Game人生历程:
【2025.7.4 17:42】代码写成
【2025.7.4 19:26】第一次修改
【2025.7.4 20:50】增加注释,再次修改
【2025.7.4 20:54】修改漏洞
【2025.7.4 21:24】修改了磁铁不能吸引的问题
【2025.7.4 21:28】修改了破坏房屋生成铁矿石的问题
【2025.7.5 14:52】增加了拆解功能
【2025.7.7 10:54】增加了进入房子的功能
【2025.7.7 11:42】增加了昼夜更替
【2025.7.7 12:05】准备增加洞穴
【2025.7.7 16:27】优化了房屋
【2025.7.7 16:30】可以在房屋中看见时间
【2025.7.7 17:08】增加了洞穴
【2025.7.7 17:28】增加了石头
【2025.7.7 19:15】完善了洞穴
【2025.7.7 20:58】增加了地狱
【2025.7.7 21:01】房屋可以回血
【2025.7.8 8:07】增添了颜色
【2025.7.8 9:02】可以在洞穴中使用炸弹和磁铁
【2025.7.8 10:57】删除了部分颜色,增加了梦魇
【2025.7.8 11:05】现在进入地狱的初始位置是随机的
【2025.7.8 11:18】可以通过击败梦魇脱离梦境
【2025.7.8 11:23】稍稍优化
【2025.7.8 11:28】修改了在洞穴中一直判断为夜晚的bug
【2025.7.8 11:34】修改了昼夜不更替的bug
【2025.7.8 15:24】增加了地图大小,添加了更多工具
【2025.7.8 15:52】地狱更新水晶和遗址
【2025.7.8 18:27】更新的地狱的boss
【2025.7.9 9:26】只有洞穴中会生成铁
【2025.8.5 21:43】增加了护甲
var code = “3a2dbf93-ab27-4db6-8d88-44a2415f6c02”
/*
O 人物
W 树,可拾取,k键砍伐变为w
w 木材,可拾取
X 炸弹,可拾取,可破坏W,S和H,但会炸掉U,X和w,八个木材和一个铁合成
U 磁铁,可拾取
H 房屋,炸弹破坏后散落w,X或U,e键进入,进入后p键睡觉(只能在黑夜使用)
S 铁矿石,需要用镐子挖掘,挖掘后掉落s
s 铁矿
C 洞穴 e键进入
R 石头 破坏器或更高级工具挖掘或被炸弹炸掉落r
r 石头碎,可拾取
M 地狱传送门 e键进入
F 火焰
# 墙 不可破坏
T 地狱水晶 铁镐破坏 掉落t
t 水晶碎片
@ 遗迹,c键消耗5t献祭,召唤boss1
/ boss1的遗物,拆除5个击败boss
破坏器 消耗七个木材合成
石镐 消耗三个石头碎和两个木材合成
铁镐 消耗三个铁矿和两个木材合成
三天不睡觉会进入梦中,战胜梦魇出来
*/
#include<bits/stdc++.h>
#include<conio.h>
#include<windows.h>
//#define int long long
#define psp putchar(' ')
#define endl putchar('\n')
using namespace std;
const int N=1e6+5;
const int M=1e3+5;
int read(){
int x=0,f=1;
char c=getchar();
while(c<'0'||c>'9'){if(c=='-')f=-1;c=getchar();}
while(c>='0'&&c<='9')x=(x<<1)+(x<<3)+c-'0',c=getchar();
return x*f;
}
void print(int x){
if(x<0)putchar('-'),x=-x;
if(x<10){putchar(x+'0');return;}
print(x/10);
putchar(x%10+'0');
}
int n,m,k;
int T;
// 0
//3 + 1
// 2
int way;
int dx[4]={-1,0,1,0};
int dy[4]={0,1,0,-1};
char a[M][M];
char c[M][M];
char hell[M][M];
char cave[205][105][105];
char dream[M][M];
char boss1[M][M];
int caveid[M][M];
int vis[M][M];
int hellvis[M][M];
int firevis[M][M];
int boss1vis[M][M];
int boss1fire[M][M];
int CaveSteel[205][105][105];
int CaveRock[205][105][105];
int test[M][M];
char Housereward[6]={'U','X','s','w','w','w'};
char Ruinsthings[6]={'#','.','.','R','R','T'};
int wood;
int boom;
int u;
int s;
int rock;
int x,y;
int crystal;
int blood=20;
int helln=1000;
int bossn1=50;
int sizes=5;
int Boomnum=50;
int Unum=40;
int Housenum=30;
int Cavenum=200;
int CaveSteelnum=100;
int CaveRocknum=900;
int Boss1Rocknum=1000;
int Firenum=50000;
int Helldoornum=200;
int Crystalnum=1000;
int Boss1swordnum=5;
int Ruinsnum=100;
int breaklevel=0;
int day;
int maxblood=20;
int daytime=200;
int nightmare;
