Update README and fixes

This commit is contained in:
2024-04-06 17:35:11 +08:00
parent b23a123012
commit 16c763732a
4 changed files with 229 additions and 235 deletions

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@@ -6,3 +6,8 @@ C++ 控制台 迷宫 使用了自动生成迷宫算法,实现迷宫基本玩
所以该代码只能在windows下编译
程序参数可以在代码头部设置,例如迷宫大小和输出区域大小等
需要合适的字体才能正常显示
![游玩示例](play.git)

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451
code.cpp
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@@ -9,10 +9,10 @@
using namespace std;
// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD>С
const size_t sWidth = 30, sHeight = 24;
const size_t sWidth = 60, sHeight = 24;
// <20>Թ<EFBFBD><D4B9><EFBFBD>ʵ<EFBFBD>ʴ<EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const size_t width = 9, height = 9;
const size_t width = 33, height = 15;
const char wall = 1;
const char path = 0;
const char target = 2;
@@ -34,10 +34,7 @@ vector<pair<pair<int, int>, int> > walls;
<EFBFBD><EFBFBD><EFBFBD><EFBFBD>2<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><EFBFBD><EFBFBD>ͨ·<EFBFBD>ˣ<EFBFBD><EFBFBD>Ǿʹ<EFBFBD><EFBFBD>б<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǽ
*/
const int up = 0;
const int down = 1;
const int left = 2;
const int right = 3;
enum Dir { Up, Down, Left, Right };
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>
int xx[] = { 0, 0, -1, 1 };
@@ -56,288 +53,280 @@ const int margin = 3;
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD>굽xyλ<79><CEBB>
void gotoxy(int x, int y)
{
COORD coord = { (short)x, (short)y };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
COORD coord = { (short)x, (short)y };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}
// <20><><EFBFBD><EFBFBD>ȫ<EFBFBD><C8AB>ͼΪǽ
void setAllWall()
{
for (int y = 0; y < height; ++y)
for (int x = 0; x < width; ++x)
map[y][x] = wall;
for (int y = 0; y < height; ++y)
for (int x = 0; x < width; ++x)
map[y][x] = wall;
}
// <20>Ƿ<EFBFBD>Խ<EFBFBD><D4BD>
bool isOutBounds(int x, int y)
{
return (x<0 || x >= width
|| y<0 || y >= height);
return (x<0 || x >= width
|| y<0 || y >= height);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><CCBD>
void explore(int x, int y)
{
// <20><><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>
for (int i = 0; i < 4; ++i)
{
// ˳<><CBB3>һ<EFBFBD><D2BB>·<EFBFBD><C2B7>
for (int x1 = x, y1 = y;
!isOutBounds(x1, y1)
&& map[y1][x1] == path;
x1 += xx[i], y1 += yy[i])
{
// ÿ<><C3BF>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>Ӽ<EFBFBD><D3BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>Ϊͨ·
for (int fy = y1 - 1; fy <= y1 + 1; ++fy)
for (int fx = x1 - 1; fx <= x1 + 1; ++fx)
if (!isOutBounds(fx, fy)
&& fog[fy][fx])
fog[fy][fx] = false;
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>
for (int i = 0; i < 4; ++i)
{
// ˳<><CBB3>һ<EFBFBD><D2BB>·<EFBFBD><C2B7>
for (int x1 = x, y1 = y;
!isOutBounds(x1, y1)
&& map[y1][x1] == path;
x1 += xx[i], y1 += yy[i])
{
// ÿ<><C3BF>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>Ӽ<EFBFBD><D3BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>Ϊͨ·
for (int fy = y1 - 1; fy <= y1 + 1; ++fy)
for (int fx = x1 - 1; fx <= x1 + 1; ++fx)
if (!isOutBounds(fx, fy)
&& fog[fy][fx])
fog[fy][fx] = false;
}
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB4A6>ǽ<EFBFBD><C7BD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD>ͨǽ<CDA8><C7BD>
void pushAroundWall(int x, int y)
{
// <20><><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>
for (int i = 0; i < 4; ++i)
{
int tx = x + xx[i];
int ty = y + yy[i];
if (isOutBounds(tx, ty))
continue;
int wx = x + x2[i];
int wy = y + y2[i];
if (isOutBounds(wx, wy))
continue;
// ֻҪ<D6BB><D2AA>ǽ<EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD>б<EFBFBD>
if (map[ty][tx] == wall)
walls.push_back(pair<pair<int, int>, int>(pair<int, int>( tx,ty ),i ));
}
// <20><><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>
for (int i = 0; i < 4; ++i)
{
int tx = x + xx[i];
int ty = y + yy[i];
if (isOutBounds(tx, ty))
continue;
int wx = x + x2[i];
int wy = y + y2[i];
if (isOutBounds(wx, wy))
continue;
// ֻҪ<D6BB><D2AA>ǽ<EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD>б<EFBFBD>
if (map[ty][tx] == wall)
walls.push_back(pair<pair<int, int>, int>(pair<int, int>( tx,ty ),i ));
}
}
// չʾ<D5B9><CABE>ͼ
void showMap()
{
int dx = sWidth / 2 - playerx;
int dy = sHeight / 2 - playery;
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>ʼ<EEBFAA><CABC>λ<EFBFBD><CEBB>
gotoxy(1, 1);
int dx = sWidth / 2 - playerx;
int dy = sHeight / 2 - playery;
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>ʼ<EEBFAA><CABC>λ<EFBFBD><CEBB>
gotoxy(0, 0);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ
for (int sy = 0; sy < sHeight; ++sy)
{
for (int sx = 0; sx < sWidth; ++sx)
{
//putchar(map[y][x]?'@':' ');
int x = sx - dx;
int y = sy - dy;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ
for (int sy = 0; sy < sHeight; ++sy)
{
for (int sx = 0; sx < sWidth; ++sx)
{
//putchar(map[y][x]?'@':' ');
int x = sx - dx;
int y = sy - dy;
const char *Symbol[5] = { "<EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD>" };
const char *Symbol[5] = { "<EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD>", "<EFBFBD><EFBFBD>" };
if (isOutBounds(x, y))
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (x == playerx && y == playery)
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (fog[y][x])
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (!walk[y][x])
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (map[y][x] == path)
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (map[y][x] == target)
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (isOutBounds(x, y))
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (x == playerx && y == playery)
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (fog[y][x])
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (!walk[y][x])
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (map[y][x] == path)
{
printf("<EFBFBD><EFBFBD>");
continue;
}
if (map[y][x] == target)
{
printf("<EFBFBD><EFBFBD>");
continue;
}
printf("<EFBFBD><EFBFBD>");
continue;
// <20><><EFBFBD>˽ضϣ<D8B6><CFA3><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ͼʱ<CDBC><CAB1>
printf("<EFBFBD><EFBFBD>");
continue;
// <20><><EFBFBD>˽ضϣ<D8B6><CFA3><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ͼʱ<CDBC><CAB1>
int d = 0;
for (int i = 0; i < 4; ++i)
{
if (!isOutBounds(x + xx[i], y + yy[i]) && map[y + yy[i]][x + xx[i]] == wall)
d |= 1 << i;
// int d = 0;
// for (int i = 0; i < 4; ++i)
// {
// if (!isOutBounds(x + xx[i], y + yy[i]) && map[y + yy[i]][x + xx[i]] == wall)
// d |= 1 << i;
}
// }
const int up = 1;
const int down = 2;
const int left = 4;
const int right = 8;
char ch = 0;
switch (d)
{
case 0:
ch = '&';
break;
//case up:
//case down:
case up | down:
ch = '|';
break;
//case left:
//case right:
case left | right:
ch = '-';
break;
default:
ch = '+';
}
putchar(ch);
}
cout << endl;
}
//gotoxy(sWidth/2+1, sHeight/2+1);
//putchar('A');
