#include <iostream>
#include <vector>
#include <conio.h> // For _getch()
#include <algorithm>
#include <cstdlib>
#include <ctime>
#include <cmath>
#include <string>
// --------------------
// 前置声明
// --------------------
struct Entity;
struct Pickup;
struct Weapon;
struct DestructibleObstacle;
void playCampaign(int campaign); // 战役 1-4(地图模式)
void playCampaign5(); // 战役 5(Panther 坦克模式)
// --------------------
// 数据结构(公共部分)
// --------------------
struct Entity {
int x, y;
int health;
char symbol;
};
struct Pickup {
int x, y;
char symbol;
int value; // 例如:生命回复
};
struct Weapon {
std::string name;
int range; // 有效射程(以网格为单位)
int ammo; // 当前弹夹中的子弹数量
int clipSize; // 弹夹容量
};
struct DestructibleObstacle {
int x, y;
int health;
char symbol;
};
int score = 0;
// --------------------
// 工具函数
// --------------------
// A simple round-to-int helper (only for nonnegative numbers)
int roundToInt(float value) {
return static_cast<int>(value + 0.5f);
}
float degToRad(float deg) {
return deg * M_PI / 180.0f;
}
float angleDiff(float a, float b) {
float diff = std::fabs(a - b);
return diff > 180 ? 360 - diff : diff;
}
void displayHealthBar(const std::string &name, int health, int maxHealth) {
int barWidth = 20;
int pos = (health * barWidth) / maxHealth;
std::cout << name << " 生命: [";
for (int i = 0; i < barWidth; i++) {
std::cout << (i < pos ? "#" : "-");
}
std::cout << "] " << health << "/" << maxHealth << std::endl;
}
// --------------------
// C++98–compatible search helper functions
// --------------------
int findEntityAt(const std::vector<Entity>& vec, int x, int y) {
for (size_t i = 0; i < vec.size(); i++) {
if (vec[i].x == x && vec[i].y == y)
return static_cast<int>(i);
}
return -1;
}
int findPickupAt(const std::vector<Pickup>& vec, int x, int y) {
for (size_t i = 0; i < vec.size(); i++) {
if (vec[i].x == x && vec[i].y == y)
return static_cast<int>(i);
}
return -1;
}
int findObstacleAt(const std::vector<DestructibleObstacle>& vec, int x, int y) {
for (size_t i = 0; i < vec.size(); i++) {
if (vec[i].x == x && vec[i].y == y)
return static_cast<int>(i);
}
return -1;
}
// --------------------
// 战斗遭遇系统(用于战役 1-3)
// --------------------
bool battleEncounter(const std::string &battleName, int &playerHealth, int maxPlayerHealth, int enemyHealth) {
std::cout << "\n=== 战斗: " << battleName << " ===\n";
while (playerHealth > 0 && enemyHealth > 0) {
displayHealthBar("玩家", playerHealth, maxPlayerHealth);
std::cout << "敌人生命值: " << enemyHealth << std::endl;
std::cout << "按 's' 射击: ";
char action = _getch();
if (action == 's' || action == 'S') {
int damage = 10 + rand() % 51; // 10~60
std::cout << "\n你射击敌人,造成 " << damage << " 点伤害!\n";
enemyHealth -= damage;
if (enemyHealth <= 0) {
std::cout << "敌人被击败!\n";
break;
}
} else {
std::cout << "\n输入错误,失去射击机会!\n";
}
int enemyDamage = 10 + rand() % 6; // 10~15
std::cout << "敌人反击,造成 " << enemyDamage << " 点伤害!\n";
playerHealth -= enemyDamage;
if (playerHealth <= 0) {
std::cout << "在战斗 " << battleName << " 中你被击败了!\n";
return false;
}
}
return true;
}
bool battleBunker(Entity &bunker, int &playerHealth) {
int bunkerMaxHealth = bunker.health;
std::cout << "\n开始进攻掩体 (坐标: " << bunker.x << "," << bunker.y << "),掩体生命值: " << bunker.health << "\n";
while (bunker.health > 0 && playerHealth > 0) {
displayHealthBar("玩家", playerHealth, 150);
displayHealthBar("掩体", bunker.health, bunkerMaxHealth);
std::cout << "按 's' 射击掩体: ";
char action = _getch();
if (action == 's' || action == 'S') {
int damage = 10 + rand() % 51;
std::cout << "\n你射击掩体,造成 " << damage << " 点伤害!\n";
bunker.health -= damage;
if (bunker.health <= 0) {
std::cout << "掩体被摧毁并占领!\n";
return true;
}
} else {
std::cout << "\n输入错误,失去射击机会!\n";
}
int turretDamage = 5 + rand() % 6; // 5~10
std::cout << "掩体炮塔开火,造成 " << turretDamage << " 点伤害!\n";
playerHealth -= turretDamage;
if (playerHealth <= 0) {
std::cout << "你被掩体防御击杀了!\n";
return false;
}
}
return true;
}
// --------------------
// 地图显示(战役 1-4)
// --------------------
void render(const std::vector<std::vector<char>> &baseMap,
const Entity &player,
const std::vector<Entity> &enemies,
const std::vector<Pickup> &pickups,
const std::vector<Entity> &bunkers,
const Weapon &weapon) {
system("cls");
std::vector<std::vector<char>> displayMap = baseMap;
for (size_t i = 0; i < pickups.size(); i++) {
displayMap[pickups[i].y][pickups[i].x] = pickups[i].symbol;
}
for (size_t i = 0; i < bunkers.size(); i++) {
displayMap[bunkers[i].y][bunkers[i].x] = bunkers[i].symbol;
}
for (size_t i = 0; i < enemies.size(); i++) {
displayMap[enemies[i].y][enemies[i].x] = enemies[i].symbol;
}
displayMap[player.y][player.x] = player.symbol;
for (size_t i = 0; i < displayMap.size(); i++) {
for (size_t j = 0; j < displayMap[i].size(); j++) {
std::cout << displayMap[i][j] << ' ';
}
std::cout << std::endl;
}
std::cout << "玩家生命值: " << player.health;
if (player.health < 30)
std::cout << " [警告: 生命值过低]";
std::cout << "\n得分: " << score;
std::cout << "\n武器: " << weapon.name << " | 子弹: " << weapon.ammo << "/" << weapon.clipSize << std::endl;
std::cout << "\n操作提示:\n 移动: w/a/s/d 及对角 (q, e, z, c)\n 射击: i/j/k/l (上/左/下/右)\n 手雷: g 装弹: r" << std::endl;
}
void addObstacles(std::vector<std::vector<char>> &baseMap, int count) {
int height = baseMap.size();
int width = baseMap[0].size();
int placed = 0;
while (placed < count) {
int x = rand() % width;
int y = rand() % height;
if (baseMap[y][x] == '.') {
baseMap[y][x] = '#';
placed++;
}
}
}
// --------------------
// 辅助函数:根据坦克角度返回显示字符
// --------------------
char getTankSymbol(float angle) {
angle = fmod(angle, 360.0f);
if (angle < 0)
angle += 360.0f;
if (angle < 45 || angle >= 315)
return '>';
else if (angle < 135)
return '^';
else if (angle < 225)
return '<';
else
return 'v';
}
// --------------------
// 战役 5:德国亚丁攻势(Panther 坦克突击)
// --------------------
struct Tank {
float x, y;
float angle; // 0 表示向右,逆时针增加
float speed;
int health;
};
void addObstaclesDestructible(std::vector<std::vector<char>> &grid, std::vector<DestructibleObstacle> &obs, int count) {
int height = grid.size();
int width = grid[0].size();
int placed = 0;
while (placed < count) {
int x = rand() % width;
int y = rand() % height;
if (grid[y][x] == '.') {
grid[y][x] = '#';
obs.push_back(DestructibleObstacle());
obs.back().x = x;
obs.back().y = y;
obs.back().health = 100;
obs.back().symbol = '#';
placed++;
}
}
}
void renderCampaign5Grid(const int MAP_WIDTH, const int MAP_HEIGHT,
const Tank &playerTank, const std::vector<DestructibleObstacle> &obs,
