数据结构大作业1_走迷宫

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运行文件为解压后文件夹内的Migong.exe

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栈实现的部分

  • 栈的定义

    img

  • 栈的使用

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    //找到合适的路
    int fdmap()
    {
    int stmap[54][54];
    int i, j;
    i = j = 1;

    for (i = 1; i <= width; i++) { //对找到的位置进行初始化
    for (j = 1; j <= height; j++) {
    stmap[i][j] = map[i][j];
    }
    }
    i = 1;
    j = 1;
    mapx[i] = 2;
    mapy[j] = 2;
    stmap[mapx[i]][mapy[j]] = 10;
    while (stmap[mapx[i]][mapy[j]] != chu) {
    if (stmap[mapx[i] + 1][mapy[j]] == road || stmap[mapx[i] + 1][mapy[j]] == jinbi || stmap[mapx[i] + 1][mapy[j]] == chu) {
    if (stmap[mapx[i] + 1][mapy[j]] == chu) {
    break;
    }
    stmap[mapx[i] + 1][mapy[j]] = 10;
    mapx[i + 1] = mapx[i] + 1;
    mapy[j + 1] = mapy[j];
    i++;
    j++;
    printHead(i,1);
    }
    else if (stmap[mapx[i] - 1][mapy[j]] == road || stmap[mapx[i] - 1][mapy[j]] == jinbi || stmap[mapx[i] - 1][mapy[j]] == chu) {
    if (stmap[mapx[i] - 1][mapy[j]] == chu) {
    break;
    }
    stmap[mapx[i] - 1][mapy[j]] = 10;
    mapx[i + 1] = mapx[i] - 1;
    mapy[j + 1] = mapy[j];
    i++;
    j++;
    printHead(i,1);
    }
    else if (stmap[mapx[i]][mapy[j] + 1] == road || stmap[mapx[i]][mapy[j] + 1] == jinbi || stmap[mapx[i]][mapy[j] + 1] == chu) {
    if (stmap[mapx[i]][mapy[j] + 1] == chu) {
    break;
    }
    stmap[mapx[i]][mapy[j] + 1] = 10;
    mapx[i + 1] = mapx[i];
    mapy[j + 1] = mapy[j] + 1;
    i++;
    j++;
    printHead(i,1);
    }
    else if (stmap[mapx[i]][mapy[j] - 1] == road || stmap[mapx[i]][mapy[j] - 1] == jinbi || stmap[mapx[i]][mapy[j] - 1] == chu) {
    if (stmap[mapx[i]][mapy[j] - 1] == chu) {
    break;
    }
    stmap[mapx[i]][mapy[j] - 1] = 10;
    mapx[i + 1] = mapx[i];
    mapy[j + 1] = mapy[j] - 1;
    i++;
    j++;
    printHead(i,1);
    }
    else {
    printHead(i, 2);
    i--;
    j--;
    }
    }

    return i;
    }

以下为代码区(所有的代码)

Mi_main.c

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#include "Mi.h"

int main()
{

system("title 走迷宫");
int flag = 1;
Hide();
srand((unsigned)time(NULL)); //初始化随即种子
height = HEIGHT + 4 * difficult ;
width = WIDTH + 4 * difficult ;
while (flag) {
system("cls");
switch (Menu())
{
case 1:
Start();
break;
case 2:
setting();
break;
case 3:
Help();
break;
case 4:
About();
break;
case 0:
flag = 0;
break;
}
}
return 0;
}

Mi.h

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#pragma once
#include<stdio.h>
#include<Windows.h>
#include<conio.h>//控制台的一些文件
#include<time.h>

//宏定义

#define UP 'w' // 定义上移键
#define DOWN 's' // 定义下移键
#define LEFT 'a' // 定义左移键
#define RIGHT 'd' // 定义右移键
#define SHOOT 'j' // 有冲锋枪时攻击键
#define KILL 'k' // 有瑞士军刀时的砍键
#define ESC '0' //游戏暂停
#define ru 2 //入为 2
#define wall 1 //墙为 1
#define road 0 //路为 0
#define guaishou 5 //怪兽为 5
#define guaishou1 7
#define jinbi 6 //金币为 6
#define chu 3 //出为 3
#define HEIGHT 21 // 地图高度
#define WIDTH 21 // 地图的宽度
#define Zhulu 100 // 主路的位置

//颜色的定义
#define RED "\033[0;32;31m"
#define NONE "\033[m"
#define YELLOW "\033[44;34m"
#define BLUE "\033[43;34m"
#define GREEN "\033[40;32m"
#define PURPLE "\033[43;35m"
#define DGREEN "\033[40;36m"
#define WHITE "\033[46;37m"
#define OBLUE "\033[40;34m"
#define ORED "\033[40;31m"
#define OPURPLE "\033[40;35m"
#define OWHITE "\033[47;37m"

/*
40: 黑 30: 黑

41: 红 31: 红

42: 绿 32: 绿

43: 黄 33: 黄

44: 蓝 34: 蓝

45: 紫 35: 紫

46: 深绿 36: 深绿

47: 白色 37: 白色
*/

int map[HEIGHT + 40][WIDTH + 40];
int mapx[2600]; //记录自动路途的x坐标
int mapy[2600]; //记录自动路途的y坐标
int mapp[HEIGHT + 32][HEIGHT + 32]; //主路的数组
typedef struct
{
int x; // x坐标的位置
int y; // y坐标的位置
}Jiangshi, People, Money;//前者僵尸中间人后者金币

/*typedef struct
{
int x; // x坐标
int y; // y坐标
struct next; //前一个节点
struct prev; //后一个节点
}MAP;
*/

//123
#define qdo 262
#define qre 294
#define qmi 330 //q前缀为低音,1后缀为高音,s前缀为半音阶
#define qfa 349
#define qso 392
#define qla 440
#define qsi 494
#define do 523
#define re 578
#define mi 659
#define fa 698
#define so 784
#define la 880
#define si 988
#define do1 1046
#define re1 1175
#define mi1 1318
#define fa1 1480
#define so1 1568
#define la1 1760
#define si1 1976
#define sqdo 277
#define sqre 311
#define sqfa 370
#define sqso 415
#define sqla 466
#define sdo 554
#define sre 622
#define sfa 740
#define sso 831
#define sla 932
#define sdo1 1046
#define sre1 1245
#define sfa1 1480
#define sso1 1661
#define sla1 1865


//音乐函数
void d1music();
void d2music();
void d3music();
void d4music();
void d5music();
void d6music();
void d7music();
void music1();
void music2();
void music3();
void music4();
void music5();
void music6();
void music7();
void music1q();
void music2q();
void music3q();
void music4q();
void music5q();
void music6q();
void music7q();
void heavensong(); //天空之城音乐走起

//基本架构函数
void GotoXY(int, int); //光标定位函数
void Hide(); //隐藏光标函数
int Chuli(int, int); //彩蛋处理函数

//模块的各个函数
int Menu(); //主菜单函数

//下面是开始游戏函数部分
int Start(); //开始游戏
int Movepeople(); //人物移动
int ztlan(); //右侧状态栏更新
int Shop(); //进入商店界面
int lackrmb(); //金币不足界面
int albuy(); //已经购买界面
void Remap(); //重新绘制地图
int fdmap(); //找到一条合适的路
int lose(); //游戏失败界面
int win(); //游戏胜利界面
int reroad(int, int); //怪物走到主路原路返回函数
int shoot(); //射击函数
int kill(); //用瑞士军刀
int Suspend(); //游戏暂停函数
void Reroad(); //重新打印地图
void printHead(int ,int); //重新绘制头结点(重新绘制当前的位置〇)
void writeFile(int); //写路径到txt文件里面

