RosettaCodeData/Task/Maze-generation/FutureBasic/maze-generation.basic

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_rows = 9
_cols = 11
_size = 32
_mgn = 32
_t = ( 1 << 0 )
_l = ( 1 << 1 )
_b = ( 1 << 2 )
_r = ( 1 << 3 )
_a = _t + _l + _b + _r
_window = 1
void local fn BuildWindow
window _window, @"FutureBasic - Maze generation", (0,0,_cols*_size+_mgn*2,_rows*_size+_mgn*2), NSWindowStyleMaskTitled
end fn
local fn CellAvailable( r as long, c as long ) as BOOL
if ( r < 0 || c < 0 || r >= _rows || c >= _cols ) then exit fn
if ( mda_integer(r,c) == _a ) then exit fn = YES
end fn = NO
void local fn ProcessCell( r as long, c as long )
long r1 = r, c1 = c, d(3), count, dir, opp
while ( 1 )
BlockZero( @d(0), sizeof(long) * 4 )
count = 0
if ( fn CellAvailable( r - 1, c ) ) then d(count) = _t : count++
if ( fn CellAvailable( r, c - 1 ) ) then d(count) = _l : count++
if ( fn CellAvailable( r + 1, c ) ) then d(count) = _b : count++
if ( fn CellAvailable( r, c + 1 ) ) then d(count) = _r : count++
if ( count == 0 ) then break
dir = d(rnd(count)-1)
mda(r,c) = @(mda_integer(r,c) - dir)
select ( dir )
case _t
r1 = r-1 : opp = _b
case _l
c1 = c-1 : opp = _r
case _b
r1 = r+1 : opp = _t
case _r
c1 = c+1 : opp = _l
end select
mda(r1,c1) = @(mda_integer(r1,c1) - opp)
fn ProcessCell( r1, c1 )
wend
end fn
void local fn DrawMaze
long r, c, x = _mgn, y = _mgn, value
pen 2, fn ColorText, NSLineCapStyleRound
for r = 0 to _rows - 1
for c = 0 to _cols - 1
value = mda(r,c)
if ( value & _t ) then line x, y to x + _size, y
if ( value & _l ) then line x, y to x, y + _size
if ( value & _b ) then line x, y + _size to x + _size, y + _size
if ( value & _r ) then line x + _size, y to x + _size, y + _size
x += _size
next
x = _mgn
y += _size
next
end fn
void local fn BuildMaze
long r, c
for r = 0 to _rows - 1
for c = 0 to _cols - 1
mda(r,c) = _a
next
next
random
r = rnd(_rows) - 1
c = rnd(_cols) - 1
fn ProcessCell( r, c )
fn DrawMaze
end fn
fn BuildWindow
fn BuildMaze
HandleEvents