Difference between revisions of "Simple maze"

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The source code is public domain.  
The source code is public domain.  


  // Simple Maze Generator in C++ by Jakub Debski '2006  
<div style="background-color: #EEEEEE; border:dashed black 1px; padding:1em">
 
<syntaxhighlight lang="cpp">
  #include <time.h>
// Simple Maze Generator in C++ by Jakub Debski '2006  
  #include <vector>
 
  #include <list>
#include <time.h>
  using namespace std;
#include <vector>
    
#include <list>
   int main()  
using namespace std;
 
int main()
{
   srand(time(0));
 
   const int maze_size_x=80;
  const int maze_size_y=25;
  vector < vector < bool > > maze;
  list < pair < int, int> > drillers;
 
  maze.resize(maze_size_y);
  for (size_t y=0;y<maze_size_y;y++)
          maze[y].resize(maze_size_x);
 
  for (size_t x=0;x<maze_size_x;x++)
          for (size_t y=0;y<maze_size_y;y++)
                  maze[y][x]=false;
 
  drillers.push_back(make_pair(maze_size_x/2,maze_size_y/2));
  while(drillers.size()>0)  
   {  
   {  
          srand(time(0));
           list < pair < int, int> >::iterator m,_m,temp;  
 
           m=drillers.begin();  
          const int maze_size_x=80;
           _m=drillers.end();  
          const int maze_size_y=25;
           while (m!=_m)  
          vector < vector < bool > > maze;
           list < pair < int, int> > drillers;
 
          maze.resize(maze_size_y);  
           for (size_t y=0;y<maze_size_y;y++)
                  maze[y].resize(maze_size_x);  
 
           for (size_t x=0;x<maze_size_x;x++)
                  for (size_t y=0;y<maze_size_y;y++)
                          maze[y][x]=false;
 
          drillers.push_back(make_pair(maze_size_x/2,maze_size_y/2));  
           while(drillers.size()>0)  
           {  
           {  
                   list < pair < int, int> >::iterator m,_m,temp;  
                   bool remove_driller=false;  
                   m=drillers.begin();
                   switch(rand()%4)  
                  _m=drillers.end();
                  while (m!=_m)  
                   {  
                   {  
                           bool remove_driller=false;  
                  case 0:
                           switch(rand()%4)  
                           (*m).second-=2;  
                           if ((*m).second<0 || maze[(*m).second][(*m).first])  
                           {  
                           {  
                          case 0:
                                   remove_driller=true;  
                                   (*m).second-=2;
                                  if ((*m).second<0 || maze[(*m).second][(*m).first])
                                  {
                                          remove_driller=true;
                                          break;
                                  }
                                  maze[(*m).second+1][(*m).first]=true;  
                                   break;  
                                   break;  
                           case 1:  
                           }
                                  (*m).second+=2;  
                          maze[(*m).second+1][(*m).first]=true;
                                  if ((*m).second>=maze_size_y || maze[(*m).second][(*m).first])  
                          break;
                                  {  
                  case 1:  
                                          remove_driller=true;
                          (*m).second+=2;  
                                          break;
                          if ((*m).second>=maze_size_y || maze[(*m).second][(*m).first])  
                                  }
                          {  
                                  maze[(*m).second-1][(*m).first]=true;  
                                  remove_driller=true;  
                                   break;  
                                   break;  
                           case 2:
                           }  
                                  (*m).first-=2;
                          maze[(*m).second-1][(*m).first]=true;  
                                  if ((*m).first<0 || maze[(*m).second][(*m).first])
                          break;  
                                  {
                  case 2:  
                                          remove_driller=true;
                          (*m).first-=2;  
                                          break;
                          if ((*m).first<0 || maze[(*m).second][(*m).first])  
                                  }  
                          {  
                                  maze[(*m).second][(*m).first+1]=true;  
                                  remove_driller=true;  
                                  break;  
                          case 3:  
                                  (*m).first+=2;  
                                  if ((*m).first>=maze_size_x || maze[(*m).second][(*m).first])  
                                  {  
                                          remove_driller=true;
                                          break;
                                  }
                                  maze[(*m).second][(*m).first-1]=true;  
                                   break;  
                                   break;  
                           }  
                           }  
                           if (remove_driller)  
                           maze[(*m).second][(*m).first+1]=true;
                                  m = drillers.erase(m);  
                          break;
                           else
                  case 3:
                          (*m).first+=2;  
                           if ((*m).first>=maze_size_x || maze[(*m).second][(*m).first])
                           {  
                           {  
                                   drillers.push_back(make_pair((*m).first,(*m).second));
                                   remove_driller=true;  
                                  // uncomment the line below to make the maze easier
                                   break;  
                                  // if (rand()%2)
                                  drillers.push_back(make_pair((*m).first,(*m).second));
 
                                  maze[(*m).second][(*m).first]=true;  
                                   ++m;  
                           }  
                           }  
                          maze[(*m).second][(*m).first-1]=true;
                          break;
                   }  
                   }  
          }
                  if (remove_driller)
 
                          m = drillers.erase(m);  
          // Done
                   else
          for (size_t y=0;y<maze_size_y;y++)
                   for (size_t x=0;x<maze_size_x;x++)
                   {  
                   {  
                           if (maze[y][x]==true)
                           drillers.push_back(make_pair((*m).first,(*m).second));
                                  printf(".");  
                          // uncomment the line below to make the maze easier
                           else
                          // if (rand()%2)
                                  printf("#");  
                          drillers.push_back(make_pair((*m).first,(*m).second));
 
                          maze[(*m).second][(*m).first]=true;  
                           ++m;  
                   }  
                   }  
 
           }
           return 0;
 
   }  
   }  


=== Examples ===
  // Done
  for (size_t y=0;y<maze_size_y;y++)
          for (size_t x=0;x<maze_size_x;x++)
          {
                  if (maze[y][x]==true)
                          printf(".");
                  else
                          printf("#");
          }
 
  return 0;
}
</syntaxhighlight>
</div>
 
=== Example ===


<pre>
<pre>
Line 136: Line 139:
########...###.........#.#.......#######.#.....#####.......#########.#.........#
########...###.........#.#.......#######.#.....#####.......#########.#.........#
</pre>
</pre>
With little changes you can get cool results, f.e.


  else
  {
          // drillers.push_back(make_pair((*m).first,(*m).second));
          // drillers.push_back(make_pair((*m).first,(*m).second));
          // change to
          for (size_t index=0;index<10;index++)
                  drillers.push_front(make_pair((*m).first,(*m).second));


gives "star-like" effect:  
== Maze Generator in Perl ==
 
This is a [[recursive backtracker]] maze generator in [[Perl]]:
 
<div style="background-color: #EEEEEE; border:dashed black 1px; padding:1em">
<syntaxhighlight lang="perl">
#!/usr/bin/env perl
 
use strict;
use warnings;
 
no warnings 'recursion';
no warnings 'uninitialized';
 
use List::Util qw/shuffle/;
 
### Constants
 
my ( $WIDTH, $HEIGHT ) = ( 50, 30 );
 
my %DIRECTION = (
    N => { dy => -1, opposite => 'S' },
    S => { dy => 1,  opposite => 'N' },
    E => { dx => 1,  opposite => 'W' },
    W => { dx => -1, opposite => 'E' },
);
 
### Code
 
my $map = carve( [], $WIDTH / 2, $HEIGHT / 2, 'E' );
print output($map);
 
sub carve {
    my ( $map, $x0, $y0, $direction ) = @_;
 
    my $x1 = $x0 + $DIRECTION{$direction}{dx};
    my $y1 = $y0 + $DIRECTION{$direction}{dy};
 
    return if $x1 == 0 or $x1 == $WIDTH or $y1 == 0 or $y1 == $HEIGHT;
    return if defined $map->[$x1][$y1];
 
