Add -lm to Makefile in 1998/banks

Some systems need it to link in libm. Fedora comes to mind as an
example; macOS has no problem with it though running this entry under
macOS is another matter entirely.
This commit is contained in:
Cody Boone Ferguson committed 2023-03-21 10:52:21 -07:00
1 parent 31ee47176c
commit a31ef00105
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@@ -128,7 +128,7 @@ CFLAGS= ${CSTD} ${CWARN} ${ARCH} ${CDEFINE} ${CINCLUDE} ${OPT}
# #
#LIBS= #LIBS=
#LIBS= -lm #LIBS= -lm
LIBS= -L ${X11_LIBDIR} -lX11 LIBS= -L ${X11_LIBDIR} -lX11 -lm
#LIBS= -L ${HOMEBREW_PREFIX}/lib -lSDL #LIBS= -L ${HOMEBREW_PREFIX}/lib -lSDL
# C compiler to use # C compiler to use
+106 -106
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@@ -16,85 +16,81 @@
cat horizon.sc pittsburgh.sc | ./banks cat horizon.sc pittsburgh.sc | ./banks
## Judges' comments ## Judges' comments:
What can we say? It's a flight sim done in 1536 bytes of real code. What can we say? It's a flight sim done in 1536 bytes of real code.
This one is a real marvel. When people say the size limits are too This one is a real marvel. When people say the size limits are too
tight, well, we can just point them at this one. This program really tight, well, we can just point them at this one. This program really
pushes the envelope! pushes the envelope!
The provided Makefile should work; you will need an X-ish system, and The provided Makefile should work; you will need an X-ish system, and
a select() system call. More on building in the author comments. a select() system call. More on building in the author comments.
## Author's comments ## Author's comments:
You have just stepped out of the real world and into the You have just stepped out of the real world and into the
virtual. You are now sitting in the cockpit of a Piper Cherokee virtual. You are now sitting in the cockpit of a Piper Cherokee
airplane, heading north, flying 1000 feet above ground level. airplane, heading north, flying 1000 feet above ground level.
Use the keyboard to fly the airplane. The arrow keys represent Use the keyboard to fly the airplane. The arrow keys represent
the control stick. Press the Up Arrow key to push the stick the control stick. Press the Up Arrow key to push the stick
forward. Press the left arrow key to move the stick left, and forward. Press the left arrow key to move the stick left, and
so on. Press Enter to re-center the stick. Use Page Up and Page so on. Press Enter to re-center the stick. Use Page Up and Page
Down increase and decrease the throttle, respectively. (The Down increase and decrease the throttle, respectively. (The
rudder is automatically coordinated with the turn rate, so rudder is automatically coordinated with the turn rate, so
rudder pedals are not represented.) rudder pedals are not represented.)
On your display, you will see on the bottom left corner three On your display, you will see on the bottom left corner three
instruments. The first is the airspeed indicator; it tells you instruments. The first is the airspeed indicator; it tells you
how fast you're going in knots. The second is the heading how fast you're going in knots. The second is the heading
indicator, or compass. 0 is north, 90 is east, 180 is south, indicator, or compass. 0 is north, 90 is east, 180 is south,
270 is west. The third instrument is the altimeter, which 270 is west. The third instrument is the altimeter, which
measures your height above ground level in feet. measures your height above ground level in feet.
-------- --------
Features Features
-------- --------
* Simulator models a Piper Cherokee, which is a light, * Simulator models a Piper Cherokee, which is a light, single-engine propeller
single-engine propeller driven airplane. driven airplane.
* The airplane is modeled as a six degree-of-freedom rigid * The airplane is modeled as a six degree-of-freedom rigid body, accurately
body, accurately reflecting its dynamics (for normal flight reflecting its dynamics (for normal flight conditions, at least).
conditions, at least).
* Fly through a virtual 3-D world, while sitting at your X * Fly through a virtual 3-D world, while sitting at your X console.
console.
* Loadable scenery files. * Loadable scenery files.
* Head-up display contains three instruments: a true airspeed * Head-up display contains three instruments: a true airspeed indicator, a
indicator, a heading indicator (compass), and an altimeter. heading indicator (compass), and an altimeter.
* Flight controls may be mapped to any keys at compile time * Flight controls may be mapped to any keys at compile time by redefining the
by redefining the macros in the build file. Nice if your macros in the build file. Nice if your keyboard doesn't have arrow keys. (Or
keyboard doesn't have arrow keys. (Or if you still use if you still use vi. :-)
vi. :-)
* Time step size can be set at compile time. This is useful to * Time step size can be set at compile time. This is useful to reduce flicker
reduce flicker on network X connections. (But be careful: on network X connections. (But be careful: step sizes longer than about 0.03
step sizes longer than about 0.03 seconds tend to have seconds tend to have numerical stability problems.)
numerical stability problems.)
* Airplane never stalls! * Airplane never stalls!
* Airplane never runs out of fuel! * Airplane never runs out of fuel!
* Fly underground! * Fly underground!
