improved indentation and whitespace for markdown code blocks

All code blocks in markdown have been intended by at least 4 spaces.

We add `--tab-stop=8` to all `pandoc(1)` executions in order to set
a better tab stop indentation, especially for tab intended code blocks.

Changed `bin/pandoc-wrapper.sh` VERSION from "1.5.3 2024-03-26"
to "1.6 2024-03-31".

Fixed `1991/brnstnd/sorta.README.md` so that the sorta code
is code blocks.

Removed unneeded paragraph group in copyright in `inc/footer.default.html`.

Fixed excess whitespace after list Author on entry `index.html` page.

Changed `bin/output-index-author.sh` VERSION from "1.5.2 2024-03-26"
to "1.6 2024-03-31".

Performed `make www` to perform the above and test under macOS.

TODO: Fix the problem of the initial line of code being extra intended.
TODO: Fix excess whitespace around code that is inline.
This commit is contained in:
Landon Curt Noll committed 2024-04-01 04:48:48 -07:00
1 parent b84c27ce02
commit a996f8d2b8
734 files changed
+16723 -16963

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+74 -74
View File
@@ -1,7 +1,7 @@
## To build:
```sh
make
make
```
NOTE: there is an alternate version for vi(m) like movements. See [alternate
@@ -9,7 +9,7 @@ version](#alternate-code) below. If your terminal has problems with the
`stty(1)` commands try:
```sh
make anon-no_stty
make anon-no_stty
```
This will compile [anon.c](anon.c) as `anon` to not use `stty(1)`.
@@ -20,7 +20,7 @@ This will compile [anon.c](anon.c) as `anon` to not use `stty(1)`.
The current status of this entry is:
```
STATUS: INABIAF - please **DO NOT** fix
STATUS: INABIAF - please **DO NOT** fix
```
For more detailed information see [2005 anon bugs](../../bugs.html#2005_anon).
@@ -29,16 +29,16 @@ For more detailed information see [2005 anon bugs](../../bugs.html#2005_anon).
## To use:
```sh
./anon x y [z]
./anon x y [z]
```
## Try:
```sh
./anon 4 4
./anon 4 4
./anon 3 3 3
./anon 3 3 3
```
After a very large number of moves this program will deliberately force itself
@@ -49,13 +49,13 @@ hook you) and spending too much time playing. :-)
If you want to see this in action you can easily do this:
```sh
yes 'please crash on me :-)' | ./anon 4 4
yes 'please crash on me :-)' | ./anon 4 4
```
What happens if you specify a larger board? For instance:
```sh
yes 'please crash on me :-)' | ./anon 10 10 10
yes 'please crash on me :-)' | ./anon 10 10 10
```
If you specify more than three args the program might also crash or do
@@ -71,13 +71,13 @@ The alternate version uses `vi(m)` like movement keys.
### Alternate build:
```sh
make alt
make alt
```
To compile the version without `stty(1)`:
```sh
make alt-no_stty
make alt-no_stty
```
@@ -86,12 +86,12 @@ make alt-no_stty
Use `anon.alt` as you would `anon` with the change in movements:
```
k | Move empty spot up
h | Move empty spot left
j | Move empty spot down
l | Move empty spot right
J | Move empty spot forwards
K | Move empty spot backwards
k | Move empty spot up
h | Move empty spot left
j | Move empty spot down
l | Move empty spot right
J | Move empty spot forwards
K | Move empty spot backwards
```
@@ -122,13 +122,13 @@ The program takes 2 or 3 arguments, specifying the dimensions of the board.
For example, to play the original version of the Fifteen Puzzle:
```sh
./anon 4 4
./anon 4 4
```
To play with a 3D board, do something like this:
```sh
./anon 3 3 3
./anon 3 3 3
```
**WARNING: do NOT run the program with more than 3 command-line arguments.
@@ -145,18 +145,18 @@ characters instead of digits. To slide the tiles around, use the following
keys:
```
i | Slide the tile above the current empty space downwards.
j | Slide the tile to the left of the current empty space to the right.
k | Slide the tile below the current empty space upwards.
l | Slide the tile to the right of the current empty space to the left.
o | Slide the tile behind the current empty space forwards.
n | Slide the tile in front of the current empty space backwards.
i | Slide the tile above the current empty space downwards.
j | Slide the tile to the left of the current empty space to the right.
k | Slide the tile below the current empty space upwards.
l | Slide the tile to the right of the current empty space to the left.
o | Slide the tile behind the current empty space forwards.
n | Slide the tile in front of the current empty space backwards.
