#include<stdio.h>
#include<string.h>
#include<time.h>
#include<stdlib.h>
#include<windows.h>
// 玩家结构体
struct Player
{
char name[21];
int attack;
int defense;
int health;
long int max_health;
int level;
int exp;
int range_exp;
long int max_exp;
} player = {"勇者",50,40,100,100,1,0,0,100};
// 怪物结构体
struct Enemy
{
char name[20];
char wupin[12];
int attack;
int defense;
int health;
int money;
long int exp;
int wupin_sign;
int wupinpro;
int double_attack;
int miss;
} strongman= {"森林巨人","黄金圣衣",40,50,350,200,100,1,2,1,0},
witch= {"森林女巫","银甲",25,15,100,50,50,2,2,1,1},
xiyi= {"森林蜥蜴","铁甲",18,10,50,30,35,3,3,2,2},
big_strongman= {"森林巨人王","巨人晶石",200,250,1000,1000,500,4,4,2,0},
lion= {"草原雄狮","绝世好剑",60,30,280,200,100,5,2,1,0},
horse= {"草原野马","碧血剑",28,12,90,50,50,6,2,1,1},
bee= {"草原黄蜂","长剑",17,11,60,30,35,7,3,2,2},
shitu= {"使徒","\0",480,240,2240,1600,800,9,1,1,0},
guai= {"\0","\0",0,0,0,0,0,0,0,0,0};
// 场景结构体
struct Place
{
int bar,hotel,forest1,forest2,forest3,grass1,grass2,grass3;
} place= {1,2,3,4,5,6,7,8};
// 全局变量
int max_exp=0;
int choose_number=0,s=0,strongman_arm=0,battle=0,money=500,place_sign=9;
int cao=3,jijiubao=2,baiyao=2,superbaiyao=1,boom=3,dubiao=2,atom_boom=1;
int fang=0,fang1=10,fang1n=0,fang2=20,fang2n=0,fang3=40,fang3n=0,fang4=100,fang4n=0;
int gong=0,gong1=8,gong1n=0,gong2=15,gong2n=0,gong3=25,gong3n=0,gong4=60,gong4n=0;
int jingyancao=0,jingyanbao=0,jingyanshi=0;
char gongname[20]="无",fangname[20]="无";
char proof;
// 函数声明
void AddWupin(int);
int AttackResult();
void BattleAct();
void ChooseWupin();
void DisplayState();
void OrdinaryAct();
int SuiJi();
int SuiJi100();
void WhetherLevelUp();
void SlowDisplay(char *str);
void SaveGame();
void LoadGame();
// 随机数生成(修复重复初始化问题)
int SuiJi()
{
static int first = 1;
if(first)
{
srand((unsigned)time(NULL));
first = 0;
}
return rand()%10;
}
int SuiJi100()
{
static int first = 1;
if(first)
{
srand((unsigned)time(NULL));
first = 0;
}
return rand()%100;
}
// 慢速打印文字(修复原重复定义printf问题)
void SlowDisplay(char *str)
{
while(*str != '\0')
{
printf("%c", *str++);
Sleep(50);
}
printf("\n");
}
// 物品添加函数
void AddWupin(int wupin_sign)
{
switch(wupin_sign)
{
case 1:
fang4n++;
SlowDisplay("获得黄金圣衣!");
break;
case 2:
fang3n++;
SlowDisplay("获得银甲!");
break;
case 3:
fang2n++;
SlowDisplay("获得铁甲!");
break;
case 4:
strongman_arm=1;
SlowDisplay("获得巨人晶石!");
break;
case 5:
gong4n++;
SlowDisplay("获得绝世好剑!");
break;
case 6:
gong3n++;
SlowDisplay("获得碧血剑!");
break;
case 7:
gong2n++;
SlowDisplay("获得长剑!");
break;
default:
SlowDisplay("AddWupin error");
}
}
// 攻击结果处理
int AttackResult()
{
if(guai.health<=0)
{
battle=0;
char msg[100];
sprintf(msg, "战斗胜利!获得金币%d,经验%d", guai.money, guai.exp);
SlowDisplay(msg);
player.exp+=guai.exp;
player.range_exp+=guai.exp;
money+=guai.money;
s=SuiJi();
if(s<guai.wupinpro)
{
SlowDisplay("从敌人尸骸中发现");
SlowDisplay(guai.wupin);
AddWupin(guai.wupin_sign);
}
WhetherLevelUp();
if(strcmp(guai.name,"使徒")==0)
{
SlowDisplay("战斗胜利,救出公主!!!");
SlowDisplay("恭喜你完成了冒险,游戏结束!");
SaveGame();
getchar();
exit(0);
}
return 1;
}
else
{
int s=SuiJi();
int damage = guai.attack + s - player.defense/3;
if(damage < 0) damage = 1;
player.health -= damage;
char msg[100];
sprintf(msg, "%s反击,你的HP减少了%d", guai.name, damage);
SlowDisplay(msg);
if(player.health<0)
{
battle=0;
int lose_money = player.level * 500;
if(money < lose_money) lose_money = money;
money -= lose_money;
sprintf(msg, "%s战败!金币掉落%d", player.name, lose_money);
SlowDisplay(msg);
player.health = player.max_health / 5;
OrdinaryAct();
return 1;
}
}
return 0;
}
// 升级判断
void WhetherLevelUp()
{
int levelUp = 0;
int addLevel = 0;
