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Maze generation: Difference between revisions
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→{{header|REXX}}: added/changed whitespace and comments, simplified some statements.
m (→simpler version of above: changed the wording in the REXX section header.) |
m (→{{header|REXX}}: added/changed whitespace and comments, simplified some statements.) |
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Line 4,513:
In order to preserve the aspect ratio (for most display terminals), several '''changestr''' invocations and
<br>some other instructions were added to increase the horizontal dimension (cell size).
<lang rexx>/*REXX program
height=0; @.=0 /*default for all cells visited. */
parse arg rows cols seed . /*allow user to specify the maze size. */
if rows='' | rows==',' then rows=19 /*No rows given?
if cols='' | cols==',' then cols=19 /*
if seed\=='' then call random ,,seed /*use a random seed for repeatability.
call buildRow '┌'copies('~┬',cols-1)'~┐' /*
/*
do r=1 for rows; _=; __=; hp= '|'; hj='├'
do c=1 for cols; _= _||hp'1'; __=__||hj'~'; hj='┼'; hp='│'
end /*c*/
call buildRow _'│'
if r\==rows then call buildRow __'┤'
end /*r*/
call buildRow '└'copies('~┴',cols-1)'~┘' /*
r!=random(1,rows)*2; c!=random(1,cols)*2; @.r!.c!=0 /*choose the 1st cell.*/
/* [↓] traipse through the maze. */
do forever; n=hood(r!,c!); if n==0 then if \
call ?; @._r._c=0 /*get the (next) maze direction to go. */
ro=r!; co=c!; r!=_r; c!=_c /*save original maze cell coordinates. */
?.zr=?.zr%2; ?.zc=?.zc%2 /*get the maze row and cell directions.*/
rw=ro+?.zr; cw=co+?.zc /*calculate the next row and
@.rw.cw=
end /*forever*/
do r=1 for height;
do c=1 for cols*2 + 1;
if \(r//2) then _=translate(_, '\',
@.r=_ /*save the row in @.*/
end /*r*/
do #=1 for height; _=@.# /*display maze to the terminal. */
call makeNice /*make some cell corners prettier*/
_=changestr(
_=changestr(
_=changestr(
_=changestr('~',_,"───") /*────────────────── the aspect ratio. */
say translate(_, '─│', "═|\10") /*make it presentable for the screen. */
end /*#*/
exit /*stick a fork in it, we're all done. */
/*────────────────────────────────────────────────────────────────────────────*/
@: parse arg _r,_c; return @._r._c /*a fast way to reference a maze cell. */
/*────────────────────────────────────────────────────────────────────────────*/
?: do forever; ?.=0; ?=random(1,4); if ?==1 then ?.zc=-2 /*north*/
if ?==2 then ?.zr=
if ?==3 then ?.zc=
if ?==4 then ?.zr=-2 /* west*/
_r=r!+?.zr; _c=c!+?.zc; if @._r._c==1 then return
end /*forever*/
/*────────────────────────────────────────────────────────────────────────────*/
buildRow: parse arg z; height=height+1; width=length(z)
do c=1 for width; @.height.c=substr(z,c,1); end; return
/*────────────────────────────────────────────────────────────────────────────*/
do c=1 for cols;
if hood(
end /*c*/
end /*r*/ /* [↑] r! & c! are used by invoker.*/
return 0
/*────────────────────────────────────────────────────────────────────────────*/
hood: parse arg rh,ch; return @(rh+2,ch) + @(rh-2,ch) + @(rh,ch-2) + @(rh,ch+2)
/*────────────────────────────────────────────────────────────────────────────*/
makeNice: width=length(_); old=#-1; new=#+1; old_=@.old; new_=@.new
if left(_,2) =='├
if right(_,2)=='
/* [↓] handle the top grid row.*/
do k=1 for width while #==1; z=substr(_,k,1) /*maze top row.*/
if z\=='┬' then iterate
if substr(new_,k,1)=='\' then _=overlay('═',_,k)
end /*k*/
do k=1 for width while #==height; z=substr(_,k,1) /*maze bot row.*/
if z\=='┴' then iterate
if substr(old_,k,1)=='\' then _=overlay('═',_,k)
end /*k*/
/* [↓] handle the mid grid rows*/
do k=3 to width-2 by 2 while #//2; z=substr(_,k,1) /*maze mid rows*/
if z\=='┼' then iterate
le=substr(_,k-1,1)
ri=substr(_,k+1,1)
up=substr(old_,k,1)
dw=substr(new_,k,1)
select
when le==
when le=='~' & ri=='~' & up=='\' & dw=='\' then _=overlay('═',_,k)
when le=='~' & ri=='~' & up=='\' & dw=='│' then _=overlay('┬',_,k)
when le=='~' & ri=='~' & up=='│' & dw=='\' then _=overlay('┴',_,k)
when le=='~' & ri==
when le==
when le==
when le==
when le==
when le==
when le=='~' & ri==
when le=='~' & ri==
when le=='~' & ri==
when le==
otherwise nop
end /*select*/
end /*k*/
return</lang>
Some older REXXes don't have a '''changestr''' BIF, so one is included here ──► [[CHANGESTR.REX]].
