->y][i]!=0 || map[tank->y][i]!=5)   //若有障碍

        break;

    if(i==big-1)  //若i走到big-1说明无障碍

    {

      BuildBullet(*tank);   //则发射子弹

      tank->CD=0;

    }

  }

}

}

}

void BuildBullet(Tank tank) //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet

{ //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同

switch(tank.direction) //∴为了方便,不将bullet放入参数,bullet作为全局变量使用

{

case UP  :

    bullet [bul_num].x = tank.x;

    bullet [bul_num].y = tank.y-2;

    bullet [bul_num].direction=1;

    break;

case DOWN :

    bullet [bul_num].x = tank.x;

    bullet [bul_num].y = tank.y+2;

    bullet [bul_num].direction=2;

    break;

case LEFT :

    bullet [bul_num].x = tank.x-2;

    bullet [bul_num].y = tank.y;

    bullet [bul_num].direction=3;

    break;

case RIGHT :

    bullet [bul_num].x = tank.x+2;                   

    bullet [bul_num].y = tank.y; 

    bullet [bul_num].direction=4;

    break; 

}

bullet [bul_num].exist = 1; //子弹被建立,此值为1则此子弹存在

bullet [bul_num].initial = 1; //子弹处于初建立状态

bullet [bul_num].my=tank.my; //如果是我的坦克发射的子弹bullet.my=1,否则为0

bul_num++;

if(bul_num==BULLET_NUM) //如果子弹编号增长到20号,那么重头开始编号

bul_num=0;         //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个

}

void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击

{ //含有全局变量Bullet的改变

for(int i =0; i<BULLET_NUM;i++)

{

if(bullet [i].exist)       //如果子弹存在

{  

  if(bullet [i].initial==0)   //如果子弹不是初建立的

  {              

    if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5)  //如果子弹坐标当前位置无障碍

      ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y ));   //抹除子弹图形

    switch(bullet [i].direction)                   //然后子弹坐标变化(子弹变到下一个坐标)

    {

      case UP  :(bullet [i].y)--;break;

      case DOWN :(bullet [i].y)++;break;

      case LEFT :(bullet [i].x)--;break;

      case RIGHT :(bullet [i].x)++;break;

    }

  }

  int collide = BulletCheak ( bullet [i].x , bullet [i].y );  //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。

  if( collide )                        //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)

    PrintBullet( bullet[i].x , bullet[i].y , collide);    //则打印子弹,若有碰撞则不打印

  else

    BulletHit( & bullet [i] );   //若有碰撞则执行子弹碰撞函数          

  if(bullet [i].initial)       //若子弹初建立,则把初建立标记去除

    bullet [i].initial = 0;

  for(int j=0; j< BULLET_NUM ; j++) //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视

    if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)

    {               //同样的两颗我方子弹不可能产生碰撞

      bullet [j].exist=0;

      bullet [i].exist=0;

      ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y )); //抹除j子弹图形,子弹i图形已被抹除

      break;

    }

}

}

}

void BulletHit(Bullet* bullet) //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理

{ //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中

int x=bullet->x; //∴这里的Tank使用全局变量

int y=bullet->y; //这里传入的值是子弹坐标,这两个值不需要改变

int i;

if(map[y][x]==1 || map[y][x]==2) //子弹碰到砖块

{

if(bullet->direction==UP || bullet->direction==DOWN)  //如果子弹是纵向的

  for(i = -1 ; i<=1 ; i++)

    if(map[y][x+i]==1 || map[y][x+i]==2) //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略

    {

      map[y][x+i]=0;  //砖块碎

       GoToxy(2*x+2*i,y);

      SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色

       printf(" ");

    }

if(bullet->direction==LEFT || bullet->direction==RIGHT)   //若子弹是横向的 (与子弹纵向实现同理)

  for(i = -1 ; i<=1 ; i++)

    if(map[y+i][x]==1 || map[y+i][x]==2)

    {

      map[y+i][x]=0;

       GoToxy(2*x,y+i);

      SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色

       printf(" "); 

    }

bullet->exist=0;      //这颗子弹已经不存在了

}

else if(map[y][x]==4 || map[y][x]==6 ) //子弹碰到边框或者不可摧毁方块

bullet->exist=0;

else if(bullet->my && map[y][x]>=100 && map[y][x]<104 ) //若我的子弹碰到了敌方坦克

{

int num = map[y][x]%100;  //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息

if(AI_tank[num].model==3 && AI_tank[num].color==2)  //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害

    AI_tank[num].color=3;            //则变成黄色,color=3为黄色

else if (AI_tank[num].model==3 && AI_tank[num].color==3)

    AI_tank[num].color=4;            //4为红色

else            //其他类型的坦克或者firm tank为红色的情况

{

  AI_tank[num].alive=0;

  ClearTank(AI_tank[num].x , AI_tank[num].y);   //清除该坦克

}

bullet->exist=0;

score+=100;

GoToxy(102,5);       //在副屏幕上打印出分数

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);

printf("%d ",score);

}

else if(map[y][x]200 && bullet->my0 ) //若敌方子弹击中我的坦克

{

my_tank.alive=0;

ClearTank(my_tank.x , my_tank.y);

bullet->exist=0;

my_tank.revive++;   //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)

score-=100;      //分数减少

GoToxy(102,5);     //在副屏幕上打印出分数

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);

printf("%d  ",score);

GoToxy(102,7);     //在副屏幕打印出我的剩余生命值

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

printf("%d  ", MAX_LIFE-my_tank.revive);

}

// else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用

// bullet->exist=0;

else if(map[y][x]==9) //子弹碰到家(无论是谁的子弹)

{

bullet->exist=0;

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);

GoToxy(38,37);   printf("   ");

GoToxy(38,38);   printf("◢◣ ");

GoToxy(38,39);   printf("███");

GameOver(1);      //游戏结束,传入1代表老家被毁

}

}

int BulletCheak (int x,int y) //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。

{ //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2

if(map[y][x]==0)

return 1;

else if(map[y][x]==5)

return 2;

else

return 0;

}

void PrintBullet (int x,int y,int T) //当前坐标BulletCheak 的值做参量 T

{

if(T1) // T1 表示子弹当前坐标在陆地上

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);

else if(T2) // T2 表示子弹当前坐标在水面上

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);

GoToxy(2*x,y);

printf("");

}

void ClearBullet(int x,int y,int T) //当前坐标BulletCheak 的值做参量 T

{

GoToxy(2*x,y);

if(T2) // T2 表示子弹当前坐标在水面上

{

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);

printf("~");

}

else if(T1) // T1 表示子弹当前坐标在陆地上

{

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);

printf(" ");

}

}

//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置

void BuildAITank(int* position, Tank* AI_tank) //执行一次该函数只建立一个坦克

{ //rand函数公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n

                 //rand函数实现1到n:1<=rand()%(n)+1<=n

if(AIPositionCheak(*position))    //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义

{

AI_tank->x= 20 + 18*(*position); //20 + 18 * position 对应三个生成位置的x假坐标

AI_tank->y=2;

if(AI_tank->revive==level_info[level-1].firm_tank_order) //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序

{

  AI_tank->model = 3;      //3为firm tank的模型(外观)

  AI_tank->color = 2;      //颜色参数2为绿色,具体详见函数ColorChoose

}

else if(AI_tank->revive==level_info[level-1].fast_tank_order) //同上if,这里是fast_tank的

{

  AI_tank->model = 2;

  AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose

}

else   //普通坦克

{

  AI_tank->model = 1;

    AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色

}

AI_tank->alive = 1;    //坦克变为存在

AI_tank->direction = 2 ; //方向朝下

AI_tank->revive++;    //复活次数+1

PrintTank(*AI_tank);

(*position)++; 

remain_enemy--;

