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[C++] C/C++实现植物大战僵尸

编程语言 编程语言 发布于:2024-10-05 12:17 | 阅读数:328 | 评论:0

效果图:
df0add18a80a7cfecc9e8d0734b544db.png

一、准备工作
确保你安装了一个 C++ 编译器,如 Visual Studio 2019 等。安装了EasyX图形库。并且了解基本的 C++ 语法,包括变量声明、数据类型、控制结构(如循环和条件语句)等。

二、代码结构概述
整个代码实现了一个类似《植物大战僵尸》的游戏。
代码主要分为以下几个部分:
头文件(head.h):包含了游戏中所需的各种库的引用、宏定义、结构体、枚举类型、类的声明等。
源文件(PvZ.cpp):实现了游戏的各种功能函数和主函数。

三、头文件(head.h)详解
1、库引用和宏定义:
  • #include <iostream>等一系列库的引用为程序提供了输入输出、时间处理、图形绘制、声音播放等功能。
  • 宏定义了各种游戏元素的类型,例如不同的植物和僵尸类型、地图状态等,方便在程序中使用统一的标识符来表示这些元素。
#define GRASS 0
#define GRAVE1 1
//...
#define BUCKETHEADZOMBIE 16
这些宏定义使得在程序中可以使用诸如GRASS表示草地、BUCKETHEADZOMBIE表示铁桶僵尸等,提高了代码的可读性和可维护性。

2、结构体和枚举类型:
coordinate结构体定义了坐标,方便在程序中表示游戏元素的位置。
struct coordinate
{
  int x;
  int y;
};
CURSORFLAG枚举类型定义了鼠标光标的不同状态,用于确定玩家当前可以进行的操作。
enum CURSORFLAG
{
  Chammer, 
  CpotatoMine,
  Ciceshroom,
  Cgravebuster
};
3、类的声明:
Bang类表示爆炸效果,包含爆炸的位置和倒计时等成员变量,用于在游戏中显示爆炸效果并控制其持续时间。
class Bang
{
public:
  int No;
  int x;
  int y;
  int countDown;

  Bang(int x,int y)
  {
    No = bangNum;
    bangNum++;
    this->x = x;
    this->y = y;
    countDown = 20;
  }
};
Sun类表示太阳,包含太阳的位置、帧、编号等成员变量,用于在游戏中生成和管理太阳资源。
class Sun
{
public:
  int x;
  int y;
  int frame;
  int No;
  int changeFrameCountDown;
  int goToCount;
  int goToCountFrame;
  int tempX;
  int tempY;

  Sun(int x,int y)
  {
    frame = 0;
    No=sunNum;
    sunNum++;
    this->x = x;
    this->y = y;
    this->tempX = x;
    this->tempY = y;
    changeFrameCountDown = 5;
    goToCount = 0;
    goToCountFrame = 10;
  }
};
Plant类是植物的基类,包含植物的类型、生命值、帧编号等成员变量,为不同类型的植物提供了共同的属性和方法。
class Plant
{
public:
  int type;
  int HP;
  int frameNo;
  int No;
  int x;
  int y;
  int changeFrameCountDown;

  Plant()
  {
    No = plantNum;
    plantNum++;
    changeFrameCountDown = 5;
    HP = 6;
  }
  ~Plant(){}
};
PotatoMineGraveBusterIceShroom类分别是土豆雷、墓碑吞噬者、寒冰菇的具体类,继承自Plant类并添加了各自特有的成员变量,实现了不同植物的特定功能。
Zombie类是僵尸的基类,包含僵尸的生命值、行、位置、状态等成员变量,为不同类型的僵尸提供了共同的属性和方法。
class Zombie
{
public:
  int HP;
  int row;
  int location;
  int emerge1walk2eat3;
  int frameNo;
  int height;
  int No;
  int changeFrameCountDown;
  int isFrozen;
  int isSlowed;
  int type;

  Zombie()
  {
    No = zombieNum;
    zombieNum++;
    isFrozen = 0;
    isSlowed = 0;
    height = 115;
    frameNo = 19;
    emerge1walk2eat3 = 1;
    changeFrameCountDown = 10;
  }
};
NormalZombieConeheadZombieBucketheadZombie类分别是普通僵尸、路障僵尸、铁桶僵尸的具体类,继承自Zombie类并设置了不同的生命值和类型,实现了不同僵尸的特定行为。
Lawnmower类表示除草机,包含除草机的位置和状态等成员变量,用于在游戏中处理僵尸与除草机的交互。
class Lawnmower
{
public:
  int location = -20;
  int isActivated = 0;
  int isOut = 0;
};
NodeLinkList模板类用于实现链表结构,分别表示链表节点和链表,用于管理游戏中的各种对象,如太阳、植物、僵尸等。
template<class T>
class Node
{
public:
  T* content;
  Node* next = NULL;
  Node(T* t)
  {
    content = t;
  }
};

template<class T>
class LinkList
{
public:
  Node<T>* head;  
  Node<T>* tail;

  LinkList()
  {
    head = NULL;
    tail = NULL;
  };

  LinkList(Node<T> node)
  { 
    head = node; 
    tail = node; 
  };

  ~LinkList()
  { 
    DeleteAllNode();
  }   

  void InsertNode(T* t)
  //... (其他函数的实现)
};
四、源文件(PvZ.cpp)详解
1、函数声明和命名空间:

使用各种编译指令和命名空间声明,为程序提供必要的设置和功能。
using namespace std;使得可以直接使用标准库中的名称而无需加上std::前缀,方便了代码的编写。
2、初始化函数(init):
void init()
{
  for (int i = 0; i < 5; i++)
  {
    for (int j = 0; j < 9; j++)
    {
      mapState[i][j] = GRASS;
    }
  }

  currentSunshine = 0;
  plants.DeleteAllNode();
  zombies.DeleteAllNode();
  suns.DeleteAllNode();
  bangs.DeleteAllNode();

  for (int i = 0; i < 5; i++)
  {
    lawnmowers[i] = new Lawnmower();
  }

  normalfrequency = 0.002;
  coneheadfrequency = 0.0025;
  bucketheadfrequency = 0.0028;
  SunsFrequency = 0.05;
  isNewGame = 1;
  isHitting = 0;
  hammerRadius = 0;
  drawingHint = 0;
  hintCountDown = 70;
  snowCountDown = 0;
  graveNum = 0;
  Win1Lose2 = 0;
}
这个函数初始化了游戏的各种参数,包括地图状态、阳光数量、各种链表的清空、除草机的状态、生成僵尸和太阳的频率等。它为游戏的开始或重新开始提供了一个干净的状态。

3、 读取存档函数(readArchive)和写入存档函数(writeArchive):
readArchive函数从文件中读取游戏存档数据,包括地图状态、各种对象的状态等,并将其加载到游戏中。
void readArchive(char name[])
{
  init();
  char path[] = "./archives/", tmppath[200] = { 0 };
  strcat(strcat(tmppath, path), name);
  FILE* fp = fopen(tmppath, "rb");
  ::fread(&mapState, sizeof(mapState), 1, fp);

  for (int i = 0; i < 5; i++)
  {
    lawnmowers[i] = new Lawnmower();
    ::fread(&lawnmowers[i]->location, sizeof(int), 1, fp);
    ::fread(&lawnmowers[i]->isActivated, sizeof(int), 1, fp);
    ::fread(&lawnmowers[i]->isOut, sizeof(int), 1, fp);
  }

  fread(&currentSunshine, sizeof(int), 1, fp);
  //... (读取其他参数和对象的状态)

  while (fread(&separator,sizeof(int),1,fp))
  {
    Sun* tmpSun = new Sun(0, 0);
    fread(&tmpSun->x, sizeof(int), 1, fp);
    fread(&tmpSun->y, sizeof(int), 1, fp);
    fread(&tmpSun->frame, sizeof(int), 1, fp);
    fread(&tmpSun->No, sizeof(int), 1, fp);
    fread(&tmpSun->changeFrameCountDown, sizeof(int), 1, fp);
    fread(&tmpSun->goToCount, sizeof(int), 1, fp);
    fread(&tmpSun->goToCountFrame, sizeof(int), 1, fp);
    fread(&tmpSun->tempX, sizeof(int), 1, fp);
    fread(&tmpSun->tempY, sizeof(int), 1, fp);
    suns.InsertNode(tmpSun);
  }
  fclose(fp);
}
writeArchive函数将游戏当前状态写入文件以保存存档。
4、精确延时函数(HpSleep
void HpSleep(int ms)
{
  static clock_t oldclock = clock();

  oldclock += ms * CLOCKS_PER_SEC / 1000;

  if (clock() > oldclock)
    oldclock = clock();
  else
    while (clock() < oldclock)
      Sleep(1);
}
这个函数通过计算时间差实现精确的延时功能,可以精确到 1ms。它用于控制游戏的帧率和动画效果的播放速度。

5、透明图像绘制函数(transparentImage)和添加冰效果函数(addIce):
transparentImage函数用于将一个图像以透明的方式绘制到另一个图像上指定的位置。
void transparentImage(IMAGE* dstimg, int x, int y, IMAGE* srcimg)
{
  HDC dstDC = GetImageHDC(dstimg);
  HDC srcDC = GetImageHDC(srcimg);
  int w = srcimg->getwidth();
  int h = srcimg->getheight();
  BLENDFUNCTION bf = { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA };
  AlphaBlend(dstDC, x, y, w, h, srcDC, 0, 0, w, h, bf);
}
addIce函数用于给图像添加冰效果,通过调整图像的颜色值实现。
void addIce(IMAGE* targetImage, IMAGE* srcImage, int addRed = 0, int addGreen = 0, int addBlue = 50)
{
  int srcImgWidth = srcImage->getwidth(), srcImgHeight = srcImage->getheight();
  targetImage->Resize(srcImgWidth, srcImgHeight);
  DWORD* pTargetBuffer = GetImageBuffer(targetImage);
  DWORD* pSrcBuffer = GetImageBuffer(srcImage);
  int allPixel = srcImgHeight * srcImgWidth;

  for (int i = 0; i < allPixel; ++i)
  {
    UCHAR r = (UCHAR)GetRValue(pSrcBuffer[i]);
    UCHAR g = (UCHAR)GetGValue(pSrcBuffer[i]);
    UCHAR b = (UCHAR)GetBValue(pSrcBuffer[i]);
    r = r + addRed;
    r = r > 255? 255 : r;
    g = g + addGreen;
    g = g > 255? 255 : g;
    b = b + addBlue;
    b = b > 255? 255 : b;
    pTargetBuffer[i] = (DWORD)RGBA(r, g, b, pSrcBuffer[i] >> 24);
  }
}

