Author:
- Name: Oscar Toledo G.
Location: MX - United Mexican States (Mexico)
To build:
make
NOTE: this entry requires the X11/Xlib.h
header file and the X11 library to
compile. For more information see the
FAQ on “X11”.
There are two alternate versions, one that lets you reconfigure the controls and size and another that should work for Windows. See Alternate code below.
To use:
./toledo
Alternate code:
The first alt version, toledo.alt.c, allows you to reconfigure the controls and the dimensions more easily.
The second version, toledo.alt2.c, should work for Windows but does not allow you to reconfigure the keys or dimensions. This is because it cannot be tested by us.
Alternate build:
For the one that lets you reconfigure the keys you will want to look at the
included header file, keysym.h, to find the correct macros. Once you
have the right names you can define the macros FIRE
, FORWARD
, BACKWARD
,
LEFT
, RIGHT
, WIDTH
and HEIGHT
. Here are the defaults:
FIRE= XK_BackSpace:XK_Tab
FORWARD= XK_Up:XK_w
BACKWARD= XK_Down:XK_s
LEFT= XK_Left:XK_a
RIGHT= XK_Right:XK_d
WIDTH= 512
HEIGHT= 288
but you can change them about however you like, even with other keys. For
instance to swap LEFT
and RIGHT
:
make clobber LEFT=XK_Right:XK_d RIGHT=XK_Left:XK_a alt
but you can specify something completely else and you can pick and choose which
controls you wish to redefine. You might also wish to change the dimensions of
the game, WIDTH
and HEIGHT
which have an arbitrarily selected lower limit as
well as the default values.
Observe that each of the controls are a pair in the form of player2:player1
(yes, player 2 comes first!).
Judges’ remarks:
This two player game uses X11. The control keys can be configured by
modifying the A
, B
, C
, D
and E
macros at compilation.
After a quick splash screen the objective should be clear. There are Red, Green and Cyan tanks. A larger window can be made by altering the source early on, right before the code gets hard to follow, or using the alternate version.
Like Oscar’s previous winning X11 program for the 19th IOCCC, if you remove both the X11 include files and replace them with
#include "layer.c"
you ought to be able to compile and run this program on Windows.
NOTE: this is what toledo.alt2.c is for.
Author’s remarks:
/=========\\
\==\ /==/ ||
|| || /====\ |\/=\ || //==\ ==\ |=\
|| || || || || || // || =| | |
|| || //===| || || ||=// \\=\\ ==/ |=/
|| || || || || || || \\ || User's
\===/ \\==// || || || \\ \==// Manual
This is a color X11 3D tank-game for two players, just compile and run it without arguments.
You will see briefly a tank spinning before each level.
The Left half of the window shows the red player view and the right half shows the green player view; the background will change to blue when the view goes inactive.
The objective is to chase and destroy the other player’s tank. There is also an aqua tank for testing your aim and getting extra points.
Caveat: You can shoot only 3 bullets at a time.
Trick: You can fire faster if they explode on anything.
Believe it or not, it has strategy!
When only one tank remains on the field, the level will advance. Don’t forget to destroy the aqua tank.
The battleplayground is surrounded by mountains and each level is
filled with random obstacles (pyramids and cubes).
The bars show players energy and score; each bar shows energy and indicates the current player view (wider on the left). The right part grows with every point.
Keys for player 1 (lowercase):
- Tab - Fire
- w - Go ahead
- s - Go backwards
- a - Turn left
- d - Turn right
Keys for player 2:
- Backspace - Fire
- Up arrow - Go ahead
- Down arrow - Go backwards
- Left arrow - Turn left
- Right arrow - Turn right
Note: Numeric keys don’t work.
If you don’t like the keys assignment, you can change it in the Makefile or use the alternate version.
PARENTAL ADVISORY WARNING:
This game is highly violent: when the tank explodes you can see the little stick man blowing in parts.
Not really, just kidding :D
PLATFORMS TESTED:
- openSUSE 10.2 x86-32, X11R6 1024x768 32-bits color.
- Fedora Core 8 x86-64, X11R6 1280x1024 32-bits color.
- Fedora Core 11 x86-64, X11R6 1024x768 32-bits color.
- Fedora Core 14 x86-64, X11R6 1024x768 32-bits color.
COMPLETE FEATURE SET:
- Multiplayer out of the box.
- Totally self-contained, no external files.
- Fast-and-furious action at 29.97 frames per second.
- Just as the movies, 16:9 aspect-ratio.
- Beautiful mountains landscape plus horizon line :)
- Tanks and bullets exploding as wires with weird physics.
- Tanks back off when firing.
- There is an infinite number of levels.
- Always different levels.
- Animated intro.
- It has color!