int nosleep;
int dayornight=1;
bool fast=0;
int protect=0;
bool usefast;
void init(){//初始化
system("cls");
cout<<"Wood: "<<wood<<" Boom: "<<boom<<" U: "<<u<<" Steel: "<<s;
cout<<" Rock: "<<rock<<" Crystal: "<<crystal<<"\nBlood: "<<blood<<"/"<<maxblood<<'\n';
cout<<"Tired: "<<nosleep<<"/3\n";
string openorclose=usefast?"open":"close";
cout<<"breacklevel: "<<breaklevel<<" fast: "<<openorclose<<'\n';
string nowtime=dayornight?"day":"night";
cout<<"Now time:"<<nowtime<<'\n';
cout<<"Time progress: "<<day<<"/"<<daytime<<'\n';
cout<<"x: "<<x<<" y: "<<y<<'\n';
}
void initdream(){//梦境初始化
system("cls");
cout<<"Your blood: "<<blood<<"/"<<maxblood<<" Nightmare's blood: "<<nightmare<<"/3"<<'\n';
}
void initboss1(int p){//Boss1初始化
system("cls");
cout<<"Your blood: "<<blood<<"/"<<maxblood<<" Boss1's blood: "<<p<<"/5"<<'\n';
string openorclose=usefast?"open":"close";
cout<<"breacklevel: "<<breaklevel<<" fast: "<<openorclose<<'\n';
cout<<"x: "<<x<<" y:"<<y<<'\n';
}
int hurt(int x){
x-=protect;
return max(0,x);
}
void move(){//移动
int xx=x+dx[way]*(usefast+1);
int yy=y+dy[way]*(usefast+1);
if(xx<1||yy<1||xx>n||yy>n){
xx=x+dx[way];
yy=y+dy[way];
}
if(xx<1||yy<1||xx>n||yy>n)return;
if(a[xx][yy]=='W'||a[xx][yy]=='H'||a[xx][yy]=='R'||a[xx][yy]=='C'||a[xx][yy]=='M')return;
if(a[xx][yy]=='X')boom++;
if(a[xx][yy]=='w')wood++;
if(a[xx][yy]=='U')u++;
if(a[xx][yy]=='s')s++;
if(a[xx][yy]=='r')rock++;
day++;
a[x][y]='.';
x=xx,y=yy;
a[x][y]='O';
}
void movehouse(){//在房屋中移动
int xx=x+dx[way]*(usefast+1);
int yy=y+dy[way]*(usefast+1);
if(xx<1||yy<1||xx>6||yy>6){
xx=x+dx[way];
yy=y+dy[way];
}
if(xx<1||yy<1||xx>6||yy>6)return;
if(c[xx][yy]=='W'||c[xx][yy]=='H'||c[xx][yy]=='S')return;
if(c[xx][yy]=='X')boom++;
if(c[xx][yy]=='w')wood++;
if(c[xx][yy]=='U')u++;
day++;
if(c[xx][yy]=='s')s++;
c[x][y]='.';
x=xx,y=yy;
c[x][y]='O';
}
void movedream(){//在梦中移动
int xx=x+dx[way];
int yy=y+dy[way];
if(xx<1||yy<1||xx>6||yy>6||dream[xx][yy]=='#')return;
dream[x][y]='.';
x=xx,y=yy;
dream[x][y]='O';
}
void movecave(int id){//在洞穴中移动
day++;
int xx=x+dx[way]*(usefast+1);
int yy=y+dy[way]*(usefast+1);
if(xx<1||yy<1||xx>100||yy>100){
xx=x+dx[way];
yy=y+dy[way];
}
if(xx<1||yy<1||xx>100||yy>100)return;
if(xx<1||yy<1||xx>100||yy>100||cave[id][xx][yy]=='S'||cave[id][xx][yy]=='R')return;
if(cave[id][xx][yy]=='X')boom++;
if(cave[id][xx][yy]=='w')wood++;
if(cave[id][xx][yy]=='U')u++;
if(cave[id][xx][yy]=='s')s++;
if(cave[id][xx][yy]=='r')rock++;
cave[id][x][y]='.';
x=xx,y=yy;
cave[id][x][y]='O';
}
void moveboss1(){//在boss1世界中移动
int xx=x+dx[way]*(usefast+1);