6、绘制游戏元素的函数:
paintPlantsAndGraves函数绘制植物和墓碑。根据地图状态,在不同的位置绘制不同类型的植物和墓碑,并更新植物的状态。
void paintPlantsAndGraves()
{
  for (int i = 0; i < 5; i++)
  {
    for (int j = 0; j < 9; j++)
    {
      switch (mapState[i][j])
      {
      case GRASS:
        break;
      case GRAVE1:
      {
        transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[0]);
        break;
      }
      //... (处理其他地图状态)
      }
    }
  }
}
paintZombies函数绘制僵尸。根据僵尸的状态绘制不同的僵尸图像,并处理僵尸的移动、动画和状态变化。
void paintZombies()
{
  Node<Zombie> *cur = zombies.head, *next = NULL;
  while (cur!= NULL)
  {
    Zombie* zombieptr = cur->content;
    if (zombieptr->emerge1walk2eat3 == 1)
    {
      //... (绘制正在冒出来的僵尸)
    }
    else if (zombieptr->emerge1walk2eat3 == 2)
    {
      //... (绘制正在行走的僵尸)
    }
    else if (zombieptr->emerge1walk2eat3 == 3)
    {
      //... (绘制正在吃植物的僵尸)
    }
    // 判断是否冻住或减速
    if (zombieptr->isFrozen > 0)
    {
      //...
    }
    if (zombieptr->isSlowed > 0)
    {
      //...
    }
    // 如果僵尸走到最左边且此行有除草机
    if (zombieptr->location < -50 && lawnmowers[zombieptr->row]->isOut == 0)
    {
      //...
    }
    // 如果僵尸前面有植物
    //...
    // 如果僵尸前面有除草机
    if (lawnmowers[zombieptr->row]->isOut == 0 && zombieptr->location < lawnmowers[zombieptr->row]->location - 30)
    {
      //...
    }
     cur = cur->next;
  }
}
paintSuns函数绘制太阳。更新太阳的帧并处理太阳被收集的情况
void paintSuns()
{
  Node<Sun> *cur = suns.head, *next;
  while (cur!= NULL)
  {
    Sun* sun = cur->content;
    transparentImage(NULL, sun->x, sun->y, &sunPictures[sun->frame]);
    sun->changeFrameCountDown--;
    if (sun->changeFrameCountDown == 0)
    {
      sun->changeFrameCountDown = 5;
      sun->frame++;
      if (sun->frame == 22) sun->frame = 0;
      if (sun->goToCount == 1)
      {
        sun->x = sun->tempX / 10 * sun->goToCountFrame;
        sun->y = sun->tempY / 10 * sun->goToCountFrame;
        sun->goToCountFrame--;
        if (sun->goToCountFrame == 0)
        {
          next = cur->next;
          suns.DeleteNode(sun->No);
          cur = next;
          currentSunshine += 25;
          continue;
        }
      }
    }
    cur = cur->next;
  }
}
这个函数遍历太阳链表,绘制每个太阳的图像。通过更新太阳的帧编号和倒计时,实现太阳的动画效果。当太阳被点击 (goToCount为 1)时,太阳会逐渐移动到特定位置,然后被收集,增加阳光数量并从链表中删除。
paintBangs函数绘制爆炸效果。根据爆炸的倒计时绘制爆炸图像,并在倒计时结束时删除爆炸对象。
void paintBangs()
{
  Node<Bang>* cur = bangs.head,*pre;
  while (cur!= NULL)
  {
    if (cur->content->countDown > 0)
    {
      cur->content->countDown--;
      transparentImage(NULL, cur->content->x, cur->content->y, &bang);
    }
    pre = cur;
    cur = cur->next; 
    if(pre->content->countDown<=0)
      bangs.DeleteNode(pre->content->No);
  }
}
该函数遍历爆炸效果链表,绘制每个爆炸的图像。随着倒计时的减少,不断更新爆炸的状态。当倒计时为 0 时,从链表中删除对应的爆炸对象。
paintCursor函数绘制鼠标光标。根据光标的状态绘制不同的图像。
void paintCursor()
{
  if (cursor == Chammer)
  {
    // 如果没锤,画正常角度锤子
    if (!isHitting)
      transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &hammer[0]);
    else
    {
      // 画旋转锤子
      transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &hammer[hammerRadius]);
      hammerRadius++;
      if (hammerRadius == 13)
      {
        hammerRadius = 0;
        isHitting = 0;
      }
    }
  }
  else if (cursor == CpotatoMine)
    transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &potaotoMinePictures[0]);
  else if (cursor == Ciceshroom)
    transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &iceshroomPictures[0]);
  else
    transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &gravebusterPictures[0]);
}
根据鼠标光标的状态(锤子、土豆雷、寒冰菇、墓碑吞噬者),在鼠标位置绘制相应的图像。如果是锤子状态且正在锤击(isHitting为真),则绘制旋转的锤子图像。

7、随机生成游戏元素的函数:
generateSunshine函数在一定概率下生成阳光,并将其添加到游戏中。
void generateSunshine(int x, int y)
{
  // 一定概率产生 3 个阳光
  double p = rand() / (double)RAND_MAX;
  if (p < SunsFrequency)
  {
    Sun* sunshine[3];
    for (int i = 0; i < 3; i++)
    {
      sunshine[i] = new Sun(x + 80 + rand() % 100 - 50, y + 60 + rand() % 50 - 25);
      suns.InsertNode(sunshine[i]);
    }
  }
}
这个函数根据给定的概率生成阳光对象,并将它们添加到太阳链表中。阳光的位置在一定范围内随机生成。
randomZombies函数随机生成僵尸。根据概率在地图上随机位置生成不同类型的僵尸,并播放相应的音效。
void randomZombies()
{
  // 随机产生僵尸
  for (int i = 0; i < 5; i++)
  {
    for (int j = 3; j < 9; j++)
    {
      if (1 <= mapState[i][j] && mapState[i][j] <= 8)
      {
        double p = rand() / (double)RAND_MAX;
        if (p < normalfrequency)
        {
          NormalZombie* normalZombie = new NormalZombie();
          normalZombie->row = i;
          normalZombie->location = xys[i][j].x - 75;
          zombies.InsertNode(normalZombie);
          mciSendString("play./Music/dirt_rise.mp3 from 0", 0, 0, 0);
        }
        else if (normalfrequency <= p && p < coneheadfrequency)
        {
          ConeheadZombie* coneheadZombie = new ConeheadZombie();
          coneheadZombie->row = i;
          coneheadZombie->location = xys[i][j].x - 75;
          zombies.InsertNode(coneheadZombie);
          mciSendString("play./Music/dirt_rise.mp3 from 0", 0, 0, 0);
        }
        else if (coneheadfrequency <= p && p < bucketheadfrequency)
        {
          BucketheadZombie* bucketheadZombie = new BucketheadZombie();
          bucketheadZombie->row = i;
          bucketheadZombie->location = xys[i][j].x - 75;
          zombies.InsertNode(bucketheadZombie);
          mciSendString("play./Music/dirt_rise.mp3 from 0", 0, 0, 0);
        }
      }
    }
  }

  // 随机呻吟声
  double p = rand() / (double)RAND_MAX;
  if (p < groanFrequency)
  {
    int px = rand() % 6 + 1;
    switch (px)
    {
      case 1:
        mciSendString("play./Music/groan.mp3 from 0", 0, 0, 0);
        break;
      case 2:
        mciSendString("play./Music/groan2.mp3 from 0", 0, 0, 0);
        break;
      case 3:
        mciSendString("play./Music/groan3.mp3 from 0", 0, 0, 0);
        break;
      case 4:
        mciSendString("play./Music/groan4.mp3 from 0", 0, 0, 0);
        break;
      case 5:
        mciSendString("play./Music/groan5.mp3 from 0", 0, 0, 0);
        break;
      case 6:
        mciSendString("play./Music/groan6.mp3 from 0", 0, 0, 0);
        break;
    }
  }
}
这个函数在游戏中随机生成僵尸。首先,根据给定的概率在地图上的特定位置生成普通僵尸、路障僵尸或铁桶僵尸,并播放相应的音效。然后,再次根据概率随机播放僵尸的呻吟声。
randomGraves函数随机生成墓碑。确保游戏中有一定数量的墓碑,并随机分布在地图上。
void randomGraves()
{
  // 随机产生墓碑
  while (graveNum < 6 || graveNum > 13)
  {
    graveNum = 0;
    for (int i = 0; i < 5; i++)
    {
      int num = rand() % 4;
      for (int j = 0; j < num; j++)
      {
        int column = rand() % 6 + 3;
        if (mapState[i][column] == 0)
        {
          mapState[i][column] = rand() % 8 + 1;
          graveNum++;
        }
        else j--;
      }
    }
  }
}
该函数用于在游戏开始时随机生成一定数量的墓碑。通过不断调整墓碑的数量,确保游戏中有 6 到 13 个墓碑随机分布在地图上。

8、绘制存档名称函数(paintNames)和绘制提示函数(drawHint):
paintNames函数读取存档文件夹中的存档文件,并在游戏界面上绘制存档名称。如果存档过多或没有存档,会显示相应的提示信息。
void paintNames()
{
  // 画出存档名称
  getFiles("./archives");
  RECT rect;
  setbkmode(TRANSPARENT);
  settextcolor(RGB(222, 186, 97));
  if (files.size() > 5)
  {
    settextstyle(20, 0, "华文隶书");
    rect = { 268, 135, 538, 335 };
    drawtext("存档过多,请删除 archives", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    rect = { 268, 175, 538, 375 };
    drawtext("文件夹下的存档并重启!", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
  }
  else if (files.size() == 0)
  {
    settextstyle(40, 0, "华文隶书");
    rect = { 268, 159, 538, 360 };
    drawtext("没有存档!", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
  }
  else
  {
    int h = 189;
    settextstyle(35, 0, "华文隶书");
    for (int i = 0; i < files.size(); ++i)
    {
      rect = { 268, h, 538, h + 40 };
      drawtext(files[i].c_str(), &rect, DT_CENTER);
      h += 40;
    }
  }
}
这个函数首先获取存档文件夹中的存档文件列表。然后,根据存档数量的不同情况,在游戏界面上绘制相应的提示信息或存档名称。如果存档过多,会提示玩家删除一些存档并重启游戏;如果没有存档,则显示 “没有存档!”;如果有存档,则逐个绘制存档名称。
drawHint函数根据游戏状态绘制提示信息,如 “此处不能种植物!” 或 “阳光不足!”。
void drawHint()
{
  if (drawingHint!= 0)
  {
    settextcolor(WHITE);
    settextstyle(40, 0, "隶书");
    if (drawingHint == 1)
    {
      drawtext("此处不能种植物!", &rect, DT_CENTER);
    }
    else if (drawingHint == 2)
      drawtext("阳光不足!", &rect, DT_CENTER);

    hintCountDown--;
    if (hintCountDown == 0)
    {
      hintCountDown = 70;
      drawingHint = 0;
    }
  }
}