const std::vector<Entity> &enemies, const std::vector<Entity> &crew) {
std::vector<std::vector<char>> grid(MAP_HEIGHT, std::vector<char>(MAP_WIDTH, '.'));
for (size_t i = 0; i < obs.size(); i++) {
grid[obs[i].y][obs[i].x] = obs[i].symbol;
}
for (size_t i = 0; i < enemies.size(); i++) {
grid[enemies[i].y][enemies[i].x] = enemies[i].symbol;
}
for (size_t i = 0; i < crew.size(); i++) {
grid[crew[i].y][crew[i].x] = crew[i].symbol;
}
int tx = roundToInt(playerTank.x);
int ty = roundToInt(playerTank.y);
grid[ty][tx] = getTankSymbol(playerTank.angle);
system("cls");
for (size_t i = 0; i < grid.size(); i++) {
for (size_t j = 0; j < grid[i].size(); j++) {
std::cout << grid[i][j] << ' ';
}
std::cout << std::endl;
}
}
// --------------------
// 战役 1-4 主函数(地图模式)
// --------------------
void playCampaign(int campaign) {
const int MAP_WIDTH = 10, MAP_HEIGHT = 10;
std::vector<std::vector<char> > baseMap(MAP_HEIGHT, std::vector<char>(MAP_WIDTH, '.'));
addObstacles(baseMap, 10);
Entity player = {5, 9, 150, 'P'};
Weapon weapon = {"步枪", 6, 6, 6}; // 伤害 10~60
std::vector<Entity> enemies;
std::vector<Pickup> pickups;
std::vector<Entity> bunkers;
if (campaign == 1) {
std::cout << "任务简报: 诺曼底登陆 - 占领海岸的敌掩体。\n";
bunkers.push_back({3, 0, 50, 'B'});
bunkers.push_back({7, 0, 50, 'B'});
baseMap[0][3] = 'B';
baseMap[0][7] = 'B';
enemies.push_back({3, 3, 50, 'E'});
enemies.push_back({7, 3, 50, 'E'});
enemies.push_back({5, 5, 50, 'E'});
pickups.push_back({2, 6, 'M', 20});
}
else if (campaign == 2) {
std::cout << "任务简报: 亚丁攻势 - 顽抗敌军!\n";
enemies.push_back({2, 2, 50, 'E'});
enemies.push_back({4, 3, 50, 'E'});
enemies.push_back({6, 2, 50, 'E'});
enemies.push_back({3, 4, 50, 'E'});
enemies.push_back({7, 4, 50, 'E'});
pickups.push_back({1, 8, 'M', 20});
}
else if (campaign == 3) {
std::cout << "任务简报: 柏林进攻 - 深入敌后,占领旗帜!\n";
baseMap[0][5] = 'F';
enemies.push_back({4, 2, 50, 'E'});
enemies.push_back({6, 2, 50, 'E'});
enemies.push_back({5, 4, 50, 'E'});
enemies.push_back({3, 3, 50, 'E'});
pickups.push_back({8, 7, 'M', 20});
}
else if (campaign == 4) {
std::cout << "德国诺曼底任务:在战壕中使用机枪防御10波盟军进攻,与你的NPC战友协同作战。\n";
player.health = 150;
std::vector<Entity> teammates;
teammates.push_back({4, 9, 120, 'T'});
teammates.push_back({6, 9, 120, 'T'});
int totalWaves = 10;
int baseEnemyCount = 3;
int waveNumber = 1;
while (waveNumber <= totalWaves) {
std::cout << "\n--- 第 " << waveNumber << " 波 ---\n";
int enemyCount = baseEnemyCount + ((waveNumber - 1) / 3) * 2;
std::vector<Entity> waveEnemies;
for (int i = 0; i < enemyCount; i++) {
waveEnemies.push_back({rand() % MAP_WIDTH, 0, 40 + waveNumber * 5, 'A'});
}
while (!waveEnemies.empty() && player.health > 0) {
system("cls");
std::cout << "德国诺曼底 - 第 " << waveNumber << " 波 / 共 " << totalWaves << " 波\n";
displayHealthBar("玩家", player.health, 150);
for (size_t i = 0; i < teammates.size(); i++) {
std::cout << "战友" << i + 1 << " 生命值: " << teammates[i].health << "\n";
}
std::cout << "剩余攻击者: " << waveEnemies.size() << "\n";
std::cout << "请按方向键 (i/j/k/l) 选择机枪射击方向:";
char action = _getch();
int mdx = 0, mdy = 0;
if (action == 'i') mdy = -1;
else if (action == 'k') mdy = 1;
else if (action == 'j') mdx = -1;
else if (action == 'l') mdx = 1;
else std::cout << "\n输入错误,本回合跳过。\n";
int shotX = player.x + mdx;
