{},
{},
{},
false
},
//洞穴
{
"洞穴",
"den",
"洞穴里面黑乎乎的,你感觉有东西在里面动",
{
{ "狼王","wolf","狼王,森林之王",5000,5000,500,40,4000,4000,200,200,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{{"「朝天吼」", "e使一招「1朝天吼s」,声音穿透了整个森林", "chaotian-hou", 2000, 100, "无", 10, 10, 10, 10, 10, 1, 10, 10, true}},1,{},{},{"钱包[卖掉50银]","bag","卖掉50银",10000} },
},
{},
{},
{},
{"east","out"},
{24,0},
{},
{},
{},
false
},
};
ro instancesroom3[11] = {
//江岸
{
"江岸",
"riverbank",
"旁边的江面波涛汹涌",
{
{ "船夫","boatman","一位负责撑船的船夫",1000,1000,100,10,100,100,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{"船桨","oar","棍","用来划船的船桨"},{},{} },
},
{},
{},
{},
{"west","east"},
{32,29},
{},
{},
{},
false
},
//道路
{
"道路",
"road",
"不远处可以看见一个木屋",
{
{ "黑熊","bear","一头黑熊,准备发起进攻",20000,20000,1000,100,1000,1000,1000,1000,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{"熊胆","gall","一种上好的药材,能卖个好价钱",10000} },
{ "黑熊","bear","一头黑熊,准备发起进攻",20000,20000,1000,100,1000,1000,1000,1000,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{"熊胆","gall","一种上好的药材,能卖个好价钱",10000} },
},
{},
{},
{},
{"north","west","east"},
{30,28,31},
{},
{},
{},
false
},
//木屋
{
"木屋",
"house",
"一个温馨的木屋,中间站着胡斐",
{
{ "胡斐","HuFei","胡家刀法使用最好者胡一刀的儿子,有胡家刀法秘籍",75000,75000,6500,500,5000,5000,5000,5000,weap["blade"],{{"「闯王刀法」", "e挥舞q,使出一招「5气破金汤s」,上劈下撩,左挡右开,齐齐罩向你", "chuangwang-blade", 15000, 100, "刀", 10, 0, 0, 0, 0, 2, 4, 1,true}},0,{"闯王刀法秘籍","chuangwang-bladebook",{"「闯王刀法」", "e挥舞q,使出一招「5气破金汤s」,上劈下撩,左挡右开,齐齐罩向你", "chuangwang-blade", 3, 100, "刀", 10, 0, 0, 0, 0, 3, 20, 1,true},0,{"「基本刀法」"},{50},"这是一本记载着闯王刀法的书",200000},{},{"宝库钥匙","key","宝库的钥匙,听说里面藏着闯王宝刀...",0}},
},
{},
{},
{
{ "那个阎基真的是可恶,自从抢了我们家胡家刀法两页,法力大涨,竟成了一个绿林大盗!","胡斐","胡斐:那个阎基真的是可恶,自从抢了我们家胡家刀法两页,法力大涨,竟成了一个绿林大盗!",0 },
{ "少侠能否帮我一臂之力,除掉那个阎基。","胡斐","胡斐:少侠能否帮我一臂之力,除掉那个阎基。",0 },
},
{"south"},
{29},
{},
{},
{},
false
},
//宝库
{
"宝库",
"house",
"你发现在宝库中间,躺着传说的闯王宝刀...",
{},
{{ "闯王宝刀","chuangwang-blade","刀","这是传说中失传的闯王宝刀",100000,2000,5400,1000,500,100,100,6 }},
{},
{},
{"west"},
{29},
{},
{},
{},
false
},
//江面1
{
"江面",
"river",
"波涛汹涌的江面",
{},
{},
{},
{{"渡船","boat","这是一艘渡船",0}},
{"west","east"},
{33,28},
{},
{},
{},
false
},
//江面2
{
"江面",
"river",
"波涛汹涌的江面",
{},
{},
{},
{{"渡船","boat","这是一艘渡船",0}},
{"west","east"},
{34,32},
{},
{},
{},
false
},
//江岸2
{
"江岸",
"riverbank",
"旁边的江面波涛汹涌",
{
{ "船夫","boatman","一位负责撑船的船夫",1000,1000,100,10,100,100,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{"船桨","oar","棍","用来划船的船桨"},{},{} },
},
{},
{},
{},
{"west","east"},
{35,33},
{},
{},
{},
false
},
//雪地1
{
"雪地",
"snowfield",
"白茫茫一片,你迷失了方向...",
{},
{},
{},
{},
{"south","east","north","west"},
{36,34,35,35},
{},
{},
{},
false
},
//雪地2
{
"雪地",
"snowfield",
"白茫茫一片,你迷失了方向...",
{},
{},
{},
{},
{"south","north","east","west"},
{37,35,36,36},
{},
{},
{},
false
},
//雪地3
{
"雪地",
"snowfield",
"白茫茫一片,你迷失了方向...",
{},
{},
{},
{},
{"south","north","east","west"},
{38,36,37,37},
{},
{},
{},
false
},
//雪地4
{
"雪地",
"snowfield",
"在雪地里,你竟发现了胡斐的仇人阎基!!!",
{
{ "阎基","YanJi","胡斐的仇人,拿有胡家刀法秘籍中的三页",50000,50000,2000,200,2000,2000,2000,2000,weap["longblade"],{{"「胡家刀法」", "e蓦的使一招「1八方藏刀s」,顿时剑光中无数朵刀花从四面八方涌向你", "hujia-blade", 5000, 50, "刀", 10, 0, 0, 0, 0, 2, 15, 1,true}},0,{"胡家刀法秘籍","hujia-bladebook",{"「胡家刀法」", "你蓦的使一招「1八方藏刀s」,顿时剑光中无数朵刀花从四面八方涌向e", "hujia-blade", 2, 1, "刀", 10, 0, 0, 0, 0, 5, 20, 1,true},0,{"「基本刀法」"},{50},"这是一本记载着胡家刀法的书",100000},{},{}},
