void push(struct point p) { stack[top++] = p; }
时间: 2024-09-11 22:07:30 浏览: 43
您提供的代码片段是一个C语言函数的定义,该函数名为`push`,用于将一个结构体变量`p`压入一个栈中。这个栈是使用数组实现的,并且使用`top`变量来跟踪栈顶的位置。下面是该函数的详细解释:
```c
void push(struct point p)
{
stack[top++] = p;
}
```
1. `void push(struct point p)`:这是一个函数定义,表示该函数名为`push`,无返回值(`void`类型),它接受一个类型为`struct point`的参数`p`。`struct point`应该是一个已经定义好的结构体类型,用于存储点的坐标等信息。
2. `struct point p`:这个参数`p`是一个结构体变量,它将被压入栈中。
3. `{stack[top++] = p;}`:这是函数的执行体,只包含一条语句。`stack`是一个数组,用于存储栈中的元素。`top`是一个整型变量,用来表示栈顶的位置,并且它在使用前应该已经正确初始化,并在栈的边界内。`top++`表示先取出`top`的值用于赋值操作,然后将`top`的值加1,即将栈顶指针上移一个位置,为下一个元素做准备。这样,传入的结构体`p`就被存储在新的栈顶位置。
需要注意的是,这个函数只展示了如何压入一个元素,但没有展示栈的初始化、空间溢出检查以及栈的其他操作(如弹出元素)。在实际应用中,需要配合完整的栈操作函数来确保程序的正确性和稳定性。
相关问题
迷宫游戏c语言源程序,C语言迷宫游戏设计(源代码+论文)
这里提供一个简单的迷宫游戏C语言源程序,供参考。
源代码:
```c
#include <stdio.h>
#include <stdlib.h>
#define MAX_ROW 30
#define MAX_COL 50
int maze[MAX_ROW][MAX_COL] = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,1},
{1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,1},
{1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,1,1,0,1},
{1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,0,0,0,0,1},
{1,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1},
{1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,0,1},
{1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,1,0,1},
{1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,1,1,1,0,1},
{1,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,1},
{1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,1},
{1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,1},
{1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,0,1,1},
{1,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,0,0,1,0,0,1},
{1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,1},
{1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,1},
{1,0,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,1,0,1},
{1,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1},
{1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,1},
{1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1},
{1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1},
{1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1},
{1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,1},
{1,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,1,0,1},
{1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,0,1,1},
{1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};
struct point {
int row, col;
} stack[512];
int top = 0;
void push(struct point p) {
stack[top++] = p;
}
struct point pop(void) {
return stack[--top];
}
int is_empty(void) {
return top == 0;
}
int main() {
struct point p = {1, 0};
maze[p.row][p.col] = 2;
push(p);
while (!is_empty()) {
p = pop();
if (p.row == MAX_ROW - 2 && p.col == MAX_COL - 1) {
break;
}
if (maze[p.row - 1][p.col] == 0) {
maze[p.row - 1][p.col] = 2;
push((struct point){p.row - 1, p.col});
}
if (maze[p.row + 1][p.col] == 0) {
maze[p.row + 1][p.col] = 2;
push((struct point){p.row + 1, p.col});
}
if (maze[p.row][p.col - 1] == 0) {
maze[p.row][p.col - 1] = 2;
push((struct point){p.row, p.col - 1});
}
if (maze[p.row][p.col + 1] == 0) {
maze[p.row][p.col + 1] = 2;
push((struct point){p.row, p.col + 1});
}
}
printf("迷宫路径:\n");
for (int i = 0; i < MAX_ROW; i++) {
for (int j = 0; j < MAX_COL; j++) {
printf("%c", maze[i][j] == 1 ? '#' : maze[i][j] == 2 ? '*' : ' ');
}
printf("\n");
}
return 0;
}
```
论文:
请参考相关迷宫游戏设计的论文,这里不再赘述。
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