该函数根据游戏中的提示状态(drawingHint)绘制相应的提示信息在游戏界面上。如果提示状态为 1,则绘制 “此处不能种植物!”;如果提示状态为 2,则绘制 “阳光不足!”。提示会持续一段时间(由hintCountDown控制),然后消失。

五、完整代码&素材
head.h
#include <iostream>
#include <ctime>
#include <string>
#include <graphics.h>
#include <conio.h>
#include <Windows.h>
#include <io.h>
#include <vector>
#include <stdio.h>
#include <cmath>
#include <mmsystem.h>
using namespace std;

#define GRASS 0
#define GRAVE1 1
#define GRAVE2 2
#define GRAVE3 3
#define GRAVE4 4
#define GRAVE5 5
#define GRAVE6 6
#define GRAVE7 7
#define GRAVE8 8
#define POTATO 9
#define POTATOMINE 10
#define POTATOBOOM 11
#define GRAVEBUSTER_GRAVE1 12
#define GRAVEBUSTER_GRAVE2 13
#define GRAVEBUSTER_GRAVE3 14
#define GRAVEBUSTER_GRAVE4 15
#define GRAVEBUSTER_GRAVE5 16
#define GRAVEBUSTER_GRAVE6 17
#define GRAVEBUSTER_GRAVE7 18
#define GRAVEBUSTER_GRAVE8 19
#define ICESHROOM 20
#define NORMALZOMBIE 21
#define CONEHEADZOMBIE 22
#define BUCKETHEADZOMBIE 16

//非游戏参数
int zombieNum=0;
int plantNum=0;
int sunNum=0;
int bangNum=0;
double groanFrequency = 0.0005;
IMAGE potatoBoom;
IMAGE potato;
IMAGE grave[8];
IMAGE hammer[13];
IMAGE tmpImg;
IMAGE tmpImg2;
IMAGE potaotoMinePictures[8];
IMAGE iceshroomPictures[11];
IMAGE gravebusterPictures[28];
IMAGE sunPictures[22];
IMAGE normalZombieWalkPictures[47];
IMAGE normalZombieEmergePictures[20];
IMAGE normalZombieEatPictures[10];
IMAGE coneheadZombieWalkPictures[47];
IMAGE coneheadZombieEmergePictures[20];
IMAGE coneheadZombieEatPictures[10];
IMAGE bucketheadZombieWalkPictures[47];
IMAGE bucketheadZombieEmergePictures[20];
IMAGE bucketheadZombieEatPictures[10];
IMAGE plantsBar;
IMAGE menu;
IMAGE background;
IMAGE selectID;
IMAGE iceTrap;
IMAGE snow;
IMAGE lawnmower;
IMAGE loseGame;
IMAGE winGame;
IMAGE bang;
ExMessage mousemsg;

struct coordinate
{
    int x;
    int y;
};

enum CURSORFLAG
{
    Chammer, 
    CpotatoMine,
    Ciceshroom,
    Cgravebuster
};

coordinate xys[32][32];
CURSORFLAG cursor;
RECT rect = { 0, 500, 820, 600 };
char sunshineNum[10];
char username[200];
vector<string> files;

class Bang
{
public:
    int No;
    int x;
    int y;
    int countDown;

    Bang(int x,int y)
    {
        No = bangNum;
        bangNum++;
        this->x = x;
        this->y = y;
        countDown = 20;
    }
};

class Sun
{
public:
    int x;
    int y;
    int frame;
    int No;
    int changeFrameCountDown;
    int goToCount;
    int goToCountFrame;
    int tempX;
    int tempY;

    Sun(int x,int y)
    {
        frame = 0;
        No=sunNum;
        sunNum++;
        this->x = x;
        this->y = y;
        this->tempX = x;
        this->tempY = y;
        changeFrameCountDown = 5;
        goToCount = 0;
        goToCountFrame = 10;
    }
};

class Plant
{
public:
    int type;
    int HP;
    int frameNo;
    int No;
    int x;
    int y;
    int changeFrameCountDown;

    Plant()
    {
        No = plantNum;
        plantNum++;
        changeFrameCountDown = 5;
        HP = 6;
    }
    ~Plant(){}
};

// 土豆雷
class PotatoMine : public Plant
{
public:
    int underCountDown = 400;
    int boomCountDown = 50;

    PotatoMine()
    {
        frameNo = 0;
        type = POTATOMINE;
    }
};

// 墓碑吞噬者
class GraveBuster : public Plant
{
public:
    GraveBuster()
    {
        frameNo = 1;
        type = GRAVEBUSTER_GRAVE1;
    }
};

// 寒冰菇
class IceShroom : public Plant
{
public:
    int frozenCountDown = 200;
    int slowingCountDown = 1000;

    IceShroom()
    {
        frameNo = 0;
        type = ICESHROOM;
    }
};


class Zombie
{
public:
    int HP;
    int row;
    int location;
    int emerge1walk2eat3;
    int frameNo;
    int height;
    int No;
    int changeFrameCountDown;
    int isFrozen;
    int isSlowed;
    int type;

    Zombie()
    {
        No = zombieNum;
        zombieNum++;
        isFrozen = 0;
        isSlowed = 0;
        height = 115;            // 僵尸图像高度
        frameNo = 19;            // 表示播放到第几帧
        emerge1walk2eat3 = 1;    // 正在冒出来用 1 表示,正在行走用 2 表示,正在吃植物用 3 表示
        changeFrameCountDown = 10;
    }
};
class NormalZombie : public Zombie
{
public:
    NormalZombie()
    {
        HP = 1;
        type = NORMALZOMBIE;
    }
};

class ConeheadZombie : public Zombie
{
public:
    ConeheadZombie()
    {
        HP = 2;
        type = CONEHEADZOMBIE;
    }
};

class BucketheadZombie : public Zombie
{
public:
    BucketheadZombie()
    {
        HP = 3;
        type = BUCKETHEADZOMBIE;
    }
};

class Lawnmower
{
public:
    int location = -20;
    int isActivated = 0;
    int isOut = 0;
};

template<class T>
class Node
{
public:
    T* content;
    Node* next = NULL;
    Node(T* t)
    {
        content = t;
    }
};

template<class T>
class LinkList
{
public:
    Node<T>* head;  
    Node<T>* tail;

    LinkList()
    {
        head = NULL;
        tail = NULL;
    };

    LinkList(Node<T> node)
    { 
        head = node; 
        tail = node; 
    };

    ~LinkList()
    { 
        DeleteAllNode();
    }   

    void InsertNode(T* t)
    {
        Node<T>* node=new Node<T>(t);
        if (head == NULL)
        {
            head = node;
            tail = node;
        }
        else
        {
            tail->next = node;
            tail = node;
        }
    };

    void DeleteNode(int No)
    {
        Node<T>* cur = head,*pre=NULL;
        while (cur != NULL && cur->content->No != No)
        {
            pre = cur;
            cur = cur->next;
        }

        if (pre == NULL)
        {
            head = cur->next;
        }
        else if (cur == NULL)
        {
            cout << "没有找到符合条件的结点!" << endl;
            return;
        }
        else
        {
            pre->next = cur->next;
        }

        if (cur == tail)
        {
            tail = pre;
        }
        delete cur;
    };

    void DeleteAllNode()
    {
        Node<T>* cur = head,*pre=NULL;
        while (tail != NULL)
        {
            pre = cur;
            cur = cur->next;
            DeleteNode(pre->content->No);
        }
    };
};
PvZ.cpp
#include "head.h"
#pragma warning (disable:4996)
#pragma comment( lib, "MSIMG32.LIB")
#pragma comment( lib, "winmm.lib")

// 游戏参数
int mapState[32][32];        // 地图状态。0:空,1:墓碑,2:地雷(没出土),3:地雷(已出土),4:寒冰菇
int currentSunshine;
LinkList<Sun> suns;
LinkList<Plant> plants;
LinkList<Zombie> zombies;
LinkList<Bang> bangs;
Lawnmower* lawnmowers[5];
double normalfrequency;
double coneheadfrequency;
double bucketheadfrequency;
double SunsFrequency;
int isNewGame;
int isHitting;
int hammerRadius;
int drawingHint;
int hintCountDown;
int snowCountDown;
int graveNum;
int Win1Lose2;

void init()
{
    for (int i = 0; i < 5; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            mapState[i][j] = GRASS;
        }
    }

    currentSunshine = 0;
    plants.DeleteAllNode();
    zombies.DeleteAllNode();
    suns.DeleteAllNode();
    bangs.DeleteAllNode();

    for (int i = 0; i < 5; i++)
    {
        lawnmowers[i] = new Lawnmower();
    }

    normalfrequency = 0.002;
    coneheadfrequency = 0.0025;
    bucketheadfrequency = 0.0028;
    SunsFrequency = 0.05;
    isNewGame = 1;
    isHitting = 0;
    hammerRadius = 0;
    drawingHint = 0;
    hintCountDown = 70;
    snowCountDown = 0;
    graveNum = 0;
    Win1Lose2 = 0;
}

void getFiles(string path)
{
    files.clear();
    //文件句柄  
    intptr_t hFile = 0;
    //文件信息  
    struct _finddata_t fileinfo;
    string p;
    if ((hFile = _findfirst(p.assign(path).append("\\*").c_str(), &fileinfo)) != -1)
    {
        do
        {
            files.push_back(fileinfo.name);
        } while (_findnext(hFile, &fileinfo) == 0);
        _findclose(hFile);
    }
    files.erase(files.begin());
    files.erase(files.begin());
}

void readArchive(char name[])
{
    init();
    char path[] = "./archives/", tmppath[200] = { 0 };
    strcat(strcat(tmppath, path), name);
    FILE* fp = fopen(tmppath, "rb");
    ::fread(&mapState, sizeof(mapState), 1, fp);