GoToxy(102,9);      //在副屏幕上打印剩余坦克数

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

printf("%d ",remain_enemy);

if(*position==2)     //position只能为0,1,-1,这里position循环重置

  *position = -1;

   return ;         //若生成了一辆坦克,则结束该函数

}

}

int AIPositionCheak( int position ) //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位

{

int x,y;

if(position==2) //2为我的坦克位置,现在暂时用不到

x=15,y=38;

else

y=2 , x= 20 + 18 * position ; //20 + 18 * position 对应三个生成位置的x假坐标

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

for(int j=0;j<3;j++)

  if( map[y+j-1][x+i-1]!=0) //如果遍历的九宫格里有障碍物

    return 0;       //则返回0,表示此生成位置有阻碍

return 1; //否则生成1,表示此生成位置无阻碍

}

void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强

{

if(AI_tank->alive)     //如果坦克活着

{

if(AI_tank->stop!=0)  //坦克是否停止运动的判断,若stop参数不为0

{

  AI_tank->stop--;  //则此坦克本回合停止运动

  return;

}

if( !(rand()%23) )   //22分之1的概率执行方向重置

{

  AI_tank->direction = rand()%4+1;

  if( rand()%3 )   //在方向重置后有2分之1的概率停止走动3步的时间

  {

    AI_tank->stop=2;

    return;

  }

}

ClearTank (AI_tank->x , AI_tank->y);

if(TankCheak ( *AI_tank , AI_tank->direction))  //如果前方无障碍

  switch ( AI_tank->direction )

  {

      case UP  : AI_tank->y--; break; //上前进一格

    case DOWN : AI_tank->y++; break; //下前进一格

     case LEFT : AI_tank->x--; break; //左前进一格

    case RIGHT: AI_tank->x++; break; //右前进一格

  }

else           //前方有障碍

{

  if(!(rand()%4))   //3分之1的概率乱转

  {

    AI_tank->direction=rand()%4+1;

    AI_tank->stop=2; //乱转之后停止走动3步的时间

    PrintTank(*AI_tank);

    return;     //∵continue会跳过下面的打印函数,∴这里先打印

  }

  else         //另外3分之2的几率选择正确的方向

  {

    int j;

    for(j=1;j<=4;j++)

      if(TankCheak ( *AI_tank , j )) //循环判断坦克四周有无障碍,此函数返值1为可通过

        break;

    if(j==5)     //j==5说明此坦克四周都有障碍物,无法通行

    {

      PrintTank(*AI_tank);

      return;   //则跳过下面的while循环以防程序卡死

    }

    while(TankCheak ( *AI_tank , AI_tank->direction) == 0) //如果前方仍有障碍

      AI_tank->direction=(rand()%4+1);          //则换个随机方向检测

  }

}

PrintTank(*AI_tank);   //打印AI坦克

}

}

void BuildMyTank (Tank* my_tank) //建立我的坦克

{

my_tank->x=15;

my_tank->y=38;

my_tank->stop=NULL;

my_tank->direction=1;

my_tank->model=0;

my_tank->color=1;

my_tank->alive=1;

my_tank->my=1;

my_tank->CD=7;

PrintTank (*my_tank) ; //打印我的坦克

}

void MoveMyTank(int turn ) //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值

{

ClearTank(my_tank.x , my_tank.y); //map 数组中“我的坦克”参数清除工作已在此函数中完成

my_tank.direction=turn; //将键盘输入的方向值传入我的坦克方向值

if(TankCheak ( my_tank , my_tank.direction )) //若此时我的坦克当前方向上无障碍

switch (turn)

{

  case UP  : my_tank.y--; break; //上前进一格

  case DOWN : my_tank.y++; break; //下前进一格

  case LEFT : my_tank.x--; break; //左前进一格

  case RIGHT: my_tank.x++; break; //右前进一格

} //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克

PrintTank (my_tank);

}

bool TankCheak(Tank tank,int direction) //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)