},
{},
{},
{},
{"north","out"},
{37,0},
{},
{},
{},
false
},
};
ro instancesroom4[1] = {
//练习室
{
"练习室",
"fightingroom",
"武生们都在这里练习武功",
{
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},
},
{},
{},
{},
{"out"},
{0},
{},
{},
{},
false
},
};
sk myskill[100];
sk mybasicskill[9] = {
{"「基本剑法」", "", "sword", 0, 0, "剑", 0, 0, 5, 0, 2, 0, 0},
{"「基本刀法」", "", "blade", 0, 0, "刀", 0, 0, 5, 0, 2, 0, 0},
{"「基本鞭法」", "", "whip", 0, 0, "鞭", 0, 0, 5, 0, 2, 0, 0},
{"「基本棍法」", "", "club", 0, 0, "棍", 0, 0, 5, 2, 0, 0, 0},
{"「基本拳法」", "", "fist", 0, 0, "拳", 0, 0, 5, 0, 2, 0, 0},
{"「基本掌法」", "", "plam", 0, 0, "无", 0, 0, 5, 0, 2, 0, 0},
{"「基本拳脚」", "", "unarmed", 0, 0, "无", 0, 0, 5, 1, 1, 0, 0},
{"「基本轻功」", "", "dodge", 0, 0, "无", 0, 0, 0, 2, 0, 0, 0},
{"「基本内功」", "", "force", 0, 0, "无", 10, 5, 0, 0, 0, 0, 0},
};
int myskilli = 0;
ro inroom;
we bag[200];
bo bag2[200];
th bag3[200];
th minebag[20] = {
{ "铁矿","iron","",0 },
{ "煤矿","coal","",0 },
{ "金矿","gold","",0 },
{ "钢矿","steel","",0 },
{ "铜矿","copper","",0 },
{ "黑曜石","obsidian","",0 },
{ "精铁矿","refinediron","",0 },
{ "钻石","diamond","",0 },
{ "银矿","silver","",0 },
{ "钛矿","titanium","",0 },
{ "钢合金","steel_alloy","",0 },
{ "钛合金","titanium_alloy","",0 },
{ "钻石合金","diamond_alloy","",0 },
};
int mixed[20][20];
pe x[100];
int y[100], allskilllevel = 0;
sk nowdodgeskill;
we nweapon = { "拳","fist","拳","这是一个拳",0,0,0,0,0,0,0,16 };
int outroom() {
cout << "\t" << inroom.name << "(";
color(9);
cout << inroom.Englishname;
color(16);
cout << ")" << endl;
cout << inroom.tell << endl;
cout << endl;
if (inroom.dir[0] == "") {
cout << "这里没有任何明显出口";
} else {
cout << "这里明显的出口有:";
cout << inroom.dir[0];
for (int i = 1; i < 100; i++) {
if (inroom.dir[i] != "") {
cout << "," << inroom.dir[i];
}
}
}
cout << endl << endl;
for (int i = 0; i < 100; i++) {
if (inroom.people[i].name != "") {
cout << inroom.people[i].name << "(";
color(3);
cout << inroom.people[i].Englishname;
color(16);
cout << ")";
cout << "[";
if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 5) color(10);
else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 4) color(
14);
else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 3) color(
14);
else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 2) color(
12);
else if (inroom.people[i].health > inroom.people[i].maxhealth / 6) color(12);
else color(4);
cout << inroom.people[i].health;
color(16);
cout << "/";
color(10);
cout << inroom.people[i].maxhealth;
color(16);
cout << "]" << endl;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.weapon[i].name != "") {
color(inroom.weapon[i].lv);
cout << inroom.weapon[i].name;
color(16);
cout << "(";
color(3);
cout << inroom.weapon[i].Englishname;
color(16);
cout << ")" << endl;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.book[i].name != "") {
cout << inroom.book[i].name << "(";
color(3);
cout << inroom.book[i].Englishname;
color(16);
cout << ")" << endl;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.thing[i].name != "") {
cout << inroom.thing[i].name << "(";
color(3);
cout << inroom.thing[i].Englishname;
color(16);
cout << ")" << endl;
}
}
return 0;
}
int conversion() {
if (coin >= 100) {
silver += coin / 100;
coin %= 100;
}
if (silver >= 100) {
gold += silver / 100;
silver %= 100;
}
return 0;
}
int make_corpse(pe people, we weapon) {
th corpse = { people.name + "的尸体","corpse","这是" + people.name + "的尸体",10 };
we weap = weapon;
weap.name = people.name + "的" + weapon.name;
weap.tell = weapon.tell + ",它原来是" + people.name + "的,但" + people.name +
"已经被杀了,这个" + weapon.type + "就传到你手中了";
for (int j = 0; j < 100; j++) {
if (inroom.people[j].name == people.name) {
inroom.people[j] = {};
room[nowroomi].people[j] = {};
break;
}
}
for (int j = 0; j < 100; j++) {
if (inroom.thing[j].name == "") {
inroom.thing[j] = corpse;
room[nowroomi].thing[j] = corpse;
break;
}
}
for (int j = 0; j < 100; j++) {
if (inroom.weapon[j].name == "") {
inroom.weapon[j] = weap;
room[nowroomi].weapon[j] = weap;
break;
}
}
return 0;
}
int killall(pe people[100], int peoplenum, int peoplei[100]) {
bool cm[100];
for (int i = 0; i < peoplenum; i++) {
cm[i] = inroom.people[peoplei[i]].canmove;
room[nowroomi].people[peoplei[i]].canmove = false;
inroom.people[peoplei[i]].canmove = false;
}
int yell = rand() % 3;
int lastpeople = peoplenum;
bool die[100];
pe me = { myname,myEnglishname,"",0,0,0,0,0,0,0,0,nweapon,{},0,{},{},{} };
for (int i = 0; i < 100; i++) {
die[i] = false;
}
if (yell == 0) {
cout << "你大叫一声:「";
color(12);
cout << "死鬼子!每年的今天,就是你的忌日!";
color(16);
cout << "」" << endl;
} else if (yell == 1) {
cout << "你大喝一声:「";
color(12);
cout << "今天不是你死,就是我活!";
color(16);
cout << "」" << endl;
} else if (yell == 2) {
cout << "你大叫一声:「";
color(12);
cout << "小子!你的坟墓就定在着了!";
color(16);
cout << "」" << endl;
}
color(12);
for (int i = 0; i < peoplenum; i++) {
cout << people[i].name << "看起来想要杀死你!" << endl;
}
color(16);
int cooldown[100];
int hcooldown[100];
experience += rand() % 3;
potential += rand() % 6;
for (int i = 0; i < 100; i++) {
cooldown[i] = 0;
hcooldown[i] = 0;
}
while (1) {
for (int i = 0; i < peoplenum; i++) {
if (!die[i]) {
cout << people[i].Englishname << "[" << people[i].health << "/" <<
people[i].maxhealth << "]" << endl;
}
}
cout << "请输入攻击者:";
string who;
cin >> who;
int attackwho = 0;
for (int i = 0; i < peoplenum; i++) {
if (!die[i]) {
attackwho = i;
break;
}
}
for (int i = 0; i < peoplenum; i++) {
if (people[i].Englishname == who && !die[i]) {
attackwho = i;
break;
}
}
cout << "-1,普攻 技能:名字<冷却>[内力使用]" << endl;
for (int i = 0; i < 100; i++) {
if ((nweapon.type == myskill[i].weapon || myskill[i].weapon == "无")
&& myskill[i].isattack == true) {
cout << i << "," << myskill[i].name << "<" << cooldown[i] << ">[" <<
myskill[i].forceneed << "] ";
}
}
int which;
cin >> which;
if (which == -1) {
for (int i = 0; i < GeneralAttack[nweapon.type].size(); i++) {
if (GeneralAttack[nweapon.type][i] == 'a') {
cout << "你";
} else if (GeneralAttack[nweapon.type][i] == 'x') {
color(nweapon.lv);
cout << nweapon.name;
color(16);
} else if (GeneralAttack[nweapon.type][i] == 'b') {
cout << people[attackwho].name;
