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# Most circuitous walk
Daniel Vik
926 Genter Street
La Jolla Ca 92037
US
daniel@vik.cc
Daniel Vik
US
<daniel@vik.cc>
<https://www.vik.cc>
## To build:
@@ -26,50 +25,70 @@ make
## Judges' remarks:
An amazing use of the X libraries with twisty code passages,
all different. One risks running in code path circles as main is
called again and again. Be sure to pay attention to commas! :-)
An amazing use of the X libraries with twisty code passages, all different. One
risks running in code path circles as `main()` is called again and again. Be
sure to pay attention to commas! :-)
## Author's remarks:
This entry is a Wolfenstein style graphics engine where a user can navigate in
a 3D world. The maze has walls with bitmap textures. The application contains
a default world with textures, but the power of the engine is exposed through
user configured maps. User defined worlds support up to 26 different wall
textures that can even be animated. One example of a user defined world is
submitted with the entry.
This entry is a [Wolfenstein](https://en.wikipedia.org/wiki/Wolfenstein) style
[graphics engine](https://en.wikipedia.org/wiki/Rendering_(computer_graphics))
where a user can navigate in a
[3D](https://en.wikipedia.org/wiki/3D_computer_graphics) world. The
[maze](https://en.wikipedia.org/wiki/Maze) has walls with [bitmap
textures](https://en.wikipedia.org/wiki/Bitmap_textures). The application
contains a default world with textures, but the power of the engine is exposed
through user configured [maps](https://en.wikipedia.org/wiki/Map). User defined
worlds support up to 26 different wall textures that can even be animated. One
example of a user defined world is submitted with the entry.
### Features
This program is a complete 3D engine with
* Easy configurable maze maps
* Up to 26 different bitmap textures in a maze
* Support for animated bitmap textures
* Uses default bitmaps in case the configured bitmaps can't be found
* A default map in case no one is specified
* Configurable window size
* Navigation using cursor keys (rotate left and right, move forward and
backward)
* Easy configurable maze maps.
* Up to 26 different bitmap textures in a maze.
* Support for animated bitmap textures.
* Uses default bitmaps in case the configured bitmaps can't be found.
* A default map in case no one is specified.
* Configurable window size.
* Navigation using cursor keys (rotate left and right, move forward and
backward).
### Build and Run
Compile the source code and link x libraries if necessary. The program takes
Compile the source code and link [x
libraries](https://en.wikipedia.org/wiki/Xlib) if necessary. The program takes
three options which have to be typed in a specific order as described below.
Usage: prog [-w <width>] [mapfile]
```
Usage: ./vik [-w <width>] [mapfile]
width - Specifies the width of the window
mapfile - Filename containing a map
```
Here are a few examples:
#### Examples
> | Command line: | Description: |
> | ------------------------ | ---------------------- |
> | $ ./prog | Starts the engine using a built in labyrinth and texture bitmaps |
> | $ ./prog maze.map | Starts the engine and loads the labyrinth defined in the file maze.map |
> | $ ./prog -w 400 maze.map | Starts the engine using maze.map in a window that is 400 pixels wide |
Start the engine using a built in labyrinth and texture bitmaps:
Note that the mapfile has to be the last argument and the -w option if present
```sh
./vik
```
Start the engine and loads the labyrinth defined in the file
[maze.map](maze.map):
```sh
./vik maze.map
```
Start the engine using [maze.map](maze.map) in a window that is 400 pixels wide:
```sh
./vik -w 400 maze.map
```
Note that the `mapfile` has to be the last argument and the `-w` option if present
has to be the first. The map definition files and the bitmap files should be
located in the current directory.
@@ -78,10 +97,11 @@ Use the cursor keys to navigate through the labyrinth.
### Creating mazes
A maze consist of a map file and texture bitmap files. The map file is an
ascii text file where lower case letters represent walls. The letter tells the
engine what bitmap texture file to use. The `'*'` character lets the engine know
ASCII text file where lower case letters represent walls. The letter tells the
engine what bitmap texture file to use. The `*` character lets the engine know
where to position the user. The example below shows how a map file can look:
```
aaaaaaaaaaaaa
a a
a * a
@@ -89,7 +109,9 @@ where to position the user. The example below shows how a map file can look:
c c
cccccccccccccccccccc
The engine loads the map, and creates walls. When a character 'a'-'z' is found,
```
The engine loads the map, and creates walls. When a character `a`-`z` is found,
the engine will load the corresponding texture bitmap. The bitmap file must be
named `*.bmp` where `*` is substituted with the letter of the wall in the map.
@@ -99,24 +121,30 @@ current directory).
### Obfuscation
The program is obfuscated in several ways, bad use of variables, use of the `?`
operator, recursive calls to main, bad use of for variables and the comma
operator. To make the final obfuscated touch I ran indent which really made
the program unreadable (I guess that is not really the intent with indent ;)
The program is obfuscated in several ways:
* Bad use of variables.
* Use of the `?` operator.
* Recursive calls to `main()`.
* Bad use of for variables and the comma operator.
* To make the final obfuscated touch I ran indent which really made the program
unreadable (I guess that is not really the intent with indent ;) )
### Compiler warnings
There are no compiler warnings when compiling with -ansi but there are quite
many warnings from lclint. Mainly because the program is very optimized for
There are no compiler warnings when compiling with `-ansi` but there are quite
a few warnings from `lclint`. Mainly because the program is very optimized for
code size.
### Limitations
The program only compiles and runs on X based systems.
The program only compiles and runs on [X based
systems](https://en.wikipedia.org/wiki/X_Window_System).
The program does not run that smooth under cygwin. It seems to be a priority
issue with cygwin and it can easily be solved by increasing the priority of
the application a little bit.
The program does not run that smooth under
[Cygwin](https://en.wikipedia.org/wiki/Cygwin). It seems to be a priority issue
with Cygwin and it can easily be solved by increasing the priority of the
application a little bit.
## Copyright and CC BY-SA 4.0 License: