#include<stdio.h>
#include<windows.h>
#include<stdlib.h>
#include<time.h>
#include<conio.h>
#include<queue>
#include<ctype.h>
#define A 17	//地图的高
#define B 17	//地图的宽
#define C 30	//雷的总数
using namespace std;
DWORD a,b;
char map[A][B],news,spare;
int BoomTotalNum,floatx,floaty,flag[A][B],flagnum,mode,slect[A][B],game;
//颜色属性
const WORD FORE_BLUE  =  FOREGROUND_BLUE;	//蓝色文本属性
const WORD FORE_GREEN = FOREGROUND_GREEN;	//绿色文本属性
const WORD FORE_RED   =   FOREGROUND_RED;	//红色文本属性
//开垦地图结构体
struct node
{
	int x;
	int y;
};
queue <node> dui;
//打印位置
void position(int x,int y)
{
	COORD pos= {x,y};
	HANDLE Out=GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorPosition(Out,pos);
}
//隐藏光标
void Hide()
{
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
	CONSOLE_CURSOR_INFO CursorInfo;
	GetConsoleCursorInfo(handle, &CursorInfo);//获取控制台光标信息
	CursorInfo.bVisible = false; //隐藏控制台光标
	SetConsoleCursorInfo(handle, &CursorInfo);//设置控制台光标状态
}
//初始化
void Beginning()
{
	while(!dui.empty())
	{
		dui.pop();
	}
	game=1;
	//BoomTotalNum=C;
	floatx=A/2;
	floaty=B/2;
	flagnum=0;
	BoomTotalNum=C;
	mode=0;
	HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE);    //获得标准输出设备句柄
	CONSOLE_SCREEN_BUFFER_INFO csbi;                        //定义窗口缓冲区信息结构体
	GetConsoleScreenBufferInfo(handle_out, &csbi);          //获得窗口缓冲区信息
	int x,y;
	srand((unsigned)time(0));
	for(int i=0; i<A; i++) for(int j=0; j<B; j++)
		{
			map[i][j]=' ';
			flag[i][j]=0;
			slect[i][j]=0;
		}
	while(BoomTotalNum)
	{
		x=rand()%A;
		y=rand()%B;
		if(map[x][y]==' ')
		{
			map[x][y]='@';
			BoomTotalNum--;
		}
	}
	SetConsoleTextAttribute(handle_out, FORE_GREEN);
	for(int i=0; i<A; i++)
	{
		for(int j=0; j<B; j++) printf("█");
		printf("\n");
	}
	position(floaty*2,floatx);
	SetConsoleTextAttribute(handle_out, FORE_RED);
	printf("");	//光标位置
	position(44,9);
	printf("扫雷模式");
	position(44,5);
	printf("剩余雷数:%d ",C-flagnum);
	SetConsoleTextAttribute(handle_out, FORE_GREEN);
	position(5,22);
	printf("按“空格”切换模式");
	position(5,23);
	printf("按“Enter”确认");
	position(5,24);
	printf("按“方向键”选择方块");
}
//打印地图的一块儿
void Lump(int xx,int yy)
{
	switch(map[xx][yy])
	{
		case '1' :
			printf("①");
			break;	//周围雷的数量(下同)
		case '2' :
			printf("②");
			break;
		case '3' :
			printf("③");
			break;
		case '4' :
			printf("④");
			break;
		case '5' :
			printf("⑤");
			break;
		case '6' :
			printf("⑥");
			break;
		case '7' :
			printf("⑦");
			break;
		case '8' :
			printf("⑧");
			break;
		case ' ' :
			if(xx==floatx&&yy==floaty)
			{
				if(flag[xx][yy]==0)
				{
					if(mode%2==0) printf("");
					else printf("");
				}
				else printf("");
			}
			else
			{
				if(flag[xx][yy]==0) printf("█");
				else printf("");
			}
			break;
		case '@' :
			if(xx==floatx&&yy==floaty)
			{
				if(flag[xx][yy]==0)
				{
					if(mode%2==0) printf("");
					else printf("");
				}
				else printf("");
			}
			else
			{
				if(flag[xx][yy]==0) printf("█");
				else printf("");
			}
			break;
		case 'x' :