int yy=y+dy[way]*(usefast+1);
if(xx<1||yy<1||xx>50||yy>50){
xx=x+dx[way];
yy=y+dy[way];
}
if(xx<1||yy<1||xx>50||yy>50)return;
if(xx<1||yy<1||xx>bossn1||yy>bossn1||boss1[xx][yy]=='#'||boss1[xx][yy]=='/'||boss1[xx][yy]=='R')return;
if(boss1[xx][yy]=='r')rock++;
if(boss1[xx][yy]=='t')crystal++;
if(boss1[xx][yy]=='F')blood-=hurt(1);
boss1[x][y]='.';
x=xx,y=yy;
boss1[x][y]='O';
}
void movehell(){//在地狱中移动
int xx=x+dx[way]*(usefast+1);
int yy=y+dy[way]*(usefast+1);
if(xx<1||yy<1||xx>helln||yy>helln){
xx=x+dx[way];
yy=y+dy[way];
}
if(xx<1||yy<1||xx>helln||yy>helln)return;
if(xx<1||yy<1||xx>helln||yy>helln||hell[xx][yy]=='#'||hell[xx][yy]=='T'||hell[xx][yy]=='@'||hell[xx][yy]=='R')return;
if(hell[xx][yy]=='r')rock++;
if(hell[xx][yy]=='t')crystal++;
if(hell[xx][yy]=='F')blood-=hurt(1);
hell[x][y]='.';
x=xx,y=yy;
hell[x][y]='O';
}
void Dream(){//在梦里
for(int i=1;i<=7;i++){
for(int j=1;j<=7;j++){
dream[i][j]='.';
}
}
for(int i=1;i<=7;i++)dream[1][i]=dream[i][1]=dream[7][i]=dream[i][7]='#';
system("color 08");
int X=x,Y=y;
int WAY=way;
x=4,y=4;
dream[x][y]='O';
nightmare=3;
char zlr;//避免误按
cin>>zlr;
while(blood>0&&nightmare>0){
initdream();
for(int i=1;i<=7;i++){
for(int j=1;j<=7;j++){
cout<<dream[i][j];
}
cout<<'\n';
}
int testnum=5-nightmare;
while(testnum--){
int kx,ky;
kx=(rand()-1)%7+1;
ky=(rand()-1)%7+1;
while(kx<2||ky<2||kx>6||ky>6){
kx=(rand()-1)%7+1;
ky=(rand()-1)%7+1;
}
cout<<"Nightmare:I will strike"<<kx<<','<<ky<<'\n';
test[kx][ky]=1;
}
char op;
op=getch();
if(op=='w'){
way=0;
movedream();
}
else if(op=='d'){
way=1;
movedream();
}
else if(op=='s'){
way=2;
movedream();
}
else if(op=='a'){
way=3;
movedream();
}
if(test[x][y])blood-=4;
initdream();
for(int i=1;i<=7;i++){
for(int j=1;j<=7;j++){
cout<<dream[i][j];
}
cout<<'\n';
}
cout<<"1.Hit nightmare\n2.Restore your blood\n";
cin>>op;
if(op=='1')nightmare--;
else blood=min(blood+2,20);
}
nosleep=0;
dayornight=1;
day=0;
x=X,y=Y;
way=WAY;
}
void BreakHouse(int xx,int yy){//破坏房子
for(int i=xx-2;i<=xx+2;i++){
for(int j=yy-2;j<=yy+2;j++){
if(a[i][j]=='.'){
int p=rand()%6;
a[i][j]=Housereward[p];
}
}
}
a[xx][yy]='.';
}
void XBoom(){//使用炸弹
boom--;
for(int i=x-3;i<=x+3;i++){
for(int j=y-3;j<=y+3;j++){
if(a[i][j]=='w'||a[i][j]=='X'||a[i][j]=='U')a[i][j]='.';
if(a[i][j]=='W')a[i][j]='w';
if(a[i][j]=='H')BreakHouse(i,j);
if(a[i][j]=='s')a[i][j]='.';
if(a[i][j]=='S')a[i][j]='s';
if(a[i][j]=='R')a[i][j]='r';
}
}
}
void XBoomcave(int id){//在洞穴使用炸弹
boom--;
for(int i=x-3;i<=x+3;i++){
for(int j=y-3;j<=y+3;j++){
if(cave[id][i][j]=='s')cave[id][i][j]='.';
if(cave[id][i][j]=='S')cave[id][i][j]='s';