//下面是所有设置的部分
int setting(); //设置函数
int mapset(); //地图设置
int modeset(); //模式设定
int shopset(); //商店设置
int lifeset(); //生命值设置

//下面是帮助信息部分
void Help(); //帮助信息

//下面是程序相关信息
void About();

//下面初始化函数部分
void InitMap(); //地图初始化
void ptmonster(); //打印怪兽
void ptmoney(); //打印金钱(用于买装备升级)

//下面是具体实现函数部分
int iswall(int,int); //判断是否是墙
void prt(); //打印▇(墙)
void map2(); //彩蛋地图

//下面是一些全局变量
int bufa; //设置自动走的路数
int set; //设置返回值
int monster; //怪物数等级
int cgn; //闯关数
int mode; //模式
int life; //生命值
int Life; //确定好的生命值
int shop; //商店开启或关闭 (1-开启 0-关闭)
int height; //地图的高
int width; //地图的宽
int rmb; //当前金币数量
int difficult; //地图难度系数
int monstern; //怪物数量等级系数
int gun; //是否购买冲锋枪 1表示购买了 0表示未购买
int knife; //是否购买瑞士军 1表示购买了 0表示未购买
char direction; //人预期的朝向
char now_Dir; //人当前的朝向
long TIME; //倒计时的时间
int eatpeople;//人是否被怪物吃到 1表示没被吃到
int cycle;
int times;

work.c

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#include "Mi.h"
cgn = 0;
difficult = 1;
monstern = 1;
mode = 2;
monster = 3;
life = 1;
Life = 1;
shop = 1;
set = 1;
rmb = 50;
gun = 0;
knife = 0;
TIME = 55000; //TIME = 15*1000 + difficult * 40000;
times = 30;
cycle = 0;
eatpeople = 1;
People people;
People peoplenext;
Jiangshi jshi;
Money money;

//音乐模块
void d1music()
{
Beep(262,200);
}

void d2music()
{
Beep(294,200);
}

void d3music()
{
Beep(330,200);
}

void d4music()
{
Beep(349,200);
}

void d5music()
{
Beep(392,200);
}

void d6music()
{
Beep(440,200);
}

void d7music()
{
Beep(494,200);
}

void music1()
{
Beep(523, 200);
}

void music2()
{
Beep(578, 200);
}

void music3()
{
Beep(659, 200);
}

void music4()
{
Beep(698, 200);
}

void music5()
{
Beep(784, 200);
}

void music6()
{
Beep(880, 200);
}

void music7()
{
Beep(988, 200);
}

void music1q()
{
Beep(1046, 200);
}

void music2q()
{
Beep(1175, 200);
}

void music3q()
{
Beep(1318, 200);
}

void music4q()
{
Beep(1480, 200);
}

void music5q()
{
Beep(1568, 200);
}

void music6q()
{
Beep(1760, 200);
}

void music7q()
{
Beep(1976, 200);
}

//胜利音效
void winmusic()
{
music1();
music1();
music5();
music5();
music6();
music6();
music5();
Sleep(500);
music4();
music4();
music3();
music3();
music2();
music2();
music1();
}

//天空之城
void heavensong()
{
int pai = 400, ban = 200;
int ting = 128;
Sleep(1000);

Beep(la, ban);
Beep(si, ban);
Sleep(ting);

Beep(do1, pai + ban);
Beep(si, ban);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);
Beep(mi1, pai);
Sleep(ting);

Beep(si, 3 * pai);
Sleep(ting);
Beep(mi, ban);
Beep(mi, ban);

Beep(la, ban + pai);
Beep(so, ban);
Sleep(ting);
Beep(la, pai);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);

Beep(so, 2 * pai);
Sleep(ting);
Sleep(pai);
Beep(mi, ban);
Sleep(ting / 2);
Beep(mi, ban);
Sleep(ting / 2);

Beep(fa, pai + ban);
Beep(mi, ban);
Sleep(ting);
Beep(fa, ban);
Beep(do1, ban + pai);
Sleep(ting);

Beep(mi, 2 * pai);
Sleep(ting);
Sleep(ban);
Beep(do1, ban);
Sleep(ting / 2);
Beep(do1, ban);
Sleep(ting / 2);
Beep(do1, ban);
Sleep(ting / 2);

Beep(si, ban + pai);
Beep(sfa, ban);
Sleep(ting);
Beep(sfa, pai);
Beep(si, pai);
Sleep(ting);

Beep(si, 2 * pai);
Sleep(ting);
Sleep(pai);
Beep(la, ban);
Beep(si, ban);
Sleep(ting);

Beep(do1, pai + ban);
Beep(si, ban);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);
Beep(mi1, pai);
Sleep(ting);

Beep(si, 2 * pai);
Sleep(ting);
Sleep(pai);
Beep(mi, ban);
Sleep(20);
Beep(mi, ban);
Sleep(ting);

Beep(la, pai + ban);
Beep(so, ban);
Sleep(ting);
Beep(la, pai);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);

Beep(so, 3 * pai);
Sleep(ting + ban);
Beep(mi, ban);
Sleep(ting / 2);

Beep(fa, pai);
Sleep(ting);
Beep(do1, ban);
Beep(si, ban);
Sleep(20);
Beep(si, pai);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);

Beep(re1, ban);
Sleep(20);
Beep(re1, ban);
Sleep(20);
Beep(mi1, ban);
Sleep(ting / 2);
Beep(do1, pai);
Sleep(ting + pai);

Beep(do1, pai);
Beep(si, ban);
Sleep(ting);
Beep(la, ban);
Sleep(20);
Beep(la, ban);
Sleep(ting);
Beep(si, pai);
Sleep(ting);
Beep(sso, pai);
Sleep(ting);

Beep(sso, 2 * pai);
Sleep(ting + pai);
Beep(do1, ban);
Beep(re1, ban);
Sleep(ting);

Beep(mi1, pai + ban);
Beep(re1, ban);
Sleep(ting);
Beep(mi1, pai);
Sleep(ting);
Beep(fa1, pai);
Sleep(ting);

Beep(re1, 2 * pai);
Sleep(pai + ting);
Beep(so, ban);
Sleep(20);
Beep(so, ban);
Sleep(ting);

Beep(do1, ban);
Beep(si, ban);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);
Beep(mi1, pai);
Sleep(ting);

Beep(mi1, 2 * pai);
Sleep(ting + 2 * pai);

Beep(la, ban);
Beep(si, ban);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);
Beep(si, pai);
Sleep(ting);
Beep(re1, ban);
Sleep(20);
Beep(re1, ban);
Sleep(ting);

Beep(do1, pai + ban);
Beep(so, ban);
Sleep(20);
Beep(so, pai);
Sleep(pai + ting);

Beep(fa1, pai);
Sleep(ting);
Beep(mi1, pai);
Sleep(ting);
Beep(re1, pai);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);

Beep(mi1, 4 * pai);

Beep(mi1, pai * 2);
Sleep(pai + ting);
Beep(mi1, pai);
Sleep(ting);

Beep(la1, 2 * pai);
Sleep(ting);
Beep(so1, pai);
Sleep(ting);
Beep(so1, pai);
Sleep(ting);

Beep(mi1, ban);
Sleep(ting / 2);
Beep(re1, ban);
Sleep(ting);
Beep(do1, pai);
Sleep(ting + ban);
Beep(do1, ban);
Sleep(ting);

Beep(re1, pai);
Sleep(ting);
Beep(do1, ban);
Beep(re1, ban);
Sleep(20);
Beep(re1, ban);
Sleep(ting);
Beep(so1, pai);
Sleep(ting);

Beep(mi1, 2 * pai);
Sleep(ting + pai);
Beep(mi, pai);
Sleep(ting);

Beep(la1, 2 * pai);
Sleep(ting);
Beep(so1, 2 * pai);
Sleep(ting);

Beep(mi1, ban);
Beep(re1, ban);
Sleep(ting);
Beep(do1, 2 * pai);
Sleep(ting + ban);
Beep(do1, ban);
Sleep(ting);

Beep(re1, pai);
Sleep(ting);
Beep(do1, ban);
Beep(re1, ban);
Sleep(20);
Beep(re1, ban);
Sleep(ting);
Beep(si, pai);
Sleep(ting);

Beep(la, 2 * pai);
Sleep(ting);
Beep(la, ban);
Beep(si, ban);

Beep(do1, pai + ban);
Beep(si, ban);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);
Beep(mi1, pai);
Sleep(ting);

Beep(si, 3 * pai);
Sleep(ting);
Beep(mi, ban);
Beep(mi, ban);

Beep(la, ban + pai);
Beep(so, ban);
Sleep(ting);
Beep(la, pai);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);

Beep(so, 2 * pai);
Sleep(ting);
Sleep(pai);
Beep(mi, ban);
Sleep(ting / 2);
Beep(mi, ban);
Sleep(ting / 2);

Beep(fa, pai + ban);
Beep(mi, ban);
Sleep(ting);
Beep(fa, ban);
Beep(do1, ban + pai);
Sleep(ting);

Beep(mi, 2 * pai);
Sleep(ting);
Sleep(ban);
Beep(do1, ban);
Sleep(ting / 2);
Beep(do1, ban);
Sleep(ting / 2);
Beep(do1, ban);
Sleep(ting / 2);

Beep(si, ban + pai);
Beep(sfa, ban);
Sleep(ting);
Beep(sfa, pai);
Beep(si, pai);
Sleep(ting);

Beep(si, 2 * pai);
Sleep(ting);
Sleep(pai);
Beep(la, ban);
Beep(si, ban);
Sleep(ting);

Beep(do1, pai + ban);
Beep(si, ban);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);
Beep(mi1, pai);
Sleep(ting);

Beep(si, 2 * pai);
Sleep(ting);
Sleep(pai);
Beep(mi, ban);
Sleep(20);
Beep(mi, ban);
Sleep(ting);

Beep(la, pai + ban);
Beep(so, ban);
Sleep(ting);
Beep(la, pai);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);

Beep(so, 3 * pai);
Sleep(ting + ban);
Beep(mi, ban);
Sleep(ting / 2);

Beep(fa, pai);
Sleep(ting);
Beep(do1, ban);
Beep(si, ban);
Sleep(20);
Beep(si, pai);
Sleep(ting);
Beep(do1, pai);
Sleep(ting);

Beep(re1, ban);
Sleep(20);
Beep(re1, ban);
Sleep(20);
Beep(mi1, ban);
Sleep(ting / 2);
Beep(do1, pai);
Sleep(ting + pai);

Beep(la, 4 * pai);

Sleep(1000);
}

//光标定位函数
void GotoXY(int x, int y)
{
HANDLE hout;
COORD cor;
hout = GetStdHandle(STD_OUTPUT_HANDLE);
cor.X = x;
cor.Y = y;
SetConsoleCursorPosition(hout, cor);
}

//隐藏光标
void Hide()
{
HANDLE hout = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cor_info = { 1, 0 };
SetConsoleCursorInfo(hout, &cor_info);//隐藏光标

}

//菜单页面
int Menu()
{
Hide();
GotoXY(36, 12); //定位光标的位置
printf(ORED"欢迎来到智慧迷宫游戏");
GotoXY(43, 14);
printf("1. 开始游戏");
GotoXY(43, 16);
printf("2. 设置");
GotoXY(43, 18);
printf("3. 帮助");
GotoXY(43, 20);
printf("4. 关于(请谨慎进入因为进入可能要好久才能出来)");
GotoXY(43, 22);
printf("退出游戏请输入 0"NONE);
Hide(); //隐藏光标
char ch;
int result = 1;
ch = _getch();
switch (ch)
{
case '1': result = 1; break;
case '2': result = 2; break;
case '3': result = 3; break;
case '4': result = 4; break;
case '0': result = 0; break;
default: result = 5; break;
}
system("cls"); //清空当前页面

return result;
}

//设置页面
int setting()
{
Hide();
system("cls");
GotoXY(40, 10);
printf(GREEN"地图设置请输入 1");
GotoXY(40, 12);
printf("模式设置请输入 2");
GotoXY(40, 14);
printf("生命值设置请输入 3");
GotoXY(40, 16);
printf("商店设置请输入 4");
GotoXY(45, 18);
printf("按其他任意键返回上一级"NONE);
char ch = _getch();
system("cls");
switch (ch)
{
case '1':
mapset();
break;
case '2':
modeset();
break;
case '3':
lifeset();
break;
case '4':
shopset();
break;
}
return 0;

}

//地图设置
int mapset()
{
Hide();
GotoXY(40, 14);
printf("输入1-6的正整数来表示迷宫的大小");
GotoXY(40, 16);
printf("当前迷宫的大小系数为 %d", difficult);
GotoXY(45, 18);
printf("按其他任意键设置怪物数量等级");
char ch = _getch();
system("cls");
switch (ch)
{
case '1':
difficult = 1;
break;
case '2':
difficult = 2;
break;
case '3':
difficult = 3;
break;
case '4':
difficult = 4;
break;
case '5':
difficult = 5;
break;
case '6':
difficult = 6;
break;
}
height = HEIGHT + 4 * difficult ;
width = WIDTH + 4 * difficult ;
TIME = 15*1000 + difficult * 40000;
system("cls");
GotoXY(40, 14);
printf("输入1-7中的一个数表示迷宫怪物数量等级");
GotoXY(40, 16);
printf("当前怪物数量等级为 %d", monstern);
GotoXY(45, 18);
printf("按其他任意键返回主菜单");
ch = _getch();
system("cls");
switch (ch)
{
case '1':
monstern = 1;
break;
case '2':
monstern = 2;
break;
case '3':
monstern = 3;
break;
case '4':
monstern = 4;
break;
case '5':
monstern = 5;
break;
case '6':
monstern = 6;
break;
case '7':
monstern = 7;
break;
}
monster = 3 + monstern;
return monster;
}

