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New fpcgame, MAZE
This commit is contained in:
parent
78befc7ec6
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481
install/demo/maze.pas
Normal file
481
install/demo/maze.pas
Normal file
@ -0,0 +1,481 @@
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{A demo with some interesting algoritms, and for Graph.
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The sources for this game was found on a site that claims to only have
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PD stuff with the below header(which was only reindented), and the webmaster
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said that everything he published was sent to him with that purpose. We tried
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to contact the authors mentioned below via mail over internet, but that
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failed. If there is somebody that claims authorship of these programs,
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please mail marco@freepascal.org, and the sources will be removed from our
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websites.
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------------------------------------------------------------------------
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ORIGINAL Header:
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created by Randy Ding July 16,1983 <April 21,1992>
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Very small FPC fixes by Marco van de Voort (EgaHi to vgahi), and tried
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setting the maze dimensions maxx and maxy to a bigger size.
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Won't work, you'll have to update all vars to al least word to increase the
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complexity of the grid further. I didn't do it, since 200x200 is already
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unreadable to me.
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Don't forget the BGIPATH of InitGraph.
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}
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{$R-} { range checking }
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program makemaze;
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uses
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crt, graph;
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const
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screenwidth = 640;
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screenheight = 480;
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minblockwidth = 2;
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maxx = 200; { BP: [3 * maxx * maxy] must be less than 65520 (memory segment) }
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{ FPC: Normally no problem. ( even if you'd use 1600x1200x3< 6MB)}
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maxy = 200; { here maxx/maxy about equil to screenwidth/screenheight }
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flistsize = maxx*maxy DIV 2; { flist size (fnum max, about 1/3 of maxx * maxy) }
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background = black;
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gridcolor = green;
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solvecolor = white;
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rightdir = $01;
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updir = $02;
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leftdir = $04;
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downdir = $08;
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unused = $00; { cell types used as flag bits }
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frontier = $10;
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reserved = $20;
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tree = $30;
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type
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frec = record
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column, row : byte;
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end;
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farr = array [1..flistsize] of frec;
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cellrec = record
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point : word; { pointer to flist record }
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flags : byte;
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end;
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cellarr = array [1..maxx,1..maxy] of cellrec;
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{
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one byte per cell, flag bits...
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0: right, 1 = barrier removed
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1: top "
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2: left "
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3: bottom "
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5,4: 0,0 = unused cell type
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0,1 = frontier "
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1,1 = tree "
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1,0 = reserved "
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6: (not used)
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7: solve path, 1 = this cell part of solve path
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}
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var
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flist : farr; { list of frontier cells in random order }
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cell : ^cellarr; { pointers and flags, on heap }
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fnum,
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width,
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height,
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blockwidth,
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halfblock,
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maxrun : word;
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runset : byte;
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ch : char;
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procedure initbgi;
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var
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grdriver,
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grmode,
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errcode : integer;
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begin
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grdriver := vga;
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grmode := vgahi;
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initgraph(grdriver, grmode, 'd:\pp\bp\bgi');
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errcode:= graphresult;
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if errcode <> grok then
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begin
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CloseGraph;
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writeln('Graphics error: ', grapherrormsg(errcode));
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halt(1);
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end;
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end;
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function adjust(var x, y : word; d : byte) : boolean;
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begin { take x,y to next cell in direction d }
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case d of { returns false if new x,y is off grid }
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rightdir:
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begin
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inc (x);
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adjust:= x <= width;
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end;
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updir:
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begin
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dec (y);
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adjust:= y > 0;
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end;
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leftdir:
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begin
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dec (x);
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adjust:= x > 0;
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end;
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downdir:
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begin
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inc (y);
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adjust:= y <= height;
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end;
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end;
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end;
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procedure remove(x, y : word); { remove a frontier cell from flist }
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var
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i : word; { done by moving last entry in flist into it's place }
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begin
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i := cell^[x,y].point; { old pointer }
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with flist[fnum] do
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cell^[column,row].point := i; { move pointer }
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flist[i] := flist[fnum]; { move data }
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dec(fnum); { one less to worry about }
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end;
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procedure add(x, y : word; d : byte); { add a frontier cell to flist }
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var
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i : byte;
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begin
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i := cell^[x,y].flags;
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case i and $30 of { check cell type }
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unused :
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begin
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cell^[x,y].flags := i or frontier; { change to frontier cell }
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inc(fnum); { have one more to worry about }
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if fnum > flistsize then
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begin { flist overflow error! }
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dispose(cell); { clean up memory }
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closegraph;
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writeln('flist overflow! - To correct, increase "flistsize"');
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write('hit return to halt program ');
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readln;
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halt(1); { exit program }
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end;
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with flist[fnum] do
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begin { copy data into last entry of flist }
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column := x;
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row := y;
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end;
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cell^[x,y].point := fnum; { make the pointer point to the new cell }
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runset := runset or d; { indicate that a cell in direction d was }
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end; { added to the flist }
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frontier : runset := runset or d; { allready in flist }
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end;
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end;
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procedure addfront(x, y : word); { change all unused cells around this }
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var { base cell to frontier cells }
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j, k : word;
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d : byte;
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begin
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remove(x, y); { first remove base cell from flist, it is now }
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runset := 0; { part of the tree }
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cell^[x,y].flags := cell^[x,y].flags or tree; { change to tree cell }
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d := $01; { look in all four directions- $01,$02,$04,$08 }
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while d <= $08 do
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begin
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j := x;
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k := y;
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if adjust(j, k, d) then
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add(j, k, d); { add only if still in bounds }
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d := d shl 1; { try next direction }
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end;
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end;
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procedure remline(x, y : word; d : byte); { erase line connecting two blocks }
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begin
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setcolor(background);
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x := (x - 1) * blockwidth;
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y := (y - 1) * blockwidth;
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case d of
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rightdir : line (x + blockwidth, y + 1, x + blockwidth, y + blockwidth - 1);
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updir : line (x + 1, y, x + blockwidth - 1, y);
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leftdir : line (x, y + 1, x, y + blockwidth - 1);
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downdir : line (x + 1, y + blockwidth, x + blockwidth - 1, y + blockwidth);
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end;
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end;
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{ erase line and update flags to indicate the barrier has been removed }
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procedure rembar(x, y : word; d : byte);
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var
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d2 : byte;
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begin
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remline(x, y, d); { erase line }
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cell^[x,y].flags := cell^[x,y].flags or d; { show barrier removed dir. d }
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d2 := d shl 2; { shift left twice to reverse direction }
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if d2 > $08 then
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d2 := d2 shr 4; { wrap around }
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if adjust(x, y, d) then { do again from adjacent cell back to base cell }
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cell^[x,y].flags := cell^[x,y].flags or d2; { skip if out of bounds }
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end;
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function randomdir : byte; { get a random direction }
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begin
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case random(4) of
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0 : randomdir := rightdir;
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1 : randomdir := updir;
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2 : randomdir := leftdir;
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3 : randomdir := downdir;
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end;
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end;
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procedure connect(x, y : word); { connect this new branch to the tree }
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var { in a random direction }
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j, k : word;
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d : byte;
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found : boolean;
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begin
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found := false;
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while not found do
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begin { loop until we find a tree cell to connect to }
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j := x;
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k := y;
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d := randomdir;
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if adjust(j, k, d) then
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found := cell^[j,k].flags and $30 = tree;
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end;
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rembar(x, y, d); { remove barrier connecting the cells }
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end;
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procedure branch(x, y : word); { make a new branch of the tree }
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var
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runnum : word;
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d : byte;
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i : boolean;
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begin
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runnum := maxrun; { max number of tree cells to add to a branch }
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connect(x, y); { first connect frontier cell to the tree }
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addfront(x, y); { convert neighboring unused cells to frontier }
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dec(runnum); { number of tree cells left to add to this branch }
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while (runnum > 0) and (fnum > 0) and (runset > 0) do
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begin
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repeat
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d := randomdir;
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until d and runset > 0; { pick random direction to known frontier }
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rembar(x, y, d); { and make it part of the tree }
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i := adjust(x, y, d);
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addfront(x, y); { then pick up the neighboring frontier cells }
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dec(runnum);
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end;
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end;
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procedure drawmaze;
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var
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x, y, i : word;
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begin
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setcolor(gridcolor); { draw the grid }
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y := height * blockwidth;
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for i := 0 to width do
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begin
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x := i * blockwidth;
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line(x, 0, x, y);
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end;
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x := width * blockwidth;
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for i := 0 to height do
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begin
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y := i * blockwidth;
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line (0, y, x, y);
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end;
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fillchar(cell^, sizeof(cell^), chr(0)); { zero flags }
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fnum := 0; { number of frontier cells in flist }
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runset := 0; { directions to known frontier cells from a base cell }
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randomize;
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x := random(width) + 1; { pick random start cell }
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y := random(height) + 1;
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add(x, y, rightdir); { direction ignored }
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addfront(x, y); { start with 1 tree cell and some frontier cells }
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while (fnum > 0) do
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with flist[random(fnum) + 1] do
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branch(column, row);
