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@mlgxutv6
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  • 感谢@chengjindong的反馈 * 7,已修改
    n()nn(*≧▽≦*)n
CPP
#include<bits/stdc++.h>
#include<windows.h>
#include<conio.h>

using namespace std;

typedef struct Frame
{
	COORD position[2];
}Frame;

void Color(int a)
{
	//白 
	if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
	//绿 
	if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
	//红 
	if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
	//蓝 
	if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
	//粉
	if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE); 
	//黄
	if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN); 
	//灰 
	if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
	//棕
	if(a==7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN); 
	//随机
	if(a == -1) Color(rand() % 8); 
}

void SetPos(COORD a)// set cursor 
{
	HANDLE out=GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorPosition(out, a);
}

void SetPos(int i, int j)// set cursor
{
	COORD pos={short(i), short(j)};
	SetPos(pos);
}

void HideCursor()
{
	CONSOLE_CURSOR_INFO cursor_info = {1, 0}; 
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}

char input()
{
	while(1)
	{
		if(_kbhit())
		{
			return _getch();
		}
	}
}

char input(int i, int j)
{
	while(1)
	{
		char x = input();
		if(x >= i && x <= j) return x;
	}
}
//在[a, b)之间产生一个随机整数
int random(int a, int b)
{
	int c=(rand() % (a-b))+ a;
	return c;
}

struct BLOCK
{
	int id;
	string txt;
	int color;
	int hard;
	int level; //挖掘等级(0=徒手 1=木 2=石 3=铁 4=钻石 5=合金) 
	string name;
	bool fluid; //是否为流体(可以穿越 能够替换成方块) 
};

BLOCK block[] = //方块 
{
{0, "□ ", 0, 2000000000, 100, "基岩", false}, 
{1, "■ ", 6, 250, 1, "石头", false}, 
{2, "▓ ", 7, 75, 0, "泥土", false}, 
{3, "▓ ", 6, 75, 0, "砂砾", false}, 
{4, "■ ", 5, 80, 0, "木头", false},
{5, "※ ", 0, 500, 2, "铁矿石", false}, 
{6, "∷ ", 0, 500, 2, "铁块", false}, 
{7, "※ ", 5, 600, 3, "金矿石", false}, 
{8, "∷ ", 5, 600, 3, "金块", false},
{9, "※ ", 3, 900, 3, "钻石矿石", false},
{10, "∷ ", 3, 900, 3, "钻石块", false}, 
{11, "▓ ", 1, 20, 0, "树叶", false},
{12, "■ ", 3, 2000000000, 100, "水", true},
{13, "□ ", 2, 2000000000, 100, "岩浆", true},
{14, "□ ", 0, 2000, 4, "真正的基岩", false},
{15, "■ ", 4, 45, 0, "地狱岩", false},
{16, "□ ", 4, 3000, 4, "远古残骸", false},
{17, "∷ ", 4, 3000, 4, "下界合金块", false},
{18, "■ ", 2, 2000000000, 100, "地幔", true},
{19, "  ", 0, 2000000000, 100, "空气", true},
{20, "● ", 4, 3000, 3, "海洋之星", false},
{21, "□ ", 3, 2500, 3, "海能石", false},
{22, "※ ", 1, 1200, 3, "绿宝石矿石", false},
{23, "∷ ", 1, 1200, 3, "绿宝石块", false},
{24, "■ ", 7, 2400, 1, "神殿方块", false},
{25, "<>", 2, 6000, 2, "神殿核心", false},
{26, "于", 2, 10000, 1, "于苗晶体A", false},
{27, "苗", 2, 10000, 1, "于苗晶体B", false},
{28, "{}", 3, 7500, 1, "宝藏锚点", false},
{29, "■ ", 2, 1000, 0, "TNT", false},
{30, "■ ", 5, 1000, 0, "TNT", false},
{31, "■ ", 2, 1000, 0, "TNT", false},
{32, "■ ", 2, 1000, 0, "TNT", false},
{33, "■ ", 3, 80000, 2, "地牢石", false},
{34, "※ ", 3, 150000, 4, "魂石", false},
{35, "▓ ", 3, 2000000000, 100, "死水", true},
{36, "■ ", 5, 440, 2, "下界砖", false}
};

int block_max = 36;

struct ITEM
{
	int id;
	int hurt;
	int speed; //每个短刻的挖掘进度 
	int level;
	string name;
	int rare; //稀有度 白0<绿1<蓝2<紫3<幻4 
};

ITEM item[] = //物品 
{
{0, 0, 0, 0, "空气", 0},
{1, 2, 20, 1, "木镐", 0},
{2, 5, 0, 1, "木剑", 0},
{3, 3, 40, 2, "石镐", 0},
{4, 6, 0, 2, "石剑", 0}, 
{5, 0, 0, 0, "铁锭", 0},
{6, 4, 80, 3, "铁镐", 0},
{7, 9, 0, 3, "铁剑", 0},
{8, 0, 0, 0, "金锭", 1},
{9, 3, 160, 3, "金镐", 1},
{10, 6, 0, 3, "金剑", 1},
{11, 0, 0, 0, "钻石", 2},
{12, 5, 200, 4, "钻石镐", 2},
{13, 12, 0, 4, "钻石剑", 2},
{14, 0, 0, 0, "下界合金碎片", 3},
{15, 0, 0, 0, "下界合金锭", 3},
{16, 6, 900, 5, "下界合金镐", 3},
{17, 15, 0, 5, "下界合金剑", 3},
{18, 0, 0, 0, "桶", 0},
{19, 0, 0, 0, "水桶", 0},
{20, 0, 0, 0, "岩浆桶", 0},
{21, 0, 0, 0, "药水量子", 3},
{22, 0, 0, 0, "强化量子", 3},
{23, 0, 0, 0, "绿宝石", 2},
{24, 6, 180, 4, "绿宝石镐", 2},
{25, 11, 0, 4, "绿宝石剑", 2},
{26, 0, 100, 0, "海洋创造锤", 3},
{27, 0, 0, 0, "无尽核心", 4},
{28, 0, 0, 0, "宝藏探测器", 4},
{29, 0, 0, 0, "死水桶", 0},
{30, 0, 0, 0, "灵魂之星", 3},
{31, 6, 1600, 5, "灵魂镐", 3},
{32, 17, 0, 5, "灵魂剑", 3}
};

int item_max = 32;

struct ARMOR
{
	int id;
	int defease; //最高为20 可抵御(defease*4)%伤害
	string name;
};

ARMOR armor[] = //盔甲
{
{0, 0, "空"},
{1, 4, "木盔甲"},
{2, 8, "石盔甲"},
{3, 12, "铁盔甲"},
{4, 16, "钻石盔甲"},
{5, 20, "下界合金盔甲"}
};

struct BUFF
{
	int id;
	string name;
	int level; //等级 默认为0 1级以上显示在玩家属性页面中 
	int time; //单位: short_tick 降至0后等级降至0级 
};

BUFF buff[] = //效果
{
{0, "空", 0, 0},
{1, "生命提升", 0, 0},
{2, "急迫", 0, 0},
{3, "生命吸收", 0, 0},
{4, "中毒", 0, 0}
};

const int buff_max = 4;

string buff_str[] = //效果简介
{
	"空效果",
	"能够提升生命值 每级提升4点生命值",
	"能够加快挖掘速度 每级提升25%挖掘速度",
	"获得护盾 每级提升1点免伤值",
	"负面效果 每级每个构造刻受到1点伤害"
};

int gamemode = 0; //0=生存 1=创造 2=极限 
int short_tick = 0, tick = 0; //短刻(每秒10次)和构造刻(每秒1次)
BLOCK world[2400][1200]; //地图 x0~2399 y0~1199
BLOCK fkl[5]; //方块栏
ITEM wpl[5]; //物品栏
ARMOR kjl = armor[0]; //盔甲栏 做出盔甲立即替换 
const int xgmax = 5; //可获得的效果总数 
BUFF xgl[xgmax]; //效果栏 
int xgnum; //已拥有BUFF 
int fknum[5], wpnum[5]; //数量(max:64) 
int now = 0; //目前手持方块/物品 0~4方块 5~9物品
int playerx = 1200, playery = 700; //冒险者 坐标
double health = 20; //生命 
double max_health = 20; //生命值上限 
int oxygen = 20; //氧气 
int energy = 0; //跳跃能量 
int wjjd = 0; //挖掘进度 
int zhuiluo = 0; //连续坠落格数 
int level = 0, xp = 0; //等级、经验 
bool tick_attack = false; //本tick是否受伤 

void print_data();
void input_data();

//地牢结构
int dilao_jiegou[27][29] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 2, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2},
{2, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 1, 1, 2, 3, 3, 2, 5, 5, 5, 5, 5, 5, 2, 3, 3, 3, 3, 2},
{2, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 1, 1, 2, 3, 3, 2, 5, 5, 5, 5, 5, 5, 2, 3, 3, 3, 3, 2},
{2, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 1, 1, 2, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2},
{2, 3, 3, 3, 2, 2, 3, 3, 3, 2, 1, 1, 1, 2, 3, 3, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2},
{2, 3, 3, 2, 3, 3, 2, 3, 3, 2, 1, 1, 1, 2, 3, 3, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2},
{2, 3, 3, 2, 3, 3, 2, 3, 3, 2, 1, 1, 1, 2, 3, 3, 2, 3, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 2},
{2, 3, 3, 3, 2, 2, 3, 3, 3, 2, 1, 1, 1, 2, 2, 2, 2, 3, 2, 2, 3, 3, 3, 2, 2, 2, 2, 2, 2},
{2, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 1, 1, 1, 2, 2, 3, 3, 2, 2, 3, 3, 3, 2, 1, 1, 1, 1, 1},
{2, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 3, 3, 2, 2, 2, 2, 3, 3, 2, 1, 1, 1, 1, 1},
{2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 3, 3, 2, 3, 3, 2, 3, 3, 2, 2, 2, 2, 2, 2},
{2, 2, 2, 3, 3, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 2},
{1, 1, 2, 3, 3, 2, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 2, 4, 4, 2, 3, 3, 3, 3, 3, 3, 3, 2},
{1, 1, 2, 3, 3, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 3, 2, 2, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2},
{1, 1, 2, 3, 3, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 2, 1, 1, 1, 1, 1, 1},
{1, 1, 2, 3, 3, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1},
{1, 1, 2, 3, 3, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 2, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 2, 3, 3, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 2, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3, 3, 3, 3, 3, 2, 2, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3, 3, 3, 3, 3, 2, 2, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1}
};

//下界城市
//核心
int nc_core[9][9] = 
{
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 1, 1, 2, 1, 1, 0, 0},
{0, 1, 1, 2, 2, 2, 1, 1, 0},
{1, 1, 2, 2, 2, 2, 2, 1, 1},
{2, 2, 2, 2, 2, 2, 2, 2, 2},
{1, 1, 2, 2, 2, 2, 2, 1, 1},
{0, 1, 1, 2, 2, 2, 1, 1, 0},
{0, 0, 1, 1, 2, 1, 1, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0}
};
//水平廊道
int nc_cz_ld[9][9] = 
{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{2, 2, 2, 2, 2, 2, 2, 2, 2},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0}
};
//垂直廊道
int nc_sp_ld[9][9] = 
{
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0}
};

void block_copy(int x, int y, int id) //将一个方块放置到某个坐标
{
	world[x][y].id = id;
	world[x][y].txt = block[id].txt;
	world[x][y].color = block[id].color;
	world[x][y].hard = block[id].hard;
	world[x][y].name = block[id].name;
	world[x][y].level = block[id].level;
	world[x][y].fluid = block[id].fluid;
}

void chengshi(int x, int y) //下界城市的生成
{
	queue<pair<pair<int, int>, int> > q;
	int size = 5;
	x /= 9;
	y /= 9;
	int nt = 1;
	q.push({{x, y}, 1});
	for(int i = 0;i < 9;i++)
	{
		for(int j = 0;j < 9;j++)
		{
			if(nt == 1)
			{
				if(nc_core[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 + j, 19);
				}
				else if(nc_core[i][j] == 0) ;
				else block_copy(x * 9 + i, y * 9 + j, 36);
			}
			else if(nt == 2)
			{
				if(nc_sp_ld[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 + j, 19);
				}
				else if(nc_sp_ld[i][j] == 0);
				else block_copy(x * 9 + i, y * 9 + j, 36);
			}
			else if(nt == 3)
			{
				if(nc_cz_ld[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 + j, 19);
				}
				else if(nc_cz_ld[i][j] == 0) ;
				else block_copy(x * 9 + i, y * 9 + j, 36);
			}
			
		}
	}
	nt = 2;
	q.push({{x - 1, y}, 2});
	for(int i = 0;i < 9;i++)
	{
		for(int j = 0;j < 9;j++)
		{
			if(nt == 1)
			{
				if(nc_core[i][j] == 2)
				{
					block_copy(x * 9 - 9 + i, y * 9 + j, 19);
				}
				else if(nc_core[i][j] == 0);
				else block_copy(x * 9 - 9 + i, y * 9 + j, 36);
			}
			else if(nt == 2)
			{
				if(nc_sp_ld[i][j] == 2)
				{
					block_copy(x * 9 - 9 + i, y * 9 + j, 19);
				}
				else if(nc_sp_ld[i][j] == 0);
				else block_copy(x * 9 - 9 + i, y * 9 + j, 36);
			}
			else if(nt == 3)
			{
				if(nc_cz_ld[i][j] == 2)
				{
					block_copy(x * 9 - 9 + i, y * 9 + j, 19);
				}
				else if(nc_cz_ld[i][j] == 0) ;
				else block_copy(x * 9 - 9 + i, y * 9 + j, 36);
			}
			
		}
	}
	q.push({{x + 1, y}, 2});
	for(int i = 0;i < 9;i++)
	{
		for(int j = 0;j < 9;j++)
		{
			if(nt == 1)
			{
				if(nc_core[i][j] == 2)
				{
					block_copy(x * 9 + 9 + i, y * 9 + j, 19);
				}
				else if(nc_core[i][j] == 0) ;
				else block_copy(x * 9 + 9 + i, y * 9 + j, 36);
			}
			else if(nt == 2)
			{
				if(nc_sp_ld[i][j] == 2)
				{
					block_copy(x * 9 + 9 + i, y * 9 + j, 19);
				}
				else if(nc_sp_ld[i][j] == 0) ;
				else block_copy(x * 9 + 9 + i, y * 9 + j, 36);
			}
			else if(nt == 3)
			{
				if(nc_cz_ld[i][j] == 2)
				{
					block_copy(x * 9 + 9 + i, y * 9 + j, 19);
				}
				else if(nc_cz_ld[i][j] == 0) ;
				else block_copy(x * 9 + 9 + i, y * 9 + j, 36);
			}
			
		}
	}
	nt = 3;
	q.push({{x, y - 1}, 3});
	for(int i = 0;i < 9;i++)
	{
		for(int j = 0;j < 9;j++)
		{
			if(nt == 1)
			{
				if(nc_core[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 - 9 + j, 19);
				}
				else if(nc_core[i][j] == 0) ;
				else block_copy(x * 9 + i, y * 9 - 9 + j, 36);
			}
			else if(nt == 2)
			{
				if(nc_sp_ld[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 - 9 + j, 19);
				}
				else if(nc_sp_ld[i][j] == 0) ;
				else block_copy(x * 9 + i, y * 9 - 9 + j, 36);
			}
			else if(nt == 3)
			{
				if(nc_cz_ld[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 - 9 + j, 19);
				}
				else if(nc_cz_ld[i][j] == 0) ;
				else block_copy(x * 9 + i, y * 9 - 9 + j, 36);
			}
		}
	}
	q.push({{x, y + 1}, 3});
	for(int i = 0;i < 9;i++)
	{
		for(int j = 0;j < 9;j++)
		{
			if(nt == 1)
			{
				if(nc_core[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 + 9 + j, 19);
				}
				else if(nc_core[i][j] == 0);
				else block_copy(x * 9 + i, y * 9 + 9 + j, 36);
			}
			else if(nt == 2)
			{
				if(nc_sp_ld[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 + 9 + j, 19);
				}
				else if(nc_sp_ld[i][j] == 0) ;
				else block_copy(x * 9 + i, y * 9 + 9 + j, 36);
			}
			else if(nt == 3)
			{
				if(nc_cz_ld[i][j] == 2)
				{
					block_copy(x * 9 + i, y * 9 + 9 + j, 19);
				}
				else if(nc_cz_ld[i][j] == 0) ;
				else block_copy(x * 9 + i, y * 9 + 9 + j, 36);
			}
			
		}
	}
	while(!q.empty() && size < 24)
	{
		int nx = q.front().first.first;
		int ny = q.front().first.second;
		int nt = q.front().second;
		q.pop();
		if(rand() % 3 <= 1 && nt != 3)
		{
			q.push({{nx - 1, ny}, 2});
			size++;
			for(int i = 0;i < 9;i++)
			{
				for(int j = 0;j < 9;j++)
				{
					if(nt == 1)
					{
						if(nc_core[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_core[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 2)
					{
						if(nc_sp_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_sp_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 3)
					{
						if(nc_cz_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_cz_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					
				}
			}
		}
		if(rand() % 3 <= 1 && nt != 3)
		{
			q.push({{nx + 1, ny}, 2});
			size++;
			for(int i = 0;i < 9;i++)
			{
				for(int j = 0;j < 9;j++)
				{
					if(nt == 1)
					{
						if(nc_core[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_core[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 2)
					{
						if(nc_sp_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_sp_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 3)
					{
						if(nc_cz_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_cz_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					
				}
			}
		}
		if(rand() % 3 <= 1 && nt != 2)
		{
			q.push({{nx, ny - 1}, 3});
			size++;
			for(int i = 0;i < 9;i++)
			{
				for(int j = 0;j < 9;j++)
				{
					if(nt == 1)
					{
						if(nc_core[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_core[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 2)
					{
						if(nc_sp_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_sp_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 3)
					{
						if(nc_cz_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_cz_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					
				}
			}
		}
		if(rand() % 3 <= 1 && nt != 2)
		{
			q.push({{nx, ny + 1}, 3});
			size++;
			for(int i = 0;i < 9;i++)
			{
				for(int j = 0;j < 9;j++)
				{
					if(nt == 1)
					{
						if(nc_core[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_core[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 2)
					{
						if(nc_sp_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_sp_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 3)
					{
						if(nc_cz_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_cz_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					
				}
			}
		}
		if(rand() % 3 <= 1 && nt != 1)
		{
			q.push({{nx + random(-1, 2), ny + random(-1, 2)}, 1});
			size++;
			for(int i = 0;i < 9;i++)
			{
				for(int j = 0;j < 9;j++)
				{
					if(nt == 1)
					{
						if(nc_core[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_core[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 2)
					{
						if(nc_sp_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_sp_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					else if(nt == 3)
					{
						if(nc_cz_ld[i][j] == 2)
						{
							block_copy(nx * 9 + i, ny * 9 + j, 19);
						}
						else if(nc_cz_ld[i][j] == 0) continue;
						else block_copy(nx * 9 + i, ny * 9 + j, 36);
					}
					
				}
			}
		}
	}
}

void init() //生成世界 
{
	cout << "2%" << endl;
	for(int x = 0;x < 2400;x++) //填充空气 
	{
		for(int y = 0;y < 1200;y++) block_copy(x, y, 19);
	}
	cout << "4%" << endl;
	for(int y = 1;y < 1200;y++) //边界 
	{
		for(int x = 0;x <= 198;x++) block_copy(x, y, 18);
		for(int x = 2301;x <= 2399;x++) block_copy(x, y, 18);
		block_copy(199, y, 0);
		block_copy(2300, y, 0);
	}
	cout << "6%" << endl;
	int stgd[2400]; //石头高度(海平面700) 
	//生成主世界构造
	//确认x坐标下石头高度 (第一次构造)
	stgd[1200] = 200; //默认值 
	for(int x = 1199;x >= 200;x--)
	{
		if(random(0, 1000) <= 500)
		{
			stgd[x] = stgd[x + 1] - random(0, 2) + random(0, 2); //小变动 
		}
		else if(random(0, 1000) <= 100)
		{
			int add = random(0, 20);
			add -= 10;
			stgd[x] = stgd[x + 1] + add; //断崖式变动 
		}
		else
		{
			stgd[x] = stgd[x + 1]; //无变动 
		}
		if(stgd[x] > 210) stgd[x] = 210; 
		if(stgd[x] < 160) stgd[x] = 160;
	}
	cout << "12%" << endl;
	for(int x = 1201;x < 2300;x++)
	{
		if(random(0, 1000) <= 500)
		{
			stgd[x] = stgd[x - 1] - random(0, 2) + random(0, 2);
		}
		else if(random(0, 1000) <= 100)
		{
			int add = random(0, 20);
			add -= 10;
			stgd[x] = stgd[x - 1] + add; 
		}
		else
		{
			stgd[x] = stgd[x - 1];
		}
		if(stgd[x] > 220) stgd[x] = 220;
		if(stgd[x] < 160) stgd[x] = 160;
	}
	cout << "15%" << endl;
	//拷贝石头(主世界下边界:y=501)
	for(int x = 200;x < 2300;x++)
	{
		for(int y = 501;y <= 501 + stgd[x];y++)
		{
			block_copy(x, y, 1);
			//生成铁矿和金矿 
			if(random(1, 10000) <= 100)
			{
				block_copy(x, y, 5);
			}
			else if(random(1, 10000) <= 300)
			{
				block_copy(x, y, 7);
			}
			
			//生成钻石 
			if(y <= 515 && random(1, 10000) <= 50)
			{
				block_copy(x, y, 9);
			}
			
			//生成绿宝石
			if(y <= 600 && random(1, 10000) <= 75)
			{
				block_copy(x, y, 22);
			}
			
			//生成岩浆
			if(y <= 580 && random(1, 10000) <= 100)
			{
				block_copy(x, y, 13);
			}
		}
	}
	cout << "20%" << endl;
	//增加海水(第二次构造)
	for(int x = 200;x < 2300;x++)
	{
		for(int y = 501 + stgd[x] + 1;y <= 700;y++)
		{
			block_copy(x, y, 12);
		}
	}
	cout << "23%" << endl;
	for(int x = 200;x < 2300;x++)
	{
		for(int y = 501 + stgd[x] + 1;y <= 700;y++)
		{
			if(world[x][y].id != 12) continue;
			//海之环生成 
			bool flag = true;
			for(int xx = x - 3;xx <= x + 5;xx++)
			{
				for(int yy = y - 3;yy <= y + 5;yy++)
				{
					if(world[xx][yy].id != 12) flag = false;
				}
			}
			if(flag && random(1, 10000) < 6) //符合条件
			{
				bool haizhihuan[9][9] = 
{
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 1, 0, 0, 1, 1},
{1, 0, 0, 1, 0, 1, 0, 0, 1},
{1, 0, 1, 0, 1, 0, 1, 0, 1},
{1, 0, 0, 1, 0, 1, 0, 0, 1},
{1, 1, 0, 0, 1, 0, 0, 1, 1},
{0, 1, 1, 0, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0}};
				for(int i = x - 5;i <= x + 5;i++)
				{
					for(int j = y - 5;j <= y + 5;j++)
					{
						if(haizhihuan[i - (x - 5)][j - (y - 5)] == 1)
						{
							block_copy(i, j, 21);
						}
					}
				}
				block_copy(x, y, 20);
			}
		}
	}
	cout << "27%" << endl;
	//最上3层为泥土 
	for(int x = 200;x < 2300;x++)
	{
		int dian = random(1, 10000);
		int tree = random(1, 10000);
		block_copy(x, 501 + stgd[x], 2);
		block_copy(x, 501 + stgd[x] + 1, 2);
		block_copy(x, 501 + stgd[x] + 2, 2);
		//生成树
		if(tree <= 250)
		{
			block_copy(x, 501 + stgd[x] + 2, 4);
			block_copy(x, 501 + stgd[x] + 3, 4);
			block_copy(x, 501 + stgd[x] + 4, 4);
			block_copy(x - 1, 501 + stgd[x] + 4, 11);
			block_copy(x + 1, 501 + stgd[x] + 4, 11);
			block_copy(x, 501 + stgd[x] + 5, 11);
			block_copy(x - 1, 501 + stgd[x] + 5, 11);
			block_copy(x + 1, 501 + stgd[x] + 5, 11);
			block_copy(x, 501 + stgd[x] + 6, 11);
		} 
		//生成高树
		else if(tree <= 310)
		{
			block_copy(x, 501 + stgd[x] + 2, 4);
			block_copy(x, 501 + stgd[x] + 3, 4);
			block_copy(x, 501 + stgd[x] + 4, 4);
			block_copy(x, 501 + stgd[x] + 5, 4);
			block_copy(x - 1, 501 + stgd[x] + 4, 4);
			block_copy(x + 1, 501 + stgd[x] + 4, 4);
			block_copy(x - 2, 501 + stgd[x] + 5, 4);
			block_copy(x + 2, 501 + stgd[x] + 5, 4);
			block_copy(x - 2, 501 + stgd[x] + 6, 11);
			block_copy(x + 2, 501 + stgd[x] + 6, 11);
			block_copy(x - 2, 501 + stgd[x] + 4, 11);
			block_copy(x + 2, 501 + stgd[x] + 4, 11);
			block_copy(x, 501 + stgd[x] + 6, 11);
			block_copy(x - 1, 501 + stgd[x] + 5, 11);
			block_copy(x + 1, 501 + stgd[x] + 5, 11);
			block_copy(x - 1, 501 + stgd[x] + 6, 11);
			block_copy(x + 1, 501 + stgd[x] + 6, 11);
			block_copy(x, 501 + stgd[x] + 6, 11);
			block_copy(x, 501 + stgd[x] + 7, 11);
			block_copy(x - 1, 501 + stgd[x] + 7, 11);
			block_copy(x + 1, 501 + stgd[x] + 7, 11);
		}
		//生成入云树
		else if(tree <= 340)
		{
			for(int i = 501 + stgd[x] + 2;i <= 501 + stgd[x] + (rand()%10) + 6;i++)
			{
				block_copy(x, i, 4);
				if(i >= 501 + stgd[x] + 4)
				{
					block_copy(x - 1, i, 11);
					block_copy(x + 1, i, 11);
				}
				block_copy(x, i + 1, 11);
			}
		}
		//生成巨树
		else if(tree <= 370)
		{
			block_copy(x, 501 + stgd[x] + 2, 4);
			block_copy(x - 1, 501 + stgd[x] + 2, 4);
			block_copy(x + 1, 501 + stgd[x] + 2, 4);
			block_copy(x, 501 + stgd[x] + 3, 4);
			block_copy(x - 1, 501 + stgd[x] + 3, 4);
			block_copy(x + 1, 501 + stgd[x] + 3, 4);
			block_copy(x, 501 + stgd[x] + 4, 4);
			block_copy(x - 1, 501 + stgd[x] + 4, 4);
			block_copy(x + 1, 501 + stgd[x] + 4, 4);
			block_copy(x, 501 + stgd[x] + 5, 4);
			block_copy(x - 1, 501 + stgd[x] + 5, 4);
			block_copy(x + 1, 501 + stgd[x] + 5, 4);
			block_copy(x - 2, 501 + stgd[x] + 4, 11);
			block_copy(x + 2, 501 + stgd[x] + 4, 11);
			block_copy(x - 2, 501 + stgd[x] + 5, 11);
			block_copy(x + 2, 501 + stgd[x] + 5, 11);
			block_copy(x - 2, 501 + stgd[x] + 6, 11);
			block_copy(x + 2, 501 + stgd[x] + 6, 11);
			block_copy(x - 1, 501 + stgd[x] + 6, 11);
			block_copy(x + 1, 501 + stgd[x] + 6, 11);
			block_copy(x, 501 + stgd[x] + 6, 11);
			block_copy(x, 501 + stgd[x] + 7, 11);
			block_copy(x - 1, 501 + stgd[x] + 7, 11);
			block_copy(x + 1, 501 + stgd[x] + 7, 11);
		}
		
		//生成于苗神殿
		else if(tree <= 405)
		{
			int y = 501 + stgd[x] + 3;
			
			block_copy(x, y, 24);
			block_copy(x - 1, y, 24);
			block_copy(x + 1, y, 24);
			block_copy(x - 2, y, 24);
			block_copy(x + 2, y, 24);
			block_copy(x - 3, y, 24);
			block_copy(x + 3, y, 24);
			block_copy(x - 3, y + 1, 24);
			block_copy(x + 3, y + 1, 24);
			block_copy(x - 3, y + 2, 24);
			block_copy(x + 3, y + 2, 24);
			block_copy(x - 3, y + 3, 24);
			block_copy(x + 3, y + 3, 24);
			block_copy(x - 3, y + 4, 24);
			block_copy(x + 3, y + 4, 24);
			block_copy(x - 3, y + 5, 24);
			block_copy(x + 3, y + 5, 24);
			block_copy(x - 3, y + 6, 24);
			block_copy(x + 3, y + 6, 24);
			block_copy(x - 2, y + 6, 24);
			block_copy(x + 2, y + 6, 24);
			block_copy(x - 1, y + 6, 24);
			block_copy(x + 1, y + 6, 24);
			block_copy(x, y + 6, 24);
			block_copy(x - 2, y + 6, 24);
			block_copy(x + 2, y + 6, 24);
			block_copy(x - 2, y + 7, 24);
			block_copy(x + 2, y + 7, 24);
			block_copy(x - 1, y + 7, 26);
			block_copy(x + 1, y + 7, 27);
			block_copy(x - 2, y + 8, 24);
			block_copy(x + 2, y + 8, 24);
			block_copy(x - 1, y + 9, 24);
			block_copy(x + 1, y + 9, 24);
			block_copy(x, y + 9, 25);
			block_copy(x - 1, y + 10, 24);
			block_copy(x + 1, y + 10, 24);
			block_copy(x, y + 10, 24);
		}
		//生成地牢 
		else if(tree <= 415 || x == 1200)
		{
			int t_high = rand() % 20 + 60;
			for(int i = 0;i < 27;i++)
			{
				for(int j = 0;j < 29;j++)
				{
					int fangkuaiid = 0;
					if(dilao_jiegou[i][j] == 1) continue;
					else if(dilao_jiegou[i][j] == 2) fangkuaiid = 33;
					else if(dilao_jiegou[i][j] == 3) fangkuaiid = 19;
					else if(dilao_jiegou[i][j] == 5) fangkuaiid = 35;
					else fangkuaiid = 34;
					block_copy( x - 14 + j, 501 + stgd[x] + 3 - (t_high) + i, fangkuaiid);
				}
			}
		}
	}
	cout << "30%" << endl;
	for(int x = 200;x < 2300;x++)
	{
		int gaodu = max(741, 501 + stgd[x]);
		for(int y = gaodu + 15;y <= gaodu + 20;y++)
		{
			if(rand() % 20000 < 1)
			{
				//生成宝藏岛
				block_copy(x, y, 1);
				for(int z = x - 2;z <= x + 2;z++) block_copy(z, y + 1, 1);
				for(int z = x - 3;z <= x + 3;z++) block_copy(z, y + 2, 1);
				for(int z = x - 4;z <= x + 4;z++) block_copy(z, y + 3, 1);
				for(int z = x - 5;z <= x + 5;z++) block_copy(z, y + 4, 1);
				block_copy(x - 2, y + 5, 9);
				block_copy(x + 2, y + 5, 9);
				block_copy(x - 2, y + 6, 7);
				block_copy(x + 2, y + 6, 7);
				block_copy(x - 2, y + 7, 5);
				block_copy(x + 2, y + 7, 5);
				block_copy(x - 1, y + 8, 22);
				block_copy(x + 1, y + 8, 22);
				block_copy(x, y + 6, 16);
				block_copy(x, y + 10, 28); 
				break;
			}
		}
	}
	cout << "34%" << endl;
	for(int x = 200;x < 2300;x++)
	{
		block_copy(x, 500, 14);
		block_copy(x, 499, 14);
		block_copy(x, 498, 14);
		block_copy(x, 497, 14);
	}
	cout << "36%" << endl;
	for(int x = 200;x < 2300;x++)
	{
		for(int y = 496;y >= 100;y--)
		{
			block_copy(x, y, 15);
			if(random(0, 10000) <= 60)
			{
				bool flag = false;
				if(random(0, 10000) <= 1000) flag = true;
				int r = random(2, 4);
				for(int xx = x - r;xx <= x + r;xx++)
				{
					for(int yy = y - r;yy <= y + r;yy++)
					{
						block_copy(xx, yy, 19);
						if(yy == y - r)
						{
							if(flag) block_copy(xx, yy, 13);
						}
					}
				}
			}
			//添加岩浆
			if(random(0, 10000) <= 1000) block_copy(x, y, 13);
			//远古残骸
			if(random(0, 10000) <= 10) block_copy(x, y, 16);
		}
	}
	cout << "42%" << endl;
	for(int x = 200;x < 2300;x++)
	{
		for(int y = 496;y >= 100;y--)
		{
			//下界城市
			if(random(1, 10000) == 1 || (x == 1200 && y == 400))
			{
				if(random(1, 100) == 1 || (x == 1200 && y == 400))
				{
					chengshi(x, y);
				}
			} 
		}
	}
	playery = 501 + stgd[1200] + 3;
}

void block_pick(BLOCK blk)
{
	for(int i = 0;i < 5;i++)
	{
		if(fkl[i].id == blk.id && blk.id != 0 && fknum[i] < 64)
		{
			fkl[i].id = blk.id;
			fkl[i].name = blk.name;
			fkl[i].txt = blk.txt;
			fkl[i].hard = blk.hard;
			fkl[i].level = blk.level;
			fkl[i].fluid = blk.fluid;
			fkl[i].color = blk.color;
			fknum[i]++;
			return;
		}
	}
	for(int i = 0;i < 5;i++)
	{
		if(fknum[i] <= 0)
		{
			fkl[i].id = blk.id;
			fkl[i].name = blk.name;
			fkl[i].txt = blk.txt;
			fkl[i].hard = blk.hard;
			fkl[i].level = blk.level;
			fkl[i].fluid = blk.fluid;
			fkl[i].color = blk.color;
			fknum[i] = 1;
			return;
		}
	}
}

void block_delete(BLOCK blk)
{
	for(int i = 0;i < 5;i++)
	{
		if(fkl[i].id == blk.id && fkl[i].txt == blk.txt)
		{
			fknum[i]--;
			if(fknum[i] == 0)
			{
				fkl[i].id = 0;
				fkl[i].name = "";
				fkl[i].txt = "";
				fkl[i].hard = 0;
				fkl[i].level = 0;
				fkl[i].fluid = 0;
				fkl[i].color = 0;
			}
			return;
		}
	}
}

int block_num(BLOCK blk)
{
	int num = 0;
	for(int i = 0;i < 5;i++)
	{
		if(fkl[i].id == blk.id && fkl[i].txt == blk.txt)
		{
			num += fknum[i];
		}
	}
	return num;
}

void item_pick(ITEM itm)
{
	for(int i = 0;i < 5;i++)
	{
		if(wpl[i].id == itm.id && itm.id != 0 && wpnum[i] < 64)
		{
			wpl[i].id = itm.id;
			wpl[i].hurt = itm.hurt;
			wpl[i].level = itm.level;
			wpl[i].name = itm.name;
			wpl[i].speed = itm.speed;
			wpl[i].rare = itm.rare;
			wpnum[i]++;
			return;
		}
	}
	for(int i = 0;i < 5;i++)
	{
		if(wpnum[i] <= 0)
		{
			wpl[i].id = itm.id;
			wpl[i].hurt = itm.hurt;
			wpl[i].level = itm.level;
			wpl[i].name = itm.name;
			wpl[i].speed = itm.speed;
			wpl[i].rare = itm.rare;
			wpnum[i] = 1;
			return;
		}
	}
}

void item_delete(ITEM itm)
{
	for(int i = 0;i < 5;i++)
	{
		if(wpl[i].id == itm.id && wpl[i].name == itm.name)
		{
			wpnum[i]--;
			if(wpnum[i] == 0)
			{
				wpl[i].id = 0;
				wpl[i].hurt = 0;
				wpl[i].speed = 0;
				wpl[i].level = 0;
				wpl[i].name = "";
				wpl[i].rare = 0;
			}
			return;
		}
	}
}

int item_num(ITEM itm)
{
	int num = 0;
	for(int i = 0;i < 5;i++)
	{
		if(wpl[i].id == itm.id && wpl[i].name == itm.name)
		{
			num += wpnum[i];
		}
	}
	return num;
}

void armor_delete()
{
	kjl.id = 0;
	kjl.defease = 0;
	kjl.name = "空";
}

void armor_pick(ARMOR arm)
{
	kjl.id = arm.id;
	kjl.defease = arm.defease;
	kjl.name = arm.name;
}

void buff_give(BUFF bff, int level, int time)
{
	if(bff.id == 0) return;
	if(xgnum == xgmax) return;
	xgl[xgnum].id = bff.id;
	xgl[xgnum].level = level;
	xgl[xgnum].name = bff.name;
	xgl[xgnum++].time = time;
}

void buff_delete(BUFF bff)
{
	if(bff.id == 0) return;
	for(int i = 0;i < xgnum;i++)
	{
		if(xgl[i].id == bff.id)
		{
			xgl[i].id = 0;
			xgl[i].level = 0;
			xgl[i].name = "空";
			xgl[i].time = 0;
		}
	}
}

int get_buff_level(BUFF bff)
{
	int mx = 0;
	if(bff.id == 0) return 0;
	for(int i = 0;i < xgnum;i++)
	{
		if(xgl[i].id == bff.id) mx = max(mx, xgl[i].level);
	}
	return mx;
}

void buff_merge() //效果合并(每短刻进行)
{
	for(int i = 0;i < xgnum;i++)
	{
		for(int j = i + 1;j < xgnum;j++)
		{
			if(xgl[i].id == xgl[j].id && xgl[i].id != 0)
			{
				xgl[i].level = max(xgl[i].level, xgl[j].level);
				xgl[i].time = xgl[i].time + xgl[j].time;
				xgl[j].id = 0;
				xgl[j].level = 0;
				xgl[j].name = "空";
				xgl[j].time = 0;
				xgnum--;
				//迁移效果
				for(int k = j + 1;k < xgnum + 1;k++)
				{
					xgl[k - 1].level = xgl[k].level;
					xgl[k - 1].id = xgl[k].id;
					xgl[k - 1].time = xgl[k].time;
					xgl[k - 1].name = xgl[k].name;
					xgl[k].id = 0;
					xgl[k].level = 0;
					xgl[k].name = "空";
					xgl[k].time = 0;
				}
			}
		}
	}
}

void buff_live()
{
	for(int i = 0;i < xgnum;i++)
	{
		if(xgl[i].id != 0)
		{
			xgl[i].time--;
			if(xgl[i].time <= 0)
			{
				xgl[i].id = 0;
				xgl[i].level = 0;
				xgl[i].name = "空";
				xgl[i].time = 0;
			}
		}
	}
}

void attack(int hurt_num, string die_str) //造成伤害 
{
	if(gamemode == 1) return;
	double hurt;
	hurt = hurt_num * (1.0 - (kjl.defease) * 0.04);
	//对高伤害进行削弱 
	int i = 0;
	double shjm = 0.0;
	for(int xxx = 0;xxx <= kjl.defease;xxx++)
	{
		shjm += 0.012 * (1.0 - (xxx * 0.04));
	}
	if(hurt >= 150)
	{   
		hurt = 150 + sqrt(hurt - 150);
	}
	hurt -= hurt * 0.1 + shjm;
	if(get_buff_level(buff[3]) > 0) hurt -= get_buff_level(buff[3]); //生命吸收 
	health -= hurt;
	tick_attack = true;
	if(health < 0 && gamemode == 2) //玩家死亡 极限模式=删除存档 
	{
		system("cls");
		SetPos(2, 2);
		cout << "GAME OVER";
		SetPos(2, 4);
		cout << die_str;
		SetPos(2, 6);
		cout << "极限模式下 你必须删除存档";
		init();
		print_data();
		SetPos(2, 8);
		system("pause");
		exit(0);
	}
	else if(health < 0 && gamemode == 0) //玩家死亡 生存模式=复活
	{
		system("cls");
		SetPos(2, 2);
		cout << "GAME OVER";
		SetPos(2, 4);
		cout << die_str;
		SetPos(2, 6);
		cout << "重生";
		SetPos(2, 8);
		system("pause");
		playerx = 1200;
		playery = 700;
		block_copy(playerx, playery, 19);
		health = max_health + get_buff_level(buff[1]) * 4;
		return;
	}
}

void input_data() //输入数据
{
	ifstream fin("data.txt", ios::in); 
	for(int i = 0;i < 2400;i++)
	{
		for(int j = 0;j < 1200;j++)
		{
			int ijid;
			fin >> ijid;
			block_copy(i, j, ijid);
		}
	}
	fin >> playerx >> playery;
	for(int i = 0;i < 5;i++) fin >> fknum[i] >> wpnum[i];
	for(int i = 0;i < 5;i++)
	{
		int fkid, wpid;
		fin >> fkid >> wpid;
		if(fkid != 0)
		{
			fkl[i].id = fkid;
			fkl[i].fluid = block[fkid].fluid;
			fkl[i].color = block[fkid].color;
			fkl[i].hard = block[fkid].hard;
			fkl[i].level = block[fkid].level;
			fkl[i].txt = block[fkid].txt;
			fkl[i].name = block[fkid].name;
		}
		else fknum[i] = 0;
		if(wpid != 0)
		{
			wpl[i].id = wpid;
			wpl[i].name = item[wpid].name;
			wpl[i].speed = item[wpid].speed;
			wpl[i].hurt = item[wpid].hurt;
			wpl[i].level = item[wpid].level;
			wpl[i].rare = item[wpid].rare;
		}
		else wpnum[i] = 0;
	}
	int zbid;
	fin >> zbid;
	armor_pick(armor[zbid]);
	fin >> xgnum;
	for(int i = 0;i < xgnum;i++)
	{
		int xgid, xgtm, xglv;
		fin >> xgid >> xgtm >> xglv;
		xgl[i].id = xgid;
		xgl[i].time = xgtm;
		xgl[i].name = buff[xgid].name;
		xgl[i].level = xglv;
	}
	fin >> health >> oxygen;
	fin >> gamemode;
	fin >> level >> xp >> max_health; 
}

void print_data() //输出数据 
{
	ofstream fout("data.txt", ios::out); 
	for(int i = 0;i < 2400;i++)
	{
		for(int j = 0;j < 1200;j++)
		{
			int id = world[i][j].id;
			fout << id;
			fout << ' ';
		}
		fout << endl;
	}
	fout << playerx << endl << playery << endl;
	for(int i = 0;i < 5;i++) fout << fknum[i] << ' ' << wpnum[i] << endl;
	for(int i = 0;i < 5;i++)
	{
		fout << fkl[i].id << ' ' << wpl[i].id << endl; 
	}
	fout << kjl.id << endl;
	fout << xgnum << endl;
	for(int i = 0;i < xgnum;i++)
	{
		fout << xgl[i].id << ' ' << xgl[i].time << ' ' << xgl[i].level;
		fout << endl;
	}
	fout << health << endl << oxygen << endl;
	fout << gamemode << endl;
	fout << level << endl << xp << endl << max_health << endl;
}

void item_choose() //创造物品选择器 
{
	system("cls");
	SetPos(10, 1);
	cout << "创造模式物品选择器:";
	SetPos(10, 3);
	cout << "a d 迭代手中物品 S 堆叠手中物品";
	SetPos(10, 5);
	cout << "K 确认";
	while(1)
	{
		SetPos(10, 7);
		cout << "手中物品:";
		if(now <= 4) //显示方块 
		{
			Color(fkl[now].color), cout << fkl[now].txt << ' ' << fkl[now].name;
			cout << "        ";
			Color(0);
		}
		else //显示物品 
		{
			if(wpl[now - 5].rare == 0) Color(0);
			else if(wpl[now - 5].rare == 1) Color(1);
			else if(wpl[now - 5].rare == 2) Color(3);
			else if(wpl[now - 5].rare == 3) Color(4);
			else Color(2);
			cout << wpl[now - 5].name;
			cout << "        ";
			Color(0);
		}
		Color(0);
		if(_kbhit())
		{
			char f = _getch();
			if(f == 'a')
			{
				if(now <= 4 && fkl[now].id > 0)
				{
					if(!fknum[now]) fknum[now]++;
					fkl[now].id--;
					fkl[now].color = block[fkl[now].id].color;
					fkl[now].fluid = block[fkl[now].id].fluid;
					fkl[now].hard = block[fkl[now].id].hard;
					fkl[now].level = block[fkl[now].id].level;
					fkl[now].name = block[fkl[now].id].name;
					fkl[now].txt = block[fkl[now].id].txt;
				}
				else if(now >= 5 && wpl[now - 5].id > 0)
				{
					if(!wpnum[now - 5]) wpnum[now - 5]++;
					wpl[now - 5].id--;
					wpl[now - 5].hurt = item[wpl[now - 5].id].hurt;
					wpl[now - 5].level = item[wpl[now - 5].id].level;
					wpl[now - 5].name = item[wpl[now - 5].id].name;
					wpl[now - 5].rare = item[wpl[now - 5].id].rare;
					wpl[now - 5].speed = item[wpl[now - 5].id].speed;
				}
			}
			else if(f == 'd')
			{
				if(now <= 4 && fkl[now].id < block_max)
				{
					if(!fknum[now]) fknum[now]++;
					fkl[now].id++;
					fkl[now].color = block[fkl[now].id].color;
					fkl[now].fluid = block[fkl[now].id].fluid;
					fkl[now].hard = block[fkl[now].id].hard;
					fkl[now].level = block[fkl[now].id].level;
					fkl[now].name = block[fkl[now].id].name;
					fkl[now].txt = block[fkl[now].id].txt;
				}
				else if(now >= 5 && wpl[now - 5].id < item_max)
				{
					if(!wpnum[now - 5]) wpnum[now - 5]++;
					wpl[now - 5].id++;
					wpl[now - 5].hurt = item[wpl[now - 5].id].hurt;
					wpl[now - 5].level = item[wpl[now - 5].id].level;
					wpl[now - 5].name = item[wpl[now - 5].id].name;
					wpl[now - 5].rare = item[wpl[now - 5].id].rare;
					wpl[now - 5].speed = item[wpl[now - 5].id].speed;
				}
			}
			else if(f == 's')
			{
				if(now <= 4) fknum[now] = 64;
				else wpnum[now - 5] = 64;
			}
			else if(f == 'k')
			{
				system("cls");
				return;
			}
		}
	}
}

void crafting()
{
	//合成
	system("cls");
	SetPos(10, 1);
	cout << "合成";
	SetPos(10, 3);
	cout << "1 工具类";
	SetPos(10, 5);
	cout << "2 熔炼类";
	SetPos(10, 7);
	cout << "3 盔甲类";
	SetPos(10, 9);
	cout << "4 杂项";
	SetPos(10, 11);
	cout << "5 离开";
	char cft0 = input('1', '5');
	system("cls");
	if(cft0 == '1')
	{
		SetPos(10, 1);
		cout << "合成 - 工具类";
		SetPos(10, 3);
		cout << "1 木质";
		SetPos(10, 5);
		cout << "2 石质";
		SetPos(10, 7);
		cout << "3 铁质";
		SetPos(10, 9);
		cout << "4 金质";
		SetPos(10, 11);
		cout << "5 钻石/绿宝石质";
		SetPos(10, 13);
		cout << "6 合金质";
		SetPos(10, 15);
		cout << "7 灵魂物质";
		SetPos(10, 17);
		cout << "8 药水";
		SetPos(10, 19);
		cout << "9 离开";
		char cft1 = input('1', '9');
		system("cls");
		if(cft1 == '1')
		{
			SetPos(10, 1);
			cout << "合成 - 工具类 - 木质";
			SetPos(10, 3);
			cout << "1 木镐";
			SetPos(10, 5);
			cout << "2 木剑";
			SetPos(10, 7);
			cout << "3 离开";
			char cft11 = input('1', '3');
			if(cft11 == '1')
			{
				SetPos(10, 7);
				cout << "需要 木头x4";
				SetPos(10, 9);
				cout << "1 确认";
				SetPos(10, 11);
				cout << "2 离开";
				char cft111 = input('1', '2');
				if(cft111 == '1')
				{
					if(block_num(block[4]) < 4) return;
					block_delete(block[4]);
					block_delete(block[4]);
					block_delete(block[4]);
					block_delete(block[4]);
					item_pick(item[1]);
					xp += 3;
				}
				else if(cft111 == '2')
				{
					return;
				}
			}
			else if(cft11 == '2')
			{
				SetPos(10, 7);
				cout << "需要 木头x4";
				SetPos(10, 9);
				cout << "1 确认";
				SetPos(10, 11);
				cout << "2 离开";
				char cft112 = input('1', '2');
				if(cft112 == '1')
				{
					if(block_num(block[4]) < 4) return;
					block_delete(block[4]);
					block_delete(block[4]);
					block_delete(block[4]);
					block_delete(block[4]);
					item_pick(item[2]);
					xp += 3;
				}
				else if(cft112 == '2')
				{
					return;
				}
			}
			else if(cft11 == '3')
			{
				return;
			}
		}
		else if(cft1 == '2')
		{
			SetPos(10, 1);
			cout << "合成 - 工具类 - 石质";
			SetPos(10, 3);
			cout << "1 石镐";
			SetPos(10, 5);
			cout << "2 石剑";
			SetPos(10, 7);
			cout << "3 离开";
			char cft12 = input('1', '3');
			if(cft12 == '1')
			{
				SetPos(10, 9);
				cout << "需要 石头x6";
				SetPos(10, 11);
				cout << "1 确认";
				SetPos(10, 13);
				cout << "2 离开";
				char cft121 = input('1', '2');
				if(cft121 == '1')
				{
					if(block_num(block[1]) < 6) return;
					block_delete(block[1]);
					block_delete(block[1]);
					block_delete(block[1]);
					block_delete(block[1]);
					block_delete(block[1]);
					block_delete(block[1]);
					item_pick(item[3]);
					xp += 3;
				}
				else if(cft121 == '2')
				{
					return;
				}
			}
			else if(cft12 == '2')
			{
				SetPos(10, 9);
				cout << "需要 石头x6";
				SetPos(10, 11);
				cout << "1 确认";
				SetPos(10, 13);
				cout << "2 离开";
				char cft122 = input('1', '2');
				if(cft122 == '1')
				{
					if(block_num(block[1]) < 6) return;
					block_delete(block[1]);
					block_delete(block[1]);
					block_delete(block[1]);
					block_delete(block[1]);
					block_delete(block[1]);
					block_delete(block[1]);
					item_pick(item[4]);
					xp += 3;
				}
				else if(cft122 == '2')
				{
					return;
				}
			}
			else if(cft12 == '3')
			{
				return;
			}
		}
		else if(cft1 == '3')
		{
			SetPos(10, 1);
			cout << "合成 - 工具类 - 铁质";
			SetPos(10, 3);
			cout << "1 铁镐";
			SetPos(10, 5);
			cout << "2 铁剑";
			SetPos(10, 7);
			cout << "3 铁块";
			SetPos(10, 9);
			cout << "4 离开";
			char cft13 = input('1', '4');
			if(cft13 == '1')
			{
				SetPos(10, 11);
				cout << "需要 铁锭x3";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft131 = input('1', '2');
				if(cft131 == '1')
				{
					if(item_num(item[5]) < 3) return;
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					item_pick(item[6]);
					xp += 3;
				}
				else if(cft131 == '2')
				{
					return;
				}
			}
			else if(cft13 == '2')
			{
				SetPos(10, 11);
				cout << "需要 铁锭x3";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft132 = input('1', '2');
				if(cft132 == '1')
				{
					if(item_num(item[5]) < 3) return;
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					item_pick(item[7]);
					xp += 3;
				}
				else if(cft132 == '2')
				{
					return;
				}
			}
			else if(cft13 == '3')
			{
				SetPos(10, 11);
				cout << "需要 铁锭x9";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft133 = input('1', '2');
				if(cft133 == '1')
				{
					if(item_num(item[5]) < 9) return;
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					item_delete(item[5]);
					block_pick(block[6]);
					xp += 3;
				}
				else if(cft133 == '2')
				{
					return;
				}
			}
			else if(cft13 == '4')
			{
				return;
			}
		}
		else if(cft1 == '4')
		{
			SetPos(10, 1);
			cout << "合成 - 工具类 - 金质";
			SetPos(10, 3);
			cout << "1 金镐";
			SetPos(10, 5);
			cout << "2 金剑";
			SetPos(10, 7);
			cout << "3 金块";
			SetPos(10, 9);
			cout << "4 离开";
			char cft13 = input('1', '4');
			if(cft13 == '1')
			{
				SetPos(10, 11);
				cout << "需要 金锭x3";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft131 = input('1', '2');
				if(cft131 == '1')
				{
					if(item_num(item[8]) < 3) return;
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_pick(item[9]);
					xp += 3;
				}
				else if(cft131 == '2')
				{
					return;
				}
			}
			else if(cft13 == '2')
			{
				SetPos(10, 11);
				cout << "需要 金锭x3";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft132 = input('1', '2');
				if(cft132 == '1')
				{
					if(item_num(item[8]) < 3) return;
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_pick(item[10]);
					xp += 3;
				}
				else if(cft132 == '2')
				{
					return;
				}
			}
			else if(cft13 == '3')
			{
				SetPos(10, 11);
				cout << "需要 金锭x9";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft133 = input('1', '2');
				if(cft133 == '1')
				{
					if(item_num(item[8]) < 9) return;
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					block_pick(block[8]);
					xp += 3;
				}
				else if(cft133 == '2')
				{
					return;
				}
			}
			else if(cft13 == '4')
			{
				return;
			}
		}
		else if(cft1 == '5')
		{
			SetPos(10, 1);
			cout << "合成 - 工具类 - 钻石/绿宝石质";
			SetPos(10, 3);
			cout << "1 钻石镐";
			SetPos(10, 5);
			cout << "2 钻石剑";
			SetPos(10, 7);
			cout << "3 钻石块";
			SetPos(10, 9);
			cout << "4 绿宝石镐";
			SetPos(10, 11);
			cout << "5 绿宝石剑";
			SetPos(10, 13);
			cout << "6 绿宝石块";
			SetPos(10, 15);
			cout << "7 离开";
			char cft15 = input('1', '7');
			if(cft15 == '1')
			{
				SetPos(10, 17);
				cout << "需要 钻石x6";
				SetPos(10, 19);
				cout << "1 确认";
				SetPos(10, 21);
				cout << "2 离开";
				char cft151 = input('1', '2');
				if(cft151 == '1')
				{
					if(item_num(item[11]) < 6) return;
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_pick(item[12]);
					xp += 3;
				}
				else if(cft151 == '2')
				{
					return;
				}
			}
			else if(cft15 == '2')
			{
				SetPos(10, 17);
				cout << "需要 钻石x6";
				SetPos(10, 19);
				cout << "1 确认";
				SetPos(10, 21);
				cout << "2 离开";
				char cft152 = input('1', '2');
				if(cft152 == '1')
				{
					if(item_num(item[11]) < 6) return;
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_pick(item[13]);
					xp += 3;
				}
				else if(cft152 == '2')
				{
					return;
				}
			}
			else if(cft15 == '3')
			{
				SetPos(10, 17);
				cout << "需要 钻石x9";
				SetPos(10, 19);
				cout << "1 确认";
				SetPos(10, 21);
				cout << "2 离开";
				char cft153 = input('1', '2');
				if(cft153 == '1')
				{
					if(item_num(item[11]) < 9) return;
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					block_pick(block[10]);
					xp += 3;
				}
				else if(cft153 == '2')
				{
					return;
				}
			}
			else if(cft15 == '4')
			{
				SetPos(10, 17);
				cout << "需要 绿宝石x6";
				SetPos(10, 19);
				cout << "1 确认";
				SetPos(10, 21);
				cout << "2 离开";
				char cft154 = input('1', '2');
				if(cft154 == '1')
				{
					if(item_num(item[23]) < 6) return;
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_pick(item[24]);
					xp += 3;
				}
				else if(cft154 == '2')
				{
					return;
				}
			}
			else if(cft15 == '5')
			{
				SetPos(10, 17);
				cout << "需要 绿宝石x6";
				SetPos(10, 19);
				cout << "1 确认";
				SetPos(10, 21);
				cout << "2 离开";
				char cft155 = input('1', '2');
				if(cft155 == '1')
				{
					if(item_num(item[23]) < 6) return;
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_pick(item[25]);
					xp += 3;
				}
				else if(cft155 == '2')
				{
					return;
				}
			}
			else if(cft15 == '6')
			{
				SetPos(10, 17);
				cout << "需要 绿宝石x9";
				SetPos(10, 19);
				cout << "1 确认";
				SetPos(10, 21);
				cout << "2 离开";
				char cft156 = input('1', '2');
				if(cft156 == '1')
				{
					if(item_num(item[23]) < 9) return;
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					item_delete(item[23]);
					block_pick(block[23]);
					xp += 3;
				}
				else if(cft156 == '2')
				{
					return;
				}
			}
			else if(cft15 == '7')
			{
				return;
			}
		}
		else if(cft1 == '6')
		{
			SetPos(10, 1);
			cout << "合成 - 工具类 - 下界合金质";
			SetPos(10, 3);
			cout << "1 下界合金镐";
			SetPos(10, 5);
			cout << "2 下界合金剑";
			SetPos(10, 7);
			cout << "3 下界合金块";
			SetPos(10, 9);
			cout << "4 离开";
			char cft16 = input('1', '4');
			if(cft16 == '1')
			{
				SetPos(10, 11);
				cout << "需要 钻石x12 下界合金块x1";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft161 = input('1', '2');
				if(cft161 == '1')
				{
					if(item_num(item[11]) < 12) return;
					if(block_num(block[17]) < 1) return;
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					block_delete(block[17]);
					item_pick(item[16]);
					xp += 3;
				}
				else if(cft161 == '2')
				{
					return;
				}
			}
			else if(cft16 == '2')
			{
				SetPos(10, 11);
				cout << "需要 钻石x12 下界合金块x1";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft162 = input('1', '2');
				if(cft162 == '1')
				{
					if(item_num(item[11]) < 12) return;
					if(block_num(block[17]) < 1) return;
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					item_delete(item[11]);
					block_delete(block[17]);
					item_pick(item[17]);
					xp += 3;
				}
				else if(cft162 == '2')
				{
					return;
				}
			}
			else if(cft16 == '3')
			{
				SetPos(10, 11);
				cout << "需要 钻石块x1 下界合金锭x9";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft163 = input('1', '2');
				if(cft163 == '1')
				{
					if(block_num(block[10]) < 1) return;
					if(item_num(item[15]) < 9)
						block_delete(block[10]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					block_pick(block[17]);
					xp += 3;
				}
				else if(cft163 == '2')
				{
					return;
				}
			}
			else if(cft16 == '4')
			{
				return;
			}
		}
		else if(cft1 == '7')
		{
			SetPos(10, 1);
			cout << "合成 - 工具类 - 灵魂物质";
			SetPos(10, 3);
			cout << "1 灵魂镐";
			SetPos(10, 5);
			cout << "2 灵魂剑";
			SetPos(10, 7);
			cout << "3 灵魂之星"; 
			SetPos(10, 9);
			cout << "3 离开";
			char cft16 = input('1', '4');
			if(cft16 == '1')
			{
				SetPos(10, 11);
				cout << "需要 下界合金锭x12 灵魂之星x1";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft161 = input('1', '2');
				if(cft161 == '1')
				{
					if(item_num(item[15]) < 12) return;
					if(item_num(item[30]) < 1) return;
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[30]);
					item_pick(item[31]);
					xp += 3;
				}
				else if(cft161 == '2')
				{
					return;
				}
			}
			else if(cft16 == '2')
			{
				SetPos(10, 11);
				cout << "需要 下界合金锭x12 灵魂之星x1";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft162 = input('1', '2');
				if(cft162 == '1')
				{
					if(item_num(item[15]) < 12) return;
					if(item_num(item[30]) < 1) return;
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[15]);
					item_delete(item[30]);
					item_pick(item[32]);
					xp += 3;
				}
				else if(cft162 == '2')
				{
					return;
				}
			}
			else if(cft16 == '3')
			{
				SetPos(10, 11);
				cout << "需要 下界合金块x2 魂石x1";
				SetPos(10, 13);
				cout << "1 确认";
				SetPos(10, 15);
				cout << "2 离开";
				char cft163 = input('1', '2');
				if(cft163 == '1')
				{
					if(block_num(block[17]) < 2) return;
					if(block_num(block[34]) < 1) return;
					block_delete(block[17]);
					block_delete(block[17]);
					block_delete(block[34]);
					item_pick(item[30]);
					xp += 3;
				}
				else if(cft163 == '2')
				{
					return;
				}
			}
			else if(cft16 == '4')
			{
				return;
			}
		}
		else if(cft1 == '8')
		{
			SetPos(10, 1);
			cout << "合成 - 工具类 - 药水";
			SetPos(10, 3);
			cout << "1 生命提升药水";
			SetPos(10, 5);
			cout << "2 急迫药水";
			SetPos(10, 7);
			cout << "3 生命吸收药水";
			SetPos(10, 9);
			cout << "4 中毒药水";
			SetPos(10, 11);
			cout << "5 离开";
			char cft17 = input('1', '5');
			if(cft17 == '1')
			{
				SetPos(10, 13);
				cout << "需要 水桶x1 药水量子x1";
				SetPos(10, 15);
				cout << "1 确认";
				SetPos(10, 17);
				cout << "2 离开";
				char cft171 = input('1', '2');
				if(cft171 == '1')
				{
					if(item_num(item[19]) < 1) return;
					if(item_num(item[21]) < 1) return;
					item_delete(item[19]);
					item_delete(item[21]);
					buff_give(buff[1], 2, 1200);
					xp += 3;
				}
			}
			else if(cft17 == '2')
			{
				SetPos(10, 13);
				cout << "需要 水桶x1 药水量子x1";
				SetPos(10, 15);
				cout << "1 确认";
				SetPos(10, 17);
				cout << "2 离开";
				char cft172 = input('1', '2');
				if(cft172 == '1')
				{
					if(item_num(item[19]) < 1) return;
					if(item_num(item[21]) < 1) return;
					item_delete(item[19]);
					item_delete(item[21]);
					buff_give(buff[2], 2, 1200);
					xp += 3;
				}
			}
			else if(cft17 == '3')
			{
				SetPos(10, 13);
				cout << "需要 水桶x1 药水量子x1";
				SetPos(10, 15);
				cout << "1 确认";
				SetPos(10, 17);
				cout << "2 离开";
				char cft173 = input('1', '2');
				if(cft173 == '1')
				{
					if(item_num(item[19]) < 1) return;
					if(item_num(item[21]) < 1) return;
					item_delete(item[19]);
					item_delete(item[21]);
					buff_give(buff[3], 2, 1200);
					xp += 3;
				}
			}
			else if(cft17 == '4')
			{
				SetPos(10, 13);
				cout << "需要 水桶x1 药水量子x1";
				SetPos(10, 15);
				cout << "1 确认";
				SetPos(10, 17);
				cout << "2 离开";
				char cft174 = input('1', '2');
				if(cft174 == '1')
				{
					if(item_num(item[19]) < 1) return;
					if(item_num(item[21]) < 1) return;
					item_delete(item[19]);
					item_delete(item[21]);
					buff_give(buff[4], 2, 1200);
					xp += 3;
				}
			}
		}
	}
	else if(cft0 == '2')
	{
		SetPos(10, 1);
		cout << "合成 - 熔炼类";
		SetPos(10, 3);
		cout << "1 锭熔炼";
		SetPos(10, 5);
		cout << "2 远古残骸熔炼";
		SetPos(10, 7);
		cout << "3 离开";
		char cft2 = input('1', '3');
		system("cls");
		if(cft2 == '1')
		{
			SetPos(10, 1);
			cout << "合成 - 熔炼类 - 锭熔炼";
			SetPos(10, 3);
			cout << "1 铁锭";
			SetPos(10, 5);
			cout << "2 金锭";
			SetPos(10, 7);
			cout << "3 绿宝石";
			SetPos(10, 9);
			cout << "4 钻石";
			SetPos(10, 11);
			cout << "5 下界合金锭";
			SetPos(10, 13);
			cout << "6 离开";
			char cft21 = input('1', '5');
			if(cft21 == '1')
			{
				SetPos(10, 15);
				cout << "需要 铁矿石x1";
				SetPos(10, 17);
				cout << "1 确认";
				SetPos(10, 19);
				cout << "2 离开";
				char cft211 = input('1', '2');
				if(cft211 == '1')
				{
					if(block_num(block[5]) < 1) return;
					block_delete(block[5]);
					item_pick(item[5]);
					xp += 3;
				}
				else
				{
					return;
				}
			}
			else if(cft21 == '2')
			{
				SetPos(10, 15);
				cout << "需要 金矿石x1";
				SetPos(10, 17);
				cout << "1 确认";
				SetPos(10, 19);
				cout << "2 离开";
				char cft212 = input('1', '2');
				if(cft212 == '1')
				{
					if(block_num(block[7]) < 1) return;
					block_delete(block[7]);
					item_pick(item[8]);
					xp += 3;
				}
				else
				{
					return;
				}
			}
			else if(cft21 == '3')
			{
				SetPos(10, 15);
				cout << "需要 绿宝石矿石x1";
				SetPos(10, 17);
				cout << "1 确认";
				SetPos(10, 19);
				cout << "2 离开";
				char cft213 = input('1', '2');
				if(cft213 == '1')
				{
					if(block_num(block[22]) < 1) return;
					block_delete(block[22]);
					item_pick(item[23]);
					xp += 3;
				}
				else
				{
					return;
				}
			}
			else if(cft21 == '4')
			{
				SetPos(10, 15);
				cout << "需要 钻石矿石x1";
				SetPos(10, 17);
				cout << "1 确认";
				SetPos(10, 19);
				cout << "2 离开";
				char cft213 = input('1', '2');
				if(cft213 == '1')
				{
					if(block_num(block[9]) < 1) return;
					block_delete(block[9]);
					item_pick(item[11]);
					xp += 3;
				}
				else
				{
					return;
				}
			}
			else if(cft21 == '5')
			{
				SetPos(10, 15);
				cout << "需要 下界合金碎片x4 金锭x4";
				SetPos(10, 17);
				cout << "1 确认";
				SetPos(10, 19);
				cout << "2 离开";
				char cft211 = input('1', '2');
				if(cft211 == '1')
				{
					if(item_num(item[14]) < 4) return;
					if(item_num(item[8]) < 4) return;
					item_delete(item[14]);
					item_delete(item[14]);
					item_delete(item[14]);
					item_delete(item[14]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_delete(item[8]);
					item_pick(item[15]);
					xp += 3;
				}
				else
				{
					return;
				}
			}
			else if(cft21 == '6')
			{
				return; 
			}
		}
		else if(cft2 == '2')
		{
			SetPos(10, 1);
			cout << "合成 - 熔炼类 - 远古残骸熔炼";
			SetPos(10, 3);
			cout << "1 下界合金碎片";
			SetPos(10, 5);
			cout << "2 离开";
			char cft22 = input('1', '2');
			if(cft22 == '1')
			{
				SetPos(10, 7);
				cout << "需要 远古残骸x1";
				SetPos(10, 9);
				cout << "1 确认";
				SetPos(10, 11);
				cout << "2 离开";
				char cft221 = input('1', '2');
				if(cft221 == '1')
				{
					if(block_num(block[16]) < 1) return;
					block_delete(block[16]);
					item_pick(item[14]);
					xp += 3;
				}
			}
		}
	}
	else if(cft0 == '3')
	{
		SetPos(10, 1);
		cout << "合成 - 盔甲类";
		SetPos(10, 3);
		cout << "1 木盔甲";
		SetPos(10, 5);
		cout << "2 石盔甲";
		SetPos(10, 7);
		cout << "3 铁盔甲";
		SetPos(10, 9);
		cout << "4 钻石盔甲";
		SetPos(10, 11);
		cout << "5 下界合金盔甲";
		SetPos(10, 13);
		cout << "6 离开";
		SetPos(10, 15);
		Color(2), cout << "Tips:盔甲制造后立即替换当前盔甲!!", Color(0);
		char cft3 = input('1', '6');
		if(cft3 == '1')
		{
			SetPos(10, 17);
			cout << "需要 木头x4";
			SetPos(10, 19);
			cout << "1 确认";
			SetPos(10, 21);
			cout << "2 离开";
			char cft31 = input('1', '2');
			if(cft31 == '1')
			{
				if(block_num(block[4]) < 4) return;
				block_delete(block[4]);
				block_delete(block[4]);
				block_delete(block[4]);
				block_delete(block[4]);
				armor_pick(armor[1]);
				xp += 3;
			}
		}
		else if(cft3 == '2')
		{
			SetPos(10, 17);
			cout << "需要 石头x6";
			SetPos(10, 19);
			cout << "1 确认";
			SetPos(10, 21);
			cout << "2 离开";
			char cft32 = input('1', '2');
			if(cft32 == '1')
			{
				if(block_num(block[1]) < 6) return;
				block_delete(block[1]);
				block_delete(block[1]);
				block_delete(block[1]);
				block_delete(block[1]);
				block_delete(block[1]);
				block_delete(block[1]);
				armor_pick(armor[2]);
				xp += 3;
			}
		}
		else if(cft3 == '3')
		{
			SetPos(10, 17);
			cout << "需要 铁锭x3";
			SetPos(10, 19);
			cout << "1 确认";
			SetPos(10, 21);
			cout << "2 离开";
			char cft33 = input('1', '2');
			if(cft33 == '1')
			{
				if(item_num(item[5]) < 3) return;
				item_delete(item[5]);
				item_delete(item[5]);
				item_delete(item[5]);
				armor_pick(armor[3]);
				xp += 3;
			}
		}
		else if(cft3 == '4')
		{
			SetPos(10, 17);
			cout << "需要 钻石x12";
			SetPos(10, 19);
			cout << "1 确认";
			SetPos(10, 21);
			cout << "2 离开";
			char cft34 = input('1', '2');
			if(cft34 == '1')
			{
				if(item_num(item[11]) < 12) return;
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				armor_pick(armor[4]);
				xp += 3;
			}
		}
		else if(cft3 == '5')
		{
			SetPos(10, 17);
			cout << "需要 钻石x12 下界合金块x1";
			SetPos(10, 19);
			cout << "1 确认";
			SetPos(10, 21);
			cout << "2 离开";
			char cft35 = input('1', '2');
			if(cft35 == '1')
			{
				if(item_num(item[11]) < 12) return;
				if(block_num(block[17]) < 1) return;
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				item_delete(item[11]);
				block_delete(block[17]);
				armor_pick(armor[5]);
				xp += 3;
			}
		}
		else if(cft3 == '6')
		{
			return;
		}
	}
	else if(cft0 == '4')
	{
		SetPos(10, 1);
		cout << "合成 - 杂项";
		int page = 1, pagemax = 1;
		while(1)
		{
			system("cls");
			SetPos(10, 1);
			cout << "合成 - 杂项";
			SetPos(10, 3);
			cout << "A 上一页 D 下一页 E 离开";
			SetPos(10, 5);
			cout << page << '/' << pagemax << "页";
			if(page == 1)
			{
				SetPos(10, 7);
				cout << "1 桶";
				SetPos(10, 9);
				cout << "2 药水量子";
				SetPos(10, 11);
				cout << "3 强化量子";
				SetPos(10, 13);
				cout << "4 海洋创造锤";
			}
			char cft4 = input();
			if(cft4 == 'a' && page != 1) page--;
			else if(cft4 == 'd' && page != pagemax) page++;
			else if(cft4 == 'e')
			{
				return;
			}
			else if(cft4 >= '1' && cft4 <= '5')
			{
				char choose;
				if(page == 1)
				{
					switch(cft4)
{
case '1':
	SetPos(10, 15);
	cout << "需要 铁锭x3";
	SetPos(10, 17);
	cout << "1 确认";
	SetPos(10, 19);
	cout << "2 离开";
	choose = input('1', '2');
	if(choose == '1')
	{
		if(item_num(item[5]) < 3) return;
		item_delete(item[5]);
		item_delete(item[5]);
		item_delete(item[5]);
		item_pick(item[18]);
		xp += 3;
	}
	break;
case '2':
	SetPos(10, 15);
	cout << "需要 下界合金锭x1";
	SetPos(10, 17);
	cout << "1 确认";
	SetPos(10, 19);
	cout << "2 离开";
	choose = input('1', '2');
	if(choose == '1')
	{
		if(item_num(item[15]) < 1) return;
		item_delete(item[15]);
		item_pick(item[21]);
		xp += 3;
	}
	break;
case '3':
	SetPos(10, 15);
	cout << "需要 海洋之星x1 药水量子x1";
	SetPos(10, 17);
	cout << "1 确认";
	SetPos(10, 19);
	cout << "2 离开";
	choose = input('1', '2');
	if(choose == '1')
	{
		if(item_num(item[21]) < 1) return;
		if(block_num(block[20]) < 1) return;
		item_delete(item[21]);
		block_delete(block[20]);
		item_pick(item[22]);
		xp += 3;
	}
	break;
case '4':
	SetPos(10, 15);
	cout << "需要 海洋之星x1";
	SetPos(10, 17);
	cout << "1 确认";
	SetPos(10, 19);
	cout << "2 离开";
	choose = input('1', '2');
	if(choose == '1')
	{
		if(block_num(block[20]) < 1) return;
		block_delete(block[20]);
		item_pick(item[26]);
		xp += 3;
	}
default:
	break;
}
				}
			}
		}
	}
	else if(cft0 == '5')
	{
		return;
	}
}

void sea_crafting()
{
	SetPos(10, 1);
	cout << "海洋合成";
	SetPos(10, 3);
	cout << "1 强化型药水";
	SetPos(10, 5);
	cout << "2 离开";
	char sft0 = input('1', '2');
	system("cls");
	if(sft0 == '1')
	{
		SetPos(10, 1);
		cout << "海洋合成 - 强化型药水";
		SetPos(10, 3);
		cout << "1 强化急迫药水";
		SetPos(10, 5);
		cout << "2 强化中毒药水";
		SetPos(10, 7);
		cout << "3 离开";
		char sft1 = input('1', '3');
		if(sft1 == '1')
		{
			SetPos(10, 9);
			cout << "需要 岩浆桶x1 强化量子x1";
			SetPos(10, 11);
			cout << "1 确认";
			SetPos(10, 13);
			cout << "2 离开";
			char sft11 = input('1', '2');
			if(sft11 == '1')
			{
				if(item_num(item[20]) < 1) return;
				if(item_num(item[22]) < 1) return;
				item_delete(item[20]);
				item_delete(item[22]);
				buff_give(buff[2], 4, 1200);
				xp += 3;
			}
		}
		else if(sft1 == '2')
		{
			SetPos(10, 9);
			cout << "需要 岩浆桶x1 强化量子x1";
			SetPos(10, 11);
			cout << "1 确认";
			SetPos(10, 13);
			cout << "2 离开";
			char sft12 = input('1', '2');
			if(sft12 == '1')
			{
				if(item_num(item[20]) < 1) return;
				if(item_num(item[22]) < 1) return;
				item_delete(item[20]);
				item_delete(item[22]);
				buff_give(buff[4], 4, 1200);
				xp += 3;
			}
		}
	}
}

void bomb(int x, int y, int lvl)
{
	for(int i = x - lvl * 5;i <= x + lvl * 5;i++)
	{
		for(int j = y - lvl * 5;j <= y + lvl * 5;j++)
		{
			if(sqrt(abs(i - x) * abs(i - x) + abs(j - y) * abs(j - y)) <= lvl * 2)
			{
				block_copy(i, j, 19);
			}
		}
	}
	if(sqrt(abs(playerx - x) * abs(playerx - x) + abs(playery - y) * abs(playery - y)) <= lvl * 2)
	{
		attack(lvl * 4, "玩家被炸成了灰烬");
	}
}

void other()
{
	while(1)
	{
		SetPos(0, 0);
		cout << "属性";
		SetPos(0, 2);
		cout << "Z键开启合成界面";
		if(now >= 5 && wpl[now - 5].id == 26)
		{
			Color(3), cout << "   手持海洋创造锤 可进入专项合成区";
			Color(0);
		}
		SetPos(0, 4);
		cout << "药水效果:";
		if(xgnum < 5)
		{
			for(int i = 0;i < xgnum;i++)
			{
				SetPos(0, 6 + 4 * i);
				cout << xgl[i].name << "[" << xgl[i].level << "级]";
				SetPos(0, 7 + 4 * i);
				cout << xgl[i].time / 600 << ":" << xgl[i].time % 600 / 10;
				SetPos(0, 8 + 4 * i);
				cout << buff_str[xgl[i].id];
			}
		}
		else if(xgnum < 12)
		{
			for(int i = 0;i < xgnum;i++)
			{
				SetPos(0, 6 + 2 * i);
				cout << xgl[i].name << "[" << xgl[i].level << "级]";
			}
		}
		else
		{
			for(int i = 0;i < 12;i++)
			{
				SetPos(0, 6 + 2 * i);
				cout << xgl[i].name << "[" << xgl[i].level << "级]";
			}
		}
		
		SetPos(40, 4);
		cout << "基本属性:";
		SetPos(40, 6);
		cout << "生命值:" << health;
		SetPos(40, 8);
		cout << "生命值上限:" << max_health + get_buff_level(buff[1]) * 4 << endl;
		SetPos(40, 10);
		cout << "挖掘速度:";
		if(now <= 4) cout << "0";
		else cout << (10 + wpl[now - 5].speed) * (1 + get_buff_level(buff[2]) * 0.25) * (sqrt(level * 2.5 + 1) * 0.2) << "每短刻";
		
		SetPos(40, 13);
		cout << "等级:" << level;
		SetPos(60, 13);
		cout << "经验:" << xp << "/" << 100 + (level + 1) * 10;
		int xp_of_level = 100 + (level + 1) * 10;
		int xp_ge = xp * 30 / xp_of_level;
		for(int i = 0;i < min(xp_ge, 30);i++) SetPos(40 + i, 15), Color(2), cout << "█";
		for(int i = xp_ge;i < 30;i++) SetPos(40 + 1, 15), Color(0), cout << "█";
		
		SetPos(40, 14);
		cout << "X键返回主页面";
		if(_kbhit())
		{
			char x = _getch();
			if(x == 'z')
			{
				system("cls");
				if(now >= 5 && wpl[now - 5].id == 26) sea_crafting();
				else crafting();
				system("cls");
			}
			else if(x == 'x')
			{
				system("cls");
				return;
			}
		}
	}
}

void minecraft()
{
	int jianweitishi = 20, wajuetishi = 0;
	system("cls");
	while(1)
	{
		Sleep(100);
		//时刻流逝 
		short_tick++;
		if(short_tick == 10)
		{
			short_tick = 0;
			tick++;
			tick_attack = false;
			int zhongdulevel = get_buff_level(buff[4]);
			if(zhongdulevel > 0) attack(zhongdulevel, "玩家中毒而死");
		}
		if(jianweitishi) jianweitishi--;
		if(wajuetishi) wajuetishi--;
		//处理药水效果 
		buff_merge();
		buff_live();
		
		//处理生命溢出
		if(health >= max_health + get_buff_level(buff[1]) * 4)
		{
			health = max_health + get_buff_level(buff[1]) * 4;
		}
		
		//处理等级提升
		int i = 0;
		while(xp >= 100 + (level + 1) * 10)
		{
			i++;
			xp -= 100 + (level + 1) * 10;
			level++;
			if(level % 2 == 0) max_health++; //每两级加一滴血 
		}
		
		SetPos(0, 0);
		cout << "世界与我  Craft And My";
		SetPos(0, 1); 
		if(get_buff_level(buff[4])) Color(5);
		else Color(2);
		double the_mx = max_health + get_buff_level(buff[1]) * 4; //生命上限
		int h = health;
		int heart = h / the_mx * 10;
		for(int i = 0;i < heart;i++) cout << "◆"; //生命值 
		int y = h / (the_mx / 10);
		for(int z = heart;z < 10;z++) cout << "◇";
		cout << ' ' << fixed << setprecision(1) << health << "    ";
		Color(0);
		SetPos(0, 2);
		Color(3);
		for(int i = 2;i <= oxygen;i += 2) cout << "●"; //氧气值 
		int u = oxygen / 2;
		for(int v = u + 1;v <= 10;v++) cout << "○";
		cout << ' ' << fixed << setprecision(1) << oxygen << "    ";
		Color(0);
		SetPos(0, 3);
		for(int i = 2;i <= kjl.defease;i += 2) cout << "▼"; //盔甲 
		SetPos(69, 2); //输出玩家坐标 
		cout << "X:" << playerx;
		SetPos(69, 4);
		cout << "Y:" << playery;
		for(int i = 0;i < 5;i++) //打印物品栏 方块栏 
		{
			SetPos(69, 6 + i * 2);
			if(now == i) Color(5);
			else if(wajuetishi) Color(2);
			cout << i << " ";
			Color(0);
			if(fknum[i] > 0)
			{
				Color(fkl[i].color);
				cout << fkl[i].txt << " " << fkl[i].name;
				Color(0);
				cout << " " << fknum[i] << "x      ";
			}
			else
			{
				cout << "            ";
			}
			SetPos(69, 6 + (i + 5) * 2);
			if(now == i + 5) Color(5);
			else if(wajuetishi) Color(1);
			cout << i + 5 << " ";
			Color(0);
			if(wpnum[i] > 0)
			{
				if(wpl[i].rare == 0) Color(0);
				else if(wpl[i].rare == 1) Color(1);
				else if(wpl[i].rare == 2) Color(3);
				else if(wpl[i].rare == 3) Color(4);
				else Color(-1);
				
				if(wpl[i].rare == 4)
				{
					string s = wpl[i].name;
					for(int i = 0;i < s.size();i++)
					{
						Color(-1), cout << s[i];
					}
				}
				else cout << wpl[i].name;
				
				if(wpl[i].rare == 4) Color(2);
				cout << " " << wpnum[i] << "x       ";
				Color(0);
			}
			else
			{
				cout << "             ";
			}
		}
		SetPos(69, 26);
		cout << "盔甲:" << kjl.name;
		SetPos(0, 24);
		cout << "                         ";
		SetPos(0, 25);
		cout << "             ";
		SetPos(0, 26);
		cout << "E键开启属性界面";
		SetPos(0, 27);
		cout << "S键保存当前存档";
		if(gamemode == 0 || gamemode == 2)
		{
			SetPos(0, 28);
			cout << "Q键摧毁手持物品"; 
		}
		else
		{
			SetPos(0, 28);
			cout << "Q键选择手持物品";
		}
		SetPos(0, 5);
		//输出地图
		int j = 4;
		for(int i = playery + 13;i >= playery - 3;i--)
		{
			j++;
			SetPos(0, j);
			for(int j = playerx - 12;j <= playerx + 12;j++)
			{
				if(i == playery && j == playerx)
				{
					cout << "[]";
					continue;
				}
				
				//进入游戏后一秒键位提示
				if(jianweitishi)
				{
					if(world[j][i].fluid)
					{
						if(j == playerx && i == playery + 1)
						{
							Color(5), cout << "W^";
							Color(0);
							continue;
						}
						else if(j == playerx - 1 && i == playery)
						{
							Color(5), cout << "A<";
							Color(0);
							continue; 
						}
						else if(j == playerx + 1 && i == playery)
						{
							Color(5), cout << "D>";
							Color(0);
							continue;
						}
					}
					else
					{
						if(j == playerx && i == playery + 1)
						{
							Color(2), cout << "I^";
							Color(0);
							continue;
						}
						else if(j == playerx && i == playery - 1)
						{
							Color(2), cout << "Kv";
							Color(0);
							continue;
						}
						else if(j == playerx - 1 && i == playery)
						{
							Color(2), cout << "J<";
							Color(0);
							continue;
						}
						else if(j == playerx + 1 && i == playery)
						{
							Color(2), cout << "L>";
							Color(0);
							continue;
						}
					}
				}
				
				Color(world[j][i].color), cout << world[j][i].txt;
				Color(0);
			}
		}
		//流体下降
		for(int i = playery + 12;i >= playery - 3;i--)
		{
			for(int j = playerx - 12;j <= playerx + 12;j++)
			{
				if(world[j][i].fluid && world[j][i - 1].id == 19)
				{
					block_copy(j, i - 1, world[j][i].id);
				}
			}
		}
		//生命恢复
		if(short_tick == 9 && tick % 2 == 0 && health < the_mx && !tick_attack)
		{
			health++;
			if(health > the_mx) health = the_mx;
		}
		//重力下落 
		if(zhuiluo < 4 && (tick * 10 + short_tick) % 3 == 0)
		{
			if(world[playerx][playery - 1].fluid)
			{
				playery--;
				zhuiluo++;
			}
			else //落地 
			{
				if(zhuiluo > 9) attack((zhuiluo - 9), "玩家摔死了");//摔落伤害
				zhuiluo = 0; 
			}
		}
		//快速下落 
		else if(zhuiluo >= 4 && zhuiluo < 8 && short_tick % 2 == 0)
		{
			if(world[playerx][playery - 1].fluid)
			{
				playery--;
				zhuiluo++;
			}
			else //落地 
			{
				if(zhuiluo > 9) attack((zhuiluo - 9), "玩家摔死了"); //摔落伤害 
				zhuiluo = 0;
			}
		}
		//危险下落 
		else if(zhuiluo >= 8 && short_tick % 3 <= 1)
		{
			if(world[playerx][playery - 1].fluid)
			{
				playery--;
				zhuiluo++;
			}
			else //落地 
			{
				if(zhuiluo > 9) attack(sqrt(zhuiluo - 9), "玩家摔死了"); //摔落伤害 
				zhuiluo = 0;
			}
		}
		//岩浆
		if(world[playerx][playery].id == 13 && short_tick % 2 == 1)
		{
			attack(2, "玩家在熔岩里游泳");
		}
		//地幔
		if(world[playerx][playery].id == 18)
		{
			attack(5, "玩家在地幔里游泳");
		}
		//死水
		if(world[playerx][playery].id == 35)
		{
			attack(5, "玩家在死水中化为飞灰");
		}
		//氧气值下降 
		if(short_tick == 0)
		{
			if(world[playerx][playery].fluid && !(world[playerx][playery].name == "空气"))
			{
				oxygen--;
				if(oxygen < 0)
				{
					//氧气耗尽 
					oxygen = 0;
					attack(1, "玩家窒息而死");
				}
			}
			else if(oxygen < 20)
			{
				oxygen++; //若玩家不在流体中则恢复氧气 
			}
		}
		if(energy > 0) //跳跃 
		{
			if(world[playerx][playery + 1].fluid)
			{
				playery++;
				energy -= 500;
			}
			else energy = 0;
			if(energy < 0) energy = 0;
		}
		char x;
		if(_kbhit()) //按键点击 
		{
			x = _getch();
			if(x == 'a')
			{
				if(world[playerx - 1][playery].fluid)
				{
					playerx--;
				}
				wjjd = 0;
			}
			else if(x == 'd')
			{
				if(world[playerx + 1][playery].fluid)
				{
					playerx++;
				}
				wjjd = 0;
			}
			else if(x == 'w')
			{
				energy += 1000;
				wjjd = 0;
			}
			else if(x >= '0' && x <= '9')
			{
				now = x - '0';
				wjjd = 0;
			}
			else if(x == 'i') //挖掘上方方块/放置方块在上方 
			{
				//桶的收集判定
				if(now >= 5 && wpl[now - 5].id == 18)
				{
					if(world[playerx][playery + 1].id == 12)
					{
						item_delete(item[18]);
						item_pick(item[19]);
						block_copy(playerx, playery + 1, 19);
					}
					else if(world[playerx][playery + 1].id == 13)
					{
						item_delete(item[18]);
						item_pick(item[20]);
						block_copy(playerx, playery + 1, 19);
					}
					else if(world[playerx][playery + 1].id == 35)
					{
						item_delete(item[18]);
						item_pick(item[29]);
						block_copy(playerx, playery + 1, 19);
					}
				}
				//宝藏探测器判定
				if(now >= 5 && wpl[now - 5].id == 28)
				{
					int mindis = 100000000, mx, my;
					for(int x = 101;x <= 2300;x++)
					{
						for(int y = 1; y <= 1100;y++)
						{
							if(world[x][y].id == 28)
							{
								if(mindis > abs(x - playerx) + abs(y - playery)) mx = x, my = y;
								mindis = min(mindis, abs(x - playerx) + abs(y - playery));
							}
						}
					}
					if(mindis != 100000000)
					{
						playerx = mx;
						playery = my;
					}
				}
				//TNT判定
				if(world[playerx][playery + 1].id == 29)
				{
					block_copy(playerx, playery + 1, 30);
					Sleep(1000);
					block_copy(playerx, playery + 1, 31);
					Sleep(1000);
					block_copy(playerx, playery + 1, 32);
					Sleep(1000);
					bomb(playerx, playery + 1, 4);
				}
				//其它判定 
				if(world[playerx][playery + 1].fluid && now <= 4)
				{
					wajuetishi = 20;
					if(fknum[now] > 0 && fkl[now].id != 0)
					{ 
						block_copy(playerx, playery + 1, fkl[now].id);
						block_delete(fkl[now]);
					}
				}
				else if(!world[playerx][playery + 1].fluid && now >= 5)
				{
					wajuetishi = 20;
					if(gamemode == 1)
					{
						block_copy(playerx, playery + 1, 19);
						continue;
					}
					wjjd += (10 + wpl[now - 5].speed) * (1 + get_buff_level(buff[2]) * 0.25) * (sqrt(level * 2.5 + 1) * 0.2);
					if(wjjd >= world[playerx][playery + 1].hard)
					{
						wjjd = 0;
						if(max(0, wpl[now - 5].level) >= world[playerx][playery + 1].level)
						{
							block_pick(world[playerx][playery + 1]);
						}
						block_copy(playerx, playery + 1, 19);
						xp++;
					}
					else
					{
						SetPos(0, 24);
						cout << "正在挖掘: " << world[playerx][playery + 1].name;
						SetPos(0, 25);
						cout << "进度: ";
						cout << 1.0 * wjjd / world[playerx][playery + 1].hard * 100;
						cout << "%";
					}
				}
			}
			else if(x == 'k')
			{
				//桶的收集判定
				if(now >= 5 && wpl[now - 5].id == 18)
				{
					if(world[playerx][playery - 1].id == 12)
					{
						item_delete(item[18]);
						item_pick(item[19]);
						block_copy(playerx, playery - 1, 19);
					}
					else if(world[playerx][playery - 1].id == 13)
					{
						item_delete(item[18]);
						item_pick(item[20]);
						block_copy(playerx, playery - 1, 19);
					}
					else if(world[playerx][playery - 1].id == 35)
					{
						item_delete(item[18]);
						item_pick(item[29]);
						block_copy(playerx, playery - 1, 19);
					}
				}
				//宝藏探测器判定
				if(now >= 5 && wpl[now - 5].id == 28)
				{
					int mindis = 100000000, mx, my;
					for(int x = 101;x <= 2300;x++)
					{
						for(int y = 1; y <= 1100;y++)
						{
							if(world[x][y].id == 28)
							{
								if(mindis > abs(x - playerx) + abs(y - playery)) mx = x, my = y;
								mindis = min(mindis, abs(x - playerx) + abs(y - playery));
							}
						}
					}
					if(mindis != 100000000)
					{
						playerx = mx;
						playery = my;
					}
				}
				//TNT判定
				if(world[playerx][playery - 1].id == 29)
				{
					block_copy(playerx, playery - 1, 30);
					Sleep(1000);
					block_copy(playerx, playery - 1, 31);
					Sleep(1000);
					block_copy(playerx, playery - 1, 32);
					Sleep(1000);
					bomb(playerx, playery - 1, 4);
				}
				//其它判定 
				if(world[playerx][playery - 1].fluid && now <= 4)
				{
					wajuetishi = 20;
					if(fknum[now] > 0 && fkl[now].id != 0)
					{
						block_copy(playerx, playery - 1, fkl[now].id);
						block_delete(fkl[now]);
					}
				}
				else if(!world[playerx][playery - 1].fluid && now >= 5)
				{
					wajuetishi = 20;
					if(gamemode == 1)
					{
						block_copy(playerx, playery - 1, 19);
						continue;
					}
					wjjd += (10 + wpl[now - 5].speed) * (1 + get_buff_level(buff[2]) * 0.25) * (sqrt(level * 2.5 + 1) * 0.2);
					if(wjjd >= world[playerx][playery - 1].hard)
					{
						wjjd = 0;
						if(max(0, wpl[now - 5].level) >= world[playerx][playery - 1].level)
						{
							block_pick(world[playerx][playery - 1]);
						}
						block_copy(playerx, playery - 1, 19);
						xp++;
					}
					else
					{
						SetPos(0, 24);
						cout << "正在挖掘: " << world[playerx][playery - 1].name;
						SetPos(0, 25);
						cout << "进度: ";
						cout << 1.0 * wjjd / world[playerx][playery - 1].hard * 100;
						cout << "%";
					}
				}
			}
			else if(x == 'j')
			{
				//桶的收集判定
				if(now >= 5 && wpl[now - 5].id == 18)
				{
					if(world[playerx - 1][playery].id == 12)
					{
						item_delete(item[18]);
						item_pick(item[19]);
						block_copy(playerx - 1, playery, 19);
					}
					else if(world[playerx - 1][playery].id == 13)
					{
						item_delete(item[18]);
						item_pick(item[20]);
						block_copy(playerx - 1, playery, 19);
					}
					else if(world[playerx - 1][playery].id == 35)
					{
						item_delete(item[18]);
						item_pick(item[29]);
						block_copy(playerx - 1, playery, 19);
					}
				}
				//宝藏探测器判定
				if(now >= 5 && wpl[now - 5].id == 28)
				{
					int mindis = 100000000, mx, my;
					for(int x = 101;x <= 2300;x++)
					{
						for(int y = 1; y <= 1100;y++)
						{
							if(world[x][y].id == 28)
							{
								if(mindis > abs(x - playerx) + abs(y - playery)) mx = x, my = y;
								mindis = min(mindis, abs(x - playerx) + abs(y - playery));
							}
						}
					}
					if(mindis != 100000000)
					{
						playerx = mx;
						playery = my;
					}
				}
				//TNT判定
				if(world[playerx - 1][playery].id == 29)
				{
					block_copy(playerx - 1, playery, 30);
					Sleep(1000);
					block_copy(playerx - 1, playery, 31);
					Sleep(1000);
					block_copy(playerx - 1, playery, 32);
					Sleep(1000);
					bomb(playerx - 1, playery, 4);
				}
				//其它判定 
				if(world[playerx - 1][playery].fluid && now <= 4)
				{
					wajuetishi = 20;
					if(fknum[now] > 0 && fkl[now].id != 0)
					{
						block_copy(playerx - 1, playery, fkl[now].id);
						block_delete(fkl[now]);
					}
				}
				else if(!world[playerx - 1][playery].fluid && now >= 5)
				{
					wajuetishi = 20;
					if(gamemode == 1)
					{
						block_copy(playerx - 1, playery, 19);
						continue;
					}
					wjjd += (10 + wpl[now - 5].speed) * (1 + get_buff_level(buff[2]) * 0.25) * (sqrt(level * 2.5 + 1) * 0.2);
					if(wjjd >= world[playerx - 1][playery].hard)
					{
						wjjd = 0;
						if(max(0, wpl[now - 5].level) >= world[playerx - 1][playery].level)
						{
							block_pick(world[playerx - 1][playery]);
						}
						block_copy(playerx - 1, playery, 19);
						xp++;
					}
					else
					{
						SetPos(0, 24);
						cout << "正在挖掘: " << world[playerx - 1][playery].name;
						SetPos(0, 25);
						cout << "进度: ";
						cout << 1.0 * wjjd / world[playerx - 1][playery].hard * 100;
						cout << "%";
					}
				}
			}
			else if(x == 'l')
			{
				//桶的收集判定
				if(now >= 5 && wpl[now - 5].id == 18)
				{
					if(world[playerx + 1][playery].id == 12)
					{
						item_delete(item[18]);
						item_pick(item[19]);
						block_copy(playerx + 1, playery, 19);
					}
					else if(world[playerx + 1][playery].id == 13)
					{
						item_delete(item[18]);
						item_pick(item[20]);
						block_copy(playerx + 1, playery, 19);
					}
					else if(world[playerx - 1][playery].id == 35)
					{
						item_delete(item[18]);
						item_pick(item[29]);
						block_copy(playerx - 1, playery, 19);
					}
				}
				//宝藏探测器判定
				if(now >= 5 && wpl[now - 5].id == 28)
				{
					int mindis = 100000000, mx, my;
					for(int x = 101;x <= 2300;x++)
					{
						for(int y = 1; y <= 1100;y++)
						{
							if(world[x][y].id == 28)
							{
								if(mindis > abs(x - playerx) + abs(y - playery)) mx = x, my = y;
								mindis = min(mindis, abs(x - playerx) + abs(y - playery));
							}
						}
					}
					if(mindis != 100000000)
					{
						playerx = mx;
						playery = my;
					}
				}
				//TNT判定
				if(world[playerx + 1][playery].id == 29)
				{
					block_copy(playerx + 1, playery, 30);
					Sleep(1000);
					block_copy(playerx + 1, playery, 31);
					Sleep(1000);
					block_copy(playerx + 1, playery, 32);
					Sleep(1000);
					bomb(playerx + 1, playery, 4);
				}
				//其它判定 
				if(world[playerx + 1][playery].fluid && now <= 4)
				{
					wajuetishi = 20;
					if(fknum[now] > 0 && fkl[now].id != 0)
					{
						block_copy(playerx + 1, playery, fkl[now].id);
						block_delete(fkl[now]);
					}
				}
				else if(!world[playerx + 1][playery].fluid && now >= 5)
				{
					wajuetishi = 20;
					if(gamemode == 1)
					{
						block_copy(playerx + 1, playery, 19);
						continue;
					}
					wjjd += (10 + wpl[now - 5].speed) * (1 + get_buff_level(buff[2]) * 0.25) * (sqrt(level * 2.5 + 1) * 0.2);
					if(wjjd >= world[playerx + 1][playery].hard)
					{
						wjjd = 0;
						if(max(0, wpl[now - 5].level) >= world[playerx + 1][playery].level)
						{
							block_pick(world[playerx + 1][playery]);
						}
						block_copy(playerx + 1, playery, 19);
						xp++;
					}
					else
					{
						SetPos(0, 24);
						cout << "正在挖掘: " << world[playerx + 1][playery].name;
						SetPos(0, 25);
						cout << "进度: ";
						cout << 1.0 * wjjd / world[playerx + 1][playery].hard * 100;
						cout << "%";
					}
				}
			}
			else if(x == 'e')
			{
				system("cls");
				other();
				system("cls");
			}
			else if(x == 's')
			{
				print_data();
			}
			else if(x == 'q')
			{
				if(gamemode == 1) item_choose(); //创造物品选择器 
				else if(now >= 4) wpnum[now - 5]--;
			}
			else if(x == 'z')
			{
				jianweitishi += 20;
			}
			else if(x == '/')
			{
				//命令
				SetPos(0, 30);
				cout << "/";
				SetPos(0, 31);
				cout << "输入命令";
				SetPos(0, 33);
				cout << "请勿随意换行 否则后果自负";
				SetPos(1, 30);
				string main_com;
				cin >> main_com; //关键字
				if(main_com == "gamemode")
				{
					int mode;
					cin >> mode;
					if(mode < 0 || mode > 2)
					{
						SetPos(0, 32);
						cout << "错误:游戏模式错误";
					}
					else
					{
						gamemode = mode;
						SetPos(0, 32);
						cout << "游戏模式已更新:";
						if(gamemode == 0) cout << "生存模式";
						else if(gamemode == 1) cout << "创造模式";
						else if(gamemode == 2) cout << "极限模式";
					}
				}
				else if(main_com == "give")
				{
					string type;
					cin >> type;
					if(type == "block")
					{
						int id, num;
						cin >> id >> num;
						if(id < 0 || id > block_max)
						{
							SetPos(0, 32);
							cout << "错误:方块ID越界";
						}
						else
						{
							fkl[now].id = id;
							fkl[now].fluid = block[fkl[now].id].fluid;
							fkl[now].hard = block[fkl[now].id].hard;
							fkl[now].color = block[fkl[now].id].color;
							fkl[now].level = block[fkl[now].id].level;
							fkl[now].name = block[fkl[now].id].name;
							fkl[now].txt = block[fkl[now].id].txt;
							fknum[now] = num;
							SetPos(0, 32);
							cout << "已将方块栏第" << now << "处";
							cout << "设为" << block[id].name;
						}
					}
					else if(type == "item")
					{
						int id, num;
						cin >> id >> num;
						if(id < 0 || id > item_max)
						{
							SetPos(0, 32);
							cout << "错误:物品ID越界";
						}
						else
						{
							wpl[now - 5].id = id;
							wpl[now - 5].hurt = item[wpl[now - 5].id].hurt;
							wpl[now - 5].level = item[wpl[now - 5].id].level;
							wpl[now - 5].rare = item[wpl[now - 5].id].rare;
							wpl[now - 5].speed = item[wpl[now - 5].id].speed;
							wpl[now - 5].name = item[wpl[now - 5].id].name;
							wpnum[now - 5] = num;
							SetPos(0, 32);
							cout << "已将物品栏第" << now - 5 << "处";
							cout << "设为" << item[id].name;
						}
					}
					else if(type == "effect")
					{
						int id, time, level;
						cin >> id >> time >> level;
						if(id < 0 || id > buff_max)
						{
							SetPos(0, 32);
							cout << "错误:效果ID越界";
						}
						else
						{
							buff_give(buff[id], level, time);
							buff_merge();
							SetPos(0, 32);
							cout << "已给予" << level << "级" << buff[id].name;
						}
					}
					else
					{
						SetPos(0, 32);
						cout << "错误:没有该类型";
					}
				}
				else if(main_com == "delete")
				{
					string type;
					cin >> type;
					if(type == "block")
					{
						int id;
						cin >> id;
						if(id < 0 || id > block_max)
						{
							SetPos(0, 32);
							cout << "错误:方块ID越界";
						}
						else
						{
							block_delete(block[id]);
							SetPos(0, 32);
							cout << "已删除 " << block[id].name;
						}
					}
					else if(type == "item")
					{
						int id;
						cin >> id;
						if(id < 0 || id > item_max)
						{
							SetPos(0, 32);
							cout << "错误:物品ID越界";
						}
						else
						{
							item_delete(item[id]);
							SetPos(0, 32);
							cout << "已删除 " << item[id].name;
						}
					}
					else
					{
						SetPos(0, 32);
						cout << "错误:没有该类型";
					}
				}
				else if(main_com == "add_xp")
				{
					int ax;
					cin >> ax;
					if(ax < 0)
					{
						SetPos(0, 32);
						cout << "错误:不能降低xp" << endl;
					}
					else
					{
						xp += ax;
					}
				}
				else if(main_com == "bomb")
				{
					int lvl;
					cin >> lvl;
					if(lvl < 0)
					{
						SetPos(0, 32);
						cout << "错误:爆炸等级不能为负数" << endl;
					}
					else if(lvl > 20)
					{
						SetPos(0, 32);
						cout << "错误:爆炸等级不能高于20" << endl;
					}
					else
					{
						bomb(playerx, playery, lvl);
					}
				}
				else if(main_com == "tp")
				{
					int x, y;
					cin >> x >> y;
					playerx = x;
					playery = y;
					block_copy(playerx, playery, 19);
				}
				else if(main_com == "kill")
				{
					attack(1e9, "玩家被一种奇怪的力量抹杀");
				}
				else if(main_com == "attack")
				{
					int num;
					cin >> num;
					attack(num, "玩家被一种奇怪的力量抹杀");
				}
				else if(main_com == "health")
				{
					int num;
					cin >> num;
					health += num;
				}
				else if(main_com == "set_health")
				{
					int new_health;
					cin >> new_health;
					health = new_health;
					attack(0, "玩家被一种奇怪的力量抹杀");
				}
				else if(main_com == "set_oxygen")
				{
					int new_oxygen;
					cin >> new_oxygen;
					if(new_oxygen >= 20 || new_oxygen < 0)
					{
						SetPos(0, 32);
						cout << "错误:氧气值不在正常范围内" << endl;
					}
					else
					{
						oxygen = new_oxygen;
					}
				}
				else
				{
					SetPos(0, 32);
					cout << "错误:未知命令";
				}
				SetPos(0, 33);
				cout << "                             ";
				SetPos(0, 33);
				system("pause");
				SetPos(0, 30);
				cout << "                                                  ";
				SetPos(0, 31);
				cout << "                                                  ";
				SetPos(0, 32);
				cout << "                                                  ";
				SetPos(0, 33);
				cout << "                                                  ";
			}
		}
		else wjjd = 0;
	}
}