    $map->[$x0][$y0]{$direction} = 1;
    $map->[$x1][$y1]{ $DIRECTION{$direction}{opposite} } = 1;
 
    carve( $map, $x1, $y1, $_ ) for shuffle keys %DIRECTION;
 
    return $map;
}
 
sub output {
    my ($map) = @_;
 
    my $output = '';
    for my $y ( 0 .. $HEIGHT ) {
        for my $x ( 0 .. $WIDTH ) {
            if ( defined $map->[$x][$y] ) {
                $output .= $map->[$x][$y]{S} ? ' ' : '_';
                $output .= $map->[$x][$y]{E} ? ' ' : '!';
            }
            else {
                $output .= '##';
            }
        }
        $output .= "\n";
    }
    $output =~ s/_ /__/gs;
 
    return $output;
}
</syntaxhighlight>
</div>
 
=== Example ===
 
<pre>
$ ./perl-generator.pl
######################################################################################################
##  ______  !  ________ !  __ !    __ !  __ ! !    __ !    ___!    _!  __ !  ____  !  !    __ ! !##
##______ ! !___!  ______ !___!___! !__ ! ! ! !  _! !  _! !_______!_____! ! !____ ! !___! !_! !  ___!##
##    _! ! !______ !  !________ !__ !_! ! ! !__ ! !  _! !__  ______ !  _!__  _! ! !_________!_!  !##
## ! !  _! !  !___! !__ !  _!  _!  !  _! !__ !_! ! !  _____!  __ ! !  __ ! !  _! !  ______ !  _! !##
## !_____!__ ! !  ___!  _!  !  ___!_!__  ___!__ ! !_!__ !  ! !  ! !___! ! !__ ! !__ !__ !_____! !##
##_!  ____ ! ! !__ ! !__ ! ! ! !  ____ ! !  _____! !  ___! ! ! ! ! !______ !  _! !_____!  ! !  ___!##
##  _!__ ! !_!  _!____ ! ! ! ! !__ ! !___!______ !__ !  ___! !_! !____ ! ! !_____!  __ ! !___!____ !##
##  __ !______ !  _____! !_!_____!______ !__  _!__ ! ! !  ! !  _!  !__ ! !__  ___!  _!__ !  __ ! !##
##___!__ !  ___! ! !  ___!  ________  _!__ ! !  ! ! ! ! ! ! !  ___!__ ! ! !  _!  !____ ! ! !____ !##
##  !  _!____ !__ !__ !  _!______ !_______! ! !__ !_! !_! ! !__ ! !  _!_! ! !  _!____ !__ ! !  ! !##
## ! ! !  !  ___!__ ! !____ !  !__ !  __  ! !___!  _!  _! ! !__ ! !  ! ! !__ ! !  ___! !___! ! !##
## ! ! ! ! !  _!  ___!  __ !___! !  _! !  _! !____ ! !____ ! !_____!___!_____!  _! !____ ! ! !  _! !##
## !___!_!__ !  _!  !__ ! !__ ! !_____! ! ! !  ! ! !  ___!____  !  __ !__ ! !    __ !___! ! !__ !##
## !  ____ !_!__ !_!  _! ! !  !______ ! !___! ! !_____!  ____ ! !___!  _!  _! !_!  !__  ___!__ !_!##
## ! !  !____ !__ ! !  _!___!_____!  _! !  ___! !__ !  _!  _! !_____! ! !  !__ !_! ! ! !  __ !__ !##
## !___! !  !_____! !____ !  _______! !  _!__ ! !  _!__ !__ !_________!  _!__ ! !  _!__ !__ !____ !##
## !  ___! !  _!  __  __ !___!  !  __ ! !    _! ! !  ___!  !  !____ ! !__ !___! !  !__ !____ ! !##
## !__ ! ! ! !  _! !__ !_____! !_____!_____! !  !___!    _!___! !  ___!________  _! !__ !___!  _! !##
##  _! !  _!___!____ !____ !  ___!  __ !  ___! !__ !  _!__  !  _!______________ !  _! !_______! ! !##
##  ___! !__  ____ !  __ ! ! !  ___!  _!__ ! !__ !_! !  !_! ! !    !    ____ !_! !  __ !  __  _! !##
## !  !__ ! !  ! ! ! ! !___! !  _!____ !__ ! ! !  _! ! !  _! ! ! ! ! ! !  !_____! ! ! ! !  _!  _!##
## !_!____ ! ! !___!  _!__  ! !    ___! ! !__ ! ! !  _!___!  _! ! !___!_! ! !__  _!__ ! ! !__ !__ !##
##______ !___!____ ! !    _!_! ! !_______!____ ! ! !____ ! ! !___!____  ! !__ ! !  ___! ! ! !__ ! !##
##  ___!____ !____ !_! ! !  ___!____________ ! !___!  ___!  _!  !  ! !___!  _!  _!  __ !____ !___!##
## !  !  ___!  !  ___!_! !  ________ !  ___!_!  ___!__ ! !  _!___! !_!  ___!___!  _!  _____! !__ !##
##  _!___!  ___! !_!  _____! !__  _!  _! !  __  _!    ! ! !__ !  ! !  _!__  _____!  ___!  !__ ! !##
##_________!  ___!  _!    _!__ !__ !__ ! !___! !  _! !___!_____! !_!___!  ___!__  _____!  _!__ !__ !##
##  ______ ! !____ ! ! !__ !  _!  !  _!_______! ! !__ !  __  _!  ______ !  __ !_!  !  _!  !  _! !##
##_______!_________!_____!_______!_!_________________!_____!___________!_____!_____!_______!_!_____!##
######################################################################################################
</pre>
 
=== More examples ===
 
The following patch will do a backtrack, generating a dead end every 50 steps:
 
<div style="background-color: #EEEEEE; border:dashed black 1px; padding:1em">
<syntaxhighlight lang="diff">
@@ -20,9 +20,22 @@ my %DIRECTION = (
my $map = carve( [], $WIDTH / 2, $HEIGHT / 2, 'E' );
print output($map);
 
+my ( $steps, $backtrack ) = ( 0, 0 );
+
sub carve {
    my ( $map, $x0, $y0, $direction ) = @_;
 
+    $steps++;
+
+    if ( $steps > 1 and $steps % 50 == 0 ) {
+        $backtrack = 20;
+    }
+
+    if ( $backtrack > 0 ) {
+        $backtrack--;
+        return;
+    }
+
    my $x1 = $x0 + $DIRECTION{$direction}{dx};
    my $y1 = $y0 + $DIRECTION{$direction}{dy};
</syntaxhighlight >
</div>
 
The result is a more complex maze, with a cave-like appearance:
 
