{ From: Matthew.Mastracci@matrix.cambo.cuug.ab.ca (Matthew Mastracci) l> This is just cool enough that I'm going to post publicly too. l> LOU'S MAZE ALGORITHM Great algorithm! I read your posting, pondered it, sat down for an hour and wrote this: } {$r-} { Increases speed a marginal amount } { Maze Generator - PD 1995, by Matthew Mastracci rayban@matrix.cambo.cuug.ab.ca This program generates a maze using a plant-like approach. It starts by sowing "seeds" about every four units around the edge, and two in the middle. These then grow out in a random order in three directions. This prevents seeds from sprouting if they would grow into another. The original algorithm for generating mazes was written by Lou Duchez and posted in comp.lang.pascal. Here's a small excerpt from the part which describes how to work with the seeds: --- Keep executing this loop until you run out of seeds: - Randomly select a seed. Extend the wall in some valid direction from this seed point, by turning into walls the grid locations one unit and two units away from the seed. To prevent the maze from closing off at any point, DO NOT EXTEND A WALL TO ANY POINT THAT IS ALREADY MARKED AS A WALL! (With this rule, you never close off the maze; you simply complicate the path from beginning to end.) - Remove this seed. It's done its job. - Add three seed points at this new location. (The assumption is that the wall could grow in three directions from this new point; if you want to be more exacting, you can add as many seeds as there are directions that the wall could extend from that point. It really doesn't matter much, except for the possibility of running out of seed point array elements if you always add 3.) - Seed maintenance: go through your list of seeds and eliminate any seeds that cannot extend in any valid direction. --- Feel free to use this source anywhere you want in anyway you want. I recommend you use it to generate mazes for games, however... :) } program MazeGenerator; uses Crt; const xMax = 79; yMax = 49; sMax = (xMax - 3) * (yMax - 3) div 2; type tMap = record Data : array[1..xMax, 1..yMax] of Boolean; xEntrance, yEntrance : Byte; xExit, yExit : Byte; end; tSeed = record x, y, Dir : Byte; Valid : Boolean; end; var Map : tMap; { Draws the map } procedure DrawMap(Map : tMap); var x, y : Byte; begin for x := 1 to xMax do begin for y := 1 to yMax do begin if Map.Data[x, y] then Mem[$b800 : y * 160 + x * 2] := 219; end; end; end; { Generates the map } procedure GenerateMap(var Map : tMap); var Seeds : array[1..sMax] of tSeed; { Reports TRUE if any seeds are "unsprouted" } function NoSeeds : Boolean; var i : Word; FoundSeeds : Boolean; begin FoundSeeds := False; for i := 1 to sMax do begin if Seeds[i].Valid then FoundSeeds := True; end; NoSeeds := not FoundSeeds; end; { "Plant" a seed } procedure AddSeed(x, y, Dir : Byte); var i : Word; begin i := 0; repeat Inc(i); until (i = sMax) or not Seeds[i].Valid; if Seeds[i].Valid then begin WriteLn('Error: Out of seed space!'); Halt; end else begin Seeds[i].x := x; Seeds[i].y := y; Seeds[i].Dir := Dir; Seeds[i].Valid := True; end; end; { "Sprout" a seed } procedure Sprout; var i : Word; begin repeat i := Random(sMax) + 1; until Seeds[i].Valid; with Seeds[i] do begin case Dir of 0: begin { up } if not Map.Data[x, y - 2] then begin AddSeed(x, y - 2, 1); AddSeed(x, y - 2, 2); AddSeed(x, y - 2, 3); Map.Data[x, y - 1] := True; Map.Data[x, y - 2] := True; end; end; 1: begin { down } if not Map.Data[x, y + 2] then begin AddSeed(x, y + 2, 0); AddSeed(x, y + 2, 2); AddSeed(x, y + 2, 3); Map.Data[x, y + 1] := True; Map.Data[x, y + 2] := True; end; end; 2: begin { left } if not Map.Data[x - 2, y] then begin AddSeed(x - 2, y, 0); AddSeed(x - 2, y, 1); AddSeed(x - 2, y, 3); Map.Data[x - 1, y] := True; Map.Data[x - 2, y] := True; end; end; 3: begin { right } if not Map.Data[x + 2, y] then begin AddSeed(x + 2, y, 0); AddSeed(x + 2, y, 1); AddSeed(x + 2, y, 2); Map.Data[x + 1, y] := True; Map.Data[x + 2, y] := True; end; end; end; end; Seeds[i].Valid := False; end; var x, y : Byte; DrawCount : Byte; begin FillChar(Map, SizeOf(Map), 0); { Zero out map } FillChar(Seeds, SizeOf(Seeds), 0); { Erase seeds } { Draw border } with Map do begin for x := 1 to xMax do begin Data[x, 1] := True; Data[x, yMax] := True; end; for y := 1 to yMax do begin Data[1, y] := True; Data[xMax, y] := True; end; { Map entrance } yEntrance := 1; xEntrance := (Random(yMax div 2) + 1) * 2; Data[xEntrance, yEntrance] := False; { Map exit } yExit := yMax; xExit := (Random(yMax div 2) + 1) * 2; Data[xExit, yExit] := False; { Add a couple of seeds in the middle (islands) } AddSeed((Random(xMax div 2) + 1) * 2 + 1, (Random(yMax div 2) + 1) * 2 + 1, Random(4)); AddSeed((Random(xMax div 2) + 1) * 2 + 1, (Random(yMax div 2) + 1) * 2 + 1, Random(4)); { Add seeds around the edges, about every 4 units } for DrawCount := 1 to (2 * xMax + 2 * yMax) div 4 do begin case Random(4) of 0: AddSeed((Random(xMax div 2) + 1) * 2 + 1, 1, 1); { top, going down } 1: AddSeed((Random(xMax div 2) + 1) * 2 + 1, yMax, 0); { bottom, going up } 2: AddSeed(1, (Random(yMax div 2) + 1) * 2 + 1, 3); { left, going right } 3: AddSeed(xMax, (Random(yMax div 2) + 1) * 2 + 1, 2); { right, going left } end; end; end; DrawCount := 0; repeat Inc(DrawCount); if DrawCount = 100 then begin DrawCount := 0; DrawMap(Map); end; if KeyPressed then begin while KeyPressed do ReadKey; DrawMap(Map); end; Sprout; until NoSeeds; DrawMap(Map); end; begin Randomize; TextMode(CO80 + Font8x8); GenerateMap(Map); end.