int shotY = player.y + mdy;
bool hit = false;
for (int r = 0; r < 6 && !hit; r++) {
if (shotX < 0 || shotX >= MAP_WIDTH || shotY < 0 || shotY >= MAP_HEIGHT)
break;
int idx = findEntityAt(waveEnemies, shotX, shotY);
if (idx != -1) {
int damage = 25 + rand() % 26; // 25-50
waveEnemies[idx].health -= damage;
std::cout << "\n你使用机枪射击攻击者 (" << shotX << "," << shotY << "),造成 " << damage << " 点伤害。\n";
if (waveEnemies[idx].health <= 0) {
waveEnemies.erase(waveEnemies.begin() + idx);
score += 100;
std::cout << "攻击者被消灭!(+100分)\n";
}
hit = true;
break;
}
shotX += mdx;
shotY += mdy;
}
// 战友自动射击
for (size_t i = 0; i < teammates.size(); i++) {
if (!waveEnemies.empty()) {
int targetIndex = rand() % waveEnemies.size();
int damage = 25 + rand() % 26;
waveEnemies[targetIndex].health -= damage;
std::cout << "战友射击,造成 " << damage << " 点伤害。\n";
if (waveEnemies[targetIndex].health <= 0) {
waveEnemies.erase(waveEnemies.begin() + targetIndex);
score += 100;
std::cout << "攻击者被战友击毙!(+100分)\n";
}
}
}
// 敌人反击
for (size_t i = 0; i < waveEnemies.size(); i++) {
int dmg = 10 + rand() % 6;
if (!teammates.empty() && (rand() % 2 == 0)) {
int tIndex = rand() % teammates.size();
teammates[tIndex].health -= dmg;
std::cout << "攻击者射击战友" << tIndex + 1 << ",造成 " << dmg << " 点伤害。\n";
if (teammates[tIndex].health <= 0) {
std::cout << "战友" << tIndex + 1 << "阵亡!\n";
teammates.erase(teammates.begin() + tIndex);
}
} else {
player.health -= dmg;
std::cout << "攻击者射击你,造成 " << dmg << " 点伤害。\n";
}
}
std::cout << "\n按任意键进入本波下一回合...";
_getch();
if (player.health <= 0)
break;
}
if (player.health <= 0)
break;
if (waveNumber % 3 == 0) {
int repair = 15;
player.health += repair;
if (player.health > 150)
player.health = 150;
std::cout << " 你获得了坦克维修 (+15 生命)!\n";
}
std::cout << "\n第 " << waveNumber << " 波清除!按任意键进入下一波...";
_getch();
waveNumber++;
}
if (player.health > 0)
std::cout << "\n所有波次已击退!德国诺曼底任务完成。\n";
else
std::cout << "\n你在战壕中被击溃。任务失败。\n";
return;
}
// 若为战役 1-3,以下为常规地图模式循环(保持原有逻辑)
while (true) {
render(baseMap, player, enemies, pickups, bunkers, weapon);
char input = _getch();
int dx = 0, dy = 0;
bool isMove = false, isShoot = false, isGrenade = false, isReload = false;
if (input == 'w') { dy = -1; isMove = true; }
else if (input == 's') { dy = 1; isMove = true; }
else if (input == 'a') { dx = -1; isMove = true; }
else if (input == 'd') { dx = 1; isMove = true; }
else if (input == 'q') { dx = -1; dy = -1; isMove = true; }
else if (input == 'e') { dx = 1; dy = -1; isMove = true; }
else if (input == 'z') { dx = -1; dy = 1; isMove = true; }
else if (input == 'c') { dx = 1; dy = 1; isMove = true; }
else if (input == 'i') { dy = -1; isShoot = true; }
else if (input == 'k') { dy = 1; isShoot = true; }
else if (input == 'j') { dx = -1; isShoot = true; }
else if (input == 'l') { dx = 1; isShoot = true; }
else if (input == 'g') { isGrenade = true; }
else if (input == 'r') { isReload = true; }
if (isMove) {
int newX = player.x + dx;
int newY = player.y + dy;
if (newX >= 0 && newX < MAP_WIDTH && newY >= 0 && newY < MAP_HEIGHT &&
(baseMap[newY][newX] == '.' || baseMap[newY][newX] == 'B' || baseMap[newY][newX] == 'F')) {
player.x = newX;
player.y = newY;
if (campaign == 1 && baseMap[newY][newX] == 'B') {
int idx = findEntityAt(bunkers, newX, newY);
if (idx != -1) {
bool survived = battleBunker(bunkers[idx], player.health);
if (survived) {
score += 100;
baseMap[newY][newX] = '.';
bunkers.erase(bunkers.begin() + idx);
} else {
render(baseMap, player, enemies, pickups, bunkers, weapon);
std::cout << "游戏结束!被掩体防御击杀。\n";
return;
}
}
}
if (campaign == 3 && baseMap[newY][newX] == 'F') {
baseMap[newY][newX] = '.';
score += 100;
std::cout << "旗帜占领成功!(+100分)\n";
}
}
for (size_t i = 0; i < pickups.size(); ) {
if (pickups[i].x == player.x && pickups[i].y == player.y) {
player.health += pickups[i].value;
if (player.health > 150)
player.health = 150;
std::cout << "捡到急救包(回复 " << pickups[i].value << " 生命)\n";
score += 50;
pickups.erase(pickups.begin() + i);
} else {
i++;
}
}
}
else if (isShoot) {
if (weapon.ammo <= 0) {
std::cout << "弹药不足!按 'r' 装弹!\n";
} else {
weapon.ammo--;
std::cout << "BANG!\n";
int shotX = player.x + dx;
int shotY = player.y + dy;
for (int r = 0; r < weapon.range; r++) {
if (shotX < 0 || shotX >= MAP_WIDTH || shotY < 0 || shotY >= MAP_HEIGHT)
break;
if (baseMap[shotY][shotX] == '#')
break;
int idx = findEntityAt(enemies, shotX, shotY);
if (idx != -1) {
int damage = 10 + rand() % 51; // 10~60
enemies[idx].health -= damage;
std::cout << "击中敌人 (" << shotX << "," << shotY << "),造成 " << damage << " 点伤害。\n";
if (enemies[idx].health <= 0) {
enemies.erase(enemies.begin() + idx);
score += 100;
std::cout << "敌人被消灭!(+100分)\n";
}
break;
}
shotX += dx;
shotY += dy;
}
}
}
else if (isGrenade) {
std::cout << "BOOM! 手雷爆炸。\n请输入手雷投掷方向 (i/j/k/l): ";
char gDir = _getch();
int centerX = player.x;
int centerY = player.y;
if (gDir == 'i') centerY = player.y - 1;
else if (gDir == 'k') centerY = player.y + 1;
else if (gDir == 'j') centerX = player.x - 1;
else if (gDir == 'l') centerX = player.x + 1;
for (size_t i = 0; i < enemies.size(); ) {
if (std::abs(enemies[i].x - centerX) <= 1 && std::abs(enemies[i].y - centerY) <= 1) {
enemies[i].health -= 20;
std::cout << "手雷击中敌人 (" << enemies[i].x << "," << enemies[i].y << "),造成 20 伤害。\n";
if (enemies[i].health <= 0) {
enemies.erase(enemies.begin() + i);
score += 100;
std::cout << "敌人被手雷消灭!(+100分)\n";
continue;
}
}
i++;
}
}
else if (isReload) {
weapon.ammo = weapon.clipSize;
std::cout << "装弹中...\n";
}
// 敌人行动
for (size_t i = 0; i < enemies.size(); i++) {
if (enemies[i].x == player.x || enemies[i].y == player.y) {
int shotDx = (enemies[i].x == player.x) ? 0 : (enemies[i].x < player.x ? 1 : -1);
int shotDy = (enemies[i].y == player.y) ? 0 : (enemies[i].y < player.y ? 1 : -1);
int shotX = enemies[i].x + shotDx;
int shotY = enemies[i].y + shotDy;
while (shotX >= 0 && shotX < MAP_WIDTH && shotY >= 0 && shotY < MAP_HEIGHT) {
if (baseMap[shotY][shotX] == '#')
break;
if (shotX == player.x && shotY == player.y) {
int dmg = 10 + rand() % 6;
player.health -= dmg;
std::cout << "敌人射击你,造成 " << dmg << " 点伤害!\n";
break;
}
shotX += shotDx;
shotY += shotDy;
}
}
else {
int moveDx = (enemies[i].x < player.x) ? 1 : (enemies[i].x > player.x ? -1 : 0);
int moveDy = (enemies[i].y < player.y) ? 1 : (enemies[i].y > player.y ? -1 : 0);
int newX = enemies[i].x + moveDx;
int newY = enemies[i].y + moveDy;
if (newX >= 0 && newX < MAP_WIDTH && newY >= 0 && newY < MAP_HEIGHT && baseMap[newY][newX] == '.')
{
enemies[i].x = newX;
enemies[i].y = newY;
}
}
}
if (player.health <= 0) {
render(baseMap, player, enemies, pickups, bunkers, weapon);
std::cout << "游戏结束!你在任务中阵亡。\n";
return;
}
if (campaign == 1 && bunkers.empty()) {
render(baseMap, player, enemies, pickups, bunkers, weapon);
std::cout << "\n所有掩体已占领。进入最终战斗...\n";
bool result = battleEncounter("最终进攻", player.health, 150, 80);
std::cout << (result ? "胜利!任务完成。\n" : "失败!最终战斗中失败。\n");
return;
}
else if (campaign == 2 && enemies.empty()) {
render(baseMap, player, enemies, pickups, bunkers, weapon);
std::cout << "\n所有敌人已消灭。进入最终战斗...\n";
bool result = battleEncounter("最终防御", player.health, 150, 90);
std::cout << (result ? "胜利!任务完成。\n" : "失败!最终战斗中失败。\n");
return;
}
else if (campaign == 3 && baseMap[0][5] != 'F') {
render(baseMap, player, enemies, pickups, bunkers, weapon);
std::cout << "\n旗帜已占领。进入最终战斗...\n";
bool result = battleEncounter("旗帜防御", player.health, 150, 80);
std::cout << (result ? "胜利!任务完成。\n" : "失败!最终战斗中失败。\n");
return;
}
}
}
// --------------------
// 战役 5 主函数(坦克模式)
// --------------------
void playCampaign5() {
const int MAP_WIDTH = 20, MAP_HEIGHT = 10;
std::vector<std::vector<char> > grid(MAP_HEIGHT, std::vector<char>(MAP_WIDTH, '.'));
std::vector<DestructibleObstacle> obstacles;
addObstaclesDestructible(grid, obstacles, 5); // 放置 5 个可破坏障碍
// 坦克生命值200,固定速度1.0
Tank playerTank = { MAP_WIDTH / 2.0f, MAP_HEIGHT - 2.0f, 90.0f, 1.0f, 200 };
int cannonAmmo = 4;
int machineGunAmmo = 20;
std::vector<Entity> crew;
{
Entity temp;
temp.x = roundToInt(playerTank.x) - 1;
temp.y = roundToInt(playerTank.y);
temp.health = 100;
temp.symbol = 'C';
crew.push_back(temp);
}
{
Entity temp;
temp.x = roundToInt(playerTank.x) + 1;
temp.y = roundToInt(playerTank.y);
temp.health = 100;
temp.symbol = 'C';
crew.push_back(temp);
}
int totalWaves = 8;
int baseInfantry = 3;
for (int wave = 1; wave <= totalWaves; wave++) {
std::cout << "\n--- 第 " << wave << " 波 ---\n";
int numInfantry = baseInfantry + ((wave - 1) / 3) * 2;
int numEnemyTanks = 1 + ((wave - 1) / 3);
std::vector<Entity> enemies;
for (int i = 0; i < numInfantry; i++) {
Entity temp;
temp.x = rand() % MAP_WIDTH;
temp.y = 0;
temp.health = 40 + wave * 5;
temp.symbol = 'I';
enemies.push_back(temp);
}
for (int i = 0; i < numEnemyTanks; i++) {
Entity temp;
temp.x = rand() % MAP_WIDTH;
temp.y = 0;
temp.health = 80 + wave * 5;
temp.symbol = 'T';
enemies.push_back(temp);
}
while (!enemies.empty()) {
std::vector<std::vector<char> > currentGrid(MAP_HEIGHT, std::vector<char>(MAP_WIDTH, '.'));
for (size_t i = 0; i < obstacles.size(); i++) {
currentGrid[obstacles[i].y][obstacles[i].x] = obstacles[i].symbol;
}
for (size_t i = 0; i < enemies.size(); i++) {
currentGrid[enemies[i].y][enemies[i].x] = enemies[i].symbol;
}
for (size_t i = 0; i < crew.size(); i++) {
currentGrid[crew[i].y][crew[i].x] = crew[i].symbol;
}
int tx = roundToInt(playerTank.x);
int ty = roundToInt(playerTank.y);
currentGrid[ty][tx] = getTankSymbol(playerTank.angle);
system("cls");
for (size_t i = 0; i < currentGrid.size(); i++) {
for (size_t j = 0; j < currentGrid[i].size(); j++) {
std::cout << currentGrid[i][j] << ' ';
}
std::cout << "\n";
}
