控制台打怪升级游戏。。。
转载自:https://blog.csdn.net/ojzha/article/details/75182329
#include<stdlib.h> #include<stdio.h> #include<iostream> #include<time.h> //suiji #include <afx.h> #include<cstring> #include<windows.h> //SLEEP函数 struct Player //玩家结构体,并初始化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 }; struct Enemy //怪的结构体,并初始化各种怪 { 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","巨人之臂",40 * 5,50 * 5,350 * 5,200 * 5,100 * 5,4,4,2,0 }, 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",60 * 8,30 * 8,280 * 8,200 * 8,100 * 8,9,1,1,0 }, 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 }; 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; char gongname[20] = "无", fangname[20] = "无"; char proof; void AddWupin(int); int AttackResult(); void BattleAct(); void ChooseWupin(); void DisplayState(); void OrdinaryAct(); int SuiJi(); int SuiJi100(); void WhetherLevelUp(); void SlowDisplay(CString p); int main() { using namespace std; int i = 0, j = 0, k = 0; char player_name[21]; SlowDisplay("这是一个勇者的世界! gdfzoj的逸宁公主被陌生人绑架了!\n\n 伟大的勇者啊~拿起你们的武器,营救逸宁公主!\n\n\n输入你的名字: (20个字符)\n\n\n"); // sndPlaySound("res\\F005.wav",SND_LOOP); cin >> player_name; system("cls"); //SlowDisplay("你叫fzj\n\n\n"); system("pause"); system("cls"); strncpy_s(player.name, player_name, 20); if (strcmp(player.name, "fzj") == 0) { SlowDisplay("封号多年的 fzj 啊!你终于可以重见天日了!\n\n\n fzj 重新启动... 随即... 暴走!!!\n\n\nattack=999\ndefence=999\nhealth=9999\nhealthmax=9999"); player.attack = 500; player.defense = 400; player.health = 1000; player.max_health = 1000; } getchar(); OrdinaryAct(); return 0; } int SuiJi() { srand((unsigned)time(NULL)); return rand() % 10; } int SuiJi100() { srand((unsigned)time(NULL)); return rand() % 100; } void ChooseWupin() //选择物品 并使用 { 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 5,手雷%d个 6,毒标%d个 7,手抛式原子弹%d个 0,返回\n\n\n", cao, jijiubao, baiyao, superbaiyao, boom, dubiao, atom_boom); switch (scanf_s("%d", &choose_number), choose_number) { case 1: if (cao > 0) { SlowDisplay("使用止血草,HP增加60\n\n\n"); cao--; if (player.health + 60 > player.max_health)player.health = player.max_health; else player.health += 60; } else SlowDisplay("没有止血草了\n\n\n"); break; case 2: if (jijiubao > 0) { SlowDisplay("使用急救包,HP增加80\n\n\n"); jijiubao--; if (player.health + 80 > player.max_health)player.health = player.max_health; else player.health += 80; } else SlowDisplay("没有急救包了\n\n\n"); break; case 3: if (baiyao > 0) { SlowDisplay("使用云南白药,HP增加120\n\n\n"); baiyao--; if (player.health + 120 > player.max_health)player.health = player.max_health; else player.health += 120; } else SlowDisplay("没有云南白药了\n\n\n"); break; case 4: if (superbaiyao > 0) { SlowDisplay("使用超级云南白药,HP增加200\n\n\n"); superbaiyao--; if (player.health + 200 > player.max_health)player.health = player.max_health; else player.health += 200; } else SlowDisplay("没有超级云南白药了\n\n\n"); break; case 5: if (battle) //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品 { if (boom > 0) { SlowDisplay("使用手雷,敌人HP减少100\n\n\n"); boom--; guai.health -= 100; AttackResult(); } } else SlowDisplay("非战斗状态,不能使用手雷!\n\n\n"); break; case 6: if (battle) //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品 { if (dubiao > 0) { SlowDisplay("使用毒标,敌人HP减少200\n\n\n"); dubiao--; guai.health -= 200; AttackResult(); } } else SlowDisplay("非战斗状态,不能使用毒标!\n\n\n"); break; case 7: if (battle) //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品 { if (atom_boom > 0) { SlowDisplay("使用手抛式原子弹,敌人HP减少500\n\n\n"); atom_boom--; guai.health -= 500; AttackResult(); } } else SlowDisplay("非战斗状态,不能使用手抛式原子弹!\n\n\n"); break; case 0:break; default:printf("ChooseWupin error!\n\n\n"); } } int AttackResult() //攻击结果:判断是否获胜 是否获得物品 和 是否升级 { if (guai.health <= 0) { battle = 0; printf("战斗胜利!获得金币%d,经验%d\n\n\n", guai.money, guai.exp); 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"); printf("%s\n\n\n", guai.wupin); AddWupin(guai.wupin_sign); } WhetherLevelUp(); if (strcmp(guai.name, "使徒") == 0) { puts("战斗胜利,救出逸宁公主!!!"); getchar(); getchar(); exit(0); } return 1; //攻击有结果了返回1,否则返回0,用于判断是否继续做战斗行为 } else { int s = SuiJi(); if ((guai.attack + s - player.defense / 3) < 0) { player.health -= 1; printf("%s反击,你的HP减少了 1\n\n",guai.name); } else { player.health -= guai.attack + s - player.defense / 3; printf("%s反击,你的HP减少了%d\n\n",guai.name,guai.attack + s - player.defense / 3); } if (player.health < 0) { battle = 0; printf("%s战死!金币掉落%d\n\n\n",player.name,player.level * 500); money -= player.level * 500; player.health = player.max_health / 5; OrdinaryAct();////////// return 1; } } return 0; } void AddWupin(int wupin_sign) { switch (wupin_sign) { case 1:fang4n++; break; case 2:fang3n++; break; case 3:fang2n++; break; case 4:strongman_arm = 1; break; case 5:gong4n++; break; case 6:gong3n++; break; case 7:gong2n++; break; default:printf("AddWupin error\n\n\n"); } } void WhetherLevelUp() { int i = 0, j = 0; int l1 = player.range_exp / 100; int l2 = player.range_exp / 300; int l3 = player.range_exp / 600; if (player.level <= 15 && l1 > 0) //15级以下,经验足够 都满足则升级 { if (l1 == 1) { printf("%s", player.name); SlowDisplay(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n"); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3; player.defense += 2; player.max_health += 20; player.health = player.max_health; player.level++; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 100; } else { printf("好厉害!连升%d级!", l1); printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n", 3 * l1, 2 * l1, 20 * l1); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3 * l1; player.defense += 2 * l1; player.max_health += 20 * l1; player.health = player.max_health; player.level += l1; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 100 * l1; } } else if (player.level <= 40 && l2 > 0) { if (l2 == 1) { printf("%s", player.name); SlowDisplay(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n"); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3; player.defense += 2; player.max_health += 20; player.health = player.max_health; player.level++; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 300; } else { printf("好厉害!连升%d级!", l1); printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n", 3 * l2, 2 * l2, 20 * l2); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3 * l2; player.defense += 2 * l2; player.max_health += 20 * l2; player.health = player.max_health; player.level += l2; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 300 * l2; } } else if (l3 > 0) { if (l3 == 1) { printf("%s", player.name); SlowDisplay(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n"); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3; player.defense += 2; player.max_health += 20; player.health = player.max_health; player.level++; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 600; } else { printf("好厉害!连升%d级!", l1); printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n", 3 * l3, 2 * l3, 20 * l3); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3 * l3; player.defense += 2 * l3; player.max_health += 20 * l3; player.health = player.max_health; player.level += l3; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 600 * l3; } } } void OrdinaryAct() //正常行为菜单(移动,物品,对话,查看状态,装备,退出游戏) { while (1) { // \(1000); // system("cls"); puts("============================================================================="); printf("要做什么?\n\n\n 1,移动 2,道具 3,对话 4,查看状态 5,装备 0,退出游戏\n\n\n"); puts("============================================================================="); switch (scanf_s("%d", &choose_number), choose_number) { case 1: //显示移动菜单 SlowDisplay("要去哪里?\n\n\n"); printf("1,酒吧 2,旅馆 3,森林一层 4,森林二层 5,森林三层 6,草原一层 7,草原二层 8,草原三层\n\n\n"); switch (scanf_s("%d", &choose_number), choose_number) { case 1:place_sign = place.bar; //记录目前位置-酒吧 // OrdinaryAct(); break; case 2:place_sign = place.hotel; //进入旅店 SlowDisplay("要住店吗? 200个金币 1,是 0,否\n\n\n"); choose_number = 1; switch (scanf_s("%d", &choose_number), choose_number) { case 1:if (money - 200 < 0) //判断钱是否够 { SlowDisplay("Sorry,你的钱不够~\n\n\n"); } else { SlowDisplay("好好休息\n\tHP满\n\t\t第二天了\n\n"); money -= 200; //花费200住店费 player.health = player.max_health; //体力满 } break; case 0:SlowDisplay("下次再来!\n\n\n"); break; default:printf("hotel talk error!\n\n\n"); } place_sign = 0; break; case 3: place_sign = place.forest1; s = SuiJi(); if (s < 7) { battle = 1; guai = xiyi; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = witch; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { SlowDisplay("这里安全\n\n\n"); //不用调用OAct函数,会自动执行OAct函数; } break; case 4: place_sign = place.forest2; s = SuiJi(); if (s < 7) { battle = 1; guai = witch; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = strongman; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { SlowDisplay("这里安全\n\n\n"); } break; case 5: place_sign = place.forest3; s = SuiJi(); battle = 1; guai = big_strongman; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); break; case 6: place_sign = place.grass1; s = SuiJi(); if (s < 7) { battle = 1; guai = bee; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = horse; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { SlowDisplay("这里安全\n\n\n"); } break; case 7: place_sign = place.grass2; s = SuiJi(); if (s < 7) { battle = 1; guai = horse; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = lion; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { SlowDisplay("这里安全\n\n\n"); } break; case 8: place_sign = place.grass3; s = SuiJi(); if (s < 7) { battle = 1; guai = lion; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; if (strongman_arm) { SlowDisplay("神秘老人:\n\n\n 哈哈,年轻人,做的不错,不过...嘿嘿,你上当啦!巨人之臂我要了,逸宁公主你也别想带走!\n\n\n"); guai = shitu; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else SlowDisplay("神秘老人:\n\n\n 年轻人,你好啊.如果你有巨人之臂,我可以告诉你逸宁的下落哦~\n\n\n"); } else { SlowDisplay("这里安全\n\n\n"); } break; default:printf("choose map error!\n\n\n"); } break; case 2: ChooseWupin(); break; //显示道具,并可以使用. case 3: //对话选项 if (place_sign == place.bar) { SlowDisplay("要和谁说话?\n\n\n1,红发女郎 2,赏金猎人 3,酒吧老板\n\n\n"); //显示对话人物 switch (scanf_s("%d", &choose_number), choose_number) { case 1: SlowDisplay("红发女郎:\n\n\n 我们一起xxx吧!(~脸红~)\n\n\n听说你经常外出打猎,外面的路你应该很熟悉的!\n\n\n"); break; case 2: if (fang1n < 1 && gong1n < 1) { SlowDisplay("赏金猎人:\n\n\n 你要救逸宁啊!好胆量!\n\n\n 不过外面的丛林和草原很险恶,而且越深越危险,这是匕首和布衣,对你会有些帮助的,拿去吧!\n\n\n"); printf("%s心想:(哇,这位大叔人真好啊!\n\n\n)", player.name); gong1n++; fang1n++; } else SlowDisplay("赏金猎人:\n\n\n 加油吧,年轻人!\n\n\n 不要被外面丛林和草原所吓倒!\n\n\n"); break; case 3: printf("要喝点什么?(逸宁水)\n\n\n 1,二锅头25金币 HP+20 2,XO酒80金币 HP+50 3,人头马面150金币 HP+100 0,返回\n\n\n"); choose_number = 1; while (choose_number) { switch (scanf_s("%d", &choose_number), choose_number) { case 1:if (money < 25) { SlowDisplay("钱不够!"); } else { if (player.health + 20 <= player.max_health) { SlowDisplay("HP+20."); money -= 25; player.health += 20; } else { SlowDisplay("HP满了"); player.health = player.max_health; } } break; case 2:if (money < 80) { SlowDisplay("钱不够!"); } else { if (player.health + 50 <= player.max_health) { SlowDisplay("HP+50."); money -= 80; player.health += 50; } else { SlowDisplay("HP满了"); player.health = player.max_health; } } break; case 3:if (money < 150) { SlowDisplay("钱不够!"); } else { if (player.health + 100 <= player.max_health) { SlowDisplay("HP+100."); money -= 150; player.health += 100; } else { SlowDisplay("HP满了"); player.health = player.max_health; } } break; case 0:SlowDisplay("下次在来!\n"); break; default:SlowDisplay("输入错误\n\n\n"); } } } } else if (place_sign == place.hotel) SlowDisplay("“老板娘!我...”\n\n\n“我忙着呢,没空理你~”\n\n\n"); else SlowDisplay("这里好像没人可以聊天\n\n\n"); break; case 4: DisplayState(); break; //显示状态 case 5: //装备 printf("攻装: 1,匕首:%d个 2,长剑:%d个 3,碧血剑:%d个 4,绝世好剑:%d个\n\n\n", gong1n, gong2n, gong3n, gong4n); printf("防装: 5,布衣:%d个 6,铁甲:%d个 7,银甲:%d个 8,黄金圣衣:%d个\t\t0,返回\n\n\n", fang1n, fang2n, fang3n, fang4n); SlowDisplay("选择要装备的武器或防具:\n\n\n"); switch (scanf_s("%d", &choose_number), choose_number) { case 1:if (gong1n >= 1) { SlowDisplay("拿起了匕首\n\n\n"); gong = gong1; strcpy_s(gongname, "匕首"); } else SlowDisplay("你没有匕首可以装备\n\n\n"); break; case 2:if (gong2n >= 1) { SlowDisplay("拿起了长剑\n\n\n"); gong = gong2; strcpy_s(gongname, "长剑"); } else SlowDisplay("你没有长剑可以装备\n\n\n"); break; case 3:if (gong3n >= 1) { SlowDisplay("拿起了碧血剑\n\n\n"); gong = gong3; strcpy_s(gongname, "碧血剑"); } else SlowDisplay("你没有碧血剑可以装备\n\n\n"); break; case 4:if (gong4n >= 1) { SlowDisplay("拿起了绝世好剑\n\n\n"); gong = gong4; strcpy_s(gongname, "绝世好剑"); } else SlowDisplay("你没有绝世好剑可以装备\n\n\n"); break; case 5:if (fang1n >= 1) { SlowDisplay("穿上了布衣\n\n\n"); fang = fang1; strcpy_s(fangname, "布衣"); } else SlowDisplay("你没有布衣可以装备\n\n\n"); break; case 6:if (fang2 >= 1) { SlowDisplay("穿上了铁甲\n\n\n"); fang = fang2; strcpy_s(fangname, "铁甲"); } else SlowDisplay("你没有铁甲可以装备\n\n\n"); break; case 7:if (fang3n >= 1) { SlowDisplay("穿上了银甲\n\n\n"); fang = fang3; strcpy_s(fangname, "银甲"); } else SlowDisplay("你没有银甲可以装备\n\n\n"); break; case 8:if (fang4n >= 1) { SlowDisplay("穿上了黄金圣衣\n\n\n"); fang = fang4; strcpy_s(fangname, "黄金圣衣"); } else SlowDisplay("你没有黄金圣衣可以装备\n\n\n"); break; case 0:SlowDisplay("未更换装备\n\n\n"); break; default:printf("change error!"); } break; case 0: SlowDisplay("确定退出游戏?(Y/N)\n\n\n"); getchar(); proof = getchar(); if (proof == 'y' || proof == 'Y') { SlowDisplay("数据存储中..."); //向文件中更新数据; getchar(); SlowDisplay("按回车退出"); getchar(); return; } else if (proof == 'n' || proof == 'N')printf("继续游戏!\n\n\n"); else SlowDisplay("继续!\n\n\n"); break; default:SlowDisplay("输入错误!\n\n\n"); } } } void DisplayState() { printf("%s 攻击力:%d+%d=%d 防御力:%d+%d=%d HP:%d/%d \n\n\n", player.name, player.attack, gong, player.attack + gong, player.defense, fang, player.defense + fang, player.health, player.max_health); printf("武器: %s 防具: %s \n\n\n", gongname, fangname); printf("等级:%d 经验:%d/%d 还需要%d经验升级 金币:%d \n\n\n", player.level, player.exp, player.max_exp, player.max_exp - player.exp, money); } void BattleAct() { while (1) { puts("============================================================================="); printf("要怎么办?\n\n\n 1,攻击 2,物品 3,查看状态 4,逃跑\n\n\n"); switch (scanf_s("%d", &choose_number), choose_number) { case 1: s = SuiJi(); printf("%s攻击! %sHP减少%d\n\n\n", player.name, guai.name, player.attack + s + gong - guai.defense / 3); guai.health -= player.attack + s + gong - guai.defense / 3; if (AttackResult())return; //如果攻击有结果(敌人或玩家战死)退出函数 else continue; case 2: ChooseWupin(); break; //选择物品,可以使用,战斗中允许使用攻击性物品 case 3:DisplayState(); break; //显示状态 case 4: s = SuiJi(); if (s < 4) //40%的概率可以逃跑 { printf("%s逃跑了~\n\n\n", player.name); battle = 0; return; } else printf("%s逃跑失败!\n\n\n", player.name); break; default:SlowDisplay("输入错误,重新输入!\n\n\n"); } } } void SlowDisplay(CString p) { std::cout << p; }