• 个人简介

    看你妈的,程序没写完来看主页!

    慈母手中剑,游子身上劈。一秒十八剑,刀刀出暴击。父看子未凉,掏出七匹狼。子看七匹狼,瞬间透心凉。透心凉,心飞扬,果冻我要喜之郎 语文老师一回头, 此地空余黄鹤n楼(鲁迅甘为孺子牛)(水浒好汉来磕头); 数学老师一回头, 二次函数对称轴(六元六次都能求); 英语老师一回头, Sorry加上三克油(满口洋文跑地球); 物理老师一回头, 一根杠杆撬地球(阿基米德要跳楼); 生物老师一回头, 试管婴儿水中游(人类祖先是猿猴); 天文老师一回头, 发现黑洞到处有; 历史老师一回头, 秦始皇来打酱油; 地理老师一回头, 大陆版块乱漂流(气候位置好犯愁)(校门前面泥石流)(长江黄河倒着流)(山山水水任你游); 化学老师一回头, 二氧化碳变汽油; 劳动老师一回头, 破铜烂铁来走秀; 日语老师一回头, 八格亚路很走红; 体育老师一回头, 乔丹改打乒乓球(黛玉也能踢足球)(奥运取消打篮球); 政治老师一回头, 全班同学都梦游(布什改行卖豆油); 美术老师一回头, 蒙娜丽莎也风流; 音乐老师一回头, 贝多芬呀也不牛(泉眼叮咚四处流); 信息老师一回头, 带着学生玩网游; 各科老师一回头, 全体学生没自由。 ——————————————————— 各科老师被困在电梯里的反应: 语文老师正在写东西。 数学老师开始计算电梯的长宽高。 英语老师开始说起电梯英语单词。 物理老师在计算说几小时空气会呼吸完。 化学老师在检查这个电梯的材质。 生物老师在考虑他们需要的物质比如氧气。 地理老师在计算纬度叫人来救她们。 历史老师开始感慨并回忆之前发生过的类似的事情。 政治老师准备告物业。 体育老师默默无闻走向电梯门口,一脚把门踹开说了句我们走吧! 事实证明体育才是主科!

    咱说的也说了,该是Dev-c++源代码

    /*
    希蒙在Mc生存插火把:
    运行效果:
    
    
    展示的地图是7乘7的,照亮的范围也是7乘7的范围!!!
    火把的照亮范围:
    |暗|暗|暗| 暗 |暗|暗|暗|
    |暗|暗|暗| 光 |暗|暗|暗|
    |暗|暗|光| 光 |光|暗|暗|
    |暗|光|光|火把|光|光|暗|
    |暗|暗|光| 光 |光|暗|暗|
    |暗|暗|暗| 光 |暗|暗|暗|
    |暗|暗|暗| 暗 |暗|暗|暗|
    火把的照亮点数:13点
    萤石的照亮范围:
    |暗|暗|暗| 暗 |暗|暗|暗|
    |暗|光|光| 光 |光|光|暗|
    |暗|光|光| 光 |光|光|暗|
    |暗|光|光|萤石|光|光|暗|
    |暗|光|光| 光 |光|光|暗|
    |暗|光|光| 光 |光|光|暗|
    |暗|暗|暗| 暗 |暗|暗|暗|
    萤石的照亮点数:25点
    现在代码只要在我的个人简介中可以免费复制啦!(姓名:xsm陈*齐,密码******(抱歉,密码不能告诉你。希望你不会顺着网线来我家揍我一顿(我很胖的呦!)))
    请输入希蒙在我的世界中打开了几乘几的生存世界:5
    请输入希蒙的火把数量(至少1个):1
    请输入希蒙的萤石数量:0
    请输入希蒙放置火把的位置(X和Y):3 3
    有12个点会生出怪物。
    --------------------------------
    Process exited after 10.77 seconds with return value 0
    请按任意键继续. . .
    
    
    */ 
    #include<bits/stdc++.h>
    bool x[101][101];
    void s(long long a,long long b,long long c){
        for(long long i=a-1;i<=a+1;i++){
            for(long long j=b-1;j<=b+1;j++){
                if(i>=1&&j>=1&&i<=c&&j<=c){
                    x[i][j]=1;
                }
            }
        }
        x[a-2][b]=1;
        x[a+2][b]=1;
        x[a][b-2]=1;
        x[a][b+2]=1;
        return;
    }
    void t(long long a,long long b,long long c){
    	for(long long i=a-2;i<=a+2;i++){
    		for(long long j=b-2;j<=b+2;j++){
    			if(i>=1&&j>=1&&i<=c&&j<=c){
    				x[i][j]=1;
    			}
    		}
    	}
    	return;
    }
    int main(){
        long long n,m,k,a,b,g=0;
        std::cout<<"展示的地图是7乘7的,照亮的范围也是7乘7的范围!!!"<<std::endl;
        std::cout<<"火把的照亮范围:"<<std::endl;
        std::cout<<"|暗|暗|暗| 暗 |暗|暗|暗|"<<std::endl; 
        std::cout<<"|暗|暗|暗| 光 |暗|暗|暗|"<<std::endl;
    	std::cout<<"|暗|暗|光| 光 |光|暗|暗|"<<std::endl;
    	std::cout<<"|暗|光|光|火把|光|光|暗|"<<std::endl;
    	std::cout<<"|暗|暗|光| 光 |光|暗|暗|"<<std::endl;
    	std::cout<<"|暗|暗|暗| 光 |暗|暗|暗|"<<std::endl;
    	std::cout<<"|暗|暗|暗| 暗 |暗|暗|暗|"<<std::endl;
    	std::cout<<"火把的照亮点数:13点"<<std::endl;
    	std::cout<<"萤石的照亮范围:"<<std::endl;
    	std::cout<<"|暗|暗|暗| 暗 |暗|暗|暗|"<<std::endl;
    	std::cout<<"|暗|光|光| 光 |光|光|暗|"<<std::endl; 
    	std::cout<<"|暗|光|光| 光 |光|光|暗|"<<std::endl;
    	std::cout<<"|暗|光|光|萤石|光|光|暗|"<<std::endl;
    	std::cout<<"|暗|光|光| 光 |光|光|暗|"<<std::endl;
    	std::cout<<"|暗|光|光| 光 |光|光|暗|"<<std::endl;
    	std::cout<<"|暗|暗|暗| 暗 |暗|暗|暗|"<<std::endl; 
    	std::cout<<"萤石的照亮点数:25点"<<std::endl;
    	std::cout<<"现在代码只要在我的个人简介中可以免费复制啦!(姓名:xsm陈*齐,密码******(抱歉,密码不能告诉你。希望你不会顺着网线来我家揍我一顿(我很胖的呦!)))"<<std::endl;
    	std::cout<<"请输入希蒙在我的世界中打开了几乘几的生存世界:";
    	std::cin>>n;
    	std::cout<<"请输入希蒙的火把数量(至少1个):";
    	std::cin>>m;
    	std::cout<<"请输入希蒙的萤石数量:";
    	std::cin>>k;
        for(long long i=1;i<=m;i++){
        	std::cout<<"请输入希蒙放置火把的位置(X和Y):";
            std::cin>>a>>b;
            s(a,b,n);
        }
        for(long long i=1;i<=k;i++){
        	std::cout<<"请输入希蒙放置萤石的位置(X和Y):";
        	std::cin>>a>>b;
        	t(a,b,n);
    	}
    	for(long long i=1;i<=n;i++){
    		for(long long j=1;j<=n;j++){
    			if(x[i][j]==0){
    				g++;
    			}
    		}
    	}
    	std::cout<<"有"<<g<<"个点会生出怪物。";
        return 0;
    }
    
    //史上最难题目的答案 
    #include<iostream>
    using namespace std;
    int main(){
    	cout<<"   1                         1                                     2222222"<<endl;
    	cout<<"  11                        11                                    22     22"<<endl;
    	cout<<" 111           ++          111                                   22       22"<<endl;
    	cout<<"  11           ++           11                                            22"<<endl;
    	cout<<"  11           ++           11            ==========                      22"<<endl;
    	cout<<"  11           ++           11                                           22"<<endl;
    	cout<<"  11       ++++++++++       11                                          22"<<endl;
    	cout<<"  11           ++           11                                         22"<<endl;
    	cout<<"  11           ++           11            ==========                  22"<<endl;
    	cout<<"  11           ++           11                                       22"<<endl;
    	cout<<"  11           ++           11                                      22"<<endl;
    	cout<<"  11                        11                                     22"<<endl;
    	cout<<"111111                    111111                                  22222222222"<<endl;
    	return 0;
    } 
    
    #include<bits/stdc++.h>
    using namespace std;
    int main(){
    	int n,m=1;
    	string x;
    	cout<<"======坑爹大闯关======"<<endl;
    	cout<<"基础选择"<<endl;
    	cout<<"你是一个......"<<endl;
    	cout<<"1.男孩"<<endl;
    	cout<<"2.女孩"<<endl;
    	cin>>x;
    	if(x=="1"){
    		cout<<"场景:"<<m<<endl;
    		cout<<"今天是你的生日,你有这几件礼物,你要......"<<endl;
    		cout<<"1.Ak-47"<<endl;
    		cout<<"2.一把刀"<<endl;
    		cin>>n;
    		if(n==1){
    			m++;
    			cout<<"场景:"<<m<<endl;
    			cout<<"你正带着你的AK-47在大街上走着,突然,你后面有个警察拿着枪,指着你......"<<endl;
    			cout<<"1.把AK-47扔了"<<endl;
    			cout<<"2.自杀"<<endl;
    			cout<<"3.打死警察"<<endl;
    			cin>>n;
    			if(n==1){
    				m++; 
    				cout<<"场景:"<<m<<endl;
    				cout<<"察把你带进了警局,他开始审问你。"<<endl;
    				cout<<"(警)你为什么会有AK-47啊?"<<endl;
    				cout<<"(回答)1.做的"<<endl;
    				cout<<"(回答)2.偷的"<<endl;
    				cout<<"(回答)3.别人送的"<<endl;
    				cout<<"(回答)4.从天上掉下来的"<<endl;
    				cin>>n;
    				if(n==1){
    					cout<<"(警)你敢做非法物品......坐下(peng)"<<endl;
    					cout<<"你......坐下了";
    					return 0;
    				}else if(n==2){
    					cout<<"(警)你敢偷东西......坐下(peng)"<<endl;
    					cout<<"你......坐下了";
    					return 0;
    				}else if(n==3){
    					cout<<"(警)别人怎么可能送你非法物品!给我关起来!"<<endl;
    					cout<<"你......被关起来了";
    					return 0; 
    				}else if(n==4){
    					cout<<"你正说着,天上突然掉下来了一个炸弹,把警察炸死了"<<endl;
    					m++;
    					cout<<"场景:"<<m<<endl;
    					cout<<"你正想逃出去,但警察的大部队来了......"<<endl;
    					cout<<"1.跳楼"<<endl;
    					cout<<"2.拿椅子砸警察"<<endl;
    					cout<<"3.啥也不干"<<endl;
    					cin>>n;
    					if(n==1){
    						cout<<"ok,你死了";
    						return 0;
    					}else if(n==2){
    						cout<<"你干不过警察,你死了";
    						return 0;
    					}else if(n==3){
    						cout<<"警察以为你是无辜的,于是放过了你"<<endl;
    						m++;
    						cout<<"场景:"<<m<<endl;
    						cout<<"你出了警察局后,把Ak-47捡了回来,并回到了家里,但你爸爸把你轰出了家,你想跟爸爸解释......"<<endl;
    						cout<<"1.把爸爸打死"<<endl;
    						cout<<"2.有礼貌地向爸爸道歉"<<endl;
    						cin>>n;
    						if(n==1){
    							cout<<"你把爸爸打死后,你妈妈报了警,警察把你一枪毙了,你死了";
    							return 0; 
    						}else if(n==2){
    							cout<<"你爸爸心软了,答应了你留下来,但他就跟你妈妈离婚了,从此,家里只有你和你妈妈了......"<<endl;
    							m++;
    							cout<<"场景:"<<m<<endl;
    							cout<<"你成年了,但你一点知识都没学到......"<<endl;
    							cout<<"1.去板砖"<<endl;
    							cout<<"2.自杀"<<endl;
    							cin>>n;
    							if(n==1){
    								cout<<"你很努力地板砖,成功地获得了很多钱,成了千万富翁,你和你得家人过得很幸福......"<<endl;
    								m++;
    								cout<<"场景:"<<m<<endl;
    								cout<<"有一天,你到了25岁生日时,你爸爸送你东西,你要......"<<endl;
    								cout<<"1.炸弹"<<endl;
    								cout<<"2.变速自行车"<<endl;
    								cin>>n;
    								m++;
    								if(n==1){
    									cout<<"你的炸弹被你弄爆炸了,你死了";
    									return 0;
    								}else if(n==2){
    									cout<<"场景:"<<m<<endl;
    									cout<<"你正在骑自行车,突然,你发现了那把扔掉的AK-47,你要......"<<endl;
    									cout<<"1.捡起来"<<endl;
                      					cout<<"2.不管"<<endl;
                      					cin>>n;
    									if(n==1){
    										m++;
    										cout<<"场景:"<<m<<endl;
    										cout<<"警察发现了你,你要......"<<endl;
    										cout<<"1.把警察杀了"<<endl;
    										cout<<"2.向警察解释"<<endl;
    										cout<<"3.逃跑"<<endl;
    										cin>>n;
    										m++;
    										if(n==1){
    											cout<<"你干不过警察,你死了";
    											return 0;
    										}else if(n==2){
    											cout<<"场景:"<<m<<endl;
    											cout<<"你和警察解释清楚了,你暂时躲过了危机"<<endl;
    											cout<<"未完待续......";
    											return 0;
    										}else{
    											cout<<"你被警察毙了,你死了";
    											return 0;
    										}
    									}else if(n==2){
    										cout<<"警察以为你杀了人,想毁灭证据,于是把你杀了";
    										return 0;
    									}
    								}
    								return 0; 
    							}else if(n==2){
    								cout<<"ok,你死了";
    								return 0;
    							} 
    						}
    					}
    				}
    			}else if(n==2){
    				cout<<"Ok,你死了";
    				return 0;
    			}else if(n==3){
    				cout<<"你的AK-47没子弹,你干不过警察,你死了";
    				return 0;
    			}
    		}else if(n==2){
    			m++;
    			cout<<"场景:"<<m<<endl; 
    			cout<<"你拿起你的刀时,不小心把你邻居的儿子的头割下来了,这一幕被邻居看见了,他报了警......"<<endl;
    			cout<<"过了一会儿,警察来了,他拿着枪,指着你......"<<endl;
    			cout<<"(警)你是故意的,还是无意的?"<<endl;
    			cout<<"(回答)1.故意的"<<endl;
    			cout<<"(回答)2.无意的"<<endl;
    			cin>>n;
    			if(n==1){
    				cout<<"(警)好啊!你敢故意杀人......坐下(peng)"<<endl;
    				cout<<"你......坐下了";
    				return 0; 
    			}else if(n==2){
    				m++;
    				cout<<"场景:"<<m<<endl;
    				cout<<"警察把你带进了警局,他开始审问你。"<<endl;
    				cout<<"(警)你为什么会有刀啊?"<<endl;
    				cout<<"(回答)1.做的"<<endl;
    				cout<<"(回答)2.偷的"<<endl;
    				cout<<"(回答)3.别人送的"<<endl;
    				cout<<"(回答)4.从天上掉下来的"<<endl;
    				cin>>n;
    				if(n==1){
    					cout<<"(警)你敢做非法物品......坐下(peng)"<<endl;
    					cout<<"你......坐下了";
    					return 0;
    				}else if(n==2){
    					cout<<"(警)你敢偷东西......坐下(peng)"<<endl;
    					cout<<"你......坐下了";
    					return 0;
    				}else if(n==3){
    					cout<<"(警)别人怎么可能送你非法物品!给我关起来!"<<endl;
    					cout<<"你......被关起来了";
    					return 0; 
    				}else if(n==4){
    					cout<<"你正说着,天上突然掉下来了一个炸弹,把警察炸死了"<<endl;
    					m++;
    					cout<<"场景:"<<m<<endl;
    					cout<<"你正想逃出去,但警察的大部队来了......"<<endl;
    					cout<<"1.跳楼"<<endl;
    					cout<<"2.拿椅子砸警察"<<endl;
    					cout<<"3.啥也不干"<<endl;
    					cin>>n;
    					if(n==1){
    						cout<<"ok,你死了";
    						return 0;
    					}else if(n==2){
    						cout<<"你干不过警察,你死了";
    						return 0;
    					}else if(n==3){
    						cout<<"警察以为你有神经病,于是把你送进了神经病医院里";
    						return 0; 
    					}
    				}
    			}
    		}
    	}else if(x=="2"){
    		cout<<"你是一个女生,但你长得很丑,也没有才华,最后浑浑噩噩地过了一生";
    		return 0;
    	}else{
    		cout<<"因为你没有性别,所以你不是人,游戏结束!!!";
    		return 0;
    	}
    	return 0;
    }
    
