Question: Must be in C language 7.17 (Simulation: The Tortoise and the Hare) In this problem, you will recreate one of the truly great moments in
Must be in C language 

7.17 (Simulation: The Tortoise and the Hare) In this problem, you will recreate one of the truly great moments in history.namely the classic race of the tortoise and the hare. You will use random number generation to develop a simulation of this memorable event. Our contenders begin the race at "square 1" of 70 squares. Each square represents a possible position along the race course. The finish line is at square 70. The first contender to reach or pass square 70 is rewarded with a pail of fresh carrots and lettuce The course weaves its way up the side of a slippery mountain, so occasionally the contenders lose ground There is a clock that ticks once per second. With each tick of the clock, your program should adjust the position of the animals according to the rules of Fig. 731 Move type Percentage of the time Actual move Tortoise 50% 20% 30% 20% 20% 10% 30% 20% squares to the right 6 squares to the left 1 square to the right No move at all 9 squares to the right 12 squares to the left l square to the night 2squares to the left Fast plod Slow plod Hare Big hop Big slip Small hop Small slip Use variables to keep track of the positions of the animals Gie position numbers are 1-70). Start each animal at position 1 Generate the percentages in the preceding table by producing a random integer, i, in the range 1 si s10. For the tortoise, Begin the race by printing (ie, the "starting gate").If an animal slips left before square 1, move the animal back to square 1 perform a "fast plod" when 1 si s5, a "slip" when 6 Si $7, or a "slow plod" when 8 si s10. Use a similar technique to move the hare BANG 1111 AND THEY'RE OFF I!!1 Then, for each tick of the clock (ie, each repetition of a loop). print a 70 position line showing the letter T in the position of the tortoise and the letter H in the position of the hare. Occasionally, the contenders will land on the same square. In this case, the tortoise bites the hare and your program should print OUCH!beginning at that position. All print positions other than the T, the H or the OUCHI! (in case of a tie) should be blank After each line is printed, test if either animal has reached or passed square 70. If so, then print the winner and terminate the sim- ulation. If the tortoise wins, print TORTOISE WINS! YAY! If the hare wins, print Hare wins. Yuch. If both animals win on the same tick of the clock, you may want to favor the turtle (the "underdog),or you may want to print It's a tie. If neither animal wins, perform the loop again to simulate the next tick of the clock. When you are ready to run your program, assemble a group of fans to watch the race. You'll be amazed at how involved your audience gets
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