```
To quit the game:
```
q | Quit the game.
q | Quit the game.
```
Note that, for example, sliding the tile above the current empty spot
@@ -165,12 +165,12 @@ the current empty spot was. Hence, you could think of the movement keys in
terms of how they effectively "move" the empty spot:
```
i | Move empty spot up
j | Move empty spot left
k | Move empty spot down
l | Move empty spot right
n | Move empty spot forwards
o | Move empty spot backwards
i | Move empty spot up
j | Move empty spot left
k | Move empty spot down
l | Move empty spot right
n | Move empty spot forwards
o | Move empty spot backwards
```
**NOTE:** as a measure of alleviating counter-productivity due to addiction to
@@ -378,7 +378,7 @@ stored in a well-known location in the `MASS`.
`if(p,q,r,s)` is, in fact, an `if` statement. :-) It is equivalent to:
```c
if (p) { q; r } else {s}
if (p) { q; r } else {s}
```
Why are `q` and `r` split up? Because it's cleaner (in whatever twisted sense of
@@ -405,18 +405,18 @@ variable); `x` and `y-1` define the starting and ending values of `i`, and `z`
is the loop body. `Z` is the post-loop code in the current state. For example:
```c
for(s,i, 0, 10,
some_code ,
other_code)
for(s,i, 0, 10,
some_code ,
other_code)
```
is equivalent to:
```c
for (i=0; i<10; i++) {
some_code;
}
other_code;
for (i=0; i<10; i++) {
some_code;
}
other_code;
```
Note the "wrong" indentation in the former: the author prefers to write it
@@ -444,25 +444,25 @@ program, and what the various state numbers are meant to do:
#### MASS usage map
```
0 | Function return value
1 | Function argument 1
2 | Function argument 2
3 | Function argument 3
4 | Scratch register 1
5 | Scratch register 2
6 | Scratch register 3
7 | Scratch register 4
8 | Value of original argv :-)
9 | Value of original argc :-)
11 | Zero register (always set to 0)
12 | Width of board
13 | Length of board
14 | Height of board
15 | Current position of hole
16 | Random seed for rand_r(3)
18 | Scratch register used by state 18 :-)
31 | field width for printing tiles
32 | Start of board data
0 | Function return value
1 | Function argument 1
2 | Function argument 2
3 | Function argument 3
4 | Scratch register 1
5 | Scratch register 2
6 | Scratch register 3
7 | Scratch register 4
8 | Value of original argv :-)
9 | Value of original argc :-)
11 | Zero register (always set to 0)
12 | Width of board
13 | Length of board
14 | Height of board
15 | Current position of hole
16 | Random seed for rand_r(3)
18 | Scratch register used by state 18 :-)
31 | field width for printing tiles
32 | Start of board data
```
(**CAVEAT:** not all of these mappings ended up in the final version of the
@@ -478,22 +478,22 @@ to be on all tested architectures.)
#### State number assignments
```
1 | showhelp
2 | showhelp
3 | is 2D: start init
4 | is 3D: start init
5 | find allocation type
6 | MASS init, bottom-up
7 | MASS init, top-down
8 | main program
9 | generate() outer loop
13 | render()
14 | render() loop
15 | exit(0)
16 | pick a tile that hasn't occurred yet
17 | inner loop of 16.
18 | main loop
19 | checkwin() loop
1 | showhelp
2 | showhelp
3 | is 2D: start init
4 | is 3D: start init
5 | find allocation type
6 | MASS init, bottom-up
7 | MASS init, top-down
8 | main program
9 | generate() outer loop
13 | render()
14 | render() loop
15 | exit(0)
16 | pick a tile that hasn't occurred yet
17 | inner loop of 16.