    #include <iostream>
    #include <conio.h>
    #include <windows.h>
    #include <vector>
    #include <cstdlib>
    #include <ctime>
    using namespace std;
    
    // 解决中文乱码
    #ifdef _WIN32
    void setConsoleToGBK() {
        SetConsoleOutputCP(936);
    }
    #endif
    
    // 游戏配置
    const int WIDTH = 40;
    const int HEIGHT = 20;
    int score = 0;
    bool gameOver = false;
    
    // 玩家飞机
    struct Player {
        int x, y;
        char shape;
        Player() : x(WIDTH/2), y(HEIGHT-2), shape('A') {}
    } player;
    
    // 子弹
    struct Bullet {
        int x, y;
        bool active;
        Bullet() : x(0), y(0), active(false) {}
    };
    vector<Bullet> bullets(10);
    
    // 敌机
    struct Enemy {
        int x, y;
        bool active;
        Enemy() : x(0), y(0), active(false) {}
    };
    vector<Enemy> enemies(10);
    
    void Setup() {
        #ifdef _WIN32
        setConsoleToGBK();
        system("title 飞机大战");
        #endif
        srand(time(0));
    }
    
    void Draw() {
        system("cls");
        cout << "中文版飞机大战\n";
        cout << "分数: " << score << "\n";
        cout << "操作: 按A键向左 按D键向右 按J键开火\n";
        
        for (int i = 0; i < HEIGHT; i++) {
            for (int j = 0; j < WIDTH; j++) {
                if (i == player.y && j == player.x) {
                    cout << player.shape;
                    continue;
                }
                
                bool printed = false;
                for (size_t k = 0; k < bullets.size(); k++) {
                    if (bullets[k].active && i == bullets[k].y && j == bullets[k].x) {
                        cout << "|";
                        printed = true;
                        break;
                    }
                }
                if (printed) continue;
                
                for (size_t k = 0; k < enemies.size(); k++) {
                    if (enemies[k].active && i == enemies[k].y && j == enemies[k].x) {
                        cout << "V";
                        printed = true;
                        break;
                    }
                }
                if (!printed) cout << " ";
            }
            cout << "\n";
        }
    }
    
    void FireBullet() {
        for (size_t i = 0; i < bullets.size(); i++) {
            if (!bullets[i].active) {
                bullets[i].x = player.x;
                bullets[i].y = player.y - 1;
                bullets[i].active = true;
                break;
            }
        }
    }
    
    void SpawnEnemy() {
        for (size_t i = 0; i < enemies.size(); i++) {
            if (!enemies[i].active) {
                enemies[i].x = rand() % WIDTH;
                enemies[i].y = 0;
                enemies[i].active = true;
                break;
            }
        }
    }
    
    void Update() {
        if (_kbhit()) {
            switch (_getch()) {
                case 'a': if (player.x > 0) player.x--; break;
                case 'd': if (player.x < WIDTH-1) player.x++; break;
                case 'j': FireBullet(); break;
                case 'q': gameOver = true; break;
            }
        }
        
        // 子弹逻辑
        for (size_t i = 0; i < bullets.size(); i++) {
            if (bullets[i].active) {
                bullets[i].y--;
                if (bullets[i].y < 0) bullets[i].active = false;
                
                for (size_t j = 0; j < enemies.size(); j++) {
                    if (enemies[j].active && bullets[i].x == enemies[j].x && bullets[i].y == enemies[j].y) {
                        enemies[j].active = false;
                        bullets[i].active = false;
                        score += 10;
                    }
                }
            }
        }
        
        // 敌机逻辑
        for (size_t i = 0; i < enemies.size(); i++) {
            if (enemies[i].active) {
                enemies[i].y++;
                if (enemies[i].y >= HEIGHT) enemies[i].active = false;
                
                if (enemies[i].x == player.x && enemies[i].y == player.y) {
                    gameOver = true;
                }
            }
        }
        
        if (rand() % 10 == 0) SpawnEnemy();
    }
    
    int main() {
        Setup();
        while (!gameOver) {
            Draw();
            Update();
            Sleep(50);
        }
        cout << "游戏结束! 本局得分: " << score << endl;
        system("pause");
        return 0;
    }
    