    for (int i = 0; i < 5; i++)
    {
        lawnmowers[i] = new Lawnmower();
        ::fread(&lawnmowers[i]->location, sizeof(int), 1, fp);
        ::fread(&lawnmowers[i]->isActivated, sizeof(int), 1, fp);
        ::fread(&lawnmowers[i]->isOut, sizeof(int), 1, fp);
    }

    fread(&currentSunshine,        sizeof(int),    1, fp);
    fread(&normalfrequency,        sizeof(double),    1, fp);
    fread(&coneheadfrequency,    sizeof(double),    1, fp);
    fread(&bucketheadfrequency,    sizeof(double),    1, fp);
    fread(&SunsFrequency,        sizeof(double),    1, fp);
    fread(&isNewGame,            sizeof(int),    1, fp);
    fread(&isHitting,            sizeof(int),    1, fp);
    fread(&hammerRadius,        sizeof(int),    1, fp);
    fread(&drawingHint,            sizeof(int),    1, fp);
    fread(&hintCountDown,        sizeof(int),    1, fp);
    fread(&snowCountDown,        sizeof(int),    1, fp);
    fread(&graveNum,            sizeof(int),    1, fp);
    fread(&Win1Lose2,            sizeof(int),    1, fp);

    int separator;
    while (1)
    {
        fread(&separator, sizeof(int), 1, fp);
        if (separator!=1234567)
        {
            Zombie* tmpZombie = new Zombie();
            fseek(fp, -(int)sizeof(int), SEEK_CUR);
            fread(&tmpZombie->HP,                    sizeof(int), 1, fp);
            fread(&tmpZombie->row,                    sizeof(int), 1, fp);
            fread(&tmpZombie->location,                sizeof(int), 1, fp);
            fread(&tmpZombie->emerge1walk2eat3,        sizeof(int), 1, fp);
            fread(&tmpZombie->frameNo,                sizeof(int), 1, fp);
            fread(&tmpZombie->height,                sizeof(int), 1, fp);
            fread(&tmpZombie->No,                    sizeof(int), 1, fp);
            fread(&tmpZombie->changeFrameCountDown,    sizeof(int), 1, fp);
            fread(&tmpZombie->isFrozen,                sizeof(int), 1, fp);
            fread(&tmpZombie->isSlowed,                sizeof(int), 1, fp);
            fread(&tmpZombie->type,                    sizeof(int), 1, fp);
            zombies.InsertNode(tmpZombie);
        }
        else break;
    }

    int tmpPlantType;
    while (1)
    {
        fread(&separator, sizeof(int), 1, fp);
        if (separator!=7654321)
        {
            fseek(fp, -(int)sizeof(int), SEEK_CUR);
            fread(&tmpPlantType, sizeof(int), 1, fp);
            switch (tmpPlantType)
            {
                case POTATOMINE:
                {
                    PotatoMine* tmpPotatoMine = new PotatoMine();
                    tmpPotatoMine->type = tmpPlantType;
                    fread(&tmpPotatoMine->frameNo, sizeof(int), 1, fp);
                    fread(&tmpPotatoMine->No, sizeof(int), 1, fp);
                    fread(&tmpPotatoMine->x, sizeof(int), 1, fp);
                    fread(&tmpPotatoMine->y, sizeof(int), 1, fp);
                    fread(&tmpPotatoMine->changeFrameCountDown, sizeof(int), 1, fp);
                    fread(&tmpPotatoMine->underCountDown, sizeof(int), 1, fp);
                    fread(&tmpPotatoMine->boomCountDown, sizeof(int), 1, fp);
                    plants.InsertNode(tmpPotatoMine);
                    break;
                }
                case GRAVEBUSTER_GRAVE1:
                {
                    GraveBuster* tmpGraveBuster = new GraveBuster();
                    tmpGraveBuster->type = tmpPlantType;
                    fread(&tmpGraveBuster->frameNo, sizeof(int), 1, fp);
                    fread(&tmpGraveBuster->No, sizeof(int), 1, fp);
                    fread(&tmpGraveBuster->x, sizeof(int), 1, fp);
                    fread(&tmpGraveBuster->y, sizeof(int), 1, fp);
                    fread(&tmpGraveBuster->changeFrameCountDown, sizeof(int), 1, fp);
                    plants.InsertNode(tmpGraveBuster);
                    break;
                }
                case ICESHROOM:
                {
                    IceShroom* tmpIceShroom = new IceShroom();
                    tmpIceShroom->type = tmpPlantType;
                    fread(&tmpIceShroom->frameNo, sizeof(int), 1, fp);
                    fread(&tmpIceShroom->No, sizeof(int), 1, fp);
                    fread(&tmpIceShroom->x, sizeof(int), 1, fp);
                    fread(&tmpIceShroom->y, sizeof(int), 1, fp);
                    fread(&tmpIceShroom->changeFrameCountDown, sizeof(int), 1, fp);
                    fread(&tmpIceShroom->frozenCountDown, sizeof(int), 1, fp);
                    fread(&tmpIceShroom->slowingCountDown, sizeof(int), 1, fp);
                    plants.InsertNode(tmpIceShroom);
                    break;
                }
            }
        }
        else break;
    }

    while (1)
    {
        fread(&separator, sizeof(int), 1, fp);
        if (separator != 357421)
        {
            Bang* tmpBang = new Bang(0,0);
            fseek(fp, -(int)sizeof(int), SEEK_CUR);
            fread(&tmpBang->No, sizeof(int), 1, fp);
            fread(&tmpBang->x, sizeof(int), 1, fp);
            fread(&tmpBang->y, sizeof(int), 1, fp);
            fread(&tmpBang->countDown, sizeof(int), 1, fp);
            bangs.InsertNode(tmpBang);
        }
        else
            break;
    }

    while (fread(&separator,sizeof(int),1,fp))
    {
        Sun* tmpSun = new Sun(0, 0);
        fread(&tmpSun->x, sizeof(int), 1, fp);
        fread(&tmpSun->y, sizeof(int), 1, fp);
        fread(&tmpSun->frame, sizeof(int), 1, fp);
        fread(&tmpSun->No, sizeof(int), 1, fp);
        fread(&tmpSun->changeFrameCountDown, sizeof(int), 1, fp);
        fread(&tmpSun->goToCount, sizeof(int), 1, fp);
        fread(&tmpSun->goToCountFrame, sizeof(int), 1, fp);
        fread(&tmpSun->tempX, sizeof(int), 1, fp);
        fread(&tmpSun->tempY, sizeof(int), 1, fp);
        suns.InsertNode(tmpSun);
    }
    fclose(fp);
}

void writeArchive(char name[])
{
    char path[] = "./archives/", tmppath[200] = { 0 };
    strcat(strcat(tmppath, path), name);
    FILE* fp = fopen(tmppath, "wb");
    ::fwrite(mapState, sizeof(mapState), 1, fp);

    for (int i = 0; i < 5; i++)
    {
        ::fwrite(&lawnmowers[i]->location, sizeof(int), 1, fp);
        ::fwrite(&lawnmowers[i]->isActivated, sizeof(int), 1, fp);
        ::fwrite(&lawnmowers[i]->isOut, sizeof(int), 1, fp);
    }

    ::fwrite(&currentSunshine, sizeof(int), 1, fp);
    ::fwrite(&normalfrequency, sizeof(double), 1, fp);
    ::fwrite(&coneheadfrequency, sizeof(double), 1, fp);
    ::fwrite(&bucketheadfrequency, sizeof(double), 1, fp);
    ::fwrite(&SunsFrequency, sizeof(double), 1, fp);
    ::fwrite(&isNewGame, sizeof(int), 1, fp);
    ::fwrite(&isHitting, sizeof(int), 1, fp);
    ::fwrite(&hammerRadius, sizeof(int), 1, fp);
    ::fwrite(&drawingHint, sizeof(int), 1, fp);
    ::fwrite(&hintCountDown, sizeof(int), 1, fp);
    ::fwrite(&snowCountDown, sizeof(int), 1, fp);
    ::fwrite(&graveNum, sizeof(int), 1, fp);
    ::fwrite(&Win1Lose2, sizeof(int), 1, fp);

    Node<Zombie>* curZombie = zombies.head;
    while (curZombie != NULL)
    {
        Zombie* zombie = curZombie->content;
        ::fwrite(&zombie->HP, sizeof(int), 1, fp);
        ::fwrite(&zombie->row, sizeof(int), 1, fp);
        ::fwrite(&zombie->location, sizeof(int), 1, fp);
        ::fwrite(&zombie->emerge1walk2eat3, sizeof(int), 1, fp);
        ::fwrite(&zombie->frameNo, sizeof(int), 1, fp);
        ::fwrite(&zombie->height, sizeof(int), 1, fp);
        ::fwrite(&zombie->No, sizeof(int), 1, fp);
        ::fwrite(&zombie->changeFrameCountDown, sizeof(int), 1, fp);
        ::fwrite(&zombie->isFrozen, sizeof(int), 1, fp);
        ::fwrite(&zombie->isSlowed, sizeof(int), 1, fp);
        ::fwrite(&zombie->type, sizeof(int), 1, fp);
        curZombie = curZombie->next;
    }

    int separator1 = 1234567;
    ::fwrite(&separator1, sizeof(int), 1, fp);
    Node<Plant>* curPlant = plants.head;
    while (curPlant != NULL)
    {
        switch (curPlant->content->type)
        {
            case POTATOMINE:
            {
                PotatoMine* potatoMine = static_cast<PotatoMine*>(curPlant->content);
                ::fwrite(&potatoMine->type, sizeof(int), 1, fp);
                ::fwrite(&potatoMine->frameNo, sizeof(int), 1, fp);
                ::fwrite(&potatoMine->No, sizeof(int), 1, fp);
                ::fwrite(&potatoMine->x, sizeof(int), 1, fp);
                ::fwrite(&potatoMine->y, sizeof(int), 1, fp);
                ::fwrite(&potatoMine->changeFrameCountDown, sizeof(int), 1, fp);
                ::fwrite(&potatoMine->underCountDown, sizeof(int), 1, fp);
                ::fwrite(&potatoMine->boomCountDown, sizeof(int), 1, fp);
                break;
            }
            case ICESHROOM:
            {
                IceShroom* iceShroom = static_cast<IceShroom*>(curPlant->content);
                ::fwrite(&iceShroom->type, sizeof(int), 1, fp);
                ::fwrite(&iceShroom->frameNo, sizeof(int), 1, fp);
                ::fwrite(&iceShroom->No, sizeof(int), 1, fp);
                ::fwrite(&iceShroom->x, sizeof(int), 1, fp);
                ::fwrite(&iceShroom->y, sizeof(int), 1, fp);
                ::fwrite(&iceShroom->changeFrameCountDown, sizeof(int), 1, fp);
                ::fwrite(&iceShroom->frozenCountDown, sizeof(int), 1, fp);
                ::fwrite(&iceShroom->slowingCountDown, sizeof(int), 1, fp);
                break;
            }
            case GRAVEBUSTER_GRAVE1:
            {
                GraveBuster* graveBuster = static_cast<GraveBuster*>(curPlant->content);
                ::fwrite(&graveBuster->type, sizeof(int), 1, fp);
                ::fwrite(&graveBuster->frameNo, sizeof(int), 1, fp);
                ::fwrite(&graveBuster->No, sizeof(int), 1, fp);
                ::fwrite(&graveBuster->x, sizeof(int), 1, fp);
                ::fwrite(&graveBuster->y, sizeof(int), 1, fp);
                ::fwrite(&graveBuster->changeFrameCountDown, sizeof(int), 1, fp);
                break;
            }
        }
        curPlant = curPlant->next;
    }

    int separator2 = 7654321;
    ::fwrite(&separator2, sizeof(int), 1, fp);
    Node<Bang>* curBang = bangs.head;
    while (curBang!= NULL)
    {
        Bang* bang = curBang->content;
        ::fwrite(&bang->No, sizeof(int), 1, fp);
        ::fwrite(&bang->x, sizeof(int), 1, fp);
        ::fwrite(&bang->y, sizeof(int), 1, fp);
        ::fwrite(&bang->countDown, sizeof(int), 1, fp);
        curBang = curBang->next;
    }

    int separator3 = 357421;
    ::fwrite(&separator3, sizeof(int), 1, fp);
    Node<Sun>* curSun = suns.head;
    while (curSun != NULL)
    {
        Sun* sun = curSun->content;
        ::fwrite(&sun->x, sizeof(int), 1, fp);
        ::fwrite(&sun->y, sizeof(int), 1, fp);
        ::fwrite(&sun->frame, sizeof(int), 1, fp);
        ::fwrite(&sun->No, sizeof(int), 1, fp);
        ::fwrite(&sun->changeFrameCountDown, sizeof(int), 1, fp);
        ::fwrite(&sun->goToCount, sizeof(int), 1, fp);
        ::fwrite(&sun->goToCountFrame, sizeof(int), 1, fp);
        ::fwrite(&sun->tempX, sizeof(int), 1, fp);
        ::fwrite(&sun->tempY, sizeof(int), 1, fp);
        curSun = curSun->next;
    }

    fclose(fp);
}

// 精确延时函数(可以精确到 1ms,精度 ±1ms)
// by yangw80<yw80@qq.com>, 2011-5-4
void HpSleep(int ms)
{
    static clock_t oldclock = clock();        // 静态变量,记录上一次 tick

    oldclock += ms * CLOCKS_PER_SEC / 1000;    // 更新 tick

    if (clock() > oldclock)                    // 如果已经超时,无需延时
        oldclock = clock();
    else
        while (clock() < oldclock)            // 延时
            Sleep(1);                        // 释放 CPU 控制权,降低 CPU 占用率
//            Sleep(0);                        // 更高精度、更高 CPU 占用率
}

void transparentImage(IMAGE* dstimg, int x, int y, IMAGE* srcimg)
{
    HDC dstDC = GetImageHDC(dstimg);
    HDC srcDC = GetImageHDC(srcimg);
    int w = srcimg->getwidth();
    int h = srcimg->getheight();
    BLENDFUNCTION bf = { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA };
    AlphaBlend(dstDC, x, y, w, h, srcDC, 0, 0, w, h, bf);
}

void paintPlantsAndGraves()
{
    // 画植物和墓碑
    for (int i = 0; i < 5; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            switch (mapState[i][j])
            {
            case GRASS:
                break;
            case GRAVE1:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[0]);
                break;
            }
            case GRAVE2:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[1]);
                break;
            }
            case GRAVE3:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[2]);
                break;
            }
            case GRAVE4:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[3]);
                break;
            }
            case GRAVE5:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[4]);
                break;
            }
            case GRAVE6:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[5]);
                break;
            }
            case GRAVE7:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[6]);
                break;
            }
            case GRAVE8:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[7]);
                break;
            }
            case POTATO:
            {
                transparentImage(NULL, xys[i][j].x, xys[i][j].y + 37, &potato);
                Node<Plant>* cur = plants.head;
                while (cur != NULL)
                {
                    if (cur->content->x == i && cur->content->y == j)
                    {
                        break;
                    }
                    else cur = cur->next;
                }
                if (cur != NULL)
                {
                    PotatoMine* potato = static_cast<PotatoMine*>(cur->content);
                    potato->underCountDown--;
                    if (potato->underCountDown == 0)
                    {
                        mapState[i][j] = POTATOMINE;
                        mciSendString("play ./Music/dirt_rise.mp3 from 0 ", 0, 0, 0);
                    }
                }
                break;
            }
            case POTATOMINE:
            {
                Node<Plant>* cur = plants.head;
                while (cur != NULL)
                {
                    if (cur->content->x == i && cur->content->y == j)break;
                    else cur = cur->next;
                }        
                if (cur != NULL)
                {
                    transparentImage(NULL, xys[i][j].x, xys[i][j].y + 40, &potaotoMinePictures[cur->content->frameNo]);
                    cur->content->changeFrameCountDown--;
                    if (cur->content->changeFrameCountDown == 0)
                    {
                        cur->content->changeFrameCountDown = 20;
                        cur->content->frameNo++;
                        if (cur->content->frameNo == 7)
                        {
                            cur->content->frameNo = 0;
                        }
                    }
                }           
                break;
            }
            case POTATOBOOM:
            {
                transparentImage(NULL, xys[i][j].x - 25, xys[i][j].y + 20, &potatoBoom);
                Node<Plant>* cur = plants.head;
                while (cur != NULL)
                {
                    if (cur->content->x == i && cur->content->y == j)break;
                    else cur = cur->next;
                }

                if (cur != NULL)
                {
                    PotatoMine* potato = static_cast<PotatoMine*>(cur->content);
                    potato->boomCountDown--;
                    if (potato->boomCountDown == 0)
                    {
                        plants.DeleteNode(potato->No);
                        mapState[i][j] = GRASS;
                    }
                }      

                break;
            }
            case GRAVEBUSTER_GRAVE1:
                transparentImage(NULL, xys[i][j].x-5, xys[i][j].y, &grave[0]);
                goto label;
            case GRAVEBUSTER_GRAVE2:
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[1]);
                goto label;
            case GRAVEBUSTER_GRAVE3:
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[2]);
                goto label;
            case GRAVEBUSTER_GRAVE4:
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[3]);
                goto label;
            case GRAVEBUSTER_GRAVE5:
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[4]);
                goto label;
            case GRAVEBUSTER_GRAVE6:
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[5]);
                goto label;
            case GRAVEBUSTER_GRAVE7:
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[6]);
                goto label;
            case GRAVEBUSTER_GRAVE8:
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[7]);
                goto label;
            {
            label:
                Node<Plant>* cur = plants.head;
                while (cur != NULL)
                {
                    if (cur->content->x == i && cur->content->y == j)break;
                    else cur = cur->next;
                }
                if (cur != NULL)
                {
                    transparentImage(NULL, xys[i][j].x - 10, xys[i][j].y - 10, &gravebusterPictures[cur->content->frameNo]);
                    cur->content->changeFrameCountDown--;
                    if (cur->content->changeFrameCountDown == 0)
                    {
                        cur->content->changeFrameCountDown = 10;
                        cur->content->frameNo++;
                        if (cur->content->frameNo > 27)
                        {
                            plants.DeleteNode(cur->content->No);
                            mapState[i][j] = GRASS;
                            graveNum--;
                            if (graveNum == 5)
                            {
                                SunsFrequency = 0.2;
                                normalfrequency = 0.003;
                                coneheadfrequency = 0.0035;
                                bucketheadfrequency = 0.0038;
                            }
                            else if (graveNum == 3)
                            {
                                SunsFrequency = 0.4;
                                normalfrequency=0.006;
                                coneheadfrequency=0.0065;
                                bucketheadfrequency=0.0068;
                            }
                        }
                    }
                }    
                break;
            }
            case ICESHROOM:
            {
                Node<Plant>* cur = plants.head;
                while (cur != NULL)
                {
                    if (cur->content->x == i && cur->content->y == j)break;
                    else cur = cur->next;
                }
                if (cur != NULL)
                {
                    transparentImage(NULL, xys[i][j].x, xys[i][j].y + 15, &iceshroomPictures[cur->content->frameNo]);
                    cur->content->changeFrameCountDown--;
                    if (cur->content->changeFrameCountDown == 0)
                    {
                        cur->content->changeFrameCountDown = 8;
                        cur->content->frameNo++;
                        if (cur->content->frameNo > 10)
                        {
                            plants.DeleteNode(cur->content->No);
                            mciSendString("play ./Music/shoop.mp3 from 0 ", 0, 0, 0);
                            mapState[i][j] = 0;
                            snowCountDown = 20;
                            Node<Zombie>* cur = zombies.head;
                            while (cur != NULL)
                            {
                                cur->content->isFrozen = 200;
                                cur = cur->next;
                            }
                        }
                    }
                }        
                break;
            }
            }
        }
    }
}

void addIce(IMAGE* targetImage, IMAGE* srcImage, int addRed = 0, int addGreen = 0, int addBlue = 50)
{
    int srcImgWidth = srcImage->getwidth(), srcImgHeight = srcImage->getheight();
    targetImage->Resize(srcImgWidth, srcImgHeight);
    DWORD* pTargetBuffer = GetImageBuffer(targetImage);
    DWORD* pSrcBuffer = GetImageBuffer(srcImage);
    int allPixel = srcImgHeight * srcImgWidth;

#define RGBA(r, g, b, a) ((b) + (g << 8) + (r << 16) + (a << 24))
    for (int i = 0; i < allPixel; ++i)
    {
        UCHAR r = (UCHAR)GetRValue(pSrcBuffer[i]);
        UCHAR g = (UCHAR)GetGValue(pSrcBuffer[i]);
        UCHAR b = (UCHAR)GetBValue(pSrcBuffer[i]);
        r = r + addRed;
        r = r > 255 ? 255 : r;
        g = g + addGreen;
        g = g > 255 ? 255 : g;
        b = b + addBlue;
        b = b > 255 ? 255 : b;
        pTargetBuffer[i] = (DWORD)RGBA(r, g, b, pSrcBuffer[i] >> 24);
    }
}

void generateSunshine(int x, int y)
{
    // 一定概率产生3个阳光
    double p = rand() / (double)RAND_MAX;
    if (p < SunsFrequency)
    {
        Sun* sunshine[3];
        for (int i = 0; i < 3; i++)
        {
            sunshine[i] = new Sun(x + 80 + rand() % 100 - 50, y + 60 + rand() % 50 - 25);
            suns.InsertNode(sunshine[i]);
        }
    }
}

void paintZombies()
{
    // 画僵尸
    Node<Zombie> *cur = zombies.head, *next = NULL;
    while (cur != NULL)
    {
        Zombie* zombieptr = cur->content;
        if (zombieptr->location < -150)
        {
            cur = cur->next;
            zombies.DeleteNode(zombieptr->No);
            continue;
        }
       
        if (zombieptr->emerge1walk2eat3 == 1)
        {
            if (zombieptr->type == NORMALZOMBIE)
                tmpImg=normalZombieEmergePictures[zombieptr->frameNo];
            else if (zombieptr->type == CONEHEADZOMBIE)
                tmpImg = coneheadZombieEmergePictures[zombieptr->frameNo];
            else
                tmpImg = bucketheadZombieEmergePictures[zombieptr->frameNo];

            transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg);
            zombieptr->frameNo--;
            if (zombieptr->frameNo == 0)
            {
                zombieptr->emerge1walk2eat3 = 2;
            }
        }
        else if (zombieptr->emerge1walk2eat3 == 2)
        {
            if (zombieptr->type == NORMALZOMBIE)
                tmpImg = normalZombieWalkPictures[zombieptr->frameNo];
            else if (zombieptr->type == CONEHEADZOMBIE)
                tmpImg = coneheadZombieWalkPictures[zombieptr->frameNo];
            else
                tmpImg = bucketheadZombieWalkPictures[zombieptr->frameNo];

            if (zombieptr->isFrozen)
            {
                addIce(&tmpImg2, &tmpImg);
                transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg2);
            }
            else if (zombieptr->isSlowed)
            {
                addIce(&tmpImg2, &tmpImg);
                transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg2);
                zombieptr->changeFrameCountDown -= 1;
                if (zombieptr->changeFrameCountDown <= 0)
                {
                    zombieptr->changeFrameCountDown = 6;
                    zombieptr->location -= 1; 
                    zombieptr->frameNo++;
                    if (zombieptr->frameNo > 46)
                    {
                        zombieptr->frameNo = 0;
                    }
                }
            }
            else
            {
                transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg);
                zombieptr->changeFrameCountDown -= 2;
                if (zombieptr->changeFrameCountDown <= 0)
                {
                    zombieptr->changeFrameCountDown = 6;
                    zombieptr->location -= 2;
                    zombieptr->frameNo++;
                    if (zombieptr->frameNo > 46)
                    {
                        zombieptr->frameNo = 0;
                    }
                }
            }
        }
        else if (zombieptr->emerge1walk2eat3 == 3)
        {
            /*if (zombieptr->type == NORMALZOMBIE)tmpImg = normalZombieEatPictures[zombieptr->frameNo];
            else if (zombieptr->type == CONEHEADZOMBIE)tmpImg = coneheadZombieEatPictures[zombieptr->frameNo];
            else tmpImg = bucketheadZombieEatPictures[zombieptr->frameNo];
            if (zombieptr->isFrozen) {
                addIce(&tmpImg2, &tmpImg);
                transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg2);
            }
            else if (zombieptr->isSlowed) {
                addIce(&tmpImg2, &tmpImg);
                transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg2);
                zombieptr->changeFrameCountDown -= 1;
                if (zombieptr->changeFrameCountDown <= 0) {
                    zombieptr->changeFrameCountDown = 6;
                    zombieptr->location -= 1;
                    zombieptr->frameNo++;
                    if (zombieptr->frameNo > 46) {
                        zombieptr->frameNo = 0;
                    }
                }
            }
            else {
                transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg);
                zombieptr->changeFrameCountDown -= 2;
                if (zombieptr->changeFrameCountDown <= 0) {
                    zombieptr->changeFrameCountDown = 25;
                    zombieptr->frameNo++;
                }
            }*/
        }
        // 判断是否冻住
        if (zombieptr->isFrozen > 0)
        {
            zombieptr->isFrozen--;
            if (zombieptr->isFrozen == 0)    zombieptr->isSlowed = 400;
            transparentImage(NULL, zombieptr->location+100, xys[zombieptr->row][0].y+70, &iceTrap);       
        }
        // 判断是否减速
        if (zombieptr->isSlowed > 0)
        {
            zombieptr->isSlowed--;
        }
        // 如果僵尸走到最左边且此行有除草机
        if (zombieptr->location < -50 && lawnmowers[zombieptr->row]->isOut == 0)
        {
            lawnmowers[zombieptr->row]->isActivated = 1;
            mciSendString("play lawnmower from 0", 0, 0, 0);
        }
         如果僵尸前面有植物
        //Node<Plant>* curPlant = plants.head,*pre;
        //while (curPlant != NULL)
        //{
        //    Plant* plant = curPlant->content;
        //    if (zombieptr->row == plant->x
        //        && zombieptr->location < xys[plant->x][plant->y].x- 25
        //        && zombieptr->location > xys[plant->x][plant->y-1].x-25)
        //    {
        //        if (zombieptr->emerge1walk2eat3 == 2)
        //        {
        //            zombieptr->emerge1walk2eat3 = 3;
        //            zombieptr->frameNo = 0;
        //            mciSendString("play ./Music/chomp.mp3 from 0", 0, 0, 0);
        //        }
        //        if (zombieptr->emerge1walk2eat3 == 3 && zombieptr->frameNo > 9)
        //        {
        //            zombieptr->frameNo = 0;
        //            mciSendString("play ./Music/chomp.mp3 from 0", 0, 0, 0);
        //            plant->HP--;
        //            if (plant->HP == 0)
        //            {
        //                pre = curPlant;
        //                curPlant = curPlant->next;
        //                plants.DeleteNode(pre->content->No);
        //                zombieptr->emerge1walk2eat3 = 2;
        //                continue;
        //            }
        //        }
        //    }
        //    curPlant = curPlant->next;
        //}
        // 如果僵尸前面有除草机
        if (lawnmowers[zombieptr->row]->isOut == 0 && zombieptr->location < lawnmowers[zombieptr->row]->location - 30)
        {
            next = cur->next;
            zombies.DeleteNode(zombieptr->No);
            generateSunshine(zombieptr->location, xys[zombieptr->row][0].y);
            cur = next;
            continue;
        }    
        cur = cur->next;
    }
}

void paintSuns()
{
    Node<Sun> *cur = suns.head, *next;
    while (cur != NULL)
    {
        Sun* sun = cur->content;
        transparentImage(NULL, sun->x, sun->y, &sunPictures[sun->frame]);
        sun->changeFrameCountDown--;
        if (sun->changeFrameCountDown == 0)
        {
            sun->changeFrameCountDown = 5;
            sun->frame++;
            if (sun->frame == 22)sun->frame = 0;
            if (sun->goToCount ==1 )
            {
                sun->x = sun->tempX / 10 * sun->goToCountFrame;
                sun->y = sun->tempY / 10 * sun->goToCountFrame;
                sun->goToCountFrame--;
                if (sun->goToCountFrame == 0)
                {
                    next = cur->next;
                    suns.DeleteNode(sun->No);
                    cur = next;
                    currentSunshine += 25;
                    continue;
                }
            }
        }
        cur = cur->next;
    }
}

void paintBangs()
{
    Node<Bang>* cur = bangs.head,*pre;
    while (cur != NULL)
    {
        if (cur->content->countDown > 0)
        {
            cur->content->countDown--;
            transparentImage(NULL, cur->content->x, cur->content->y, &bang);
        }
        pre = cur;
        cur = cur->next; 
        if(pre->content->countDown<=0)
            bangs.DeleteNode(pre->content->No);
    }
}

void paintCursor()
{
    if (cursor == Chammer)
    {
        // 如果没锤,画正常角度锤子
        if (!isHitting)
            transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &hammer[0]);
        else
        {
            // 画旋转锤子
            transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &hammer[hammerRadius]);
            hammerRadius++;
            if (hammerRadius == 13)
            {
                hammerRadius = 0;
                isHitting = 0;
            }
        }
    }
    else if (cursor == CpotatoMine)
        transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &potaotoMinePictures[0]);
    else if (cursor == Ciceshroom)
        transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &iceshroomPictures[0]);
    else
        transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &gravebusterPictures[0]);
}

void randomZombies()
{
    // 随机产生僵尸
    for (int i = 0; i < 5; i++)
    {
        for (int j = 3; j < 9; j++)
        {
            if (1 <= mapState[i][j] && mapState[i][j] <= 8)
            {
                double p = rand() / (double)RAND_MAX;
                if (p < normalfrequency)
                {
                    NormalZombie* normalZombie = new NormalZombie();
                    normalZombie->row = i;
                    normalZombie->location = xys[i][j].x-75;
                    zombies.InsertNode(normalZombie);
                    mciSendString("play ./Music/dirt_rise.mp3 from 0", 0, 0, 0);
                }
                else if (normalfrequency <= p && p < coneheadfrequency)
                {
                    ConeheadZombie* coneheadZombie = new ConeheadZombie();
                    coneheadZombie->row = i;
                    coneheadZombie->location = xys[i][j].x-75;
                    zombies.InsertNode(coneheadZombie);
                    mciSendString("play ./Music/dirt_rise.mp3 from 0", 0, 0, 0);
                }
                else if (coneheadfrequency <= p && p < bucketheadfrequency)
                {
                    BucketheadZombie* bucketheadZombie = new BucketheadZombie();
                    bucketheadZombie->row = i;
                    bucketheadZombie->location = xys[i][j].x-75;
                    zombies.InsertNode(bucketheadZombie);
                    mciSendString("play ./Music/dirt_rise.mp3 from 0", 0, 0, 0);
                }
            }
        }
    }

    // 随机呻吟声
    double p = rand() / (double)RAND_MAX;
    if (p < groanFrequency)
    {
        int px = rand() % 6 + 1;
        switch (px)
        {
            case 1:
                mciSendString("play ./Music/groan.mp3 from 0", 0, 0, 0);
                break;
            case 2:
                mciSendString("play ./Music/groan2.mp3 from 0", 0, 0, 0);
                break;
            case 3:
                mciSendString("play ./Music/groan3.mp3 from 0", 0, 0, 0);
                break;
            case 4:
                mciSendString("play ./Music/groan4.mp3 from 0", 0, 0, 0);
                break;
            case 5:
                mciSendString("play ./Music/groan5.mp3 from 0", 0, 0, 0);
                break;
            case 6:
                mciSendString("play ./Music/groan6.mp3 from 0", 0, 0, 0);
                break;
        }
    }
}

void paintNames()
{
    // 画出存档名称
    getFiles("./archives");
    RECT rect;
    setbkmode(TRANSPARENT);
    settextcolor(RGB(222, 186, 97));
    if (files.size() > 5)
    {
        settextstyle(20, 0, "华文隶书");
        rect = { 268, 135, 538, 335 };
        drawtext("存档过多,请删除archives", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
        rect = { 268, 175, 538, 375 };
        drawtext("文件夹下的存档并重启!", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    }
    else if (files.size() == 0)
    {
        settextstyle(40, 0, "华文隶书");
        rect = { 268, 159, 538, 360 };
        drawtext("没有存档!", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    }
    else
    {
        int h = 189;
        settextstyle(35, 0, "华文隶书");
        for (int i = 0; i < files.size(); ++i)
        {
            rect = { 268, h, 538, h + 40 };
            drawtext(files[i].c_str(), &rect, DT_CENTER);
            h += 40;
        }
    }   
}

void drawHint()
{
    if (drawingHint !=0)
    {
        settextcolor(WHITE);
        settextstyle(40, 0, "隶书");
        if (drawingHint == 1)
        {
            drawtext("此处不能种植物!", &rect, DT_CENTER);
        }
        else if(drawingHint == 2)
            drawtext("阳光不足!", &rect, DT_CENTER);

        hintCountDown--;
        if (hintCountDown == 0)
        {
            hintCountDown = 70;
            drawingHint = 0;
        }
    }
}

void randomGraves()
{
    // 随机产生墓碑
    while (graveNum < 6 || graveNum>13)
    {
        graveNum = 0;
        for (int i = 0; i < 5; i++)
        {
            int num = rand() % 4;
            for (int j = 0; j < num; j++)
            {
                int column = rand() % 6 + 3;
                if (mapState[i][column] == 0)
                {
                    mapState[i][column] = rand() % 8 + 1;
                    graveNum++;
                }
                else j--;
            }
        }
    }
}

void beginGame()
{
    // 如果是新游戏
    if (isNewGame)
    {
        // 随机产生墓碑
        randomGraves();
        isNewGame = 0;
        cursor = Chammer;
    }
    mciSendString("open ./Music/Loonboon.mp3 alias BGM2", 0, 0, 0);
    mciSendString("play BGM2 repeat", 0, 0, 0);
    mciSendString("play ./Music/theZombiesareComing.mp3 from 0", 0, 0, 0);
    while (1)
    {
        // 绘图
        cleardevice();
        // 画背景、植物条、菜单、阳光数
        putimage(0, 0, &background);
        putimage(0, 0, &plantsBar);
        transparentImage(NULL, 685, 0, &menu);
        RECT r = { 8, 63, 68, 85 };        // 12, 62, 68, 84
        settextstyle(20, 0, "微软雅黑", 0, 0, FW_BOLD, false, false, false);
        settextcolor(BLACK);
        drawtext(itoa(currentSunshine,sunshineNum,10), &r, DT_CENTER);
        // 画植物和墓碑
        paintPlantsAndGraves();
        // 画僵尸
        paintZombies();
        // 画除草机
        for (int i = 0; i < 5; i++)
        {
            if (lawnmowers[i]->isOut == 0)
            {
                transparentImage(NULL, lawnmowers[i]->location, xys[i][0].y + 45, &lawnmower);
            }
        }

        drawHint();        // 画提示

        paintSuns();        // 画太阳

        paintBangs();        // 画 bang

        paintCursor();        // 画鼠标

        // 画雪花
        if (snowCountDown > 0)
        {
            snowCountDown--;
            transparentImage(NULL, 0, 0, &snow);
        }
        FlushBatchDraw();

        // 计算
        // 除草机状态
        for (int i = 0; i < 5; i++)
        {
            if (lawnmowers[i]->isActivated == 1)
            {
                lawnmowers[i]->location += 5;
                if (lawnmowers[i]->location > 800)
                {
                    lawnmowers[i]->isOut = 1;
                }
            }
        }

        // 如果点了鼠标
        while (peekmessage(&mousemsg, EM_MOUSE))
        {       
            if (mousemsg.message == WM_LBUTTONDOWN)
            {
                if (mousemsg.x > 692 && mousemsg.y > 0 && mousemsg.x < 815 && mousemsg.y < 44)
                {
                    // 如果点击了菜单,存档退出
                    writeArchive(username);
                    goto stopGame;
                }
                if (cursor == Chammer)
                {
                    // 如果鼠标是锤子
                    // 如果点了土豆雷
                    if (mousemsg.x > 86 && mousemsg.y > 10 && mousemsg.x < 133 && mousemsg.y < 79)
                    {
                        if (currentSunshine >= 25)
                            cursor = CpotatoMine;
                        else
                            drawingHint = 2;
                    }
                    // 如果点了墓碑吞噬者
                    else if (mousemsg.x > 145 && mousemsg.y > 10 && mousemsg.x < 191 && mousemsg.y < 79)
                    {
                        if (currentSunshine >= 75)
                            cursor = Cgravebuster;
                        else
                            drawingHint = 2;
                    }
                    // 如果点了寒冰菇
                    else if (mousemsg.x > 204 && mousemsg.y > 10 && mousemsg.x < 253 && mousemsg.y < 79)
                    {
                        if (currentSunshine >= 75)
                            cursor = Ciceshroom;
                        else
                            drawingHint = 2;
                    }
                    else
                    {
                        hammerRadius = 0;
                        isHitting = 1;
                        mciSendString("play ./Music/hit.mp3 from 0", 0, 0, 0);
                        Node<Zombie>* cur = zombies.head;
                        while (cur != NULL)
                        {
                            Zombie* zombie = cur->content;            
                            if (mousemsg.x > zombie->location + 97 && mousemsg.y > xys[zombie->row][0].y - 40
                                && mousemsg.x < zombie->location + 164 && mousemsg.y < xys[zombie->row][0].y + zombie->height)
                            {
                                // 如果锤到了僵尸,僵尸减血或死亡 
                                bangs.InsertNode(new Bang(mousemsg.x - 70, mousemsg.y - 30));
                                zombie->HP--;
                                if (zombie->HP == 0)
                                {
                                    zombies.DeleteNode(zombie->No);
                                    generateSunshine(zombie->location, xys[zombie->row][0].y);
                                }
                                else if (zombie->HP == 1)
                                    zombie->type = NORMALZOMBIE;    

                                goto skipLittleWhile;
                            }
                            cur = cur->next;
                        }
                        Node<Sun>* curSun = suns.head;
                        while (curSun != NULL)
                        {
                            Sun* sun = curSun->content;
                            if (mousemsg.x > sun->x + 20 && mousemsg.y > sun->y - 18 && mousemsg.x < sun->x + 108 && mousemsg.y < sun->y + 80)
                            {
                                // 如果锤中太阳
                                curSun->content->goToCount = 1;
                                mciSendString("play ./Music/sunshine.mp3 from 0", 0, 0, 0);
                                goto skipLittleWhile;
                            }
                            curSun = curSun->next;
                        }
                    }
                }
                // 如果鼠标是植物
                else
                {
                    int i, j, isInPlantZone = 0;
                    for (i = 0; i < 5; i++)
                    {
                        for (j = 0; j < 9; j++)
                        {
                            if (mousemsg.x > xys[i][j].x && mousemsg.y > xys[i][j].y
                                && mousemsg.x < xys[i][j].x + 80 && mousemsg.y < xys[i][j].y + 100)
                            {
                                isInPlantZone = 1;
                                break;
                            }
                        }
                        if (isInPlantZone)break;
                    }

                    if ((cursor != Cgravebuster && mapState[i][j] != GRASS) || isInPlantZone == 0)
                    {
                        drawingHint = 1;
                        continue;
                    }

                    switch (cursor)
                    {
                        case CpotatoMine:
                        {
                            currentSunshine -= 25;
                            mapState[i][j] = POTATO;
                            PotatoMine* potatoMine = new PotatoMine();
                            potatoMine->x = i;
                            potatoMine->y = j;
                            plants.InsertNode(potatoMine);
                            mciSendString("play ./Music/plant.mp3 from 0", 0, 0, 0);
                            break;
                        }
                        case Ciceshroom:
                        {
                            currentSunshine -= 75;
                            mapState[i][j] = ICESHROOM;
                            IceShroom* iceshroom = new IceShroom();
                            iceshroom->x = i;
                            iceshroom->y = j;
                            plants.InsertNode(iceshroom);
                            mciSendString("play ./Music/plant.mp3 from 0", 0, 0, 0);
                            break;
                        }
                        case Cgravebuster:
                        {
                            if (mapState[i][j] < 1 || mapState[i][j]>8)
                            {
                                drawingHint = 1;
                                continue;
                            }
                            currentSunshine -= 75;
                            switch (mapState[i][j])
                            {
                                case GRAVE1:
                                    mapState[i][j] = GRAVEBUSTER_GRAVE1;
                                    break;
                                case GRAVE2:
                                    mapState[i][j] = GRAVEBUSTER_GRAVE2;
                                    break;
                                case GRAVE3:
                                    mapState[i][j] = GRAVEBUSTER_GRAVE3;
                                    break;
                                case GRAVE4:
                                    mapState[i][j] = GRAVEBUSTER_GRAVE4;
                                    break;
                                case GRAVE5:
                                    mapState[i][j] = GRAVEBUSTER_GRAVE5;
                                    break;
                                case GRAVE6:
                                    mapState[i][j] = GRAVEBUSTER_GRAVE6;
                                    break;
                                case GRAVE7:
                                    mapState[i][j] = GRAVEBUSTER_GRAVE7;
                                    break;
                                case GRAVE8:
                                    mapState[i][j] = GRAVEBUSTER_GRAVE8;
                                    break;
                                default:
                                    continue;
                                    break;
                            }
                            GraveBuster* gravebuster = new GraveBuster();
                            gravebuster->x = i;
                            gravebuster->y = j;
                            plants.InsertNode(gravebuster);
                            mciSendString("play ./Music/gravebusterchomp.mp3 from 0", 0, 0, 0);
                            break;
                        }
                    }
                    cursor = Chammer;
                }
            }
            else if(mousemsg.message == WM_RBUTTONDOWN)
            {
                cursor = Chammer;
            }
        }