if(cave[id][i][j]=='R')cave[id][i][j]='r';
}
}
}
void XBoomhell(){//在地狱使用炸弹
boom--;
for(int i=x-3;i<=x+3;i++){
for(int j=y-3;j<=y+3;j++){
if(hell[i][j]=='R')hell[i][j]='r';
if(hell[i][j]=='#')hell[i][j]='.';
}
}
}
void XBoomboss1(){//在boss1世界使用炸弹
boom--;
for(int i=x-3;i<=x+3;i++){
for(int j=y-3;j<=y+3;j++){
if(boss1[i][j]=='R')boss1[i][j]='r';
if(boss1[i][j]=='#')boss1[i][j]='.';
}
}
}
void Uattract(){//使用磁铁
u--;
for(int i=x-3;i<=x+3;i++){
for(int j=y-3;j<=y+3;j++){
if(a[i][j]=='w')a[i][j]='.',wood++;
if(a[i][j]=='s')a[i][j]='.',s++;
if(a[i][j]=='U')a[i][j]='.',u++;
if(a[i][j]=='X')a[i][j]='.',boom++;
}
}
}
void Uattractcave(int id){//在洞穴使用磁铁
u--;
for(int i=x-3;i<=x+3;i++){
for(int j=y-3;j<=y+3;j++){
if(cave[id][i][j]=='s')cave[id][i][j]='.',s++;
if(cave[id][i][j]=='U')cave[id][i][j]='.',u++;
if(cave[id][i][j]=='X')cave[id][i][j]='.',boom++;
}
}
}
void Synthesis(){//合成
cout<<"What do yo want to synthesis?\n1.X\n2.Iron Pickaxe\n3.Stone pickaxe\n4.destructor\n";
cout<<"5.fast\n6.protect\n";
char choice;
cin>>choice;
if(choice=='1'){
if(wood>=8&&s){
wood-=8;
s--;
boom++;
}
}
else if(choice=='2'){
if(wood>=2&&s>=3&&breaklevel<3){
wood-=2;
s-=3;
breaklevel=3;
}
}
else if(choice=='3'){
if(wood>=2&&rock>=3&&breaklevel<2){
wood-=2;
rock-=3;
breaklevel=2;
}
}
else if(choice=='4'){
if(wood>=7&&breaklevel<1){
wood-=7;
breaklevel=1;
}
}
else if(choice=='5'){
if(crystal>=3&&s>=4&&!fast){
crystal-=3;
s-=4;
fast=1;
}
}
else if(choice=='6'){
if(crystal>=15&&!protect){
protect=1;
crystal-=15;
}
}
}
void Disassemble(){//拆解
cout<<"What do you want to sisassemble?\n1.X\n";
char choice;
cin>>choice;
if(choice=='1'){
if(boom){
boom--;
wood+=8;
s++;
}
}
}
void Intohouse(){//在房屋里面
for(int i=0;i<7;i++){
for(int j=0;j<7;j++){
c[i][j]='.';
}
}
for(int i=0;i<7;i++)c[0][i]=c[i][0]=c[6][i]=c[i][6]='W';
int X=x,Y=y;
int WAY=way;
x=3-dx[way]*2;
y=3-dy[way]*2;
c[x][y]='O';
while(blood>0){
init();
for(int i=0;i<7;i++){
for(int j=0;j<7;j++){
cout<<c[i][j];
}
cout<<'\n';
}
char op;
op=getch();
if(op=='w'){
way=0;
movehouse();
}
else if(op=='d'){
way=1;
movehouse();
}
else if(op=='s'){
way=2;
movehouse();
}
else if(op=='a'){
way=3;
movehouse();
}
else if(op=='p'){
if(dayornight)continue;
system("color 0F");
nosleep=0;
sizes=5;
day=0;
dayornight=1;
blood=min(maxblood,blood+2);
}
else if(op=='S'){
Synthesis();
}
else if(op=='D'){
Disassemble();
}
else if(op=='v'){
if(!fast)continue;
usefast=!usefast;
}
else if(op=='e'){
c[x][y]='.';
break;
}
}
x=X,y=Y;
way=WAY;
}
void Intocave(int cavesid){//在洞穴里
system("color 08");
int Sizes=sizes;
sizes=3;
