如何编出一个大型游戏

这段代码展示了如何创建一个大型游戏的多个场景,包括洞穴、江岸、木屋等,并包含了角色、敌人、物品和战斗机制。玩家可以在不同地点遭遇敌人,进行战斗,并有机会获取战利品。游戏还包含内功消耗、技能冷却和伤害计算等元素。
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如何编出一个大型游戏(2)

第二部(1000~2000行)

		{},
		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;
								}
							} else {
								if (people[x].skills[i].damage + ran - defense < 0) {
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