int addAttack = 0, addDefense = 0, addHp = 0;
// 重新设计升级逻辑,更合理
while(player.exp >= player.max_exp && player.level < 1000)
{
levelUp = 1;
addLevel++;
player.level++;
player.exp -= player.max_exp;
// 不同等级段升级奖励不同
if(player.level <= 20)
{
player.max_exp += 100;
addAttack += 5;
addDefense += 3;
addHp += 30;
}
else if(player.level <= 50)
{
player.max_exp += 200;
addAttack += 8;
addDefense += 5;
addHp += 50;
}
else
{
player.max_exp += 300;
addAttack += 10;
addDefense += 7;
addHp += 80;
}
player.attack += addAttack;
player.defense += addDefense;
player.max_health += addHp;
player.health = player.max_health;
}
if(levelUp)
{
char msg[200];
if(addLevel == 1)
{
sprintf(msg, "%s 升级到%d级!攻击力+%d, 防御力+%d, HP上限+%d",
player.name, player.level, addAttack, addDefense, addHp);
}
else
{
sprintf(msg, "%s 连升%d级!攻击力+%d, 防御力+%d, HP上限+%d",
player.name, addLevel, addAttack, addDefense, addHp);
}
SlowDisplay(msg);
SlowDisplay("HP已回满!");
}
}
// 物品选择与使用
void ChooseWupin()
{
char menu[500];
sprintf(menu, "物品列表:\n1,止血草(%d个) - HP+60\n2,急救包(%d个) - HP+80\n3,云南白药(%d个) - HP+120\n4,超级云南白药(%d个) - HP+200\n5,手雷(%d个) - 敌HP-100\n6,毒标(%d个) - 敌HP-200\n7,手抛式炸弹(%d个) - 敌HP-666666\n8,经验草(%d个) - 等级+10\n9,经验包(%d个) - 等级+2\n10,经验石(%d个) - 等级+10\n11,巨人晶石(%d个) - 等级+16\n0,返回",
cao,jijiubao,baiyao,superbaiyao,boom,dubiao,atom_boom,jingyancao,jingyanbao,jingyanshi,strongman_arm);
SlowDisplay(menu);
scanf("%d",&choose_number);
switch(choose_number)
{
case 1:
if(cao>0)
{
cao--;
int addHp = 60;
if(player.health + addHp > player.max_health)
{
addHp = player.max_health - player.health;
player.health = player.max_health;
}
else
{
player.health += addHp;
}
char msg[50];
sprintf(msg, "使用止血草,HP增加%d", addHp);
SlowDisplay(msg);
}
else SlowDisplay("没有止血草了");
break;
case 2:
if(jijiubao>0)
{
jijiubao--;
int addHp = 80;
if(player.health + addHp > player.max_health)
{
addHp = player.max_health - player.health;
player.health = player.max_health;
}
else
{
player.health += addHp;
}
char msg2[50];
sprintf(msg2, "使用急救包,HP增加%d", addHp);
SlowDisplay(msg2);
}
else SlowDisplay("没有急救包了");
break;
case 3:
if(baiyao>0)
{
baiyao--;
int addHp = 120;
if(player.health + addHp > player.max_health)
{
addHp = player.max_health - player.health;
player.health = player.max_health;
}
else
{
player.health += addHp;
}
char msg3[50];
sprintf(msg3, "使用云南白药,HP增加%d", addHp);
SlowDisplay(msg3);
}
else SlowDisplay("没有云南白药了");
break;
case 4:
if(superbaiyao>0)
{
superbaiyao--;
int addHp = 200;
if(player.health + addHp > player.max_health)
{
addHp = player.max_health - player.health;
player.health = player.max_health;
}
else
{
player.health += addHp;
}
char msg4[50];
sprintf(msg4, "使用超级云南白药,HP增加%d", addHp);
SlowDisplay(msg4);
}
else SlowDisplay("没有超级云南白药了");
break;
case 5:
if(battle)
{
if(boom>0)
{
boom--;
guai.health-=100;
SlowDisplay("使用手雷,敌人HP减少100");
AttackResult();
}
else SlowDisplay("没有手雷了");
}
else SlowDisplay("非战斗状态,不能使用手雷!");
break;
case 6:
if(battle)
{
if(dubiao>0)
{
dubiao--;
guai.health-=200;
SlowDisplay("使用毒标,敌人HP减少200");
AttackResult();
}
else SlowDisplay("没有毒标了");
}
else SlowDisplay("非战斗状态,不能使用毒标!");
break;
case 7:
if(battle)
{
if(atom_boom>0)
{
atom_boom--;
guai.health-=666666666;
SlowDisplay("使用手抛式炸弹,敌人HP减少666666666");
AttackResult();
}
else SlowDisplay("没有手抛式炸弹了");
}
else SlowDisplay("非战斗状态,不能使用手抛式炸弹!");
break;
case 8:
if(jingyancao>0 && player.level<1000)
{
jingyancao--;
player.level+=10;
if(player.level > 1000) player.level = 1000;
char msg8[50];
sprintf(msg8, "使用经验草,等级增加10级,当前等级:%d", player.level);
SlowDisplay(msg8);
}
else if(jingyancao<1) SlowDisplay("没有经验草了");
else SlowDisplay("等级超过1000级,无法使用经验草");
break;
case 9:
if(jingyanbao>0 && player.level<1000)
{
jingyanbao--;
player.level+=2;
if(player.level > 1000) player.level = 1000;
char msg9[50];
sprintf(msg9, "使用经验包,等级增加2级,当前等级:%d", player.level);
SlowDisplay(msg9);
}
else if(jingyanbao<1) SlowDisplay("没有经验包了");
else SlowDisplay("等级超过1000级,无法使用经验包");
break;
case 10:
if(jingyanshi>0 && player.level<1000)
{
jingyanshi--;
player.level+=10;
if(player.level > 1000) player.level = 1000;
char msg10[50];
sprintf(msg10, "使用经验石,等级增加10级,当前等级:%d", player.level);
SlowDisplay(msg10);
}
else if(jingyanshi<1) SlowDisplay("没有经验石了");
else SlowDisplay("等级超过1000级,无法使用经验石");
break;
case 11:
if(strongman_arm>0 && player.level<1000)
{
strongman_arm--;
player.level+=16;
if(player.level > 1000) player.level = 1000;
char msg11[50];
sprintf(msg11, "使用巨人晶石,等级增加16级,当前等级:%d", player.level);
SlowDisplay(msg11);
}
else if(strongman_arm<1) SlowDisplay("没有巨人晶石了");
else SlowDisplay("等级超过1000级,无法使用巨人晶石");
break;
case 0:
break;
default:
SlowDisplay("输入错误,请重新选择!");
}
}
// 显示角色状态
void DisplayState()
{
printf("\n=================== 角色状态 ===================\n");
printf("姓名: %s\n", player.name);
printf("等级: %d\n", player.level);
printf("经验: %ld/%ld (还需%ld升级)\n", player.exp, player.max_exp, player.max_exp - player.exp);
printf("攻击力: %d (基**%d + 装备%d)\n", player.attack + gong, player.attack, gong);
printf("防御力: %d (基**%d + 装备%d)\n", player.defense + fang, player.defense, fang);
printf("生命值: %d/%d\n", player.health, player.max_health);
printf("当前装备: 武器[%s] 防具[%s]\n", gongname, fangname);
printf("金币: %d\n", money);
printf("===============================================\n\n");
}
// 战斗行为
void BattleAct()
{
SlowDisplay("进入战斗状态!");
char enemyInfo[100];
sprintf(enemyInfo, "敌人: %s HP:%d 攻击力:%d 防御力:%d", guai.name, guai.health, guai.attack, guai.defense);
SlowDisplay(enemyInfo);
while(1)
{
printf("\n=================== 战斗菜单 ===================\n");
printf("1,攻击 2,物品 3,查看状态 4,逃跑\n");
printf("===============================================\n");
printf("请选择操作: ");
scanf("%d",&choose_number);
switch(choose_number)
{
case 1:
s=SuiJi();
int damage = player.attack + s + gong - guai.defense/3;
if(damage < 1) damage = 1;
guai.health -= damage;
char msg[100];
sprintf(msg, "%s攻击! %sHP减少%d (剩余%d)", player.name, guai.name, damage, guai.health);
SlowDisplay(msg);
if(AttackResult()) return;
break;
case 2:
ChooseWupin();
break;
case 3:
DisplayState();
break;
case 4:
s=SuiJi();
if(s<4)
{
SlowDisplay("成功逃跑!");
battle=0;
return;
}
else
{
SlowDisplay("逃跑失败!敌人发起了反击!");
// 逃跑失败被反击
int damage = guai.attack + SuiJi() - player.defense/3;
if(damage < 1) damage = 1;
player.health -= damage;
char msg2[100];
sprintf(msg2, "%s反击,你的HP减少了%d (剩余%d)", guai.name, damage, player.health);
SlowDisplay(msg2);
if(player.health <= 0)
{
battle=0;
int lose_money = player.level * 500;
if(money < lose_money) lose_money = money;
money -= lose_money;
sprintf(msg2, "%s战败!金币掉落%d", player.name, lose_money);
SlowDisplay(msg2);
player.health = player.max_health / 5;
OrdinaryAct();
return;
}
}
break;
default:
SlowDisplay("输入错误,请重新选择!");
}
}
}
// 保存游戏
void SaveGame()
{
FILE *fp = fopen("savegame.dat", "wb");
if(fp == NULL)
{
SlowDisplay("保存失败!");
return;
}
// 保存核心数据
fwrite(&player, sizeof(struct Player), 1, fp);
fwrite(&money, sizeof(int), 1, fp);
fwrite(&gong, sizeof(int), 1, fp);
fwrite(&fang, sizeof(int), 1, fp);
fwrite(&gong1n, sizeof(int), 1, fp);
fwrite(&gong2n, sizeof(int), 1, fp);
fwrite(&gong3n, sizeof(int), 1, fp);
fwrite(&gong4n, sizeof(int), 1, fp);
fwrite(&fang1n, sizeof(int), 1, fp);
fwrite(&fang2n, sizeof(int), 1, fp);
