Question
I don't know where to start on this assignment. If I could get some guidance that will be helpful. This assignment asks you to write
I don't know where to start on this assignment. If I could get some guidance that will be helpful.
This assignment asks you to write a simple game akin to old text adventure games like Adventure: http://en.wikipedia.org/wiki/Colossal_Cave_Adventure (http://en.wikipedia.org/wiki/Colossal_Cave_Adventure) You'll write two programs that will introduce you to programming in C on UNIX based systems, and will get you familiar with reading and writing files.
Overview This assignment is split up into two C programs (no other languages is allowed). The first program (hereafter called the "rooms program") will be contained in a file named "
Specifications
Rooms Program The first thing your rooms program must do is generate 7 different room files, one room per file, in a directory called "
The Game Now lets describe what should be presented to the player in the game. Once the rooms program has been run, which generates the room files, the game program can then be run. This program should present an interface to the player. Note that the room data must be read back into the program from the previouslygenerated room files, for use by the game. Since the rooms program may have been run multiple times before executing the game, your game should use the most recently created files: perform a stat() function call (https://linux.die.net/man/2/stat) on rooms directories in the same directory as the game, and open the one with most recent st_mtime component of the returned stat struct. This player interface should list where the player current is, and list the possible connections that can be followed. It should also then have a prompt. Here is the form that must be used: CURRENT LOCATION: XYZZY POSSIBLE CONNECTIONS: PLOVER, Dungeon, twisty. WHERE TO? > The cursor should be placed just after the > sign. Note the punctuation used: colons on the first two lines, commas on the second line, and the period on the second line. All are required. When the user types in the exact name of a connection to another room (Dungeon, for example), and then hits return, your program should write a new line, and then continue running as before. For example, if Ityped twisty above, here is what the output should look like: CURRENT LOCATION: XYZZY POSSIBLE CONNECTIONS: PLOVER, Dungeon, twisty. WHERE TO? >twisty CURRENT LOCATION: twisty POSSIBLE CONNECTIONS: PLOVER, XYZZY, Dungeon, PLUGH. WHERE TO? > If the user types anything but a valid room name from this location (case matters!), the game should return an error line that says HUH? I DONT UNDERSTAND THAT ROOM. TRY AGAIN., and repeat the current location and prompt, as follows: CURRENT LOCATION: XYZZY POSSIBLE CONNECTIONS: PLOVER, Dungeon, twisty. WHERE TO? >Twisty HUH? I DONT UNDERSTAND THAT ROOM. TRY AGAIN. CURRENT LOCATION: XYZZY POSSIBLE CONNECTIONS: PLOVER, Dungeon, twisty. WHERE TO? > Trying to go to an incorrect location does not increment the path history or the step count. Once the user has reached the End Room, the game should indicate that it has been reached. It should also print out the path the user has taken to get there, the number of steps taken (not the number of rooms visited, which would be one higher because of the start room), a congratulatory message, and then exit. Note the punctuation used in the complete example below: we're looking for the same punctuation in your program. When your program exits, set the exit status code to 0, and leave the rooms directory in place, so that it can be examined. If you need to use temporary files (you probably won't), place them in the directory you create, above. Do not leave any behind once your program is finished. We will not test for early termination of your program, so you dont need to watch for those signals.
Time Keeping
Your game program must also be able to return the current time of day by utilizing a second thread and mutex(es). I recommend you complete all other portions of this assignment first, then add this mutex-based timekeeping component last of all. Use the classic pthread library for this simple multithreading, which will require you to use the "-lpthread" compile option switch with gcc (see below for compilation example). When the player types in the command "time" at the prompt, and hits enter, a second thread must write the current time in the format shown below (use strftime() (https://linux.die.net/man/3/strftime) for the formatting) to a file called "currentTime.txt", which should be located in the same directory as the game. The main thread will then read this time value from the file and print it out to the user, with the next prompt on the next line. I recommend you keep the second thread running during the execution of the main program, and merely wake it up as needed via this "time" command. In any event, at least one mutex must be used to control execution between these two threads. To help you know if you're using it right, remember these key points about mutexes: They're only useful if ...lock() is being called in multiple threads (i.e. having the only ...lock() and ...unlock() calls occur in one thread isn't using the mutex for control). Mutexes allow threads to jockey for contention by having multiple locks (attempt to be) established. So, perhaps the main thread locks a mutex, then spawns the second thread (whose first action is to attempt to gain control of the mutex by calling ...lock(), which blocks the second thread). How is the second thread started up again? By the first thread calling ...unlock(). A thread can be told to wait for another to complete with the ...join() function, resuming execution when the other thread finally terminates.
Using the time command does not increment the path history or the step count. Do not delete the currentTime.txt file after your program completes - it will be examined by the grading TA. Here is an example of the "time" command being run in-game: CURRENT LOCATION: XYZZY POSSIBLE CONNECTIONS: PLOVER, Dungeon, twisty. WHERE TO? >time 1:03pm, Tuesday, September 13, 2016 WHERE TO? > Complete Example Here is a complete example of the game being compiled and run, including the building of the rooms. Note the time command, incorrect spelling of a room name, the winning messages and formatting, and the return to the prompt with some examination commands following: $ gcc o smithj.buildrooms smithj.buildrooms.c $ smithj.buildrooms $ gcc o smithj.adventure smithj.adventure.c lpthread $ smithj.adventure CURRENT LOCATION: XYZZY POSSIBLE CONNECTIONS: PLOVER, Dungeon, twisty. WHERE TO? >Twisty HUH? I DONT UNDERSTAND THAT ROOM. TRY AGAIN. CURRENT LOCATION: XYZZY POSSIBLE CONNECTIONS: PLOVER, Dungeon, twisty. WHERE TO? >time 1:03pm, Tuesday, September 13, 2016 WHERE TO? >twisty CURRENT LOCATION: twisty POSSIBLE CONNECTIONS: PLOVER, XYZZY, Dungeon, PLUGH. WHERE TO? >Dungeon YOU HAVE FOUND THE END ROOM. CONGRATULATIONS! YOU TOOK 2 STEPS. YOUR PATH TO VICTORY WAS: twisty Dungeon $ echo $? 0 $ ls currentTime.txt smithj.adventure smithj.adventure.c smithj.buildrooms smithj.buildrooms.c smithj.rooms.19903 $ ls smithj.rooms.19903 Crowther_room Dungeon_room PLUGH_room PLOVER_room twisty_room XYZZY_room Zork_room $ cat smithj.rooms.19903/XYZZY_room ROOM NAME: XYZZY CONNECTION 1: PLOVER CONNECTION 2: Dungeon CONNECTION 3: twisty ROOM TYPE: START_ROOM
Hints
Youll need to figure out how to get C to read input from the keyboard, and pause until input is received. I recommend you use the getline() function. Youll also get the chance to become proficient reading and writing files. You may use either the older open(), close(), lseek() method of manipulating files, or the STDIO standard input library methods that use fopen(), fclose(), and fseek(). Remember that you cannot copy a string with the assignment operator (=) in C! You'll need to copy strings around using a member of the strcpy() family. Don't confuse string pointers with the character data itself. I HIGHY recommend that you develop this program directly on our class server (see our home page). Doing so will prevent you from having problems transferring the program back and forth, which can cause compatibility issues. If you do see ^M characters all over your files, try this command: $ dos2unix bustedFile What to Turn In and When What youll submit is a .zip file that contains both of your correctly named programs, which compile according to the instructions given above. Comment well, often, and verbosely, approximately every four or five lines or so, as appropriate: we want to see that you are telling us WHY you are doing things, in addition to telling us WHAT you are doing.
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