436 lines
10 KiB
Tal
436 lines
10 KiB
Tal
( maze.tal )
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( )
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( mazes generated by randomized depth-first search )
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( press any key to generate a new maze )
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( )
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( generator uses a simple 16-bit xorshift RNG )
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( based on http://b2d-f9r.blogspot.com/2010/08/16-bit-xorshift-rng-now-with-more.html )
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%DEBUG { #ff #0e DEO }
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%<<5 { #50 SFT2 }
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%>>1 { #01 SFT2 }
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%>>3 { #03 SFT2 }
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%RTN { JMP2r }
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%EMIT { #18 DEO }
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%SPACE { #20 EMIT }
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%NEWLINE { #0a EMIT }
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%MOD { DIVk MUL SUB }
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%MOD2 { DIV2k MUL2 SUB2 }
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%DEC { #01 SUB }
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%DEC2 { #0001 SUB2 }
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%NEGATE2 { #ffff MUL2 }
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( TODO: once the dimensions are finalized inline constants )
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%ROWS { #0027 } ( rows of cells )
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%COLS { #003f } ( columns of cells )
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%CELLS { ROWS COLS MUL2 }
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( %MAZEROWS { ROWS #0003 SUB2 #0002 DIV2 }
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%MAZECOLS { COLS #0003 SUB2 #0002 DIV2 } )
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%MAZEROWS { ROWS INC2 #0002 DIV2 }
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%MAZECOLS { COLS INC2 #0002 DIV2 }
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%NORTH { COLS NEGATE2 }
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%EAST { #0001 }
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%SOUTH { COLS }
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%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^ )
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%STORE { ;maze ADD2 STA } ( val cell* -> )
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%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^ )
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( %PATH { ADD2 #0002 DIV2 } ( cell1* cell2* -> cell3* ) )
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%PATH { ADD2 #01 SFT2 } ( cell1* cell2* -> cell3* )
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%DIGIT { #00 SWP ;digits ADD2 LDA EMIT }
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%EMIT-BYTE { DUP #04 SFT DIGIT #0f AND DIGIT }
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%EMIT-SHORT { SWP EMIT-BYTE EMIT-BYTE }
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( devices )
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|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
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|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 ]
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|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ]
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|30 @Audio0 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
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|70 @Midi [ &vector $2 &channel $1 ¬e $1 &velocity $1 ]
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|80 @Controller [ &vector $2 &button $1 &key $1 ]
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|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ]
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|a0 @File [ &vector $2 &success $2 &stat $2 &delete $1 &append $1 &name $2 &length $2 &read $2 &write $2 ]
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|b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
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( variables )
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|0000
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( pseudo-random number generator )
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@rng [ &x $2 &y $2 ]
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( timer to use for flashing effect )
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@timer $1
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( color to draw walls )
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@tint $1
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( cell to focus on during maze generatio )
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@focus $2
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( directions: n e s w )
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@directions $4 ( 00 01 02 03 )
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( step one cell over in respective direction )
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@cell-offsets $8
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( boolean used to generate a new maze )
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@regenerate $1
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( cell occupied by the character )
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@charx $2
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@chary $2
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|0100
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( intialize rng )
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;init-rng JSR2
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#03 .tint STZ
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#00 .regenerate STZ
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( initialize dierctions )
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#00 .directions #00 ADD STZ
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#01 .directions #01 ADD STZ
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#02 .directions #02 ADD STZ
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#03 .directions #03 ADD STZ
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( initialize the character )
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#0002 .charx STZ2
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#0000 .chary STZ2
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( initialize cell offsets - calculated based on #columns )
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NORTH .cell-offsets #00 ADD STZ2
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EAST .cell-offsets #02 ADD STZ2
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SOUTH .cell-offsets #04 ADD STZ2
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WEST .cell-offsets #06 ADD STZ2
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( theme: #102 #def #ec2 #775 )
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#1de7 .System/r DEO2
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#0ec7 .System/g DEO2
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#2f25 .System/b DEO2
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( testing )
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;clear-maze JSR2
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( we mark the border as having been seen to simplify bounds checking )
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( ;mark-border JSR2 )
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( generate the maze )
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;create-maze JSR2
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( cut exits )
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;create-exits JSR2
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( first draw of the maze )
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;draw-maze JSR2
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( set up redraw hook )
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;draw .Screen/vector DEO2
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;on-key .Controller/vector DEO2
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BRK
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@draw ( -> )
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.timer LDZ INC #06 MOD DUP
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.timer STZ
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#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
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( if regenerate was true, then create a new maze )
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#00 .regenerate STZ
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;clear-maze JSR2
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( ;mark-border JSR2 )
