oregon trail

The game will work as follows:
 The game will boot into a short “splash screen” asking for input to start, quit, or displayinstructionso Instructions will explain how to play the gameo Starting the game will display the viewport, and ask for the first input
 The user will begin to traverse the map to attempt to successfully cross the Oregon Trail
o The game will take input as “up/down/left/right” from the user to move to a newsquare, or “exit” to allow the user to quit the game  The viewport is displayed to the player along with his current food status and coordinates onstartup and after each action. Upon arriving on the square the user will encounter one of the followingo River – must be crossed/retreated from
 A river crossing will lose a constant amount of food (20) o Wild animals – may hunt/retreat  After an animal has been discovered, it will appear on the viewport until it ishunted  Retreating moves the player back to the previous square
 Hunting the animal will remove the animal from the viewport, and the playermoves into the new square  Hunting an animal requires a variable amount of days to heal, which will costfood, but food is also gained from the hunt. The following represents the totalfood change:
 Grizzly: -10 food  Boar: -5 food  Elk: -0 food  Hare: 5 food o Disease – will take time to rest, costing food:
 Cold: -5 food  Flu: -10 food  Dysentery: -15 food  Winning: o The player wins the game if he successfully traverses the Oregon Trailo This should display some sort of win screen which displays how much food the playerhad remaining o The screen should require an enter press to send the user back to the splash screen andallow the user to start the game again  Losing: o The player loses the game if he runs out of food at any point o This should display a lose screen, which requires an enter press to send the player backto the splash screen, and allow the user to start the game again
Implementation
Map The map will be read in from a file, which will be passed into the program using a command lineargument to the location of the file. (To run the program, you will execute something like “./hw3inputFile.txt”) The map will be read into 2-dimensional linked list of nodes, from which you will bederiving your viewport. Any changes made to the map (by hunting an animal) will be updated to thearray map. A sample input file has been given which defines N, M, amount of initial food, and the maplayout using the first letter of each danger as the marker (i.e. Grizzly is marked with G, Elk with E, Riverwith R, etc…). The map is surrounded by O’s, which is for an impassable ocean space. Anything beyondthe map is more ocean. Viewport Your viewport (MxM as defined in input file, M must be an ODD number) can be thought of as a mini map, or what the player can currently see. All squares except ocean, river, your starting point, and theend point are initially marked as undiscovered.Your viewport should reflect this by displaying a ‘U’ inthat square. You will print the viewport after each action. Discovered squares will display the threat thatis in the square. The viewport will be an MxM 2-dimensional linked list. The viewport will be constructed by copying eachnode from the original map into dynamic memory. Each node will only write back to the map wheneverthe player will be moving to where that node is no longer displayed. At that point, the node will copy itschanged contents back to the map, and then free itself from memory.If they viewport is large enough to see beyond the limits of the map, those squares should be filled witha temporary ocean node which will not be written back to the map. Node A node will be a struct object which contains the following variables: Threat: A union which contains either a disease or an animal. ThreatType: An enum which contains either “DISEASE” or “ANIMAL” XLocation : An integer of the x location in the map
YLocation: An integer of the y location in the map Discovered: A Boolean value as to whether or not the node has been discoveredNode*Up, *Down, *Left, *Right: 4 pointers to the nodes to the top, left, right, and below the node

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