    #include<bits/stdc++.h>	
    #include<windows.h>
    #include<stdio.h>
    #include<conio.h>
    #include<time.h>
    #define Nor if(B[b].x<5) B[b].x=5;
    #define Out1 Bx1-Bvx1<=6||Bx1-Bvx1>=28||By1-Bvy1<=7||By1-Bvy1>=27
    #define Out2 Bx2-Bvx2<=6||Bx2-Bvx2>=28||By2-Bvy2<=7||By2-Bvy2>=27
    #define Chang1 {Bwhat1=0;Bvx1=Bvy1=0;memset(Bgo1,0,sizeof(Bgo1));}
    #define Chang2 {Bwhat2=0;Bvx2=Bvy2=0;memset(Bgo2,0,sizeof(Bgo2));}
    #define Chang3 {Bwhat3=0;Bvx3=Bvy3=0;memset(Bgo3,0,sizeof(Bgo3));}
    using namespace std;
    int ti(float a) {return ((int)(a*10+5))/10;}
    void Setpos(float x,float y){COORD pos;pos.X=ti(y*4)/2;pos.Y=ti(x);SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);}
    void Color(int a){if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);if(a==7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED);if(a==9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_GREEN|BACKGROUND_BLUE);if(a==10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_BLUE);if(a==11) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_BLUE);if(a==12) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);if(a==13) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);if(a==14) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_BLUE);}
    int Blomax,Ren,Exp,Expmax,Lv,Lvl,Ice,Drug,ar1,ar2,Tar1,Tar2,bl,br,Win,T,Tb,Sy,Up,Upt,Down,u1,u2,Kill,Killb,L,Ll[4],Li,D,Gd[10],Biao,Fire,Fir,Water,Thun,Wind,Magne,I[20][2],ib,Dis,Disb,Dis1,Disb1,Boss,Bblo,Bblomax,Bwhat1,Bwhat2,Bwhat3,Bgo1[10],Bgo2[10],Bgo3[10],Bbr,Bbl,Bl[4];
    float X,Y,Vx,Vy,Ding,Blo,Hui,Bx1,By1,Bx2,By2,Bx3,By3,Bvx1,Bvy1,Bvx2,Bvy2,Bvx3,Bvy3,Bway[1001][2];
    struct bullet{float x,y,vx,vy;int what;int a,t,How;int life;bool kill;}B[100001];
    void Map(int a,int b);
    void Pan(int a,float x,float y,int b){
        float Nox[4],Noy[4];Nox[0]=X,Noy[0]=Y;
        if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
        for(int i=0;i<3;i++){
            if(a==-1){if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {if(B[b].what==-10)Exp+=2;if(B[b].what==-11)Exp+=1;B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}
            if(a==-2){if(abs(x-Nox[i])+abs(y-Noy[i])<2.5) {if(B[b].what==-2)Exp+=5,Biao+=5;if(B[b].what==-3)Fire=300,Ice=0,Fir=3;if(B[b].what==-4)Water=200;if(B[b].what==-5){Wind=70;Ding=28.25;Ice=0;if(Y<Ding-1)Vy=5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(B[b].what==-6){Thun=200;system("color 1F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");}if(B[b].what==-7)Magne=300;if(B[b].what==-8)Ice=0,Drug=0,Blo=fmin((float)Blomax,Blo+20);if(B[b].what==-9)Exp=fmin((float)Expmax,Exp+20);B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}
        }if(Wind==0&&Thun==0&&(B[b].kill!=0||Killb>=15||Ren==1&&Killb>0)) return;
        for(int i=0;i<3;i++){
            if((Wind>=1||Thun>=1)&&abs(x-Nox[i])+abs(y-Noy[i])<2.5) {if(B[b].what<98)Exp+=2;B[b].life=0;Map(3,b);break;}
            if(a==1) {if(abs(x-Nox[i])<0.5&&abs(y-Noy[i])<1) {if(B[b].what>=99)Blo-=10;if(B[b].what==14)Blo-=15,Ice=100,B[b].life=0;else if(B[b].what==15)Blo-=20,Ice=0,B[b].life=0;else if(B[b].what==17)Blo-=5,Drug=100,B[b].life=0;else if(B[b].what>=13&&B[b].what<=17)Blo-=10,B[b].life=0;else Blo-=15;B[b].kill=1,Killb=20;Kill=1;Map(3,b);break;}}
            if (a==2||a==6||a==8||a==9||a==10||a==11||a==12) {
    			if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {
    				if(a==2)Blo-=20;
    				else if(a==8)Blo-=10;
    				else Blo-=15;B[b].kill=1,Killb=20;Kill=1;if(a!=2){B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}}
            if(a==4) {if((Wind>=1||Thun>=1)&&abs(x-Nox[i])<1.5&&Noy[i]-y<=0&&Noy[i]-y>=-8) {if(B[b].what<98)Exp+=2;B[b].life=0;Map(3,b);break;}if(abs(x-Nox[i])<1&&Noy[i]-y<=0&&Noy[i]-y>=-8) {Blo-=25,B[b].kill=1,Killb=20;Kill=1;Vy=-1;Y-=0.5;break;}}
        }
    }
    void Map(int a,int b){
        Color(0);
        if(a==-1){
            if(Boss==1||Boss==6){if(Bwhat1==5){if(ti(Bx1)==20)Setpos(Bx1,By1),cout<<"==";else Setpos(Bx1,By1),cout<<"  ";}else{Setpos(Bx1-1,By1-0.5),cout<<"    ";Setpos(Bx1,By1-1),cout<<"      ";Setpos(Bx1+1,By1-0.5),cout<<"    ";if(abs(ti(Bx1)-20)<=1)Setpos(20,By1-1),cout<<"======";}}
            if(Boss==2||Boss==6){Setpos(Bx2-1,By2-1);cout<<"    ";Setpos(Bx2,By2-1);cout<<"      ";Setpos(Bx2+1,By2-1),cout<<"      ";Color(0);if(abs(ti(Bx2)-20)<=1)Setpos(20,By2-1),cout<<"======";}
            if(Boss==3||Boss==6){Setpos(Bx3-1,By3-0.5);cout<<"     ";Setpos(Bx3,By3);cout<<"  ";Setpos(Bx3+1,By3-1),cout<<"      ";Color(0);if(abs(ti(Bx3)-20)<=1)Setpos(20,By3-1),cout<<"=======";}
            if(X<0)return;if(X>=17&&X<=19){Setpos(X-1,Y);cout<<"  ";Setpos(X,Y-1);cout<<"   ";Setpos(X+1,Y-1),cout<<"   ";}else if(X<=23&&X>=21){Setpos(X+1,Y);cout<<"  ";Setpos(X,Y-1);cout<<"   ";Setpos(X-1,Y-1),cout<<"    ";}else if(X>23){Setpos(X,Y-1);cout<<"    ";Setpos(X-1,Y-0.5),cout<<"   ";}else if(X<17&&Upt!=0){Setpos(X,Y-1);cout<<"    ";Setpos(X+1,Y-1.5),cout<<"    ";}else if(X<17){Setpos(X,Y-1);cout<<"    ";Setpos(X+1,Y-0.5),cout<<"   ";}if(Thun>0){Setpos(X-2,Y-1),cout<<"    ";Setpos(X+2,Y-1),cout<<"    ";Setpos(X,Y+2),cout<<"  ";Setpos(X,Y-2.5),cout<<"  ";Setpos(X-1,Y+1),cout<<"  ";Setpos(X+1,Y+1),cout<<"  ";Setpos(X-1,Y-2),cout<<"  ";Setpos(X+1,Y-2),cout<<"  ";Setpos(20,Y-2.5),cout<<"============";}if(Wind!=0){Setpos(X+1,Y-5);cout<<"        ";Setpos(X,Y-5);cout<<"        ";Setpos(X-1,Y-5);cout<<"        ";Setpos(20,Y-5),cout<<"========";}if(Water!=0){Setpos(X,Y-4);cout<<"       ";Setpos(X+2,Y-3.5);cout<<"     ";Setpos(X-2,Y-3.5);cout<<"     ";Setpos(X+1,Y-3.5);cout<<"     ";Setpos(X-1,Y-3.5);cout<<"     ";Setpos(20,Y-5),cout<<"========";}if(Fire!=0){Setpos(X,Y+1),cout<<"  ";Setpos(X+1,Y),cout<<"  ";Setpos(X-1,Y-1),cout<<"  ";Setpos(20,Y-1);cout<<"======";}
        }
        if(a==0){
            if(Boss==1||Boss==6){if(Bwhat1==5)Color(5),Setpos(Bx1,By1),cout<<"█",Color(0);else if(Bwhat1==4&&Bgo1[1]>6&&Bgo1[1]<11)Color(4),Setpos(Bgo1[5]-1,Bgo1[6]),cout<<"︻",Setpos(Bgo1[5],Bgo1[6]-1),cout<<"【",Setpos(Bgo1[5],Bgo1[6]+1),cout<<"】",Setpos(Bgo1[5]+1,Bgo1[6]),cout<<"︼",Color(0);else{Setpos(Bx1-1,By1-0.5),Color(0),cout<<"●●";Setpos(Bx1,By1-1);if(Bwhat1==2&&Bgo1[1]<=5)Color(1);else if(Bwhat1==3&&Bgo1[1]<=5)Color(5);else if(Bwhat1==6&&Bgo1[1]<=5)Color(8); else Color(4);if(Bwhat1==4) Setpos(Bx1,By1-0.5),cout<<"██(";else cout<<")██(";Setpos(Bx1+1,By1-0.5),cout<<"……";Color(0);}}
            if(Boss==2||Boss==6){Setpos(Bx2-1,By2-1);Color(0),cout<<"\\ ";Color(0);cout<<"●";Setpos(Bx2,By2-1);Color(3);cout<<"◥";Color(5),cout<<"JJJ";Color(0),cout<<">";Color(3);Setpos(Bx2+1,By2-1),cout<<"◢█◣";Color(0);}
            if(Boss==3||Boss==6){Setpos(Bx3-1,By3-0.5);if(Bwhat3==3||Bwhat3==9) Color(1);else if(Bwhat3==4||Bwhat3==10) Color(4);else if(Bwhat3==5||Bwhat3==11) Color(5);if(Bwhat3==11)cout<<' ';else if(Bwhat3==6) Color(3);else Color(2);cout<<"●-";Setpos(Bx3,By3);if(Bwhat3==11)cout<<"/";else cout<<"┃";Color(0);Setpos(Bx3+1,By3-1),cout<<"●●●";}
            if(X<0)return;if(Ren==2) Color(12);if(Ren==3) Color(1);if(Ren==4) Color(3);if(Ren==5) Color(4);if(Ren==6) Color(2);if(Drug!=0&&T%5!=0) Color(11);if(Drug!=0&&T%5==0) Color(11);if(Ice!=0) Color(6);if(b==1) Color(8);if(Li!=0) Color(5);if(Ren==1&&Killb>0&&T%4<2) Color(13);if(Wind>0&&T%4<=1) Color(1);if(Wind>0&&T%4>=2) Color(0);if(Thun>0&&T%4<=1) Color(1);if(Thun>0&&T%4>=2) Color(6);
            if(X>=17&&X<=19){Setpos(X-1,Y);cout<<"●";Setpos(X,Y-1);cout<<"━/";if(T%10<3) Setpos(X+1,Y-1),cout<<"┛╲";else if(T%10<6) Setpos(X+1,Y-1),cout<<"┦ ";else Setpos(X+1,Y-1),cout<<"╯>";if(Wind>0&&T%3==0) Setpos(X+1,Y-1),cout<<"┛╲";else if(Wind>0&&T%3==1) Setpos(X+1,Y-1),cout<<"┦ ";else if(Wind>0&&T%3==2)Setpos(X+1,Y-1),cout<<"╯>";}else if(X<=23&&X>=21){Setpos(X+1,Y);cout<<"●";Setpos(X,Y-1);cout<<"━\\";if(T%10<3) Setpos(X-1,Y-1),cout<<"┓╱";else if(T%10<6) Setpos(X-1,Y-1),cout<<"┪ ";else Setpos(X-1,Y-1),cout<<"╮>";if(Wind>0&&T%3==0) Setpos(X-1,Y-1),cout<<"┓╱";else if(Wind>0&&T%3==1) Setpos(X-1,Y-1),cout<<"┪ ";else if(Wind>0&&T%3==2)Setpos(X-1,Y-1),cout<<"╮>";}else if(X>23){Setpos(X,Y-1);cout<<"━ ●";Setpos(X-1,Y-0.5),cout<<"│>";}else if(X<17&&Upt!=0){Setpos(X,Y-1);cout<<"━ ●";Setpos(X+1,Y-1.5),cout<<"╱ >";}else if(X<17){Setpos(X,Y-1);cout<<"━ ●";Setpos(X+1,Y-0.5),cout<<"│>";}if(Thun>0){Setpos(X-2,Y-1),cout<<"▄▄";Setpos(X+2,Y-1),cout<<"▄▄";Setpos(X,Y+2),cout<<"▌";Setpos(X,Y-2.5),cout<<"▌";Setpos(X-1,Y+1),cout<<"█";Setpos(X+1,Y+1),cout<<"█";Setpos(X-1,Y-2),cout<<"█";Setpos(X+1,Y-2),cout<<"█";}if(Magne>0&&T%7<2)Setpos(X,Y),Color(5),cout<<"★";if(Wind>1){if(T%6<2)Color(1);else Color(0);if(T%8<=1){Setpos(X+1,Y-5);cout<<"----  --";Setpos(X,Y-5);cout<<"-  --- -";Setpos(X-1,Y-5);cout<<"--- - --";}else if(T%8<=3){Setpos(X+1,Y-5);cout<<"------  ";Setpos(X,Y-5);cout<<" --  ---";Setpos(X-1,Y-5);cout<<"----- - ";}else if(T%8<=5){Setpos(X+1,Y-5);cout<<"  ------";Setpos(X,Y-5);cout<<"-- --  -";Setpos(X-1,Y-5);cout<<"- ----- ";}else if(T%8<=7){Setpos(X+1,Y-5);cout<<"--  ----";Setpos(X,Y-5);cout<<" --- -- ";Setpos(X-1,Y-5);cout<<"- - ----";}}if(Water!=0){Color(1);if(T%20<5){Setpos(X+2,Y-3);cout<<"■";Setpos(X+1,Y-3.5);cout<<"■";Setpos(X-1,Y-2.5);cout<<"■";Setpos(X-2,Y-3);cout<<"■";}else if(T%20<10||T%20>=15){Setpos(X+2,Y-3);cout<<"■";Setpos(X,Y-4);cout<<"■■";Setpos(X-2,Y-3);  cout<<"■";}else if(T%20<15){Setpos(X+2,Y-3.5);cout<<"■";Setpos(X+1,Y-3);cout<<"■";Setpos(X-1,Y-3.5);cout<<"■";Setpos(X-2,Y-3);cout<<"■";}}if(Fire!=0){if(T%6<3)Color(4);else Color(5);if(Fir>=1)Setpos(X,Y+1),cout<<"●";if(Fir>=2)Setpos(X+1,Y),cout<<"●";if(Fir>=3)Setpos(X-1,Y-1),cout<<"●";}
        }
        if(a==1||a==3){
            if(B[b].what==1){Nor;Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<"      ";if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].How<=1) Color(13);else Color(4);cout<<"●";if(a==1) Pan(1,B[b].x,B[b].y,b);}}
            if(B[b].what==2){Nor;Setpos(B[b].x-1,B[b].y-1);if(ti(B[b].x-1)==20)cout<<"======";else cout<<"      ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<"      ";Setpos(B[b].x+1,B[b].y-1);if(ti(B[b].x+1)==20)cout<<"======";else cout<<"      ";if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].How==0){Setpos(B[b].x-1,B[b].y),cout<<"↑";Setpos(B[b].x,B[b].y-1),cout<<"←┼ →";Setpos(B[b].x+1,B[b].y),cout<<"↓";}else if(B[b].How==1){Setpos(B[b].x-1,B[b].y-1),cout<<"↖  ↗";Setpos(B[b].x,B[b].y),cout<<"╳";Setpos(B[b].x+1,B[b].y-1),cout<<"↙  ↘";} if(a==1) Pan(2,B[b].x,B[b].y,b);}}
