nxu/maze.tal

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( maze.tal )
( )
( mazes generated by randomized depth-first search )
( press any key to generate a new maze )
( )
( generator uses a simple 16-bit xorshift RNG )
( based on http://b2d-f9r.blogspot.com/2010/08/16-bit-xorshift-rng-now-with-more.html )
%DEBUG { #ff #0e DEO }
%<<5 { #50 SFT2 }
%>>1 { #01 SFT2 }
%>>3 { #03 SFT2 }
%RTN { JMP2r }
%EMIT { #18 DEO }
%SPACE { #20 EMIT }
%NEWLINE { #0a EMIT }
%ITERATIONS { #0100 }
%MOD { DIVk MUL SUB }
%MOD2 { DIV2k MUL2 SUB2 }
%DEC { #01 SUB }
%DEC2 { #0001 SUB2 }
%NEGATE2 { #ffff MUL2 }
%ROWS { #0027 } ( rows of cells )
%COLS { #003f } ( columns of cells )
%MAZEROWS { ROWS #0003 SUB2 #0002 DIV2 }
%MAZECOLS { COLS #0003 SUB2 #0002 DIV2 }
%NORTH { COLS NEGATE2 }
%EAST { #0001 }
%SOUTH { COLS }
%WEST { #ffff }
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%CELL { SWP2 COLS MUL2 ADD2 } ( row* col* -> row*cols+col )
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%LOAD { ;maze ADD2 LDA } ( cell* -> val^ )
%STORE { ;maze ADD2 STA } ( val cell* -> )
%XSTORE { ROT ROT STORE } ( cell* val -> )
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%IS-OPEN { LOAD #01 AND }
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%UNSEEN { LOAD #02 AND #00 EQU } ( cell* -> bool^ )
%PATH { ADD2 #0002 DIV2 } ( cell1* cell2* -> cell3* )
( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ]
|30 @Audio0 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|70 @Midi [ &vector $2 &channel $1 &note $1 &velocity $1 ]
|80 @Controller [ &vector $2 &button $1 &key $1 ]
|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ]
|a0 @File [ &vector $2 &success $2 &stat $2 &delete $1 &append $1 &name $2 &length $2 &read $2 &write $2 ]
|b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
( variables )
|0000
( pseudo-random number generator )
@rng [ &x $2 &y $2 ]
( timer to use for flashing effect )
@timer $1
( color to draw walls )
@tint $1
( cell to focus on during maze generatio )
@focus $2
( directions: n e s w )
@directions $4 ( 00 01 02 03 )
( step one cell over in respective direction )
@cell-offsets $8
( boolean used to generate a new maze )
@regenerate $1
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( cell occupied by the character )
@charx $2
@chary $2
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|0100
( intialize rng )
;init-rng JSR2
( #03 .tint STZ )
#03 .tint STZ
#00 .regenerate STZ
( initialize dierctions )
#00 .directions #00 ADD STZ
#01 .directions #01 ADD STZ
#02 .directions #02 ADD STZ
#03 .directions #03 ADD STZ
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( initialize the character )
#0002 .charx STZ2
#0000 .chary STZ2
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( initialize cell offsets - calculated based on #columns )
NORTH .cell-offsets #00 ADD STZ2
EAST .cell-offsets #02 ADD STZ2
SOUTH .cell-offsets #04 ADD STZ2
WEST .cell-offsets #06 ADD STZ2
( theme: #102 #def #ec2 #775 )
#1de7 .System/r DEO2
#0ec7 .System/g DEO2
#2f25 .System/b DEO2
( testing )
;clear-maze JSR2
( we mark the border as having been seen to simplify bounds checking )
;mark-border JSR2
( generate the maze )
;create-maze JSR2
( cut exits )
;create-exits JSR2
( first draw of the maze )