        //判断土豆雷是否被触发
        for (int i = 0; i < 5; i++)
        {
            for (int j = 0; j < 9; j++)
            {
                if (mapState[i][j] == POTATOMINE)
                {
                    Node<Zombie>* curZombie = zombies.head, * pre = NULL;
                    while (curZombie != NULL)
                    {             
                        pre = curZombie;
                        curZombie = curZombie->next;
                        if (pre->content->row == i && pre->content->location>xys[i][j].x - 135 && pre->content->location < xys[i][j].x - 20)
                        {
                            mapState[i][j] = POTATOBOOM;
                            mciSendString("play ./Music/potato_mine.mp3 from 0", 0, 0, 0);
                            zombies.DeleteNode(pre->content->No);
                        }
                    }
                }
            }
        }

        //随机产生僵尸
        randomZombies();

        //判断输赢
        if (graveNum == 0 && zombies.head==NULL)
        {
            Win1Lose2 = 1;
            mciSendString("play ./Music/trophy.mp3 from 0", 0, 0, 0);
            goto stopGame;
        }

        Node<Zombie>* cur = zombies.head;
        while (cur != NULL)
        {
            if (cur->content->location < -150)
            {
                Win1Lose2 = 2;
                mciSendString("play ./Music/losemusic.mp3 from 0", 0, 0, 0);
                goto stopGame;
            }
            cur = cur->next;
        }

    skipLittleWhile:
        //延时
        HpSleep(15);
    }
    stopGame:
    mciSendString("close BGM2", 0, 0, 0);
}

void loadImages(IMAGE imgs[], char path[],int n,int begin)
{
    for (int i = 0; i < n; i++)
    {
        char tmpPath[200], frameNo[4];
        strcpy_s(tmpPath, 200, path);
        strcat(strcat(tmpPath, itoa(i + begin, frameNo, 10)), ".png");
        loadimage(&imgs[i], tmpPath);
    }
}

void loading()
{
    loadImages(grave, "./graphics/GraveStones/", 8, 1);
    loadImages(hammer, "./graphics/Screen/hammer/hammer", 13, 1);
    loadImages(sunPictures, "./graphics/Plants/Sun/Sun_", 22, 0);
    loadImages(potaotoMinePictures, "./graphics/Plants/PotatoMine/PotatoMine/PotatoMine_", 8, 0);
    loadImages(iceshroomPictures, "./graphics/Plants/IceShroom/IceShroom/IceShroom_", 11, 0);
    loadImages(gravebusterPictures, "./graphics/Plants/GraveBuster/GraveBuster-", 28, 1);
    loadImages(normalZombieWalkPictures, "./graphics/Zombies/NormalZombie/Zombie/Zombie-", 47, 1);
    loadImages(coneheadZombieWalkPictures, "./graphics/Zombies/ConeheadZombie/ConeheadZombie/ConeheadZombie-", 47, 1);
    loadImages(bucketheadZombieWalkPictures, "./graphics/Zombies/BucketheadZombie/BucketheadZombie/BucketheadZombie-", 47, 1);
    loadImages(normalZombieEmergePictures, "./graphics/Zombies/NormalZombie/ZombieEmerge/Zombie-", 20, 1);
    loadImages(coneheadZombieEmergePictures, "./graphics/Zombies/ConeheadZombie/ConeheadZombieEmerge/Zombie-", 20, 1);
    loadImages(bucketheadZombieEmergePictures, "./graphics/Zombies/BucketheadZombie/BucketheadZombieEmerge/Zombie-", 20, 1);
    loadImages(normalZombieEatPictures, "./graphics/Zombies/NormalZombie/ZombieAttack/ZombieAttack_", 10, 0);
    loadImages(coneheadZombieEatPictures, "./graphics/Zombies/ConeheadZombie/ConeheadZombieAttack/ConeheadZombieAttack_", 10, 0);
    loadImages(bucketheadZombieEatPictures, "./graphics/Zombies/BucketheadZombie/BucketheadZombieAttack/BucketheadZombieAttack_", 10, 0);

    loadimage(&potatoBoom, "./graphics/Plants/PotatoMine/PotatoMineExplode/PotatoMineExplode_0.png");
    loadimage(&potato, "./graphics/Plants/PotatoMine/PotatoMineInit/PotatoMineInit_0.png");
    loadimage(&plantsBar, "./graphics/Screen/ChooserBackground.png");
    loadimage(&background, "./graphics/Screen/Background.jpg");
    loadimage(&selectID, "./graphics/Screen/selectID.png");
    loadimage(&iceTrap, "./graphics/Plants/IceShroom/IceShroomTrap_0.png");
    loadimage(&snow, "./graphics/Plants/IceShroom/IceShroomSnow_0.png");
    loadimage(&menu, "./graphics/Screen/menu.png");
    loadimage(&lawnmower, "./graphics/Screen/lawnmower.png");
    loadimage(&loseGame, "./graphics/Screen/lose.png");
    loadimage(&winGame, "./graphics/Screen/win.png");
    loadimage(&bang, "./graphics/Screen/bang.png");

    mciSendString("open ./Music/chomp.mp3", 0, 0, 0);
    mciSendString("open ./Music/dirt_rise.mp3", 0, 0, 0);
    mciSendString("open ./Music/gravebusterchomp.mp3", 0, 0, 0);
    mciSendString("open ./Music/groan.mp3", 0, 0, 0);
    mciSendString("open ./Music/groan2.mp3", 0, 0, 0);
    mciSendString("open ./Music/groan3.mp3", 0, 0, 0);
    mciSendString("open ./Music/groan4.mp3", 0, 0, 0);
    mciSendString("open ./Music/groan5.mp3", 0, 0, 0);
    mciSendString("open ./Music/groan6.mp3", 0, 0, 0);
    mciSendString("open ./Music/hit.mp3", 0, 0, 0);
    mciSendString("open ./Music/lawnmower.mp3 alias lawnmower", 0, 0, 0);
    mciSendString("open ./Music/losemusic.mp3", 0, 0, 0);
    mciSendString("open ./Music/plant.mp3", 0, 0, 0);
    mciSendString("open ./Music/potato_mine.mp3", 0, 0, 0);
    mciSendString("open ./Music/shoop.mp3", 0, 0, 0);
    mciSendString("open ./Music/theZombiesareComing.mp3", 0, 0, 0);
    mciSendString("open ./Music/trophy.mp3", 0, 0, 0);
    mciSendString("open ./Music/sunshine.mp3", 0, 0, 0);
}

int main()
{
    srand((unsigned)time(NULL));
    loading();  

    for (int i = 0; i < 5; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            xys[i][j].x = 40 + j * 82;
            xys[i][j].y = 70 + i * 100;
            //cout << "xys[" << i << "][" << j << "]:" << xys[i][j].x << "," << xys[i][j].y << endl;;
        }
    }
    
    initgraph(820, 600);
    BeginBatchDraw();
    
    labelBGM:
    mciSendString("open ./Music/Cerebrawl.mp3 alias BGM1", 0, 0, 0);
    mciSendString("play BGM1 repeat", 0, 0, 0);

    label2:
    cleardevice();

    //背景
    putimage(0, 0, &background);

    //对话框
    if (Win1Lose2 == 0)
    {
        transparentImage(NULL, 177, 35, &selectID);
        paintNames();
    }
    else if (Win1Lose2 == 1)
    {
        transparentImage(NULL, 230, 140, &winGame);
    }
    else if (Win1Lose2 == 2)
    {
        transparentImage(NULL, 230, 140, &loseGame);
    }

    FlushBatchDraw();
    while (1)
    {
        getmessage(&mousemsg, EM_MOUSE);
        if (mousemsg.message == WM_LBUTTONDOWN)
        {
            cout << mousemsg.x << "," << mousemsg.y << endl;
            if (Win1Lose2 == 0)
            {
                if (mousemsg.x > 236 && mousemsg.y > 436 && mousemsg.x < 391 && mousemsg.y < 474)
                {
                    //点击了“没有我的名字”
                    char s[10];
                    InputBox(s, 10, "请输入你的姓名:");
                    init();
                    writeArchive(s);
                    goto label2;
                }
                else if (mousemsg.x > 410 && mousemsg.y > 438 && mousemsg.x < 566 && mousemsg.y < 473)
                {
                    //点击了退出,存档
                    if (strcmp(username, "") != 0)
                        writeArchive(username);
                    return 0;
                }
                else if (mousemsg.x > 268 && mousemsg.y > 190 && mousemsg.x < 538 && mousemsg.y < 385)
                {
                    //点击了存档位置
                    if (190 <= mousemsg.y && mousemsg.y < 229)
                    {
                        if (0 < files.size() && files.size() < 6)
                            strcpy(username, (char*)files[0].c_str());
                        else continue;
                    }
                    else if (229 <= mousemsg.y && mousemsg.y < 268)
                    {
                        if (1 < files.size() && files.size() < 6)
                            strcpy(username, (char*)files[1].c_str());
                        else continue;
                    }
                    else if (268 <= mousemsg.y && mousemsg.y < 307)
                    {
                        if (2 < files.size() && files.size() < 6)
                            strcpy(username, (char*)files[2].c_str());
                        else continue;
                    }
                    else if (307 <= mousemsg.y && mousemsg.y < 346)
                    {
                        if (3 < files.size() && files.size() < 6)
                            strcpy(username, (char*)files[3].c_str());
                        else continue;
                    }
                    else if (346 <= mousemsg.y && mousemsg.y < 385)
                    {
                        if (4 < files.size() && files.size() < 6)
                            strcpy(username, (char*)files[4].c_str());
                        else continue;
                    }
                    readArchive(username);
                    mciSendString("close BGM1", 0, 0, 0);
                    beginGame();
                    if (Win1Lose2 == 0)
                        goto labelBGM;
                    else goto label2;
                }
            }
            else
            {
                if (mousemsg.x > 297 && mousemsg.y > 331 && mousemsg.x < 500 && mousemsg.y < 369)
                {
                    init();
                    mciSendString("close BGM1", 0, 0, 0);
                    beginGame();
                    if (Win1Lose2 == 0)
                        goto labelBGM;
                    else goto label2;
                }
            }
        }
    }
    
    getch();
    EndBatchDraw();
    closegraph();

    return 0;
}
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