}
/*
// <20>ֶ<EFBFBD><D6B6><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
void sleep(int n)
{
for (int i = 0; i < n*n*n*n; ++i);
}
*/
// ˢ<>µ<EFBFBD>ͼ
void refresh()
{
gotoxy(1, 1);
showMap();
// const int up = 1;
// const int down = 2;
// const int left = 4;
// const int right = 8;
// char ch = 0;
// switch (d)
// {
// case 0:
// ch = '&';
// break;
// //case up:
// //case down:
// case up | down:
// ch = '|';
// break;
// //case left:
// //case right:
// case left | right:
// ch = '-';
// break;
// default:
// ch = '+';
// }
// putchar(ch);
}
cout << endl;
}
//gotoxy(sWidth/2+1, sHeight/2+1);
//putchar('A');
}
// <20><><EFBFBD>ɵ<EFBFBD>ͼ<EFBFBD><EFBFBD><E3B7A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void generate(int cx, int cy)
{
// <20><><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD>ͼȫ<CDBC><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊǽ
setAllWall();
// <20><><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD>ͼȫ<CDBC><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊǽ
setAllWall();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE>߹<EFBFBD><DFB9><EFBFBD>·<EFBFBD><C2B7>
for (int i = 0; i < width*height; ++i)
*((bool*)fog + i) = *((bool*)walk + i) = true;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE>߹<EFBFBD><DFB9><EFBFBD>·<EFBFBD><C2B7>
for (int i = 0; i < width*height; ++i)
*((bool*)fog + i) = *((bool*)walk + i) = true;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD><EFBFBD><EFBFBD>
playerx = cx;
playery = cy;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD><EFBFBD><EFBFBD>
playerx = cx;
playery = cy;
// <20><><EFBFBD><EFBFBD><EFBFBD>ʼ<E3BFAA><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܵ<EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD><D0B1><EFBFBD>
pushAroundWall(cx, cy);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·
map[cy][cx] = path;
// <20><><EFBFBD><EFBFBD><EFBFBD>ʼ<E3BFAA><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܵ<EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD><D0B1><EFBFBD>
pushAroundWall(cx, cy);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·
map[cy][cx] = path;
// ֻҪ<D6BB><D2AA><EFBFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD><EFBFBD>һֱѭ<D6B1><D1AD>
while (!walls.empty())
{
// <20><><EFBFBD><EFBFBD><EFBFBD>Ҹ<EFBFBD><D2B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǽ
int index = rand() % walls.size();
int wx = walls[index].first.first;
int wy = walls[index].first.second;
int d = walls[index].second;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD>򴩣<EFBFBD><F2B4A9A3><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܵ<EFBFBD>ǽ<EFBFBD>ڼ<EFBFBD><DABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>
if (map[wy + yy[d]][wx + xx[d]] == wall)
{
map[wy][wx] = path;
map[wy + yy[d]][wx + xx[d]] = path;
pushAroundWall(wx + xx[d], wy + yy[d]);
//sleep(70);
//refresh();
}
// <20>򴩺󣬽<F2B4A9BA><F3A3ACBD><EFBFBD>ǽ<EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>
walls.erase(walls.begin() + index);
}
// ֻҪ<D6BB><D2AA><EFBFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD><EFBFBD>һֱѭ<D6B1><D1AD>
while (!walls.empty())
{
// <20><><EFBFBD><EFBFBD><EFBFBD>Ҹ<EFBFBD><D2B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǽ
int index = rand() % walls.size();
int wx = walls[index].first.first;
int wy = walls[index].first.second;
int d = walls[index].second;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD>򴩣<EFBFBD><F2B4A9A3><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܵ<EFBFBD>ǽ<EFBFBD>ڼ<EFBFBD><DABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>
