4

我正在使用一个游戏循环的 switch 语句编写一个简单的基于文本的 RPG。该程序运行良好,直到我尝试添加另一个案例语句,此时它给了我以下三个错误:“跳转到案例标签”(错误发生在新添加案例的行)和两个“交叉初始化' ClassName *objectName'"(在情况 2 中创建新对象时发生错误)。我将粘贴重要的代码,如果有人需要更多,请告诉我。

int main(void)
{
    // add weapons to array
    Weapon *weaponList[12];
    // Rusty Sword
    weaponList[0] = new Weapon(0,0,0);
    weaponList[0]->SetAll(0,2,3);
    // Bronze Sword
    weaponList[1] = new Weapon(0,0,0);
    weaponList[1]->SetAll(1,5,10);
    // Bronze Battle Axe
    weaponList[2] = new Weapon(0,0,0);
    weaponList[2]->SetAll(2,15,30);
    // Iron Sword
    weaponList[3] = new Weapon(0,0,0);
    weaponList[3]->SetAll(3,25,70);

    // add armor to array
    Armor *armorList[12];
    // Worn Platemail
    armorList[0] = new Armor(0,0,0);
    armorList[0]->SetAll(0,2,3);
    // Bronze Chainmail
    armorList[1] = new Armor(0,0,0);
    armorList[1]->SetAll(1,5,8);
    // Bronze Platemail
    armorList[2] = new Armor(0,0,0);
    armorList[2]->SetAll(2,7,20);
    // Iron Chainmail
    armorList[3] = new Armor(0,0,0);
    armorList[3]->SetAll(3,15,60);

        while(gamestate != 8)
        {
            switch(gamestate)
            {
                case 0:
                cout << " /|    Welcome!\n"
                     << " ||    \n"
                     << " ||    \n"
                     << " ||    \n"
                     << "_||_   \n"
                     << " 88    \n"
                     << " 88    Name: ";
                cin  >> heroName;
                gamestate = GAME_STATE_MENU;
                break;

            case 1:
                cout << "\n"
                     << "'/stats' will show you your stats\n"
                     << "'/shop' will let you visit the weapon shop\n"
                     << "secret commands: /setweapon #   /setarmor #   /setheroexp #\n"
                     << "\n";

                cout << "Command: ";
                cin  >> command;

                if (strcmp(command, "/stats") == 0)
                {
                    gamestate = 2;
                    break;
                }

                else if (strcmp(command, "/shop") == 0)
                {
                    gamestate = 3;
                    break;
                }

                else if (strcmp(command, "/fight") == 0)
                {
                    gamestate = 4;
                    break;
                }

                else if (strcmp(command, "/setweapon") == 0)
                {
                    cin >> testNum;
                    heroWeapon = testNum;
                    break;
                }

                else if (strcmp(command, "/setarmor") == 0)
                {
                    cin >> testNum;
                    heroArmor = testNum;
                    break;
                }

                else if (strcmp(command, "/setheroexp") == 0)
                {
                    cin >> testNum;
                    heroExp = testNum;
                    LevelUp();
                    break;
                }

                else if (strcmp(command, "/exit") == 0)
                {
                    gamestate = 8;
                    break;
                }

                else
                {
                    cout << "Please enter a valid command.\n";
                    gamestate = 2;
                    break;
                }

            case 2:
                Weapon *wCurrent = weaponList[heroWeapon];
                Armor *aCurrent = armorList[heroArmor];
                heroWeaponPower = wCurrent->GetWeaponAttack();
                heroArmorDefense = aCurrent->GetArmorDefense();
                heroPowerDefault = ((heroLevel - 1) * 10) + 10;
                heroPower = heroPowerDefault + (heroStrength * 2) + heroWeaponPower;
                heroDefenseDefault = ((heroLevel - 1) * 2) + 5;
                heroDefense = heroDefenseDefault + (heroAgility / 5) + heroArmorDefense;
                heroHealthDefault = (heroLevel * 5) + 20;
                heroHealth = heroHealthDefault + (heroStamina * 10);
                cout << "\nS T A T S\nName: " 
                     << heroName 
                     << "\nLevel: "
                     << heroLevel
                     << "\nExp: "
                     << heroExp << "/" << expForLevel[heroLevel]
                     << "\nGold: "
                     << heroGold
                     << "\nHealth: "
                     << heroHealth
                     << "\nPower: "
                     << heroPower
                     << "\nDefense: "
                     << heroDefense
                     << "\nWeapon: "
                     << weaponNameList[heroWeapon]
                     << "\nArmor: "
                     << armorNameList[heroArmor]
                     << "\n\n";
                system("PAUSE");
                gamestate = 2;
                break;

            case 3:
                break;
            }
        }

        return 0;
    }
4

4 回答 4

11

通过它的声音,你有:

case 2:
    Type somevar = ...;
    ...
    break;

case 3:

为了达到第 3 种情况,编译器生成一个跳过somevar.

要解决此问题,请使用大括号在变量声明周围创建一个块:

case 2:
    {
    Type somevar = ...;
    ...
    }
    break;
于 2010-03-20T03:17:05.013 回答
6

在堆栈框架中包装声明......呃......本地范围...... :)

switch(gamestate)
{
    case 0:
    {
      Apple a;
      a.DoSomething();
    }
    break;

    case 1: /* etc. */ break;
    case 2: /* etc. */ break;
}

...或将它们移到开关外:

Apple A;
switch(gamestate)
{
     case 0: a.DoSomething(); break;
于 2010-03-20T03:14:59.637 回答
3

考虑以下:

switch (x)
{
    case 0:
        int i = 0;
    case 1:
        i = 5;
}

如果x是 1 呢?然后我们跳过初始化i开始使用它。这就是你得到的:case 3可以访问来自 的变量case 2,但是如果你使用它们,你已经开始使用它们而没有运行它们的初始化。

常见的解决方案是引入范围:

switch (x)
{
    case 0:
    {
        int i = 0;
    }
    case 1:
    {
        i = 5; // not possible, no i in this scope
    }
}
于 2010-03-20T03:17:46.573 回答
3

编辑

现在我们看到更多的代码,问题很明显,这个

        case 2:
            Weapon *wCurrent = weaponList[heroWeapon];
            Armor *aCurrent = armorList[heroArmor];

声明了两个变量,因此除非将案例 2 的主体包装在 {} 中,否则您不能在其后放置案例

下面的原始答案


在 case 中声明的变量的范围是包围开关的大括号,除非您添加一组额外的大括号。所以这样的事情有效。

    switch(gamestate)
    {
        case 0:
            foo a;
            break;
    }

但这允许案例 1 跳过 a 的初始化但仍引用它,因此会产生错误。

    switch(gamestate)
    {
        case 0:
            foo a;
            break;

        case 1:
            break;
    }

所以你需要这样做,现在 a 的范围仅限于 case 0。

    switch(gamestate)
    {
        case 0:
            {
            foo a;
            }
            break;

        case 1:
            break;
    }

顺便说一句,当您编辑代码以忽略不相关的内容时,您也删除了导致问题的代码。;)

于 2010-03-20T03:21:07.457 回答