			if(floatx==xx&&floaty==yy) printf("");
			else printf("  ");
			break;	//已经挖开的空白
	}
}
//移动光标
void Move()
{
	HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE);    //获得标准输出设备句柄
	CONSOLE_SCREEN_BUFFER_INFO csbi;                        //定义窗口缓冲区信息结构体
	GetConsoleScreenBufferInfo(handle_out, &csbi);          //获得窗口缓冲区信息
	int xxx,yyy;
	xxx=floatx;
	yyy=floaty;
	switch(news)
	{
		case 72 :
			floatx--;
			break;	//上
		case 80 :
			floatx++;
			break;	//下
		case 75 :
			floaty--;
			break;	//左
		case 77 :
			floaty++;
			break;	//右
	}
	if(floatx==-1) floatx=A-1;
	floatx%=A;	//两端穿模处理
	if(floaty==-1) floaty=B-1;
	floaty%=B;
	position(yyy*2,xxx);
	SetConsoleTextAttribute(handle_out, FORE_GREEN);
	Lump(xxx,yyy);	//删除原位置
	if(map[floatx][floaty]=='x')
	{
		position(floaty*2,floatx);
		printf("  ");
    }
	position(floaty*2,floatx);
	SetConsoleTextAttribute(handle_out, FORE_BLUE);
	Lump(floatx,floaty);	//更新新位置
}
//插旗和排雷模式切换
void Mode()
{
	HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE);    //获得标准输出设备句柄
	CONSOLE_SCREEN_BUFFER_INFO csbi;                        //定义窗口缓冲区信息结构体
	GetConsoleScreenBufferInfo(handle_out, &csbi);          //获得窗口缓冲区信息
	mode++;
	SetConsoleTextAttribute(handle_out, FORE_BLUE);
	position(floaty*2,floatx);
	if(mode%2==0) printf("");

	else printf("");
	position(44,9);
	if(mode%2==0)
	{
		SetConsoleTextAttribute(handle_out, FORE_BLUE);
		printf("扫雷模式");
	}
	else
	{
		SetConsoleTextAttribute(handle_out, FORE_RED);
		printf("插旗模式");
	}
}
//该点周围地雷数
int Boomnum(int xx,int yy)
{
	int num=0;
	if((xx-1>=0)&&(yy-1>=0)&&(map[xx-1][yy-1]=='@')) num++;
	if((xx-1>=0)&&(yy+0>=0)&&(map[xx-1][yy]=='@')) num++;
	if((xx-1>=0)&&(yy+1<B) &&(map[xx-1][yy+1]=='@')) num++;
	if((xx+0>=0)&&(yy-1>=0)&&(map[xx][yy-1]=='@')) num++;
	if((xx+0>=0)&&(yy+1<B) &&(map[xx][yy+1]=='@')) num++;
	if((xx+1<A)&&(yy-1>=0) &&(map[xx+1][yy-1]=='@')) num++;
	if((xx+1<A)&&(yy+0>=0) &&(map[xx+1][yy]=='@')) num++;
	if((xx+1<A)&&(yy+1<B)  &&(map[xx+1][yy+1]=='@')) num++;
	return num;

}
//更新地图
void Open()
{
	node c;
	node d;
	while(!dui.empty())
	{
		dui.pop();
	}
	c.x=floatx;
	c.y=floaty;
	dui.push(c);
	slect[c.x][c.y]=1;
	while(!dui.empty())
	{
		c=dui.front();
		dui.pop();
		if(Boomnum(c.x,c.y)!=0)
		{
			map[c.x][c.y]=(Boomnum(c.x,c.y)+48);
			continue;
		}
		else
		{
			map[c.x][c.y]='x';
			if((c.x-1>=0)&&(c.y-1>=0)&&(map[c.x-1][c.y-1]==' ')&&(slect[c.x-1][c.y-1]==0))
			{
				d.x=c.x-1;
				d.y=c.y-1;
				dui.push(d);
				slect[d.x][d.y]=1;
			}
			if((c.x-1>=0)&&(c.y-0>=0)&&(map[c.x-1][c.y]==' ')&&(slect[c.x-1][c.y]==0))
			{
				d.x=c.x-1;
				d.y=c.y-0;
				dui.push(d);
				slect[d.x][d.y]=1;
			}
			if((c.x-1>=0)&&(c.y+1<B)&&(map[c.x-1][c.y+1]==' ')&&(slect[c.x-1][c.y+1]==0))
			{
				d.x=c.x-1;
				d.y=c.y+1;
				dui.push(d);
				slect[d.x][d.y]=1;
			}
			if((c.x-0>=0)&&(c.y-1>=0)&&(map[c.x][c.y-1]==' ')&&(slect[c.x][c.y-1]==0))
			{
				d.x=c.x-0;
				d.y=c.y-1;
				dui.push(d);
				slect[d.x][d.y]=1;
			}
