force use of pandoc version >= 3.1.12.2

The `bin/pandoc-wrapper.sh` tool will verify that the ssytem
has a recent enough version of `pandoc(1)`.

We explain why we insist on `pandoc(1)`. version >= 3.1.12.2
in comments where the $PANDOC_MIN_VERSION is set.

Added `--wrap=preserve` as a default argument to `pandoc(1)`.
While this change will impact every HTML file generated,
we believe this will improve the ability of someone to look
at the generated HTML and correlate with the original markdown.

Changed `bin/pandoc-wrapper.sh` VERSION from "1.4.2 2024-03-17"
to "1.4.3 2024-03-18".

Performed `make www` to achieve all of the above and to generate
HTML using the new  `--wrap=preserve` `pandoc(1)` mode.
This commit is contained in:
Landon Curt Noll committed 2024-03-18 01:26:39 -07:00
1 parent 9eb7a54e9f
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@@ -130,8 +130,8 @@
<h2 id="author"><a name="author"></a>Author:</h2>
<ul>
<li>Name: <a href="../../authors.html#Daniel_Vik">Daniel Vik</a><br>
Location: <a href="../../location.html#US">US</a> - <em>United States of
America</em> (<em>United States</em>) <br><br></li>
Location: <a href="../../location.html#US">US</a> - <em>United States of America</em> (<em>United States</em>)
<br><br></li>
</ul>
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@@ -146,22 +146,19 @@ America</em> (<em>United States</em>) <br><br></li>
<h2 id="try">Try:</h2>
<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> maze.map</span></code></pre></div>
<h2 id="judges-remarks">Judges’ remarks:</h2>
<p>An amazing use of the X libraries with twisty code passages, all
different. One risks running in code path circles as <code>main()</code>
is called again and again. Be sure to pay attention to commas! :-)</p>
<p>An amazing use of the X libraries with twisty code passages, all different. One
risks running in code path circles as <code>main()</code> is called again and again. Be
sure to pay attention to commas! :-)</p>
<h2 id="authors-remarks">Author’s remarks:</h2>
<p>This entry is a <a
href="https://en.wikipedia.org/wiki/Wolfenstein">Wolfenstein</a> style
<a
href="https://en.wikipedia.org/wiki/Rendering_(computer_graphics)">graphics
engine</a> where a user can navigate in a <a
href="https://en.wikipedia.org/wiki/3D_computer_graphics">3D</a> world.
The <a href="https://en.wikipedia.org/wiki/Maze">maze</a> has walls with
<a href="https://en.wikipedia.org/wiki/Bitmap_textures">bitmap
textures</a>. The application contains a default world with textures,
but the power of the engine is exposed through user configured <a
href="https://en.wikipedia.org/wiki/Map">maps</a>. User defined worlds
support up to 26 different wall textures that can even be animated. One
<p>This entry is a <a href="https://en.wikipedia.org/wiki/Wolfenstein">Wolfenstein</a> style
<a href="https://en.wikipedia.org/wiki/Rendering_(computer_graphics)">graphics engine</a>
where a user can navigate in a
<a href="https://en.wikipedia.org/wiki/3D_computer_graphics">3D</a> world. The
<a href="https://en.wikipedia.org/wiki/Maze">maze</a> has walls with <a href="https://en.wikipedia.org/wiki/Bitmap_textures">bitmap
textures</a>. The application
contains a default world with textures, but the power of the engine is exposed
through user configured <a href="https://en.wikipedia.org/wiki/Map">maps</a>. 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.</p>
<h3 id="features">Features</h3>
<p>This program is a complete 3D engine with</p>
@@ -169,18 +166,16 @@ example of a user defined world is submitted with the entry.</p>
<li>Easy configurable maze maps.</li>
<li>Up to 26 different bitmap textures in a maze.</li>
<li>Support for animated bitmap textures.</li>
<li>Uses default bitmaps in case the configured bitmaps can’t be
found.</li>
<li>Uses default bitmaps in case the configured bitmaps can’t be found.</li>
<li>A default map in case none is specified.</li>
<li>Configurable window size.</li>
<li>Navigation using cursor keys (rotate left and right, move forward
and backward).</li>
<li>Navigation using cursor keys (rotate left and right, move forward and
backward).</li>
</ul>
<h3 id="build-and-run">Build and Run</h3>
