勇闯迷塔小游戏(c++)

Posted MCYH0206

tags:

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        游戏背景:

            在古老的传说中,有一座五层妖塔,塔中住着魔王和他手下的妖精们。

            一日,妖塔中的魔术师决定举办一次祭祀活动,以增强魔王的法力。他们抓来了一个可怜的流浪商人,关在第四层的一个房间里,他被魔术师施了魔法(魔化了),准备拿来当作祭品。

            国王听说此事后,派出了一位勇士(就是你),来到了妖塔下面,你的任务是干掉魔王,为国家除害。当然,你不是空手去的,你随身携带一本怪物书(monster_book),每次杀掉怪物之后,你都会获取与怪物相关的数据。在妖塔中,有很多妖怪散落的装备或者药水可以供你使用,还有一些商店(奸商)给你提供商品。

           ...好了,你自己玩吧...

------------------------------------------------丑不拉叽的分割线---------------------------------------------------------

#include<algorithm>
#include<cmath>
#include<stdio.h>
#include<iostream>
#include<string>
#include<cstring>
#include<windows.h>
#include<conio.h>
#include<cstdlib>
#include<ctime>
#include<fstream>
using namespace std;
#define BNUM 17
#define TOWER 5
#define COLS 40
#define LINES 100 
#define RUNE 22
struct BLOCKS
{
	string name;
	int hp;
	int attack;
	int defence;
	bool go;
	bool monster;
	int xp;
	int number;
};
struct PLAYER
{
	string name;
	int hp;
	int attack;
	int defence;
	int tower;
	int x;
	int y;
	int xp;
	int level;
	int money;
};
unsigned long long uplevel[]={0,10,25,40,60,80,150,300,400,650,800,950,1100,1200,1500,1800,2000,3100,5000,6500,7900,8900,9700,10000,12000,14000,15860,17738,18939,20039,21950,25910,27830,29382,31829,33849,35939,36788,38193,41829,43829,45888,47361,49382,51853,54830};
BLOCKS map[BNUM][COLS][LINES];
string runec[RUNE]=
{
"魔王在进行一种祭祀仪式(最高机密,不可泄漏),只要集齐了日月的阴阳之力(眼熟吧),就可以召唤^&*!%!%@(字迹不清)",
"吼...",
"妖怪们最喜欢在一层的这个右侧房间玩耍了,因为有卫兵和骑士把守,十分安全...",
"传说中的储物间中,存放着妖精们的武器和神秘药水,不知有何作用...",
"真是个奇怪的骑士,还带着假面,还是不要惹他为好...",
"长满了青苔和杂草的楼梯间,上面还传来了不明的低吼声...",
"魔法师在这里布下重重迷阵,并制造了许多分身,防止有人破坏了祭祀仪式...\\n", 
"只有通过了迷阵,才能找到下一个楼梯间...\\n",
"无数的怪物在里面防守着,可见内部可能藏着什么东西...\\n", 
"魔王允许一个人类在这里开设商店,并且高价卖破烂,就是为了坑钱...\\n",
"迷宫,又是迷宫...\\n",
"魔法师:&*#$^!...(消失不见)...\\n",
"魔王将魔兽与人类生下的孩子在这里培养,这些孩子长得歪瓜裂枣(很丑),但好像很喜欢打架...\\n",
"伪装的魔王在这里等待着客人的来临...\\n",
"别想着走捷径,傻瓜...\\n",
"传说中的英文字母表(不会的请回幼儿园重读),不过好像并没有那么简单呢...\\n",
"一块石碑: 旅行者的血肉,魔术师的魔法,还有被感染的人类,可以召唤        (只有聪明的人才能看见那些东西)...\\n",
"只要干掉魔王,就能终止祭祀仪式,        就不会出现...\\n",
"阴之月符文: $&^%!!# 聚集月的阴之力...\\n",
"阴之日符文:#%^&!$! 聚集日的阴之力...\\n",
"阳之日符文:!$!&^%# 聚集日的阳之力...\\n",
"阳之月符文:#!!%^&$ 聚集月的阳之力...\\n",
};
int rtower[RUNE]={0,0,0,0,0,0,1,1,1,1,1,1,2,2,2,3,4,4,4,4,4,4};
int rposx[RUNE]={2,17,7,6,31,37,1,9,31,1,2,38,3,33,39,2,1,1,16,19,19,22};
int rposy[RUNE]={1,1,3,9,59,97,1,10,1,31,42,97,2,98,92,2,2,3,36,34,40,46};bool DidFile=false;
bool monster_[BNUM]={0};
string sympol=" #shjlmdbzaSftg@";
string Name[BNUM]={"空地","墙","卫兵","骑士","假面骑士","小丑","魔术师","商店","流浪商人_魔化","治疗药水","战斧","盾牌","魔王_假","魔王_真","小鬼","符文"};
int Hp[BNUM]=     {0,0,100,200,800,1500,1800,0,1200,0,0,0,3000,6000,500,0};
int Attack[BNUM]= {0,0, 30, 50,220,200, 570,0,400,0,0,0,600,1000,130,0};
int Defence[BNUM]={0,0, 10, 20, 80,120, 220,0,150,0,0,0,350,500,35,0};
bool Go[BNUM]=    {1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1};
bool monster[BNUM]={0,0,1,1,1,1,1,0,1,0,0,0,1,1,1,0};
int Xp[BNUM]={2,0,10,30,60,100,150,0,100,0,0,0,5000,20000,300,10};
PLAYER player;
int sudu=5;
unsigned long long Time,now;
char MAP[TOWER][40][102]=
{
	{
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		"####################################################################################################",
	},
};
int tower=0;
void addlevels();
int AttAck(int attack);
void AttackMonster();
void color(int x); 
void cls();
void coutwhat(int a,int b,int c,int d,string n);
void Die();
void game();
char getin(char x,char y);
void gotoxy(int y,int x);
void gs();
void hidden();
void init();
void monsterbook();
void PrintfMap(int x);
int random(int n,int m);
void rf();
void Sout(string n);
void wf(); 
void shop();
void bnm(); 
void monsterbook()
{
	cls();
	int i,j,k;
	for(i=0;i<BNUM;i++)
	  if (monster[i])
	  	if (monster_[i])
	  	  printf("%c\\n%s\\nattack:%d\\nhp:%d\\ndefence:%d\\n-------------------------------\\n",sympol[i],Name[i].c_str(),Attack[i],Hp[i],Defence[i]);
		else
		  printf("???\\n-------------------------------\\n");
	gs();
	PrintfMap(player.tower);
}
int AttAck(int attack)
{
	int i=0,j=1;
	gotoxy(10,0);
	cout<<"按空格攻击\\n";
	cout<<"Low                         High                         Low\\n";
	cout<<"------------------------------------------------------------\\n\\n";
	cout<<"------------------------------------------------------------";
	float shang[60]=
	{0.1,0.1,0.1,0.2,0.2,0.2,0.2,0.3,0.3,0.3,0.3,0.5,0.5,0.5,0.6,0.6,0.6,0.7,0.7,0.7,0.7,0.7,0.8,0.9,0.9,1.0,1.2,1.5,2.0,1.5,1.2,0.9,0.9,0.8,0.8,0.7,0.7,0.7,0.7,0.6,0.6,0.6,0.5,0.5,0.5,0.4,0.4,0.4,0.3,0.2,0.2,0.2,0.2,0.1,0.1,0.1,0.6,0.4,0.4,0.1};
	while(1)
	  {
	  	gotoxy(13,i-j);
	  	cout<<"     ";
	  	gotoxy(13,i);
	  	cout<<"|#|";
	  	char m;
	  	if (kbhit())
	  	  {
	  	  	m=getch();
	  	  	if (m==' ')
	  	  	  return attack*(shang[i])+attack*0.3;
			}
	  	i+=j;
	  	if (i>=60)
	  	  j=-j;
	  	if (i<=0)
	  	  j=-j;
	  	Sleep(1);
	  }
}
void init()
{
	int i,j,k,I;
	Time=time_t();
	printf("初始化请稍等...");
	for(I=0;I<TOWER;I++)
	  for(i=0;i<40;i++)
	    {
	      for(j=0;j<100;j++)
	        {
	          k=sympol.find(MAP[I][i][j]);
	      	  map[I][i][j].name=Name[k];
			  map[I][i][j].attack=Attack[k];
			  map[I][i][j].hp=Hp[k];
			  map[I][i][j].defence=Defence[k];
			  map[I][i][j].go=Go[k];
			  map[I][i][j].monster=monster[k];
			  map[I][i][j].number=k;
			  map[I][i][j].xp=Xp[k];
	        }
	    }
	player.tower=0;
	player.hp=150;
	player.attack=35;
	player.defence=15;
	player.xp=1; 
	player.level=1;
	player.x=1;
	player.y=1;
	system("cls");
}
void coutwhat(int a,int b,int c,int d,string n)//输出一些东西,从坐标(a,b)到(c,d)输出n 
{
	int i,j;
	for(i=a;i<=c;i++)
	 {
	  gotoxy(i,b);
	  for(j=b;j<=d;j++)
	    {
	    	cout<<n;
		}
	 }
}
void gotoxy(int y,int x) //移动光标 
{
    COORD  coord;     
    coord.X=x;         
    coord.Y=y;
    HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE);
    SetConsoleCursorPosition(a,coord);    
}
void color(int x)//调颜色 
{
	switch(x)
	  {
	    case 0:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED |FOREGROUND_GREEN);break;
	    case 1:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN);break;
		case 2:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE |FOREGROUND_GREEN);break;
	    case 3:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE |FOREGROUND_GREEN);break;
	  	case 4:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);break;
	  	case 5:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE |FOREGROUND_RED);break;
		case 7:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);break;
		case 8:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED|FOREGROUND_GREEN);break;
		case 9:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED|FOREGROUND_BLUE);break;
	    case 10:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY |FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);break;
	    default:SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);break;
	  }
}
char getin(char x,char y)
{
	char l;
	do
	  l=_getch();
	while(l<x||l>y);
	return l;
}
int random(int n,int m)
{
	int s;
	s=rand()%(m-n+1);
	s+=n;
	return s;
}
void cls()
{
	system("cls");
}
void shop()
{
	cls();
	int much[10]={30,50,120,30,50,150,30,50,120};
	