} else {
cout << GeneralAttack[nweapon.type][i];
}
}
cout << endl << endl;
if (rand() % 10000 < people[attackwho].dodge - hit) {
cout << people[attackwho].name << "轻轻一跳,躲过了着一招" << endl;
} else {
int ran = rand() % 40 - 20;
if (nweapon.type == "拳") {
if (damage + ran - people[attackwho].defense < 0) {
cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;
} else {
cout << "你在对方身上照成了一块於,造成" << damage + ran -
people[attackwho].defense << "点伤害!" << endl;
people[attackwho].health -= damage + ran - people[attackwho].defense;
inroom.people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
}
} else {
if (damage + ran - people[attackwho].defense < 0) {
cout << "你手中";
color(nweapon.lv);
cout << nweapon.name;
color(16);
cout << "击中对方手部,造成0点伤害!" << endl;
} else {
cout << "你手中";
color(nweapon.lv);
cout << nweapon.name;
color(16);
cout << "击中对方手部,造成" << damage + ran - people[attackwho].defense <<
"点伤害!" << endl;
people[attackwho].health -= damage + ran - people[attackwho].defense;
inroom.people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
}
}
if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {
cout << "(";
color(10);
cout << people[attackwho].name << "看起来一点也不累,充满了活力";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {
cout << "(";
color(14);
cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {
cout << "(";
color(14);
cout << people[attackwho].name << "气喘吁吁,有点累了";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {
cout << "(";
color(12);
cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {
cout << "(";
color(12);
cout << people[attackwho].name << "已经力不从心,随时都可能倒下";
color(16);
cout << ")" << endl;
} else {
cout << "(";
color(4);
cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";
color(16);
cout << ")" << endl;
}
if (people[attackwho].health <= 0) {
cout << people[attackwho].name << "大叫一声,倒在地上,死了!" << endl;
killnum++;
make_corpse(people[attackwho], people[attackwho].weapon);
for (int i = 0; i < 100; i++) {
if (inroom.weapon[i].name == "") {
inroom.weapon[i] = people[attackwho].dropweapon;
room[nowroomi].weapon[i] = people[attackwho].dropweapon;
break;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.thing[i].name == "") {
inroom.thing[i] = people[attackwho].dropthing;
room[nowroomi].thing[i] = people[attackwho].dropthing;
break;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.book[i].name == "") {
inroom.book[i] = people[attackwho].dropbook;
room[nowroomi].book[i] = people[attackwho].dropbook;
break;
}
}
die[attackwho] = true;
lastpeople--;
if (lastpeople == 0) {
for (int i = 0; i < peoplenum; i++) {
room[nowroomi].people[peoplei[i]].canmove = cm[i];
inroom.people[peoplei[i]].canmove = cm[i];
}
return 0;
}
}
}
} else if (cooldown[which] == 0 && myskill[which].weapon == nweapon.type
&& myskill[which].forceneed <= force) {
force -= myskill[which].forceneed;
cooldown[which] = myskill[which].cooldown;
for (int i = 0; i < myskill[which].use.size(); i++) {
if (myskill[which].use[i] == 'w') {
color(nweapon.lv);
cout << nweapon.name;
color(16);
} else if (myskill[which].use[i] == 'e') {
cout << people[attackwho].name;
} else if (myskill[which].use[i] == 'q') {