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end;
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procedure dot(x, y, colr : word);
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begin
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putpixel(blockwidth * x - halfblock, blockwidth * y - halfblock, colr);
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end;
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procedure solve(x, y, endx, endy : word);
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var
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j, k : word;
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d : byte;
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i : boolean;
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begin
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d := rightdir; { starting from left side of maze going right }
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while (x <> endx) or (y <> endy) do
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begin
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if d = $01 then
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d := $08
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else
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d := d shr 1; { look right, hug right wall }
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while cell^[x,y].flags and d = 0 do
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begin { look for an opening }
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d := d shl 1; { if no opening, turn left }
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if d > $08 then
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d := d shr 4;
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end;
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j := x;
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k := y;
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i := adjust(x, y, d); { go in that direction }
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with cell^[j,k] do
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begin { turn on dot, off if we were here before }
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flags := ((((cell^[x,y].flags xor $80) xor flags) and $80) xor flags);
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if flags and $80 <> 0 then
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dot(j, k, solvecolor)
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else
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dot(j, k, background);
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end;
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end;
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dot(endx, endy, solvecolor); { dot last cell on }
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end;
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procedure mansolve (x,y,endx,endy: word);
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var
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j, k : word;
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d : byte;
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ch : char;
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begin
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ch := ' ';
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while ((x <> endx) or (y <> endy)) and (ch <> 'X') and (ch <> #27) do
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begin
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dot(x, y, solvecolor); { dot man on, show where we are in maze }
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ch := upcase(readkey);
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dot(x, y, background); { dot man off after keypress }
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d := 0;
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case ch of
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#0:
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begin
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ch := readkey;
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case ch of
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#72 : d := updir;
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#75 : d := leftdir;
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#77 : d := rightdir;
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#80 : d := downdir;
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end;
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end;
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'I' : d := updir;
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'J' : d := leftdir;
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'K' : d := rightdir;
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'M' : d := downdir;
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end;
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if d > 0 then
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begin
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j := x;
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k := y; { move if no wall and still in bounds }
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if (cell^[x,y].flags and d > 0) and adjust(j, k, d) then
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begin
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x := j;
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y := k;
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end;
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end;
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end;
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end;
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procedure solvemaze;
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var
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x, y,
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endx,
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endy : word;
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ch : char;
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begin
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x := 1; { pick random start on left side wall }
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y := random(height) + 1;
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endx := width; { pick random end on right side wall }
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endy := random(height) + 1;
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remline(x, y, leftdir); { show start and end by erasing line }
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remline(endx, endy, rightdir);
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mansolve(x, y, endx, endy); { try it manually }
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solve(x, y, endx, endy); { show how when he gives up }
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while keypressed do
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ch := readkey;
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ch := readkey;
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end;
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procedure getsize;
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var
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j, k : real;
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begin
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clrscr;
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writeln(' Mind');
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writeln(' Over');
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writeln(' Maze');
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writeln;
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writeln(' by Randy Ding');
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writeln;
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writeln('Use I,J,K,M or arrow keys to walk thru maze,');
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writeln('then hit X when you give up!');
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repeat
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writeln;
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write('Maze size: ', minblockwidth, ' (hard) .. 95 (easy) ');
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readln(blockwidth);
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until (blockwidth >= minblockwidth) and (blockwidth < 96);
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writeln;
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write('Maximum branch length: 1 easy .. 50 harder, (0 unlimited) ');
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readln(maxrun);
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if maxrun <= 0 then
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maxrun := 65535; { infinite }
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j := screenwidth / blockwidth;
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k := screenheight / blockwidth;
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if j = int(j) then
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j := j - 1;
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if k = int(k) then
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k := k - 1;
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width := trunc(j);
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height := trunc(k);
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if (width > maxx) or (height > maxy) then
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begin
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width := maxx;
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height := maxy;
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end;
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halfblock := blockwidth div 2;
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end;
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begin
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repeat
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getsize;
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initbgi;
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new(cell); { allocate this large array on heap }
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drawmaze;
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solvemaze;
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dispose(cell);
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closegraph;
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while keypressed do
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ch := readkey;
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write ('another one? ');
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ch := upcase (readkey);
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until (ch = 'N') or (ch = #27);
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end.
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