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;create-maze JSR2
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;create-exits JSR2
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;draw-maze JSR2
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( draw the maze )
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&paint
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;draw-maze JSR2
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&done
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BRK
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@try-move ( drow dcol -> )
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.charx LDZ2 ADD2 SWP2 ( col+dcol row+drow )
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.chary LDZ2 ADD2 SWP2 ( row+drow dcol )
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OVR2 OVR2 ( row col row col )
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CELL LOAD ( col row val )
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#01 AND ,&ok JCN
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POP2 POP2 RTN
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&ok .charx STZ2 .chary STZ2 RTN
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@on-key ( -> )
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.Controller/button DEI
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DUP ,&move JCN
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POP ( #01 .regenerate STZ ) BRK
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&move-up #ffff #0000 ;try-move JSR2 POP BRK
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&move-down #0001 #0000 ;try-move JSR2 POP BRK
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&move-left #0000 #ffff ;try-move JSR2 POP BRK
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&move-right #0000 #0001 ;try-move JSR2 POP BRK
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&move
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DUP #10 AND ,&move-up JCN
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DUP #20 AND ,&move-down JCN
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DUP #40 AND ,&move-left JCN
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DUP #80 AND ,&move-right JCN
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EMIT-BYTE NEWLINE BRK
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@wall-sprite
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ffff ffff ffff ffff
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@open-sprite
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0000 0000 0000 0000
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@char-sprite
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0000 183c 3c18 0000
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@draw-maze ( -> )
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#0000 ( row )
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&loop
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DUP2 ( row row )
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;draw-row JSR2 ( row )
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INC2 ( row+1 )
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DUP2 ROWS LTH2 ,&loop JCN
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POP2
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RTN
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@draw-row ( row* -> )
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#0000 ( row col )
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&loop
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OVR2 OVR2 ( row col row col )
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;draw-cell JSR2 ( row col )
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INC2 ( row col+1 )
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DUP2 COLS LTH2 ,&loop JCN
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POP2 POP2
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RTN
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@draw-cell ( row* col* -> )
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SWP2 DUP2 #0008 MUL2 .Screen/y DEO2 ( draw at y=row*8 )
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SWP2 DUP2 #0008 MUL2 .Screen/x DEO2 ( draw at x=col*8 )
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OVR2 OVR2
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.charx LDZ2 EQU2 STH
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.chary LDZ2 EQU2 STHr AND
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,&draw-char JCN
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( 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
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( POP2 POP2 ) ;wall-sprite ,&end JMP
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&draw-open
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( .charx LDZ2 EQU2 STH
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.chary LDZ2 EQU2 STHr AND
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,&draw-char JCN )
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;open-sprite ,&end JMP
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&draw-char
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[ POP2 POP2 ] ;char-sprite ,&end JMP
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&end
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.Screen/addr DEO2
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.tint LDZ .Screen/sprite DEO ( draw the cell )
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RTN
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@init-rng ( -> )
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( seed .rng/x in seconds )
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#00 .DateTime/minute DEI #003c MUL2
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#00 .DateTime/second DEI ADD2
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#0001 ORA2 .rng/x STZ2 ( x <- min*60+sec|1 )
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( seed .rng/y in hours )
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#00 .DateTime/day DEI #0018 MUL2
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#00 .DateTime/hour DEI ADD2
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#0001 ORA2 .rng/y STZ2 ( y <- day*24+hour|1 )
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RTN
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@mark-border ( -> )
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#0000
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&yloop
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DUP2 #0000 CELL #02 XSTORE ( set row 0 )
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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
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#0000
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&xloop
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#0000 OVR2 CELL #02 XSTORE ( set 0 col )
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ROWS DEC2 OVR2 CELL #02 XSTORE ( set rows-1 col )
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INC2 DUP2 COLS LTH2 ,&xloop JCN
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POP2
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RTN
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@create-exits ( -> )
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#0000 #0002 CELL DUP2
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#01 XSTORE SOUTH ADD2 #01 XSTORE
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ROWS #0002 SUB2 COLS #0003 SUB2 CELL DUP2
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#01 XSTORE SOUTH ADD2 #01 XSTORE
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RTN
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( initialize the entire maze memory to 0 values )
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@clear-maze ( -> )
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ROWS COLS MUL2 ( limit* )
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#0000 #0000 CELL ( limit* cell* )
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&loop
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DUP2 #00 XSTORE
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INC2 GTH2k ,&loop JCN
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POP2 POP2
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RTN
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( a move is illegal if it changes both x and y. )
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( that occurs when the player wraps around the border. )
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@illegal-move ( cell* -> bool^ )
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DUP2 CELLS LTH2 ,&inbounds JCN POP2 #01 RTN
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&inbounds
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DUP2
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DUP2
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COLS MOD2 ;focus LDA2 COLS MOD2 NEQ2 STH
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COLS DIV2 ;focus LDA2 COLS DIV2 NEQ2 STHr
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AND