18 | main loop
19 | checkwin() loop
```
Note that some of the manually-implemented states (those not implemented by
+75 -76
View File
@@ -132,8 +132,7 @@
<h2 id="author"><a name="author"></a>Author:</h2>
<ul>
<li>Name: <a href="../../authors.html#Anonymous_2005">Anonymous 2005</a><br>
Location: <a href="../../location.html#ZZ">ZZ</a> - <em>Unknown location</em>
<br><br></li>
Location: <a href="../../location.html#ZZ">ZZ</a> - <em>Unknown location</em></li>
</ul>
<!-- END: next line ends content generated by: bin/output-index-author.sh -->
@@ -142,47 +141,47 @@ Location: <a href="../../location.html#ZZ">ZZ</a> - <em>Unknown location</em>
<!-- START: this line starts content for HTML phase 21 by: bin/pandoc-wrapper.sh via bin/md2html.sh -->
<h2 id="to-build">To build:</h2>
<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a><span class="fu">make</span></span></code></pre></div>
<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">make</span></span></code></pre></div>
<p>NOTE: there is an alternate version for vi(m) like movements. See <a href="#alternate-code">alternate
version</a> below. If your terminal has problems with the
<code>stty(1)</code> commands try:</p>
<div class="sourceCode" id="cb2"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a><span class="fu">make</span> anon-no_stty</span></code></pre></div>
<div class="sourceCode" id="cb2"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">make</span> anon-no_stty</span></code></pre></div>
<p>This will compile <a href="anon.c">anon.c</a> as <code>anon</code> to not use <code>stty(1)</code>.</p>
<h3 id="bugs-and-misfeatures">Bugs and (Mis)features:</h3>
<p>The current status of this entry is:</p>
<pre><code>STATUS: INABIAF - please **DO NOT** fix</code></pre>
<pre><code> STATUS: INABIAF - please **DO NOT** fix</code></pre>
<p>For more detailed information see <a href="../../bugs.html#2005_anon">2005 anon bugs</a>.</p>
<h2 id="to-use">To use:</h2>
<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">./anon</span> x y <span class="pp">[</span><span class="ss">z</span><span class="pp">]</span></span></code></pre></div>
<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">./anon</span> x y <span class="pp">[</span><span class="ss">z</span><span class="pp">]</span></span></code></pre></div>
<h2 id="try">Try:</h2>
<div class="sourceCode" id="cb5"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./anon</span> 4 4</span>
<div class="sourceCode" id="cb5"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./anon</span> 4 4</span>
<span id="cb5-2"><a href="#cb5-2" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb5-3"><a href="#cb5-3" aria-hidden="true" tabindex="-1"></a><span class="ex">./anon</span> 3 3 3</span></code></pre></div>
<span id="cb5-3"><a href="#cb5-3" aria-hidden="true" tabindex="-1"></a> <span class="ex">./anon</span> 3 3 3</span></code></pre></div>
<p>After a very large number of moves this program will deliberately force itself
to destroy its runtime stack. This is the author’s way to prevent you from being
frustrated (which might happen as it likes to create unsolvable puzzles just to
hook you) and spending too much time playing. :-)</p>
<p>If you want to see this in action you can easily do this:</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="fu">yes</span> <span class="st">&#39;please crash on me :-)&#39;</span> <span class="kw">|</span> <span class="ex">./anon</span> 4 4</span></code></pre></div>
<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="fu">yes</span> <span class="st">&#39;please crash on me :-)&#39;</span> <span class="kw">|</span> <span class="ex">./anon</span> 4 4</span></code></pre></div>
<p>What happens if you specify a larger board? For instance:</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="fu">yes</span> <span class="st">&#39;please crash on me :-)&#39;</span> <span class="kw">|</span> <span class="ex">./anon</span> 10 10 10</span></code></pre></div>
<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="fu">yes</span> <span class="st">&#39;please crash on me :-)&#39;</span> <span class="kw">|</span> <span class="ex">./anon</span> 10 10 10</span></code></pre></div>
