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411 REFERENCE · Wikibooks

A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise/Skeleton code/2012 Exam/Section D

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

When you first run your code you will probably find that everything appears to work. Don't be deceived, try and put incorrect menu choices in, try and move your character outside the map. We have a lot to fix and any errors are very likely to come up as questions in the exam, where you have to fix them! Adjustments to the code Miscellaneous How to resume in a game There are 3 steps of resuming in the game. 1. This is the code to be created: Function gameinprogress(ByVal MonsterPosition As CellReference) As Boolean using monsterposition as a test to see if game in progress If MonsterPosition.NoOfCellsEast <> 0 Then gameinprogress = True Else gameinprogress = False End If End Function You need to create this code[ABOVE CODE AS SHOWN] under the code BELOW: Module Module1 Const NoOfTraps = 2 Const NSDistance = 5 Const WEDistance = 7 2. Then change from this: Sub DisplayMenu() Console.WriteLine("MAIN MENU") Console.WriteLine() Console.WriteLine("1. Start new game") Console.WriteLine("2. Load game") Console.WriteLine("3. Save game") Console.WriteLine("4. Play training game") Console.WriteLine("9. Quit") Console.WriteLine() Console.Write("Please enter your choice: ") End Sub To this: Sub DisplayMenu(ByVal MonsterPosition as cellreference) Console.WriteLine("MAIN MENU") Console.WriteLine() Console.WriteLine("1. Start new game") Console.WriteLine("2. Load game") Console.WriteLine("3. Save game") Console.WriteLine("4. Play training game") If gameinprogress(monsterposition) then console.writeline(“5. Resume game”) Console.WriteLine("9. Quit") Console.WriteLine() Console.Write("Please enter your choice: ") End Sub 3. After, create a case 5: DisplayMenu() Choice = GetMainMenuChoice() Select Case Choice Case 1 SetUpGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake, True) PlayGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) Case 2 LoadGame(TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) SetUpGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake, False) PlayGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) Case 3 : SaveGame(TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) Case 4 SetUpTrainingGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) PlayGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) End Select Loop Until Choice = 9 End Sub This is what you put in case 5: Case 5 If gameinprogress(MonsterPosition) Then PlayGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) Else Console.WriteLine("no game currently in progress") End If In a test game display the position of monster, flask and traps from the start so user can see them when moving around the map Adding a cheat feature to see all cavern items First, you need to declare a boolean variable to the code to allow it to have an enable function. Const NoOfTraps = 2 Const NSDistance = 5 Const WEDistance = 7 Dim Cheating As Boolean = False 'Placed here for it to be global' We then need to allow the an input to take place so we add it to sub makemove. Case "E" PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 Case "C" If Cheating = False Then Cheating = True 'Allows cheat to have an on and off function' Else Cheating = False End If End Select We then need to allow the input to be valid.(Section is Sub CheckValidMove) If Not (Direction = "N" Or Direction = "S" Or Direction = "W" Or Direction = "E" Or Direction = "M" Or Direction = "C") Then ValidMove = False End If Finally, we need to make it when cheat = true, then it will display all the cavern items. This is added to the sub DisplayCavern. Dim Count1 As Integer Dim Count2 As Integer For Count1 = 1 To NSDistance Console.WriteLine(" ------------- ") If Cheating = True Then For Count2 = 1 To WEDistance Console.Write("|" & Cavern(Count1, Count2)) Next Else For Count2 = 1 To WEDistance If Cavern(Count1, Count2) = " " Or Cavern(Count1, Count2) = "*" Or (Cavern(Count1, Count2) = "M" And MonsterAwake) Then Console.Write("|" & Cavern(Count1, Count2)) Else Console.Write("| ") End If Next End If Console.WriteLine("|") Movement Stop player moving off the edge of the map, catch the error There are limits to where the player can move, on the x axis, it is all spaces above and including 1, and all spaces below and including NoOfCellsEast: 1 =< x =< NoOfCellsEast on the y axis, it is all spaces above and including 1, and all spaces below and including NoOfCellsSouth 1 =< y =< NoOfCellsSouth Using this knowledge we need