//找到合适的路
int fdmap()
{
int stmap[54][54];
int i, j;
i = j = 1;

for (i = 1; i <= width; i++) { //对找到的位置进行初始化
for (j = 1; j <= height; j++) {
stmap[i][j] = map[i][j];
}
}
i = 1;
j = 1;
mapx[i] = 2;
mapy[j] = 2;
stmap[mapx[i]][mapy[j]] = 10;
while (stmap[mapx[i]][mapy[j]] != chu) {
if (stmap[mapx[i] + 1][mapy[j]] == road || stmap[mapx[i] + 1][mapy[j]] == jinbi || stmap[mapx[i] + 1][mapy[j]] == chu) {
if (stmap[mapx[i] + 1][mapy[j]] == chu) {
break;
}
stmap[mapx[i] + 1][mapy[j]] = 10;
mapx[i + 1] = mapx[i] + 1;
mapy[j + 1] = mapy[j];
i++;
j++;
printHead(i,1);
}
else if (stmap[mapx[i] - 1][mapy[j]] == road || stmap[mapx[i] - 1][mapy[j]] == jinbi || stmap[mapx[i] - 1][mapy[j]] == chu) {
if (stmap[mapx[i] - 1][mapy[j]] == chu) {
break;
}
stmap[mapx[i] - 1][mapy[j]] = 10;
mapx[i + 1] = mapx[i] - 1;
mapy[j + 1] = mapy[j];
i++;
j++;
printHead(i,1);
}
else if (stmap[mapx[i]][mapy[j] + 1] == road || stmap[mapx[i]][mapy[j] + 1] == jinbi || stmap[mapx[i]][mapy[j] + 1] == chu) {
if (stmap[mapx[i]][mapy[j] + 1] == chu) {
break;
}
stmap[mapx[i]][mapy[j] + 1] = 10;
mapx[i + 1] = mapx[i];
mapy[j + 1] = mapy[j] + 1;
i++;
j++;
printHead(i,1);
}
else if (stmap[mapx[i]][mapy[j] - 1] == road || stmap[mapx[i]][mapy[j] - 1] == jinbi || stmap[mapx[i]][mapy[j] - 1] == chu) {
if (stmap[mapx[i]][mapy[j] - 1] == chu) {
break;
}
stmap[mapx[i]][mapy[j] - 1] = 10;
mapx[i + 1] = mapx[i];
mapy[j + 1] = mapy[j] - 1;
i++;
j++;
printHead(i,1);
}
else {
printHead(i, 2);
i--;
j--;
}
}

return i;
}

//模式设置
int modeset()
{
Hide();
GotoXY(40, 10);
printf("限时模式 1");
GotoXY(40, 12);
printf("自走模式 2");
GotoXY(40, 14);
printf("无尽模式 3");
GotoXY(40, 16);
printf("战神模式 4");
GotoXY(40, 18);
printf("彩蛋**** 5");
GotoXY(40, 20);
switch (mode)
{
case 1: printf("当前模式为: 限时模式"); break;
case 2: printf("当前模式为: 自走模式"); break;
case 3: printf("当前模式为: 无尽模式"); break;
case 4: printf("当前模式为: 战神模式"); break;
case 5: printf("当前模式为: 菜单****(玩得开心哦!)"); break;
}
GotoXY(45, 22);
printf("按其他任意键返回上级菜单");
char ch;
ch = _getch();
switch (ch)
{
case '1': mode = 1; break;
case '2': mode = 2; break;
case '3': mode = 3; break;
case '4': mode = 4; break;
case '5':
mode = 5;
width = 54;
height = 54;
monster = 10;
rmb = 10;
difficult = 6;
break;
}
system("cls"); //清空当前页面
return mode;
}

//生命值设置
int lifeset()
{
Hide();
GotoXY(40, 14);
printf("输入你想要的生命值 1 — 9 (为了较好游戏体验,建议生命值3-5之间)");
GotoXY(40, 16);
printf("当前生命值为: %d", life);
GotoXY(45, 18);
printf("按其他任意键返回上级菜单 ");
char ch;
ch = _getch();
switch (ch)
{
case '1': Life = 1; break;
case '2': Life = 2; break;
case '3': Life = 3; break;
case '4': Life = 4; break;
case '5': Life = 5; break;
case '6': Life = 6; break;
case '7': Life = 7; break;
case '8': Life = 8; break;
case '9': Life = 9; break;
}
life = Life;
return life;
}

//商店设置
int shopset()
{
Hide();
GotoXY(40, 12);
printf("商店开启请输入 1");
GotoXY(40, 14);
printf("商店关闭请输入 0");
GotoXY(40, 16);
switch (shop)
{
case 1:printf("当前商店处于 开启状态"); break;
case 0:printf("当前商店处于 关闭状态"); break;
}
GotoXY(45, 18);
printf("按任意键返回上级菜单 ");
char ch;
ch = _getch();
switch (ch)
{
case '1': shop = 1; break;
case '0': shop = 0; break;
}
return shop;
}

//开始游戏
int Start()
{
InitMap();
//响应键盘的操作
if (mode == 5) {
monster = 10;
rmb = 10;
difficult = 6;
}
while (Movepeople());
if (mode == 5) {
monster = 3;
rmb = 0;
}
return 0;
}

//游戏暂停按钮
int Suspend()
{
system("cls");
GotoXY(43, 14);
printf(GREEN"游戏已暂停,按 0 返回主菜单"NONE);
GotoXY(43, 18);
printf(GREEN"按其他任意键继续游戏!"NONE);
char ch;
int result = 1;
ch = _getch();
switch (ch)
{
case '0':
return 0;
default :
return 1;
}

}

//移动人物
int Movepeople()
{
int lag = 0;
if (mode != 2) { //表示当前不是自动走的模式
if (eatpeople == 0) {
lose();
return 0;
}
Hide();
if (_kbhit()) {
direction = _getch();
switch (direction)
{
case UP:
now_Dir = direction;
lag = 1;
break;
case DOWN:
now_Dir = direction;
lag = 1;
break;
case RIGHT:
now_Dir = direction;
lag = 1;
break;
case LEFT:
now_Dir = direction;
lag = 1;
break;
case SHOOT:
if (gun) {
shoot();
Remap();
}
break;
case KILL:
if (knife) {
kill();
}
break;
case 'p':
if (shop) {
Shop();
Remap();
}
break;
case ESC:
if (Suspend()) {
Remap();
break;
}
else {
return 0;
}

}

GotoXY(people.x * 2 - 2, people.y - 1);
printf(" ");
peoplenext.x = people.x;
peoplenext.y = people.y;
if (lag) {
switch (now_Dir) //进行移动
{
case UP:peoplenext.y--; lag = 0; break; //上移
case DOWN:peoplenext.y++; lag = 0; break; //下移
case LEFT:peoplenext.x--; lag = 0; break; //左移
case RIGHT:peoplenext.x++; lag = 0; break; //右移
}
}
if (mode == 4) {
people.x = peoplenext.x;
people.y = peoplenext.y;
}
else {
if ((iswall(peoplenext.x, peoplenext.y) != wall) && peoplenext.y >= 2) { //如果是墙的处理
people.x = peoplenext.x;
people.y = peoplenext.y;
}
else {
peoplenext.x = people.x;
peoplenext.y = people.y;
}
if (iswall(people.x, people.y) == jinbi) { //碰到金币时候的处理
map[people.x][people.y] = road;
rmb++;
ztlan();
music6q();
music6q();
music6q();
}
else if (iswall(people.x, people.y) == guaishou) { //碰到怪兽时候的处理
if (life > 1) {
life--;
GotoXY(people.x * 2 - 2, people.y - 1);
printf("怪");
people.x = 2;
people.y = 2;
GotoXY(people.x * 2 - 2, people.y - 1);
printf(WHITE"〇"NONE);
ztlan();
d5music();
d5music();
d1music();
}
else {
lose();
return 0;
}
}
else if (iswall(people.x, people.y) == chu) {
if (mode == 3) {
cgn++;
if (difficult < 6) {
difficult++;
}
win();
return 0;
}
else {
win();
return 0;
}
}
}
GotoXY(people.x * 2 - 2, people.y - 1);
printf(WHITE"〇"NONE);