            if(B[b].what==3||B[b].what==5){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<"  ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;Setpos(B[b].x,B[b].y);if(B[b].How==1) Color(5);else Color(4);cout<<"◎";}}
            if(B[b].what==4){Nor;Setpos(B[b].x,fmax((float)0,B[b].y-8));if(ti(B[b].x)==20){for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"==";}else {for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"  ";}if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,fmax((float)0,B[b].y-8));Color(6); for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"═"; if(a==1) Pan(4,B[b].x,B[b].y,b);}}
            if(B[b].what==6||B[b].what==8||B[b].what==9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-1==20)cout<<"==";else cout<<"  ";Setpos(B[b].x+1,B[b].y);if(ti(B[b].x)+1==20)cout<<"==";else cout<<"  ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<"      ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;Setpos(B[b].x,B[b].y-1);if(B[b].what==6){if(B[b].How<=1) Color(1); else Color(6);}if(B[b].what==9){if(B[b].How<=1) Color(4); else Color(8);}if(B[b].what==8)Color(5);Setpos(B[b].x-1,B[b].y);cout<<"︹";Setpos(B[b].x+1,B[b].y);cout<<"︺";Setpos(B[b].x,B[b].y-1);if(B[b].How%2==1) cout<<"〔●〕"; else cout<<"﹝○﹞"; if(a==1) Pan(6,B[b].x,B[b].y,b);}}
            if(B[b].what==7){Nor;Setpos(B[b].x,B[b].y);if(B[b].How<0) for(int i=19;i>=20+B[b].How;i--) {Setpos(i,B[b].y);cout<<"  ";}if(B[b].How>0) for(int i=21;i<=20+B[b].How;i++) {Setpos(i,B[b].y);cout<<"  ";}if(B[b].life!=0){B[b].y-=B[b].vy;if(B[b].How<0) for(int i=19;i>=20+B[b].How;i--) {Setpos(i,B[b].y);cout<<"║"; if(a==1) Pan(7,i,B[b].y,b);}if(B[b].How>0) for(int i=21;i<=20+B[b].How;i++) {Setpos(i,B[b].y);cout<<"║"; if(a==1) Pan(7,i,B[b].y,b);}}}
            if(B[b].what==10||B[b].what==11||B[b].what==12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<"  ";if(B[b].life!=0){B[b].x-=B[b].vx;B[b].y-=B[b].vy;if(B[b].How==1){B[b].vy-=0.2;}else B[b].vx-=0.35;if(B[b].x>=25) B[b].x=25,B[b].vx*=-0.8;if(B[b].what==11&&B[b].y<=1) B[b].y=1,B[b].vy*=-1;if(B[b].what==12&&B[b].y<=1) B[b].y=1,B[b].vx=0,B[b].vy=-0.5,B[b].How=1;Setpos(B[b].x,B[b].y);if(B[b].what==11)Color(1);else if(B[b].what==12)Color(5);else Color(0);if(B[b].t%4<2)cout<<"▃";else cout<<"▍";if(a==1) Pan(B[b].what,B[b].x,B[b].y,b);}}
            if(B[b].what>=13&&B[b].what<=17){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"====";else cout<<"    ";if(B[b].life!=0){B[b].x-=B[b].vx;B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what==14) Color(1);else if(B[b].what==15) Color(4);else if(B[b].what==16) Color(5);else if(B[b].what==17) Color(3);else Color(2);cout<<"●";if(B[b].what==14)cout<<"*";if(B[b].what==15)cout<<"";if(B[b].what==16)cout<<"<";if(B[b].what==17)cout<<"X";} if(a==1) Pan(1,B[b].x,B[b].y,b);}
            if(B[b].what==98&&B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(ti(B[b].x==20))cout<<"==";else cout<<"  ";if(B[b].y<=3)B[b].life=0;} 
            if(B[b].what>=99){if(B[b].y<=3)B[b].life=0;if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].what==99)cout<<"█";if(B[b].what>=100&&B[b].what<200){if(B[b].what%5==0)cout<<"我";if(B[b].what%5==1)cout<<"是";if(B[b].what%5==2)cout<<"最";if(B[b].what%5==3)cout<<"强";if(B[b].what%5==4)cout<<"的";}if(B[b].what>=200&&B[b].what<300){if(B[b].what%6==0)cout<<"神";if(B[b].what%6==1)cout<<"级";if(B[b].what%6==2)cout<<"怪";if(B[b].what%6==3)cout<<"物";if(B[b].what%6==4)cout<<"之";if(B[b].what%6==5)cout<<"光";}if(B[b].what>=300&&B[b].what<400){if(B[b].what%8==0)cout<<"颤";if(B[b].what%8==1)cout<<"抖";if(B[b].what%8==2)cout<<"吧";if(B[b].what%8==3)cout<<"无";if(B[b].what%8==4)cout<<"能";if(B[b].what%8==5)cout<<"的";if(B[b].what%8==6)cout<<"人";if(B[b].what%8==7)cout<<"类";}if(B[b].what>=400&&B[b].what<500){if(B[b].what%8==0)cout<<"还";if(B[b].what%8==1)cout<<"不";if(B[b].what%8==2)cout<<"快";if(B[b].what%8==3)cout<<"跪";if(B[b].what%8==4)cout<<"倒";if(B[b].what%8==5)cout<<"在";if(B[b].what%8==6)cout<<"朕";if(B[b].what%8==7)cout<<"前";}if(B[b].what>=500&&B[b].what<600){if(B[b].what%8==0)cout<<"看";if(B[b].what%8==1)cout<<"懂";if(B[b].what%8==2)cout<<"这";if(B[b].what%8==3)cout<<"句";if(B[b].what%8==4)cout<<"话";if(B[b].what%8==5)cout<<"的";if(B[b].what%8==6)cout<<"是";if(B[b].what%8==7)cout<<"猪";} if(a==1) Pan(1,B[b].x,B[b].y,b);}}
            if(B[b].what==-1){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<"  ";if(Boss==0) B[b].life=0;else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==10))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;if(B[b].life!=0){if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(10-B[b].t)*1.0;if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(10-B[b].t)*1.0;if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(10-B[b].t)*1.0;Setpos(B[b].x,B[b].y);Color(7);if(B[b].t%2==0) cout<<"+";else cout<<"×";}}
            if(B[b].what<=-2&&B[b].what>=-9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-1==20)cout<<"==";else cout<<"  ";Setpos(B[b].x+1,B[b].y);if(ti(B[b].x)+1==20)cout<<"==";else cout<<"  ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<"      ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;if(B[b].what<=-3&&B[b].what>=-7){if(B[b].x<=7)B[b].x=7;if(B[b].x>=28)B[b].x=28;else if(B[b].x>=B[b].a+1&&B[b].How==1)B[b].How=0;else if(B[b].x<=B[b].a-1&&B[b].How==0)B[b].How=1;if(B[b].How==1&&B[b].vx>=-1)B[b].vx-=0.2;if(B[b].How==0&&B[b].vx<=1)B[b].vx+=0.2;}if(B[b].what==-2) Color(3);if(B[b].what==-3) Color(4);if(B[b].what==-4) Color(1);if(B[b].what==-5) Color(0);if(B[b].what==-6) Color(6);if(B[b].what==-7) Color(5);if(B[b].what==-8) Color(2);if(B[b].what==-9) Color(14);if(T%7<=1&&B[b].what==-5)Color(1);else if(T%7<=1)Color(0);Setpos(B[b].x-1,B[b].y);cout<<"︹";Setpos(B[b].x+1,B[b].y);cout<<"︺";Setpos(B[b].x,B[b].y-1);if(B[b].what==-2) cout<<"﹝镖﹞";if(B[b].what==-3) cout<<"﹝火﹞";if(B[b].what==-4) cout<<"﹝水﹞";if(B[b].what==-5) cout<<"﹝风﹞";if(B[b].what==-6) cout<<"﹝雷﹞";if(B[b].what==-7) cout<<"﹝磁﹞";if(B[b].what==-8) cout<<"﹝血﹞";if(B[b].what==-9) cout<<"﹝忍﹞"; if(a==1) Pan(-2,B[b].x,B[b].y,b);}}
            if(B[b].what==-11||B[b].what==-12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<"  ";if(B[b].life!=0){if(Magne>0)B[b].How++,B[b].x=B[b].x+(X-B[b].x)/(10-B[b].How)*1.0,B[b].y=B[b].y+(Y-B[b].y)/(10-B[b].How)*1.0;B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what==-10) Color(5);if(B[b].what==-11) Color(7);if(T%7<=1)Color(0);cout<<"◆"; if(a==1) Pan(-1,B[b].x,B[b].y,b);}}
            if(B[b].what==-13){Nor;Setpos(B[b].x,B[b].y-0.5);if(ti(B[b].x)==20)cout<<"===";else cout<<"   ";if(B[b].life!=0){if(B[b].a==13880086){if(Boss==0) B[b].life=0;else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==5))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;if(B[b].life!=0){if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(5-B[b].t)*1.0;if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(5-B[b].t)*1.0;if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(5-B[b].t)*1.0;}}else{if(B[B[b].a].life==0) B[b].life=0;else if((abs(B[b].x-B[B[b].a].x)+abs(B[b].y-B[B[b].a].y)<1.5||(B[b].t==5))&&B[b].life==1) Exp+=2,B[B[b].a].life=B[b].life=0;if(B[b].life!=0){B[b].x=B[b].x+(B[B[b].a].x-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(B[B[b].a].y-B[b].y)/(5-B[b].t)*1.0;}}Setpos(B[b].x,B[b].y-0.5);if(T%6<3)Color(5);else Color(4);cout<<"●";}}
        }if(br<bl) {br=-1,bl=0;memset(B,0,sizeof(B));}Color(0);
    }
    void Move(){
        if(X<3) X=3;if(Y<1) Y=1,Vy=0;if(Y>29) Y=29,Vy=0;
        if(Ice!=0){X-=Vx/2.0;Y+=Vy/2.0;Vy=fmax(Vy-0.025,(float)0);if(T%6==0&&Up==0&&Y<Ding) Y+=0.25;if(T%6==3&&Up==0&&Y>=Ding) Y-=0.25;if(Up==0&&Y<=Ding-1.25) Vy=0.25;if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.25;if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2) Vx+=0.175;else if(Up>0&&Upt==0) Vx-=0.175;else if(Up>0&&Upt>0) {Vx=fmax(Vx-0.125,(float)0);if(Upt==1&&T%2==0)Map(-1,0);if(T%2==0)Upt--;}}
        else{X-=Vx;Y+=Vy;Vy=fmax(Vy-0.05,(float)0);if(Wind==0){if(T%6==0&&Up==0&&Y<Ding) Y+=0.5;if(T%6==3&&Up==0&&Y>=Ding) Y-=0.5;}else{if(T%2==0&&Up==0&&Y<Ding) Y+=0.5;if(T%2==1&&Up==0&&Y>=Ding) Y-=0.5;}if(Up==0&&Y<=Ding-1.25) Vy=0.5;if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.5;if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2) Vx+=0.35;else if(Up>0&&Upt==0) Vx-=0.35;else if(Up>0&&Upt>0) {Vx=fmax(Vx-0.25,(float)0);if(Upt==1)Map(-1,0); Upt--;}}
        for(int i=bl;i<=br;i++){
            if(B[i].what<98)if(B[i].x-B[i].vx<=5||B[i].x-B[i].vx>=30||B[i].y-B[i].vy<=0||B[i].y-B[i].vy>=30){B[i].life=0;Map(1,i);}
            for(int j=0;j<20;j++)if(B[i].what>0&&B[i].life!=0&&abs(B[i].x-I[j][0])<2&&B[i].y-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<"   ";I[j][0]=I[j][1]=-1;B[i].life=0;Exp+=2;}
            if(B[i].t>=100)B[i].life=0;if(B[i].life==0&&i==bl) bl++;
            Map(1,i);if(B[i].life==0) continue;
            else{B[i].t++;
                if(B[i].what==1){if(B[i].y<=25&&B[i].How==0) B[i].vy=0,B[i].How=1;if(B[i].t==30) B[i].y+=1.5,B[i].How=2;if(B[i].t==35) B[i].vy=1.5,B[i].How=3;}
                if(B[i].what==2){if(B[i].t%3==0) B[i].How=!B[i].How;} 
                if(B[i].what==3||B[i].what==5){if(B[i].what==3&&B[i].y<=20) B[i].vy=0;if(B[i].what==5&&B[i].y<=21) B[i].vy=0;if(B[i].t>30&&B[i].t%2==0) B[i].How=!B[i].How;if(B[i].what==5&&B[i].t<=30&&B[i].x<X) B[i].vx=-0.2;else if(B[i].what==5&&B[i].t<=70&&B[i].x>X) B[i].vx=0.2;else B[i].vx=0;if(B[i].t==45){B[i].life=0;br++;B[br].what=4;B[br].x=B[i].x;B[br].y=32;B[br].vy=3;B[br].life=1;}}
                if(B[i].what==6||B[i].what==8||B[i].what==9){if(B[i].vx<0.25&&B[i].vy<0.25&&B[i].t>=50){B[i].life=0;if(B[i].life==0&&i==bl) bl++;Map(1,i);break;}if(B[i].t%5==0) B[i].How=rand()%4;if(B[i].what==9){if(B[i].t==7){X9:float xx=(rand()%41)/40.0,yy=(rand()%41)/40.0;if(xx<=0.5&&yy<=0.5) goto X9;for(int j=1;j<=4;j++){br++,B[br].what=9;B[br].t=11;B[br].x=B[i].x,B[br].y=B[i].y,B[br].vx=xx,B[br].vy=yy;if(j%2==0)swap(B[br].vx,B[br].vy),B[br].vy*=-1;if(j<=2)B[br].vx*=-1,B[br].vy*=-1;B[br].life=1;}B[i].life=0;}}if(B[i].what==8){if(B[i].x>X&&B[i].vx<1.2) B[i].vx+=fmax((float)0,0.2-B[i].t/25);if(B[i].x<X&&B[i].vx>-1.2) B[i].vx-=fmax((float)0,0.2-B[i].t/25);if(B[i].y>Y&&B[i].vy<1.2) B[i].vy+=fmax((float)0,0.2-B[i].t/25);if(B[i].y<Y&&B[i].vy>-1.2) B[i].vy-=fmax((float)0,0.2-B[i].t/25);}}
                if(B[i].what>=13&&B[i].what<=15&&B[i].How!=0){if(B[i].x==B[i].How)B[i].vx=0,B[i].How=0;}
                if(B[i].what==16){if(B[i].x<X&&B[i].vx>=-1) B[i].vx-=0.2;else if(B[i].x>X&&B[i].vx<=1) B[i].vx+=0.2;}
            }
            if(B[i].life==1&&B[i].a==0&&B[i].what>0){if(B[i].y>Y&&abs(B[i].x-X)<=3&&((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis) Dis=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb=i;else if(((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis1) Dis1=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb1=i;}
        }
    }
    void Guai(int R,int r){
        if(R==-1){br++;B[br].what=-1;B[br].x=X+rand()%3-1;B[br].y=Y+rand()%3-1;B[br].life=1;}
        if(R<=-2&&R>=-11){br++;B[br].what=R;B[br].x=B[br].a=r;B[br].y=29;if(R<=-3&&R>=-7)B[br].vx=-1;B[br].vy=1;B[br].life=1;}
        if(R==0){br++;B[br].what=1;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
        if(R==1){br++;B[br].what=2;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
        if(R==2||R==3){br++;B[br].what=2*R-1;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
        if(R==4){br++;B[br].what=6;if(r<5)r=5;if(r>30)r=30;B[br].x=r;if(r==11||r==25) B[br].y=29-(rand()%20);else B[br].y=29;X4:B[br].vx=(rand()%21-10)/30.0;B[br].vy=(rand()%25)/30.0;if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X4;int rx=rand()%50;if(rx==0) B[br].vx=0;B[br].life=1;}
        if(R==5){br++;B[br].How=r;B[br].what=7;if(B[br].How<0) B[br].x=19;if(B[br].How>0) B[br].x=21;B[br].y=29;B[br].vy=1;B[br].life=1;}
    }
    void CpGuai(int R,float x,float y,float xx,float yy){
        if(R==4){br++;B[br].what=6;B[br].x=x;B[br].y=y;B[br].vx=xx;B[br].vy=yy;B[br].life=1;}
        if(R==6||R==7||R==8){br++;B[br].what=4+R;B[br].x=x;B[br].y=y;B[br].vx=xx;B[br].vy=yy;B[br].life=1;}
    }
    void MesGuai(int a,int rr){
        int R=rand()%rr,r=-10086;
        if(R==0){if(a==1) r=(5+rand()%8)*2;if(a<=3&&a!=1) r=10+rand()%16;if(a==4) r=rand()%75-20;if(a==5) r=2+rand()%4;if(r!=-10086) Guai(a,r);}
    }
    void NorGuai(int a,int b){	
        if(a==1) {if(b==1||b==41) Guai(0,15),Guai(0,17),Guai(0,19);if(b==21||b==61) Guai(0,21),Guai(0,23),Guai(0,25);if(b==81) Guai(0,11),Guai(0,13),Guai(0,15),Guai(0,17),Guai(0,19);if(b==101||b==141) Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23),Guai(0,25);if(b==121) Guai(0,15),Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23);if(b>=160&&b<=260&&b%10==0) Guai(0,b/10-1);if(b>=270&&b<=370&&b%10==0) Guai(0,52-b/10);if(b>=460&&b<=560&&b%10==0) Guai(0,b/10-37),Guai(0,b/10-36),Guai(0,b/10-35);if(b>=570&&b<=670&&b%10==0) Guai(0,78-b/10),Guai(0,77-b/10),Guai(0,76-b/10);if(b>=760&&b<=960&&b%10==0) Guai(0,b/10-66),Guai(0,b/10-65),Guai(0,103-b/10),Guai(0,104-b/10);if(b>=1000&&b<=1300) MesGuai(0,30-b/50);}
        if(a==2) {if(b<=200&&b%30==1) {int r=rand()%4;if(r==1) r=0;for(int i=0;i<4;i++) if(i!=r) Guai(1,i*4+9);}if(b>200&&b<=220&&b%5==1) Guai(1,18);if(b>220&&b<=300&&b%7==1) Guai(1,b/5-26);if(b>350&&b<=370&&b%5==1) Guai(1,22);if(b>370&&b<=450&&b%7==1) Guai(1,96-b/5);if(b==461||b==501||b==541) Guai(1,13),Guai(1,17),Guai(1,21);if(b==481||b==521||b==561) Guai(1,17),Guai(1,21),Guai(1,25);if(b>=561&&b<=861&&b%20==1) Guai(1,b/40+5);if(b>=561&&b<=861&&b%20==11) Guai(1,35-b/40);if(b>=801&&b<=961&&b%15==1) Guai(1,20);if(b>=1000&&b<=1300) MesGuai(1,30-b/50);}
        if(a==3) {if(b==1||b==61) Guai(3,15),Guai(2,17),Guai(2,19);if(b==31||b==91) Guai(2,21),Guai(2,23),Guai(3,25);if(b>=120&&b<=220&&b%10==0) Guai(2,b/10+3);if(b>=240&&b<=340&&b%10==0) Guai(2,49-b/10);if(b>=360&&b<=460&&b%20==0) Guai(2,b/10-21),Guai(2,61-b/10);if(b>=480&&b<=580&&b%20==0) Guai(3,b/10-33),Guai(3,73-b/10);if(b>=600&&b<750&&b%30==0) {for(int i=0;i<5;i++) Guai(3,i*3+10);}if(b>=750&&b<830&&b%10==0) if(b<=200&&b%40==1) Guai(2,X);if(b>=830&&b<910&&b%20==0) Guai(2,X);if(b>=910&&b<980&&b%10==0) Guai(2,X);if(b>=1000&&b<=1300) MesGuai(rand()%2+2,40-b/50);}
        if(a==4) {if(b==1) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.65);if(b==41) CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b==81) CpGuai(4,5,20,-0.4,0.35),CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,30,20,0.25,0.4),CpGuai(4,21,29,0,0.65);if(b==121) CpGuai(4,5,20,-0.2,0.35),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,30,20,0.4,0.4),CpGuai(4,18,29,0,0.65);if(b==161) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.6),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b>=200&&b<=500&&b%40==1) {float r=0,rr;for(int i=1;i<=5;i++){X5:rr=0.7+(rand()%5)/10.0;if(rr==r)goto X5;r=rr;CpGuai(4,i*3+7,29,0,0.5+(rand()%50)/80.0);}}if(b>540&&b<=565&&b%5==1) CpGuai(4,5,8,-2,0.2);if(b>590&&b<=615&&b%5==1) CpGuai(4,30,8,1.5,0.2);if(b>640&&b<=665&&b%5==1) CpGuai(4,5,8,-1.5,0.3);if(b>690&&b<=715&&b%5==1) CpGuai(4,30,8,2,0.3);if(b>=750&&b<=950&&b%20==1) {float r=0,rr;for(int i=1;i<=3;i++){X6:rr=0.7+(rand()%5)/10.0;if(rr==r)goto X6;r=rr;CpGuai(4,i*5+7+(rand()%3),29,0,0.5+(rand()%50)/200.0);}}if(b>=1000&&b<=1300) MesGuai(4,5);}
    }
    void RandGood(){
        if(Biao>0){Biao--;Guai(-1,0);}
        if(Gd[1]==0){Gd[1]=rand()%1000+1;if(Win==7)Gd[1]=10086;Gd[3]=rand()%16+8;}
        else if(Gd[1]<=5){Guai(-2-Gd[1],Gd[3]);memset(Gd,0,sizeof(Gd));}
        else if(Gd[1]>=20&&Gd[1]<27){Guai(-8,Gd[3]);memset(Gd,0,sizeof(Gd));}
        else if(Gd[1]>=30&&Gd[1]<37){Guai(-9,Gd[3]);memset(Gd,0,sizeof(Gd));}
        else if(Gd[1]>=40&&Gd[1]<70){Gd[2]++;if(Gd[2]%2==1)Guai(-10,Gd[3]);if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));}
        else if(Gd[1]>=70&&Gd[1]<100){Gd[2]++;if(Gd[2]%2==1)Guai(-11,Gd[3]);if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));}
        else if(Boss!=0&&Gd[1]>=450&&Gd[1]<=500){Guai(-2,Gd[3]);memset(Gd,0,sizeof(Gd));}
        else Gd[1]=0;
        for(int i=0;i<20;i++){if(I[i][0]==-1) continue;Setpos(I[i][0],I[i][1]);Color(0);if(I[i][0]==20) cout<<"===";else cout<<"   ";I[i][1]++;if(I[i][0]>=28||I[i][0]<=0||I[i][1]>=29) I[i][0]=I[i][1]=-1;else Color(1),Setpos(I[i][0],I[i][1]),cout<<"■";Color(0);}
    }
    void Panboss(int bx,int by){
        float Nox[4],Noy[4];Nox[0]=X,Noy[0]=Y;
        if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
        else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
        else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
        else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
        for(int i=0;i<3;i++){if((Boss==1||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo1[4]==0) Blo-=20,Bgo1[4]=1,Killb=20,Kill=1;if((Boss==2||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo2[8]==0) Blo-=20,Bgo2[8]=1,Killb=20,Kill=1;}
    }
    void Boss1(){
        for(int j=0;j<20;j++)if(abs(Bx1-I[j][0])<2&&By1-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<"   ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
        if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0;
        for(int i=1;i<=3+(Bbl-Bbr)/5;i++)if(Bbr<Bbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]==20) cout<<"==";else cout<<"  ";Bbr++;}
        if(Bwhat1==5){int bx,by;Color(5);for(int i=0;i<10;i++){bx=Bx1-i*Bvx1/10.0;by=By1-i*Bvy1/10.0;Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;}Color(0);}
        Bx1-=Bvx1;By1-=Bvy1;
        if(Bwhat1==0){X2:Bwhat1=rand()%7;if(Bwhat1==2||Bwhat1==3){if(By1<=10||By1>25) goto X2;}if(Bwhat1==4){if(By1<=15||Bx1<20) goto X2;Bgo1[2]=Bx1;Bgo1[3]=By1-1;}if(Bwhat1==5) {X0:Bgo1[3]=rand()%4+1;Bvx1=(rand()%101)/20.0;Bvy1=(rand()%101)/20.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(abs(Bvx1)+abs(Bvy1)<=3||Out1)goto X0;}if(Bwhat1==6){if(By1<=17||By1>25) goto X2;}}
        if(Bwhat1==1){Bgo1[1]++,Bgo1[2]++;int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);if(Out1) R=0;if(R==0) {int vx=Bvx1,vy=Bvy1;Bgo1[1]=0;Bvx1=(rand()%101-20)/50.0;Bvy1=(rand()%101-20)/50.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(Out1) r=0;} if(r==0) Chang1 }
        if(Bwhat1==2){Bgo1[1]++;if(Bgo1[1]>6){Bvy1=-0.3;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=6;X3:B[br].vx=(rand()%21-10)/40.0;B[br].vy=(rand()%25)/30.0;if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X3;int rx=rand()%50;if(rx==0) B[br].vx=0;B[br].life=1;}if(Bgo1[1]>8) Chang1}
        if(Bwhat1==3){Bgo1[1]++;if(Bgo1[1]>6&&Bgo1[1]%3==0){Bvy1=-0.3;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=8;B[br].life=1;}if(Bgo1[1]>15) Chang1}
        if(Bwhat1==4){Bgo1[1]++;if(Bgo1[1]<=8){Setpos(Bgo1[2],Bgo1[3]);if(Bgo1[1]==1)cout<<" ";else if(Bgo1[1]>1&&Bgo1[2]==20) cout<<"==";else cout<<"  ";Bgo1[2]--;Setpos(Bgo1[2],Bgo1[3]);int r=rand()%4;if(r%2==0) Color(6);else Color(9);if(r<2) cout<<") ";else cout<<"】";Color(0);}if(Bgo1[1]==6) Bgo1[5]=X,Bgo1[6]=Y;if(Bgo1[1]==11){Map(0,(bool)Kill);Setpos(Bgo1[5],Bgo1[6]+1),cout<<"  ";Setpos(Bgo1[5],Bgo1[6]-1),cout<<"  ";Setpos(Bgo1[5]+1,Bgo1[6]),cout<<"  ";Setpos(Bgo1[5]-1,Bgo1[6]),cout<<"  ";int bx,by,bvx=Bgo1[2]-Bgo1[5],bvy=Bgo1[3]-Bgo1[6];Color(6);int i=0;while(1){bx=Bgo1[2]-i*bvx/30.0;by=Bgo1[3]-i*bvy/30.0;if(bx<=5||bx>=30||by<0||by>=29) break;Panboss(bx,by);Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;i++;}Color(0);Map(-1,0);Chang1}}
        if(Bwhat1==5){Bgo1[1]++,Bgo1[2]++;int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);if(Out1) R=0;if(R==0) {int vx=Bvx1,vy=Bvy1;Bgo1[1]=0;X1:Bvx1=(rand()%101-20)/20.0;Bvy1=(rand()%101-20)/20.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(abs(Bvx1)+abs(Bvy1)<=3||abs(Bvx1-vx)<=1||abs(Bvy1-vy)<=1)goto X1;if(Out1) r=0;} if(r==0) Chang1 }
        if(Bwhat1==6){Bgo1[1]++;if(Bgo1[1]>6&&Bgo1[1]%10==0){By1-=1;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=9;X30:B[br].vy=1;B[br].life=1;}if(Bgo1[1]>31) Chang1}
    }
    void Boss2(){
        for(int j=0;j<20;j++)if(abs(Bx2-I[j][0])<2&&By2-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<"   ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
        if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0;
        for(int i=1;i<=3+(Bbl-Bbr)/5;i++)if(Bbr<Bbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]==20) cout<<"==";else cout<<"  ";Bbr++;}
        Bx2-=Bvx2;By2-=Bvy2;
        if(Bwhat2==0){X21:Bwhat2=rand()%7;if(Bwhat2==2){X31:for(int i=1;i<=3;i++){Bgo2[i*2+1]=rand()%28+1,Bgo2[i*2]=rand()%25+5;if((abs(Bgo2[i*2]-Bx2)<=2&&abs(Bgo2[i*2+1]-By2)<=2)||(abs(Bgo2[i*2]-X)<=2&&abs(Bgo2[i*2+1]-Y)<=2))goto X31;}if(Bgo2[2]==Bgo2[4]||Bgo2[2]==Bgo2[6]||Bgo2[6]==Bgo2[4]||Bgo2[5]==Bgo2[3]||Bgo2[3]==Bgo2[7]||Bgo2[5]==Bgo2[7]) goto X31;}if(Bwhat2==3){Bgo2[2]=rand()%2;}if(Bwhat2==4||Bwhat2==5||Bwhat2==6){Bvy2=-1.5;Bvx2=-0.5;}}
        if(Bwhat2==1){Bgo2[1]++,Bgo2[2]++;int R=rand()%(5-Bgo2[1]),r=rand()%(30-Bgo2[2]);if(Out2) R=0;if(R==0) {int vx=Bvx2,vy=Bvy2;Bgo2[1]=0;Bvx2=(rand()%101-20)/50.0;Bvy2=(rand()%101-20)/50.0;if(Bgo2[3]<=2) Bvx2*=-1;if(Bgo2[3]%2==1) Bvy2*=-1;if(Out2) r=0;} if(r==0) Chang2 }