if (map[wy + yy[d]][wx + xx[d]] == wall)
{
map[wy][wx] = path;
map[wy + yy[d]][wx + xx[d]] = path;
pushAroundWall(wx + xx[d], wy + yy[d]);
}
// <20>򴩺󣬽<F2B4A9BA><F3A3ACBD><EFBFBD>ǽ<EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>
walls.erase(walls.begin() + index);
}
map[height-2][width-2] = target;
map[height-2][width-2] = target;
// չ<><D5B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
explore(playerx, playery);
// չ<><D5B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
explore(playerx, playery);
}
// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6>ķ<EFBFBD><C4B7><EFBFBD>
void playerMove(int dir)
bool playerMove(Dir dir)
{
if (0 > dir || dir >= 4)
return;
int tx = playerx + xx[dir];
int ty = playery + yy[dir];
if (isOutBounds(tx, ty))
return;
if (map[ty][tx] == wall)
return;
if (map[ty][tx] == target)
{
system("cls");
cout << "<EFBFBD><EFBFBD>Ϸʤ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>" << endl;
system("pause");
exit(0);
}
// ֻ<><D6BB><EFBFBD><EFBFBD>·<EFBFBD><C2B7>ʱ<EFBFBD><CAB1><EFBFBD>ſ<EFBFBD><C5BF><EFBFBD><EFBFBD>ƶ<EFBFBD>
if (map[ty][tx] == path) {
playerx = tx, playery = ty;
walk[ty][tx] = false;
}
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٴ<EFBFBD>̽<EFBFBD><CCBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
explore(playerx, playery);
if (0 > dir || dir >= 4)
return false;
int tx = playerx + xx[dir];
int ty = playery + yy[dir];
if (isOutBounds(tx, ty))
return false;
if (map[ty][tx] == wall)
return false;
if (map[ty][tx] == target)
{
system("cls");
cout << "<EFBFBD><EFBFBD>Ϸʤ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>" << endl;
system("pause");
return true;
}
// ֻ<><D6BB><EFBFBD><EFBFBD>·<EFBFBD><C2B7>ʱ<EFBFBD><CAB1><EFBFBD>ſ<EFBFBD><C5BF><EFBFBD><EFBFBD>ƶ<EFBFBD>
if (map[ty][tx] == path) {
playerx = tx, playery = ty;
walk[ty][tx] = false;
}
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٴ<EFBFBD>̽<EFBFBD><CCBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
explore(playerx, playery);
return false;
}
// ÿһִ֡<D6A1>и<EFBFBD><D0B8><EFBFBD>
void updata()
bool updata()
{
char ch = getch();
switch (ch)
{
case 'w':
playerMove(up);
break;
case 's':
playerMove(down);
break;
case 'a':
playerMove(2);
break;
case 'd':
playerMove(3);
break;
}
char ch = getch();
bool win = false;
switch (ch)
{
case 'w':
win = playerMove(Dir::Up);
break;
case 's':
win = playerMove(Dir::Down);
break;
case 'a':
win = playerMove(Dir::Left);
break;
case 'd':
win = playerMove(Dir::Right);
break;
case 'q':
exit(0);
break;
case 'r':
return false;
break;
}
return !win;
}
int main()
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
srand((unsigned int)time(0));
do {
// <20><><EFBFBD>ɵ<EFBFBD>ͼ
generate(1, 1);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
srand((unsigned int)time(0));
// <20><>Ϸѭ<CFB7><D1AD>
while (1)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ
showMap();
// <20>ȴ<EFBFBD><C8B4><EFBFBD><EFBFBD><EFBFBD><EBA3AC><EFBFBD><EFBFBD>
updata();
}
printf("WSAD<EFBFBD>ƶ<EFBFBD><EFBFBD><EFBFBD>Q<EFBFBD>˳<EFBFBD><EFBFBD><EFBFBD>R<EFBFBD>ؿ<EFBFBD>");
system("pause");
} while (getch() != 0);
while (true) {
// <20><><EFBFBD>ɵ<EFBFBD>ͼ
generate(1, 1);
return 0;
// <20><>Ϸѭ<CFB7><D1AD>
do {
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ
showMap();
} while (updata());
}
return 0;
}

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