FEATURES THAT PROGRAMMERS WILL FIND APPEALING:
- Works both with 32 and 64-bit CPUs.
- Double buffered, portable to any X11 with 24/32-bit color.
- Memory-hungry as must be any 3D program; uses a 256 MB array.
- Total and absolute irreverent coding style, so it generates a lot of warnings when compiled.
- It can take several minutes to compile (known culprits: Fedora Core 11-14 on x86-64 512 MB).
- It is written in the only true C: K&R, and no, that doesn’t mean Katherine & Rose.
- Vectorial scalable graphics: do you want a bigger viewport? Change variables
M
andN
(see the alternate code). - Half of the program is formatted as 3D cube. View with tabs at 8 columns and a square font.
- The other half of the program is unprintable source code, so no typing from paper, you have to write a converter of tabs and form-feeds to its C escaped forms.
- No text, so this program can be used and understood easily in any country.
- This program is highly ecological, it sleeps when it is not doing anything.
- Virtual world with its own physics laws.
- When closing the window it will show an X11 error :P
OBFUSCATION TRICKS:
- Loop code included inside loop test.
- Function arguments used as variables.
- Operators used freely.
- Pre-calculated values to save bytes.
- Uses the
+++
,+-
and*+
undocumented C operators :P
....,,,,---++++++--,,..\
.,,,....... .$@@@@@@@@@@@@$$@@@@@@@@@@@@@@#+\
@@@@@###@@@@$$$@@@@$$$@@@-......-@+......,,,,,,##\
=++==++++++++=@@$==#$$$$$---,,,,@@@,,,,,,-------@@,..........,,.\
,===#$$$$$$###$####=======@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@+=##$@@@@@@@@.
+@,,++++++++=+=========++++===++++++++++-+++@@-,,,,,,,,---+++=++++--,,... @.
.@. .......,,,,-----++=@=++==@$=+--,,... @.
$# S P O I L E R .,,-#@--,,,@$..... @.
.@ ..,--+==++-,,,,.,,,,=@+++++====+++++---,,,....@.
@+ ..,,-+++++++-,,.. @. ....,,,,,---+@@\
,@ ..,--+++=+++,,.. $# .==+\
@#--++==++-,,.. ,@ S P O I L E R .==+\
,#@@$+,,. @. ==+\
.,,+++++,,. S P O I L E R $= +=+\
..,-==++-,. ,@ ---\
.,-+=+++,.. @. .++-\
.,,++=++-,. @+ ==+\
.,-++==+-,. +@ ==+\
..,+++=+-,.. .@. +=+\
.,-+++++,@@==
THE HISTORY OF THIS PROGRAM:
When I started working on this program, I figured that it would be easy to fit on the character limit, but I missed three things: the enormous X11 names, the non-portable key codes and my 2 KB of artwork.
Very hard coding did the first thing. In fact I worked out twenty-nine different versions and at one step I had four parallel versions with different characteristics removed (mountains, horizon lines, score/status bars and explosions) but I’ve managed to fit it all together!
The second thing was solved using the Makefile: it is under 160 bytes and you get adjustable controls. The greatest mystery on the Earth is why X11 gives non-portable key codes to the user.
And finally, the third “Thing” was growing and growing, and growing, eating bytes for lunch… after endless rounds of crunching I obtained three-hundred seventy-eight bytes of artwork and guess what? It doesn’t fit.
So I had to integrate a decompressor based on the space, tabulators and other non-counted characters.
The final program is composed of eight micro-functions: one is the core and does most of the hard work and the other functions help do the X11 things, explosion effects, 3D calculations and viewing.
K()
- 3D transformations()
- Renderingb()
- Line color selectionG()
- Explosion animationg()
- Moves 3D object backward and forwardF()
- Collision detectionT()
- Core (also known as main loop :D)main()
- Initialization and ‘uncruncher’, what a common name!; C programs should start in the cool() function :).
The source code was formatted as a cube using a specially written program. This program is smaller and obfuscated what is needed so the reformatting doesn’t exceeded the character limits. The crunched vectors were generated by another special program and the tank that surrounds this text was generated by yet another program.
Have fun!
Inventory for 2011/toledo
Primary files
- toledo.c - entry source code
- Makefile - entry Makefile
- toledo.alt2.c - second alternate source code
- toledo.alt.c - alternate source code
- toledo.orig.c - original source code
- keysym.h - header file to help identify some key symbols
- layer.c - translation layer to make 3D Tanks game
Secondary files
- 2011_toledo.tar.bz2 - download entry tarball
- README.md - markdown source for this web page
- .entry.json - entry summary and manifest in JSON
- .gitignore - list of files that should not be committed under git
- .path - directory path from top level directory
- index.html - this web page