        if(Bwhat2==2){Bgo2[1]++;float bx,by,bvx,bvy;if(Bgo2[1]<21){for(int i=1;i<=3;i++){bvx=Bgo2[i*2]-Bx2,bvy=Bgo2[i*2+1]-By2;if(Bgo2[1]<=10){Setpos(Bx2+(Bgo2[1]-1)*bvx/10.0,By2+(Bgo2[1]-1)*bvy/10.0);if(abs(Bx2+(Bgo2[1]-1)*bvx/10.0-20)<0.5)cout<<"==";else cout<<"  ";bx=Bx2+Bgo2[1]*bvx/10.0;by=By2+Bgo2[1]*bvy/10.0;Setpos(bx,by);}else Setpos(Bgo2[i*2],Bgo2[i*2+1]);int r=rand()%4;if(r%2==0) Color(3);else Color(10);if(r<=1) cout<<"×";else cout<<"+";Color(0);}}if(Bgo2[1]==21){Map(0,(bool)Kill);Color(3);int j=0;for(int j=0;j<=30;j++)for(int i=1;i<=3;i++)for(int k=1;k<=4;k++){if(k==1) bvx=j,bvy=0;if(k==2) bvx=-j,bvy=0;if(k==3) bvx=0,bvy=j;if(k==4) bvx=0,bvy=-j;bx=Bgo2[i*2]+bvx,by=Bgo2[i*2+1]+bvy;if(bx<=5||bx>=30||by<0||by>=30) {continue;}Panboss(bx,by);Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;}Color(0);Map(-1,0);Chang2}}
        if(Bwhat2==3){Bgo2[1]++;if(Bgo2[1]<=18){if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";if(Bgo2[1]%4==0)Bgo2[3]=!Bgo2[3];if(Bgo2[1]%6<3)Color(3);else Color(5);if(Bgo2[3]==0) Setpos(X-3,Y),cout<<"▼",Setpos(X+3,Y),cout<<"▲",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);if(Bgo2[3]==1) Setpos(X,Y-3),cout<<" ",Setpos(X,Y+3),cout<<" ",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);Color(0);}if(Bgo2[1]==18){if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";}if(Bgo2[1]>18&&Bgo2[1]<=25){Bgo2[3]=Bgo2[2];if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";if(Bgo2[1]%4<2)Color(3);else Color(5);if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"▼",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"▲";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+3),cout<<" ";Color(0);}if(Bgo2[1]==25){if(Bgo2[2]==0){Color(3);for(int i=4;i<=29;i++){Setpos(i,Bgo2[5]),cout<<"█";Bbl++;Panboss(i,Bgo2[5]);Bway[Bbl][0]=i;Bway[Bbl][1]=Bgo2[5];}}if(Bgo2[2]==1){Color(3);for(int i=0;i<=28;i++){Setpos(Bgo2[4],i),cout<<"█";Bbl++;Panboss(Bgo2[4],i);Bway[Bbl][0]=Bgo2[4];Bway[Bbl][1]=i;}}Chang2}}
        if(Bwhat2==4||Bwhat2==5||Bwhat2==6){Bgo2[1]++;if(By2>27)Bvy2=0;if(Bx2>23)Bvx2=0;if(Bgo2[1]>13&&Bgo2[1]%3==0){float t=By2-Y,g=0.35;if(Boss==6) t/=2.0;CpGuai(Bwhat2+2,Bx2,By2,(Bx2-X)/t*1.0+(t-1)*g/2.0,1);}if(Bgo2[1]>20) Chang2}
    }
    void Boss3(){
        #define Bean br++;B[br].what=13;B[br].x=Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;
        for(int j=0;j<20;j++)if(abs(Bx3-I[j][0])<2&&By3-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<"   ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
        Bx3-=Bvx3;By3-=Bvy3;
        if(Bwhat3<=8){if(Bx3>X&&Bvx3<1.5) Bvx3+=0.3;if(Bx3<X&&Bvx3>-1.5) Bvx3-=0.3;}
        if(Bwhat3==0){X22:Bwhat3=rand()%12;if(Bwhat3==11&&abs(Bx3-20)<=1)goto X22;if(Bwhat3==11)Bgo3[2]=rand()%5;}
        if(Bwhat3==1){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
        if(Bwhat3>=2&&Bwhat3<=6){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].what=11+Bwhat3;B[br].vy=0.5+(rand()%100)/80.0;if(Bwhat3==5)B[br].vy=B[br].vy*3/4.0;B[br].life=1;Chang3}}
        if(Bwhat3==7){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
        if(Bwhat3==8){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
        if(Bwhat3==9){Bvx3=0;Bgo3[1]++;if(Bgo3[1]==6||Bgo3[1]==8){Bean}if(Bgo3[1]>=8)Chang3}
        if(Bwhat3==10){Bvx3=0;Bgo3[1]++;if(Bgo3[1]==6||Bgo3[1]==8||Bgo3[1]==10||Bgo3[1]==12){Bean}if(Bgo3[1]>=12)Chang3}
        if(Bwhat3==11){Bvx3=0;Bgo3[1]++;if(Bgo3[1]>=8)for(int i=1;i<=4;i++){br++;B[br].what=80+100*Bgo3[2]+Bgo3[1]*4+i;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=99;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=99;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}if(Bgo3[1]>=20){for(int i=1;i<=4;i++){br++;B[br].what=98;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}Chang3}}
    }
    void Ball(int ball){
        if(ball==1){if(Fir<3&&T%8==0) Fir++;if(Fir>0){br++;B[br].what=-13;B[br].x=X;B[br].y=Y+rand()%3-1;B[br].life=1;if(Dis<=30) B[br].a=Disb,B[Disb].a=1,Fir--;else if(Boss!=0) B[br].a=13880086,Fir--;else if(Dis!=13880087) B[br].a=Disb,B[Disb].a=1,Fir--;else if(Dis1!=13880087) B[br].a=Disb1,B[Disb1].a=1,Fir--;else B[br].life=0;Dis=Dis1=13880087;}}
        if(ball==2){if(T%4==0)ib=(ib+1)%20,I[ib][1]=Y-2;if(T%16==0)I[ib][0]=X;if(T%16==4)I[ib][0]=X-1;if(T%16==8)I[ib][0]=X+1;if(T%16==12)I[ib][0]=X-2;if(T%12==9)I[ib][0]=X+2;if(Water==1){for(int i=X-6;i<=X+6;i++)ib=(ib+1)%20,I[ib][0]=i,I[ib][1]=Y-2-0.5*abs(i-X);}}
        if(ball==3){if(Wind>5){if(Y<Ding-1)Vy=5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(Wind<5){if(Y>Ding-1)Vy=-5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(Wind==5){if(Boss==2) Ding=12.25;else Ding=6.25;if(Boss!=0) Bblo-=16+Lv*4;if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 3F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");system("cls");for(int i=bl;i<=br;i++)if(B[i].what>0)B[i].life=0;Setpos(20,0);for(int i=1;i<=60;i++) printf("=");}}
        if(ball==4){if(Thun==1){if(Boss!=0) Bblo-=16+Lv*4;if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 9F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");system("cls");for(int i=bl;i<=br;i++)if(B[i].what>0)B[i].life=0;Setpos(20,0);for(int i=1;i<=60;i++) printf("=");}}
        if(ball==5){system("cls"); Color(5);Setpos(10,10);cout<<"新天赋!";Y:int rr=rand()%4+2;Setpos(12,10);if(rr==Ren) goto Y;if(rr==2)cout<<"瞬跳";if(rr==3)cout<<"空之舞";if(rr==4)cout<<"三段跳";if(rr==5)cout<<"反重力跳跃";Setpos(14,10);cout<<"当前天赋:";if(Ren==1)cout<<"小无敌";if(Ren==2)cout<<"瞬跳";if(Ren==3)cout<<"空之舞";if(Ren==4)cout<<"三段跳";if(Ren==5)cout<<"反重力跳跃";Setpos(16,10);cout<<"换否?(y/n)";G:char g=_getch();if(g=='y')Ren=rr;else if(g!='n')goto G;system("cls");Setpos(20,0);Color(0);for(int i=1;i<=60;i++) printf("=");}
        if(ball==6){Color(4);for(float i=1;i<=Bblo;i+=Bblomax/20.0)cout<<"▄";Color(0);cout<<' '<<Bblo<<"                              ";Color(0);}
        if(ball==7){Color(1);if(Win==7&&T%6<3)Color(3);for(float i=1;i<=Blo;i+=Blomax/20.0)cout<<"▄";Color(0);if(Win==7&&T%6<3)Color(3);printf(" %0.1f                              ",Blo);}
    }
    int main(){
        system("mode con cols=60 lines=37");CONSOLE_CURSOR_INFO cursor_info={1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);srand((unsigned)time(NULL));
        Win=0;Ren=1;Lv=1;Blo=Blomax=100;Expmax=300;Hui=15;X=18,Y=6;
        ReStart:system("cls");memset(B,0,sizeof(B));memset(I,-1,sizeof(I));T=0;bl=0;br=-1;Upt=0;
        Start:Blo=Blomax * 100;Ding=6.25;
        memset(Bgo1,0,sizeof(Bgo1));memset(Bgo2,0,sizeof(Bgo2));memset(Bgo3,0,sizeof(Bgo3));
        if(Win%2==0) T=0;if(Win%2==0&&D==0){if(Win>0)Ball(5);Boss=0;lL:L=rand()%4+1;for(int i=0;i<=Win/2-1;i++)if(L==Ll[i]) goto lL;Ll[Win/2]=L;}if(Win%2==1&&D==0){if(Win==7)Boss=6,T=0,Blomax+=100;else{bl:Boss=rand()%3+1;for(int i=0;i<=3;i++)if(Boss==Bl[i]) goto bl;}Bl[Win/2]=Boss;Bwhat1=Bwhat2=Bwhat3=0,Bx1=10,By1=20,Bx2=15,By2=20,Bx3=21,By3=20;system("color 4C");Sleep(20);system("color 0F");Map(0,1);Sleep(1000);}if(Win%2==1){Bblomax=500+(Win/2)*500;Bblo=Bblomax;if(Boss==2) Ding=12.25;}
        while(1){
            T++;
            if(Wind==0){if(GetAsyncKeyState(VK_LEFT)&0x8000) Vy=-(10-abs(Ding-Y)*1.5)/20.0;if(GetAsyncKeyState(VK_RIGHT)&0x8000) Vy=(10-abs(Ding-Y)*1.5)/20.0;}if(GetAsyncKeyState(VK_UP)&0x8000&&u1==0) {u1++;if(Down==1){Down=0;Up=0;if(Ren==2)Map(-1,0),Vx=0,X=18,Li=5;else Vx=7,Vy=0.3;}else if(Up==0&&Wind==0) {Down=0;Up=1;if(Ren==2)Map(-1,0),Vx=1,X=10,Map(0,3),Li=5;else Vx=2,Vy=0.1;}else if(Up==1&&Wind==0) {Down=0;Up=2;if(Ren==2)Map(-1,0),Vx=1,X-=6,Map(0,3),Li=5;else Vx=1.5,Vy=0.1;}else if(Ren==3&&Up==2&&Wind==0) {Down=0;Up=3;Vx=1;Vy=0.5;Upt=30;}else if(Ren==4&&Up==2&&Wind==0) {Down=0;Up=3;Vx=1.8;Vy=0.1;}}if(GetAsyncKeyState(VK_DOWN)&0x8000&&u2==0) {u2++;if(Down==1&&Ren==5){Down=2;Up=0;Vx=-1.7;}else {Down=1;Up=0;if(Ren==2)Map(-1,0),Vx=0,X=22,Map(0,3),Li=5;else {if(Upt!=0) Map(-1,0),Upt=0;Vx=-7;}}}if((GetAsyncKeyState(VK_UP)&0x8000) ?0:1) u1=0;if((GetAsyncKeyState(VK_DOWN)&0x8000) ?0:1) u2=0;if(kbhit()){char g=_getch();if(g==' ') Sleep(100),Setpos(4,1),Sy++,system("pause");}if(Sy==1) Setpos(4,1),printf("                           "),Sy--;
            if(Drug==0) Blo=fmin((float)Blomax,Blo+Hui/100.0);else if(T%10==0)Blo--;if(T%20==0) {if(Kill!=0) Kill=0;if(Lvl!=0) Lvl=0;}if(Killb>0) Killb--;if(Li>0) Li--;if(Ice>0) Ice--;if(Drug>0) Drug--;if(Magne>0) Magne--;
            if(Fire>0) Ball(1),Fire--;if(Water>0) Ball(2),Water--;if(Wind>0) Ball(3),Wind--;if(Thun>0) Ball(4),Thun--;
            if(Boss==0) NorGuai(L,T%1500);RandGood();if(T%20==1)Exp++;
            if(T%50==1){Exp++;system("cls");Setpos(20,0);Color(0);for(int i=1;i<=60;i++) printf("=");if(Win==0&&T<300){Setpos(4,6);cout<<"↑/↓ 跳跃/下翻,←→ 些微移动(松手即返回)"; Setpos(8,6);cout<<"球可以开启特殊效果,经验积满(300)可提升级别。";Setpos(8,6);cout<<"打败 7 波即胜利,打败 BOSS 有新天赋。";Setpos(10,15);cout<<"空格可以暂停。";}}
            Map(-1,0);
            if(Boss==1) Boss1();if(Boss==2) Boss2();if(Boss==3) Boss3();if(Boss==6) Boss1(),Boss2(),Boss3();
            Move();Map(0,(bool)Kill);Color(0);
            Setpos(1,1);Blo=fmin(Blo,(float)Blomax);if(Boss==0)cout<<"血量: "<<(int)Blo<<"  ";Color(0);Setpos(1,9),cout<<"死亡次数: "<<D<<"  ";Setpos(2,1);Exp=min(Exp,Expmax);if(Exp>=Expmax)Exp=0,Lv++,Lvl++,Hui++,Blomax+=5;if(Lvl>0)Color(5);cout<<"级别: "<<Lv;Color(0);Setpos(2,9);cout<<"经验: "<<Exp<<"  ";if(Boss>0) Setpos(3,1),cout<<"血量     : ",Ball(7);if(Boss>0&&Boss!=6) Setpos(4,1),cout<<"怪物血量: ",Ball(6);if(Boss==6) Setpos(1,9),printf("时间: %0.1f s  ",T/15.0);
            if(Win==0) Sleep(55);if(Win==1) Sleep(50);if(Win==2) Sleep(35);if(Win==3) Sleep(40);if(Win==4) Sleep(25);if(Win==5) Sleep(30);if(Win==6) Sleep(20);if(Win>=7) Sleep(17);
            if(Boss==3&&Bblo<=0){for(int i=1;i<=4;i++){br++;B[br].what=98;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}}
            if((Win%2==0&&T>=1400)||(Win%2==1&&Bblo<=0)||(Win==7&&T>=450)||Blo<=0) {Map(-1,0);break;}
        }
    	if(Blo<=0){
    		Sleep(1000);
    		D++;
    		system("color 7F");
    		Setpos(15,11);
    		Color(4);
    		cout<<"GAME OVER...";
    		Sleep(2000);
    		goto ReStart;
    	}
    	else if(Win==6){
    		system("color 7F");
    		Setpos(15,11);
    		Color(4);
    		cout<<"坚持30秒 !";
    		Sleep(2000);
    		Setpos(30,0);
    		Win++;
    		D=0;
    	}
    	else if(Win==7){
    		Sleep(1000);
    		system("color 6E");
    		Setpos(15,11);
    		Color(5);
    		cout<<"YOU WIN !";
    		Sleep(2000);
    		Setpos(30,0);
    		return 0;
    	}else Sleep(1000),Win++,D=0;
    	goto Start;
    }
    