<p>Compile the source code and link in <a
href="https://en.wikipedia.org/wiki/Xlib">X libraries</a> if necessary.
The program takes three options which have to be typed in a specific
order as described below.</p>
<p>Compile the source code and link in <a href="https://en.wikipedia.org/wiki/Xlib">X
libraries</a> if necessary. The program takes
three options which have to be typed in a specific order as described below.</p>
<div class="sourceCode" id="cb4"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> [-w <span class="op">&lt;</span>width<span class="op">&gt;</span>] <span class="pp">[</span><span class="ss">mapfile</span><span class="pp">]</span></span></code></pre></div>
<p>where:</p>
<pre><code>width - Specifies the width of the window
@@ -188,39 +183,33 @@ mapfile - Filename containing a map</code></pre>
<h4 id="examples">Examples</h4>
<p>Start the engine using a built in labyrinth and texture bitmaps:</p>
<div class="sourceCode" id="cb6"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span></span></code></pre></div>
<p>Start the engine and loads the labyrinth defined in the file <a
href="maze.map">maze.map</a>:</p>
<p>Start the engine and loads the labyrinth defined in the file
<a href="maze.map">maze.map</a>:</p>
<div class="sourceCode" id="cb7"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> maze.map</span></code></pre></div>
<p>Start the engine using <a href="maze.map">maze.map</a> in a window
that is 400 pixels wide:</p>
<p>Start the engine using <a href="maze.map">maze.map</a> in a window that is 400 pixels wide:</p>
<div class="sourceCode" id="cb8"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb8-1"><a href="#cb8-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> <span class="at">-w</span> 400 maze.map</span></code></pre></div>
<p>Note that the <code>mapfile</code> has to be the last argument and
the <code>-w</code> option if present has to be the first. The map
definition files and the bitmap files should be located in the current
directory.</p>
<p>Note that the <code>mapfile</code> has to be the last argument and the <code>-w</code> option if present
has to be the first. The map definition files and the bitmap files should be
located in the current directory.</p>
<p>Use the cursor keys to navigate through the labyrinth.</p>
<h3 id="creating-mazes">Creating mazes</h3>
<p>A maze consists 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
<code>*</code> character lets the engine know where to position the
user. The example below shows how a map file can look:</p>
<p>A maze consists 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 <code>*</code> character lets the engine know
where to position the user. The example below shows how a map file can look:</p>
<pre><code>aaaaaaaaaaaaa
a a
a * a
a bbbb cccccccc
c c
cccccccccccccccccccc</code></pre>
<p>The engine loads the map, and creates walls. When a character in the
range <code>a-z</code> is found, the engine will load the corresponding
texture bitmap. The bitmap file must be named <code>*.bmp</code> where
<code>*</code> is substituted with the letter of the wall in the map
(note that only <code>a</code>, <code>b</code> and <code>c</code>
exist).</p>
<p>So to load the map above, the files <code>a.bmp</code>,
<code>b.bmp</code>, and <code>c.bmp</code> should be located in the same
directory as the engine executable (or rather in the current
directory).</p>
<p>The engine loads the map, and creates walls. When a character in the range <code>a-z</code>
is found, the engine will load the corresponding texture bitmap. The bitmap file
must be named <code>*.bmp</code> where <code>*</code> is substituted with the letter of the wall in
the map (note that only <code>a</code>, <code>b</code> and <code>c</code> exist).</p>
<p>So to load the map above, the files <code>a.bmp</code>, <code>b.bmp</code>, and <code>c.bmp</code> should be
located in the same directory as the engine executable (or rather in the
current directory).</p>
<h3 id="obfuscation">Obfuscation</h3>
<p>The program is obfuscated in several ways:</p>
<ul>
@@ -228,70 +217,51 @@ directory).</p>
<li>Use of the <code>?</code> operator.</li>
<li>Recursive calls to <code>main()</code>.</li>