<p>If you specify more than three args the program might also crash or do
something strange. This might also happen if you specify excessively large board
dimensions. Try <code>100 100 100</code> for instance and see what happens!</p>
<h2 id="alternate-version">Alternate version:</h2>
<p>The alternate version uses <code>vi(m)</code> like movement keys.</p>
<h3 id="alternate-build">Alternate build:</h3>
<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="fu">make</span> alt</span></code></pre></div>
<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="fu">make</span> alt</span></code></pre></div>
<p>To compile the version without <code>stty(1)</code>:</p>
<div class="sourceCode" id="cb9"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb9-1"><a href="#cb9-1" aria-hidden="true" tabindex="-1"></a><span class="fu">make</span> alt-no_stty</span></code></pre></div>
<div class="sourceCode" id="cb9"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb9-1"><a href="#cb9-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">make</span> alt-no_stty</span></code></pre></div>
<h3 id="alternate-use">Alternate use:</h3>
<p>Use <code>anon.alt</code> as you would <code>anon</code> with the change in movements:</p>
<pre><code>k | Move empty spot up
h | Move empty spot left
j | Move empty spot down
l | Move empty spot right
J | Move empty spot forwards
K | Move empty spot backwards</code></pre>
<pre><code> k | Move empty spot up
h | Move empty spot left
j | Move empty spot down
l | Move empty spot right
J | Move empty spot forwards
K | Move empty spot backwards</code></pre>
<h2 id="judges-remarks">Judges’ remarks:</h2>
<p>Taking the 4x4 board with 15 tiles to a whole new level, this entry takes this
puzzle to a whole new dimension! While you puzzle out this puzzle, we invite
@@ -201,9 +200,9 @@ spaces on the board, and the goal is to rearrange them so that they appear
sorted in the order they appear on the screen.</p>
<p>The program takes 2 or 3 arguments, specifying the dimensions of the board.
For example, to play the original version of the Fifteen Puzzle:</p>
<div class="sourceCode" id="cb11"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb11-1"><a href="#cb11-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./anon</span> 4 4</span></code></pre></div>
<div class="sourceCode" id="cb11"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb11-1"><a href="#cb11-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./anon</span> 4 4</span></code></pre></div>
<p>To play with a 3D board, do something like this:</p>
<div class="sourceCode" id="cb12"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb12-1"><a href="#cb12-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./anon</span> 3 3 3</span></code></pre></div>
<div class="sourceCode" id="cb12"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb12-1"><a href="#cb12-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./anon</span> 3 3 3</span></code></pre></div>
<p><strong>WARNING: do NOT run the program with more than 3 command-line arguments.
This will trigger a bug that will cause it to crash or do something strange.
:-)</strong></p>
@@ -214,24 +213,24 @@ dimensions. :-) (10x10x10 is considered a safe upper limit.)</p>
<p>The empty space on the board is represented by a space filled with <code>#</code>
characters instead of digits. To slide the tiles around, use the following
keys:</p>
<pre><code>i | Slide the tile above the current empty space downwards.
j | Slide the tile to the left of the current empty space to the right.
k | Slide the tile below the current empty space upwards.
l | Slide the tile to the right of the current empty space to the left.
o | Slide the tile behind the current empty space forwards.
n | Slide the tile in front of the current empty space backwards.</code></pre>
<pre><code> i | Slide the tile above the current empty space downwards.
j | Slide the tile to the left of the current empty space to the right.
k | Slide the tile below the current empty space upwards.
l | Slide the tile to the right of the current empty space to the left.
o | Slide the tile behind the current empty space forwards.