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STHk #20 ADD EMIT SPACE EMIT-SHORT SPACE ;focus LDA2 EMIT-SHORT NEWLINE STHr
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RTN
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@log-focus
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EMIT SPACE ;focus LDA2 EMIT-SHORT NEWLINE RTN
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@xstore
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ROT ROT STORE RTN
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@is-unseen ( cell* -> bool^ )
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DUP2
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LOAD
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DUP EMIT-BYTE SPACE
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#02 AND #00 EQU
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STHk #30 ADD EMIT SPACE EMIT-SHORT NEWLINE STHr
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RTN
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@create-maze ( -> )
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( create starting pt, must have even coords )
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( ;random-short JSR2 MAZEROWS MOD2 INC2 #0002 MUL2 ( row* )
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;random-short JSR2 MAZECOLS MOD2 INC2 #0002 MUL2 ( row* col* ) )
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( ;random-short JSR2 MAZEROWS MOD2 #0002 MUL2 ( row* )
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;random-short JSR2 MAZECOLS MOD2 #0002 MUL2 ( row* col* ) )
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#0000 #0000
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CELL DUP2 ;focus STA2 ( cell* )
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#07 XSTORE ( )
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&queue ( )
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#3f ;log-focus JSR2
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;shuffle-directions JSR2 ( )
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#00 ( i^ )
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&search ( i^ )
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DUP .directions ADD LDZ ( i^ d^ )
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DUP #02 MUL .cell-offsets ADD LDZ2 ( i^ d^ off* )
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DUP2 ;focus LDA2 ADD2 ADD2 ( i^ d^ cell2* )
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DUP2 ;illegal-move JSR2 ,¬found JCN
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DUP2 ;is-unseen JSR2 ( i^ d^ cell2* unseen^ )
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,&found JCN ( i^ d^ cell2* )
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¬found
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POP2 POP INC ( j=i+1 )
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DUP #04 LTH ( j^ j<4 )
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,&search JCN ( j^ )
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POP ( )
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,&backtrack JMP ( )
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&found ( addr^ d^ cell2* )
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#2a ;log-focus JSR2
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DUP2 #01 ( XSTORE ) ;xstore JSR2
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DUP2 ;focus LDA2 PATH ( addr^ d^ cell2* wall* )
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#01 ( XSTORE ) ;xstore JSR2 ( addr^ d^ cell2* )
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;focus STA2 ( addr^ d^ )
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#3e ;log-focus JSR2
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#02 EOR #08 MUL ( addr^ link^ )
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#03 ORA ;focus LDA2 ( addr^ data^ cell* )
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STORE ( addr^ )
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POP ,&queue JMP ( )
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&backtrack ( )
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;focus LDA2 LOAD #08 DIV ( link^ )
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#02 MUL .cell-offsets ADD LDZ2 ( offset* )
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;focus LDA2 OVR2 ( offset* cell* offset* )
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ADD2 ADD2 ( old-cell* )
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DUP2 ;focus STA2 ( old-cell* )
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#3c ;log-focus JSR2
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LOAD #04 AND #00 NEQ ( is-start^ )
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,&done JCN
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;&queue JMP2
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&done ( )
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RTN
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@random-byte ( -> val^ )
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;random-short JSR2
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POP
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RTN
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@random-short ( -> val* )
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.rng/x LDZ2 DUP2 <<5 EOR2 ( tmp: x^[x<<5] )
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.rng/y LDZ2 DUP2 .rng/x STZ2 ( tmp y )
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DUP2 >>1 EOR2 ( tmp y^[y>>1] )
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SWP2 DUP2 >>3 EOR2 ( y^[y>>1] tmp^[tmp>>3] )
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EOR2 DUP2 .rng/y STZ2 ( y^[y>>1] ^ tmp^[tmp>>3] )
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RTN
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@swap-directions ( d1^ d2^ -> )
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EQUk ( d1 d2 d1=d2 )
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,&skip JCN
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.directions ADD SWP ( a2=d2+directions d1 )
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.directions ADD SWP ( a1=d1+directions a2 )
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LDZk ( a1 a2 x2 )
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ROT LDZk ( a2 x2 a1 x1 )
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SWP ( a2 x2 x1 a1 )
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ROT ( a2 x1 a1 x2 )
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SWP STZ ( a2 x1 )
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SWP STZ ( )
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RTN
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&skip
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POP2
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RTN
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@shuffle-directions
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#04 ( n=4 )
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&loop
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DUP ( n n )
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DEC ( n k=n-1 )
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;random-byte JSR2 ( n k x )
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ROT ( k x n )
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MOD ( k r=x-mod-n )
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OVR ( k r k )
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;swap-directions JSR2 ( k )
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DUP #00 ( k k 0 )
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GTH ( k k>0 )
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,&loop JCN
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POP
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RTN
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( convenience for less branching when printing hex )
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@digits
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30 31 32 33 34 35 36 37
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38 39 61 62 63 64 65 66
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|8000
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( 64x40 cells = 2560 bytes )
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( )
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( cell byte layout: )
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( * bit 1 -> 1=open, 0=wall )
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( * bit 2 -> 1=seen, 0=unseen )
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( * bit 3 -> 1=start, 0=not-start )
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( * bits 4-5 -> direction to previous link, 0=n 1=e 2=s 3=w )
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( * bit 6 -> 1=visited 0=unvisited )
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( )
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( we use the link to support backtracking without )
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( needing a separate stack. )
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@maze $2560
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