int X=x,Y=y;
int WAY=way;
x=50,y=50;
cave[cavesid][x][y]='O';
while(blood>0){
if(day==daytime){
if(dayornight==0)nosleep++;
dayornight=1-dayornight;
day=0;
}
if(nosleep>=3){
Dream();
if(blood<=0)break;
sizes=3;
}
init();
for(int i=max(1,x-sizes);i<=min(100,x+sizes);i++){
for(int j=max(1,y-sizes);j<=min(100,y+sizes);j++){
cout<<cave[cavesid][i][j];
}
cout<<'\n';
}
char op;
op=getch();
if(op=='w'){
way=0;
movecave(cavesid);
}
else if(op=='d'){
way=1;
movecave(cavesid);
}
else if(op=='s'){
way=2;
movecave(cavesid);
}
else if(op=='a'){
way=3;
movecave(cavesid);
}
else if(op=='k'){
int xx=x+dx[way];
int yy=y+dy[way];
if(cave[cavesid][xx][yy]=='W')cave[cavesid][xx][yy]='w',day++;
if(cave[cavesid][xx][yy]=='S'&&breaklevel>1)cave[cavesid][xx][yy]='s',day++;
if(cave[cavesid][xx][yy]=='R'&&breaklevel>0)cave[cavesid][xx][yy]='r',day++;
}
else if(op=='x'){
XBoomcave(cavesid);
}
else if(op=='u'){
Uattractcave(cavesid);
}
else if(op=='S'){
Synthesis();
}
else if(op=='D'){
Disassemble();
}
else if(op=='v'){
if(!fast)continue;
usefast=!usefast;
}
else if(op=='e'){
cave[cavesid][x][y]='.';
break;
}
}
x=X,y=Y;
way=WAY;
sizes=Sizes;
}
void BOSS_soul(){//打boss1
system("cls");
memset(boss1fire,0,sizeof(boss1fire));
for(int i=1;i<=bossn1;i++){
for(int j=1;j<=bossn1;j++){
boss1[i][j]='.';
}
}
for(int i=1;i<=bossn1;i++)boss1[i][1]=boss1[1][i]=boss1[bossn1][i]=boss1[i][bossn1]='#';
int X=x,Y=y,WAY=way;
x=(rand()-1)%bossn1+1;
y=(rand()-1)%bossn1+1;
memset(boss1vis,0,sizeof(boss1vis));
for(int i=1;i<=Boss1Rocknum;i++){
while(boss1vis[x][y]){
x=(rand()-1)%bossn1+1;
y=(rand()-1)%bossn1+1;
}
boss1[x][y]='R';
boss1vis[x][y]=1;
}
for(int i=1;i<=Boss1swordnum;i++){
while(boss1vis[x][y]){
x=(rand()-1)%bossn1+1;
y=(rand()-1)%bossn1+1;
}
boss1[x][y]='/';
boss1vis[x][y]=1;
}
int boss1swordnum=Boss1swordnum;
while(boss1vis[x][y]){
x=(rand()-1)%bossn1+1;
y=(rand()-1)%bossn1+1;
}
boss1[x][y]='O';
while(blood>0&&boss1swordnum>0){
initboss1(boss1swordnum);
for(int i=max(1,x-sizes);i<=min(bossn1,x+sizes);i++){
for(int j=max(1,y-sizes);j<=min(bossn1,y+sizes);j++){
if(boss1fire[i][j]&&boss1[i][j]!='O')boss1[i][j]='F';
cout<<boss1[i][j];
}
cout<<'\n';
}
char op;
op=getch();
int xx=(rand()-1)%bossn1+1;
int yy=(rand()-1)%bossn1+1;
boss1[xx][yy]='F';
boss1fire[xx][yy]=1;
if(op=='w'){
way=0;
moveboss1();
}
else if(op=='d'){
way=1;
moveboss1();
}
else if(op=='s'){
way=2;
moveboss1();
}
else if(op=='a'){
way=3;
moveboss1();
}
else if(op=='x'){
if(!boom)continue;
XBoomboss1();
}
else if(op=='S'){
Synthesis();
}
else if(op=='D'){
Disassemble();
}
else if(op=='v'){