<pre>
<pre>
.#.#...#...#.....#...#...#...#.#...#...#.....#...#...#.......#...#.....#.....#.#  
$ ./perl-generator.pl
.#.###.###.#####.###.###.###.#.###.###.#.#####.###.###.#######.###.#####.#####.#  
######################################################################################################
...#.#...#...#...#.#...#...#...#.#...#.....#...#.......#.............#.#...#...#  
########     !  _!______  _!    __ !  ! !    __________ !##########   !    ____ !  __ ! !############
##.#.###.###.###.#.###.###.###.#.###.#.#####.###.#######.#############.#.###.###  
########_! !___!  !#### !  _!_!  __ ! !  _!__ !  ___!  _!  ___! !  _! ! !_!  !___!##___!############
.......#...#.#.#.....#.#.#.......#.#.....#...#...#.#...#...#...#.#.#.#...#...#.#  
##   !## ____ ! ! !  !___!__  _!  _! !_!    _! !#### !## !  ___!  _!____ ! !__ !####################
######.###.#.#.#####.#.#.#######.#.###.###.###.###.#.###.###.###.#.#.#.###.###.#  
## !__ !____ !  _! ! !____  !__ !__ ! !  _! !  _!####_!  _!____ ! !  !__ !_!## !####################
...#.#...#...#...#.......#.#...#.....#.....#...#.....#...#...#.#.......#...#...#
## !      ! ! !___!  ___! !_____!  _!___!## _!  ____  _!    ___!_! !__ !  _!  ____ !################
##.#.###.###.###.#######.#.###.#####.#.#####.###.#####.###.###.#.#######.###.###  
## ! ! ! !___! !__  _!  ___!######___!    _! !## !__ ! !  _! !  !## ! ! ! !  _!  __ !################
.#...#.#.#.#...#.#.#.....#.#.#...#.......#...#.#...#.#.#...#.#...#.#...#.#...#.#  
## ! ! !____ !__ ! !_______!######__ ! !____ !_______! ! !  _!_!__ !___!_____!  _!##__ !##############
.###.#.#.#.###.#.#.#####.#.#.###.#####.###.###.#.###.#.#.###.#.###.#.###.#.###.#  
## ! !__ ! !__ !  __ !############## !_!  !________ !  _! !  !  _!  !##   !______ ! !##############
.................#...#...#.#.#.#...#...#.......................................#  
##_!  !__ ! !_! !  _!######____ !## !  _!__ !  _____! !__  _!__ !  _! !  _! !  _! ! !__  !##########
####.###.###.###.###.###.#.#.#.###.###.#.###.###.###.###.###.###.###.###.###.###  
## _! ! !_____!_!__ !######## _!  _!_!  _!__ ! !______ ! ! !  _!_!  _! !    !  _!_!  _! !##########
.#.#.#.#.#.#.#...........................#.#.#.#.#.#.#.#.#.#.#.#...#.#.#.#.#.#.#  
##   !____ !##_______!###### _!  _!  ___!  _!  _!#### _! !______  _! !_! ! !_!____ ! !  ___!########
.#.###.###.#####.#.#.#####.#####.#.###.#.#.###.###.###.###.###.#######.###.###.#  
## ! !## _!########## _!  !____ !__ !__________  ___!____ ! ! ! !  ____ ! !    _! ! !__ !  _!  !##
.................#.#.#.....#.....#.#...#.......................................#  
## ! !##__ !#### _____!  _!____  _!  !  __ !____ !  __ ! !___! ! !____ ! !___!____  !___!_____! !##
##.###.#.###.#.###.#####.###.#.#.#####.###.#.#.###.#.###.###.#.#.###.#.###.#.#.#  
## !____ !_!#### !__ !  !__ !  _!  _! !__ !  __ !___!_____! ! !  _!__ ! !_! !  __ ! !__ !  ______ !##
...#...#.#...#.#...#.....#...#.#.#.......#.#.#...#.#...#...#.#.#...#.#...#.#.#.#  
## !  __ !  ! !__ !  !__ !_____!__ !__ ! !__ ! !____ !  __ ! ! !  __ !_____! !_____! !___! !  ! !##
.###.#.###.#.###.#.#######.#.#.#####.#.#####.###.###.#.#######.###.###.#.###.###  
##_! ! !__ ! !__ ! ! !___!____ !  ____ !___!  _!____ ! !__ ! !___! !___!##   !  ____ ! !  !___!__ !##
.#...#.#...#.#...#.#.......#.#.#.....#.....#...#...#.#.......#...#...#.#...#...#  
## ! ! !  _!_____! !__ !  __ !___!#### !__ ! ! !    _!_____!____  _!  _!  !_!__ !  ! ! ! !  _____!##
##.#.#####.###.#.###.###.###.#####.###.#.#.###.###.###.#.###.###.#.#####.#####.#  
## ___! !  _!__  _!  ___!___!########____ !___! !  !  ____ !  _!  !  _!_!  !_! ! ! ! !_!__ !  !##
...#.#.....#...#.#...#...#...#.....#...#.#...#...#...#.#...#...#.#.....#.....#.#  
##_!  ___! !##   ___!  !############## _!  ___! !___!  !_! !  _!_! !  ! !__ ! !___!__ !  _! !_!##
.#.###.#.#####.###.###.###.###.#.###.#.###.#.###.###.###.#####.###.###.###.#.###  
## _!  ___!  _!_______! !##############_!## !####_______!  ____ !  ____ ! ! ! !_!______ !_______! !##
.#.#...#.#.....#...#...#...#...#.#...#...#.#...#...#...#.....#...#...#...#.#...#  
## ___!  !__ ! !  !  _!##################_!####____  _!__ !___! !  ! ! !__  ______ ! !  __ ! ! !##
.#####.#####.###.###.###.###.#.###.###.#####.#.###.###.###.#.###.#.#.###.###.###  
## !  ___!  _!___!_! !  !  !######################## !  !  __ !__ ! ! !___!______ ! ! !__ !___! !##
.#.....#.....#...#...#...#...#.#...#.......#.#...#...#...#.#...#.#.#...#...#...#  
## ! ! ! !  ____  !  _!___! !######################## ! ! !__ !__ !_! !__  ____ !  _! !  ______ ! !##
## !  ! !____ ! !__  _!__ ! !########################___! !  _! ! !  _! !__ !##___!  ___!    _! ! !##
## ! ! ! !#### !__ !  !  _!___!###################### __ !__ !__  _!____ ! !#### _!  ___!  _____!##
## ! ! ! !####_!## !_! ! !############################__ !  !  _!____ !## ! !## _!## ! !  ___! !####
## ! !___!##_______!  _! !############################ _! !______ !## !##___!## ! !___! ! !  !__ !##
## _!##   ! !  ___!__ !__ !########################## ! ! !  !  _!## !######___!____  _!__ !__ ! !##
##_______!___!_____________!##########################___!_!_!___!####_____!##########_______!##___!##
######################################################################################################
</pre>
</pre>
or


          (*m).second-=2;
See also: [[Dynamically Sized Maze]]
          // if ((*m).second<0 || maze[(*m).second][(*m).first])  
 
          // change to
== Maze Generator in Javascript ==
          if ((*m).second<0 || (maze[(*m).second][(*m).first] && rand()%5))  
 
The following code is a port from the original [[Perl]] implementation (above):
 
<div style="background-color: #EEEEEE; border:dashed black 1px; padding:1em">
<syntaxhighlight lang="javascript">
#!/usr/bin/env node
 
(function () {
    var mazeGenerator = {
        map    : [],
        WIDTH  : 50,
        HEIGHT : 30,
 
        DIRECTIONS : {
            'N' : { dy: -1, opposite: 'S' },
            'S' : { dy:  1, opposite: 'N' },
            'E' : { dx:  1, opposite: 'W' },
            'W' : { dx: -1, opposite: 'E' }
        },
 
        prefill : function () {
            for (var x = 0; x < this.WIDTH; x++) {
                this.map[x] = [];
                for (var y = 0; y < this.HEIGHT; y++) {
                    this.map[x][y] = {};
                }
            }
        },
 
        shuffle : function (o) {
            for(var j, x, i = o.length; i; j = Math.floor(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
            return o;
        },
 
        carve : function (x0, y0, direction) {
            //console.log('[%d, %d, "%s"]', x0, y0, direction);
 
            var x1 = x0 + (this.DIRECTIONS[direction].dx || 0),
                y1 = y0 + (this.DIRECTIONS[direction].dy || 0);
 
            if (x1 == 0 || x1 == this.WIDTH || y1 == 0 || y1 == this.HEIGHT) {
                return;
            }
 
            if ( this.map[x1][y1].seen ) {
                return;
            }
 
            this.map[x0][y0][ direction ] = true;
            this.map[x1][y1][ this.DIRECTIONS[direction].opposite ] = true;
            this.map[x1][y1].seen = true;
 
            var directions = this.shuffle([ 'N', 'S', 'E', 'W' ]);
            for (var i = 0; i < directions.length; i++) {
                this.carve(x1, y1, directions[i]);
            }
        },
 
        output : function () {
            var output = '';
            for (var y = 0; y < this.HEIGHT; y++) {
                for (var x = 0; x < this.WIDTH; x++) {
                    output += ( this.map[x][y].S ? ' ' : '_' );
                    output += ( this.map[x][y].E ? ' ' : '!' );
                }
                output += '\n';
            }
            output = output.replace(/_ /g, '__');
            console.log(output);
        }
    };
 
    mazeGenerator.prefill();
    mazeGenerator.carve(mazeGenerator.WIDTH/2, mazeGenerator.HEIGHT/2, 'N');
    mazeGenerator.output();
})();
</syntaxhighlight>
</div>


allows loops (sample loop top left corner is marked with comas):
=== Example ===


<pre>
<pre>
.......#,,,,,,,,.#####.....#####...#...............#...#.###.....###...#.#.#.###
$ ./javascript-generator.js
.#######,#####.#,#######.#######.#.#############.#.###.#.###.#########.#.#.#.###
_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!
.#...#..,,,,,#.#,,,###...#######.#.#...#.........#.....#.......................#
_!  ______ !  ________  ________ !  ______ !    __ !  ________  __ !____  ___!    _!  !  ____ !  !
.#.###.#####,#####,###.#.#########.#.#########.#####.#.#.###.#.#########.#.#.#.#
_!______ ! ! !  !  !_!  !__  _! !__ !  _! ! ! ! !____  _!  _! !____ !_______! !  _! !____ !___! !
.#.....#....,,,,,,,....#.#######.....#...#...#...###.#.......#.###.#.....#.#...#
_! !  ___! ! ! !___!_____!__ !___!____ !_____! ! !__ ! ! !  _! !  __ !________ !  _! ! !  ___! !  _!
.#.#.#####.#.#.###.#################.#.#.###.#######.#####.###.###.#.#####.#####
_! !____ ! !____  ________ !__ !  __ !__ !  ! ! !  _!  _!__ !____ !__ !  __ ! !____ !___!__  !__ !
.#...#.....#.....#.#...#.......#.#...#.#.....#######...#...#...#.#.#.###...#.###
_! !  ! !__ ! ! !  ____ !___! ! ! !_____! !_! !____ !_____!  __ !___! !__ !___!  !________ !___! !
.#.###.###.#.###.#.###.#.#######.#.#.###.#.#.#######.###########.#.#######.#.###
_!  _! !  _! ! ! !____ !____ !__________ !__ !__ !________ !_!  _!  _____!____ ! !___!  !  _!  ___!
...#...#.#.#.#...#.....#.....#...#.#.....#...#.#####.......#.....#.........#...#
_! ! !___!  _!_____!  _!__ !______ !  !__ !  _!__ !    ! !  _!  _!  ____ !  _!____  _!_____!____ !
####.#.#.#.#####.#.#.#.###.#.###.#######.#.#.#.#######.#.#.#.#.#.###.#######.###
_! !__ !  _!  ____ !____ !  __  ! ! ! ! ! !__ !  _!_! !_! ! !  _!  _!  ___! !  __ ! !  ______ !  !
...#.#.#.....#.....#.#.#...#.#...#.....#.#.#...#...#...#.#...#.#...............#
_!__ ! !_____!__ !    _! !_!  !_!___! !____ ! !____ !_______!  ___! !_______!__ ! !_!____ ! !___! !
.###.###.#####.#######.###.#.###.#.###.###.#.#.#.#####.#######.###.#######.#.#.#
_! !____ !____  ! !_!  _!  !_!  __ !  !__ !  !  _!  ____ ! !  ______ !  __ ! !_________! !  ! !
.....#.#.#...#...#...#.#...#...........#.....#.........#.#####.#...#...###...#.#
_! !  !_______! !_____!__ ! !  _! ! ! !__ !___! !_____!__ ! !___! !  ! ! ! ! !  !  __  __ ! !___!
##.###.#.#.#.#.#.#.#########.#.###.###.#.###.#######.###.#####.###.#.#.###.#####
_!  _!______  !__ !____  _!_! !  ! ! ! !____ ! !  _______!__ !_____! ! ! !  _!_! !__ ! !___! !  _!
...#.......#...#...#.......#.#.#...#...#...#.#.#...#.#.....#...#...#.#.#...#...#
_!____ !  ___!__ !__ !  !  ___! ! ! !__ !  ___!___!  ______ !______ !_____! !  ___! ! !____ ! !  !
####.#.#######.#.#.#.###.###.#.#.#####.#####.#.#.#####.#.#.#.#.#######.#####.###
_! !  _!__ !  ! ! !___! !__ !__ !_! !___!__  __ !  _!    _! !  __ !  __ !_____! !  ! !  ! ! !_! !
.......#...#...#.#.....#.#...#...#...............#.....#.#...#...........#...###
_!  _____! !_! !  _____! ! !__ !  ________ !___!  __ ! ! !  _!  ! !___! !  __ !___! !___! !___!  _!
##.#####.###########.#####.#########.#.###.###.#.#########.###.###.#.#.###.#.###
_! !  __ !__ ! ! !  !  _!  ! !___!  __ !_______!  _!_! ! ! ! ! !_______! ! !__ !  !  ___! !  __ !
.......#...#.#.......#.....#.....#...#.#.....#.#.#...........#...#.....#.#.#...#
_!_!__ !____ !___! !___!  !_!__ !  _! !______ !____ !  ! !___! !  !  !____ ! ! !_! !__ !  _!  !
##.#.###.###.#.#.###.#######.#.#.#####.###.#####.###.#.#.#####.###.#.###.###.###
_!  ___!__ ! !  !____ !_!__  !___!  ___!  ! !  ! ! !_!____ ! ! !___!  ___! ! ! !  _!  _! ! ! !_!
##.#...#.......#...#.........#.#.......#...###.#.....#...#####...#.............#
_! !____  _! ! !  _!  _!  ___!____ ! !  ! !___! ! ! ! !  _____! ! !  _!__ !  _! !  _! !  ! ! !__ !
########.###.#.#.#########.#####.#.#####.#####.#.#####.#.#####.#####.#.#.#######
_!  __ !  ___! !__ ! !________ ! ! !___! ! !  ___! !__ !______ ! ! !__ !  _! ! ! ! ! !  _!___!  _! !
##.........#.#...#.#...#...#...#.....#.....#...#.....#.#.#####.....#...#.....###
_! ! ! !_____! ! ! ! !  __ !  _! !__ !  _! ! !  _!__ !__ !  ___!  _!  !_______! ! ! ! ! !    !  !
######.###.#.#.###.#.###.#.#.###.#.#.#.#.#.###.#####.#.#######.#.#.###.#########
_! ! !______ !__ ! !___! ! ! !  _____!  !___!____ !__ !_! !  ! !  ! !  _!  ___! !  _!__ ! ! ! ! !
##.......#.#...........#.#.....#.#.#.#.#.#.....###...#.###.......#...#...#######
_!______ ! !_____!____  _!___! !  ___! !__  ______ !  _!  _! !___! ! !___!  _!  _! !____ ! ! ! ! !_!
_!____ ! !  _!  !  !____  _! ! !  ___!  _!____ ! !_____!______ ! !____ ! !__ !  _!____ !_! ! !__ !
_!  ! ! !_____!___!__  !_____!___!  ___!    ___! !    ____ !  _!_!  __ !__ !________ !__  _!_!  _!
_! !___! !  __ !  _____!__ !  _______! !  _! !  ___! !__ ! ! ! !  !__ ! ! !__ !__  _! !  _!  !__ !
_! !  ! ! !__ !__ !  !  _!____ !  !  _! ! !____ ! !  _!  _!___!  ___!_____! !  _!  _!_!  _!____ !
_!  _!___!__ !__ !___! ! !__  ! ! ! !__ ! ! !  ___!_! ! !______ !_!  _________!  !____ !____ ! ! !
_!___________!_________!_____!___!_!_______!___________!_____________!___________!_____________!___!
</pre>
</pre>
=== Demo ===
[http://jsfiddle.net/o20073mp/ Click here] to see the code in action.


== Maze Generator in [[Visual Basic]] 6 ==
== Maze Generator in [[Visual Basic]] 6 ==


<pre>
<div style="background-color: #EEEEEE; border:dashed black 1px; padding:1em">
<syntaxhighlight lang="vb">
''''''''''''''''''''''''''
''''''''''''''''''''''''''
' Perfect Maze Generator '
' Perfect Maze Generator '
Line 346: Line 576:
     MsgBox "Maze copied to the clipboard.", vbInformation, "Maze generator"
     MsgBox "Maze copied to the clipboard.", vbInformation, "Maze generator"
End Sub
End Sub
</pre>
</syntaxhighlight>
</div>


=== Examples ===
=== Examples ===


Randomisation: 0
<pre>
<pre>
Randomisation: 0
###########################################
###########################################
#    #    #          #          #    #
#    #    #          #          #    #
Line 378: Line 608:
</pre>
</pre>


Randomisation: 5
<pre>
<pre>
Randomisation: 5
#####################################################
#####################################################
#                #  #  #                      # #
#                #  #  #                      # #
Line 400: Line 629:
</pre>
</pre>


<pre>
== See also ==
Randomisation: 25
 
###################################################
#    #  #  #    #  #                        #
### # # # # # # # # # # ######################### #
#  # # # # # # # # # #                          #
# ##### # # # # # # ### ############### ######### #
#    # # # # # # #  # #  # #  #  # #  #  # #
##### # # # # # ### # # # # # # # # # # # # # # # #
#    # # # # # # # # # # # # # # # # # # # # # # #
# ##### # # # # # # # # # # # # # # # ### # # # # #
#    # # # # # # # # # # # # # # # #  # # # # # #
##### # # # # # # # # # # # # # # # # # # # # # # #
#    # # # # # # # # # # # # # # # # #  # # # # #
# ##### # # # # # # # # # # # # # # # ####### # # #
#    # # # # # # # # # # # # # # # #      # # # #
##### # # # # # # # # # ### # # # # ####### # # # #
#    # # # # # # # # #  # # # # # #    # # # # #
# ##### # # # # # # # # # # # # # # # ##### # # # #
#    # # # # # # # # # # # # # # # #      # # # #
##### # # # # # # # # # # # # # # # ####### # # # #
#    # # # # # # # # # # # # # # # #    # # # # #
# ##### # # # # # # # # # # # # # # # ##### # # # #
#    # # # # # # # # # # # #  # # #    # # # # #
##### # # # # # # # # # # # ##### # ##### # # # # #
#    # # # # # # # # # # # #  # # #    # # # # #
# ##### # # # # # # # # # # # # # # # ##### # # # #
#    # # # # # # # # # # #  # # # #      # # # #
##### # # # # # # # # # # # ### # # ####### # # # #
#    # # # # # # # # # # # # # # # #  # # # # # #
# ##### # # # # # # # # # # # # # # # # # # # # # #
#      #  #  #  #  #  #  #    #  #  #  #
###################################################
</pre>
 
== Maze Generator in Perl ==
 
This is a perl port of the visual basic version above.
 
<pre>
use strict;
use warnings;
 
my $bMaze = generateMaze(w=>53, h=>17);
 
for (my $y = 0; $y < 17; ++$y) {
        for (my $x = 0; $x < 53; ++$x) {
                print $bMaze->[$x][$y] ? '.' : '#';
        }
        print "\n";
}
 
# named options are: w (width), h (height) and rand (randomness)
 
sub generateMaze {
        my %opts = @_;
 
        my ($cNx,$cNy, $cSx, $cSy);
        my $intDir;
        my $intDone = 0;
 
        my $blnBlocked;
 
        use constant X => 0;
        use constant Y => 1;
 
        $opts{rand} = 5 if !$opts{rand};
 
        warn("Must specify width and height of maze") && return undef
                if (!$opts{w} || !$opts{h});
 
        $opts{w} -= 1 if !($opts{w}%2);
        $opts{h} -= 1 if !($opts{h}%2);
 
        # stores the directions that corridors go in
        my @cDir;
        my @blnMaze;
 
        do {
            # this code is used to make sure the numbers are odd
            $cSx = 1 + (int((($opts{w} - 1) * rand()) / 2) * 2);
            $cSy = 1 + (int((($opts{h} - 1) * rand()) / 2) * 2);
 
            # first opening is free!
            $blnMaze[$cSx][$cSy] = 1 if !$intDone;
 
            if ($blnMaze[$cSx][$cSy]) {
                # randomize directions to start
                @cDir = &getRandomDirections();
                do {
                    # only randomisation directions, based on the constant
                    @cDir = &getRandomDirections() if !int($opts{rand} * rand());
                    $blnBlocked = 1;
                    # loop through order of directions
                    for ($intDir = 0; $intDir < 4; ++$intDir) {
                        # work out where this direction is
                        $cNx = $cSx + ($cDir[$intDir][X] * 2);
                        $cNy = $cSy + ($cDir[$intDir][Y] * 2);
                        # check if the tile can be used
                        my $isFree;
                        if ($cNx < ($opts{w}-1) && $cNx >= 1 && $cNy < ($opts{h}-1) && $cNy >= 1) {
                                # true if it hasn't been used yet
                                $isFree = !$blnMaze[$cNx][$cNy];
                        }
                        if ($isFree) {
                            # create a path
                            $blnMaze[$cNx][$cNy] = 1;
                            # and the square inbetween
                            $blnMaze[$cSx + $cDir[$intDir][X]][$cSy + $cDir[$intDir][Y]] = 1;
                            # this is now the current square
                            $cSx = $cNx;
                            $cSy = $cNy;
                            $blnBlocked = 0;
                            # increment paths created
                            $intDone = $intDone + 1;
                            last;
                        }
                    }
                # loop until a path was created
                } while (!$blnBlocked)
          }
        } while ( $intDone + 1 < ( (($opts{w} - 1) * ($opts{h} - 1)) / 4 ) );
        # create enough paths to fill the whole grid
 
 
        # this changes the direction to go from the current square, to the next available
        sub getRandomDirections {
            # clear the array
            my @a = ([-1,0],[1,0],[0,-1],[0,1]);
            my @b;
            while (@a) {
                push @b, splice(@a, rand()*scalar(@a), 1);
            }
            return @b;
        }


        # return a ref to the boolean maze... walls are "false"
* [[Dynamically Sized Maze]]
        return \@blnMaze;
* [[Maze Generation]]
}


</pre>
[[Category:Articles]]

Latest revision as of 19:55, 27 February 2015

Maze Generator in C++

Simple maze generator written in 10 minutes :) The source code is public domain.

// Simple Maze Generator in C++ by Jakub Debski '2006 

#include <time.h>
#include <vector>
#include <list>
using namespace std;

int main() 
{ 
   srand(time(0)); 

   const int maze_size_x=80; 
   const int maze_size_y=25; 
   vector < vector < bool > > maze; 
   list < pair < int, int> > drillers; 

   maze.resize(maze_size_y); 
   for (size_t y=0;y<maze_size_y;y++) 
           maze[y].resize(maze_size_x); 

   for (size_t x=0;x<maze_size_x;x++) 
           for (size_t y=0;y<maze_size_y;y++) 
                   maze[y][x]=false; 

   drillers.push_back(make_pair(maze_size_x/2,maze_size_y/2)); 
   while(drillers.size()>0) 
   { 
           list < pair < int, int> >::iterator m,_m,temp; 
           m=drillers.begin(); 
           _m=drillers.end(); 
           while (m!=_m) 
           { 
                   bool remove_driller=false; 
                   switch(rand()%4) 
                   { 
                   case 0: 
                           (*m).second-=2; 
                           if ((*m).second<0 || maze[(*m).second][(*m).first]) 
                           { 
                                   remove_driller=true; 
                                   break; 
                           } 
                           maze[(*m).second+1][(*m).first]=true; 
                           break; 
                   case 1: 
                           (*m).second+=2; 
                           if ((*m).second>=maze_size_y || maze[(*m).second][(*m).first]) 
                           { 
                                   remove_driller=true; 
                                   break; 
                           } 
                           maze[(*m).second-1][(*m).first]=true; 
                           break; 
                   case 2: 
                           (*m).first-=2; 
                           if ((*m).first<0 || maze[(*m).second][(*m).first]) 
                           { 
                                   remove_driller=true; 
                                   break; 
                           } 
                           maze[(*m).second][(*m).first+1]=true; 
                           break; 
                   case 3: 
                           (*m).first+=2; 
                           if ((*m).first>=maze_size_x || maze[(*m).second][(*m).first]) 
                           { 
                                   remove_driller=true; 
                                   break; 
                           } 
                           maze[(*m).second][(*m).first-1]=true; 
                           break; 
                   } 
                   if (remove_driller) 
                           m = drillers.erase(m); 
                   else 
                   { 
                           drillers.push_back(make_pair((*m).first,(*m).second)); 
                           // uncomment the line below to make the maze easier 
                           // if (rand()%2) 
                           drillers.push_back(make_pair((*m).first,(*m).second)); 

                           maze[(*m).second][(*m).first]=true; 
                           ++m; 
                   } 
           } 
   } 

   // Done 
   for (size_t y=0;y<maze_size_y;y++) 
           for (size_t x=0;x<maze_size_x;x++) 
           { 
                   if (maze[y][x]==true) 
                           printf("."); 
                   else 
                           printf("#"); 
           } 

   return 0; 
}

Example

######.........#.#.......#.....#...#.....#.........#.#...#.#.......#.......##### 
######.#.###.#.#.#.#######.#.#####.#.###.#.#.#####.#.###.#.#.#######.########### 
.....#.#.#...#.#.........#.#.#.....#.###...#.#.....#.......#.......#.....####### 
.#.#.###.#.#####.#.#.#######.#.#.#.#.#####################.#.###.#######.####### 
.#.#.#...#...#...#.#...#.#.#.#.#.#.#.........#.....#...........#.#.............# 
####.#.#######.#######.#.#.#.#.#.#######.#.#.#.#.#.#.#######.#######.#######.#.# 
##...#...#####.#.#####.#...#...#.#...#.#.#.#...#.#...###...#.#.......#.......#.# 
####.###.#####.#.#####.#.###.#.###.###.#.#.###.#########.#####.###.############# 
.........###.#.....###.#...#.#.#.#.......#.#...#...#.#.#.#.......#.###...#.....# 
########.###.#.#.#.###.#.#.###.#.#.#####.#.###.#.###.#.#.#.#.###.#####.###.#.### 
.......#.....#.#.#.#...#.#...........#...#.#.....#.......#.#...#.#.........#...# 
####.#.#.#####.#.###.#######.#######.###.#.#.###.#.#####.#.#####.#.#.#####.##### 
...#.#.#.......#...#.....#.....#.#...#####.#...#.......#.#...#.....#...#.#.....# 
##.###.#.#.#.###.#####.#.#####.#.#.#######.#####.#####.#.###.#.###.#####.#####.# 
##...#...#.#.#.......#.#.....#...#.......#...#...#.....#.....#...#...........#.# 
####.#.###########.###.#.###.#####.#######.###.###########.###.###.#####.###.### 
####...###.....#...#.#.#...#...........###...#.###...#.###.###...#.....#.#.....# 
####.#####.#######.#.###.###.#.#####.#.#############.#.###.#####.#####.#.###.### 
####.........#.#...#.....#.#.#.#.....#.###.#...#.............#...#####.#...#...# 
######.#.#####.#.###.#.#.#.###.#######.###.#.#####.###.#################.####### 
######.#...#.#.....#.#.#.#...#...###...###.....#...#.......#########...#.......# 
######.###.#.#####.#####.#.###.#.###.#.###.#.###.###.#####.#########.#########.# 
######.#.#.#...###...#...#.#.#.#...#.#.....#.#.#...#.###...#########...#.......# 
########.#.###.#######.#.#.#.###.#######.###.#.#####.###############.#.###.##### 
########...###.........#.#.......#######.#.....#####.......#########.#.........#


