Format/typo check 2005/vik/README.md
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@@ -39,6 +39,7 @@ through user configured [maps](https://en.wikipedia.org/wiki/Map). User defined
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worlds support up to 26 different wall textures that can even be animated. One
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example of a user defined world is submitted with the entry.
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### Features
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This program is a complete 3D engine with
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@@ -47,21 +48,27 @@ This program is a complete 3D engine with
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* Up to 26 different bitmap textures in a maze.
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* Support for animated bitmap textures.
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* Uses default bitmaps in case the configured bitmaps can't be found.
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* A default map in case no one is specified.
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* A default map in case none is specified.
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* Configurable window size.
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* Navigation using cursor keys (rotate left and right, move forward and
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backward).
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### Build and Run
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Compile the source code and link [x
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Compile the source code and link in [X
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libraries](https://en.wikipedia.org/wiki/Xlib) if necessary. The program takes
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three options which have to be typed in a specific order as described below.
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```sh
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./vik [-w <width>] [mapfile]
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```
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Usage: ./vik [-w <width>] [mapfile]
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width - Specifies the width of the window
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mapfile - Filename containing a map
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where:
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```
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width - Specifies the width of the window
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mapfile - Filename containing a map
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```
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#### Examples
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@@ -91,31 +98,33 @@ located in the current directory.
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Use the cursor keys to navigate through the labyrinth.
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### Creating mazes
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A maze consist of a map file and texture bitmap files. The map file is an
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A maze consists of a map file and texture bitmap files. The map file is an
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ASCII text file where lower case letters represent walls. The letter tells the
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engine what bitmap texture file to use. The `*` character lets the engine know
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where to position the user. The example below shows how a map file can look:
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```
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aaaaaaaaaaaaa
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a a
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a * a
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a bbbb cccccccc
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c c
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cccccccccccccccccccc
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aaaaaaaaaaaaa
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a a
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a * a
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a bbbb cccccccc
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c c
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cccccccccccccccccccc
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```
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The engine loads the map, and creates walls. When a character `a`-`z` is found,
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the engine will load the corresponding texture bitmap. The bitmap file must be
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named `*.bmp` where `*` is substituted with the letter of the wall in the map.
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The engine loads the map, and creates walls. When a character in the range `a-z`
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is found, the engine will load the corresponding texture bitmap. The bitmap file
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must be named `*.bmp` where `*` is substituted with the letter of the wall in
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the map (note that only `a`, `b` and `c` exist).
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So to load the map above, the files `a.bmp`, `b.bmp`, and `c.bmp` should be
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located in the same directory as the engine executable (or rather in the
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current directory).
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### Obfuscation
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The program is obfuscated in several ways:
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@@ -123,16 +132,18 @@ The program is obfuscated in several ways:
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* Bad use of variables.
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* Use of the `?` operator.
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* Recursive calls to `main()`.
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* Bad use of for variables and the comma operator.
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* Bad use of `for` loops and the comma operator.
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* To make the final obfuscated touch I ran indent which really made the program
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unreadable (I guess that is not really the intent with indent ;) )
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### Compiler warnings
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There are no compiler warnings when compiling with `-ansi` but there are quite
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a few warnings from `lclint`. Mainly because the program is very optimized for
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code size.
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### Limitations
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The program only compiles and runs on [X based
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