color(people[attackwho].weapon.lv);
cout << people[attackwho].weapon.name;
color(16);
} else if (myskill[which].use[i] == '1') {
color(1);
} else if (myskill[which].use[i] == '2') {
color(2);
} else if (myskill[which].use[i] == '3') {
color(3);
} else if (myskill[which].use[i] == '4') {
color(4);
} else if (myskill[which].use[i] == '5') {
color(5);
} else if (myskill[which].use[i] == '6') {
color(6);
} else if (myskill[which].use[i] == '7') {
color(7);
} else if (myskill[which].use[i] == '8') {
color(8);
} else if (myskill[which].use[i] == '9') {
color(9);
} else if (myskill[which].use[i] == 's') {
color(16);
} else {
cout << myskill[which].use[i];
}
}
cout << endl;
cout << "使用了";
color(1);
cout << myskill[which].forceneed;
color(16);
cout << "点内力,剩余";
color(6);
cout << force;
color(16);
cout << "点";
cout << endl;
for (int i = 0; i < myskill[which].attacknum; i++) {
if (rand() % 10000 < people[attackwho].dodge - hit) {
cout << "对方轻轻一跳,躲过了着一招" << endl;
} else {
int ran = rand() % 40 - 20;
if (nweapon.type == "拳") {
if (myskill[which].damage + ran - people[attackwho].defense < 0) {
cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;
} else {
cout << "你在对方身上照成了一块於,造成" << myskill[which].damage + ran -
people[attackwho].defense << "点伤害!" << endl;
people[attackwho].health -= myskill[which].damage + ran -
people[attackwho].defense;
inroom.people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
}
} else {
if (myskill[which].damage + ran - people[attackwho].defense < 0) {
cout << "你手中";
color(nweapon.lv);
cout << nweapon.name;
color(16);
cout << "击中对方手部,造成0点伤害!" << endl;
} else {
cout << "你手中";
color(nweapon.lv);
cout << nweapon.name;
color(16);
cout << "击中对方手部,造成" << myskill[which].damage + ran -
people[attackwho].defense << "点伤害!" << endl;
people[attackwho].health -= myskill[which].damage + ran -
people[attackwho].defense;
inroom.people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
}
}
if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {
cout << "(";
color(10);
cout << people[attackwho].name << "看起来一点也不累,充满了活力";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {
cout << "(";
color(14);
cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {
cout << "(";
color(14);
cout << people[attackwho].name << "气喘吁吁,有点累了";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {
cout << "(";
color(12);
cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {
cout << "(";
color(12);
cout << people[attackwho].name << "已经力不从心,随时都可能倒下";
color(16);
cout << ")" << endl;
} else {
cout << "(";
color(4);
cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";
color(16);
cout << ")" << endl;
}
if (people[attackwho].health <= 0) {
cout << people[attackwho].name << "大叫一声,倒在地上,死了!" << endl;
make_corpse(people[attackwho], people[attackwho].weapon);
killnum++;
for (int i = 0; i < 100; i++) {
if (inroom.weapon[i].name == "") {
inroom.weapon[i] = people[attackwho].dropweapon;
room[nowroomi].weapon[i] = people[attackwho].dropweapon;
break;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.thing[i].name == "") {
inroom.thing[i] = people[attackwho].dropthing;