;draw-maze JSR2
( set up redraw hook )
;draw .Screen/vector DEO2
;on-key .Controller/vector DEO2
BRK
@draw ( -> )
.timer LDZ INC #06 MOD DUP
.timer STZ
#00 NEQ ,&done JCN
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( .tint LDZ #09 EOR .tint STZ ( enables flashing ) )
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.regenerate LDZ #00 EQU ,&paint JCN
( if regenerate was true, then create a new maze )
#00 .regenerate STZ
;clear-maze JSR2
;mark-border JSR2
;create-maze JSR2
;create-exits JSR2
;draw-maze JSR2
( draw the maze )
&paint
;draw-maze JSR2
&done
BRK
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%DIGIT { #00 SWP ;digits ADD2 LDA EMIT }
%EMIT-BYTE { DUP #04 SFT DIGIT #0f AND DIGIT }
%EMIT-SHORT { SWP EMIT-BYTE EMIT-BYTE }
@try-move ( drow dcol -> )
.charx LDZ2 ADD2 SWP2 ( col+dcol row+drow )
.chary LDZ2 ADD2 SWP2 ( row+drow dcol )
OVR2 OVR2 ( row col row col )
CELL LOAD ( col row val )
#01 AND ,&ok JCN
POP2 POP2 RTN
&ok .charx STZ2 .chary STZ2 RTN
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@on-key ( -> )
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.Controller/button DEI
DUP ,&move JCN
POP ( #01 .regenerate STZ ) BRK
&move-up #ffff #0000 ;try-move JSR2 POP BRK
&move-down #0001 #0000 ;try-move JSR2 POP BRK
&move-left #0000 #ffff ;try-move JSR2 POP BRK
&move-right #0000 #0001 ;try-move JSR2 POP BRK
&move
DUP #10 AND ,&move-up JCN
DUP #20 AND ,&move-down JCN
DUP #40 AND ,&move-left JCN
DUP #80 AND ,&move-right JCN
EMIT-BYTE NEWLINE BRK
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@wall-sprite
ffff ffff ffff ffff
@open-sprite
0000 0000 0000 0000
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@char-sprite
0000 183c 3c18 0000
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@draw-maze ( -> )
#0000 ( row )
&loop
DUP2 ( row row )
;draw-row JSR2 ( row )
INC2 ( row+1 )
DUP2 ROWS LTH2 ,&loop JCN
POP2
RTN
@draw-row ( row* -> )
#0000 ( row col )
&loop
OVR2 OVR2 ( row col row col )
;draw-cell JSR2 ( row col )
INC2 ( row col+1 )
DUP2 COLS LTH2 ,&loop JCN
POP2 POP2
RTN
@draw-cell ( row* col* -> )
SWP2 DUP2 #0008 MUL2 .Screen/y DEO2 ( draw at y=row*8 )
SWP2 DUP2 #0008 MUL2 .Screen/x DEO2 ( draw at x=col*8 )
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OVR2 OVR2
.charx LDZ2 EQU2 STH
.chary LDZ2 EQU2 STHr AND
,&draw-char JCN
( OVR2 OVR2 ) CELL LOAD ( load cell byte at maze+index )
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#01 AND ( get bit 1, wall bit )
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,&draw-open JCN
( POP2 POP2 ) ;wall-sprite ,&end JMP
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&draw-open
( .charx LDZ2 EQU2 STH
.chary LDZ2 EQU2 STHr AND
,&draw-char JCN )
;open-sprite ,&end JMP
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&draw-char
[ POP2 POP2 ] ;char-sprite ,&end JMP
&end
.Screen/addr DEO2
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.tint LDZ .Screen/sprite DEO ( draw the cell )
RTN
@init-rng ( -> )
( seed .rng/x in seconds )
#00 .DateTime/minute DEI #003c MUL2
#00 .DateTime/second DEI ADD2
#0001 ORA2 .rng/x STZ2 ( x <- min*60+sec|1 )
( seed .rng/y in hours )
#00 .DateTime/day DEI #0018 MUL2
#00 .DateTime/hour DEI ADD2
#0001 ORA2 .rng/y STZ2 ( y <- day*24+hour|1 )
RTN
@mark-border ( -> )
#0000
&yloop
DUP2 #0000 CELL #02 XSTORE ( set row 0 )
DUP2 COLS DEC2 CELL #02 XSTORE ( set row cols-1 )
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INC2 DUP2 ROWS LTH2 ,&yloop JCN
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POP2
#0000
&xloop
#0000 OVR2 CELL #02 XSTORE ( set 0 col )
ROWS DEC2 OVR2 CELL #02 XSTORE ( set rows-1 col )
INC2 DUP2 COLS LTH2 ,&xloop JCN
POP2
RTN
@create-exits ( -> )
#0000 #0002 CELL DUP2
#01 XSTORE SOUTH ADD2 #01 XSTORE
ROWS #0002 SUB2 COLS #0003 SUB2 CELL DUP2
#01 XSTORE SOUTH ADD2 #01 XSTORE
RTN
@clear-maze ( -> )
ROWS COLS MUL2 ( limit* )
#0000 #0000 CELL ( limit* cell* )
&loop
DUP2 #00 XSTORE
INC2 GTH2k ,&loop JCN
POP2 POP2
RTN
@create-maze ( -> )
( create starting pt, must have even coords )
;random-short JSR2 MAZEROWS MOD2 INC2 #0002 MUL2 ( row* )
;random-short JSR2 MAZECOLS MOD2 INC2 #0002 MUL2 ( row* col* )
CELL DUP2 ;focus STA2 ( cell* )
#07 XSTORE ( )
&queue ( )
;shuffle-directions JSR2 ( )
#00 ( i^ )
&search ( i^ )
DUP .directions ADD LDZ ( i^ d^ )
DUP #02 MUL .cell-offsets ADD LDZ2 ( i^ d^ off* )
DUP2 ;focus LDA2 ADD2 ADD2 ( i^ d^ cell2* )
DUP2 UNSEEN ( i^ d^ cell2* unseen^ )
,&found JCN ( i^ d^ cell2* )
POP2 POP INC ( j=i+1 )
DUP #04 LTH ( j^ j<4 )
,&search JCN ( j^ )
POP ( )
,&backtrack JMP ( )
,&done JMP ( )
&found ( addr^ d^ cell2* )
DUP2 #01 XSTORE
DUP2 ;focus LDA2 PATH ( addr^ d^ cell2* wall* )
#01 XSTORE ( addr^ d^ cell2* )
;focus STA2 ( addr^ d^ )
#02 EOR #08 MUL ( addr^ link^ )
#03 ORA ;focus LDA2 ( addr^ data^ cell* )
STORE ( addr^ )
POP ,&queue JMP ( )
&backtrack ( )
;focus LDA2 LOAD #08 DIV ( link^ )
#02 MUL .cell-offsets ADD LDZ2 ( offset* )
;focus LDA2 OVR2 ( offset* cell* offset* )
ADD2 ADD2 ( old-cell* )
DUP2 ;focus STA2 ( old-cell* )
LOAD #04 AND #00 NEQ ( is-start^ )
,&done JCN
;&queue JMP2
&done ( )
RTN
@random-byte ( -> val^ )
;random-short JSR2
POP
RTN
@random-short ( -> val* )
.rng/x LDZ2 DUP2 <<5 EOR2 ( tmp: x^[x<<5] )
.rng/y LDZ2 DUP2 .rng/x STZ2 ( tmp y )
DUP2 >>1 EOR2 ( tmp y^[y>>1] )
SWP2 DUP2 >>3 EOR2 ( y^[y>>1] tmp^[tmp>>3] )
EOR2 DUP2 .rng/y STZ2 ( y^[y>>1] ^ tmp^[tmp>>3] )
RTN
@swap-directions ( d1^ d2^ -> )
EQUk ( d1 d2 d1=d2 )
,&skip JCN
.directions ADD SWP ( a2=d2+directions d1 )
.directions ADD SWP ( a1=d1+directions a2 )
LDZk ( a1 a2 x2 )
ROT LDZk ( a2 x2 a1 x1 )
SWP ( a2 x2 x1 a1 )
ROT ( a2 x1 a1 x2 )
SWP STZ ( a2 x1 )
SWP STZ ( )
RTN
&skip
POP2
RTN
@shuffle-directions
#04 ( n=4 )
&loop
DUP ( n n )
DEC ( n k=n-1 )
;random-byte JSR2 ( n k x )
ROT ( k x n )
MOD ( k r=x-mod-n )
OVR ( k r k )
;swap-directions JSR2 ( k )
DUP #00 ( k k 0 )
GTH ( k k>0 )
,&loop JCN
POP
RTN
|8000
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( 64x40 cells = 2560 bytes )
( )
( cell byte layout: )
( * bit 1 -> 1=open, 0=wall )
( * bit 2 -> 1=seen, 0=unseen )
( * bit 3 -> 1=start, 0=not-start )
( * bits 4-5 -> direction to previous link, 0=n 1=e 2=s 3=w )
( * bit 6 -> 1=visited 0=unvisited )
( )
( we use the link to support backtracking without )
( needing a separate stack. )
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@maze $2560
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( convenience for less branching when printing hex )
@digits
30 31 32 33 34 35 36 37
38 39 61 62 63 64 65 66