if(!fast)continue;
usefast=!usefast;
}
else if(op=='k'){
int xx=x+dx[way];
int yy=y+dy[way];
if(boss1[xx][yy]=='R'&&breaklevel>0)boss1[xx][yy]='r';
if(boss1[xx][yy]=='/')boss1[xx][yy]='.',boss1swordnum--;
}
}
breaklevel=max(breaklevel,4);
maxblood=25;
boom+=3;
u+=3;
s+=10;
rock+=10;
x=X,y=Y;
way=WAY;
}
void Intohell(){//在地狱里
system("color 0C");
int Sizes=sizes;
sizes=5;
int X=x,Y=y;
int WAY=way;
x=(rand()-1)%helln+1;
y=(rand()-1)%helln+1;
while(hellvis[x][y]||x<6||y<6||x>n-5||y>n-5){
x=(rand()-1)%helln+1;
y=(rand()-1)%helln+1;
}
hell[x][y]='O';
while(blood>0){
init();
for(int i=max(1,x-sizes);i<=min(helln,x+sizes);i++){
for(int j=max(1,y-sizes);j<=min(helln,y+sizes);j++){
if(firevis[i][j]&&hell[i][j]!='O')hell[i][j]='F';
cout<<hell[i][j];
}
cout<<'\n';
}
char op;
op=getch();
if(op=='w'){
way=0;
movehell();
}
else if(op=='d'){
way=1;
movehell();
}
else if(op=='s'){
way=2;
movehell();
}
else if(op=='a'){
way=3;
movehell();
}
else if(op=='x'){
if(!boom)continue;
XBoomhell();
}
else if(op=='k'){
int xx=x+dx[way];
int yy=y+dy[way];
if(hell[xx][yy]=='T'&&breaklevel>2)hell[xx][yy]='t';
if(hell[xx][yy]=='R'&&breaklevel>0)hell[xx][yy]='r';
}
else if(op=='c'){
int xx=x+dx[way];
int yy=y+dy[way];
if(hell[xx][yy]=='@'&&crystal>=5){
crystal-=5;
BOSS_soul();
}
}
else if(op=='S'){
Synthesis();
}
else if(op=='D'){
Disassemble();
}
else if(op=='v'){
if(!fast)continue;
usefast=!usefast;
}
else if(op=='e'){
hell[x][y]='.';
break;
}
}
x=X,y=Y;
way=WAY;
sizes=Sizes;
}
void E(){//按下e键
int xx=x+dx[way];
int yy=y+dy[way];
if(a[xx][yy]=='H'){//进入房子
Intohouse();
}
else if(a[xx][yy]=='C'){//进入洞穴
Intocave(caveid[xx][yy]);
}
else if(a[xx][yy]=='M'){
Intohell();
}
}
signed main(){//主世界
system("g++ -o main main.cpp");
srand(time(0));
n=1000;
for(int i=1;i<=n;i++){
for(int j=1;j<=n;j++){
a[i][j]='.';
hell[i][j]='.';
}
}
x=(rand()-1)%n+1;
y=(rand()-1)%n+1;
for(int i=1;i<=10*n;i++){//初始化树
while(vis[x][y]||(x==n/2&&y==n/2)){
x=(rand()-1)%n+1;
y=(rand()-1)%n+1;
}
vis[x][y]=1;
a[x][y]='W';
}
for(int i=1;i<=2*n;i++){//初始化铁
while(vis[x][y]||(x==n/2&&y==n/2)){
x=(rand()-1)%n+1;
y=(rand()-1)%n+1;
}
vis[x][y]=1;
a[x][y]='R';
}
for(int i=1;i<=Firenum;i++){//初始化地狱中火焰
while(hellvis[x][y]){
x=(rand()-1)%helln+1;
y=(rand()-1)%helln+1;
}
hellvis[x][y]=1;
firevis[x][y]=1;
hell[x][y]='F';
}
for(int i=1;i<=Crystalnum;i++){//初始化地狱中水晶
while(hellvis[x][y]){
x=(rand()-1)%helln+1;
y=(rand()-1)%helln+1;
}
hellvis[x][y]=1;
hell[x][y]='T';
}
for(int i=1;i<=Ruinsnum;i++){//初始化地狱中遗迹
while(hellvis[x][y]){
x=(rand()-1)%helln+1;
y=(rand()-1)%helln+1;
}
hellvis[x][y]=1;