			if((c.x-0>=0)&&(c.y+1<B)&&(map[c.x][c.y+1]==' ')&&(slect[c.x][c.y+1]==0))
			{
				d.x=c.x-0;
				d.y=c.y+1;
				dui.push(d);
				slect[d.x][d.y]=1;
			}
			if((c.x+1<A)&&(c.y-1>=0)&&(map[c.x+1][c.y-1]==' ')&&(slect[c.x+1][c.y-1]==0))
			{
				d.x=c.x+1;
				d.y=c.y-1;
				dui.push(d);
				slect[d.x][d.y]=1;
			}
			if((c.x+1<A)&&(c.y-0>=0)&&(map[c.x+1][c.y]==' ')&&(slect[c.x+1][c.y]==0))
			{
				d.x=c.x+1;
				d.y=c.y-0;
				dui.push(d);
				slect[d.x][d.y]=1;
			}
			if((c.x+1<A)&&(c.y+1<B)&&(map[c.x+1][c.y+1]==' ')&&(slect[c.x+1][c.y+1]==0))
			{
				d.x=c.x+1;
				d.y=c.y+1;
				dui.push(d);
				slect[d.x][d.y]=1;
			}
		}
    }
}
int main()
{
	freopen("排名.txt","r",stdin);
Relife:	//重玩处
	HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE);    //获得标准输出设备句柄
	CONSOLE_SCREEN_BUFFER_INFO csbi;                        //定义窗口缓冲区信息结构体
	GetConsoleScreenBufferInfo(handle_out, &csbi);
	Hide();
	Beginning();
	a=GetTickCount();
	while(1)
	{
		if(kbhit()!=0)
		{
			spare=getch();
			if((spare!=(-32))&&(spare!=13)&&(spare!=' ')) continue;
			if(spare==13)
			{
				if(mode%2==0)
				{
					if(map[floatx][floaty]=='@'&&flag[floatx][floaty]==0)
					{
						break;
						game=0;
					}
					if(flag[floatx][floaty]==1) continue;
					Open();
					position(0,0);
					SetConsoleTextAttribute(handle_out, FORE_GREEN);
					for(int i=0; i<A; i++)
					{
						for(int j=0; j<B; j++) Lump(i,j);
						printf("\n");
					}
					position(floaty*2,floatx);
					SetConsoleTextAttribute(handle_out, FORE_BLUE);
					Lump(floatx,floaty);
				}
				else
				{
					if(map[floatx][floaty]=='x'||(map[floatx][floaty]>'0'&&map[floatx][floaty]<'9'))
						continue;
					if(flag[floatx][floaty]==0)
					{
						flagnum++;
						flag[floatx][floaty]=1;
						position(floaty*2,floatx);
						SetConsoleTextAttribute(handle_out, FORE_BLUE);
						Lump(floatx,floaty);
					}
					else
					{
						flagnum--;
						flag[floatx][floaty]=0;
						position(floaty*2,floatx);
						SetConsoleTextAttribute(handle_out, FORE_BLUE);
						Lump(floatx,floaty);
					}
				}
			}
			if(spare==' ') Mode();
			if(spare==-32)
			{
				news=getch();
				Move();
			}
			for(int i=0; i<A; i++) for(int j=0; j<B; j++) if(map[i][j]=='x'||(map[i][j]>'0'&&map[i][j]<'9')) game++;
			if(game==A*B-C+1) break;
			else game=1;
			SetConsoleTextAttribute(handle_out, FORE_RED);
			position(44,5);
			printf("剩余雷数:%d ",C-flagnum);
		}
		else Sleep(10);
		b=GetTickCount();
		SetConsoleTextAttribute(handle_out, FORE_RED);
		position(44,7);
		printf("用时:");	//用时
		if((b-a)/60000<10) printf("0");
		printf("%d:",(b-a)/60000);
		if(((b-a)/1000)%60<10) printf("0");
		printf("%d:",((b-a)/1000)%60);
		if(((b-a)/10)%100<10) printf("0");
		printf("%d",((b-a)/10)%100);
	}
	SetConsoleTextAttribute(handle_out, FORE_RED);
	position(5,5);
	if(game==1) printf("游戏结束!————制作者:小小阁楼");
	else printf("恭喜通关!大吉大利————制作者:小小阁楼");
	position(5,8);
	printf("任意键重玩");
	scanf("%c%c",&spare,&spare);
	system("cls");
	position(0,0);
	goto Relife;
}