	while(1)
	  {printf("欢迎,你想买些什么?");
	printf("1.锈迹斑斑的铁剑 (attack+3) $30\\n");
	printf("2.崭新的铁剑 (attack+5) $50\\n");
	printf("3.银光闪闪的宝剑 (attack+12) $120\\n");
	printf("4.发霉的药水 (hp+20) $30\\n");
	printf("5.普通的药水 (hp+40) $50\\n");
	printf("6.高级药水 (hp+500 attack+10) $150\\n");
	printf("7.破烂盾牌 (defence+1) $30\\n");
	printf("8.木头盾牌 (defence+2) $50\\n");
	printf("9.坚固的铁盾(defence+4) $120\\n");
	printf("0.离开 $0\\n");
		char n=_getch();
		if (n=='0')
		  break;
		printf("确定买%c吗?Y/N",n);
		char m=_getch();
		if (m=='N'||m=='n')
		  continue;
		if (player.money<much[n-'0'])
		  printf("钱不够!");
		else
		  {
		  	printf("购买成功!");
			  player.money-=much[n-'0'];
			  switch(n)
			    {
			    	case '1':player.attack+=3;break;
			    	case '2':player.attack+=5;break;
			    	case '3':player.attack+=12;break;
			    	case '4':player.hp+=20;break;
			    	case '5':player.hp+=40;break;
			    	case '6':player.hp+=500,player.attack+=10;break;
			    	case '7':player.defence++;break;
			    	case '8':player.defence+=2;break;
			    	case '9':player.defence+=4;break; 
				 } 
		  }
		system("cls");
	  }
	PrintfMap(player.tower);
}
void Sout(string n)
{
	for(int i=0;i<n.size();i++)
	  {
	  	cout<<n[i];
	  	Sleep(sudu);
	  	if (kbhit())
	  	  if (getch()==' ')
		    {
		  	  cout<<n.substr(i+1,n.size()-i);
		  	  return;
		    }
	  }
} 
void hidden()
{
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(handle, &CursorInfo);
CursorInfo.bVisible = false;
SetConsoleCursorInfo(handle, &CursorInfo);
}
void gs()
{
	hidden();
	gotoxy(45,80);
	cout<<"按下任意键继续_";
	_getch();
	system("cls");
}
void PrintfMap(int x)
{
	cls();
	gotoxy(0,0);
	int i,j;
	for(i=0;i<40;i++)
	  {
	  	for(j=0;j<100;j++)
	  	  {
	  	    printf("%c",MAP[x][i][j]);
	  	  }
	  	printf("\\n");
	  }
	for(i=0;i<BNUM;i++)
	  if (monster[i]==false)
	    {
	      gotoxy(i+10,105);
	      printf("%c %s\\n",sympol[i],Name[i].c_str());
	    }
}
void Die()
{
	cls();
	sudu=150;
	Sout("你\\t死\\t了");
	sudu=10;
	exit(0); 
	gs();
	rf();
}
void AttackMonster(int x,int y)
{
	cls();
	BLOCKS j;
	char l;
	int n,m;
	j=map[player.tower][player.x][player.y];
	n=player.attack;
	player.attack*=0.9;//考虑玩家不一定全部能正中 
	if (j.attack-player.defence>0)
	  {
		m=player.hp/(j.attack-player.defence);
		if (player.attack-j.defence<=0)
		  {
	  		printf("你现在可能还打不过他呢,是否继续挑战?Y.yes N.no");
	  		l=_getch();
	  		player.attack=n;
	  		if (l=='n'||l=='N')
	  		  {
	  		  	PrintfMap(player.tower);
	  		  	player.x=x,player.y=y;
	  	 	    return;
	  	 	  }
	  	  }
		m*=(player.attack-j.defence);
		if (m<=j.hp)
	  	  {
	  		printf("你现在可能还打不过他呢,是否继续挑战?Y.yes N.no");
	  		l=_getch();
	  		player.attack=n;
	  		if (l=='n'||l=='N')
	  		  {