void jiaocheng()
{
	SetPos(2, 2);
	Color(5), cout << "世界与我 Craft And My 新手教程" << endl;
	Sleep(400);
	SetPos(2, 4);
	Color(1), cout << "这款游戏是2D版的";
	Color(6), cout << "我的世界(Minecraft)";
	Sleep(400);
	SetPos(2, 6);
	Color(0), cout << "游戏的第一项基本操作是移动" << endl;
	Sleep(400);
	SetPos(42, 4);
	Color(5), cout << "w";
	SetPos(2, 8);
	cout << "现在跳跃    ";
	char x = input('w', 'w');
	SetPos(40, 6);
	Color(5), cout << "a";
	SetPos(2, 8);
	cout << "现在向左移动";
	x = input('a', 'a');
	SetPos(44, 6);
	Color(5), cout << "d"; 
	SetPos(2, 8);
	cout << "现在向右移动";
	x = input('d', 'd');
	SetPos(2, 8);
	cout << "做的好!    ";
	Sleep(400);
	SetPos(2, 10);
	Color(0), cout << "你可以使用另一套按键挖掘或放置方块" << endl;
	Sleep(400);
	int cnt[4] = {5, 5, 5, 5};
	int rank = 0, now = 0;
	SetPos(2, 14);
	cout << "持续点击方块直到它变成白色";
	while(cnt[0] || cnt[1] || cnt[2] || cnt[3])
	{
		Sleep(50);
		rank++;
		if(rank % 10 == 0)
		{
			Color(0);
			if(now == 0)
			{
				now++;
				SetPos(2, 12);
				cout << "使用 i 挖掘上面方块";
			}
			else if(now == 1)
			{
				now++;
				SetPos(2, 12);
				cout << "使用 j 挖掘左面方块";
			}
			else if(now == 2)
			{
				now++;
				SetPos(2, 12);
				cout << "使用 l 挖掘右面方块";
			}
			else if(now == 3)
			{
				now = 0;
				SetPos(2, 12);
				cout << "使用 k 挖掘下面方块";
			}
		}
		SetPos(62, 4);
		Color(cnt[0]), cout << "i";
		SetPos(60, 6);
		Color(cnt[1]), cout << "j";
		SetPos(64, 6);
		Color(cnt[2]), cout << "l";
		SetPos(62, 8);
		Color(cnt[3]), cout << "k";
		char y = ' ';
		if(_kbhit()) y = input(); 
		if(y == 'i') cnt[0] = max(cnt[0] - 1, 0);
		if(y == 'j') cnt[1] = max(cnt[1] - 1, 0);
		if(y == 'l') cnt[2] = max(cnt[2] - 1, 0);
		if(y == 'k') cnt[3] = max(cnt[3] - 1, 0);
	}
	Color(0);
	SetPos(2, 12);
	cout << "你完成了这项任务! " << endl;
	Sleep(400);
	SetPos(2, 16);
	Color(7), cout << "注意,只有手中拿物品的时候才能挖掘" << endl;
	Sleep(800);
	SetPos(2, 18);
	Color(0), cout << "在你的物品栏中,0~4为方块 5~9为物品" << endl;
	SetPos(2, 20);
	Color(2), cout << "0 1 2 3 4 ";
	Color(1), cout << "5 6 7 8 9";
	SetPos(2, 22);
	Color(0), cout << "地图中会生成许多结构 等待着你去探索" << endl;
	Sleep(1000);
	SetPos(2, 24);
	cout << "新手教程到此结束,现在,生成你的第一张地图!" << endl;
	Sleep(1000);
	SetPos(2, 26);
	system("pause");
	system("cls");
	cout << "你的第一张地图正在生成中 0%" << endl;
	init();
	cout << "50%";
	print_data();
	cout << "100%";
}

int main()
{
	//世界准备 
	system("mode con cols=130 lines=35");
	srand(time(0));
	HideCursor();
	SetConsoleTitle("世界与我 0.8_v2.3"); 
	cundang:
	cout << "Craft and My: 世界与我" << endl;
	cout << "1 使用原先存档" << endl;
	cout << "2 重置新的世界" << endl;
	cout << "3 查看更新日志" << endl;
	cout << "4 新手教程(";
	Color(5), cout << "新人必看";
	Color(0), cout << ")" << endl;
	cout << "版本: 测试版0.8_v2.3" << endl; 
	char n = input('1', '4');
	if(n == '1') input_data();
	else if(n == '2')
	{
		cout << "世界种子:(数字 输入0以随机选择)" << endl;
		int zhongzi;
		cin >> zhongzi;
		if(zhongzi != 0) srand(zhongzi);
		cout << "选择模式:" << endl;
		cout << "1 生存:" << endl;
		cout << "  挖掘 战斗 成为英雄!" << endl;
		cout << "2 创造:" << endl;
		cout << "  建造 规划 成为上帝!" << endl;
		cout << "3 极限:" << endl;
		cout << "  求生 变强 成为王者!" << endl;
		char m = input('1', '3');
		if(m == '1') gamemode = 0;
		else if(m == '2') gamemode = 1;
		else gamemode = 2;
		system("cls");
		SetPos(0, 0);
		cout << "Map 地图生成中 0%" << endl;
		init();
		cout << "50%" << endl;
		print_data();
		cout << "100%" << endl;
		system("cls");
		srand(time(0));
	}
	else if(n == '3')
	{
		system("cls");
		cout << "更新日志" << endl;
		int page = 1, pagemax = 3;
		while(1)
		{
			Color(0);
			system("cls");
			cout << "A 上一页 D 下一页 E退出" << endl;
			cout << page << '/' << pagemax << "页" << endl;
			if(page == 1)
			{
				Color(6), cout << "(1) 0.6pre1" << endl;
				Color(6), cout << "(2) 0.6pre2" << endl;
				Color(5), cout << "(3) 0.6" << endl;
				Color(6), cout << "(4) 0.7pre1" << endl;
				Color(6), cout << "(5) 0.7pre2" << endl;
				Color(6), cout << "(6) 0.7pre3" << endl;
				Color(6), cout << "(7) 0.7pre4" << endl;
				Color(5), cout << "(8) 0.7" << endl;
				Color(5), cout << "(9) 0.7a" << endl;
			}
			else if(page == 2)
			{
				Color(5), cout << "(1) 0.7b" << endl;
				Color(5), cout << "(2) 0.7c" << endl;
				Color(6), cout << "(3) 0.8pre1" << endl;
				Color(6), cout << "(4) 0.8pre1.1" << endl;
				Color(6), cout << "(5) 0.8pre1.2" << endl;
				Color(6), cout << "(6) 0.8pre2" << endl;
				Color(6), cout << "(7) 0.8pre2.1" << endl;
				Color(5), cout << "(8) 0.8_v1" << endl;
				Color(5), cout << "(9) 0.8_v2" << endl;
			}
			else if(page == 3)
			{
				Color(5), cout << "(1) 0.8_v2.1" << endl;
				Color(5), cout << "(2) 0.8_v2.2" << endl;
				Color(5), cout << "(3) 0.8_v2.3" << endl;
				Color(0), cout << "(4)" << endl;
				Color(0), cout << "(5)" << endl;
				Color(0), cout << "(6)" << endl;
				Color(0), cout << "(7)" << endl;
				Color(0), cout << "(8)" << endl;
				Color(0), cout << "(9)" << endl;
			}
			char n = input();
			if(n == 'a')
			{
				if(page != 1) page--;
			}
			else if(n == 'd')
			{
				if(page != pagemax) page++;
			}
			else if(n >= '1' && n <= '9')
			{
				if(page == 1)
				{
					switch(n)
{
case '1':
	Color(6), cout << "内部版0.6pre1" << endl, Color(0);
	cout << "- 更新2种新的效果" << endl;
	cout << "- 更新4种新的方块" << endl;
	cout << "- 新增更新日志栏" << endl;
	cout << "- 更新血量栏的颜色" << endl;
	system("pause");
	system("cls");
	break;
case '2':
	Color(6), cout << "内部版0.6pre2" << endl, Color(0);
	cout << "- 更新1个新的配方栏" << endl;
	cout << "- 使药水配方能够合成" << endl;
	cout << "- 修改属性界面" << endl;
	cout << "- 修改日志界面" << endl;
	cout << "- 使桶能够收集流体" << endl;
	cout << "- 修复一些漏洞" << endl;
	system("pause");
	system("cls");
	break;
case '3':
	Color(5), cout << "测试版0.6" << endl, Color(0);
	cout << "- 更新2个新的命令" << endl;
	cout << "- 新增命令系统" << endl;
	cout << "- 修复一些漏洞" << endl;
	system("pause");
	system("cls");
	break;
case '4':
	Color(6), cout << "内部版0.7pre1" << endl, Color(0);
	cout << "- 更新4个方块 5个物品" << endl;
	cout << "- 增加结构 海之环" << endl;
	cout << "- 扩大地图(与之前存档不兼容)" << endl;
	system("pause");
	system("cls");
	break;
case '5':
	Color(6), cout << "内部版0.7pre2" << endl, Color(0);
	cout << "- 更新海洋合成专区" << endl;
	cout << "- 新增Z键键位提示" << endl;
	cout << "- 修复一些漏洞" << endl;
	system("pause");
	system("cls");
	break;
case '6':
	Color(6), cout << "内部版0.7pre3" << endl, Color(0);
	cout << "- 修改游戏名称" << endl;
	system("pause");
	system("cls");
	break; 
case '7':
	Color(6), cout << "内部版0.7pre4" << endl, Color(0);
	cout << "- 修复一些漏洞" << endl;
	system("pause");
	system("cls");
	break; 
case '8':
	Color(5), cout << "测试版0.7" << endl, Color(0);
	cout << "- 修改give命令" << endl;
	cout << "- 新增1个命令" << endl;
	cout << "- 修改主界面" << endl;
	cout << "- 重置存档时允许输入种子" << endl;
	cout << "- 修复一些漏洞" << endl;
	system("pause");
	system("cls");
	break; 
case '9':
	Color(5), cout << "测试版0.7a" << endl, Color(0);
	cout << "- 修改提升了程序的兼容性" << endl;
	system("pause");
	system("cls");
	break;
default:
	break;
}
				}
				else if(page == 2)
				{
					switch(n)
{
case '1':
	Color(5), cout << "测试版0.7b" << endl, Color(0);
	cout << "- 修复了0.7pre1以来致命的错误(错误发现者 武意程先生)" << endl;
	system("pause");
	system("cls");
	break;
case '2':
	Color(5), cout << "测试版0.7c" << endl, Color(0);
	cout << "- 增加了几种新的树" << endl;
	system("pause");
	system("cls");
	break;
case '3':
	Color(6), cout << "内部版0.8pre1" << endl, Color(0);
	cout << "- 全新结构:于苗神殿登场!" << endl;
	cout << "- 全新结构:宝藏岛登场!" << endl;
	cout << "- 下界地形优化:不再填满方块!" << endl;
	cout << "- 新增多个物品、方块" << endl;
	cout << "- 新增等级系统" << endl;
	cout << "- 其它一些小改动or小优化" << endl; 
	system("pause");
	system("cls"); 
	break;
case '4':
	Color(6), cout << "内部版0.8pre1.1" << endl, Color(0);
	cout << "- 宝藏探测器的一点小更改" << endl;
	cout << "- 补上了0.8pre1漏掉的一个小改动" << endl;
	cout << "- 等级系统BUG修复" << endl;
	system("pause");
	system("cls"); 
	break;
case '5':
	Color(6), cout << "内部版0.8pre1.2" << endl, Color(0);
	cout << "- 大整改!!!" << endl; 
	cout << "- 爆炸更新:添加了巨大的爆炸系统!" << endl;
	cout << "- 指令更新:增加了许多种指令!" << endl;
	cout << "- 伤害更新:大幅提升了高伤害时的减免!" << endl;
	cout << "- 经验更新:经验等级现在与生命值和挖掘速度挂钩!" << endl;
	cout << "- BUG 修改:修改了许多BUG !" << endl;
	system("pause");
	system("cls");
	break;
case '6':
	Color(6), cout << "内部版0.8pre2" << endl, Color(0);
	cout << "- 修改代码结构" << endl;
	system("pause");
	system("cls");
	break;
case '7':
	Color(6), cout << "内部版0.8pre2.1" << endl, Color(0);
	cout << "- 灵魂套前导预告:灵魂地牢" << endl;
	cout << "- 灵魂地牢:大型地牢结构(好吧没多大),内部含有珍贵魂石" << endl;
	system("pause");
	system("cls");
	break;
case '8':
	Color(5), cout << "测试版0.8_v1" << endl, Color(0);
	cout << "- 灵魂地牢更新:" << endl;
	cout << "- 地牢扩大,增加死水池" << endl;
	cout << "- 预计地牢在接下来几个版本里将会持续扩张" << endl;
	cout << "- 修复了死亡后重生在地底的BUG" << endl;
	cout << "- 新增一个修改氧气值的指令" << endl;
	cout << "- 更改伤害指令的死亡信息" << endl;
	system("pause");
	system("cls"); 
	break;
case '9':
	Color(5), cout << "测试版0.8_v2" << endl, Color(0);
	cout << "- 灵魂地牢更新:" << endl;
	cout << "- 地牢再一次扩大 增加了几个目前没用的房间" << endl;
	cout << "- 地牢石和魂石的硬度大幅提升 成为目前可以破坏的最坚硬的物质" << endl;
	cout << "- 新增灵魂装备 目前灵魂装备是全游戏最强的装备" << endl;
	cout << "- 修改了合成中的一些BUG" << endl;
	cout << "- BETA测试专属功能:x=1200格下方必生成灵魂地牢" << endl;
	cout << "- 修复了日志栏一直跳转不显示目录的BUG" << endl;
	system("pause");
	system("cls");
	break;
default:
	break;
}
				}
				else if(page == 3)
				{
					switch(n)
{
case '1':
	Color(5), cout << "测试版0.8_v2.1" << endl, Color(0);
	cout << "- 改了一下生成 现在不会卡崩了" << endl;
	cout << "- 船新新手教程 基础操作手把手指引!" << endl;
	system("pause");
	system("cls");
	break;
case '2':
	Color(5), cout << "测试版0.8_v2.2" << endl, Color(0);
	cout << "- 改摔伤 降低了摔落伤害 同时修复了单次坠落格数过高时无法再跳跃的问题" << endl;
	cout << "- 修改了硬度系统 增高降低了某些方块的硬度 调高了一些镐子的挖掘速度" << endl;
	cout << "- 增大了海之环" << endl;
	system("pause");
	system("cls"); 
case '3':
	Color(5), cout << "测试版0.8_v2.3" << endl, Color(0);
	cout << "- 修改宝藏岛 让它的生成变得更难" << endl;
	cout << "- 增加了未完成的下界要塞:生成机制重做中" << endl;
	system("pause");
	system("cls");
default:
	break;
}
				}
			}
			else if(n == 'e')
			{
				system("cls");
				goto cundang;
			}
		}
	}
	else if(n == '4')
	{
		system("cls");
		jiaocheng();
	}
	minecraft();
	return 0; 
}

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