}

Sleep(100);
if (mode == 1) {
TIME = TIME - 100;
times = TIME / 1000;
if (TIME < 0) {
lose();
return 0;
}
GotoXY(2 * width + 8, 3);
Hide();
printf("剩余时间为: %d 秒 ", times);

}
cycle++;
if (cycle == 5) {
eatpeople = Movemonster();
cycle = 0;
}
}
else { //自动走模式
bufa = fdmap();
writeFile(bufa);//写入文件

for (int m = 1; m <= bufa; m++) {
GotoXY(mapx[m]*2 - 2, mapy[m] - 1);
printf(WHITE"〇"NONE);
Sleep(200);
GotoXY(mapx[m]*2 - 2, mapy[m] - 1);
printf(" ");
}
win();
return 0;
}
return 1;


}

//写路径到文件中
void writeFile(rodeSize) {
FILE* fp;
errno_t err;
err = fopen_s(&fp, "roude.txt", "w+");
if (err != 0)
{
printf("打开失败");
}
for (int i = 1; i < rodeSize; i++) {
fprintf(fp, "(%d,%d)->", mapy[i],mapx[i]);
}
fclose(fp);

}

//射击函数
int shoot()
{
int x = people.x;
int y = people.y;
switch (now_Dir)
{
case 'w':
while (map[x][y - 1] == road || map[x][y - 1] == guaishou) {
y--;

GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;
Sleep(200);
Reroad();
return 0;
}
else {
printf("·");
}
Sleep(60);


}
break;

case 'd':
while (map[x + 1][y] == road || map[x + 1][y] == guaishou) {
x++;

GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;
Sleep(200);
Reroad();
return 0;
}
else {
printf("·");
}
Sleep(60);

}
break;
case 's':
while (map[x][y + 1] == road || map[x][y + 1] == guaishou) {
y++;

GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;
Sleep(200);
Reroad();
return 0;
}
else {
printf("·");
}
Sleep(60);

}
break;
case 'a':
while (map[x - 1][y] == road || map[x - 1][y] == guaishou) {
x--;

GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;
Sleep(200);
Reroad();
return 0;
}
else {
printf("·");
}
Sleep(60);

}
break;
}
Remap();

}

//kill(瑞士军刀)函数
int kill()
{
int x = people.x;
int y = people.y;
switch (now_Dir)
{
case 'w':
if (map[x][y - 1] == road || map[x][y - 1] == guaishou) {
y--;
GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;

}
else {
printf("|");
}
}
if (map[x][y - 1] == road || map[x][y - 1] == guaishou) {
y--;
GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;

}
else {
printf("|");
}
}
Sleep(200);
Remap();
break;

case 'd':
if (map[x + 1][y] == road || map[x + 1][y] == guaishou) {
x++;
GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;

}
else {
printf("-");
}
}
if (map[x + 1][y] == road || map[x + 1][y] == guaishou) {
x++;
GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;

}
else {
printf("-");
}
}
Sleep(200);
Remap();
break;
case 's':
if (map[x][y + 1] == road || map[x][y + 1] == guaishou) {
y++;
GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;

}
else {
printf("|");
}
}
if (map[x][y + 1] == road || map[x][y + 1] == guaishou) {
y++;
GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;

}
else {
printf("|");
}
}
Sleep(200);
Remap();
break;
case 'a':
if (map[x - 1][y] == road || map[x - 1][y] == guaishou) {
x--;
GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;

}
else {
printf("-");
}
}
if (map[x - 1][y] == road || map[x - 1][y] == guaishou) {
x--;
GotoXY(2 * x - 2, y - 1);
if (map[x][y] == guaishou) {
printf("#");
map[x][y] = jinbi;

}
else {
printf("-");
}
}
Sleep(200);
}
Remap();
}

//移动怪物
int Movemonster()
{
int fangxiang; //用于解决怪兽的方向
int flag = 1;

for (int i = 1; i <= width; i++) {
for (int j = 1; j <= height; j++) {
if (map[i][j] == guaishou) {
while (flag) {
fangxiang = rand() % 4;
switch (fangxiang)
{
case 0:
if (map[i + 1][j] == road && mapp[i][j] != Zhulu) {
map[i + 1][j] = guaishou1;
map[i][j] = road;
GotoXY(i * 2 - 2, j - 1);
printf(" ");
flag = 0;
}
else if (mapp[i][j] == Zhulu) {
reroad(i, j);
flag = 0;
}

break;
case 1:
if (map[i - 1][j] == road && mapp[i][j] != Zhulu) {
map[i - 1][j] = guaishou1;
map[i][j] = road;
GotoXY(i * 2 - 2, j - 1);
printf(" ");
flag = 0;
}
else if (mapp[i][j] == Zhulu) {
reroad(i, j);
flag = 0;
}

break;
case 2:
if (map[i][j + 1] == road && mapp[i][j] != Zhulu) {
map[i][j + 1] = guaishou1;
map[i][j] = road;
GotoXY(i * 2 - 2, j - 1);
printf(" ");
flag = 0;
}
else if (mapp[i][j] == Zhulu) {
reroad(i, j);
flag = 0;
}

break;
case 3:
if (map[i][j - 1] == road && mapp[i][j] != Zhulu) {
map[i][j - 1] = guaishou1;
map[i][j] = road;
GotoXY(i * 2 - 2, j - 1);
printf(" ");
flag = 0;
}
else if (mapp[i][j] == Zhulu) {
reroad(i, j);
flag = 0;
}
break;
}
}
flag = 1;
}
}
}
for (int i = 1; i <= width; i++) {
for (int j = 1; j <= height; j++) {
if (map[i][j] == guaishou1) {
map[i][j] = guaishou;
if (people.x == i && people.y == j) {
if (life > 1) {
life--;
GotoXY(people.x * 2 - 2, people.y - 1);
printf("怪");
people.x = 2;
people.y = 2;
GotoXY(people.x * 2 - 2, people.y - 1);
printf(WHITE"〇"NONE);
ztlan();
d5music();
d5music();
d1music();
}
else {
return 0;
}
}
GotoXY(i * 2 - 2, j - 1);
printf(BLUE"怪"NONE);

}
}
}
return 1;
}

//怪物走到主路原路返回
int reroad(int i, int j)
{
int flag = 1; //找到返回的方向为0 没有找到为1
while (flag) {
if (map[i + 1][j] == road && mapp[i + 1][j] != Zhulu ) {
map[i + 1][j] = guaishou1;
map[i][j] = road;
GotoXY(i * 2 - 2, j - 1);
printf(" ");
flag = 0;
}
else if (map[i - 1][j] == road && mapp[i - 1][j] != Zhulu) {
map[i - 1][j] = guaishou1;
map[i][j] = road;
GotoXY(i * 2 - 2, j - 1);
printf(" ");
flag = 0;
}
else if (map[i][j + 1] == road && mapp[i][j + 1] != Zhulu) {
map[i][j + 1] = guaishou1;
map[i][j] = road;
GotoXY(i * 2 - 2, j - 1);
printf(" ");
flag = 0;
}
else if (map[i][j - 1] == road && mapp[i][j - 1] != Zhulu) {
map[i][j - 1] = guaishou1;
map[i][j] = road;
GotoXY(i * 2 - 2, j - 1);
printf(" ");
flag = 0;
}

}
return 0;

}

//游戏失败界面
int lose()
{
system("cls"); //清空当前页面

GotoXY(43, 12); //定位光标的位置
printf(RED"YOU LOSE !!!");
GotoXY(43, 14);
printf("你真菜!!!");
GotoXY(43, 16);
printf("游戏结束");
if (mode == 3) {
printf("你成功闯过 %d 关", cgn);
}
GotoXY(43, 18);
printf("关闭游戏请点击右上角 X");
GotoXY(43, 22);
printf("继续游戏按0回到主菜单栏目"NONE);
music3();
music3();
music2();
music2();
d5music();
Hide(); //隐藏光标
char ch;
int result = 1;
ch = _getch();
while (ch != '0') {
ch = _getch();
}
life = Life; //重置生命数量
eatpeople = 1; //重置人被吃状态为1
system("cls"); //清空当前页面
return 0;
}

//游戏胜利界面
int win()
{
system("cls"); //清空当前页面

GotoXY(43, 12); //定位光标的位置
printf(BLUE"YOU WIN !!!");
GotoXY(43, 14);
printf("你真棒!!!");
GotoXY(43, 16);
winmusic();
if (mode == 3) {
printf("你已经闯过 %d 关", cgn);
}
else {
printf("游戏结束");
}
GotoXY(43, 18);
printf("关闭游戏请点击右上角 X"NONE);
GotoXY(43, 22);
if (mode != 3) {
printf(BLUE"继续游戏按任意键回到主菜单栏目"NONE);
life = Life; //重置生命数量
}
else {
printf(BLUE"继续游戏按任意键开启下一关卡"NONE);
}
Hide(); //隐藏光标
char ch;
int result = 1;
ch = _getch();
system("cls"); //清空当前页面
if (mode == 3) {
Start();
}
else {
return 0;
}
}

//右侧状态栏更新
int ztlan()
{
GotoXY(2*width + 8, 5);
printf("当前生命值: ");
for (int i = 1; i <= life; i++) {
printf("●");
}
for (int i = life; i <= 10; i++) {
printf(" ");
}
GotoXY(2 * width + 8, 7);
printf("当前金币 ¥: %d", rmb);
GotoXY(2 * width + 8, 9);
printf("当前模式为: ");
switch (mode)
{
case 1:
printf("限时模式");
break;
case 2:
printf("自走模式");
break;
case 3:
printf("无尽模式");
break;
case 4:
printf("战神模式");
break;
}
GotoXY(2 * width + 8, 11);
printf("当前已装备 ");
if (gun)
{
printf(" 冲锋枪");
}
if (knife)
{
printf(" 瑞士军刀");
}
GotoXY(2 * width + 8, 13);
if (mode == 3) {
printf("你已经闯过 %d 关", cgn);
}

}

//商店代码
int Shop()
{
system("cls");
GotoXY(40, 14);
printf("购买生命2¥ 请输入 1");
GotoXY(40, 16);
printf("购买瑞士军刀10¥ 请输入 2");
GotoXY(40, 18);
printf("购买冲锋枪20¥ 请输入 3");
GotoXY(40, 20);
printf("当前生命值 %d", life);
GotoXY(40, 22);
printf("当前金额 %d", rmb);
GotoXY(40, 24);
printf("当前已装备 ");
if (gun)
{
printf(" 冲锋枪");
}
if (knife)
{
printf(" 瑞士军刀");
}
GotoXY(45, 26);
printf("按其他任意键返回游戏");
char ch;
ch = _getch();
switch (ch)
{
case '1':
if (rmb < 2) {
lackrmb();
}
else {
rmb -= 2;
life++;
}
break;
case '2':
if (knife) {
albuy();
}
else if (rmb < 10){
lackrmb();
}
else {
knife = 1;
rmb -= 10;
}
break;
case '3':
if (gun) {
albuy();
}
else if (rmb < 10) {
lackrmb();
}
else {
gun = 1;
rmb -= 20;
}
break;
default:
return 0;
}
Shop();

}

//金币不足界面
int lackrmb()
{
system("cls");
GotoXY(40, 12);
printf("金币不足!!!");
GotoXY(40, 13);
printf("按任意建返回商店!");
char ch;
ch = _getch();
return 0;
}

//已经购买界面
int albuy()
{
system("cls");
GotoXY(40, 12);
printf("该装备已购买!");
GotoXY(40, 13);
printf("按任意建返回商店!");
char ch;
ch = _getch();
return 0;
}

//设置帮助页面
void Help()
{
GotoXY(40, 10);
printf(OBLUE"w 上 按 p 进入商店模式");
GotoXY(40, 12);
printf("s 下 有瑞士军刀时按 k 可以挥剑");
GotoXY(40, 14);
printf("a 左 有冲锋枪时按 j 可以开枪");
GotoXY(40, 16);
printf("d 右 游戏进行时按 0 可以暂停");
GotoXY(40, 18);
printf("用尽快的方式躲避怪兽!走出迷宫!加油!胜利属于你!");
GotoXY(45, 20);
printf("按任意键返回上级菜单 "NONE);
char ch = _getch();
system("cls");
}

//关于信息界面
void About()
{
GotoXY(43, 12);
printf(OPURPLE"数据结构大作业之走迷宫");
GotoXY(43, 14);
printf("智慧走迷宫小游戏");
GotoXY(43, 16);
printf("制作人:虞程龙 ");
GotoXY(43, 18);
printf("按任意键返回上级菜单"NONE);
heavensong();
Hide(); //隐藏光标
char ch = _getch();
system("cls");
}

//随机数
void create(int x, int y) //随机生成迷宫
{
int c[4][2] = { 0,1,1,0,0,-1,-1,0 }; //四个方向
int i, j, t;
//将方向打乱
for (i = 0; i < 4; i++)
{
j = rand() % 4;
t = c[i][0]; c[i][0] = c[j][0]; c[j][0] = t;
t = c[i][1]; c[i][1] = c[j][1]; c[j][1] = t;
}
map[x][y] = road;
for (i = 0; i < 4; i++) {
if (map[x + 2 * c[i][0]][y + 2 * c[i][1]] == wall)
{
map[x + c[i][0]][y + c[i][1]] = road;
create(x + 2 * c[i][0], y + 2 * c[i][1]);
}
}
}

//地图初始化
void InitMap()
{
if (mode == 1) {
TIME = 15 * 1000 + difficult * 40000;
}
Hide();
if (mode == 5) {
map2();
}
else {
int i, j;
for (i = 0; i <= height; i++) {
for (j = 0; j <= width; j++) {
if (i == 0 || i == height || j == 0 || j == width) { //初始化迷宫
map[i][j] = road;
}
else {
map[i][j] = wall;
}
}
}

create(2 * (rand() % ((height - 1) / 2) + 1), 2 * (rand() % ((width - 1) / 2) + 1)); //从随机一个点开始生成迷宫,该点行列都为偶数
for (i = 0; i <= height; i++) //边界处理
{
map[1][i] = wall;
map[width][i] = wall;
}

for (j = 0; j <= width; j++) //边界处理
{
map[j][1] = wall;
map[j][height] = wall;
}
map[1][2] = 2; //给定入口
map[width][height - 1] = 3; //给定出口
for (i = 1; i <= height; i++)
for (j = 1; j <= width; j++) {
GotoXY(2 * j - 2, i - 1);
switch (map[j][i])
{
case 2:
printf(GREEN"入"); break; //画入口
case 3:
printf(RED"出"); break; //画出口
case wall:
printf(YELLOW"██"NONE); break; //画墙
case road:
printf(" "); break; //画路
}
}
}

people.x = 2;
people.y = 2;
GotoXY(people.x * 2 - 2, people.y - 1);
printf(WHITE"〇"NONE);
ptmonster(); //打印怪兽
ptmoney(); //打印金币
ztlan(); //右侧状态栏打印