{

switch(direction) //direction变量 1上,2下,3左,4右

{

case UP:

  if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)

    return 1;

  else

    return 0;

case DOWN:

  if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)

    return 1;

  else

    return 0;

case LEFT:

  if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)

    return 1;

  else

    return 0;

case RIGHT:

  if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)

    return 1;

  else

    return 0;

default:

  printf("错误!!");

  Sleep(5000);

  return 0;

}

}

void ClearTank(int x,int y) //清除坦克函数(人机共用)

{

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

for(int j=0;j<3;j++)

{           //将坦克占用的地图上的九格去掉

   map[y+j-1][x+i-1]=0;

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);

  GoToxy(2*x+2*j-2,y+i-1);

  printf(" ");

}

}

void PrintTank(Tank tank) //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了

{ // tank.color参数对应不同的颜色,范围 1 ~ 6

ColorChoose(tank.color); //颜色选择函数 定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)

char *(*tankF)[4] = tank_figure[tank.model]; //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推

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

{

GoToxy((tank.x-1)*2 , tank.y-1+i);    //在坦克中心坐标的左边,上中下三行打印

printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串

 for(int j=0;j<3;j++)

  if(tank.my)    //若为我的坦克

    map[tank.y+j-1][tank.x+i-1]=200; //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200

  else

    map[tank.y+j-1][tank.x+i-1]=100+tank.num; //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数

}

}

void HideCursor() //隐藏光标

{ //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见

CONSOLE_CURSOR_INFO cursor_info={1,0};

SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。

}

void GoToxy(int x,int y) //光标移动函数,X表示横坐标,Y表示纵坐标。

{

COORD coord; //使用头文件自带的坐标结构

coord.X=x; //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围

coord.Y=y;

HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出句柄

SetConsoleCursorPosition(a,coord); //以标准输出的句柄为参数设置控制台光标坐标

}

void ColorChoose(int color) //颜色选择函数

{

switch(color)

{

  case 1:        //天蓝色(我的坦克颜色)

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);

  break;

case 2:        //绿色

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);   

  break;

case 3:        //黄色

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);

  break;

case 4:        //红色

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

  break;

case 5:        //紫色

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);

  break;

case 6:        //白色

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);

  break;

case 7:        //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);

  break;

}

}

void Stop() //暂停

{

int color=1,timing=0;

while(1)

{

if(timing++%30==0)

{

  ColorChoose(color);  //颜色选择

  GoToxy(100,13);    //副屏幕打印

  printf("游戏暂停");

  GoToxy(88,17);

  printf("按回车键回到游戏");

  GoToxy(88,18);

  printf("或按 Esc键退出游戏");

  if(++color==8)

    color=1;

}

if (GetAsyncKeyState( 0xD )& 0x8000)   //回车键

{

  GoToxy(100,13);    //副屏幕打印

  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);

  printf("正在进行");  //覆盖掉原来的提示

  GoToxy(88,17);

  printf("           ");

  GoToxy(88,18);

  printf("           ");

  break;

}

else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出   

  exit(0);

Sleep(20);

}

}

void ClearMainScreen() //主屏幕清屏函数,因使用system(“cls”);再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数

{

for(int i=1;i<40;i++)

{

GoToxy(2,i);

printf("                                       ");

}

}

void Frame () //打印游戏主体框架

{ //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);

printf(" ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ ");

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);

printf(" ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");

for(int i=0;i<14;i++)

{

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);

printf("▕                                       ▏");

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 

printf(" |             |\n");

}

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);

printf(“▕ ▏”);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);

printf(" |═════════════|\n");

for(int i=0;i<24;i++)

{

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);

printf("▕                                       ▏");

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 

printf(" |             |\n");

}

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);

printf(" ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ");

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE);

printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");

SideScreen (); //打印副屏幕

}

void PrintMap() // 打印地图(地图既地图障碍物)

{

for(int j=0;j<41;j++)

for(int i=0;i<41;i++)

  if(map[i][j]==6)

  {

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN

      |FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);

    GoToxy(2*j,i);

    printf("■~~删除线格式~~ ");

  }

  else if(map[i][j]==2)

  {

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);