std::cout << "德国亚丁攻势(Panther 坦克突击) - 第 " << wave << " 波 / 共 " << totalWaves << " 波\n";
std::cout << "坦克生命值: " << playerTank.health << "\n";
std::cout << "机组成员: ";
for (size_t i = 0; i < crew.size(); i++) {
std::cout << "机组" << i + 1 << "(" << crew[i].health << ") ";
}
std::cout << "\n主炮弹药: " << cannonAmmo << " 机枪弹药: " << machineGunAmmo << "\n";
std::cout << "剩余敌人: " << enemies.size() << "\n";
std::cout << "控制: w(加速), s(刹车), a/d(转向), [空格] 主炮, m 机枪, r 装弹\n";
std::cout << "请输入指令: ";
char cmd = _getch();
if (cmd == 'w') {
playerTank.speed = 1.0f;
} else if (cmd == 's') {
playerTank.speed = 0.0f;
} else if (cmd == 'a') {
playerTank.angle += 15.0f;
if (playerTank.angle >= 360.0f) playerTank.angle -= 360.0f;
} else if (cmd == 'd') {
playerTank.angle -= 15.0f;
if (playerTank.angle < 0) playerTank.angle += 360.0f;
}
else if (cmd == ' ') {
if (cannonAmmo <= 0) {
std::cout << "\n主炮弹药不足!按 r 装弹。\n";
} else {
cannonAmmo--;
std::cout << "\n发射主炮!\n";
float rad = degToRad(playerTank.angle);
int shotRange = 8;
int hitIndex = -1;
int bx = roundToInt(playerTank.x);
int by = roundToInt(playerTank.y);
for (int r = 0; r < shotRange; r++) {
bx += (int)std::round(std::cos(rad));
by -= (int)std::round(std::sin(rad));
// 检查障碍物
int obsIndex = findObstacleAt(obstacles, bx, by);
if (obsIndex != -1) {
int damage = 200;
float dx = obstacles[obsIndex].x - playerTank.x;
float dy = playerTank.y - obstacles[obsIndex].y;
float targetAngle = std::atan2(dy, dx) * 180.0f / M_PI;
if (targetAngle < 0)
targetAngle += 360.0f;
float diff = angleDiff(playerTank.angle, targetAngle);
float multiplier = (diff < 45 ? 0.5f : (diff > 135 ? 1.5f : 1.0f));
int finalDamage = (int)(damage * multiplier);
obstacles[obsIndex].health -= finalDamage;
std::cout << "主炮击中障碍物 (" << obstacles[obsIndex].x << "," << obstacles[obsIndex].y << "),造成 " << finalDamage << " 点伤害。\n";
if (obstacles[obsIndex].health <= 0) {
std::cout << "障碍物被摧毁!\n";
obstacles.erase(obstacles.begin() + obsIndex);
}
break;
}
int enemyIndex = -1;
enemyIndex = findEntityAt(enemies, bx, by);
if (enemyIndex != -1) {
hitIndex = enemyIndex;
break;
}
}
if (hitIndex != -1) {
int baseDamage = 200;
float dx = enemies[hitIndex].x - playerTank.x;
float dy = playerTank.y - enemies[hitIndex].y;
float targetAngle = std::atan2(dy, dx) * 180.0f / M_PI;
if (targetAngle < 0)
targetAngle += 360.0f;
float diff = angleDiff(playerTank.angle, targetAngle);
float multiplier = (diff < 45 ? 0.5f : (diff > 135 ? 1.5f : 1.0f));
int damage = (int)(baseDamage * multiplier);
enemies[hitIndex].health -= damage;
std::cout << "主炮击中敌人 (" << enemies[hitIndex].x << "," << enemies[hitIndex].y << "),造成 " << damage << " 点伤害。\n";
if (enemies[hitIndex].health <= 0) {
std::cout << "敌人被摧毁!\n";
enemies.erase(enemies.begin() + hitIndex);
score += 150;
}
} else {
std::cout << "主炮未命中。\n";
}
}
}
else if (cmd == 'm') {
if (machineGunAmmo <= 0) {
std::cout << "\n机枪弹药不足!按 r 装弹。\n";
} else {
machineGunAmmo--;
std::cout << "\n发射机枪!\n";
float rad = degToRad(playerTank.angle);
int shotRange = 6;
int hitIndex = -1;
int bx = roundToInt(playerTank.x);
int by = roundToInt(playerTank.y);
for (int r = 0; r < shotRange; r++) {
bx += (int)std::round(std::cos(rad));
by -= (int)std::round(std::sin(rad));
int obsIndex = findObstacleAt(obstacles, bx, by);
if (obsIndex != -1) {
int damage = 30 + rand() % 11;
obstacles[obsIndex].health -= damage;
std::cout << "机枪击中障碍物 (" << obstacles[obsIndex].x << "," << obstacles[obsIndex].y << "),造成 " << damage << " 点伤害。\n";
if (obstacles[obsIndex].health <= 0) {
std::cout << "障碍物被摧毁!\n";
obstacles.erase(obstacles.begin() + obsIndex);
}
break;
}
int enemyIndex = findEntityAt(enemies, bx, by);
if (enemyIndex != -1) {
hitIndex = enemyIndex;
break;
}
}
if (hitIndex != -1) {
int damage = 30 + rand() % 11;
enemies[hitIndex].health -= damage;
std::cout << "机枪击中敌人 (" << enemies[hitIndex].x << "," << enemies[hitIndex].y << "),造成 " << damage << " 点伤害。\n";
if (enemies[hitIndex].health <= 0) {
std::cout << "敌人被摧毁!\n";
enemies.erase(enemies.begin() + hitIndex);
score += 100;
}
} else {
std::cout << "机枪未命中。\n";
}
}
}
else if (cmd == 'r') {
cannonAmmo = 4;
machineGunAmmo = 20;
std::cout << "\n正在装弹...\n";
}
// 更新坦克位置
float rad = degToRad(playerTank.angle);
playerTank.x += playerTank.speed * std::cos(rad);
playerTank.y -= playerTank.speed * std::sin(rad);
if (playerTank.x < 0) playerTank.x = 0;
if (playerTank.x >= MAP_WIDTH) playerTank.x = MAP_WIDTH - 1;
if (playerTank.y < 0) playerTank.y = 0;
if (playerTank.y >= MAP_HEIGHT) playerTank.y = MAP_HEIGHT - 1;
// 更新机组成员位置
int tnx = roundToInt(playerTank.x);
int tny = roundToInt(playerTank.y);
crew[0].x = tnx - 1;
crew[0].y = tny;
crew[1].x = tnx + 1;
crew[1].y = tny;
// 敌人行动
for (size_t i = 0; i < enemies.size(); i++) {
if (enemies[i].x < roundToInt(playerTank.x))
enemies[i].x++;
else if (enemies[i].x > roundToInt(playerTank.x))
enemies[i].x--;
if (enemies[i].y < roundToInt(playerTank.y))
enemies[i].y++;
else if (enemies[i].y > roundToInt(playerTank.y))
enemies[i].y--;
if (rand() % 100 < 30) {
int baseDmg = 15 + rand() % 6;
float dx = enemies[i].x - playerTank.x;
float dy = playerTank.y - enemies[i].y;
float enemyAngle = std::atan2(dy, dx) * 180.0f / M_PI;
if (enemyAngle < 0) enemyAngle += 360.0f;
float diff = angleDiff(playerTank.angle, enemyAngle);
float multiplier = (diff < 45 ? 0.5f : (diff > 135 ? 1.5f : 1.0f));
int dmg = (int)(baseDmg * multiplier);
playerTank.health -= dmg;
std::cout << "敌人射击你,造成 " << dmg << " 点伤害。\n";
}
}
std::cout << "\n按任意键进入本波下一回合...";
_getch();
if (playerTank.health <= 0) {
std::cout << "\n你的Panther坦克被摧毁. 任务失败.\n";
return;
}
}
std::cout << "\n本波清除!按任意键进入下一波...";
_getch();
if (wave % 3 == 0) {
playerTank.health += 15;
if (playerTank.health > 200) playerTank.health = 200;
std::cout << " 坦克获得维修 (+15 生命)!\n";
}
}
std::cout << "\n所有敌防被摧毁!德国亚丁攻势任务完成.\n";
}
// --------------------
// Main 函数
// --------------------
int main() {
srand(static_cast<unsigned int>(time(0)));
std::cout << "战场 1 - 增强版\n";
std::cout << "【操作说明】\n";
std::cout << "(战役1-4) 移动: w/a/s/d 及对角 (q,e,z,c). 射击: i/j/k/l (上/左/下/右). 手雷: g, 装弹: r.\n";
std::cout << "\n请选择战役:\n";
std::cout << "1. 诺曼底登陆\n2. 亚丁攻势\n3. 柏林进攻\n4. 德国诺曼底 (机枪防御)\n5. 德国亚丁攻势 (Panther 坦克突击)\n请输入编号 (1-5): ";
int choice;
std::cin >> choice;
if (choice >= 1 && choice <= 5) {
if (choice == 5) {
playCampaign5();
} else {
playCampaign(choice);
}
} else {
std::cout << "输入无效!\n";
}
std::cout << "\n按任意键退出...";
_getch();
return 0;
}