n | Slide the tile in front of the current empty space backwards.</code></pre>
<p>To quit the game:</p>
<pre><code>q | Quit the game.</code></pre>
<pre><code> q | Quit the game.</code></pre>
<p>Note that, for example, sliding the tile above the current empty spot
downwards will fill up the empty spot, and create a new empty spot above where
the current empty spot was. Hence, you could think of the movement keys in
terms of how they effectively “move” the empty spot:</p>
<pre><code>i | Move empty spot up
j | Move empty spot left
k | Move empty spot down
l | Move empty spot right
n | Move empty spot forwards
o | Move empty spot backwards</code></pre>
<pre><code> i | Move empty spot up
j | Move empty spot left
k | Move empty spot down
l | Move empty spot right
n | Move empty spot forwards
o | Move empty spot backwards</code></pre>
<p><strong>NOTE:</strong> as a measure of alleviating counter-productivity due to addiction to
this game, particularly for those hardcore gamers who insist on solving a
10x10x10 puzzle during work hours, and also to give an upper bound to user
@@ -395,7 +394,7 @@ allocation. It’s the only state that needs to return a value from the boolean
expression, since once the <code>MASS</code> is initialized any return value can simply be
stored in a well-known location in the <code>MASS</code>.</p>
<p><code>if(p,q,r,s)</code> is, in fact, an <code>if</code> statement. :-) It is equivalent to:</p>
<div class="sourceCode" id="cb16"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb16-1"><a href="#cb16-1" aria-hidden="true" tabindex="-1"></a><span class="cf">if</span> <span class="op">(</span>p<span class="op">)</span> <span class="op">{</span> q<span class="op">;</span> r <span class="op">}</span> <span class="cf">else</span> <span class="op">{</span>s<span class="op">}</span></span></code></pre></div>
<div class="sourceCode" id="cb16"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb16-1"><a href="#cb16-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">if</span> <span class="op">(</span>p<span class="op">)</span> <span class="op">{</span> q<span class="op">;</span> r <span class="op">}</span> <span class="cf">else</span> <span class="op">{</span>s<span class="op">}</span></span></code></pre></div>
<p>Why are <code>q</code> and <code>r</code> split up? Because it’s cleaner (in whatever twisted sense of
the word that can be applied to an IOCCC entry) to implement using boolean
expressions. Keep in mind that all statements are assumed to evaluate to
@@ -416,14 +415,14 @@ closes the current state and opens a new one behind the programmer’s back.
<code>i</code> is the index variable (well, the index into the <code>MASS</code> of the index
variable); <code>x</code> and <code>y-1</code> define the starting and ending values of <code>i</code>, and <code>z</code>
is the loop body. <code>Z</code> is the post-loop code in the current state. For example:</p>
<div class="sourceCode" id="cb17"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb17-1"><a href="#cb17-1" aria-hidden="true" tabindex="-1"></a><span class="cf">for</span><span class="op">(</span>s<span class="op">,</span>i<span class="op">,</span> <span class="dv">0</span><span class="op">,</span> <span class="dv">10</span><span class="op">,</span></span>
<span id="cb17-2"><a href="#cb17-2" aria-hidden="true" tabindex="-1"></a>some_code <span class="op">,</span></span>
<span id="cb17-3"><a href="#cb17-3" aria-hidden="true" tabindex="-1"></a>other_code<span class="op">)</span></span></code></pre></div>
<div class="sourceCode" id="cb17"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb17-1"><a href="#cb17-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">for</span><span class="op">(</span>s<span class="op">,</span>i<span class="op">,</span> <span class="dv">0</span><span class="op">,</span> <span class="dv">10</span><span class="op">,</span></span>
<span id="cb17-2"><a href="#cb17-2" aria-hidden="true" tabindex="-1"></a> some_code <span class="op">,</span></span>
<span id="cb17-3"><a href="#cb17-3" aria-hidden="true" tabindex="-1"></a> other_code<span class="op">)</span></span></code></pre></div>
<p>is equivalent to:</p>
<div class="sourceCode" id="cb18"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb18-1"><a href="#cb18-1" aria-hidden="true" tabindex="-1"></a><span class="cf">for</span> <span class="op">(</span>i<span class="op">=</span><span class="dv">0</span><span class="op">;</span> i<span class="op">&amp;</span>lt<span class="op">;</span><span class="dv">10</span><span class="op">;</span> i<span class="op">++)</span> <span class="op">{</span></span>
