-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathhunt_and_kill.asm
327 lines (277 loc) · 4.79 KB
/
hunt_and_kill.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
;
; Hunt and kill maze algorithm
; https://github.com/jamis/csmazes
;
.IFDEF ALG_HUNT_AND_KILL
.LOCAL maze_alg
rng = $d20a ; Random number generator
ICL "definitions"
ICL "general_utils"
OPT R+ ; enable macro code optimization
;
; Initialize maze algorithm
; - lookup tables
; - flags
; - random starting cell
;
.PROC init
coord_utils.init_luts
lda #0 ; Reset maze ready flag
sta maze_ready
mod rng, #num_rows ; Random starting point, y coord
sta coord_y
mod rng, #num_cols
sta coord_x
rts
.ENDP
;
; Takes one step of maze generation.
; Either continues from current cell, or scans
; for new cell to continue.
;
.PROC step
.ZPVAR wild_hunt .byte ; did we just hunt
mva #0 wild_hunt
check_neighbours
txa
bne carve_new_cell
; Start hunt from upper-left corner
mva #1 wild_hunt
lda #0
sta coord_x
sta coord_y
coord_utils.setup_position_from_y_coord position, coord_y
ldy #0
hunt
lda (position),y
cmp #walled_in
beq empty_cell ; cell is empty, check neighbours
next_cell
inc coord_x
ldy coord_x
cpy #[num_cols - 1]
bne hunt
ldy coord_y
cpy #[num_rows - 1]
beq maze_done
inc coord_y
iny
coord_utils.setup_position_from_y_register position
ldy #0
sty coord_x
jmp hunt
maze_done
lda #1
sta maze_ready
rts
empty_cell ; we're in empty cell, are there neighbours
check_neighbours ; now 0 bit means valid direction and 1 invalid
txa
ldy coord_x
bne check_right_border
ora #wall_left ; set bits in invalid directions
check_right_border
cpy #[num_cols - 1]
bne check_top_border
ora #wall_right
check_top_border
ldy coord_y
bne check_bottom_border
ora #wall_up
check_bottom_border
cpy #[num_rows - 1]
bne is_suitable
ora #wall_down
is_suitable
cmp #$F ; if no valid direction, try next cell
beq next_cell
connect_to_existing_corridor
rts
carve_new_cell
and rng ; bitwise and the neighbours status with rng
bit wall_mask
bne left
lsr
bit wall_mask
bne right
lsr
bit wall_mask
bne up
lsr
bit wall_mask
bne down
txa
jmp carve_new_cell ; that was bad random number ;), let's try again
left
ldx #wall_left
connect_cell
lda wild_hunt
bne done ; if we came here from hunt, don't update coords
dec coord_x
rts
right
ldx #wall_right
connect_cell
lda wild_hunt
bne done
inc coord_x
rts
up
ldx #wall_up
connect_cell
lda wild_hunt
bne done
dec coord_y
rts
down
ldx #wall_down
connect_cell
lda wild_hunt
bne done
inc coord_y
done
rts
.ENDP
.PROC connect_to_existing_corridor
bit wall_mask
bne check_right
ldx #wall_left
connect_cell
rts
check_right
lsr
bit wall_mask
bne check_up
ldx #wall_right
connect_cell
rts
check_up
lsr
bit wall_mask
bne check_down
ldx #wall_up
connect_cell
rts
check_down
ldx #wall_down
connect_cell
rts
.ENDP
;
; Removes walls between current cell and cell in direction in register x.
; Procedure assumes direction has already been checked to be valid.
;
.PROC connect_cell
coord_utils.setup_position_from_y_coord position, coord_y
ldy coord_x
lda (position),y
left
cpx #wall_left
bne right
and #[$F - wall_left]
sta (position),y
dey
lda (position),y
and #[$F - wall_right]
sta (position),y
rts
right
cpx #wall_right
bne up
and #[$F - wall_right]
sta (position),y
iny
lda (position),y
and #[$F - wall_left]
sta (position),y
rts
up
cpx #wall_up
bne down
and #[$F - wall_up]
sta (position),y
ldy coord_y
dey
coord_utils.setup_position_from_y_register position
ldy coord_x
lda (position),y
and #[$F - wall_down]
sta (position),y
rts
down
and #[$F - wall_down]
sta (position),y
ldy coord_y
iny
coord_utils.setup_position_from_y_register position
ldy coord_x
lda (position),y
and #[$F - wall_up]
sta (position),y
rts
.ENDP
;
; Check neighbour cells of current cell (coord_x, coord_y).
; Status returned in x register low nybble.
; Bit 1 - free cell, bit 0 - occupied
;
.PROC check_neighbours
.ZPVAR check_position .WORD
ldx #0 ; x contains the neighbour bits, 1 - free, 0 - occupied
lda coord_y
beq down ; if coord_y == 0, skip up
up ; check up for neighbours
tay
dey
coord_utils.setup_position_from_y_register check_position
ldy coord_x
lda (check_position),y
cmp #walled_in
bne down ; if != F, cell is occupied already
txa
ora #wall_up
tax
down
lda coord_y
cmp #[num_rows - 1]
beq left
tay
iny
coord_utils.setup_position_from_y_register check_position
ldy coord_x
lda (check_position),y
cmp #walled_in
bne left
txa
ora #wall_down
tax
left
ldy coord_y
coord_utils.setup_position_from_y_register check_position
lda coord_x
beq right
tay
dey
lda (check_position),y
cmp #walled_in
bne right
txa
ora #wall_left
tax
right
lda coord_x
cmp #[num_cols - 1]
beq done
ldy coord_x
iny
lda (check_position),y
cmp #walled_in
bne done
txa
ora #wall_right
tax
done
rts
.ENDP
.ENDL
.ENDIF