#include <iostream>
#include <vector>
#include <conio.h> // 用于 _getch()
#include <algorithm> // 用于 std::find_if
#include <cstdlib> // 用于 system()、rand()
#include <ctime> // 用于 time()
#include <cmath> // 用于 abs()、sin()、cos()、M_PI
#include <string>
// --------------------
// 前置声明
// --------------------
struct Entity;
struct Pickup;
struct Weapon;
struct DestructibleObstacle;
// 以下两个函数在 main() 中调用,所以提前声明
void playCampaign(int campaign); // 处理战役1-4(地图模式)
void playCampaign5(); // 处理战役5(坦克驾驶模式)
// --------------------
// 数据结构(公共部分)
// --------------------
struct Entity {
int x, y; // 坐标
int health; // 生命值
char symbol; // 显示字符
};
struct Pickup {
int x, y;
char symbol;
int value; // 例如:生命值回复
};
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; // 障碍物生命值
char symbol; // 显示字符(通常为 '#')
};
int score = 0; // 分数
// --------------------
// 工具函数
// --------------------
float degToRad(float deg) {
return deg * M_PI / 180.0f;
}
// 计算两个角度之间的最小差值(单位:度)
float angleDiff(float a, float b) {
float diff = fabs(a - b);
return diff > 180 ? 360 - diff : diff;
}
// 打印生命条
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;
}
// --------------------
// 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') {
// 步枪现在伤害为10-60
int damage = 10 + rand() % 51;
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伤害
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, 100);
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; // 10-60伤害
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伤害
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;
}
// --------------------
// 地图模式(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 (const auto &p : pickups)
displayMap[p.y][p.x] = p.symbol;
for (const auto &b : bunkers)
displayMap[b.y][b.x] = b.symbol;
for (const auto &e : enemies)
displayMap[e.y][e.x] = e.symbol;
displayMap[player.y][player.x] = player.symbol;
for (const auto &row : displayMap) {
for (char c : row)
std::cout << c << ' ';
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 以及对角 (q, e, z, c)\n 射击: i/j/k/l 分别代表 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(), width = baseMap[0].size();
int placed = 0;
while (placed < count) {
int x = rand() % width, y = rand() % height;
if (baseMap[y][x] == '.') {
baseMap[y][x] = '#';
placed++;
}
}
}
// 战役1-4的主函数
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, 100, 'P'};
std::vector<Entity> enemies;
std::vector<Pickup> pickups;
// 步枪伤害使用公式:10 + rand() % 51(10-60)
Weapon weapon = {"步枪", 6, 6, 6};
std::vector<Entity> bunkers;
if (campaign == 1) {
std::cout << "任务简报: 诺曼底登陆 - 占领海岸的敌人掩体。\n";
bunkers.push_back({3, 0, 50, 'B'});
bunkers.push_back({7, 0, 50, 'B'});
baseMap[0][3] = 'B'; baseMap[0][7] = 'B';
enemies = { {3,3,50,'E'}, {7,3,50,'E'}, {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 = { {2,2,50,'E'}, {4,3,50,'E'}, {6,2,50,'E'}, {3,4,50,'E'}, {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 = { {4,2,50,'E'}, {6,2,50,'E'}, {5,4,50,'E'}, {3,3,50,'E'} };
pickups.push_back({8,7,'M',20});
}
else if (campaign == 4) {
// 德国诺曼底:机枪防御任务
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 = 100;
std::vector<Entity> teammates = { {4,9,80,'T'}, {6,9,80,'T'} };
int totalWaves = 10;
for (int wave = 1; wave <= totalWaves; wave++) {
std::cout << "\n--- 第 " << wave << " 波 ---\n";
std::vector<Entity> waveEnemies = {
{rand() % MAP_WIDTH, 0, 40, 'A'},
{rand() % MAP_WIDTH, 0, 40, 'A'},
{rand() % MAP_WIDTH, 0, 40, 'A'}
};
while (!waveEnemies.empty()) {
system("cls");
std::cout << "德国诺曼底 - 第 " << wave << " 波 / 共 " << totalWaves << " 波\n";
displayHealthBar("玩家", player.health, 100);
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 << "按 's' 发射机枪(方向: i/j/k/l):";
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, shotY = player.y + mdy;
bool hit = false;
// 机枪伤害:25-50
for (int r = 0; r < 6 && !hit; r++) {
if (shotX < 0 || shotX >= MAP_WIDTH || shotY < 0 || shotY >= MAP_HEIGHT)
break;
auto it = std::find_if(waveEnemies.begin(), waveEnemies.end(),
[shotX, shotY](const Entity &e){ return e.x == shotX && e.y == shotY; });
if (it != waveEnemies.end()) {
int damage = 25 + rand() % 26;
it->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 (it->health <= 0) { waveEnemies.erase(it); 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 (auto &tm : teammates) {
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 (auto &ae : waveEnemies) {
int dmg = 10 + rand() % 6; // 10-15伤害
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回合...";
_getch();
if (player.health <= 0) break;
}
if (player.health <= 0) break;
std::cout << "\n第 " << wave << " 波清除!按任意键继续下一波...";
_getch();
}
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你在战壕中被淹没。任务失败。\n";
return;
}
// 战役1-3的常规地图模式循环
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, 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') {
auto it = std::find_if(bunkers.begin(), bunkers.end(), [newX,newY](const Entity &b){ return b.x==newX && b.y==newY; });
if (it != bunkers.end()) {
bool survived = battleBunker(*it, player.health);
if (survived) { score += 100; baseMap[newY][newX] = '.'; bunkers.erase(it); }
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 << "旗帜被占领!(+100分)\n"; }
}
for (auto it = pickups.begin(); it != pickups.end(); ) {
if (it->x == player.x && it->y == player.y) {
player.health += it->value;
if (player.health > 100) player.health = 100;
std::cout << "捡到急救包(回复 " << it->value << " 点生命)\n";
score += 50;
it = pickups.erase(it);
} else ++it;
}
}
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, 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;
auto it = std::find_if(enemies.begin(), enemies.end(), [shotX,shotY](const Entity &e){ return e.x==shotX && e.y==shotY; });
if (it != enemies.end()) {
int damage = 10 + rand() % 51; // 步枪伤害:10-60
it->health -= damage;
std::cout << "击中敌人(" << shotX << "," << shotY << "),造成 " << damage << " 点伤害。\n";
if (it->health <= 0) { enemies.erase(it); 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, 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 (auto it = enemies.begin(); it != enemies.end(); ) {
if (abs(it->x - centerX) <= 1 && abs(it->y - centerY) <= 1) {
it->health -= 20;
std::cout << "手雷击中敌人(" << it->x << "," << it->y << "),造成 20 点伤害。\n";
if (it->health <= 0) { it = enemies.erase(it); score += 100; std::cout << "敌人被手雷消灭!(+100分)\n"; continue; }
}
++it;
}
}
else if (isReload) {
weapon.ammo = weapon.clipSize;
std::cout << "装弹中...\n";
}
// 敌人行为:
for (auto &enemy : enemies) {
if (enemy.x == player.x || enemy.y == player.y) {
int shotDx = (enemy.x == player.x) ? 0 : (enemy.x < player.x ? 1 : -1);
int shotDy = (enemy.y == player.y) ? 0 : (enemy.y < player.y ? 1 : -1);
int shotX = enemy.x + shotDx, shotY = enemy.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 = (enemy.x < player.x) ? 1 : (enemy.x > player.x ? -1 : 0);
int moveDy = (enemy.y < player.y) ? 1 : (enemy.y > player.y ? -1 : 0);
int newX = enemy.x + moveDx, newY = enemy.y + moveDy;
if (newX >= 0 && newX < MAP_WIDTH && newY >= 0 && newY < MAP_HEIGHT && baseMap[newY][newX]=='.') {
enemy.x = newX; enemy.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, 100, 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, 100, 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, 100, 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:德国亚丁攻势(Panther 坦克突击)
// --------------------
struct Tank {
float x, y;
float angle; // 角度(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(), width = grid[0].size();
int placed = 0;
while (placed < count) {
int x = rand() % width, y = rand() % height;
if (grid[y][x] == '.') {
grid[y][x] = '#';
// 每个障碍物初始生命值为100
obs.push_back({x, y, 100, '#'});
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 (const auto &o : obs)
grid[o.y][o.x] = o.symbol;
for (const auto &e : enemies)
grid[e.y][e.x] = e.symbol;
for (const auto &c : crew)
grid[c.y][c.x] = c.symbol;
int tx = (int)round(playerTank.x), ty = (int)round(playerTank.y);
grid[ty][tx] = 'P';
// 渲染网格
system("cls");
for (const auto &row : grid) {
for (char c : row)
std::cout << c << ' ';
std::cout << std::endl;
}
}
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个可破坏障碍物
Tank playerTank = { MAP_WIDTH/2.0f, MAP_HEIGHT - 2.0f, 90.0f, 0.0f, 150 }; // 坦克初始状态,朝上
// 武器:主炮和机枪分别有独立弹药
int cannonAmmo = 4; // 主炮弹药
int machineGunAmmo = 20; // 机枪弹药
// 机组成员,用 'C' 表示
std::vector<Entity> crew = { { (int)round(playerTank.x) - 1, (int)round(playerTank.y), 100, 'C' },
{ (int)round(playerTank.x) + 1, (int)round(playerTank.y), 100, 'C' } };
int totalWaves = 8;
for (int wave = 1; wave <= totalWaves; wave++) {
std::cout << "\n--- 第 " << wave << " 波 ---\n";
// 生成敌人步兵('I')和敌坦克('T')
std::vector<Entity> enemies;
int numInfantry = 3 + rand() % 3; // 3-5个步兵
int numEnemyTanks = 1 + rand() % 2; // 1-2个坦克
for (int i = 0; i < numInfantry; i++) {
enemies.push_back({ rand() % MAP_WIDTH, 0, 40, 'I' });
}
for (int i = 0; i < numEnemyTanks; i++) {
enemies.push_back({ rand() % MAP_WIDTH, 0, 80, 'T' });
}
// 波次模拟循环
while (!enemies.empty()) {
// 更新当前网格(障碍物、敌人、机组成员、坦克)
std::vector<std::vector<char>> currentGrid(MAP_HEIGHT, std::vector<char>(MAP_WIDTH, '.'));
for (const auto &o : obstacles)
currentGrid[o.y][o.x] = o.symbol;
for (const auto &e : enemies)
currentGrid[e.y][e.x] = e.symbol;
for (const auto &c : crew)
currentGrid[c.y][c.x] = c.symbol;
int tx = (int)round(playerTank.x), ty = (int)round(playerTank.y);
currentGrid[ty][tx] = 'P';
renderCampaign5Grid(MAP_WIDTH, MAP_HEIGHT, playerTank, obstacles, enemies, crew);
std::cout << "德国亚丁攻势(Panther 坦克突击) - 第 " << wave << " 波 / " << totalWaves << "\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] 发射主炮、m 发射机枪、r 装弹\n";
std::cout << "请输入指令: ";
char cmd = _getch();
// 处理驾驶控制
if (cmd == 'w') {
playerTank.speed += 0.5f;
if (playerTank.speed > 3.0f) playerTank.speed = 3.0f;
} else if (cmd == 's') {
playerTank.speed -= 0.5f;
if (playerTank.speed < 0) playerTank.speed = 0;
} else if (cmd == 'a') {
playerTank.angle += 10.0f;
if (playerTank.angle >= 360.0f) playerTank.angle -= 360.0f;
} else if (cmd == 'd') {
playerTank.angle -= 10.0f;
if (playerTank.angle < 0) playerTank.angle += 360.0f;
}
// 处理武器射击
else if (cmd == ' ') { // 发射主炮
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 = (int)round(playerTank.x), by = (int)round(playerTank.y);
for (int r = 0; r < shotRange; r++) {
bx += (int)round(cos(rad));
by -= (int)round(sin(rad));
// 检查障碍物
bool obstacleHit = false;
for (size_t i = 0; i < obstacles.size(); i++) {