    #include <bits/stdc++.h>
    #define ll long long
    using namespace std;
    int main(){
    	ll n,k,m[10001],l;
    	cin >> n >> k;
    	l=k;
    	for(int i=0;i<k;i++){
    		cin >> m[i];
    	}
    	for(int i=0;i<k;i++){
    		if(m[i]<=n){
    			l--;
    			n-=m[i];
    		}
    	}
    	cout << l;
    	return 0;
    }
    
    
    #include<bits/stdc++.h>
    using namespace std;
    long long x[1000001],sum[1000001];
    int main(){
        long long n,q,l,r;
        cin>>n>>q;
        for(int i=1;i<=n;i++){
            cin>>x[i];
            sum[i]=sum[i-1]+x[i];
        }
        for(int i=1;i<=q;i++){
            cin>>l>>r;
            cout<<sum[r]-sum[l-1]<<endl;
        }
        return 0;
    }
    
    #include <iostream>
    #include <cstdlib>
    #include <ctime>
    #include <vector>
    #include <map>
    #include <windows.h>
    #include <algorithm>
    #include <iomanip>
    
    using namespace std;
    
    // 武器类型枚举(新增轻机枪和射手步枪)
    enum WeaponType {
        PISTOL,
        SNIPER,
        MELEE,
        LAUNCHER,
        ASSAULT_RIFLE,
        LIGHT_MACHINE_GUN,  // 轻机枪
        MARKSMAN_RIFLE      // 射手步枪
    };
    
    // 武器属性结构体
    struct WeaponStats {
        string name;
        WeaponType type;
        int damage;
        int fireRate; // 每分钟射速(近战武器为攻击速度)
        float accuracy; // 0-1的精度值
        float mobility; // 0-1的机动性
        int range; // 有效射程(米)
        float control; // 0-1的控制性
        int price;
        int ammoCapacity;
        bool isOneShotKill; // 是否一击必杀(近战武器和部分狙击枪)
    };
    // 更新日志类
    class UpdateLog {
    private:
        vector<pair<string, string>> logEntries;
    
    public:
        UpdateLog() {
            logEntries = {
                {"0.0.1", "初始版本,写出初始内容,构建基础框架"},
                {"0.1.0", "枪械大更新版本!增加商店,玩家击杀敌人可以获得金币,金币购买武器\n"
                          "新增武器与类型:\n"
                          "突击步枪:Type25,M16,AK117,AK47,AN94,M4,AKBP,G37,ICR,Man0War,KN44,HBR3,HVK30,DRH,DRMK2,ASVAL,CR56,M13,Swordfish,kilo141,ODEN,Krin6,EM2,FFAR1,Grau5.56,Groza,Type19,BP50,LAG53,FR556,Maddox,XM4,Vargo-S\n"
                          "为武器增加属性:伤害,射速,精准度,机动性,射程,控制"},
                {"0.1.0.1", "增加狙击枪:\n"
                            "XPR50,Arctic50,M21EBR,DLQ33,Locus,NA45,Outlaw,AMR,SVD,Koshka,ZRG20mm,HDR,LW3-Tundra\n"
                            "手枪:冲锋手枪,J358,MW11,50GS,Renetti,Shorty,十字弓,L-CAG9,Dobvra,钉枪\n"
                            "近战武器(攻击秒杀但射程超短):战术刀,战术近战,军用斧,军用铲,棒球棍,双截棍,武士刀,拳套,扳手,镰刀,弯刀,藤棍,蝴蝶刀,钗,弹道刀,长枪,爪刀,荧光棒,冰稿,突击匕首,长剑\n"
                            "发射器:FHJ18毒刺,SMR4,Thumper,D13sector"},
                {"0.1.0.2", "新增武器类型和多种武器:\n"
                            "轻机枪: MG42,S36,SA80,RPD,M4LMG,Chopper,Holger26,Hades,PKM,Dingo,Bruenmk9,RAALMG\n"
                            "射手步枪: Kar98K,SKS,SPR208,MK2,Type63,M1Garand\n"
                            "添加操作说明到游戏界面\n"
                            "更新版本日志系统"}
            };
        }
    
        void displayLog() {
            system("cls");
            cout << "========== 更新日志 ==========\n";
            for (const auto& entry : logEntries) {
                cout << "版本 " << entry.first << ":\n";
                cout << entry.second << "\n\n";
            }
            cout << "==============================\n";
            cout << "按任意键返回...";
            cin.ignore();
            cin.get();
        }
    };
    // 玩家类
    class Player {
    private:
        int health;
        map<WeaponType, WeaponStats> weapons;
        WeaponType currentWeaponType;
        int ammo;
        bool isAlive;
        int kills;
        int gold;
        
    public:
        Player() : health(100), isAlive(true), kills(0), gold(0) {
            // 初始武器
            weapons[PISTOL] = {"MW11", PISTOL, 35, 450, 0.7f, 0.8f, 20, 0.75f, 0, 12, false};
            weapons[MELEE] = {"战术刀", MELEE, 100, 120, 1.0f, 0.9f, 2, 1.0f, 0, 1, true};
            currentWeaponType = PISTOL;
            ammo = weapons[currentWeaponType].ammoCapacity;
        }
        
        void shoot(Player& target) {
            if (ammo <= 0 && weapons[currentWeaponType].type != MELEE) {
                cout << "弹药用尽,无法射击!\n";
                return;
            }
            
            if (weapons[currentWeaponType].type != MELEE) {
                ammo--;
            }
            
            int baseDamage = weapons[currentWeaponType].damage;
            float accuracyFactor = weapons[currentWeaponType].accuracy;
            int finalDamage = baseDamage;
            
            if (!weapons[currentWeaponType].isOneShotKill) {
                finalDamage = baseDamage * accuracyFactor + (rand() % (int)(baseDamage * (1 - accuracyFactor)));
            }
            
            target.takeDamage(finalDamage);
            
            cout << "你使用" << weapons[currentWeaponType].name << (weapons[currentWeaponType].type == MELEE ? "近战攻击" : "射击") 
                 << "了敌人,造成 " << finalDamage << " 点伤害!\n";
        }
        
        void takeDamage(int damage) {
            health -= damage;
            if (health <= 0) {
                health = 0;
                isAlive = false;
            }
        }
        
        void reload() {
            if (weapons[currentWeaponType].type == MELEE) {
                cout << "近战武器无需装弹!\n";
                return;
            }
            ammo = weapons[currentWeaponType].ammoCapacity;
            cout << "重新装弹!弹药恢复为" << ammo << "发。\n";
        }
        
        void heal() {
            health += 25;
            if (health > 100) health = 100;
            cout << "使用医疗包,恢复25点生命值。\n";
        }
        
        void addKill() {
            kills++;
            gold += 100 + (rand() % 50);
            cout << "击杀敌人!获得" << (gold - (kills-1)*100) << "金币。当前金币: " << gold << "\n";
        }
        
        bool purchaseWeapon(const WeaponStats& weapon) {
            if (gold >= weapon.price) {
                gold -= weapon.price;
                weapons[weapon.type] = weapon;
                cout << "成功购买 " << weapon.name << "!\n";
                return true;
            }
            cout << "金币不足,无法购买 " << weapon.name << "。\n";
            return false;
        }
        
        void equipWeapon(WeaponType type) {
            if (weapons.find(type) != weapons.end()) {
                currentWeaponType = type;
                ammo = weapons[type].ammoCapacity;
                cout << "已装备 " << weapons[type].name << "\n";
            } else {
                cout << "你还没有这种武器!\n";
            }
        }
        
        bool hasWeaponType(WeaponType type) const {
            return weapons.find(type) != weapons.end();
        }
        