    GoToxy(2*j,i);

    printf("▓");

  }

  else if(map[i][j]==1)

  {

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);

    GoToxy(2*j,i);

    printf("▓");

  }

  else if(map[i][j]==5)

  {            

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);

    GoToxy(2*j,i);

    printf("~");

  }

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);

GoToxy(38,37); printf(“◣◢”);

GoToxy(38,38); printf(“███”); //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印

GoToxy(38,39); printf(“◢█◣”); //∴直接打印(且家的map值与符号无关)

}

void GetMap() //地图存放函数

{ //map里的值: 个位数的值为地图方块部分,百位数的值为坦克

int i ,j; //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,

int Map[8][41][41]=

{

{

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},

  {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4}, 

  {4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

},

{

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},

  {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},

  {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},

  {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},

  {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},

  {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},

  {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},

  {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},

  {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},

  {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},

  {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},

  {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

},

{

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},

  {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},

  {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},

  {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},   

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

},

{

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

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  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},

  {4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},

  {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},

  {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},

  {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},

  {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

  {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},

  {4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},

  {4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},

  {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},

  {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

},

{

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  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},

  {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},

  {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},

  {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},

  {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

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  {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

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  {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},

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  {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},

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},

{

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  {4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},

  {4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},

  {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},

  {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},

  {4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},

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  {4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},

  {4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},

  {4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},

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  {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},

  {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},

  {4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},

  {4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},

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  {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

  {4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},

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  {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},

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  {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

},

{

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  {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},

  {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},

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  {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

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  {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},

  {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},

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  {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},

  {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},

  {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},

  {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},

  {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

  {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

  {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

  {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},

  {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},

  {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

},

{

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},

  {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},

  {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

  {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

  {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

  {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

  {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},

  {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},

  {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},

  {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

},

};

for(i=0;i<41;i++)

  for(j=0;j<41;j++)

      map[i][j]=Map[level-1][i][j];

PrintMap(); //打印地图

}

void GameOver(bool home)

{

int timing=0,color=1;

while(1)

{

if(timing++%30==0)     //游戏结束原因为生命值为0

{

  ColorChoose(color);  //颜色选择

  if(home)        //游戏结束原因为老家被毁,则多打印一行字以提示玩家

  {

    GoToxy(37,19);   //主屏幕中心打印

    printf("老家被毁!");

  }

  GoToxy(37,20);     //主屏幕中心打印

  printf("游戏结束!");

  GoToxy(100,13);    //副屏幕打印

  printf("游戏结束");

  GoToxy(88,17);

  printf("请按回车键重新开始!");

  GoToxy(88,18);

  printf("或按 Esc键退出游戏!");

  if(++color==8)

    color=1;

}

if (GetAsyncKeyState( 0xD )& 0x8000) //回车键

{

// system(“cls”); //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数

// Frame (); //重新打印游戏框架

  score-=500;     //分数-500

  ClearMainScreen();  //主屏清屏函数,无需再次打印框架

  Initialize();    //从本关重新开始

  break;

}

else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出   

  exit(0);

Sleep(20);

}

}

void NextLevel()

{

int timing=0,color=1;

level++;

if(level<=MAX_LEVEL)

while(1)

{

  if(timing++%10==0)

  {

    ColorChoose(color);  //颜色选择  

    GoToxy(37,20);    //主屏幕中心打印

    printf("恭喜过关!");

    GoToxy(100,13);    //副屏幕打印

    printf("等待下关");

    GoToxy(87,17);

    printf("请按回车键进入下一关!");

    GoToxy(88,18);

    printf("或按 Esc键退出游戏!");

    if(++color==8)   

      color=1;

  }

  if (GetAsyncKeyState( 0xD )& 0x8000) //回车键

  {

    GoToxy(88,17);    //抹除副屏幕中的提示

    printf("           ");

    GoToxy(88,18);

    printf("           ");

    ClearMainScreen();  //主屏清屏函数,无需再次打印框架

    Initialize();    //初始化从下一关开始,level已++

    break;