hell[x][y]='@';
for(int j=x-5;j<=x+5;j++){
for(int l=y-5;l<=y+5;l++){
if(hellvis[j][l])continue;
int qp=rand()%6;
hell[j][l]=Ruinsthings[qp];
}
}
}
for(int i=1;i<=Boomnum;i++){//初始化炸弹
while(vis[x][y]||(x==n/2&&y==n/2)){
x=(rand()-1)%n+1;
y=(rand()-1)%n+1;
}
vis[x][y]=1;
a[x][y]='X';
}
for(int i=1;i<=Unum;i++){//初始化磁铁
while(vis[x][y]||(x==n/2&&y==n/2)){
x=(rand()-1)%n+1;
y=(rand()-1)%n+1;
}
vis[x][y]=1;
a[x][y]='U';
}
for(int i=1;i<=Housenum;i++){//初始化房子
while(vis[x][y]||(x==n/2&&y==n/2)){
x=(rand()-1)%n+1;
y=(rand()-1)%n+1;
}
vis[x][y]=1;
a[x][y]='H';
}
for(int i=1;i<=Cavenum;i++){//初始化洞穴
while(vis[x][y]||(x==n/2&&y==n/2)){
x=(rand()-1)%n+1;
y=(rand()-1)%n+1;
}
caveid[x][y]=i;
vis[x][y]=1;
a[x][y]='C';
}
for(int i=1;i<=Helldoornum;i++){//初始化地狱传送门
while(vis[x][y]||(x==n/2&&y==n/2)){
x=(rand()-1)%n+1;
y=(rand()-1)%n+1;
}
vis[x][y]=1;
a[x][y]='M';
}
for(int id=1;id<=Cavenum;id++){//初始化洞穴内部
for(int i=1;i<=100;i++){
for(int j=1;j<=100;j++){
cave[id][i][j]='.';
}
}
for(int i=1;i<=100;i++)cave[id][i][100]=cave[id][100][i]=cave[id][1][i]=cave[id][i][1]='R';
for(int i=1;i<=CaveSteelnum;i++){//初始化洞穴铁
while(CaveSteel[id][x][y]||(x==50&&y==50)||x<2||y<2){
x=(rand()-1)%99+1;
y=(rand()-1)%99+1;
}
CaveSteel[id][x][y]=1;
cave[id][x][y]='S';
}
for(int i=1;i<=CaveRocknum;i++){//初始化洞穴石头
while(CaveRock[id][x][y]||(x==50&&y==50)||x<2||y<2){
x=(rand()-1)%99+1;
y=(rand()-1)%99+1;
}
CaveRock[id][x][y]=1;
cave[id][x][y]='R';
}
}
x=n/2,y=n/2;
a[x][y]='O';
while(blood>0){
if(dayornight)system("color 0F");
else system("color 07");
if(day>=daytime){
day=0;
if(dayornight==0)nosleep++;
dayornight=1-dayornight;
if(dayornight)sizes=5;
else sizes=3;
}
if(nosleep>=3){
Dream();
if(blood<=0)break;
}
init();
for(int i=max(1,x-sizes);i<=min(n,x+sizes);i++){
for(int j=max(1,y-sizes);j<=min(n,y+sizes);j++){
cout<<a[i][j];
}
cout<<'\n';
}
char op;
op=getch();
if(op=='w'){
way=0;
move();
}
else if(op=='d'){
way=1;
move();
}
else if(op=='s'){
way=2;
move();
}
else if(op=='a'){
way=3;
move();
}
else if(op=='k'){
int xx=x+dx[way];
int yy=y+dy[way];
if(a[xx][yy]=='W')a[xx][yy]='w',day++;
if(a[xx][yy]=='S'&&breaklevel>1)a[xx][yy]='s',day++;
if(a[xx][yy]=='R'&&breaklevel>0)a[xx][yy]='r',day++;
if(a[xx][yy]=='H'&&breaklevel>3)BreakHouse(xx,yy);
}
else if(op=='x'){
if(!boom)continue;
day++;
XBoom();
}
else if(op=='u'){
if(!u)continue;
day++;
Uattract();
}
else if(op=='S'){
Synthesis();
}
else if(op=='D'){
Disassemble();
}
else if(op=='v'){
if(!fast)continue;
usefast=!usefast;
}
else if(op=='e'){
E();
}
}
}
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