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.
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+15
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@@ -1,21 +1,21 @@
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## To build:
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```sh
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make
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make
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```
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## To use:
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```sh
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./vik [file.map]
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./vik [file.map]
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```
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## Try:
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```sh
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./vik maze.map
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./vik maze.map
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```
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@@ -61,14 +61,14 @@ 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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./vik [-w <width>] [mapfile]
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```
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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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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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@@ -76,20 +76,20 @@ mapfile - Filename containing a map
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Start the engine using a built in labyrinth and texture bitmaps:
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```sh
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./vik
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./vik
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```
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Start the engine and loads the labyrinth defined in the file
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[maze.map](maze.map):
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```sh
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./vik maze.map
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./vik maze.map
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```
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Start the engine using [maze.map](maze.map) in a window that is 400 pixels wide:
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```sh
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./vik -w 400 maze.map
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./vik -w 400 maze.map
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```
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Note that the `mapfile` has to be the last argument and the `-w` option if present
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@@ -107,12 +107,12 @@ 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 in the range `a-z`
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+16
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@@ -132,8 +132,7 @@
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<h2 id="author"><a name="author"></a>Author:</h2>
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<ul>
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<li>Name: <a href="../../authors.html#Daniel_Vik">Daniel Vik</a><br>
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Location: <a href="../../location.html#US">US</a> - <em>United States of America</em> (<em>United States</em>)
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<br><br></li>
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Location: <a href="../../location.html#US">US</a> - <em>United States of America</em> (<em>United States</em>)</li>
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</ul>
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<!-- END: next line ends content generated by: bin/output-index-author.sh -->
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@@ -142,11 +141,11 @@ Location: <a href="../../location.html#US">US</a> - <em>United States of America
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<!-- START: this line starts content for HTML phase 21 by: bin/pandoc-wrapper.sh via bin/md2html.sh -->
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<h2 id="to-build">To build:</h2>
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<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>
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<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>
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<h2 id="to-use">To use:</h2>
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<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="ex">./vik</span> <span class="pp">[</span><span class="ss">file.map</span><span class="pp">]</span></span></code></pre></div>
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<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="ex">./vik</span> <span class="pp">[</span><span class="ss">file.map</span><span class="pp">]</span></span></code></pre></div>
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<h2 id="try">Try:</h2>
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<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> maze.map</span></code></pre></div>
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<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./vik</span> maze.map</span></code></pre></div>
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<h2 id="judges-remarks">Judges’ remarks:</h2>
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<p>An amazing use of the X libraries with twisty code passages, all different. One
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risks running in code path circles as <code>main()</code> is called again and again. Be
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@@ -178,18 +177,18 @@ backward).</li>
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<p>Compile the source code and link in <a href="https://en.wikipedia.org/wiki/Xlib">X
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libraries</a> if necessary. The program takes
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three options which have to be typed in a specific order as described below.</p>
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<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">./vik</span> [-w <span class="op"><</span>width<span class="op">></span>] <span class="pp">[</span><span class="ss">mapfile</span><span class="pp">]</span></span></code></pre></div>
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<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">./vik</span> [-w <span class="op"><</span>width<span class="op">></span>] <span class="pp">[</span><span class="ss">mapfile</span><span class="pp">]</span></span></code></pre></div>
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<p>where:</p>
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<pre><code>width - Specifies the width of the window
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mapfile - Filename containing a map</code></pre>
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<pre><code> width - Specifies the width of the window
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mapfile - Filename containing a map</code></pre>
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<h4 id="examples">Examples</h4>
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<p>Start the engine using a built in labyrinth and texture bitmaps:</p>
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<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="ex">./vik</span></span></code></pre></div>
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<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="ex">./vik</span></span></code></pre></div>
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<p>Start the engine and loads the labyrinth defined in the file
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<a href="maze.map">maze.map</a>:</p>
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<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="ex">./vik</span> maze.map</span></code></pre></div>
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<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="ex">./vik</span> maze.map</span></code></pre></div>
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<p>Start the engine using <a href="maze.map">maze.map</a> in a window that is 400 pixels wide:</p>
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<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="ex">./vik</span> <span class="at">-w</span> 400 maze.map</span></code></pre></div>
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<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="ex">./vik</span> <span class="at">-w</span> 400 maze.map</span></code></pre></div>
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<p>Note that the <code>mapfile</code> has to be the last argument and the <code>-w</code> option if present
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has to be the first. The map definition files and the bitmap files should be
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located in the current directory.</p>
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@@ -199,12 +198,12 @@ located in the current directory.</p>
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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 <code>*</code> character lets the engine know
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where to position the user. The example below shows how a map file can look:</p>
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<pre><code>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</code></pre>
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<pre><code> 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</code></pre>
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<p>The engine loads the map, and creates walls. When a character in the range <code>a-z</code>
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is found, the engine will load the corresponding texture bitmap. The bitmap file
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must be named <code>*.bmp</code> where <code>*</code> is substituted with the letter of the wall in
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