<span id="cb18-2"><a href="#cb18-2" aria-hidden="true" tabindex="-1"></a> some_code<span class="op">;</span></span>
<span id="cb18-3"><a href="#cb18-3" aria-hidden="true" tabindex="-1"></a><span class="op">}</span></span>
<span id="cb18-4"><a href="#cb18-4" aria-hidden="true" tabindex="-1"></a>other_code<span class="op">;</span></span></code></pre></div>
<div class="sourceCode" id="cb18"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb18-1"><a href="#cb18-1" aria-hidden="true" tabindex="-1"></a> <span class="cf">for</span> <span class="op">(</span>i<span class="op">=</span><span class="dv">0</span><span class="op">;</span> i<span class="op">&amp;</span>lt<span class="op">;</span><span class="dv">10</span><span class="op">;</span> i<span class="op">++)</span> <span class="op">{</span></span>
<span id="cb18-2"><a href="#cb18-2" aria-hidden="true" tabindex="-1"></a> some_code<span class="op">;</span></span>
<span id="cb18-3"><a href="#cb18-3" aria-hidden="true" tabindex="-1"></a> <span class="op">}</span></span>
<span id="cb18-4"><a href="#cb18-4" aria-hidden="true" tabindex="-1"></a> other_code<span class="op">;</span></span></code></pre></div>
<p>Note the “wrong” indentation in the former: the author prefers to write it
that way, since the analogy to the usual <code>for</code> loop is clearer. This is why it’s
easier to understand the pre-CPP code, since after CPP, the macro reshuffles
@@ -444,25 +443,25 @@ key press. What could be more fun than to define such a case in terms of a
are the mappings of various locations of the <code>MASS</code> to their usage in the
program, and what the various state numbers are meant to do:</p>
<h4 id="mass-usage-map">MASS usage map</h4>
<pre><code>0 | Function return value
1 | Function argument 1
2 | Function argument 2
3 | Function argument 3
4 | Scratch register 1
5 | Scratch register 2
6 | Scratch register 3
7 | Scratch register 4
8 | Value of original argv :-)
9 | Value of original argc :-)
11 | Zero register (always set to 0)
12 | Width of board
13 | Length of board
14 | Height of board
15 | Current position of hole
16 | Random seed for rand_r(3)
18 | Scratch register used by state 18 :-)
31 | field width for printing tiles
32 | Start of board data</code></pre>
<pre><code> 0 | Function return value
1 | Function argument 1
2 | Function argument 2
3 | Function argument 3
4 | Scratch register 1
5 | Scratch register 2
6 | Scratch register 3
7 | Scratch register 4
8 | Value of original argv :-)
9 | Value of original argc :-)
11 | Zero register (always set to 0)
12 | Width of board
13 | Length of board
14 | Height of board
15 | Current position of hole
16 | Random seed for rand_r(3)
18 | Scratch register used by state 18 :-)
31 | field width for printing tiles
32 | Start of board data</code></pre>
<p>(<strong>CAVEAT:</strong> not all of these mappings ended up in the final version of the
program, mainly due to size limitations which entailed the trimming off of a
lot of neat features in the game. It is left as an exercise for the reader to
@@ -472,22 +471,22 @@ the <code>MASS</code>, because otherwise they may overwrite their original value
memory allocation code saves them. Index 8 is deemed “safe enough”. (It seems
to be on all tested architectures.)</p>
<h4 id="state-number-assignments">State number assignments</h4>
<pre><code>1 | showhelp
2 | showhelp
3 | is 2D: start init
4 | is 3D: start init
5 | find allocation type
6 | MASS init, bottom-up
7 | MASS init, top-down
8 | main program
9 | generate() outer loop
13 | render()
14 | render() loop
15 | exit(0)
16 | pick a tile that hasn&#39;t occurred yet
17 | inner loop of 16.
18 | main loop
19 | checkwin() loop</code></pre>
<pre><code> 1 | showhelp
2 | showhelp
3 | is 2D: start init
4 | is 3D: start init
5 | find allocation type
6 | MASS init, bottom-up
7 | MASS init, top-down
8 | main program
9 | generate() outer loop
13 | render()
14 | render() loop
15 | exit(0)
16 | pick a tile that hasn&#39;t occurred yet
17 | inner loop of 16.
18 | main loop
19 | checkwin() loop</code></pre>
<p>Note that some of the manually-implemented states (those not implemented by
<code>do()</code>) respond to multiple state numbers. Also note that states 1-4
conveniently correspond to what the program should do when 1-4 arguments are