//下面用于怪兽自动走
if (mode != 5 && mode != 2) {
bufa = fdmap();

for (int i = 1; i <= width; i++) {
for (int j = 1; j <= height; j++) {
mapp[i][j] = 0;
}
}
while (bufa > 0) {
mapp[mapx[bufa]][mapy[bufa]] = Zhulu;
bufa--;
}
}
else {
Remap();
}
}

//重新绘制地图
void Remap()
{
system("cls");
for (int i = 1; i <= height; i++)
for (int j = 1; j <= width; j++) {
GotoXY(2 * j - 2, i - 1);
switch (map[j][i])
{
case 2:
printf(GREEN"入"NONE); break; //画入口
case 3:
printf(RED"出"NONE); break; //画出口
case wall:
printf(YELLOW"██"NONE); break; //画墙
case road:
printf(" "); break; //画路
case jinbi:
printf(PURPLE"¥"NONE); break; //画金币
case guaishou:
printf(BLUE"怪"NONE); break; //画怪兽
}
}
GotoXY(people.x * 2 - 2, people.y - 1);
printf(WHITE"〇"NONE);
ztlan();
}

//重新绘制头结点(重新绘制当前的位置〇,用于自动走)
void printHead(int i,int j) {
if (mode == 2) {
if (j == 1) {
if (i == 1) {
GotoXY(mapx[i] * 2 - 2, mapy[i] - 1);
printf(WHITE"〇"NONE);
Sleep(200);
}
else {
GotoXY(mapx[i] * 2 - 2, mapy[i] - 1);
printf(WHITE"〇"NONE);
GotoXY(mapx[i - 1] * 2 - 2, mapy[i - 1] - 1);
printf("·");
Sleep(200);
}
}
else {
GotoXY(mapx[i] * 2 - 2, mapy[i] - 1);
printf(" ");
GotoXY(mapx[i - 1] * 2 - 2, mapy[i - 1] - 1);
printf(WHITE"〇"NONE);
Sleep(200);
}
}

GotoXY(0, height+1);
printf(OBLUE"路线记录如下:"NONE);
GotoXY(0, height+3);
for (int m = 1; m <= i; m++) {
printf("(%d,%d)->",mapy[m],mapx[m]);
}
for (int m = 1; m <= 100; m++) {
printf(" ");
}
}

//重新打印路
void Reroad()
{
for (int i = 1; i <= height; i++)
for (int j = 1; j <= width; j++) {
GotoXY(2 * j - 2, i - 1);
switch (map[j][i])
{
case road:
printf(" "); break; //画路
}
}
}

//打印怪兽
void ptmonster()
{
int ci = 0;
while (ci < monster) {
jshi.x = rand() % (width - 2) + 2;
jshi.y = rand() % (height - 2) + 2;
if (iswall(jshi.x, jshi.y) == wall) {
map[jshi.x][jshi.y] = guaishou;
GotoXY(jshi.x * 2 - 2, jshi.y - 1);
printf(BLUE"怪"NONE);
ci++;
}
}
}

//打印金币
void ptmoney()
{
if (!shop) {
return 0;
}
else {
int ci = 0;
while (ci < difficult * 3) {
money.x = rand() % (width - 1) + 2;
money.y = rand() % (height - 1) + 2;
if (iswall(money.x, money.y) == road) {
map[money.x][money.y] = jinbi;
GotoXY(money.x * 2 - 2, money.y - 1);
printf(PURPLE"¥"NONE);
ci++;
}
}
}
}

//判断是否是墙
int iswall(int x, int y)
{
if (map[x][y] == wall) {
return wall;
}
else if(map[x][y] == road){
return road;
}
else if (map[x][y] == 2 && y >= 1 && y < height && x >= 2 && x < width * 2 - 2) {
return 2;
}
else if (map[x][y] == chu) {
return chu;
}
else if (map[x][y] == jinbi) {
return jinbi;
}
else if (map[x][y] == guaishou) {
return guaishou;
}
else {
return 4;
}
}

//彩蛋处理函数
int Chuli(x, y) {
map[x + 1][y + 1] = wall;
GotoXY(2 * x, y);
}

map.c

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#include "Mi.h"
void prt()
{
printf("▇");
}