<br><br>
Line 4,671 ⟶ 4,672:
The above REXX version had a quite of bit of code to "dress up" the maze presentation,
<br>so a slimmed down version was included here.
<lang rexx>/*REXX program
height=0; @.=0 /*default for all cells visited. */
parse arg rows cols seed . /*allow user to specify the maze size. */
if rows='' | rows==',' then rows=19 /*No rows given?
if cols='' | cols==',' then cols=19 /*
if seed\=='' then call random ,,seed /*use a random seed for repeatability.
call buildRow '┌'copies('─┬',cols-1)'─┐' /*build the top edge of the maze. */
/*
do r=1 for rows; _=; __=; hp= '|'; hj='├'
do c=1 for cols; _= _||hp'1'; __=__||hj'─'; hj='┼'; hp='│'
end /*c*/
call buildRow _'│' /*build the right edge of cells. */
if r\==rows then call buildRow __'┤' /* " " " " " maze. */
end /*r*/
call buildRow '└'copies('─┴',cols-1)'─┘' /*
r!=random(1,rows)*2; c!=random(1,cols)*2; @.r!.c!=0 /*choose the 1st cell.*/
/* [↓] traipse through the maze. */
do forever; n=hood(r!,c!); if n==0 then if \
call ?; @._r._c=0 /*get the (next) maze direction to go. */
ro=r!; co=c!; r!=_r; c!=_c /*save the original cell coordinates. */
?.zr=?.zr%2; ?.zc=?.zc%2 /*get the maze row and cell directions.*/
rw=ro+?.zr; cw=co+?.zc /*calculate the next maze row and col. */
@.rw.cw=
end /*forever*/
do r=1 for height; _= /*display the maze. */
do c=1 for cols*2 + 1; _=_ || @.r.c; end /*c*/
if \(r//2) then _=translate(_, '\',
_=changestr(1,_,111) /*
_=changestr(0,_,000) /*
_=changestr(
_=changestr('─',_,"───") /*
say translate(_,'│',"|\10") /*make it presentable for the screen. */
end /*r*/
exit /*stick a fork in it, we're all done. */
/*────────────────────────────────────────────────────────────────────────────*/
@: parse arg _r,_c; return @._r._c /*a fast way to reference a maze cell. */
/*────────────────────────────────────────────────────────────────────────────*/
?: do forever; ?.=0; ?=random(1,4); if ?==1 then ?.zc=-2 /*north*/
if ?==2 then ?.zr=
if ?==3 then ?.zc=
if ?==4 then ?.zr=-2 /* west*/
/*────────────────────────────────────────────────────────────────────────────*/
buildRow: parse arg z; height=height+1; width=length(z)
do c=1 for width; @.height.c=substr(z,c,1); end; return
/*────────────────────────────────────────────────────────────────────────────*/
do c=1 for cols;
if hood(
end /*c*/
end /*r*/ /* [↑] r! & c! are used by invoker.*/
return 0
/*────────────────────────────────────────────────────────────────────────────*/
hood: parse arg rh,ch; return @(rh+2,ch) + @(rh-2,ch) + @(rh,ch-2) + @(rh,ch+2)</lang>
'''output''' when using the input: <tt> 10 10 </tt>
<pre>
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