  }

  else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出   

    exit(0);

  Sleep(20);

}

else //level>8 通关

while(1)

{

  if(timing++%5==0)

  {

    ColorChoose(color);

    GoToxy(33,20);    //主屏幕中心打印

    printf("恭喜通过全部关卡!");

    GoToxy(100,13);    //副屏幕打印

    printf("已通全关");

    GoToxy(88,17);

    printf("恭喜通过全部关卡!");

    GoToxy(88,19);

    printf("按 Esc键退出游戏!");

    if(++color==8)   

      color=1;

  }

  if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出   

    exit(0);

  Sleep(10);

}

}

void GameCheak()

{ //剩余敌人为0且四坦克全部不存活

if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )

NextLevel();    //进入下一关

if(my_tank.revive>=MAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFE

GameOver(0);    //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁

}

void SideScreen () //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)

{ // | 第 d 关 | " | |\n"

GoToxy(93,2);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);

printf(“第 关”);

GoToxy(92,5);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);

printf(“分 数:”);

GoToxy(92,7);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

printf(“生 命:”);

GoToxy(86,9);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

printf(“剩余敌方坦克:”);

GoToxy(86,11);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);

printf(“当前游戏速度: %d”,21-speed);

GoToxy(86,13);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);

printf(“当前游戏状态:”);

GoToxy(94,19);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);

GoToxy(94,24);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);

printf(“帮 助”);

GoToxy(86,27);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

printf(“方向键 ←↑→↓ 移动”);

GoToxy(93,29);

printf(“x 键 射击”);

GoToxy(89,31);

printf("+ - 调整游戏速度");

GoToxy(90,33);

printf(“游戏速度范围1~20”);

GoToxy(90,35);

printf(“回车键 暂停游戏”);

GoToxy(90,37);

printf(“Esc键 退出游戏”);

/* printf(“帮 助”); //这是第二种详细说明的样式

GoToxy(86,21);

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

printf(“方向键 ←↑→↓ 移动”);

GoToxy(93,23);

printf(“x 键 射击”);

GoToxy(89,25);

printf("+ - 调整游戏速度");

GoToxy(90,27);

printf(“游戏速度范围1~20”);

GoToxy(90,29);

printf(“回车键 暂停游戏”);

GoToxy(90,31);

printf(“Esc键 退出游戏”);

GoToxy(86,33);

printf(“敌方坦克全部消灭则过关”);

GoToxy(87,34);

printf(“己方坦克生命值为0 或”);

GoToxy(86,35);

printf(“正下方的老家被毁则失败”);

GoToxy(86,36);

printf(“己坦克与敌坦克子弹碰撞”);

GoToxy(87,37);

printf(“则抵消,敌坦克间子弹碰”);

GoToxy(86,38);

printf(“撞不抵消且可穿过敌坦克”);*/

}

void Initialize() //初始化

{

remain_enemy=16;

my_tank.revive=0; //我的坦克复活次数为0

position=0;

bul_num=0;

GetMap();

BuildMyTank( &my_tank );

for(int i=0;i<12;i++) //子弹初始化

{

bullet [i].exist=0;

bullet [i].initial=0;

}

for(int i=0;i<=3;i++) //AI坦克初始化

{

AI_tank [i].revive=0;

AI_tank [i].alive=0; //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克

AI_tank [i].stop=0;

AI_tank [i].num=i;

AI_tank [i].my=0;

AI_tank [i].CD=0;

}

GoToxy(97,2); //在副屏幕上关卡数

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);

printf("%d",level);

GoToxy(102,5); //在副屏幕上打印分数

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);

printf("%d ",score);

GoToxy(102,7); //在副屏幕打印我的剩余生命值

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

printf("%d", MAX_LIFE-my_tank.revive);

GoToxy(102,9); //在副屏幕上打印剩余坦克数

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

printf("%d ",remain_enemy);

GoToxy(100,13); //在副屏幕上打印状态

SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);

printf(“正在游戏”);

}

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