Format/typo check 2005/vik/README.md

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Cody Boone Ferguson committed 2023-11-21 08:56:35 -08:00
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@@ -39,6 +39,7 @@ 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
@@ -47,21 +48,27 @@ This program is a complete 3D engine with
* 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.
* A default map in case none 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
Compile the source code and link in [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.
```sh
./vik [-w <width>] [mapfile]
```
Usage: ./vik [-w <width>] [mapfile]
width - Specifies the width of the window
mapfile - Filename containing a map
where:
```
width - Specifies the width of the window
mapfile - Filename containing a map
```
#### Examples
@@ -91,31 +98,33 @@ located in the current directory.
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
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 `*` 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
a bbbb cccccccc
c c
cccccccccccccccccccc
aaaaaaaaaaaaa
a a
a * a
a bbbb cccccccc
c c
cccccccccccccccccccc
```
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.
The engine loads the map, and creates walls. When a character in the range `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 (note that only `a`, `b` and `c` exist).
So to load the map above, the files `a.bmp`, `b.bmp`, and `c.bmp` should be
located in the same directory as the engine executable (or rather in the
current directory).
### Obfuscation
The program is obfuscated in several ways:
@@ -123,16 +132,18 @@ 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.
* Bad use of `for` loops 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
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