* Fly through buildings! * Fly through buildings!
------- -------
Scenery Scenery
------- -------
Each of the *.sc files is a scenery file. The simulator Each of the `*.sc` files is a scenery file. The simulator
program reads in the scenery from standard input on startup. program reads in the scenery from standard input on startup.
You may input more than one scenery file, as long as there are You may input more than one scenery file, as long as there are
less than 1000 total lines of input. less than 1000 total lines of input.
Here is a brief description of the scenery files: Here is a brief description of the scenery files:
horizon.sc -- A horizon, nothing more. You will probably horizon.sc -- A horizon, nothing more. You will probably
always want to input this piece of scenery. always want to input this piece of scenery.
@@ -113,75 +109,79 @@
river.sc -- Follow a flowing river from the sky. river.sc -- Follow a flowing river from the sky.
A few examples of how to input scenery:
A few examples of how to input scenery:
cat horizon.sc pittsburgh.sc | ./banks cat horizon.sc pittsburgh.sc | ./banks
cat mountains.sc bb.sc | ./banks cat mountains.sc bb.sc | ./banks
cat mountains.sc river.sc pyramids.sc | ./banks cat mountains.sc river.sc pyramids.sc | ./banks
You can simulate flying through a cloud bank as well: You can simulate flying through a cloud bank as well:
./banks < /dev/null ./banks < /dev/null
You will usually want at least a horizon, though.
The format of scenery files is simple, by the way. They're just You will usually want at least a horizon, though.
a list of 3-D coordinates, and the simulator simply draws line
segments from point to point as listed in the scenery file. 0 0
0 is used to end a series of consecutive line segments. Note
that in the coordinate system used, the third coordinate
represents altitude in a negative sense: negative numbers are
positive altitudes.
I'm sure you'll be making your own scenery files very soon!!! The format of scenery files is simple, by the way. They're just
a list of 3-D coordinates, and the simulator simply draws line
segments from point to point as listed in the scenery file. 0 0
0 is used to end a series of consecutive line segments. Note
that in the coordinate system used, the third coordinate
represents altitude in a negative sense: negative numbers are
positive altitudes.
---------------------------- I'm sure you'll be making your own scenery files very soon!!!
Alternate Build Instructions
----------------------------
Several options must be passed to the compiler to make the build ----------------------------
work. The provided build file has the appropriate options set Alternate Build Instructions
to default values. Use this section if you want to compile with ----------------------------
different options.
To map a key to a control, you must pass an option to the Several options must be passed to the compiler to make the build
compiler in the format ``-Dcontrol=key''. The possible controls work. The provided build file has the appropriate options set
you can map are described in the table below: to default values. Use this section if you want to compile with
different options.
To map a key to a control, you must pass an option to the
compiler in the format `-Dcontrol=key`. The possible controls
you can map are described in the table below:
Control Description Default Key Control Description Default Key
------- ------------------------- ----------- ------- ------------------------- -----------
IT Increase throttle XK_Page_Up IT Increase throttle XK_Page_Up
DT Decrease throttle XK_Page_Down DT Decrease throttle XK_Page_Down
FD Move stick forward XK_Up FD Move stick forward XK_Up
BK Move stick back XK_Down BK Move stick back XK_Down
LT Move stick left XK_Left LT Move stick left XK_Left
RT Move stick right XK_Right RT Move stick right XK_Right
CS Center stick XK_Enter CS Center stick XK_Enter
Values for the possible keys can be found in the X Windows Values for the possible keys can be found in the X Windows
header file <X11/keysym.h>. This file is most likely a header file `<X11/keysym.h>`. This file is most likely a
cross-reference to another header, <X11/keysymdef.h>. cross-reference to another header, `<X11/keysymdef.h>`.
You must map all seven controls to keys at compile time, or the You must map all seven controls to keys at compile time, or the
compilation will fail. compilation will fail.
For example, to map Center Stick to the space-bar, the compile For example, to map Center Stick to the space-bar, the compile
option would be ``-DCS=XK_space''. option would be `-DCS=XK_space`.
To set the time step size, you must pass the following option to To set the time step size, you must pass the following option to
the compiler: ``-Ddt=duration'', where dt is literal, and where the compiler: `-Ddt=duration`, where `dt` is literal, and where
duration is the time in seconds you want the time step to be. duration is the time in seconds you want the time step to be.
Two things to keep in mind when selecting a time step. Time Two things to keep in mind when selecting a time step. Time
steps that are too large (more than about 0.03) will cause steps that are too large (more than about 0.03) will cause
numerical stability problems and should be avoided. Setting the numerical stability problems and should be avoided. Setting the
time step to be smaller than your clock resolution will slow time step to be smaller than your clock resolution will slow
down the simulator, because the system pauses for more time than down the simulator, because the system pauses for more time than
the simulator expects. the simulator expects.
The best advice is to set time step size to your system timer The best advice is to set time step size to your system timer
resolution. Try a longer period if you're getting too much resolution. Try a longer period if you're getting too much
flicker. flicker.