Maze Generator in Perl

This is a recursive backtracker maze generator in Perl:

#!/usr/bin/env perl

use strict;
use warnings;

no warnings 'recursion';
no warnings 'uninitialized';

use List::Util qw/shuffle/;

### Constants

my ( $WIDTH, $HEIGHT ) = ( 50, 30 );

my %DIRECTION = (
    N => { dy => -1, opposite => 'S' },
    S => { dy => 1,  opposite => 'N' },
    E => { dx => 1,  opposite => 'W' },
    W => { dx => -1, opposite => 'E' },
);

### Code

my $map = carve( [], $WIDTH / 2, $HEIGHT / 2, 'E' );
print output($map);

sub carve {
    my ( $map, $x0, $y0, $direction ) = @_;

    my $x1 = $x0 + $DIRECTION{$direction}{dx};
    my $y1 = $y0 + $DIRECTION{$direction}{dy};

    return if $x1 == 0 or $x1 == $WIDTH or $y1 == 0 or $y1 == $HEIGHT;
    return if defined $map->[$x1][$y1];

    $map->[$x0][$y0]{$direction} = 1;
    $map->[$x1][$y1]{ $DIRECTION{$direction}{opposite} } = 1;

    carve( $map, $x1, $y1, $_ ) for shuffle keys %DIRECTION;

    return $map;
}

sub output {
    my ($map) = @_;

    my $output = '';
    for my $y ( 0 .. $HEIGHT ) {
        for my $x ( 0 .. $WIDTH ) {
            if ( defined $map->[$x][$y] ) {
                $output .= $map->[$x][$y]{S} ? ' ' : '_';
                $output .= $map->[$x][$y]{E} ? ' ' : '!';
            }
            else {
                $output .= '##';
            }
        }
        $output .= "\n";
    }
    $output =~ s/_ /__/gs;

    return $output;
}

Example

$ ./perl-generator.pl
######################################################################################################
##  ______   !  ________ !  __ !    __ !  __ ! !    __ !    ___!    _!  __ !  ____   !   !    __ ! !##
##______ ! !___!  ______ !___!___! !__ ! ! ! !  _! !  _! !_______!_____! ! !____ ! !___! !_! !  ___!##
##    _! ! !______ !   !________ !__ !_! ! ! !__ ! !  _! !__  ______ !  _!__  _! ! !_________!_!   !##
## ! !  _! !   !___! !__ !  _!  _!   !  _! !__ !_! ! !  _____!  __ ! !  __ ! !  _! !  ______ !  _! !##
## !_____!__ ! !  ___!  _!   !  ___!_!__  ___!__ ! !_!__ !   ! !   ! !___! ! !__ ! !__ !__ !_____! !##
##_!  ____ ! ! !__ ! !__ ! ! ! !  ____ ! !  _____! !  ___! ! ! ! ! !______ !  _! !_____!   ! !  ___!##
##  _!__ ! !_!  _!____ ! ! ! ! !__ ! !___!______ !__ !  ___! !_! !____ ! ! !_____!  __ ! !___!____ !##
##  __ !______ !  _____! !_!_____!______ !__  _!__ ! ! !   ! !  _!   !__ ! !__  ___!  _!__ !  __ ! !##
##___!__ !  ___! ! !  ___!  ________  _!__ ! !   ! ! ! ! ! ! !  ___!__ ! ! !  _!   !____ ! ! !____ !##
##   !  _!____ !__ !__ !  _!______ !_______! ! !__ !_! !_! ! !__ ! !  _!_! ! !  _!____ !__ ! !   ! !##
## ! ! !   !  ___!__ ! !____ !   !__ !  __   ! !___!  _!  _! ! !__ ! !   ! ! !__ ! !  ___! !___! ! !##
## ! ! ! ! !  _!  ___!  __ !___! !  _! !  _! !____ ! !____ ! !_____!___!_____!  _! !____ ! ! !  _! !##
## !___!_!__ !  _!   !__ ! !__ ! !_____! ! ! !   ! ! !  ___!____   !  __ !__ ! !    __ !___! ! !__ !##
## !  ____ !_!__ !_!  _! ! !   !______ ! !___! ! !_____!  ____ ! !___!  _!  _! !_!   !__  ___!__ !_!##
## ! !   !____ !__ ! !  _!___!_____!  _! !  ___! !__ !  _!  _! !_____! ! !   !__ !_! ! ! !  __ !__ !##
## !___! !   !_____! !____ !  _______! !  _!__ ! !  _!__ !__ !_________!  _!__ ! !  _!__ !__ !____ !##
## !  ___! !  _!  __  __ !___!   !  __ ! !    _! ! !  ___!   !   !____ ! !__ !___! !   !__ !____ ! !##
## !__ ! ! ! !  _! !__ !_____! !_____!_____! !   !___!    _!___! !  ___!________  _! !__ !___!  _! !##
##  _! !  _!___!____ !____ !  ___!  __ !  ___! !__ !  _!__   !  _!______________ !  _! !_______! ! !##
##  ___! !__  ____ !  __ ! ! !  ___!  _!__ ! !__ !_! !   !_! ! !     !    ____ !_! !  __ !  __  _! !##
## !   !__ ! !   ! ! ! ! !___! !  _!____ !__ ! ! !  _! ! !  _! ! ! ! ! ! !   !_____! ! ! ! !  _!  _!##
## !_!____ ! ! !___!  _!__   ! !    ___! ! !__ ! ! !  _!___!  _! ! !___!_! ! !__  _!__ ! ! !__ !__ !##
##______ !___!____ ! !    _!_! ! !_______!____ ! ! !____ ! ! !___!____   ! !__ ! !  ___! ! ! !__ ! !##
##  ___!____ !____ !_! ! !  ___!____________ ! !___!  ___!  _!   !   ! !___!  _!  _!  __ !____ !___!##
## !   !  ___!   !  ___!_! !  ________ !  ___!_!  ___!__ ! !  _!___! !_!  ___!___!  _!  _____! !__ !##
##  _!___!  ___! !_!  _____! !__  _!  _! !  __  _!     ! ! !__ !   ! !  _!__  _____!  ___!   !__ ! !##
##_________!  ___!  _!    _!__ !__ !__ ! !___! !  _! !___!_____! !_!___!  ___!__  _____!  _!__ !__ !##
##  ______ ! !____ ! ! !__ !  _!   !  _!_______! ! !__ !  __  _!  ______ !  __ !_!   !  _!   !  _! !##
##_______!_________!_____!_______!_!_________________!_____!___________!_____!_____!_______!_!_____!##
######################################################################################################

More examples

The following patch will do a backtrack, generating a dead end every 50 steps:

@@ -20,9 +20,22 @@ my %DIRECTION = (
 my $map = carve( [], $WIDTH / 2, $HEIGHT / 2, 'E' );
 print output($map);

+my ( $steps, $backtrack ) = ( 0, 0 );
+
 sub carve {
     my ( $map, $x0, $y0, $direction ) = @_;

+    $steps++;
+
+    if ( $steps > 1 and $steps % 50 == 0 ) {
+        $backtrack = 20;
+    }
+
+    if ( $backtrack > 0 ) {
+        $backtrack--;
+        return;
+    }
+
     my $x1 = $x0 + $DIRECTION{$direction}{dx};
     my $y1 = $y0 + $DIRECTION{$direction}{dy};

The result is a more complex maze, with a cave-like appearance:

$ ./perl-generator.pl
######################################################################################################
########     !  _!______  _!    __ !   ! !    __________ !##########   !    ____ !  __ ! !############
########_! !___!   !#### !  _!_!  __ ! !  _!__ !  ___!  _!  ___! !  _! ! !_!   !___!##___!############
##   !##  ____ ! ! !   !___!__  _!  _! !_!    _! !#### !## !  ___!  _!____ ! !__ !####################
## !__ !____ !  _! ! !____   !__ !__ ! !  _! !  _!####_!  _!____ ! !   !__ !_!## !####################
## !       ! ! !___!  ___! !_____!  _!___!##  _!  ____  _!    ___!_! !__ !  _!  ____ !################
## ! ! ! !___! !__  _!  ___!######___!    _! !## !__ ! !  _! !   !## ! ! ! !  _!  __ !################
## ! ! !____ !__ ! !_______!######__ ! !____ !_______! ! !  _!_!__ !___!_____!  _!##__ !##############
## ! !__ ! !__ !  __ !############## !_!   !________ !  _! !   !  _!   !##   !______ ! !##############
##_!   !__ ! !_! !  _!######____ !## !  _!__ !  _____! !__  _!__ !  _! !  _! !  _! ! !__   !##########
##  _! ! !_____!_!__ !########  _!  _!_!  _!__ ! !______ ! ! !  _!_!  _! !     !  _!_!  _! !##########
##   !____ !##_______!######  _!  _!  ___!  _!  _!####  _! !______  _! !_! ! !_!____ ! !  ___!########
## ! !##  _!##########  _!   !____ !__ !__________  ___!____ ! ! ! !  ____ ! !    _! ! !__ !  _!   !##
## ! !##__ !####  _____!  _!____  _!   !  __ !____ !  __ ! !___! ! !____ ! !___!____   !___!_____! !##
## !____ !_!#### !__ !   !__ !  _!  _! !__ !  __ !___!_____! ! !  _!__ ! !_! !  __ ! !__ !  ______ !##
## !  __ !   ! !__ !   !__ !_____!__ !__ ! !__ ! !____ !  __ ! ! !  __ !_____! !_____! !___! !   ! !##
##_! ! !__ ! !__ ! ! !___!____ !  ____ !___!  _!____ ! !__ ! !___! !___!##   !  ____ ! !   !___!__ !##
## ! ! !  _!_____! !__ !  __ !___!#### !__ ! ! !    _!_____!____  _!  _!   !_!__ !   ! ! ! !  _____!##
##  ___! !  _!__  _!  ___!___!########____ !___! !   !  ____ !  _!   !  _!_!   !_! ! ! ! !_!__ !   !##
##_!  ___! !##    ___!   !##############  _!  ___! !___!   !_! !  _!_! !   ! !__ ! !___!__ !  _! !_!##
##  _!  ___!  _!_______! !##############_!## !####_______!  ____ !  ____ ! ! ! !_!______ !_______! !##
##  ___!   !__ ! !   !  _!##################_!####____  _!__ !___! !   ! ! !__  ______ ! !  __ ! ! !##
## !  ___!  _!___!_! !   !   !######################## !   !  __ !__ ! ! !___!______ ! ! !__ !___! !##
## ! ! ! !  ____   !  _!___! !######################## ! ! !__ !__ !_! !__  ____ !  _! !  ______ ! !##
## !   ! !____ ! !__  _!__ ! !########################___! !  _! ! !  _! !__ !##___!  ___!    _! ! !##
## ! ! ! !#### !__ !   !  _!___!######################  __ !__ !__  _!____ ! !####  _!  ___!  _____!##
## ! ! ! !####_!## !_! ! !############################__ !   !  _!____ !## ! !##  _!## ! !  ___! !####
## ! !___!##_______!  _! !############################  _! !______ !## !##___!## ! !___! ! !   !__ !##
##  _!##   ! !  ___!__ !__ !########################## ! ! !   !  _!## !######___!____  _!__ !__ ! !##
##_______!___!_____________!##########################___!_!_!___!####_____!##########_______!##___!##
######################################################################################################

See also: Dynamically Sized Maze

Maze Generator in Javascript

The following code is a port from the original Perl implementation (above):

#!/usr/bin/env node

(function () {
    var mazeGenerator = {
        map    : [],
        WIDTH  : 50,
        HEIGHT : 30,

        DIRECTIONS : {
            'N' : { dy: -1, opposite: 'S' },
            'S' : { dy:  1, opposite: 'N' },
            'E' : { dx:  1, opposite: 'W' },
            'W' : { dx: -1, opposite: 'E' }
        },

        prefill : function () {
            for (var x = 0; x < this.WIDTH; x++) {
                this.map[x] = [];
                for (var y = 0; y < this.HEIGHT; y++) {
                    this.map[x][y] = {};
                }
            }
        },

        shuffle : function (o) {
            for(var j, x, i = o.length; i; j = Math.floor(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
            return o;
        },

        carve : function (x0, y0, direction) {
            //console.log('[%d, %d, "%s"]', x0, y0, direction);

            var x1 = x0 + (this.DIRECTIONS[direction].dx || 0),
                y1 = y0 + (this.DIRECTIONS[direction].dy || 0);

            if (x1 == 0 || x1 == this.WIDTH || y1 == 0 || y1 == this.HEIGHT) {
                return;
            }

            if ( this.map[x1][y1].seen ) {
                return;
            }

            this.map[x0][y0][ direction ] = true;
            this.map[x1][y1][ this.DIRECTIONS[direction].opposite ] = true;
            this.map[x1][y1].seen = true;

            var directions = this.shuffle([ 'N', 'S', 'E', 'W' ]);
            for (var i = 0; i < directions.length; i++) {
                this.carve(x1, y1, directions[i]);
            }
        },

        output : function () {
            var output = '';
            for (var y = 0; y < this.HEIGHT; y++) {
                for (var x = 0; x < this.WIDTH; x++) {
                    output += ( this.map[x][y].S ? ' ' : '_' );
                    output += ( this.map[x][y].E ? ' ' : '!' );
                }
                output += '\n';
            }
            output = output.replace(/_ /g, '__');
            console.log(output);
        }
    };

    mazeGenerator.prefill();
    mazeGenerator.carve(mazeGenerator.WIDTH/2, mazeGenerator.HEIGHT/2, 'N');
    mazeGenerator.output();
})();

Example

$ ./javascript-generator.js
_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!
_!  ______ !  ________  ________ !  ______ !    __ !  ________  __ !____  ___!    _!   !  ____ !   !
_!______ ! ! !   !   !_!   !__  _! !__ !  _! ! ! ! !____  _!  _! !____ !_______! !  _! !____ !___! !
_! !  ___! ! ! !___!_____!__ !___!____ !_____! ! !__ ! ! !  _! !  __ !________ !  _! ! !  ___! !  _!
_! !____ ! !____  ________ !__ !  __ !__ !   ! ! !  _!  _!__ !____ !__ !  __ ! !____ !___!__   !__ !
_! !   ! !__ ! ! !  ____ !___! ! ! !_____! !_! !____ !_____!  __ !___! !__ !___!   !________ !___! !
_!  _! !  _! ! ! !____ !____ !__________ !__ !__ !________ !_!  _!  _____!____ ! !___!   !  _!  ___!
_! ! !___!  _!_____!  _!__ !______ !   !__ !  _!__ !     ! !  _!  _!  ____ !  _!____  _!_____!____ !
_! !__ !  _!  ____ !____ !  __   ! ! ! ! ! !__ !  _!_! !_! ! !  _!  _!  ___! !  __ ! !  ______ !   !
_!__ ! !_____!__ !    _! !_!   !_!___! !____ ! !____ !_______!  ___! !_______!__ ! !_!____ ! !___! !
_! !____ !____   ! !_!  _!   !_!  __ !   !__ !   !  _!  ____ ! !  ______ !  __ ! !_________! !   ! !
_! !   !_______! !_____!__ ! !  _! ! ! !__ !___! !_____!__ ! !___! !   ! ! ! ! !   !  __  __ ! !___!
_!  _!______   !__ !____  _!_! !   ! ! ! !____ ! !  _______!__ !_____! ! ! !  _!_! !__ ! !___! !  _!
_!____ !  ___!__ !__ !   !  ___! ! ! !__ !  ___!___!  ______ !______ !_____! !  ___! ! !____ ! !   !
_! !  _!__ !   ! ! !___! !__ !__ !_! !___!__  __ !  _!    _! !  __ !  __ !_____! !   ! !   ! ! !_! !
_!  _____! !_! !  _____! ! !__ !  ________ !___!  __ ! ! !  _!   ! !___! !  __ !___! !___! !___!  _!
_! !  __ !__ ! ! !   !  _!   ! !___!  __ !_______!  _!_! ! ! ! ! !_______! ! !__ !   !  ___! !  __ !
_!_!__ !____ !___! !___!   !_!__ !  _! !______ !____ !   ! !___! !   !   !____ ! ! !_! !__ !  _!   !
_!  ___!__ ! !   !____ !_!__   !___!  ___!   ! !   ! ! !_!____ ! ! !___!  ___! ! ! !  _!  _! ! ! !_!
_! !____  _! ! !  _!  _!  ___!____ ! !   ! !___! ! ! ! !  _____! ! !  _!__ !  _! !  _! !   ! ! !__ !
_!  __ !  ___! !__ ! !________ ! ! !___! ! !  ___! !__ !______ ! ! !__ !  _! ! ! ! ! !  _!___!  _! !
_! ! ! !_____! ! ! ! !  __ !  _! !__ !  _! ! !  _!__ !__ !  ___!  _!   !_______! ! ! ! ! !     !   !
_! ! !______ !__ ! !___! ! ! !  _____!   !___!____ !__ !_! !   ! !   ! !  _!  ___! !  _!__ ! ! ! ! !
_!______ ! !_____!____  _!___! !  ___! !__  ______ !  _!  _! !___! ! !___!  _!  _! !____ ! ! ! ! !_!
_!____ ! !  _!   !   !____  _! ! !  ___!  _!____ ! !_____!______ ! !____ ! !__ !  _!____ !_! ! !__ !
_!   ! ! !_____!___!__   !_____!___!  ___!    ___! !    ____ !  _!_!  __ !__ !________ !__  _!_!  _!
_! !___! !  __ !  _____!__ !  _______! !  _! !  ___! !__ ! ! ! !   !__ ! ! !__ !__  _! !  _!   !__ !
_! !   ! ! !__ !__ !   !  _!____ !   !  _! ! !____ ! !  _!  _!___!  ___!_____! !  _!  _!_!  _!____ !
_!  _!___!__ !__ !___! ! !__   ! ! ! !__ ! ! !  ___!_! ! !______ !_!  _________!   !____ !____ ! ! !
_!___________!_________!_____!___!_!_______!___________!_____________!___________!_____________!___!

Demo

Click here to see the code in action.

Maze Generator in Visual Basic 6

''''''''''''''''''''''''''
' Perfect Maze Generator '
'          Icey          '
'        Oct 2006        '
'      Public Domain     '
''''''''''''''''''''''''''

' this code is designed to be run from a module, using sub main

' all variables are declared
Option Explicit
' 0 is the most random, randomisation gets lower after that
' less randomisation means more straight corridors
Private Const RANDOMISATION As Integer = 5
' the spaces across - this must be an odd number
Private Const MAZE_X As Integer = 53
' the spaces down - this must be an odd number
Private Const MAZE_Y As Integer = 17
' used for storing the current square and squares potentially to move to
Private Type COORDS
    X As Integer
    Y As Integer
End Type
' stores the directions that corridors go in
Dim cDir(3) As COORDS
' these can be any odd numbers
Dim blnMaze(MAZE_X, MAZE_Y) As Boolean

Private Sub GenerateMaze()
    Dim cN As COORDS, cS As COORDS
    Dim intDir As Integer, intDone As Integer
    Dim blnBlocked As Boolean
    Randomize
    Erase blnMaze
    Do
        ' this code is used to make sure the numbers are odd
        cS.X = 2 + (Int(((MAZE_X - 1) * Rnd) / 2) * 2)
        cS.Y = 2 + (Int(((MAZE_Y - 1) * Rnd) / 2) * 2)
        ' first one is free!
        If intDone = 0 Then blnMaze(cS.X, cS.Y) = True
        If blnMaze(cS.X, cS.Y) Then
            ' always randomisation directions to start
            RandomDirections
            Do
                ' only randomisation directions, based on the constant
                If Int(RANDOMISATION * Rnd) = 0 Then RandomDirections
                blnBlocked = True
                ' loop through order of directions
                For intDir = 0 To 3
                    ' work out where this direction is
                    cN.X = cS.X + (cDir(intDir).X * 2)
                    cN.Y = cS.Y + (cDir(intDir).Y * 2)
                    ' check if the tile can be used
                    If IsFree(cN) Then
                        ' create a path
                        blnMaze(cN.X, cN.Y) = True
                        ' and the square inbetween
                        blnMaze(cS.X + cDir(intDir).X, cS.Y + cDir(intDir).Y) = True
                        ' this is now the current square
                        cS.X = cN.X
                        cS.Y = cN.Y
                        blnBlocked = False
                        ' increment paths created
                        intDone = intDone + 1
                        Exit For
                    End If
                Next
            ' loop until a path was created
            Loop Until blnBlocked
        End If
    ' create enough paths to fill the whole grid
    Loop While intDone + 1 < ((MAZE_X - 1) * (MAZE_Y - 1)) / 4
End Sub

' this changes the direction to go from the current square, to the next available
Private Sub RandomDirections()
    ' clear the array
    Erase cDir
    ' four possible sets of directions
    Select Case Int(3 * Rnd)
        Case 0
            cDir(0).X = -1: cDir(1).X = 1
            cDir(2).Y = -1: cDir(3).Y = 1
        Case 1
            cDir(3).X = -1: cDir(2).X = 1
            cDir(1).Y = -1: cDir(0).Y = 1
        Case 2
            cDir(2).X = -1: cDir(3).X = 1
            cDir(0).Y = -1: cDir(1).Y = 1
        Case 3
            cDir(1).X = -1: cDir(0).X = 1
            cDir(3).Y = -1: cDir(2).Y = 1
    End Select
End Sub

' checks if a tile is free for use
Private Function IsFree(cF As COORDS) As Boolean
    ' check it's within the grid
    If cF.X < MAZE_X And cF.X > 1 And cF.Y < MAZE_Y And cF.Y > 1 Then
        ' check it hasn't been used yet
        IsFree = (blnMaze(cF.X, cF.Y) = False)
    End If
End Function

' this code should be run from a module
' go to Project > [projectname] Properties
' and then select Sub Main from the Startup Object list
Sub Main()
    ' the maze is added to this string, which is then copied to the clipboard
    Dim strOutput As String
    GenerateMaze
    Dim A As Integer, B As Integer
    ' loop through squares
    For A = 1 To MAZE_Y
        For B = 1 To MAZE_X
            ' check if a path was created here
            If blnMaze(B, A) Then
                ' empty
                strOutput = strOutput & " "
            Else
                ' wall
                strOutput = strOutput & "#"
            End If
        Next
        ' go down to the next row
        strOutput = strOutput & vbNewLine
    Next
    Clipboard.Clear
    Clipboard.SetText strOutput
    ' tell the user what has happened
    MsgBox "Maze copied to the clipboard.", vbInformation, "Maze generator"
End Sub

Examples

Randomisation: 0

###########################################
#     #     #           #           #     #
# ### # ##### # # ##### ### ### # ### #####
# # # # #   # # #     #     # # # #       #
# # # # # # # # ##### ##### # # # # ##### #
# #   # # # # #   # #   #   #   #       # #
# ##### # # # ### # ### ######### ##### # #
#   #   # #   # # #   # #   # #   #   # # #
### ### # # ### # ### # # # # # ##### ### #
# # #   # # #   #   # #   # #         #   #
# # # ### # # # ### # # ### ########### ###
#   #     # # #   #   # # # #     # #   # #
# ######### # ######### # # # ### # # ### #
# # #   #   # #       #   # #   # # #   # #
# # # # # ### # # ### ### # ### # # ### # #
# # # # # #   # # # # #   #   # # #   #   #
# # # # # # ##### # # # ### # ### # # #####
# # # #   # #   # # #   # # #   #   # #   #
# # # ### # # # # # # ### # ### ##### # # #
# #     # # # # #   #     #   #       # # #
# ####### # # # ######### ### ########### #
#         #   #           #               #
###########################################

Randomisation: 5

#####################################################
#                 #   #   #                       # #
# ############### # # # # ##################### # # #
#       #   #   # # # # #                       # # #
####### # # # # # # # # ######################### # #
# #   # # #   # # # # # #                       # # #
# # # # ### ##### # # # # # ################### # # #
# # # # # #     # # # # # # #         #   #     # # #
# # # # # ### # # # # # ### ######### # # # # ### # #
# # # # # #   # #   # #   # #         # # # #   # # #
# # # # # ##### ##### # # # # ######### # # ### # # #
# # # # # #           # # # #         # # # #   # # #
# # # # # # ########### # # ######### # # # # ### # #
# # # # # #   #   #   # # # #   #   # # # # #   # # #
# # # # # # # # # # # # # # # # # # # # # # ### # # #
#   #   #   #   #   #   #   # #   #     #   #   #   #
#####################################################

See also