room[nowroomi].thing[i] = people[attackwho].dropthing;
break;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.book[i].name == "") {
inroom.book[i] = people[attackwho].dropbook;
room[nowroomi].book[i] = people[attackwho].dropbook;
break;
}
}
die[attackwho] = true;
lastpeople--;
if (lastpeople == 0) {
for (int i = 0; i < peoplenum; i++) {
room[nowroomi].people[peoplei[i]].canmove = cm[i];
inroom.people[peoplei[i]].canmove = cm[i];
}
return 0;
}
break;
}
}
}
} else {
for (int i = 0; i < GeneralAttack[nweapon.type].size(); i++) {
if (GeneralAttack[nweapon.type][i] == 'a') {
cout << "你";
} else if (GeneralAttack[nweapon.type][i] == 'x') {
color(nweapon.lv);
cout << nweapon.name;
color(16);
} else if (GeneralAttack[nweapon.type][i] == 'b') {
cout << people[attackwho].name;
} else {
cout << GeneralAttack[nweapon.type][i];
}
}
cout << endl << endl;
if (rand() % 10000 < people[attackwho].dodge - hit) {
cout << people[attackwho].name << "轻轻一跳,躲过了着一招" << endl;
} else {
int ran = rand() % 40 - 20;
if (nweapon.type == "拳") {
if (damage + ran - people[attackwho].defense < 0) {
cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;
} else {
cout << "你在对方身上照成了一块於,造成" << damage + ran -
people[attackwho].defense << "点伤害!" << endl;
people[attackwho].health -= damage + ran - people[attackwho].defense;
inroom.people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
}
} else {
if (damage + ran - people[attackwho].defense < 0) {
cout << "你手中";
color(nweapon.lv);
cout << nweapon.name;
color(16);
cout << "击中对方手部,造成0点伤害!" << endl;
} else {
cout << "你手中";
color(nweapon.lv);
cout << nweapon.name;
color(16);
cout << "击中对方手部,造成" << damage + ran - people[attackwho].defense <<
"点伤害!" << endl;
people[attackwho].health -= damage + ran - people[attackwho].defense;
inroom.people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -
people[attackwho].defense;
}
}
if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {
cout << "(";
color(10);
cout << people[attackwho].name << "看起来一点也不累,充满了活力";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {
cout << "(";
color(14);
cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {
cout << "(";
color(14);
cout << people[attackwho].name << "气喘吁吁,有点累了";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {
cout << "(";
color(12);
cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";
color(16);
cout << ")" << endl;
} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {
cout << "(";
color(12);
cout << people[attackwho].name << "已经力不从心,随时都可能倒下";
color(16);
cout << ")" << endl;
} else {
cout << "(";
color(4);
cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";
color(16);
cout << ")" << endl;
}
if (people[attackwho].health <= 0) {
cout << people[attackwho].name << "大叫一声,倒在地上,死了!" << endl;
make_corpse(people[attackwho], people[attackwho].weapon);
killnum++;
for (int i = 0; i < 100; i++) {
if (inroom.weapon[i].name == "") {
inroom.weapon[i] = people[attackwho].dropweapon;
room[nowroomi].weapon[i] = people[attackwho].dropweapon;
break;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.thing[i].name == "") {
inroom.thing[i] = people[attackwho].dropthing;
room[nowroomi].thing[i] = people[attackwho].dropthing;
break;
}
}
for (int i = 0; i < 100; i++) {
if (inroom.book[i].name == "") {
inroom.book[i] = people[attackwho].dropbook;
room[nowroomi].book[i] = people[attackwho].dropbook;
break;
}
}
die[attackwho] = true;
lastpeople--;
if (lastpeople == 0) {
for (int i = 0; i < peoplenum; i++) {
room[nowroomi].people[peoplei[i]].canmove = cm[i];
inroom.people[peoplei[i]].canmove = cm[i];
}
return 0;
}
}
}
}
bool canuse = false;
int i;
for (i = 0; i < people[attackwho].skillsnum; i++) {
if (hcooldown[i] == 0) {
canuse = true;
break;
}
}
cout << endl;
for (int x = 0; x < peoplenum; x++) {
if (!die[x]) {
if (canuse) {
hcooldown[i] = people[x].skills[i].cooldown;
for (int j = 0; j < people[x].skills[i].use.size(); j++) {
if (people[x].skills[i].use[j] == 'w') {
color(nweapon.lv);
cout << nweapon.name;
color(16);
} else if (people[x].skills[i].use[j] == 'e') {
cout << people[x].name;
} else if (people[x].skills[i].use[j] == 'q') {
color(people[x].weapon.lv);
cout << people[x].weapon.name;
color(16);
} else if (people[x].skills[i].use[j] == '1') {
color(1);
} else if (people[x].skills[i].use[j] == '2') {
color(2);
} else if (people[x].skills[i].use[j] == '3') {
color(3);
} else if (people[x].skills[i].use[j] == '4') {
color(4);
} else if (people[x].skills[i].use[j] == '5') {
color(5);
} else if (people[x].skills[i].use[j] == '6') {
color(6);
} else if (people[x].skills[i].use[j] == '7') {
color(7);
} else if (people[x].skills[i].use[j] == '8') {
color(8);
} else if (people[x].skills[i].use[j] == '9') {
color(9);
} else if (people[x].skills[i].use[j] == 's') {
color(16);
} else {
cout << people[x].skills[i].use[j];
}
}
cout << endl;
for (int j = 0; j < people[x].skills[i].attacknum; j++) {
if (rand() % 10000 < dodge - people[x].hit) {
if (nowdodgeskill.name != "") {
for (int k = 0; k < nowdodgeskill.use.size(); k++) {
if (nowdodgeskill.use[k] == 'w') {
color(nweapon.lv);
cout << nweapon.name;
color(16);
} else if (nowdodgeskill.use[k] == 'e') {
cout << people[x].name;
} else if (nowdodgeskill.use[k] == 'q') {
color(people[x].weapon.lv);
cout << people[x].weapon.name;
color(16);
} else if (nowdodgeskill.use[k] == '1') {
color(1);
} else if (nowdodgeskill.use[k] == '2') {
color(2);
} else if (nowdodgeskill.use[k] == '3') {
color(3);
} else if (nowdodgeskill.use[k] == '4') {
color(4);
} else if (nowdodgeskill.use[k] == '5') {
color(5);
} else if (nowdodgeskill.use[k] == '6') {
color(6);
} else if (nowdodgeskill.use[k] == '7') {
color(7);
} else if (nowdodgeskill.use[k] == '8') {
color(8);
} else if (nowdodgeskill.use[k] == '9') {
color(9);
} else if (nowdodgeskill.use[k] == 's') {
color(16);
} else {
cout << nowdodgeskill.use[k];
}
}
cout << endl;
} else {
cout << " 你轻轻一跳,躲过了着一招" << endl;
}
} else {
int ran = rand() % 40 - 20;
if (people[x].weapon.type == "拳") {
if (people[x].skills[i].damage + ran - defense < 0) {
cout << people[x].name << "在你身上照成了一块於,造成0点伤害!" << endl;
} else {
cout << people[x].name << "在你身上照成了一块於,造成" <<
people[x].skills[i].damage + ran - defense << "点伤害!" << endl;
health -= people[x].skills[i].damage + ran - defense;
}