if (obstacles[i].x == bx && obstacles[i].y == by) {
int damage = 200; // 主炮基础伤害
float dx = obstacles[i].x - playerTank.x;
float dy = playerTank.y - obstacles[i].y;
float targetAngle = atan2(dy, dx) * 180.0f / M_PI;
if (targetAngle < 0) targetAngle += 360;
float diff = angleDiff(playerTank.angle, targetAngle);
float multiplier = (diff < 45 ? 0.5f : (diff > 135 ? 1.5f : 1.0f));
int finalDamage = (int)(damage * multiplier);
obstacles[i].health -= finalDamage;
std::cout << "主炮击中障碍物(" << obstacles[i].x << "," << obstacles[i].y << "),造成 " << finalDamage << " 点伤害。\n";
if (obstacles[i].health <= 0) {
std::cout << "障碍物被摧毁!\n";
obstacles.erase(obstacles.begin() + i);
}
obstacleHit = true;
break;
}
}
if (obstacleHit) break;
// 检查敌人
for (size_t i = 0; i < enemies.size(); i++) {
if (enemies[i].x == bx && enemies[i].y == by) {
hitIndex = i;
break;
}
}
if (hitIndex != -1) break;
}
if (hitIndex != -1) {
int baseDamage = 200; // 主炮基础伤害
float dx = enemies[hitIndex].x - playerTank.x;
float dy = playerTank.y - enemies[hitIndex].y;
float targetAngle = atan2(dy, dx) * 180.0f / M_PI;
if (targetAngle < 0) targetAngle += 360;
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') { // 发射机枪
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 = (int)round(playerTank.x), by = (int)round(playerTank.y);
for (int r = 0; r < shotRange; r++) {
bx += (int)round(cos(rad));
by -= (int)round(sin(rad));
// 检查障碍物
bool obstacleHit = false;
for (size_t i = 0; i < obstacles.size(); i++) {
if (obstacles[i].x == bx && obstacles[i].y == by) {
int damage = 30 + rand() % 11; // 30-40伤害
obstacles[i].health -= damage;
std::cout << "机枪击中障碍物(" << obstacles[i].x << "," << obstacles[i].y << "),造成 " << damage << " 点伤害。\n";
if (obstacles[i].health <= 0) {
std::cout << "障碍物被摧毁!\n";
obstacles.erase(obstacles.begin() + i);
}
obstacleHit = true;
break;
}
}
if (obstacleHit) break;
for (size_t i = 0; i < enemies.size(); i++) {
if (enemies[i].x == bx && enemies[i].y == by) { hitIndex = i; break; }
}
if (hitIndex != -1) break;
}
if (hitIndex != -1) {
int damage = 30 + rand() % 11; // 30-40伤害
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";
}
// 更新坦克物理:根据速度和角度更新位置
float rad = degToRad(playerTank.angle);
playerTank.x += playerTank.speed * cos(rad);
playerTank.y -= playerTank.speed * 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;
// 敌人行动:每个敌人向坦克移动一格
for (auto &enemy : enemies) {
if (enemy.x < (int)round(playerTank.x)) enemy.x++;
else if (enemy.x > (int)round(playerTank.x)) enemy.x--;
if (enemy.y < (int)round(playerTank.y)) enemy.y++;
else if (enemy.y > (int)round(playerTank.y)) enemy.y--;
// 敌人有30%的几率射击
if (rand() % 100 < 30) {
int baseDmg = 15 + rand() % 6; // 15-20伤害
float dx = enemy.x - playerTank.x;
float dy = playerTank.y - enemy.y;
float enemyAngle = atan2(dy, dx) * 180.0f / M_PI;
if (enemyAngle < 0) enemyAngle += 360;
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回合...";
_getch();
if (playerTank.health <= 0) break;
}
if (playerTank.health <= 0) break;
std::cout << "\n本波清除!按任意键进入下一波...";
_getch();
}
if (playerTank.health > 0)
std::cout << "\n所有敌防被摧毁!德国亚丁攻势任务完成。\n";
else
std::cout << "\n你的 Panzer 坦克和机组被摧毁。任务失败。\n";
}
// --------------------
// Main 函数
// --------------------
int main() {
srand(static_cast<unsigned int>(time(0)));
std::cout << "战场1 - 增强版-由BC20270371制作\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. 阿登攻势\n3. 柏林进攻\n4. 德国诺曼底(机枪防御)\n5. 德国阿登攻势(Panzer坦克突击)\n请输入战役编号 (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;
}