<li>Bad use of <code>for</code> loops and the comma operator.</li>
<li>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 ;) )</li>
<li>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 ;) )</li>
</ul>
<h3 id="compiler-warnings">Compiler warnings</h3>
<p>There are no compiler warnings when compiling with <code>-ansi</code>
but there are quite a few warnings from <code>lclint</code>. Mainly
because the program is very optimized for code size.</p>
<p>There are no compiler warnings when compiling with <code>-ansi</code> but there are quite
a few warnings from <code>lclint</code>. Mainly because the program is very optimized for
code size.</p>
<h3 id="limitations">Limitations</h3>
<p>The program only compiles and runs on <a
href="https://en.wikipedia.org/wiki/X_Window_System">X based
<p>The program only compiles and runs on <a href="https://en.wikipedia.org/wiki/X_Window_System">X based
systems</a>.</p>
<p>The program does not run that smooth under <a
href="https://en.wikipedia.org/wiki/Cygwin">Cygwin</a>. 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.</p>
<h2 id="copyright-and-cc-by-sa-4.0-license">Copyright and CC BY-SA 4.0
License:</h2>
<p>This file is Copyright (c) 2023 by Landon Curt Noll. All Rights
Reserved. You are free to share and adapt this file under the terms of
this license:</p>
<p>The program does not run that smooth under
<a href="https://en.wikipedia.org/wiki/Cygwin">Cygwin</a>. 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.</p>
<h2 id="copyright-and-cc-by-sa-4.0-license">Copyright and CC BY-SA 4.0 License:</h2>
<p>This file is Copyright (c) 2023 by Landon Curt Noll. All Rights Reserved.
You are free to share and adapt this file under the terms of this license:</p>
<pre><code>Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)</code></pre>
<p>For more information, see:
https://creativecommons.org/licenses/by-sa/4.0/</p>
<p>For more information, see: https://creativecommons.org/licenses/by-sa/4.0/</p>
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<h1 id="inventory-for-2005vik"><a name="inventory"></a>Inventory for
2005/vik</h1>
<h1 id="inventory-for-2005vik"><a name="inventory"></a>Inventory for 2005/vik</h1>
<p><a href="#top">Jump to top</a></p>
<h2 id="primary-files">Primary files</h2>
<ul>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/vik.c">vik.c</a>
- entry source</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/Makefile">Makefile</a>
- entry Makefile</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/vik.orig.c">vik.orig.c</a>
- original source</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/vik.c">vik.c</a> - entry source</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/Makefile">Makefile</a> - entry Makefile</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/vik.orig.c">vik.orig.c</a> - original source</li>
<li><a href="maze.map">maze.map</a> - maze map</li>
<li><a href="a.bmp">a.bmp</a> - texture bitmap</li>
<li><a href="b.bmp">b.bmp</a> - texture bitmap</li>
<li><a href="c.bmp">c.bmp</a> - texture bitmap</li>
<li><a href="2005_vik.tar.bz2">2005_vik.tar.bz2</a> - download entry
source</li>
<li><a href="2005_vik.tar.bz2">2005_vik.tar.bz2</a> - download entry source</li>
</ul>
<h2 id="secondary-files">Secondary files</h2>
<ul>
<li><a href="index.html">index.html</a> - entry home page</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/.entry.json">.entry.json</a>
- description of entry in JSON</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/.gitignore">.gitignore</a>
- list of files that should not be committed under git</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/.entry.json">.entry.json</a> - description of entry in JSON</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/.gitignore">.gitignore</a> - list of files that should not be committed under git</li>
<li><a href=".path">.path</a> - directory path from top directory</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/README.md">README.md</a>
- markdown source for index.html</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/vik/README.md">README.md</a> - markdown source for index.html</li>
</ul>
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