fwrite(&fang3n, sizeof(int), 1, fp);
fwrite(&fang4n, sizeof(int), 1, fp);
fwrite(&cao, sizeof(int), 1, fp);
fwrite(&jijiubao, sizeof(int), 1, fp);
fwrite(&baiyao, sizeof(int), 1, fp);
fwrite(&superbaiyao, sizeof(int), 1, fp);
fwrite(&boom, sizeof(int), 1, fp);
fwrite(&dubiao, sizeof(int), 1, fp);
fwrite(&atom_boom, sizeof(int), 1, fp);
fwrite(&jingyancao, sizeof(int), 1, fp);
fwrite(&jingyanbao, sizeof(int), 1, fp);
fwrite(&jingyanshi, sizeof(int), 1, fp);
fwrite(&strongman_arm, sizeof(int), 1, fp);
fclose(fp);
SlowDisplay("游戏已保存!");
}
// 加载游戏
void LoadGame()
{
FILE *fp = fopen("savegame.dat", "rb");
if(fp == NULL)
{
SlowDisplay("没有找到存档文件!");
return;
}
// 加载数据
fread(&player, sizeof(struct Player), 1, fp);
fread(&money, sizeof(int), 1, fp);
fread(&gong, sizeof(int), 1, fp);
fread(&fang, sizeof(int), 1, fp);
fread(&gong1n, sizeof(int), 1, fp);
fread(&gong2n, sizeof(int), 1, fp);
fread(&gong3n, sizeof(int), 1, fp);
fread(&gong4n, sizeof(int), 1, fp);
fread(&fang1n, sizeof(int), 1, fp);
fread(&fang2n, sizeof(int), 1, fp);
fread(&fang3n, sizeof(int), 1, fp);
fread(&fang4n, sizeof(int), 1, fp);
fread(&cao, sizeof(int), 1, fp);
fread(&jijiubao, sizeof(int), 1, fp);
fread(&baiyao, sizeof(int), 1, fp);
fread(&superbaiyao, sizeof(int), 1, fp);
fread(&boom, sizeof(int), 1, fp);
fread(&dubiao, sizeof(int), 1, fp);
fread(&atom_boom, sizeof(int), 1, fp);
fread(&jingyancao, sizeof(int), 1, fp);
fread(&jingyanbao, sizeof(int), 1, fp);
fread(&jingyanshi, sizeof(int), 1, fp);
fread(&strongman_arm, sizeof(int), 1, fp);
fclose(fp);
SlowDisplay("存档加载成功!");
OrdinaryAct();
}
// 主菜单行为
void OrdinaryAct()
{
while(1)
{
system("cls"); // 清屏,提升体验
printf("\n=================== 苍穹世界 2.2 正式版 ===================\n");
printf("欢迎回来,%s!\n", player.name);
printf("===========================================================\n");
printf("1,移动 2,道具 3,对话 4,查看状态 5,装备 6,关于游戏 7,保存游戏 8,加载游戏 0,退出游戏\n");
printf("===========================================================\n");
printf("请选择操作: ");
scanf("%d",&choose_number);
switch(choose_number)
{
case 1: // 移动
printf("\n=================== 移动菜单 ===================\n");
printf("1,happy酒吧 2,方舟酒店 3,北朝商会 4,红玉拍卖行 5,冒险荒野\n");
printf("===============================================\n");
printf("请选择目的地: ");
scanf("%d",&choose_number);
switch(choose_number)
{
case 1:
place_sign=place.bar;
SlowDisplay("你来到了happy酒吧,这里人声鼎沸!");
break;
case 2:
place_sign=place.hotel;
char moneyMsg[50];
sprintf(moneyMsg, "当前金币:%d", money);
SlowDisplay(moneyMsg);
SlowDisplay("方舟酒店 - 休息需要200金币(HP回满)");
SlowDisplay("1,休息 0,离开");
printf("请选择: ");
scanf("%d",&choose_number);
if(choose_number == 1)
{
if(money >= 200)
{
money -= 200;
player.health = player.max_health;
SlowDisplay("好好休息了一晚,HP已回满!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足,无法休息!");
}
}
else
{
SlowDisplay("下次再来!");
}
break;
case 3: // 北朝商会(购买装备)
SlowDisplay("欢迎来到北朝商会!");
printf("\n=================== 商会菜单 ===================\n");
printf("1,攻击装备 2,防御装备 3,一次**伤害武器 0,离开\n");
printf("===============================================\n");
printf("请选择: ");
int yongju;
scanf("%d",&yongju);
switch(yongju)
{
case 1: // 攻击装备
printf("\n攻击武器列表:\n");
printf("1,匕首¥300 (攻击力+8) 当前拥有:%d\n", gong1n);
printf("2,长剑¥500 (攻击力+15) 当前拥有:%d\n", gong2n);
printf("3,碧血剑¥1000 (攻击力+25) 当前拥有:%d\n", gong3n);
printf("4,绝世好剑¥2000 (攻击力+60) 当前拥有:%d\n", gong4n);
printf("0,返回\n");
printf("请选择: ");
int gongChoice;
scanf("%d",&gongChoice);
switch(gongChoice)
{
case 1:
if(money >= 300)
{
gong1n++;
money -= 300;
SlowDisplay("购买了匕首!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 2:
if(money >= 500)
{
gong2n++;
money -= 500;
SlowDisplay("购买了长剑!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 3:
if(money >= 1000)
{
gong3n++;
money -= 1000;
SlowDisplay("购买了碧血剑!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 4:
if(money >= 2000)
{
gong4n++;
money -= 2000;
SlowDisplay("购买了绝世好剑!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 0:
break;
default:
SlowDisplay("输入错误!");
}
break;
case 2: // 防御装备
printf("\n防御装备列表:\n");
printf("1,布衣¥300 (防御力+10) 当前拥有:%d\n", fang1n);
printf("2,铁甲¥500 (防御力+20) 当前拥有:%d\n", fang2n);
printf("3,银甲¥1000 (防御力+40) 当前拥有:%d\n", fang3n);
printf("4,黄金圣衣¥2000 (防御力+100) 当前拥有:%d\n", fang4n);
printf("0,返回\n");
printf("请选择: ");
int fangChoice;
scanf("%d",&fangChoice);
switch(fangChoice)
{
case 1:
if(money >= 300)
{
fang1n++;
money -= 300;
SlowDisplay("购买了布衣!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 2:
if(money >= 500)
{
fang2n++;
money -= 500;
SlowDisplay("购买了铁甲!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 3:
if(money >= 1000)
{
fang3n++;
money -= 1000;
SlowDisplay("购买了银甲!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 4:
if(money >= 2000)
{
fang4n++;
money -= 2000;
SlowDisplay("购买了黄金圣衣!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 0:
break;
default:
SlowDisplay("输入错误!");
}
break;
case 3: // 一次**武器
printf("\n一次**伤害武器:\n");
printf("1,手雷¥300 (敌HP-100) 当前拥有:%d\n", boom);
printf("2,毒标¥600 (敌HP-200) 当前拥有:%d\n", dubiao);
printf("3,手抛式炸弹¥1000 (敌HP-666666) 当前拥有:%d\n", atom_boom);
printf("0,返回\n");
printf("请选择: ");
int bombChoice;
scanf("%d",&bombChoice);
switch(bombChoice)
{
case 1:
if(money >= 300 && boom < 10)
{
boom++;
money -= 300;
SlowDisplay("购买了手雷!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else if(boom >= 10)
{
SlowDisplay("携带的手雷已达上限!");
}
else
{
SlowDisplay("金币不足!");
}
break;
case 2:
if(money >= 600 && dubiao < 5)
{
dubiao++;
money -= 600;
SlowDisplay("购买了毒标!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else if(dubiao >= 5)
{
SlowDisplay("携带的毒标已达上限!");
}
else
{
SlowDisplay("金币不足!");
}
break;
case 3:
if(money >= 1000 && atom_boom < 3)
{
atom_boom++;
money -= 1000;
SlowDisplay("购买了手抛式炸弹!");
sprintf(moneyMsg, "剩余金币:%d", money);
SlowDisplay(moneyMsg);
}
else if(atom_boom >= 3)
{
SlowDisplay("携带的炸弹已达上限!");
}
else
{
SlowDisplay("金币不足!");
}
break;
case 0:
break;
default:
SlowDisplay("输入错误!");
}
break;
case 0:
break;
default:
SlowDisplay("输入错误!");
}
break;
case 4: // 红玉拍卖行(出售装备)
SlowDisplay("欢迎来到红玉拍卖行!");
printf("\n=================== 拍卖行 ===================\n");
printf("攻击装备: \n");
printf("1,匕首(售价240) 当前:%d\n2,长剑(售价400) 当前:%d\n3,碧血剑(售价800) 当前:%d\n4,绝世好剑(售价1500) 当前:%d\n",gong1n,gong2n,gong3n,gong4n);
printf("防御装备: \n");
printf("5,布衣(售价240) 当前:%d\n6,铁甲(售价400) 当前:%d\n7,银甲(售价800) 当前:%d\n8,黄金圣衣(售价1500) 当前:%d\n",fang1n,fang2n,fang3n,fang4n);
printf("9,巨人晶石(售价2000) 当前:%d\n0,离开\n",strongman_arm);
printf("===============================================\n");
printf("请选择要出售的物品: ");
int sellChoice, sellCount;
scanf("%d",&sellChoice);
if(sellChoice == 0) break;
SlowDisplay("请输入出售数量: ");
scanf("%d",&sellCount);
if(sellCount <= 0)
{
SlowDisplay("数量错误!");
break;
}
switch(sellChoice)
{
case 1:
if(gong1n >= sellCount)
{
gong1n -= sellCount;
money += sellCount * 240;
SlowDisplay("出售匕首成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*240, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("装备数量不足!");
}
break;
case 2:
if(gong2n >= sellCount)
{
gong2n -= sellCount;
money += sellCount * 400;
SlowDisplay("出售长剑成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*400, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("装备数量不足!");
}
break;
case 3:
if(gong3n >= sellCount)
{
gong3n -= sellCount;
money += sellCount * 800;
SlowDisplay("出售碧血剑成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*800, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("装备数量不足!");
}
break;
case 4:
if(gong4n >= sellCount)
{
gong4n -= sellCount;
money += sellCount * 1500;
SlowDisplay("出售绝世好剑成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*1500, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("装备数量不足!");
}
break;
case 5:
if(fang1n >= sellCount)
{
fang1n -= sellCount;
money += sellCount * 240;
SlowDisplay("出售布衣成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*240, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("装备数量不足!");
}
break;
case 6:
if(fang2n >= sellCount)
{
fang2n -= sellCount;
money += sellCount * 400;
SlowDisplay("出售铁甲成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*400, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("装备数量不足!");
}
break;
case 7:
if(fang3n >= sellCount)
{
fang3n -= sellCount;
money += sellCount * 800;
SlowDisplay("出售银甲成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*800, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("装备数量不足!");
}
break;
case 8:
if(fang4n >= sellCount)
{
fang4n -= sellCount;
money += sellCount * 1500;
SlowDisplay("出售黄金圣衣成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*1500, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("装备数量不足!");
}
break;
case 9:
if(strongman_arm >= sellCount)
{
strongman_arm -= sellCount;
money += sellCount * 2000;
SlowDisplay("出售巨人晶石成功!");
sprintf(moneyMsg, "获得金币:%d,剩余金币:%d", sellCount*2000, money);
SlowDisplay(moneyMsg);
}
else
{
SlowDisplay("晶石数量不足!");
}
break;
default:
SlowDisplay("没有该物品!");
}
break;
case 5: // 冒险荒野
while(1)
{
printf("\n=================== 冒险荒野 ===================\n");
printf("1,神秘沼泽(★) 2,星耀草原(★) 3,诡异森林(★★★)\n");
printf("4,荒漠矿场(★★★) 5,炽热炎洞(★★★★) 6,花朵宫殿(★★★★★)\n");
printf("0,返回城镇\n");
printf("===============================================\n");
printf("请选择冒险区域: ");
int area;
scanf("%d",&area);
if(area == 0) break;
place_sign = 0;
s = SuiJi();
battle = 1;
switch(area)
{
case 1: // 神秘沼泽
place_sign=place.forest1;
if(s<7) { guai=xiyi; }
else if(s<9) { guai=witch; }
else { battle=0; SlowDisplay("这里暂时安全!"); break; }
break;
case 2: // 星耀草原
place_sign=place.grass1;
if(s<7) { guai=bee; }
else if(s<9) { guai=horse; }
else { battle=0; SlowDisplay("这里暂时安全!"); break; }
break;
case 3: // 诡异森林
place_sign=place.forest2;
if(s<7) { guai=witch; }
else if(s<9) { guai=strongman; }
else { battle=0; SlowDisplay("这里暂时安全!"); break; }
break;
case 4: // 荒漠矿场
place_sign=place.grass2;
if(s<7) { guai=horse; }
else if(s<9) { guai=lion; }
else { battle=0; SlowDisplay("这里暂时安全!"); break; }
break;
case 5: // 炽热炎洞
place_sign=place.forest3;
if(s<7) { guai=strongman; }
else if(s<9) { guai=big_strongman; }
else { battle=0; SlowDisplay("这里暂时安全!"); break; }
break;
case 6: // 花朵宫殿
place_sign=place.grass3;
if(s<7) { guai=lion; }
else if(s<9)
{
if(strongman_arm)
{
SlowDisplay("神秘老人:哈哈,年轻人,你上当啦!巨人晶石我要了,公主你也别想带走!");
guai=shitu;
}
else
{
battle=0;
SlowDisplay("神秘老人:年轻人,你好啊.如果你有巨人晶石,我可以告诉你公主的下落哦~");
break;
}
}
else { battle=0; SlowDisplay("这里暂时安全!"); break; }
break;
default:
SlowDisplay("未知区域,无法进入!");
battle=0;
break;
}
if(battle)
{
char encounter[50];
sprintf(encounter, "%s扑了过来!", guai.name);
SlowDisplay(encounter);
BattleAct();
}
}
break;
default:
SlowDisplay("无效的目的地!");
}
break;
case 2: // 道具
ChooseWupin();
break;
case 3: // 对话
if(place_sign==place.bar)
{
printf("\n=================== 酒吧对话 ===================\n");
printf("1,红发女郎 2,赏金猎人 3,酒吧老板 4,药品商人 0,返回\n");
printf("===============================================\n");
printf("请选择对话对象: ");
scanf("%d",&choose_number);
switch(choose_number)
{
case 1:
SlowDisplay("红发女郎:吧台边那个Hunter好帅啊!(~脸红~)听说他经常外出打猎,外面的路他应该很熟悉的!");
break;
case 2:
if(fang1n<1 && gong1n<1)
{
SlowDisplay("赏金猎人:你要救公主啊!好胆量!不过外面的世界很险恶,这是匕首和布衣,拿去吧!");
gong1n++;
fang1n++;
SlowDisplay("获得匕首和布衣!");
}
else
{
SlowDisplay("赏金猎人:加油吧,年轻人!不要被外面世界所吓倒!");
}
break;
case 3:
SlowDisplay("酒吧老板:要喝点什么?");
while(1)
{
printf("\n1,二锅头¥25 (HP+20) 2,XO酒¥80 (HP+50) 3,人头马面¥150 (HP+100) 0,返回\n");
printf("请选择: ");
scanf("%d",&choose_number);
if(choose_number == 0) break;
switch(choose_number)
{
case 1:
if(money >=25)
{
money -=25;
int addHp = 20;
if(player.health + addHp > player.max_health)
{
addHp = player.max_health - player.health;
player.health = player.max_health;
}
else
{
player.health += addHp;
}
char msg[50];
sprintf(msg, "喝下二锅头,HP+%d!剩余金币:%d", addHp, money);
SlowDisplay(msg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 2:
if(money >=80)
{
money -=80;
int addHp = 50;
if(player.health + addHp > player.max_health)
{
addHp = player.max_health - player.health;
player.health = player.max_health;
}
else
{
player.health += addHp;
}
char msg[50];
sprintf(msg, "喝下XO酒,HP+%d!剩余金币:%d", addHp, money);
SlowDisplay(msg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 3:
if(money >=150)
{
money -=150;
int addHp = 100;
if(player.health + addHp > player.max_health)
{
addHp = player.max_health - player.health;
player.health = player.max_health;
}
else
{
player.health += addHp;
}
char msg[50];
sprintf(msg, "喝下人马头面,HP+%d!剩余金币:%d", addHp, money);
SlowDisplay(msg);
}
else
{
SlowDisplay("金币不足!");
}
break;
default:
SlowDisplay("输入错误!");
}
}
break;
case 4:
SlowDisplay("药品商人:你要干什么?1,买东西 2,聊天");
printf("请选择: ");
int buyChoice;
scanf("%d",&buyChoice);
if(buyChoice == 1)
{
while(1)
{
printf("\n药品商店:\n");
printf("1,止血草¥100 (HP+60) 当前:%d (上限6)\n", cao);
printf("2,急救包¥150 (HP+80) 当前:%d (上限5)\n", jijiubao);
printf("3,云南白药¥250 (HP+120) 当前:%d (上限4)\n", baiyao);
printf("4,超级云南白药¥400 (HP+200) 当前:%d (上限3)\n", superbaiyao);
printf("5,经验草¥150 (等级+10) 当前:%d\n", jingyancao);
printf("6,经验包¥300 (等级+2) 当前:%d\n", jingyanbao);
printf("7,经验石¥500 (等级+10) 当前:%d\n", jingyanshi);
printf("0,离开\n");
printf("请选择: ");
int itemChoice;
scanf("%d",&itemChoice);
if(itemChoice == 0) break;
switch(itemChoice)
{
case 1:
if(money >=100 && cao <6)
{
cao++;
money -=100;
SlowDisplay("购买了止血草!");
char msg[50];
sprintf(msg, "剩余金币:%d", money);
SlowDisplay(msg);
}
else if(cao >=6)
{
SlowDisplay("止血草已达携带上限!");
}
else
{
SlowDisplay("金币不足!");
}
break;
case 2:
if(money >=150 && jijiubao <5)
{
jijiubao++;
money -=150;
SlowDisplay("购买了急救包!");
char msg[50];
sprintf(msg, "剩余金币:%d", money);
SlowDisplay(msg);
}
else if(jijiubao >=5)
{
SlowDisplay("急救包已达携带上限!");
}
else
{
SlowDisplay("金币不足!");
}
break;
case 3:
if(money >=250 && baiyao <4)
{
baiyao++;
money -=250;
SlowDisplay("购买了云南白药!");
char msg[50];
sprintf(msg, "剩余金币:%d", money);
SlowDisplay(msg);
}
else if(baiyao >=4)
{
SlowDisplay("云南白药已达携带上限!");
}
else
{
SlowDisplay("金币不足!");
}
break;
case 4:
if(money >=400 && superbaiyao <3)
{
superbaiyao++;
money -=400;
SlowDisplay("购买了超级云南白药!");
char msg[50];
sprintf(msg, "剩余金币:%d", money);
SlowDisplay(msg);
}
else if(superbaiyao >=3)
{
SlowDisplay("超级云南白药已达携带上限!");
}
else
{
SlowDisplay("金币不足!");
}
break;
case 5:
if(money >=150)
{
jingyancao++;
money -=150;
SlowDisplay("购买了经验草!");
char msg[50];
sprintf(msg, "剩余金币:%d", money);
SlowDisplay(msg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 6:
if(money >=300)
{
jingyanbao++;
money -=300;
SlowDisplay("购买了经验包!");
char msg[50];
sprintf(msg, "剩余金币:%d", money);
SlowDisplay(msg);
}
else
{
SlowDisplay("金币不足!");
}
break;
case 7:
if(money >=500)
{
jingyanshi++;
money -=500;
SlowDisplay("购买了经验石!");
char msg[50];
sprintf(msg, "剩余金币:%d", money);
SlowDisplay(msg);
}
else
{
SlowDisplay("金币不足!");
}
break;
default:
SlowDisplay("输入错误!");
}
}
}
else
{
SlowDisplay("药品商人:去去去,老子没时间陪你聊。");
}
break;
case 0:
break;
default:
SlowDisplay("没有这个人物!");
}
}
else if(place_sign==place.hotel)
{
SlowDisplay("老板娘!我...");
SlowDisplay("我忙着呢,没空理你~");
}
else
{
SlowDisplay("这里没人可以聊天!");
}
break;
case 4: // 查看状态
DisplayState();
SlowDisplay("按任意键继续...");
getchar();
getchar();
break;
case 5: // 装备
printf("\n=================== 装备界面 ===================\n");
printf("攻击装备:\n");
printf("1,匕首(+8攻) 当前:%d 2,长剑(+15攻) 当前:%d\n",gong1n,gong2n);
printf("3,碧血剑(+25攻) 当前:%d 4,绝世好剑(+60攻) 当前:%d\n",gong3n,gong4n);
printf("防御装备:\n");
printf("5,布衣(+10防) 当前:%d 6,铁甲(+20防) 当前:%d\n",fang1n,fang2n);
printf("7,银甲(+40防) 当前:%d 8,黄金圣衣(+100防) 当前:%d\n",fang3n,fang4n);
printf("0,返回\n");
printf("===============================================\n");
printf("请选择要装备的物品: ");
scanf("%d",&choose_number);
switch(choose_number)
{
case 1:
if(gong1n >=1)
{
gong = gong1;
strcpy(gongname, "匕首");
SlowDisplay("装备了匕首!");
}
else
{
SlowDisplay("没有匕首可以装备!");
}
break;
case 2:
if(gong2n >=1)
{
gong = gong2;
strcpy(gongname, "长剑");
SlowDisplay("装备了长剑!");
}
else
{
SlowDisplay("没有长剑可以装备!");
}
break;
case 3:
if(gong3n >=1)
{
gong = gong3;
strcpy(gongname, "碧血剑");
SlowDisplay("装备了碧血剑!");
}
else
{
SlowDisplay("没有碧血剑可以装备!");
}
break;
case 4:
if(gong4n >=1)
{
gong = gong4;
strcpy(gongname, "绝世好剑");
SlowDisplay("装备了绝世好剑!");
}
else
{
SlowDisplay("没有绝世好剑可以装备!");
}
break;
case 5:
if(fang1n >=1)
{
fang = fang1;
strcpy(fangname, "布衣");
SlowDisplay("装备了布衣!");
}
else
{
SlowDisplay("没有布衣可以装备!");
}
break;
case 6:
if(fang2n >=1)
{
fang = fang2;
strcpy(fangname, "铁甲");
SlowDisplay("装备了铁甲!");
}
else
{
SlowDisplay("没有铁甲可以装备!");
}
break;
case 7:
if(fang3n >=1)
{
fang = fang3;
strcpy(fangname, "银甲");
SlowDisplay("装备了银甲!");
}
else
{
SlowDisplay("没有银甲可以装备!");
}
break;
case 8:
if(fang4n >=1)
{
fang = fang4;
strcpy(fangname, "黄金圣衣");
SlowDisplay("装备了黄金圣衣!");
}
else
{
SlowDisplay("没有黄金圣衣可以装备!");
}
break;
case 0:
break;
default:
SlowDisplay("输入错误!");
}
break;
case 6: // 关于游戏
SlowDisplay("苍穹世界 2.2 正式版");
SlowDisplay("游戏背景:雅莉亚王国的罗茜公主被使徒绑架,你需要击败魔物,救出公主!");
SlowDisplay("隐藏彩蛋:创建角色时输入“神斗士”可获得无敌属**!");
SlowDisplay("按任意键继续...");
getchar();
getchar();
break;
case 7: // 保存游戏
SaveGame();
break;
case 8: // 加载游戏
LoadGame();
return; // 加载后重新进入主菜单
case 0: // 退出游戏
SlowDisplay("确定退出游戏?(Y/N)");
getchar();
proof=getchar();
if(proof=='y'||proof=='Y')
{
SlowDisplay("正在保存数据...");
SaveGame();
SlowDisplay("按回车退出游戏...");
getchar();
exit(0);
}
else
{
SlowDisplay("继续游戏!");
}
break;
default:
SlowDisplay("输入错误,请重新选择!");
}
// 操作后暂停,提升体验
if(choose_number != 4 && choose_number != 0)
{
SlowDisplay("\n按任意键继续...");
getchar();
getchar();
}
}
}
// 主函数
int main()
{
char player_name[21];
system("chcp 65001"); // 解决中文乱码
Sleep(1000);
SlowDisplay("--------------------------欢迎来到 [苍穹世界] 2.2 正式版-----------------------");
Sleep(1000);
SlowDisplay("这里是苍穹世界! 雅莉亚王国的罗茜公主被陌生人绑架了!");
SlowDisplay("伟大的勇者啊~拿起你们的武器,营救公主!");
SlowDisplay("输入你的名字: (最多20个字符)");
scanf("%s", player_name);
strncpy(player.name, player_name, 20);
// 隐藏彩蛋
if(strcmp(player.name,"神斗士")==0)
{
SlowDisplay("\n封印多年的圣剑血统啊!你终于觉醒了!");
SlowDisplay("神斗士,你成为了天选之人,请你救出公主吧!");
player.attack=999;
player.defense=999;
player.health=9999;
player.max_health=9999;
money = 99999;
}
getchar();
OrdinaryAct();
return 0;
}
