如何解决C程序可以编译并运行,但是在执行时会随机跳过if-else评估
编辑:对不起,您填写了完整的代码。
我在编译和运行一个简单程序时遇到了麻烦,但是有时在执行该程序时,它无法正确评估if-else语句,并且会陷入无限循环。
我认为这是非常简单,直接的代码,但是由于某些原因,它有问题。
这是Character类型的两个结构,用于评估攻击值并依次从其每个健康属性中删除该值。应该在调整健康值之后评估特定角色的健康状况是否为0或低于0,然后相应地退出循环。
当我只用一个结构体编写它时,它就可以很好地工作,但是现在我在函数中有两个结构体,看来还是命中注定。
否则,一切正常,随机攻击值计算,运行状况属性的调整,将结构信息打印到控制台,但循环并不会总是中断,因此它并不一定总是评估为“ true”
对此有何想法,可能会使if-else评估变得敏感?
在Pi 3 B +上运行Raspbian
使用gcc编译
在Visual Studio代码中编写代码
也在运行Ubuntu的ThinkPad上进行了编译,出现了同样的问题
确切的代码
// main.c
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#define WEAPON_INV_SIZE 5
/* Weapon,attack types */
enum Hand_type
{
ONE_H,TWO_H,RANGED,MAGIC
};
struct Weapon
{
char name[64];
int level;
int minDamage;
int maxDamage;
unsigned char type;
};
/* Holds player current and maximum health amount */
struct Health
{
unsigned int currentHealth;
unsigned int maxHealth;
};
/* Holds player attributes */
struct Character
{
char name[64];
unsigned int expPoints;
struct Health health;
float attackBonus[4];
struct Weapon * weaponInventory[WEAPON_INV_SIZE];
struct Weapon * currentWeapon;
};
/* Holds weapon attributes */
struct Weapon * GetWeapon (char * name,int minDamage,int maxDamage,unsigned char type)
{
struct Weapon * w = (struct Weapon *)malloc (sizeof(struct Weapon));
strcpy (w->name,name);
w->level = 1;
w->minDamage = minDamage;
w->maxDamage = maxDamage;
w->type = type;
return w;
}
/* Get random int from range between two ints */
int Random_Range (int lower,int greater)
{
return (rand () % (greater - lower)) + lower;
}
/* Adjust character health */
void AdjustHealth (struct Character * character,int minAmount,int maxAmount)
{
character->health.currentHealth += minAmount;
character->health.maxHealth += maxAmount;
}
/* Two character battle sequence */
void Battle_2 (struct Character * char1,struct Character * char2)
{
int min1 = (int)((float)char1->currentWeapon->minDamage * char1->attackBonus[char1->currentWeapon->type]);
int max1 = (int)((float)char1->currentWeapon->maxDamage * char1->attackBonus[char1->currentWeapon->type]);
int diff1 = max1 - min1;
int min2 = (int)((float)char2->currentWeapon->minDamage * char2->attackBonus[char2->currentWeapon->type]);
int max2 = (int)((float)char2->currentWeapon->maxDamage * char2->attackBonus[char2->currentWeapon->type]);
int diff2 = max2 - min2;
while (1)
{
AdjustHealth (char2,-(min1 + rand () % diff1),0);
if (char2->health.currentHealth <= 0)
{
printf ("Character 2 is dead!!!\n");
break;
}
else
{
printf ("%3d/%3d : %3d/%3d\n",char1->health.currentHealth,char1->health.maxHealth,char2->health.currentHealth,char2->health.maxHealth);
}
AdjustHealth (char1,-(min2 + rand () % diff2),0);
if (char1->health.currentHealth <= 0)
{
printf ("Character 1 is dead!!!\n");
break;
}
else
{
printf ("%3d/%3d : %3d/%3d\n",char2->health.maxHealth);
}
}
}
int main ()
{
srand (time (0));
struct Character myChar01 =
{
"My name",{100,100},{1,1.5,1,.75},{},0
};
struct Character myChar02 =
{
"Not my name",0
};
/* Populate weapon inventory with new weapons */
myChar01.weaponInventory[0] = GetWeapon ("Dagger",5,ONE_H);
myChar01.weaponInventory[1] = GetWeapon ("Sword",4,8,TWO_H);
myChar01.weaponInventory[2] = GetWeapon ("Wood Bow",6,RANGED);
myChar01.weaponInventory[3] = GetWeapon ("Root Wand",3,7,MAGIC);
/* Assign current weapons */
myChar01.currentWeapon = myChar01.weaponInventory[0];
myChar02.currentWeapon = myChar01.weaponInventory[2];
/* Enter Battle sequence */
Battle_2 (&myChar01,&myChar02);
return 0;
}
解决方法
AdjustHealth(char2,-(min1 + rand() % diff1),0);
此 de 可以使字符char2->health.currentHealth
的健康程度有所提高。
if (char2->health.currentHealth <= 0)
这应该在生命值降至0或低于0时结束战斗。
但是 ,因为unsigned int currentHealth;
中的“ unsigned ”,< 0
部分永远无法容纳,并且仅当if
时,char2->health.currentHealth == 0
条件的评估结果为true。
因此游戏将继续进行,直到任一角色的生命值完全降至 零为止,如果两个currentHealth
的数字都围绕0
到{{ 1}}范围。
版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。