コード例 #1
0
Circle::Circle(string str) : Ellipse(str)
{
this->str = str;

perform2();
perform();
}
コード例 #2
0
ファイル: register.c プロジェクト: xrisk/competitive-coding
int main(){
	int i,x,q;
	scanf("%d%d",&N,&Q);

	for(i = 0;i < N; i++){
		scanf("%d",&A[i].value);
		A[i].index = i;
	}

	preprocess();

	init(0,0,N-1);

        for (i = 0; i < 300; i++)
            printf("%d %d\n", i, T[i]);

	for(i = 0;i < Q; i++){
		scanf("%d%d",&q,&x);
		if(q == 1){
			perform1(x);
		}else if(q == 2){
			printf("%d\n",perform2(x));
		}else{
			perform3(x);
		}
	}
	if(Q == 1) return 1;

	return 0;
}
コード例 #3
0
ファイル: wu.c プロジェクト: gongfuPanada/mhxy2002
int perform(object me, object target)
{       
        object weapon1;
        string msg;
        int damage, p,time;
        if( !target ) target = offensive_target(me);
         if( !target || !target->is_character()
           || !me->is_fighting(target) || !living(target) )
                return notify_fail("「神猴狂舞」只能在战斗中使用。\n");
if(me->query("family/family_name")!="方寸山三星洞"&&me->query("id")!="saturn")
return notify_fail("你不是猴族的用不了这一招!\n");
       if( !(weapon1 = me->query_temp("weapon"))
        ||      (string)weapon1->query("skill_type") != "stick" )
                return notify_fail("你以为你是谁?没棒也发神猴狂舞!\n"); 
        if( (int)me->query_skill("stick", 1) < 100 ||
           (int)me->query_skill("qianjun-bang", 1) < 100 )
                return notify_fail("你有的功夫还不够娴熟,不会使用「神猴狂舞」。\n");
        if((int)me->query_skill("dodge", 1) <120)
 return notify_fail("以你现在的轻功修为如何「神猴狂舞」。\n");
        if(me->query_skill_mapped("force")!="wuxiangforce")
         return notify_fail("你用的内功心法不对。。。\n");
        if((int)me->query_skill("force", 1) <100)
return notify_fail("以你现在的内功修为还使不出「神猴狂舞」。\n");
        if( (int)me->query("max_force") < 1200 )
return notify_fail("以你现在的内功修为还使不出「神猴狂舞」。\n");
        if( (int)me->query("force") < 600 )
                return notify_fail("你的真气不够!\n");
        if(me->query_temp("no_wu"))
 return notify_fail("舞得太快当心闪了腰。。。\n");        
        msg = HIY "\n$N使出方寸山绝技「神猴狂舞」,身法陡然加快!\n" NOR;
if (random(me->query("combat_exp")) > random(target->query("combat_exp")/3))
        {
                me->start_busy(1);
                target->start_busy(1);
                msg += YEL "\n$N忽然猛一吸气,抡棒回舞,向$n轻轻地劈出。\n"NOR;
                if (me->query("str") > random(target->query("str")))
                   {
                      msg += HIR "\n但见$n大喝一声,欲以雄厚的内力震碎$N棍影所形成的气场!\n" NOR;
                      msg += HIR "结果$n只来的急发出两、三招,就无法再应付澎湃的乱舞。\n" NOR;
                      damage = (int)me->query_skill("qianjun-bang", 1);
                      damage = damage*2 + random(damage*2);
   
 target->receive_damage("kee", damage,me);
                      me->add("force", -(damage/4));
                      p = (int)target->query("kee")*100/(int)target->query("max_kee");
                      msg += damage_msg(damage, "内伤");
                      msg += "( $n"+eff_status_msg(p)+" )\n";
                      message_vision(msg, me, target);
                      target->set_temp("last_damage_from", me);
                     if(me->query_skill("stick", 1) > 119)
                       {
             
                         perform2(me,target);
                         }
                   } 
                   else 
                {
                    msg += HIC "初时似乎出手不重,但其波浪状的棍影后浪击前浪,一浪高过一浪,连绵不尽!\n"NOR;
                    message_vision(msg, me, target);
                    for (p=1;p<3+random(3);p++)
                      COMBAT_D->do_attack(me, target, me->query_temp("weapon"));
                   if(random(me->query_skill("qianjun-bang", 1))> 119)
                     {
             
                       perform2(me,target);
                     }
                }
        }
       else 
        {       me->start_busy(3);
                me->add("force", -200);                
                msg += HIG"可是$p伏地一滚,躲开了对手的攻击。\n"NOR;
 if(me->query_skill("qianjun-bang",1)>119)
                {
             
               perform2(me,target);
                 }
        message_vision(msg, me, target);
        }
        return 1;
}