void map2()
{
for (int i = 1; i <= 54; i++) {
for (int j = 1; j <= 54; j++) {
map[i][j] = road;
}
}
Hide();
for (int i = 0; i <= 53; i++)
{
Chuli(0, i);
prt();
}
for (int i = 2; i <= 53; i++)
{
Chuli(i, 0);
prt();
}
for (int i = 0; i <= 53; i++)
{
Chuli(53, i);
prt();
}
for (int i = 0; i <= 53; i++)
{
Chuli(i, 53);
prt();
}
for (int i = 2; i <= 21; i++)
{
Chuli(i, 1);
prt();
}
Chuli(23, 1);
prt();
Chuli(24, 2);
prt();
Chuli(1, 5);
prt();
Chuli(24, 5);
prt();
Chuli(23, 6);
prt();
Chuli(37, 2);
prt();
Chuli(1, 16);
prt();
Chuli(43, 5);
prt();
Chuli(38, 7);
prt();
Chuli(43, 9);
prt();
Chuli(9, 7);
prt();
Chuli(15, 11);
prt();
for (int i = 34; i <= 44; i++)
{
Chuli(i, 1);
prt();
}
for (int i = 3; i <= 19; i++)
{
Chuli(i, 5);
prt();
}
for (int i = 24; i <= 25; i++)
{
Chuli(i, 5);
prt();
}
for (int i = 2; i <= 4; i++)
{
Chuli(15, i);
prt();
}
for (int i = 2; i <= 3; i++)
{
Chuli(17, i);
prt();
}
for (int i = 3; i <= 4; i++)
{
Chuli(19, i);
prt();
}
for (int i = 2; i <= 5; i++)
{
Chuli(21, i);
prt();
}
for (int i = 2; i <= 4; i++)
{
Chuli(10, i);
prt();
}
for (int i = 6; i <= 23; i++)
{
Chuli(10, i);
prt();
}
for (int i = 3; i <= 27; i++)
{
Chuli(25, i);
prt();
}
for (int i = 6; i <= 23; i++)
{
Chuli(18, i);
prt();
}
for (int i = 2; i <= 12; i++)
{
Chuli(34, i);
prt();
}
for (int i = 2; i <= 12; i++)
{
Chuli(44, i);
prt();
}
for (int i = 8; i <= 9; i++)
{
Chuli(i, 8);
prt();
}
for (int i = 7; i <= 8; i++)
{
Chuli(i, 9);
prt();
}
for (int i = 6; i <= 7; i++)
{
Chuli(i, 10);
prt();
}
for (int i = 5; i <= 6; i++)
{
Chuli(i, 11);
prt();
}
for (int i = 4; i <= 5; i++)
{
Chuli(i, 12);
prt();
}
for (int i = 3; i <= 4; i++)
{
Chuli(i, 13);
prt();
}
for (int i = 1; i <= 2; i++)
{
Chuli(i, 15);
prt();
}
for (int i = 15; i <= 17; i++)
{
Chuli(i, 8);
prt();
}
for (int i = 19; i <= 21; i++)
{
Chuli(i, 8);
prt();
}
for (int i = 15; i <= 20; i++)
{
Chuli(i, 12);
prt();
}
for (int i = 7; i <= 8; i++)
{
Chuli(11, i);
prt();
}
for (int i = 8; i <= 9; i++)
{
Chuli(12, i);
prt();
}
for (int i = 9; i <= 10; i++)
{
Chuli(13, i);
prt();
}
for (int i = 10; i <= 11; i++)
{
Chuli(14, i);
prt();
}
for (int i = 26; i <= 33; i++)
{
Chuli(i, 12);
prt();
}
for (int i = 1; i <= 4; i++)
{
Chuli(i, 24);
prt();
}
for (int i = 6; i <= 21; i++)
{
Chuli(i, 24);
prt();
}
for (int i = 10; i <= 32; i++)
{
Chuli(i, 28);
prt();
}
for (int i = 32; i <= 44; i++)
{
Chuli(i, 14);
prt();
}
for (int i = 45; i <= 52; i++)
{
Chuli(i, 12);
prt();
}
for (int i = 38; i <= 42; i++)
{
Chuli(i, 10);
prt();
}
for (int i = 35; i <= 41; i++)
{
Chuli(i, 6);
prt();
}
for (int i = 35; i <= 37; i++)
{
Chuli(i, 4);
prt();
}
for (int i = 46; i <= 52; i++)
{
Chuli(i, 28);
prt();
}
for (int i = 5; i <= 25; i++)
{
Chuli(i, 37);
prt();
}
for (int i = 27; i <= 52; i++)
{
Chuli(i, 37);
prt();
}
for (int i = 8; i <= 17; i++)
{
Chuli(i, 31);
prt();
}
for (int i = 19; i <= 22; i++)
{
Chuli(i, 31);
prt();
}
for (int i = 35; i <= 36; i++)
{
Chuli(i, 11);
prt();
}
for (int i = 39; i <= 40; i++)
{
Chuli(i, 41);
prt();
}
for (int i = 45; i <= 49; i++)
{
Chuli(i, 41);
prt();
}
for (int i = 51; i <= 52; i++)
{
Chuli(i, 41);
prt();
}
for (int i = 42; i <= 43; i++)
{
Chuli(i, 42);
prt();
}
for (int i = 42; i <= 45; i++)
{
Chuli(i, 45);
prt();
}
for (int i = 47; i <= 50; i++)
{
Chuli(i, 44);
prt();
}
for (int i = 39; i <= 42; i++)
{
Chuli(i, 47);
prt();
}
for (int i = 39; i <= 44; i++)
{
Chuli(i, 49);
prt();
}
for (int i = 49; i <= 52; i++)
{
Chuli(i, 49);
prt();
}
for (int i = 46; i <= 49; i++)
{
Chuli(i, 50);
prt();
}
for (int i = 39; i <= 41; i++)
{
Chuli(i, 51);
prt();
}
for (int i = 2; i <= 4; i++)
{
Chuli(39, i);
prt();
}
for (int i = 3; i <= 5; i++)
{
Chuli(41, i);
prt();
}
for (int i = 8; i <= 9; i++)
{
Chuli(36, i);
prt();
}
for (int i = 9; i <= 11; i++)
{
Chuli(38, i);
prt();
}
for (int i = 7; i <= 8; i++)
{
Chuli(40, i);
prt();
}
for (int i = 38; i <= 47; i++)
{
Chuli(17, i);
prt();
}
for (int i = 49; i <= 52; i++)
{
Chuli(17, i);
prt();
}
for (int i = 48; i <= 52; i++)
{
Chuli(1, i);
prt();
}
for (int i = 45; i <= 48; i++)
{
Chuli(2, i);
prt();
}
for (int i = 42; i <= 43; i++)
{
Chuli(3, i);
prt();
}
Chuli(3, 45);
prt();
for (int i = 39; i <= 42; i++)
{
Chuli(4, i);
prt();
}
for (int i = 38; i <= 39; i++)
{
Chuli(5, i);
prt();
}
for (int i = 35; i <= 36; i++)
{
Chuli(6, i);
prt();
}
for (int i = 32; i <= 33; i++)
{
Chuli(8, i);
prt();
}
for (int i = 29; i <= 30; i++)
{
Chuli(9, i);
prt();
}
for (int i = 31; i <= 52; i++)
{
Chuli(28, i);
prt();
}
for (int i = 21; i <= 25; i++)
{
Chuli(39, i);
prt();
}
for (int i = 27; i <= 52; i++)
{
Chuli(39, i);
prt();
}
for (int i = 38; i <= 41; i++)
{
Chuli(42, i);
prt();
}
for (int i = 38; i <= 39; i++)
{
Chuli(45, i);
prt();
}
for (int i = 42; i <= 47; i++)
{
Chuli(45, i);
prt();
}
for (int i = 50; i <= 51; i++)
{
Chuli(43, i);
prt();
}
for (int i = 39; i <= 40; i++)
{
Chuli(47, i);
prt();
}
for (int i = 45; i <= 51; i++)
{
Chuli(49, i);
prt();
}
for (int i = 38; i <= 39; i++)
{
Chuli(49, i);
prt();
}
for (int i = 29; i <= 31; i++)
{
Chuli(i, 45);
prt();
}
for (int i = 19; i <= 20; i++)
{
Chuli(i, 35);
prt();
}
Chuli(14, 25);
prt();
Chuli(15, 26);
prt();
Chuli(16, 27);
prt();
Chuli(7, 33);
prt();
Chuli(7, 35);
prt();
Chuli(18, 34);
prt();
Chuli(20, 34);
prt();
Chuli(21, 33);
prt();
Chuli(22, 32);
prt();
Chuli(26, 29);
prt();
Chuli(14, 50);
prt();
Chuli(15, 51);
prt();
Chuli(16, 52);
prt();
Chuli(24, 36);
prt();
Chuli(25, 35);
prt();
Chuli(26, 34);
prt();
Chuli(27, 33);
prt();
Chuli(33, 15);
prt();
Chuli(34, 16);
prt();
Chuli(35, 17);
prt();
Chuli(36, 18);
prt();
Chuli(37, 19);
prt();
Chuli(38, 20);
prt();
Chuli(40, 22);
prt();
Chuli(41, 23);
prt();
Chuli(43, 25);
prt();
Chuli(44, 26);
prt();
Chuli(45, 27);
prt();
Chuli(45, 15);
prt();
Chuli(44, 16);
prt();
Chuli(43, 17);
prt();
Chuli(42, 18);
prt();
Chuli(41, 19);
prt();
Chuli(40, 20);
prt();
Chuli(39, 21);
prt();
Chuli(38, 22);
prt();
Chuli(37, 23);
prt();
Chuli(35, 25);
prt();
Chuli(34, 26);
prt();
Chuli(33, 27);
prt();
Chuli(42, 44);
prt();
Chuli(48, 42);
prt();
Chuli(51, 39);
prt();
Chuli(52, 44);
prt();
Chuli(51, 46);
prt();
Chuli(51, 51);
prt();
Chuli(24, 2);
Chuli(44, 12);
Chuli(39, 37);
Chuli(47, 28);
map[54][48] = chu;
map[2][1] = ru;
}

感谢你能够看到这里!