to stop the MakeMove subroutine allowing the user to move outside these bounds. Think about why PlayerPosition has been passed to CheckValidMove sub, and that it isn't currently being used. Could the check be done there? At the moment to check that it is a valid move it uses: If Not (Direction = "N" Or Direction = "S" Or Direction = "W" Or Direction = "E" Or Direction = "M") Then ValidMove = False End If But this doesn't take into account the times when an attempted move is not valid, for example when the player chooses N (UP) when they are in the first row (row 1): Direction = "N" And PlayerPosition.NoOfCellsSouth = 1 We need to update the IF STATEMENT above that sets ValidMove = False, to: If Direction = "N" And PlayerPosition.NoOfCellsSouth = 1 Then ValidMove = False ElseIf Direction = "S" And PlayerPosition.NoOfCellsSouth = NSDistance Then ValidMove = False ElseIf Direction = "E" And PlayerPosition.NoOfCellsEast = WEDistance Then ValidMove = False ElseIf Direction = "W" And PlayerPosition.NoOfCellsEast = 1 Then ValidMove = False End If Also we might want to add a little feedback to PlayGame sub, highlighting when moves are not valid. We need to add the following code above the line that says: Loop Until ValidMove If Not ValidMove Then Console.WriteLine("Invalid Move. Try again") End If Loop Until ValidMove 'this line already exists! For Pascal Function CheckValidMove(PlayerPosition : TCellReference; Direction : Char) : Boolean; Var ValidMove : Boolean; Begin ValidMove := True; If Not (Direction In ['N','S','W','E','M']) Then ValidMove := False; If (Direction = 'N') And (PlayerPosition.NoOfCellsSouth = 1) Then ValidMove := False; If (Direction = 'W') And (PlayerPosition.NoOfCellsEast = 1) Then ValidMove := False; If (Direction = 'E') And (PlayerPosition.NoOfCellsEast = WEDistance) Then ValidMove := False; If (Direction = 'S') And (PlayerPosition.NoOfCellsSouth = NSDistance) Then ValidMove := False; If ValidMove = False Then Writeln('This move is invalid, please move in cavern'); Repeat GetMove Until ValidMove = True; CheckValidMove := ValidMove; End; Make it so the monster moves automatically instead of the user having to input two characters for the monster to complete its moves. Cagey play. Remove the 3 lines Console.WriteLine() Console.WriteLine("Press Enter key to continue") Console.ReadLine() from: Do MakeMonsterMove(Cavern, MonsterPosition, FlaskPosition, PlayerPosition) Eaten = CheckIfSameCell(MonsterPosition, PlayerPosition) Console.WriteLine() Console.WriteLine("Press Enter key to continue") Console.ReadLine() DisplayCavern(Cavern, MonsterAwake) Count = Count + 1 Loop Until Count = 2 Or Eaten And replace them with: Threading.Thread.Sleep(1000) 'wait for 1 second If this question is going to be asked it is very unlikely that you'll be asked to remember the sleep command, and you'll probably be given it Allow the player to move diagonally Sub MakeMove(ByRef Cavern(,) As Char, ByVal Direction As Char, ByRef PlayerPosition As CellReference) Cavern(PlayerPosition.NoOfCellsSouth, PlayerPosition.NoOfCellsEast) = " " Dim Counter As Integer = 0 If CheckValidMove(Direction, PlayerPosition) = True Then Select Case Direction Case "N" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth - 1 Case "S" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth + 1 Case "W" PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast - 1 Case "E" PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 Case "9" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth - 1 PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 Case "7" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth - 1 PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast - 1 Case "3" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth + 1 PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 Case "1" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth + 1 PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast - 1 End Select End If Cavern(PlayerPosition.NoOfCellsSouth, PlayerPosition.NoOfCellsEast) = "*" End Sub Allow the player to move diagonally using ["NE", "SE", "SW", "NW"] First you'll need to add the case for the new commands to be recognised in the MakeMove sub-routine: Sub MakeMove(ByRef Cavern(,) As Char, ByVal Direction As String, ByRef PlayerPosition As CellReference) Cavern(PlayerPosition.NoOfCellsSouth, PlayerPosition.NoOfCellsEast) = " " Select Case Direction Case "N" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth - 1 Case "S" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth + 1 Case "W" PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast - 1 Case "E" PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 Case "NE" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth - 1 PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 Case "SE" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth + 1 PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 Case "SW" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth + 1 PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast - 1 Case "NW" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth - 1 PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast - 1 End Select Cavern(PlayerPosition.NoOfCellsSouth, PlayerPosition.NoOfCellsEast) = "*" End Sub But this doesn't work! Can you spot why? It is because the variables MoveDirection, Move and the GetMove() Function have been declared as a Char (accepting only ONE character) and each time 'Direction' has been passed, it has passed as a Char also. They all need to be changed (inefficiently in terms of memory) to the String data type to allow the user to type more than one character to move the position of the player (i.e. "NE", "SE", "SW", "NW"). Use 'Ctrl + F' (Find and Replace box should appear) to find and replace all of the Char datatypes to String for ONLY the following variables or Function: Replace 'GetMove() As Char' to 'GetMove() As String' Replace 'Dim Move As Char' to 'Dim Move As String' Replace 'Dim MoveDirection As Char' to 'Dim MoveDirection As String' in the PlayGame sub-routine Replace 'Direction As Char' to 'Direction As String' in the MakeMove procedure and the CheckValidMove function. Of course you must also update the move options here: Sub DisplayMoveOptions() Console.WriteLine() Console.WriteLine("Enter N to move NORTH") Console.WriteLine("Enter E to move EAST") Console.WriteLine("Enter S to move SOUTH") Console.WriteLine("Enter W to move WEST") Console.WriteLine("Enter NE to move NORTH-EAST") Console.WriteLine("Enter SE to move SOUTH-EAST") Console.WriteLine("Enter SW to move SOUTH-WEST") Console.WriteLine("Enter NW to move NORTH-WEST") Console.WriteLine("Enter M to return to the Main Menu") Console.WriteLine() End Sub Change the keys that move the player from ["N", "E", "S", "W"] to ["W", "D", "S", "A"] respectively. There are 3 sub-routines that need to be edited for this. First the sub-routine that writes out move options on the screen for the user: Sub DisplayMoveOptions() Console.WriteLine() Console.WriteLine("Enter W to move NORTH") Console.WriteLine("Enter D to move EAST") Console.WriteLine("Enter S to move SOUTH") Console.WriteLine("Enter A to move WEST") Console.WriteLine("Enter M to return to the Main Menu") Console.WriteLine() End Sub Second, the MakeMove sub-routine which actually processes the movement of the player when a key is pressed: Sub MakeMove(ByRef Cavern(,) As Char, ByVal Direction As Char, ByRef PlayerPosition As CellReference) Cavern(PlayerPosition.NoOfCellsSouth, PlayerPosition.NoOfCellsEast) = " " Select Case Direction Case "W" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth - 1 Case "S" PlayerPosition.NoOfCellsSouth = PlayerPosition.NoOfCellsSouth + 1 Case "A" PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast - 1 Case "D" PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 End Select Cavern(PlayerPosition.NoOfCellsSouth, PlayerPosition.NoOfCellsEast) = "*" End Sub Lastly, the CheckValidMove which simply checks if the key they have pressed is a valid choice: Function CheckValidMove(ByVal PlayerPosition As CellReference, ByVal Direction As Char) As Boolean Dim ValidMove As Boolean ValidMove = True If Not (Direction = "W" Or Direction = "S" Or Direction = "A" Or Direction = "D" Or Direction = "M") Then ValidMove = False End If CheckValidMove = ValidMove End Function During a game press "T" to teleport, this can only be used once First we need to create a subroutine to teleport the user. This will need access to the playerPosition so we can update it, and the GetNewRandomPosition function so we can randomly assign a new position: But this won't let the player teleport to position[1,1]?! Sub teleport(ByRef PlayerPosition As CellReference) PlayerPosition = GetNewRandomPosition() End Sub Now we have declared the sub routine we must create an option in the MakeMove subroutine to to handle pressing "T": Case "T" teleport(PlayerPosition) End Select We must add the "T" option to the DisplayMoveOptions sub routine: Console.WriteLine("Enter W to move WEST") Console.WriteLine("Enter T to move Teleport") Console.WriteLine("Enter M to return to the Main Menu") And finally we must allow the "T" option to be a CheckValidMove sub routine: If Not (Direction = "N" Or Direction = "S" Or Direction = "W" Or Direction = "E" Or Direction = "M" Or Direction = "T") Then ValidMove = False End If With this code the player can teleport as many times as they like. An additional boolean variable is needed if the player is only going to be allowed to teleport once. The record structure will also need changing. Possibly too many changes for the exam? Alternative way and to allow to ONLY teleport once: We need to make a boolean variable to see if we used teleport or if we didnt, true or false: Module Module1 Const NoOfTraps = 2 Const NSDistance = 5 Const WEDistance = 7 Dim Teleport As Boolean = True ''Create here as we will have to use it throughout the program code Then we need to add a menu option here: Console.WriteLine("Enter W to move WEST") Console.WriteLine("Enter T to TELEPORT") '<----- We need to add a Display option for the user to see Console.WriteLine("Enter M to return to the Main Menu") Console.WriteLine() Then we Have to add a code to allow to teleport to a new random position Case "E" PlayerPosition.NoOfCellsEast = PlayerPosition.NoOfCellsEast + 1 Case "T" PlayerPosition = GetNewRandomPosition() ' Makes the current player position a new random position. Teleport = False ' used to show that once we use teleport it becomes unuseable agian ... changes to false. End Select Now we need to update the code that checks if its a valid move. IT has to be "T" and teleport has to be = "True" Function CheckValidMove(ByVal PlayerPosition As CellReference, ByVal Direction As Char) As Boolean Dim ValidMove As Boolean ValidMove = True If Not (Direction = "N" Or Direction = "S" Or Direction = "W" Or Direction = "E" Or Direction = "M" Or Direction = "T" And Teleport = True) Then ' add a validation check ValidMove = False End If CheckValidMove = ValidMove End Function Next we need to fix a small problem to allow user to go back to the main menu, start a new game and BE ABLE to teleport once again since its a new game. Sub PlayGame(ByRef Cavern(,) As Char, ByVal TrapPositions() '..... ect Dim Count As Integer Dim Eaten As Boolean Dim FlaskFound As Boolean Dim MoveDirection As Char Dim ValidMove As Boolean Eaten = False FlaskFound = False DisplayCavern(Cavern, MonsterAwake) Do Do DisplayMoveOptions() MoveDirection = GetMove() ValidMove = CheckValidMove(PlayerPosition, MoveDirection) Loop Until ValidMove If MoveDirection <> "M" Then Teleport = True ''''' This resets the ability to Teleport if user goes to main menu and starts a new game it will let him. MakeMove(Cavern, MoveDirection, PlayerPosition) DisplayCavern(Cavern, MonsterAwake) FlaskFound = CheckIfSameCell(PlayerPosition, FlaskPosition) OR*** (Visual Basic) Function CheckValidMove(ByVal PlayerPosition As CellReference, ByVal Direction As Char) As Boolean Dim ValidMove As Boolean ValidMove = True If Not (Direction = "N" Or Direction = "S" Or Direction = "W" Or Direction = "E" Or Direction = "M") Then ValidMove = False End If If Direction = "N" And PlayerPosition.NoOfCellsSouth = 1 Then ValidMove = False End If CheckValidMove = ValidMove End Function Input Validation Update the code to accept upper and lower case direction inputs In the GetMove function change the line: Move = Console.ReadLine to: Move = UCase(Console.ReadLine) 'Or Move = Console.ReadLine.ToUpper 'Or in python 3 Move = input().upper() 'Or in Java move = Character.toUpperCase(move); This converts whatever the input is into an Upper Case letter Collect menu choices as char rather than integer so that they can be validated and letter entry doesn't crash the program To stop the menu breaking on you typing in "g" or "one" we have to change the code in several places: We then need to catch any errors when the program converts the input into an Integer by adjusting the GetMainMenuChoice() function: Function GetMainMenuChoice() As Integer Dim Choice As String Try Choice = CInt(Console.ReadLine()) Console.WriteLine() GetMainMenuChoice = Choice Catch ex As Exception GetMainMenuChoice = 0 'return an in valid number if not a number End Try End Function This should work. But to make it even better we should probably give an error message to tell them when they have typed in an incorrect menu choice if the number is incorrect. Take a look at the Main() function again and at the case statement. We are going to add an else case that will handle any incorrect input: Case 4 SetUpTrainingGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) PlayGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) Case Else Console.WriteLine("Please enter a valid numeric value") End Select Make it so an inappropriate menu entry brings up an error message Change the GetMainMenuChoice