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

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);

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。

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