	  		  	PrintfMap(player.tower);
	  		  	player.x=x,player.y=y;
	  	 	    return;
	  	 	  }
	  	  }
	  }
	player.attack=n;
	while(j.hp>0&&player.hp>0)
	  {
		cls();
		printf("敌人:%s\\n",j.name.c_str());
		printf("敌人的血量:%d\\n",j.hp);
		printf("敌人的攻击:%d\\n",j.attack);
		printf("敌人的防御:%d\\n",j.defence);
		printf("你的血量:%d\\n",player.hp);
		printf("你的攻击:%d\\n",player.attack);
		printf("你的防御:%d\\n",player.defence); 
		printf("1.attack 2.run away\\n");
		l=_getch();
		if (l=='2')
		  if (rand()%4==1&&j.name!="魔术师"&&j.name!="魔王_真")
		    {
		      map[player.tower][player.x][player.y].hp=j.hp;
		      return;
		    }
		  else
		    printf("逃跑失败!");
		 n=AttAck(player.attack);
		 n-=j.defence;
		 j.hp-=n;
		 if (n<=0)
		   n=1;
		 printf("你发起了攻击,%s受到了%d点伤害!\\n",j.name.c_str(),n);
		 n=j.attack*random(9,12)/10.0;
		 n-=player.defence;
		 if (n<=0)
		   n=1;
		 player.hp-=n;
		 printf("%s发起了攻击,你受到了%d点伤害!\\n",j.name.c_str(),n);
		 gs();
	  }
	if (player.hp<=0)
	  Die();
	if (map[player.tower][player.x][player.y].name=="魔王_真")
	  {
	  	system("cls");
	  	Sout("你成功打败了魔王,游戏结束,你赢了!");
	  	exit(0);
	  }
	if (map[player.tower][player.x][player.y].name=="流浪商人_魔化")
	  map[player.tower][player.x][player.y].name="流浪商人";
	map[player.tower][player.x][player.y].hp=0;
	map[player.tower][player.x][player.y].attack=0;
	map[player.tower][player.x][player.y].defence=0;
	map[player.tower][player.x][player.y].go=1;
	map[player.tower][player.x][player.y].monster=0;
	monster_[map[player.tower][player.x][player.y].number]=1;
	player.money+=Xp[map[player.tower][player.x][player.y].number];
	MAP[player.tower][player.x][player.y]=' ';
	PrintfMap(player.tower);
	return;
}
void addlevels()
{
	while(player.xp>uplevel[player.level])
	  player.level++,player.hp+=80,player.attack+=6,player.defence+=3;
}
void game()
{
	char l;
	int i,j,k,n,m;
	while(player.tower<TOWER)
	  {
		PrintfMap(player.tower);
		Time=clock();
		do
		  {
		  	l=',';
		  	hidden();
		  	int sx,sy;
		  	sx=player.x,sy=player.y;
		  	gotoxy(42,0);
		  	printf("LEVEL:%d XP:%d/%lld\\n",player.level,player.xp,uplevel[player.level]);
		  	gotoxy(43,0);
		  	printf("HP:%d ATTACK:%d DEFENCE:%d\\n",player.hp,player.attack,player.defence);
		  	gotoxy(44,0);
		  	printf("MONEY:%d\\n",player.money);
			gotoxy(player.x,player.y);
			cout<<"O";
		  	if (kbhit())
		  	  l=getch();
		  	now=clock();
		  	gotoxy(0,105);
		  	k=now-Time;
		  	printf("%d:%d:%d.%d",k/3600000,k%3600000/60000,k%60000/1000,k%1000);
		  	switch(l)
		  	  {
		  	  	case 'w':if (player.x>0&&map[player.tower][player.x-1][player.y].go) player.x--;break;
		  	  	case 's':if (player.x<COLS&&map[player.tower][player.x+1][player.y].go) player.x++;break;
