Replace invalid characters with HTML entities

— with —
’ with ’
+ with +
× with x
ç with ç
“ with “
” with ”
‘ with ‘
• with •
– with -
µ with µ
† with †
Fix C++
θ with θ
Yen symbol instead of times
Fix broken apos
Bullet again
E-circumflex
This commit is contained in:
James Gregory 2013-12-30 12:50:32 +11:00
commit 500e7f5654
353 changed files with 5091 additions and 5091 deletions

View file

@ -42,11 +42,11 @@
/* 3D animation program to view a cube as it rotates in Mode X. The viewpoint
is fixed at the origin (0,0,0) of world space, looking in the direction of
increasingly negative Z. A right-handed coordinate system is used throughout.
All C code tested with Borland C++ in C compilation mode. */
All C code tested with Borland C++ in C compilation mode. */
#include &ltconio.h&gt
#include &ltdos.h&gt
#include &ltmath.h&gt
#include “polygon.h”
#include “polygon.h”
#define ROTATION (M_PI / 30.0) /* rotate by 6 degrees at a time */
@ -61,7 +61,7 @@ struct Rect EraseRect[2] = { {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT},
static unsigned int PageStartOffsets[2] =
{PAGE0_START_OFFSET,PAGE1_START_OFFSET};
int DisplayedPage, NonDisplayedPage;
/* Transformation from cube’s object space to world space. Initially
/* Transformation from cube’s object space to world space. Initially
set up to perform no rotation and to move the cube into world
space -100 units away from the origin down the Z axis. Given the
viewing point, -100 down the Z axis means 100 units away in the
@ -149,25 +149,25 @@ void main() {
switch (getch()) {
case 0x1B: /* Esc to exit */
Done = 1; break;
case ‘A’: case ‘a’: /* away (-Z) */
case ‘A’: case ‘a’: /* away (-Z) */
CubeWorldXform[2][3] -= 3.0; RecalcXform = 1; break;
case ‘T’: /* towards (+Z). Don’t allow to get too */
case ‘t’: /* close, so Z clipping isn’t needed */
case ‘T’: /* towards (+Z). Don’t allow to get too */
case ‘t’: /* close, so Z clipping isn’t needed */
if (CubeWorldXform[2][3] &lt -40.0) {
CubeWorldXform[2][3] += 3.0;
CubeWorldXform[2][3] += 3.0;
RecalcXform = 1;
}
break;
case ‘4’: /* rotate clockwise around Y */
case ‘4’: /* rotate clockwise around Y */
AppendRotationY(CubeWorldXform, -ROTATION);
RecalcXform=1; break;
case ‘6’: /* rotate counterclockwise around Y */
case ‘6’: /* rotate counterclockwise around Y */
AppendRotationY(CubeWorldXform, ROTATION);
RecalcXform=1; break;
case ‘8’: /* rotate clockwise around X */
case ‘8’: /* rotate clockwise around X */
AppendRotationX(CubeWorldXform, -ROTATION);
RecalcXform=1; break;
case ‘2’: /* rotate counterclockwise around X */
case ‘2’: /* rotate counterclockwise around X */
AppendRotationX(CubeWorldXform, ROTATION);
RecalcXform=1; break;
case 0: /* extended code */
@ -180,10 +180,10 @@ void main() {
RecalcXform=1; break;
case 0x4B: /* left (-X) */
CubeWorldXform[0][3] -= 3.0; RecalcXform=1; break;
case 0x4D: /* right (+X) */
CubeWorldXform[0][3] += 3.0; RecalcXform=1; break;
case 0x48: /* up (+Y) */
CubeWorldXform[1][3] += 3.0; RecalcXform=1; break;
case 0x4D: /* right (+X) */
CubeWorldXform[0][3] += 3.0; RecalcXform=1; break;
case 0x48: /* up (+Y) */
CubeWorldXform[1][3] += 3.0; RecalcXform=1; break;
case 0x50: /* down (-Y) */
CubeWorldXform[1][3] -= 3.0; RecalcXform=1; break;
default: