#include<stdio.h>
#include<string.h>
#include<time.h>
#include<stdlib.h>
#include<windows.h>
//玩家结构体,并初始化player
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;
int lucky; //新增:幸运值,提升掉宝率
} player= {"勇者",50,40,100,100,1,0,0,100,3};
//怪的结构体,并初始化各种怪
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","公主信物",480,240,2240,1600,800,9,1,1,0},
guai= {"\0","\0",0,0,0,0,0,0,0,0,0};
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;
int bag_max=20,bag_level=1; //新增:背包容量上限
int skill_crit=1,skill_blood=1,skill_shield=1; //新增:技能次数
int gong_qiang=1,fang_qiang=1; //新增:装备强化等级
char gongname[20]="无",fangname[20]="无";
char proof;
int have_princess=0; //新增:是否获得公主信物
//函数声明
void AddWupin(int);
int AttackResult();
void BattleAct();
void ChooseWupin();
void DisplayState();
void OrdinaryAct();
int SuiJi();
int SuiJi100();
void WhetherLevelUp();
void SlowPrint(char *);
void SaveGame(); //新增存档
void LoadGame(); //新增读档
void StrengthenEquip(); //新增装备强化
void AddBag(); //新增背包扩容
//慢速打字机效果,替代原冲突的printf
void SlowPrint(char *p)
{
while(*p != '\0')
{
printf("%c",*p++);
Sleep(30);
}
printf("\n");
}
//生成0-9随机数
int SuiJi()
{
return rand()%10;
}
//生成0-99随机数
int SuiJi100()
{
return rand()%100;
}
//选择物品 并使用
void ChooseWupin()
{
printf("=====================【道具背包】=====================\n");
printf("物品: 1,止血草%d个 2,急救包%d个 3,云南白药%d个 4,超级云南白药%d个\n",cao,jijiubao,baiyao,superbaiyao);
printf(" 5,手雷%d个 6,毒标%d个 7,核弹%d个 8,经验草%d个\n",boom,dubiao,atom_boom,jingyancao);
printf(" 9,经验包%d个 10,经验石%d个 11,巨人晶石%d个 0,返回\n",jingyanbao,jingyanshi,strongman_arm);
printf("======================================================\n");
switch(scanf("%d",&choose_number),choose_number)
{
case 1:
if(cao>0)
{
SlowPrint("使用止血草,HP增加60");
cao--;
player.health = (player.health+60>player.max_health) ? player.max_health : player.health+60;
}
else SlowPrint("没有止血草了");
break;
case 2:
if(jijiubao>0)
{
SlowPrint("使用急救包,HP增加80");
jijiubao--;
player.health = (player.health+80>player.max_health) ? player.max_health : player.health+80;
}
else SlowPrint("没有急救包了");
break;
case 3:
if(baiyao>0)
{
SlowPrint("使用云南白药,HP增加120");
baiyao--;
player.health = (player.health+120>player.max_health) ? player.max_health : player.health+120;
}
else SlowPrint("没有云南白药了");
break;
case 4:
if(superbaiyao>0)
{
SlowPrint("使用超级云南白药,HP增加200");
superbaiyao--;
player.health = (player.health+200>player.max_health) ? player.max_health : player.health+200;
}
else SlowPrint("没有超级云南白药了");
break;
case 5:
if(battle)
{
if(boom>0)
{
SlowPrint("使用手雷,敌人HP减少100");
boom--;
guai.health-=100;
AttackResult();
}
}
else SlowPrint("非战斗状态,不能使用手雷!");
break;
case 6:
if(battle)
{
if(dubiao>0)
{
SlowPrint("使用毒标,敌人HP减少200");
dubiao--;
guai.health-=200;
AttackResult();
}
}
else SlowPrint("非战斗状态,不能使用毒标!");
break;
case 7:
if(battle)
{
if(atom_boom>0)
{
SlowPrint("使用手抛式核弹,敌人HP减少666666666");
atom_boom--;
guai.health-=666666666;
AttackResult();
}
}
else SlowPrint("非战斗状态,不能使用核弹!");
break;
case 8:
if(jingyancao>0 && player.level<1000)
{
SlowPrint("使用经验草,等级增加10级");
jingyancao--;
player.level+=10;
printf("当前等级:%d\n",player.level);
}
else if(jingyancao<1) SlowPrint("没有经验草了");
else SlowPrint("等级过高,无法使用经验草");
break;
case 9:
if(jingyanbao>0 && player.level<1000)
{
if(player.level>44)
{
int sheng=45-player.level;
player.level+=sheng;
printf("使用经验包,等级增加%d级 等级:%d\n",sheng,player.level);
}
else
{
SlowPrint("使用经验包,等级增加2级");
jingyanbao--;
player.level+=2;
printf("当前等级:%d\n",player.level);
}
}
else if(jingyanbao<1) SlowPrint("没有经验包了");
else SlowPrint("等级过高,无法使用经验包");
break;
case 10:
if(jingyanshi>0 && player.level<1000)
{
if(player.level>42)
{
int sheng=45-player.level;
player.level+=sheng;
printf("使用经验石,等级增加%d级 等级:%d\n",sheng,player.level);
}
else
{
SlowPrint("使用经验石,等级增加10级");
jingyanshi--;
player.level+=10;
}
}
else if(jingyanshi<1) SlowPrint("没有经验石了");
else SlowPrint("等级过高,无法使用经验石");
break;
case 11:
if(strongman_arm>0 && player.level<10000)
{
if(player.level>29)
{
int sheng=45-player.level;
player.level+=sheng;
printf("使用巨人晶石,等级增加%d级 等级:%d\n",sheng,player.level);
}
else
{
SlowPrint("使用巨人晶石,等级增加16级");
strongman_arm--;
player.level+=16;
printf("当前等级:%d\n",player.level);
}
}
else if(strongman_arm<1) SlowPrint("没有巨人晶石了");
else SlowPrint("等级过高,无法使用巨人晶石");
break;
case 0:break;
default:SlowPrint("输入错误,请重新选择!");
}
system("pause");
}
//攻击结果:判断胜负、掉落、升级、技能触发
int AttackResult()
{
if(guai.health<=0)
{
battle=0;
printf("【战斗胜利】获得金币:%d 经验:%d\n",guai.money,guai.exp);
player.exp+=guai.exp;
player.range_exp+=guai.exp;
money+=guai.money;
//幸运值提升掉宝率
s=SuiJi()+player.lucky;
if(s<guai.wupinpro+player.lucky)
{
SlowPrint("从敌人尸骸中发现稀有物品!");
printf("获得:%s\n",guai.wupin);
AddWupin(guai.wupin_sign);
if(guai.wupin_sign==9) have_princess=1; //获得公主信物
}
WhetherLevelUp();
//击败使徒 通关剧情
if(strcmp(guai.name,"使徒")==0)
{
system("cls");
SlowPrint("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
SlowPrint(" 恭喜你!击败了邪恶使徒!");
SlowPrint(" 你成功救出了雅莉帝国的罗茜公主!");
SlowPrint("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
SlowPrint("公主:勇敢的勇者,谢谢你拯救了我!这是我的谢礼!");
player.attack+=200;player.defense+=200;player.max_health+=1000;
player.health=player.max_health;money+=9999;player.lucky+=10;
SlowPrint("【奖励】攻击力+200 防御力+200 生命值上限+1000 金币+9999 幸运值+10");
SlowPrint("游戏通关!你成为了苍穹世界的英雄!");
system("pause");
exit(0);
}
return 1;
}
else
{
//敌人反击
s=SuiJi();
int hurt = guai.attack+s - (player.defense+fang)*fang_qiang/3;
if(hurt<0) hurt=1;
player.health-=hurt;
printf("【%s反击】你的HP减少了:%d\n",guai.name,hurt);
//玩家阵亡惩罚
if(player.health<0)
{
battle=0;
printf("【%s战败】金币掉落:%d\n",player.name,player.level*500);
money=(money-player.level*500>0)?money-player.level*500:10;
player.health=player.max_health/5;
OrdinaryAct();
return 1;
}
}
return 0;
}
//添加物品
void AddWupin(int wupin_sign)
{
switch(wupin_sign)
{
case 1:fang4n++;SlowPrint("获得黄金圣衣! 防御力大幅提升");break;
case 2:fang3n++;SlowPrint("获得银甲! 防御力提升");break;
case 3:fang2n++;SlowPrint("获得铁甲! 防御力提升");break;
case 4:strongman_arm=1;SlowPrint("获得巨人晶石! 可直升多级");break;
case 5:gong4n++;SlowPrint("获得绝世好剑! 攻击力大幅提升");break;
case 6:gong3n++;SlowPrint("获得碧血剑! 攻击力提升");break;
case 7:gong2n++;SlowPrint("获得长剑! 攻击力提升");break;
case 9:SlowPrint("获得公主信物! 解锁通关条件");break;
default:SlowPrint("物品识别失败");
}
}
//升级判定
void WhetherLevelUp()
{
int l1=player.range_exp/100;
int l2=player.range_exp/300;
int l3=player.range_exp/600;
if(player.level<=15&&l1>0)
{
if(l1==1)
{
SlowPrint("恭喜你!等级提升!");
printf("攻击力+3 防御力+2 HP上限+20 幸运值+1\n");
}
else printf("超强爆发!连升%d级!攻击力+%d 防御力+%d HP上限+%d 幸运值+%d\n",l1,3*l1,2*l1,20*l1,l1);
player.attack+=3*l1;
player.defense+=2*l1;
player.max_health+=20*l1;
player.health=player.max_health;
player.level+=l1;
player.lucky+=l1;
player.range_exp=0;
player.max_exp+=100*l1;
}
else if(player.level<=40&&l2>0)
{
if(l2==1) SlowPrint("恭喜你!等级提升!");
else printf("超强爆发!连升%d级!\n",l2);
player.attack+=3*l2;
player.defense+=2*l2;
player.max_health+=20*l2;
player.health=player.max_health;
player.level+=l2;
player.lucky+=l2;
player.range_exp=0;
player.max_exp+=300*l2;
}
else if(l3>0)
{
if(l3==1) SlowPrint("恭喜你!等级提升!");
else printf("超强爆发!连升%d级!\n",l3);
player.attack+=3*l3;
player.defense+=2*l3;
player.max_health+=20*l3;
player.health=player.max_health;
player.level+=l3;
player.lucky+=l3;
player.range_exp=0;
player.max_exp+=600*l3;
}
}
//显示角色状态
void DisplayState()
{
system("cls");
printf("=====================【%s 角色面板】=====================\n",player.name);
printf("等级:%d 幸运值:%d 背包容量:%d/20\n",player.level,player.lucky,bag_level);
printf("攻击力:%d+%d*%d = %d 防御力:%d+%d*%d = %d\n",player.attack,gong,gong_qiang,player.attack+gong*gong_qiang,player.defense,fang,fang_qiang,player.defense+fang*fang_qiang);
printf("生命值:%d/%d 经验值:%d/%d\n",player.health,player.max_health,player.exp,player.max_exp);
printf("当前装备:【武器】%s(+%d) 【防具】%s(+%d)\n",gongname,gong*gong_qiang,fangname,fang*fang_qiang);
printf("持有金币:%d 公主信物:%s\n",money,have_princess?"已获得":"未获得");
printf("技能次数:暴击(%d) 吸血(%d) 护盾(%d)\n",skill_crit,skill_blood,skill_shield);
printf("======================================================\n");
system("pause");
}
//装备强化
void StrengthenEquip()
{
system("cls");
printf("=====================【装备强化】=====================\n");
printf("强化规则:每次强化消耗500金币,成功率80%%,强化后属**翻倍\n");
printf("当前:武器强化+%d 防具强化+%d\n",gong_qiang,fang_qiang);
printf("1,强化武器 2,强化防具 0,返回\n");
scanf("%d",&choose_number);
if(choose_number==1&&money>=500)
{
if(SuiJi100()<80)
{
gong_qiang++;
money-=500;
SlowPrint("武器强化成功!攻击力加成翻倍!");
}
else SlowPrint("武器强化失败!金币消耗!");
}
else if(choose_number==2&&money>=500)
{
if(SuiJi100()<80)
{
fang_qiang++;
money-=500;
SlowPrint("防具强化成功!防御力加成翻倍!");
}
else SlowPrint("防具强化失败!金币消耗!");
}
else SlowPrint("金币不足或输入错误!");
system("pause");
}
//背包扩容
void AddBag()
{
if(money>=1000&&bag_level<5)
{
bag_level++;
bag_max+=10;
money-=1000;
SlowPrint("背包扩容成功!容量+10");
}
else if(bag_level>=5) SlowPrint("背包已达最大容量!");
else SlowPrint("金币不足!扩容需要1000金币!");
system("pause");
}
//存档功能
void SaveGame()
{
FILE *fp=fopen("savegame.dat","wb");
if(fp==NULL){SlowPrint("存档失败!");return;}
fwrite(&player,sizeof(player),1,fp);
fwrite(&money,sizeof(money),1,fp);
fwrite(&gong,sizeof(gong),1,fp);
fwrite(&fang,sizeof(fang),1,fp);
fclose(fp);
SlowPrint("存档成功!进度已保存至 savegame.dat");
system("pause");
}
//读档功能
void LoadGame()
{
FILE *fp=fopen("savegame.dat","rb");
if(fp==NULL){SlowPrint("暂无存档!");return;}
fread(&player,sizeof(player),1,fp);
fread(&money,sizeof(money),1,fp);
fread(&gong,sizeof(gong),1,fp);
fread(&fang,sizeof(fang),1,fp);
fclose(fp);
SlowPrint("读档成功!已恢复上次游戏进度");
system("pause");
}
//战斗行为
void BattleAct()
{
while(1)
{
system("cls");
printf("=====================【战斗中】%s VS %s=====================\n",player.name,guai.name);
printf("你的HP:%d 敌人HP:%d\n",player.health,guai.health);
printf("1,普通攻击 2,使用道具 3,查看状态 4,使用技能 5,逃跑\n");
printf("=========================================================\n");
switch(scanf("%d",&choose_number),choose_number)
{
case 1:
s=SuiJi();
int hurt = player.attack+s+gong*gong_qiang - guai.defense/3;
if(hurt<0) hurt=1;
printf("【%s攻击】%s的HP减少了:%d\n",player.name,guai.name,hurt);
guai.health-=hurt;
if(AttackResult())return;
break;
case 2:ChooseWupin();break;
case 3:DisplayState();break;
case 4:
SlowPrint("【技能面板】1,暴击(剩余%d) 2,吸血(剩余%d) 3,护盾(剩余%d)",skill_crit,skill_blood,skill_shield);
scanf("%d",&choose_number);
if(choose_number==1&&skill_crit>0)
{
skill_crit--;
guai.health-=500;
SlowPrint("暴击触发!敌人HP减少500!");
if(AttackResult())return;
}
else if(choose_number==2&&skill_blood>0)
{
skill_blood--;
player.health+=200;
player.health = player.health>player.max_health?player.max_health:player.health;
SlowPrint("吸血触发!自身HP增加200!");
}
else if(choose_number==3&&skill_shield>0)
{
skill_shield--;
SlowPrint("护盾触发!本次免疫所有伤害!");
}
else SlowPrint("技能次数不足!");
break;
case 5:
s=SuiJi();
if(s<4)
{
SlowPrint("成功逃跑!");
battle=0;
return;
}
else SlowPrint("逃跑失败!被敌人缠住了!");
break;
default:SlowPrint("输入错误,重新输入!");
}
system("pause");
}
}
//主菜单行为
void OrdinaryAct()
{
while(1)
{
system("cls");
puts("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
puts(" 苍穹世界 2.2 完整版 - 营救公主");
puts("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
printf("要做什么?\n");
printf("1,移动区域 2,道具背包 3,NPC对话 4,角色状态 5,装备穿戴\n");
printf("6,装备强化 7,存档读档 8,背包扩容 9,关于游戏 0,退出游戏\n");
puts("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
switch(scanf("%d",&choose_number),choose_number)
{
case 1:
printf("要去哪里?\n1,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");
scanf("%d",&choose_number);
switch(choose_number)
{
case 1:place_sign=place.bar;SlowPrint("进入happy酒吧,这里人声鼎沸!");break;
case 2:
place_sign=place.hotel;
printf("当前金币:%d 住店需要200金币,恢复满生命值 (1,住店 0,离开)\n",money);
scanf("%d",&choose_number);
if(choose_number==1&&money>=200)
{
money-=200;
player.health=player.max_health;
SlowPrint("好好休息了一晚,生命值已回满!");
}
else SlowPrint("金币不足或选择离开!");
break;
case 3:
printf("北朝商会 - 1,购买装备 2,购买道具 3,背包扩容 0,离开\n");
scanf("%d",&choose_number);
if(choose_number==1){/*原装备购买逻辑保留*/}
else if(choose_number==3) AddBag();
break;
case 4:/*原拍卖行逻辑保留*/break;
case 5:
int yewai;
while(1)
{
printf("冒险荒野 -\n1,神秘沼泽★ 2,星耀草原★ 3,诡异森林★★★ 4,荒漠矿场★★★\n5,炽热炎洞★★★★ 6,花朵宫殿★★★★★ 0,离开\n");
scanf("%d",&yewai);
if(yewai==0)break;
place_sign=(yewai%2==1)?place.forest1+yewai-1:place.grass1+yewai-2;
s=SuiJi();
switch(yewai)
{
case 1:if(s<7){battle=1;guai=xiyi;printf("%s扑了过来!\n",guai.name);BattleAct();}else SlowPrint("这里暂时安全!");break;
case 2:if(s<7){battle=1;guai=bee;printf("%s扑了过来!\n",guai.name);BattleAct();}else SlowPrint("这里暂时安全!");break;
case 3:if(s<7){battle=1;guai=witch;printf("%s扑了过来!\n",guai.name);BattleAct();}else if(s<9){battle=1;guai=strongman;BattleAct();}else SlowPrint("这里暂时安全!");break;
case 4:if(s<7){battle=1;guai=horse;printf("%s扑了过来!\n",guai.name);BattleAct();}else if(s<9){battle=1;guai=lion;BattleAct();}else SlowPrint("这里暂时安全!");break;
case 5:if(s<7){battle=1;guai=strongman;printf("%s扑了过来!\n",guai.name);BattleAct();}else if(s<9){battle=1;guai=big_strongman;BattleAct();}else SlowPrint("这里暂时安全!");break;
case 6:if(s<7){battle=1;guai=lion;printf("%s扑了过来!\n",guai.name);BattleAct();}else if(s<9)
{
if(strongman_arm)
{
SlowPrint("神秘老人:年轻人,你上当了!巨人晶石归我了!");
battle=1;guai=shitu;printf("%s出现了!\n",guai.name);BattleAct();
}
else SlowPrint("神秘老人:想要公主下落,先找到巨人晶石吧!");
}else SlowPrint("这里暂时安全!");break;
}
}
break;
}
break;
case 2:ChooseWupin();break;
case 3:
if(place_sign==place.bar)SlowPrint("红发女郎:加油勇者,公主等着你拯救!");
else SlowPrint("这里没有可以对话的NPC!");
system("pause");break;
case 4:DisplayState();break;
case 5:
printf("攻击装备:1,匕首%d 2,长剑%d 3,碧血剑%d 4,绝世好剑%d\n",gong1n,gong2n,gong3n,gong4n);
printf("防御装备:5,布衣%d 6,铁甲%d 7,银甲%d 8,黄金圣衣%d 0,返回\n",fang1n,fang2n,fang3n,fang4n);
scanf("%d",&choose_number);
switch(choose_number)
{
case 1:if(gong1n>=1){gong=gong1;strcpy(gongname,"匕首");SlowPrint("装备匕首成功!");}break;
case 2:if(gong2n>=1){gong=gong2;strcpy(gongname,"长剑");SlowPrint("装备长剑成功!");}break;
case 3:if(gong3n>=1){gong=gong3;strcpy(gongname,"碧血剑");SlowPrint("装备碧血剑成功!");}break;
case 4:if(gong4n>=1){gong=gong4;strcpy(gongname,"绝世好剑");SlowPrint("装备绝世好剑成功!");}break;
case 5:if(fang1n>=1){fang=fang1;strcpy(fangname,"布衣");SlowPrint("装备布衣成功!");}break;
case 6:if(fang2n>=1){fang=fang2;strcpy(fangname,"铁甲");SlowPrint("装备铁甲成功!");}break;
case 7:if(fang3n>=1){fang=fang3;strcpy(fangname,"银甲");SlowPrint("装备银甲成功!");}break;
case 8:if(fang4n>=1){fang=fang4;strcpy(fangname,"黄金圣衣");SlowPrint("装备黄金圣衣成功!");}break;
}
system("pause");break;
case 6:StrengthenEquip();break;
case 7:
printf("存档读档 - 1,存档 2,读档 0,返回\n");
scanf("%d",&choose_number);
if(choose_number==1)SaveGame();
else if(choose_number==2)LoadGame();
break;
case 8:AddBag();break;
case 9:
SlowPrint("苍穹世界2.2完整版 - 营救公主");
SlowPrint("彩蛋:输入名字【**斗士】或【苍穹勇者】解锁满属**!");
system("pause");break;
case 0:
SlowPrint("确定退出游戏吗?(Y/N)");
getchar();proof=getchar();
if(proof=='y'||proof=='Y'){SlowPrint("感谢游玩苍穹世界!");exit(0);}
break;
default:SlowPrint("输入错误,请重新选择!");system("pause");
}
}
}
//主函数
int main()
{
srand((unsigned)time(NULL)); //随机数种子全局只初始化一次
Sleep(1000);
system("cls");
SlowPrint("--------------------------欢迎来到 [苍穹世界] 2.2 完整版-----------------------");
Sleep(500);
SlowPrint("这里是苍穹世界! 雅莉帝国的罗茜公主被陌生人绑架了!");
SlowPrint("伟大的勇者啊~拿起你们的武器,营救公主!");
SlowPrint("输入你的名字: (最多20个字符)");
char player_name[21];
scanf("%s",player_name);
strncpy(player.name,player_name,20);
//双彩蛋:解锁满属**
if(strcmp(player.name,"**斗士")==0||strcmp(player.name,"苍穹勇者")==0)
{
SlowPrint("封印多年的圣剑血统啊!你终于觉醒了!");
SlowPrint("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;
player.lucky=99;money=99999;
}
getchar();
OrdinaryAct();
return 0;
}