		  	  	case 'a':if (player.y>0&&map[player.tower][player.x][player.y-1].go) player.y--;break;
		  	  	case 'd':if (player.y<LINES&&map[player.tower][player.x][player.y+1].go) player.y++;break;
		  	  	case 'm':monsterbook();break;
		  	  	case '/':cin>>n;if (n<5)player.tower=n;else player.hp+=n,player.attack+=n,player.defence+=n,player.money+=n*100;
			  }
			if (sx!=player.x||sy!=player.y)
			  {
			  	gotoxy(sx,sy);
			  	cout<<" ";
			  	gotoxy(player.x,player.y);
			  	cout<<"O";
			  }
			if (map[player.tower][player.x][player.y].monster) 
			  if (MessageBox(NULL,TEXT("是否挑战此怪物?"),TEXT("?"),MB_YESNO)==IDYES)
			    AttackMonster(sx,sy);
			  else
			    {
			      gotoxy(player.x,player.y);
			      printf("%c",MAP[player.tower][player.x][player.y]);
			      player.x=sx,player.y=sy; 
			    }
			gotoxy(45,0);
			printf("位置:%d,%d,%d",player.x,player.tower+1,player.y);
			if (map[player.tower][player.x][player.y].hp<=0)
			  player.xp+=map[player.tower][player.x][player.y].xp;
			addlevels();
			map[player.tower][player.x][player.y].xp=0;
			if (map[player.tower][player.x][player.y].number==9)
			  player.hp+=50,MAP[player.tower][player.x][player.y]=' ',map[player.tower][player.x][player.y].number=0;
			if (map[player.tower][player.x][player.y].number==10)
			  player.attack+=10,MAP[player.tower][player.x][player.y]=' ',map[player.tower][player.x][player.y].number=0;
			if (MAP[player.tower][player.x][player.y]=='S')
			  player.defence+=4,MAP[player.tower][player.x][player.y]=' ',map[player.tower][player.x][player.y].number=0;
			if (MAP[player.tower][player.x][player.y]=='d'||map[player.tower][player.x][player.y].name=="流浪商人")
			  {
			    shop(); 
			    gotoxy(player.x,player.y);
			    printf("%c",MAP[player.tower][player.x][player.y]);
			    player.x=sx,player.y=sy; 
			  }
			if (MAP[player.tower][player.x][player.y]=='@')
			  {
			  	gotoxy(46,0);
			  	for(i=0;i<RUNE;i++)
			  	  if (player.tower==rtower[i]&&player.x==rposx[i]&&player.y==rposy[i])
			  	    break;
			  	printf("石碑内容:%s",runec[i].c_str());
			  } 
			else
			  {
			  	gotoxy(46,0);
			  	printf("                                                                                                                                                   ");
			  }
		  }
		while(!((player.x==COLS-2&&player.y==LINES-2)||(player.x==0&&player.y==1&&player.tower>0)));
		if (player.x==COLS-2&&player.y==LINES-2)
		  player.tower++,player.x=1,player.y=1;
		else if (player.tower>0)
		  player.tower--,player.x=38,player.y=98;
		//wf();
	  }
}
int main()
{
	char l;
	int i,j,k;
	hidden();
	init();
	game();
	return 0;
}

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