        int getHealth() const { return health; }
        int getAmmo() const { return ammo; }
        bool alive() const { return isAlive; }
        int getKills() const { return kills; }
        int getGold() const { return gold; }
        WeaponStats getCurrentWeapon() const { return weapons.at(currentWeaponType); }
        map<WeaponType, WeaponStats> getAllWeapons() const { return weapons; }
    };
    // 武器商店类
     class WeaponStore {
     private:
         map weapons;
    string getTypeName(WeaponType type) {
        switch(type) {
            case PISTOL: return "手枪";
            case SNIPER: return "狙击枪";
            case MELEE: return "近战武器";
            case LAUNCHER: return "发射器";
            case ASSAULT_RIFLE: return "突击步枪";
            case LIGHT_MACHINE_GUN: return "轻机枪";
            case MARKSMAN_RIFLE: return "射手步枪";
            default: return "未知";
        }
    }
    public:
         WeaponStore() {
             // 手枪
             weapons["冲锋手枪"] = {"冲锋手枪", PISTOL, 30, 600, 0.65f, 0.85f, 15, 0.7f, 800, 15, false};
             weapons["J358"] = {"J358", PISTOL, 75, 150, 0.8f, 0.75f, 25, 0.6f, 1200, 6, false};
             weapons["MW11"] = {"MW11", PISTOL, 35, 450, 0.7f, 0.8f, 20, 0.75f, 0, 12, false};
             weapons["50GS"] = {"50GS", PISTOL, 90, 120, 0.75f, 0.7f, 30, 0.5f, 1500, 7, false};
             weapons["Renetti"] = {"Renetti", PISTOL, 40, 500, 0.78f, 0.82f, 18, 0.8f, 1000, 12, false};
             weapons["Shorty"] = {"Shorty", PISTOL, 120, 60, 0.6f, 0.9f, 8, 0.4f, 1800, 2, false};
             weapons["十字弓"] = {"十字弓", PISTOL, 150, 40, 0.95f, 0.6f, 30, 0.7f, 2000, 1, true};
             weapons["L-CAG9"] = {"L-CAG9", PISTOL, 25, 700, 0.68f, 0.88f, 12, 0.75f, 900, 20, false};
       weapons["Dobvra"] = {"Dobvra", PISTOL, 80, 100, 0.85f, 0.65f, 28, 0.55f, 1600, 5, false};
             weapons["钉枪"] = {"钉枪", PISTOL, 60, 200, 0.9f, 0.7f, 15, 0.9f, 1700, 6, false};
        // 狙击枪
        weapons["XPR50"] = {"XPR50", SNIPER, 120, 60, 0.9f, 0.4f, 100, 0.7f, 2500, 6, false};
        weapons["Arctic50"] = {"Arctic50", SNIPER, 150, 50, 0.92f, 0.35f, 120, 0.65f, 2800, 5, true};
        weapons["M21EBR"] = {"M21EBR", SNIPER, 90, 80, 0.88f, 0.5f, 90, 0.75f, 2300, 10, false};
        weapons["DLQ33"] = {"DLQ33", SNIPER, 180, 40, 0.95f, 0.3f, 150, 0.6f, 3000, 5, true};
        weapons["Locus"] = {"Locus", SNIPER, 160, 45, 0.93f, 0.35f, 140, 0.62f, 2900, 6, true};
        weapons["NA45"] = {"NA45", SNIPER, 200, 30, 0.85f, 0.25f, 200, 0.5f, 3200, 2, true};
        weapons["Outlaw"] = {"Outlaw", SNIPER, 140, 55, 0.91f, 0.4f, 110, 0.68f, 2700, 6, false};
        weapons["AMR"] = {"AMR", SNIPER, 250, 20, 0.96f, 0.2f, 180, 0.4f, 3500, 3, true};
        weapons["SVD"] = {"SVD", SNIPER, 110, 70, 0.87f, 0.45f, 95, 0.72f, 2600, 8, false};
        weapons["Koshka"] = {"Koshka", SNIPER, 170, 42, 0.94f, 0.32f, 130, 0.58f, 2950, 5, true};
        weapons["ZRG20mm"] = {"ZRG20mm", SNIPER, 300, 15, 0.97f, 0.15f, 220, 0.3f, 3800, 2, true};
        weapons["HDR"] = {"HDR", SNIPER, 190, 38, 0.96f, 0.28f, 160, 0.55f, 3100, 4, true};
        weapons["LW3-Tundra"] = {"LW3-Tundra", SNIPER, 175, 40, 0.95f, 0.3f, 140, 0.6f, 3050, 5, true};
    
        // 近战武器
        weapons["战术刀"] = {"战术刀", MELEE, 100, 120, 1.0f, 0.9f, 2, 1.0f, 0, 1, true};
        weapons["战术近战"] = {"战术近战", MELEE, 100, 110, 1.0f, 0.92f, 2, 1.0f, 500, 1, true};
        weapons["军用斧"] = {"军用斧", MELEE, 100, 90, 1.0f, 0.85f, 2, 0.95f, 600, 1, true};
        weapons["军用铲"] = {"军用铲", MELEE, 100, 100, 0.98f, 0.8f, 2, 0.9f, 550, 1, true};
        weapons["棒球棍"] = {"棒球棍", MELEE, 100, 95, 0.95f, 0.88f, 2, 0.92f, 450, 1, true};
        weapons["双截棍"] = {"双截棍", MELEE, 100, 130, 0.9f, 0.95f, 2, 0.85f, 700, 1, true};
        weapons["武士刀"] = {"武士刀", MELEE, 100, 105, 1.0f, 0.93f, 2, 0.98f, 800, 1, true};
        weapons["拳套"] = {"拳套", MELEE, 100, 140, 0.85f, 1.0f, 1, 0.8f, 400, 1, true};
        weapons["扳手"] = {"扳手", MELEE, 100, 100, 0.95f, 0.85f, 2, 0.9f, 350, 1, true};
        weapons["镰刀"] = {"镰刀", MELEE, 100, 110, 0.98f, 0.87f, 2, 0.95f, 750, 1, true};
        weapons["弯刀"] = {"弯刀", MELEE, 100, 115, 0.99f, 0.9f, 2, 0.95f, 700, 1, true};
    }
    
    // 显示商店所有武器
    void displayAllWeapons() {
        system("cls");
        cout << "========== 武器商店 ==========\n";
    
        // 手枪
        cout << "【手枪】\n";
        for (const auto& weapon : weapons) {
            if (weapon.second.type == PISTOL) {
                displayWeapon(weapon.second);
            }
        }
    
        // 狙击枪
        cout << "\n【狙击枪】\n";
        for (const auto& weapon : weapons) {
            if (weapon.second.type == SNIPER) {
                displayWeapon(weapon.second);
            }
        }
    
        // 近战武器
        cout << "\n【近战武器】\n";
        for (const auto& weapon : weapons) {
            if (weapon.second.type == MELEE) {
                displayWeapon(weapon.second);
            }
        }
    
        // 其他武器类型...
        cout << "\n输入武器名称购买,或输入'back'返回: ";
    }
    
    // 显示单个武器信息
    void displayWeapon(const WeaponStats& weapon) {
        cout << "名称: " << weapon.name << "\n"
             << "类型: " << getTypeName(weapon.type) << "\n"
             << "伤害: " << weapon.damage << "\n"
             << "射速: " << weapon.fireRate << "\n"
             << "精度: " << weapon.accuracy << "\n"
             << "价格: " << weapon.price << "金币\n\n";
    }
    
    // 购买武器
    bool buyWeapon(Player& player, const string& weaponName) {
        auto it = weapons.find(weaponName);
        if (it == weapons.end()) {
            cout << "武器不存在!\n";
            return false;
        }
    
        if (player.getGold() < it->second.price) {
            cout << "金币不足!\n";
            return false;
        }
    
        if (player.hasWeaponType(it->second.type)) {
            cout << "你已经拥有该类型的武器!\n";
            return false;
        }
    
        // 添加武器到玩家库存
        player.purchaseWeapon(it->second);
        cout << "购买成功!\n";
        return true;
    }
    };
    // 继续武器商店类...
        
        // 显示商店日志
        void displayLog() {
            system("cls");
            cout << "========== 商店日志 ==========\n";
            cout << "1. 新增武器类型:轻机枪、射手步枪\n";
            cout << "2. 优化了武器购买逻辑\n";
            cout << "3. 添加了武器类型检查\n";
            cout << "============================\n";
            cout << "按任意键返回...";
            cin.ignore();
            cin.get();
        }
        
        // 获取武器信息(用于其他功能)
        WeaponStats getWeaponInfo(const string& name) {
            auto it = weapons.find(name);
            if (it != weapons.end()) {
                return it->second;
            }
            return {"不存在", PISTOL, 0, 0, 0, 0, 0, 0, 0, 0, false};
        }
    };
    // 主游戏类
    class Game {
    private:
        Player player;
        WeaponStore store;
        UpdateLog log;
        bool isRunning;
        
    public:
        Game() : isRunning(true) {}
        
        void start() {
            system("cls");
            cout << "========== 欢迎来到枪战游戏 ==========\n";
            cout << "1. 开始游戏\n";
            cout << "2. 查看更新日志\n";
            cout << "3. 退出游戏\n";
            cout << "请选择: ";
            
            int choice;
            cin >> choice;
            
            switch(choice) {
                case 1:
                    startGame();
                    break;
                case 2:
                    log.displayLog();
                    start(); // 返回主菜单
                    break;
                case 3:
                    isRunning = false;
                    break;
                default:
                    cout << "无效选择!\n";
                    start(); // 重新显示菜单
            }
        }
        
        void startGame() {
            system("cls");
            cout << "游戏开始!\n";
            
            // 游戏主循环
            while(isRunning && player.alive()) {
                // 显示玩家状态
                displayPlayerStatus();
                
                // 玩家行动
                playerAction();
                
                // 敌人行动(简化版)
                enemyAction();
                
                // 检查游戏结束条件
                checkGameEnd();
            }
            
            if(!player.alive()) {
                cout << "游戏结束!你被击败了。\n";
                cout << "最终击杀数: " << player.getKills() << "\n";
                cout << "获得金币: " << player.getGold() << "\n";
            }
        }
        
        void displayPlayerStatus() {
            system("cls");
            cout << "========== 玩家状态 ==========\n";
            cout << "生命值: " << player.getHealth() << "\n";
            cout << "金币: " << player.getGold() << "\n";
            cout << "击杀数: " << player.getKills() << "\n";
            cout << "当前武器: " << player.getCurrentWeapon().name << "\n";
            cout << "弹药: " << player.getAmmo() << "/" << player.getCurrentWeapon().ammoCapacity << "\n";
            cout << "============================\n";
            cout << "1. 攻击\n2. 装弹\n3. 治疗\n4. 商店\n5. 更换武器\n6. 结束回合\n";
            cout << "请选择: ";
        }
        
        void playerAction() {
            int choice;
            cin >> choice;
            
            switch(choice) {
                case 1:
                    // 攻击逻辑
                    if(player.getCurrentWeapon().type == MELEE) {
                        player.shoot(player); // 近战攻击(这里简化为攻击自己,实际应攻击敌人)
                    } else {
                        // 实际游戏中这里应该攻击敌人
                        cout << "攻击敌人!\n";
                    }
                    break;
                case 2:
                    player.reload();
                    break;
                case 3:
                    player.heal();
                    break;
                case 4:
                    openStore();
                    break;
                case 5:
                    changeWeapon();
                    break;
                case 6:
                    // 结束回合
                    break;
                default:
                    cout << "无效选择!\n";
            }
        }
        
        void openStore() {
            system("cls");
            store.displayAllWeapons();
            
            string weaponName;
            cin >> weaponName;
            
            if(weaponName == "back") {
                return;
            }
            
            store.buyWeapon(player, weaponName);
        }
        
        void changeWeapon() {
            system("cls");
            cout << "可用的武器:\n";
            
            int index = 1;
            for(const auto& weapon : player.getAllWeapons()) {
                if(weapon.first != MELEE || player.getCurrentWeapon().type != MELEE) { // 避免重复显示近战武器
                    cout << index << ". " << weapon.second.name << " (" << getTypeName(weapon.first) << ")\n";
                    index++;
                }
            }
            
            cout << "选择武器编号: ";
            int choice;
            cin >> choice;
            
            // 实际游戏中这里应该有武器列表索引逻辑
            // 简化处理:直接装备第一把武器
            if(!player.getAllWeapons().empty()) {
                auto it = player.getAllWeapons().begin();
                player.equipWeapon(it->first);
            }
        }
        
        void enemyAction() {
            // 简化的敌人AI
            cout << "敌人行动...\n";
            
            // 随机攻击或装弹
            int action = rand() % 2;
            if(action == 0) {
                // 攻击玩家
                // 实际游戏中这里应该计算伤害
                cout << "敌人攻击了你!\n";
            } else {
                // 装弹
                cout << "敌人装弹了。\n";
            }
        }
        
        void checkGameEnd() {
            if(!player.alive()) {
                isRunning = false;
            }
        }
    };
    // 继续主游戏类...
    
        // 辅助函数:获取武器类型的名称
        string getTypeName(WeaponType type) {
            switch(type) {
                case PISTOL: return "手枪";
                case SNIPER: return "狙击枪";
                case MELEE: return "近战武器";
                case LAUNCHER: return "发射器";
                case ASSAULT_RIFLE: return "突击步枪";
                case LIGHT_MACHINE_GUN: return "轻机枪";
                case MARKSMAN_RIFLE: return "射手步枪";
                default: return "未知";
            }
        }
    
        // 主函数
        int main() {
            srand(time(0)); // 初始化随机数种子
            Game game;
            game.start();
            return 0;
        }
    };
    
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