Reputation:
the following function is part of sort of a game with questions and answers. I have a problem with the randomization of the questions by their complexity-some questions appear more than once and the first also appears in every level, which should not happen. Please help!
typedef struct
{
char question[300];
char date[30], author[30], ansr1[80], ansr2[80], ansr3[80], ansr4[80];
int id, correctAnsr, level;
} game;
typedef struct Node
{
game data;
struct Node* next;
} node;
void printRandom1(node *head)
{
if (isEmpty(head))
return;
srand(time(NULL));
node *result = head->data.question;
node *current = head;
int n;
for (n = 17; current != NULL; n++)
{
if (rand() % n == 0 && current->data.level == 0)
result = current->data.question;
current = current->next;
}
printf("%s\n", result);
int i, ans;
printf("1.-%s\n", result->data.ansr1);
printf("2.-%s\n", result->data.ansr2);
printf("3.-%s\n", result->data.ansr3);
printf("4.-%s\n", result->data.ansr4);
printf("Enter the correct answer: ");
scanf("%d", &ans);
if (ans == result->data.correctAnsr)
printf("CORRECT ANSWER!\n");
else
{
printf("WRONG ANSWER\n");
printf("GAME OVER");
printf("The correct answer is: %d\n", result->data.correctAnsr);
return menu();
exit(1);
}
}
Upvotes: 0
Views: 60
Reputation: 8116
Ad "some questions appear more than once": this is because you do not track used questions anyhow -- your random choice method always selects from the list of all questions (regardless if they have already been asked or not).
Ad "first also appears in every level": my bet is that your random choice method (which is quite strange) is not guaranteed to select a question (i.e. the result = current->data.question
part may not be executed with quite high probability). The initial value of result
is kept in this case (which happens to be the first question).
Below is a modified version of your code. Some remarks:
counting the number of questions in linked list is added. It is needed for the random choice which selects among the answers with equal probability (to be correct -- there is some negligible bias, but probably not important here)
used answers are tracked in a new linked-list
there is no level logic implemented. You may want to remove questions with inappropriate level from the linked list at the beginning of the game
the current
variable is a pointer-to-a-pointer which simplifies the unlinking process (you do not need to keep the previous entry pointer this way)
Code:
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
typedef struct
{
char question[300];
char date[30], author[30], ansr1[80], ansr2[80], ansr3[80], ansr4[80];
int id, correctAnsr, level;
} question;
typedef struct questionListNode {
question data;
struct questionListNode* next;
} questionListNode;
typedef struct {
questionListNode* headAvailable; // Your former head variable
questionListNode* headUsed; // Initialize this to NULL
int numberOfAvailableNodes; // Number of nodes in headAvailable
int numberOfCorrectAnswers; // Number of nodes in headUsed
} game;
void printRandom1(game* currentGame)
{
if (currentGame->headAvailable == NULL || currentGame->numberOfAvailableNodes <= 0) {
printf("No more questions, you've won!\n");
exit(1);
}
srand(time(NULL)); // Consider moving this to the start of main()
int chosenIndex = rand() % currentGame->numberOfAvailableNodes;
questionListNode** current = &(currentGame->headAvailable);
while ((chosenIndex > 0) && (*current != NULL)) { // the second check is for safety
current = &((*current)->next);
chosenIndex--;
}
questionListNode* currentQuestion = (*current);
if (currentQuestion == NULL) {
printf("Internal error: available count mismatch!\n");
exit(1);
}
printf("%s\n", currentQuestion->data.question);
int i, ans;
printf("1.-%s\n", currentQuestion->data.ansr1);
printf("2.-%s\n", currentQuestion->data.ansr2);
printf("3.-%s\n", currentQuestion->data.ansr3);
printf("4.-%s\n", currentQuestion->data.ansr4);
printf("Enter the correct answer: ");
scanf("%d", &ans);
if (ans != currentQuestion->data.correctAnsr) {
printf("WRONG ANSWER\n");
printf("GAME OVER\n");
printf("The correct answer is: %d\n", currentQuestion->data.correctAnsr);
exit(1);
}
printf("CORRECT ANSWER!\n");
// Remove currentQuestion from the available list
(*current) = currentQuestion->next;
// Put currentQuestion into used list
currentQuestion->next = currentGame->headUsed;
currentGame->headUsed = currentQuestion;
// Update counters
currentGame->numberOfAvailableNodes--;
currentGame->numberOfCorrectAnswers++;
}
int main(int c, char** t)
{
game g;
g.headAvailable = NULL;
g.headUsed = NULL;
g.numberOfAvailableNodes = 0;
g.numberOfCorrectAnswers = 0;
questionListNode q1 = { { "Question 1", "", "", "A1*", "B1", "C1", "D1", 1, 1, 0 }, NULL };
questionListNode q2 = { { "Question 2", "", "", "A2", "B2*", "C2", "D2", 2, 2, 0 }, &q1 };
questionListNode q3 = { { "Question 3", "", "", "A3", "B3*", "C3", "D3", 3, 2, 0 }, &q2 };
g.headAvailable = &q3;
g.numberOfAvailableNodes = 3;
while (1)
printRandom1(&g);
}
Some additional (random) notes:
I am not sure linked-list is the best data structure for this task
Consider naming your typedefs with some prefix (e.g. t_game
, t_node
)
If you wanted to re-start the game (instead of exit()
) you would need to join the two linked lists back together and reset the counters
Good luck!
Disclaimer: I did not spend that much time checking the code so please take it just as an example...
Upvotes: 1