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IPC144 Workshop 7

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Description

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Introduction

In this workshop, you will code and execute a C language program applying user-defined data types (structures).

You will be programming a small game that has hidden bombs and treasure along a path of variable distance. The game requires the player to enter move location commands to reveal what is hidden at a given position along the path.

The object of the game is for the player to find as many treasures as possible before running out of moves or lives. Discovering a bomb will reduce the player’s life count. Discovering a treasure will earn the player treasure points.

Discovering both, a treasure with a bomb in the same location will reduce the player’s life count and earn the player treasure points (consider it a life insurance payout). Prior to playing the game, the program will prompt the user to perform some upfront configurations to the player and the game components – these settings will define how the game is played.

Topic(s)

• Structures Learning Outcomes Upon successful completion of this workshop, you will have demonstrated the abilities to: • to store data of different data types using a structure type • to declare an object of structure type • to access the members of an object of structure type • To describe to your instructor what you have learned in completing this workshop

Part-1 (10%) Instructions Download or clone workshop 7 (WS07) from https://github.com/Seneca-144100/IPC-Workshops Note: If you use the download option, make sure you EXTRACT the files from the .zip archive file Part-1 will focus on the player and game configuration settings in preparation for the gameplay which will be done in Part-2.

1. Carefully review the “Part-1 Output Example” (next section) to see how this program is expected to work (Note: This game is highly user-configurable and should be coded to implement the settings as defined by the user and not be limited to just the example provided – you will have to test your work thoroughly in both part’s 1 and 2!) 2. Code your solution to Part-1 in the provided “w7p1.c” source code file.

3. You will need to create a user-defined data type called PlayerInfo which is used for configuring a player in the game with members that can store the following related information: • The number of “lives” a player can have for the game • A character symbol that will be used to represent the player • A counter to store the number of “treasure’s” found during the game • A history of all past entered positions entered by the player during the game (HINT1: you should size this array based on a macro that represents the maximum path length that a game can be configured for – see example output to see what the maximum is).

HINT2: this should be an int type that stores only 1’s and 0’s. 4. You will need to create another user-defined data type called GameInfo which is used for configuring the game settings with members that can store the following related information: • The maximum number of “moves” a player can make for a game • The path length (number of positions) the game path will have for a game • A series of 0’s and 1’s in an array that represents where bombs are buried along the path (hint: you should size this array based on a macro that represents the maximum path length that a game can be configured for – see example output to see what the maximum is)

• A series of 0’s and 1’s in an array that represents where treasure is buried along the path (hint: you should size this array based on a macro that represents the maximum path length that a game can be configured for – see example output to see what the maximum is)

5. Configure the player (store these values to a variable of type PlayerInfo): • Prompt to set the player’s character symbol (any printable character that will represent the player) o Note: Place a single space before the % specifier in the scanf to properly read this value scanf(” %c”… • Prompt to set the number of lives a player is limited to for the game o The value must be between 1 and 10 inclusive o Note: you should design your code so that the maximum value rule can be easily modified in one place, so you do not need to make changes to the logic of the program o Validation should repeat as many times as necessary until a valid value is entered

• Make sure the history of moves (all user entered positions during gameplay) is set to a safe empty state – you should assume there is potentially previous game data still stored that needs each element to be reset) 6. Configure the game (store these values to a variable of type GameInfo): • Prompt to set the length of the game path (this is the number of positions in the path) o The value must be between 10 and 70 o The value must be a multiple of 5

o Note: you should design your code so that these rules (values: 5, 10, 70) can be easily modified in one place, so you do not need to make changes to the logic of the program o Validation should repeat as many times as necessary until a valid value is entered • Prompt to set the maximum number of moves a player can make during gameplay o The value must be at least the value of the player’s “lives” setting o

The value cannot be greater than 75% of the game’s path length setting (round down to nearest whole number) o Validation should repeat as many times as necessary until a valid value is entered • Prompt to set the BOMB’s placements along the path (within the game’s path length limits) o Values must be entered 5 at a time (sets of 5) until all positions along the set path length are set (space delimited) ▪

Reminder: The multiple of 5 rule can be modified with another version of this application and should be coded with this mind (see note at the beginning of #6) o A ‘1’ value represents a hidden bomb, while a ‘0’ value represents no bomb o Note: You do not need to validate for 1’s and 0’s; you may assume this is entered properly

• Prompt to set the TREASURE placements along the path (within the game’s path length limits) o The same rules apply as described for the bomb settings • As the last major step, display a summary of the values entered that will define the gameplay Part-1 Output Example (Note: Use the YELLOW highlighted user-input data for submission) ================================ Treasure Hunt! ================================ PLAYER Configuration ——————– Enter a single character to represent the player: @ Set the number of lives: 0 Must be between 1 and 10! Set the number of lives: 11 Must be between 1 and 10! Set the number of lives: 3 Player configuration set-up is complete GAME

Configuration —————— Set the path length (a multiple of 5 between 10-70): 9 Must be a multiple of 5 and between 10-70!!! Set the path length (a multiple of 5 between 10-70): 71 Must be a multiple of 5 and between 10-70!!! Set the path length (a multiple of 5 between 10-70): 19 Must be a multiple of 5 and between 10-70!!! Set the path length (a multiple of 5 between 10-70): 35 Set the limit for number of moves allowed: 2 Value must be between 3 and 26 Set the limit for number of moves allowed: 27 Value must be between 3 and 26 Set the limit for number of moves allowed: 10 BOMB Placement ————–

Enter the bomb positions in sets of 5 where a value of 1=BOMB, and 0=NO BOMB. Space-delimit your input. (Example: 1 0 0 1 1) NOTE: there are 35 to set! Positions [ 1- 5]: 0 0 0 0 1 Positions [ 6-10]: 1 0 0 1 1 Positions [11-15]: 1 0 1 1 1 Positions [16-20]: 0 1 0 0 0 Positions [21-25]: 1 0 1 0 0 Positions [26-30]: 0 0 0 1

0 Positions [31-35]: 1 0 1 0 1 BOMB placement set TREASURE Placement —————— Enter the treasure placements in sets of 5 where a value of 1=TREASURE, and 0=NO TREASURE. Space-delimit your input. (Example: 1 0 0 1 1) NOTE: there are 35 to set! Positions [ 1- 5]: 0 0 1 0 0 Positions [ 6-10]: 1 1 1 0 1 Positions [11-15]: 1 1 0 1 0 Positions [16-20]: 0 1 0 0 0 Positions [21-25]: 1 1 0 1 0 Positions [26-30]: 1 0 1 0 0 Positions [31-35]: 0 1 1 1 1 TREASURE placement set GAME configuration set-up is complete… ————

———————— TREASURE HUNT Configuration Settings ———————————— Player: Symbol : @ Lives : 3 Treasure : [ready for gameplay] History : [ready for gameplay] Game: Path Length: 35 Bombs : 00001100111011101000101000001010101 Treasure : 00100111011101001000110101010001111 ==================================== ~ Get ready to play TREASURE HUNT! ~ ====================================

Part-1 Submission 1. Upload (file transfer) your source file “w7p1.c” to your matrix account 2. Login to matrix in an SSH terminal and change directory to where you placed your workshop source code. 3. Manually compile and run your program to make sure everything works properly: gcc -Wall w7p1.c -o w# If there are no errors/warnings generated, execute it: w7

4. Run the submission command below (replace profname.proflastname with your professors Seneca userid and replace NAA with your section): ~profName.proflastname/submit 144w7/NAA_p1 5. Follow the on-screen submission instructions

Part-2 (40%) Instructions Part-2 involves implementing the gameplay logic based on the configuration settings done from Part-1. 1. Review the “Part-2 Output Example” (next section) to see how the application is expected to work Reminder: This game is highly user-configurable and should be coded to implement the settings as defined by the user and not be limited to just the example provided – you will have to test your work thoroughly in both part’s 1 and 2!

2. Code your solution to Part-2 in the provided “w7p2.c” source code file. 3. Display the “board” which includes: • Line-1: The player’s most recent move position identified using the player’s set symbol • Line-2: The game path: o – : (hyphen) represents undiscovered locations o ! : represents bombs o $ : represents treasure o &: represents both a bomb and treasure o . : represents a visited location that had neither a bomb nor a treasure o

Hint: Use the player’s history member array to determine if you should reveal the hidden bomb and/or treasure, if a player has visited the position/location, then check what symbol to show by checking the game’s bombs and treasure member array’s • Line-3: Position/location ruler (major) which will show the 1st number in every 10 positions o (10, 20, 30, etc.) • Line-4: Position/location ruler (minor) which shows each numeric position starting at 1

Note: The ‘ruler’ helps the user quickly locate positions and identify previously entered move commands. Hint: This is dynamically displayed based on the game’s setting for the path length member 4. Display the player’s statistics. • Lives: is a counter of how many lives are remaining (when this is zero, gameplay ends) • Treasures: is a counter of how many treasures were found during gameplay • Moves Remaining: is a countdown of remaining moves (when this is zero, gameplay ends)

• Use the following (add the variables for substitution accordingly where needed): printf(“+—————————————————+\n”); printf(” Lives: %2d | Treasures: %2d | Moves Remaining: %2d\n”… printf(“+—————————————————+\n”); 5. Prompt for the player’s next move (location along the path)

• The entered value must be at least 1 and no more than the game’s configuration setting for the path length • Validation should repeat as many times as necessary until a valid value is entered 6. Check to see if the entered location was previously visited • You should refer to the player’s history array to see if the location was previously visited (the value will be 1) • If the location was previously visited, display a meaningful message to indicate the location has already been visited

• Do NOT deduct a move from the game’s move counter 7. If the entered location was not previously visited: • Record the location to the player’s history array by setting the appropriate element value to 1 (the index is determined by the entered location) • Reduce the moves counter by 1 • Check the game’s bomb member array (the index is determined by the entered location) to see if there is a hidden bomb (value will be 1) o Reduce the player’s lives counter by 1 o Display an appropriate message (use symbol: [!] to denote a bomb)

• Check the game’s treasure member array (the index is determined by the entered location) to see if there is a hidden treasure (value will be 1) o Increase the player’s treasure counter by 1 o Display an appropriate message (use symbol: [$] to denote a treasure) • Check for BOTH a bomb AND a treasure o Check both the bomb and treasure member arrays to see if a value of 1 is set for both at the same location o Update the player’s counters accordingly (bomb: reduce lives, treasure: increase treasure counter)

o Display an appropriate message (use symbol: [&] to denote a bomb AND treasure, the treasure is considered a “life insurance payout”) • If there is no bomb or treasure at the location entered by the user o Display an appropriate message (use symbol: [.] to denote nothing found) Note: The symbols used in the messages will match to what is shown in the game’s board when displayed (step #3 “line-2”) 8. Keep iterating (looping) (from #3) until the gameplay ends based on the following criteria: • The number of player lives reaches 0

• The number of allowed moves reaches 0 9. Display a “Game Over” message along with an exit/end of program message.

Part-2 Output Example (Note: Use the YELLOW highlighted user-input data for submission) ================================ Treasure Hunt! ================================ PLAYER Configuration ——————– Enter a single character to represent the player: V Set the number of lives: 0 Must be between 1 and 10! Set the number of lives: 11 Must be between 1 and 10! Set the number of lives: 3 Player configuration set-up is complete GAME Configuration —————— Set the path length (a multiple of 5 between 10-70): 9 Must be a multiple of 5 and between 10-70!!! Set the path length (a multiple of 5 between 10-70): 41 Must be a multiple of 5 and between 10-70!!! Set the path length (a multiple of 5 between 10-70): 19 Must be a multiple of 5 and between 10-70!!! Set the path length (a multiple of 5 between 10-70): 20 Set the limit for number of moves allowed: 2 Value must be between 3

and 15 Set the limit for number of moves allowed: 16 Value must be between 3 and 15 Set the limit for number of moves allowed: 10 BOMB Placement ————– Enter the bomb positions in sets of 5 where a value of 1=BOMB, and 0=NO BOMB. Space-delimit your input. (Example: 1 0 0 1 1) NOTE: there are 20 to set! Positions [ 1- 5]: 1 0 0 1 1 Positions [ 6-10]: 1 1 0 0 0 Positions [11-15]: 0 0 1 1 1 Positions [16-20]: 1 0 0 0 0 BOMB placement set TREASURE Placement ——————

Enter the treasure placements in sets of 5 where a value of 1=TREASURE, and 0=NO TREASURE. Space-delimit your input. (Example: 1 0 0 1 1) NOTE: there are 20 to set! Positions [ 1- 5]: 0 1 1 0 0 Positions [ 6-10]: 0 0 0 0 0 Positions [11-15]: 1 1 0 0 1 Positions [16-20]: 0 1 1 1 1 TREASURE placement set GAME configuration set-up is complete… ———————————— TREASURE HUNT Configuration Settings ———————————— Player: Symbol : V Lives : 3 Treasure : [ready for gameplay] History : [ready for gameplay] Game: Path Length: 20 Bombs : 10011110000011110000 Treasure : 01100000001100101111 ==================================== ~ Get ready to play TREASURE HUNT! ~

==================================== ——————– |||||||||1|||||||||2 12345678901234567890 +—————————————————+ Lives: 3 | Treasures: 0 | Moves Remaining: 10 +—————————————————+ Next Move [1-20]: 0 Out of Range!!! Next Move [1-20]: 21 Out of Range!!! Next Move [1-20]: 8 ===============> [.] …Nothing found here… [.] V ——-.———— |||||||||1|||||||||2 12345678901234567890 +—————————————————+ Lives: 3 | Treasures: 0 | Moves

Remaining: 9 +—————————————————+ Next Move [1-20]: 10 ===============> [.] …Nothing found here… [.] V ——-.-.———- |||||||||1|||||||||2 12345678901234567890 +—————————————————+ Lives: 3 | Treasures: 0 | Moves Remaining: 8 +—————————————————+ Next Move [1-20]: 1 ===============> [!] !!! BOOOOOM !!! [!] V !——.-.———- |||||||||1|||||||||2

12345678901234567890 +—————————————————+ Lives: 2 | Treasures: 0 | Moves Remaining: 7 +—————————————————+ Next Move [1-20]: 15 ===============> [&] !!! BOOOOOM !!! [&] ===============> [&] $$$ Life Insurance Payout!!! [&] V !——.-.—-&—– |||||||||1|||||||||2 12345678901234567890 +—————————————————+ Lives: 1 | Treasures: 1 | Moves

Remaining: 6 +—————————————————+ Next Move [1-20]: 20 ===============> [$] $$$ Found Treasure! $$$ [$] V !——.-.—-&—-$ |||||||||1|||||||||2 12345678901234567890 +—————————————————+ Lives: 1 | Treasures: 2 | Moves Remaining: 5 +—————————————————+ Next Move [1-20]: 8 ===============> Dope! You’ve been here before! V !——.-.—-&—-$ |||||||||1|||||||||2 12345678901234567890 +—————————————————+ Lives: 1 | Treasures: 2 | Moves

Remaining: 5 +—————————————————+ Next Move [1-20]: 3 ===============> [$] $$$ Found Treasure! $$$ [$] V !-$—-.-.—-&—-$ |||||||||1|||||||||2 12345678901234567890 +—————————————————+ Lives: 1 | Treasures: 3 | Moves Remaining: 4 +—————————————————+ Next Move [1-20]: 5 ===============> [!] !!! BOOOOOM !!! [!] No more LIVES remaining! V !-$-!–.-.—-&—-$ |||||||||1|||||||||2 12345678901234567890 +—————————————————+ Lives: 0 | Treasures: 3 |

Moves Remaining: 3 +—————————————————+ ################## # Game over! # ################## You should play again and try to beat your score! Reflection (50%) Instructions Record your answer(s) to the reflection question(s) in the provided “reflect.txt” text file 1. Were you successful in coding non-repetitive sections of logic in the game play portion of this workshop (drawing of the ruler, board, player position, etc.)? If so, how did you accomplish this (don’t provide your code in your answer)? If not, why?

Explain precisely what you struggled with and refer to the logic of the workshop to justify your answer.

2. Explain how the use of structures simplified your program. Provide proof of your argument by contrasting the alternatives – do not include code in your answer – you must explain in simple terms the impact the concept of structures has in our programming strategies.

3. Examine your code and determine the maximum number of levels of nesting (deepest) you ended up using in your program logic. Provide a simple indented outline that illustrates your answer (copy only the construct line for each level and do not include all the code within unless there is another nested construct). For example, two levels of nesting as an outline: if(horse != hen) { while(chickenPecks) { if(food == grain) { } } }

 

Part-2 Submission 1. Upload your source file “w7p2.c” to your matrix account 2. Upload your reflection file “reflect.txt” to your matrix account (to the same directory) 3. Login to matrix in an SSH terminal and change directory to where you placed your workshop source code.

4. Manually compile and run your program to make sure everything works properly: gcc -Wall w7p2.c -o w7 If there are no errors/warnings generated, execute it: w7 5. Run the submission command below (replace profname.proflastname with your professors Seneca userid and replace NAA with your section): ~profName.proflastname/submit 144w7/NAA_p2 6. Follow the on-screen submission instructions