349 lines
8.3 KiB
Tal
349 lines
8.3 KiB
Tal
|
( 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 }
|
||
|
|
||
|
( todo: use variables? )
|
||
|
( %ROWS { #0023 } ( rows of cells )
|
||
|
( %COLS { #0033 } ( columns of cells )
|
||
|
%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 }
|
||
|
|
||
|
%CELL { SWP2 COLS MUL2 ADD2 } ( col* row* -> row*cols+col )
|
||
|
%LOAD { ;maze ADD2 LDA } ( cell* -> val^ )
|
||
|
%STORE { ;maze ADD2 STA } ( val cell* -> )
|
||
|
%XSTORE { ROT ROT STORE } ( cell* val -> )
|
||
|
%IS-START { LOAD #04 AND #02 SFT } ( cell* -> bool^ )
|
||
|
%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 ¬e $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
|
||
|
|
||
|
( TODO )
|
||
|
( i feel like i should be able to intialize constant values here )
|
||
|
( instead of initializing them in the program. )
|
||
|
( but it doesnt seem to work. )
|
||
|
( not sure why. )
|
||
|
|
||
|
( 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
|
||
|
|
||
|
|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
|
||
|
|
||
|
( 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
|
||
|
( .tint LDZ #09 EOR .tint STZ ( enables flashing )
|
||
|
.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
|
||
|
|
||
|
@on-key ( -> )
|
||
|
#01 .regenerate STZ
|
||
|
BRK
|
||
|
|
||
|
@wall-sprite
|
||
|
ffff ffff ffff ffff
|
||
|
|
||
|
@open-sprite
|
||
|
0000 0000 0000 0000
|
||
|
|
||
|
@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 )
|
||
|
CELL LOAD ( load cell byte at maze+index )
|
||
|
#01 AND ( get bit 1, wall bit )
|
||
|
|
||
|
;open-sprite .Screen/addr DEO2 ( set to wall sprite initially )
|
||
|
,&end JCN ( if cell byte is non-zero, space is open )
|
||
|
;wall-sprite .Screen/addr DEO2 ( if we got here not a wall )
|
||
|
&end
|
||
|
|
||
|
.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 )
|
||
|
INC2 DUP2 ROWS LTH2 ,&yloop JCN )
|
||
|
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
|
||
|
|
||
|
( 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
|
||
|
|
||
|
we use the link to support backtracking without
|
||
|
needing a separate stack.
|
||
|
)
|
||
|
@maze $2560
|