function to: Function GetMainMenuChoice() As Integer Dim Choice As Integer Do Choice = CInt(Console.ReadLine()) Console.WriteLine() GetMainMenuChoice = Choice If Choice < 1 Or (Choice > 4 And Not Choice = 9) Then Console.WriteLine("You must choice a value between 1 & 4 or enter 9." & vbNewLine) End If Loop Until (Choice >= 1 And Choice <= 4) Or Choice = 9 End Function For Pascal Function GetMainMenuChoice : Integer; Var Choice : Integer; Begin Readln(Choice); Writeln; GetMainMenuChoice := Choice; If (Choice < 1) Or (Choice > 4) And (Choice <> 9) Then Writeln('You must choose a value between 1 and 4 or enter 9'); End; Adding a TYPE Check validation (try/catch) to GetMenuChoice will stop runtime exceptions being thrown Make it so an input that cannot be converted to integer doesn't crash the program Change the GetMainMenuChoice function to: Function GetMainMenuChoice() As Integer Dim Choice As Integer Dim ValidChoice As Boolean = False Do Try 'type check Choice = CInt(Console.ReadLine()) Console.WriteLine() GetMainMenuChoice = Choice 'range check If (Choice >= 1 And Choice <= 4) Or Choice = 9 Then ValidChoice = True Else ValidChoice = False End If Catch ex As Exception ValidChoice = False End Try If ValidChoice = False Then Console.WriteLine("You Must Choose A Value Between 1 & 4 Or 9") Console.WriteLine() Console.Write("Please enter your choice: ") End If Loop Until ValidChoice = True End Function Make it so an invalid move command brings up an error message We might want to add a little feedback to PlayGame sub, highlighting when moves are not valid If Not ValidMove Then Console.WriteLine("Invalid Move. Try again") End If Loop Until ValidMove Loading and Saving When saving in the main menu give the option to resume the game Make it so selecting to load a non-existent file doesn't crash the program A simple solution: Case 2 Try LoadGame(TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) SetUpGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake, False) PlayGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) Catch ex As Exception Console.WriteLine("wrong file name, try again" & vbNewLine) End Try Case 3 : SaveGame(TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) Count the number of moves taken before the player is eaten or finds the lamp and display this In playGame method //add to top { int moveCounter = 0; } add in if statement if (moveDirection != 'M' && validMovement(moveDirection, playerPosition)==true) { moveCounter++; makeMove(cavern, moveDirection, playerPosition); displayCavern(cavern, monsterAwake); ... } add in the if Statement for flaskfound if (flaskfound) { displayWonGameMessage(); console.println("You completed the game in "+moveCounter+" moves); } How to do for VB.net Sub PlayGame(ByRef Cavern(,) As Char, ByVal TrapPositions() As CellReference, ByRef MonsterPosition As CellReference, ByRef PlayerPosition As CellReference, ByRef FlaskPosition As CellReference, ByRef MonsterAwake As Boolean) Dim Count As Integer Dim Eaten As Boolean Dim FlaskFound As Boolean Dim MoveDirection As Char Dim ValidMove As Boolean Dim moveCounter As Integer '<----DECLARE THE COUNTER Eaten = False FlaskFound = False DisplayCavern(Cavern, MonsterAwake) Do Do DisplayMoveOptions() MoveDirection = GetMove() ValidMove = CheckValidMove(PlayerPosition, MoveDirection) Loop Until ValidMove If MoveDirection <> "M" Then MakeMove(Cavern, MoveDirection, PlayerPosition) DisplayCavern(Cavern, MonsterAwake) moveCounter = moveCounter + 1 '<---- MAKE THE COUNTER INCREASE BY 1 AFTER EACH MOVE FlaskFound = CheckIfSameCell(PlayerPosition, FlaskPosition) If FlaskFound Then DisplayWonGameMessage(moveCounter) '<---- ADD THIS End If Then we add the score to the win message Sub DisplayWonGameMessage(ByVal moveCounter As Integer) '<--- ADD THIS Console.WriteLine("Well done! You have found the flask containing the Styxian potion." & vbNewLine & "You have completed the game in " & moveCounter & " turns") <----ADD COUNTER TO THE WIN MESSAGE Console.WriteLine("You have won the game of MONSTER!") Console.WriteLine() End Sub Another thought - what about if the game is saved. Wouldn't we also need to save the number of moves?? If so, this makes the problem considerably more difficult as it involves changing the record structure. Make sure that a filename is entered when saving a game Sub SaveGame(ByVal TrapPositions() As CellReference, ByVal MonsterPosition As CellReference, ByVal PlayerPosition As CellReference, ByVal FlaskPosition As CellReference, ByVal MonsterAwake As Boolean) Dim Filename As String Dim FileCheck As Integer Dim CurrentGameData As GameData CurrentGameData.TrapPositions = TrapPositions CurrentGameData.MonsterPosition = MonsterPosition CurrentGameData.PlayerPosition = PlayerPosition CurrentGameData.FlaskPosition = FlaskPosition CurrentGameData.MonsterAwake = MonsterAwake Do While FileCheck < 4 Console.Write("Enter new file name: ") Filename = Console.ReadLine FileCheck = Len(Filename) If FileCheck > 4 Then Console.WriteLine() FileOpen(1, Filename, OpenMode.Binary, OpenAccess.Write) FilePut(1, CurrentGameData) FileClose(1) Else Console.WriteLine() Console.WriteLine("You need a save name of at least four characters!") Console.WriteLine() End If Loop End Sub Adapt LoadGame so that it checks to ensure that the entered filename exists and that the file is a valid saved game. Adapt SaveGame so that it checks to ensure that the current game has not already been completed. Menu Additions Add a menu choice 5 to "display story" or display instructions You must add the option to the main menu: Sub DisplayMenu() Console.WriteLine("MAIN MENU") Console.WriteLine("1. Start new game") Console.WriteLine("2. Load game") Console.WriteLine("3. Save game") Console.WriteLine("4. Play training game") Console.WriteLine("5. Display storyline") Console.WriteLine("9. Quit") Console.WriteLine() Console.Write("Please enter your choice: ") End Sub We must create a sub routine to display the story: Sub DisplayStory() Console.WriteLine("STORY STORY STORY STORY STORY") End Sub We must add the option to display the story to the main menu system in the main() subroutine: PlayGame(Cavern, TrapPositions, MonsterPosition, PlayerPosition, FlaskPosition, MonsterAwake) Case 5 DisplayStory() ' subroutine call End Select Other Change the size of the map Module Module1 Const NoOfTraps = 2 Const NSDistance = 10 'Change this Const WEDistance = 10 'Change this 'Also need to change the number of "----" to this For Count1 = 1 To NSDistance Console.WriteLine(" ------------------- ") For Count2 = 1 To WEDistance If Cavern(Count1, Count2) = " " Or Cavern(Count1, Count2) = "*" Or (Cavern(Count1, Count2) = "M" And MonsterAwake) Then Console.Write("|" & Cavern(Count1, Count2)) Else Console.Write("| ") End If Next Console.WriteLine("|") Next Console.WriteLine(" ------------------- ") Console.WriteLine() End If 'Second Option Sub DisplayCavern(ByVal Cavern(,) As Char, ByVal MonsterAwake As Boolean) Dim Count1 As Integer Dim Count2 As Integer For Count1 = 1 To NSDistance Console.Write(" ") For count = 1 To WEDistance If count < WEDistance Then Console.Write("--") Else Console.WriteLine("-") End If Next For Count2 = 1 To WEDistance If Cavern(Count1, Count2) = " " Or Cavern(Count1, Count2) = "*" Or (Cavern(Count1, Count2) = "M" And MonsterAwake) Then Console.Write("|" & Cavern(Count1, Count2)) Else Console.Write("| ") End If Next Console.WriteLine("|") Next Console.Write(" ") For count = 1 To WEDistance If count < WEDistance Then Console.Write("--") Else Console.WriteLine("-") End If Next Change the number of traps. What is the problem with the current code? the number of traps is hard coded in: Const NoOfTraps = 2 But later it is not used when cycling through the traps, this means that if you adjust the number of traps then the code will not include any more than two and break on any less than two. However the number of traps must remain a constant and not changed at runtime as it is used to create the TrapPositions array. REMOVE: MonsterAwake = CheckIfSameCell(PlayerPosition, TrapPositions(1)) If Not MonsterAwake Then MonsterAwake = CheckIfSameCell(PlayerPosition, TrapPositions(2)) End If AND MAKE THE CHANGES IN HERE: Eaten = CheckIfSameCell(MonsterPosition, PlayerPosition) For Count = 1 To NoOfTraps '<-- Add this! If Not MonsterAwake And Not FlaskFound And Not Eaten Then MonsterAwake = CheckIfSameCell(PlayerPosition, TrapPositions(Count)) '<--Change TrapPosition to count! End If Next If MonsterAwake Then DisplayTrapMessage() DisplayCavern(Cavern, MonsterAwake) End If Final Question The final question of the exam is usually an extend and stretch question. It won't require you to code anything, but to discuss how you would code the solution to the problem if you had the time: In order to make the game more playable, it has been decided to make the cavern have different levels. This means that the player will be able to move up or down in some parts on the cavern. This means that the player will be offered the choices Enter N to move NORTH Enter E to move EAST Enter S to move SOUTH Enter W to move WEST Enter U to move UP Enter D to move DOWN Enter M to return to the Main Menu Describe the changes necessary to the following data structures in order to make this possible. TCellReference TCavern TGameData