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- " These macros 'solve' any maze produced by the a-maze-ing maze.c program.
- "
- " First, a bit of maze theory.
- " If you were put into a maze, a guaranteed method of finding your way
- " out of the maze is to put your left hand onto a wall and just keep walking,
- " never taking your hand off the wall. This technique is only guaranteed to
- " work if the maze does not have any 'islands', or if the 'exit' is on the
- " same island as your starting point. These conditions hold for the mazes
- " under consideration.
- "
- " Assuming that the maze is made up of horizontal and vertical walls spaced
- " one step apart and that you can move either north, south, east or west,
- " then you can automate this procedure by carrying out the following steps.
- "
- " 1. Put yourself somewhere in the maze near a wall.
- " 2. Check if you have a wall on your left. If so, go to step 4.
- " 3. There is no wall on your left, so turn on the spot to your left and step
- " forward by one step and repeat step 2.
- " 4. Check what is directly in front of you. If it is a wall, turn on the
- " spot to your right by 90 degrees and repeat step 4.
- " 5. There is no wall in front of you, so step forward one step and
- " go to step 2.
- "
- " In this way you will cover all the corridors of the maze (until you get back
- " to where you started from, if you do not stop).
- "
- " By examining a maze produced by the maze.c program you will see that
- " each square of the maze is one character high and two characters wide.
- " To go north or south, you move by a one character step, but to move east or
- " west you move by a two character step. Also note that in any position
- " there are four places where walls could be put - to the north, to the south,
- " to the east and to the west.
- " A wall exists to the north of you if the character to the north of
- " you is a _ (otherwise it is a space).
- " A wall exists to the east of you if the character to the east of you
- " is a | (otherwise it is a .).
- " A wall exists to the west of you if the character to the west of you
- " is a | (otherwise it is a .).
- " A wall exists to the south of you if the character where you are
- " is a _ (otherwise it is a space).
- "
- " Note the difference for direction south, where we must examine the character
- " where the cursor is rather than an adjacent cell.
- "
- " If you were implementing the above procedure is a normal computer language
- " you could use a loop with if statements and continue statements,
- " However, these constructs are not available in vi macros so I have used
- " a state machine with 8 states. Each state signifies the direction you
- " are going in and whether or not you have checked if there is a wall on
- " your left.
- "
- " The transition from state to state and the actions taken on each transition
- " are given in the state table below.
- " The names of the states are N1, N2, S1, S2, E1, E2, W1, W2, where each letter
- " stands for a direction of the compass, the number 1 indicates that the we
- " have not yet checked to see if there is a wall on our left and the number 2
- " indicates that we have checked and there is a wall on our left.
- "
- " For each state we must consider the existence or not of a wall in a
- " particular direction. This direction is given in the following table.
- "
- " NextChar table:
- " state direction vi commands
- " N1 W hF
- " N2 N kF
- " S1 E lF
- " S2 S F
- " E1 N kF
- " E2 E lF
- " W1 S F
- " W2 W hF
- "
- " where F is a macro which yanks the character under the cursor into
- " the NextChar register (n).
- "
- " State table:
- " In the 'vi commands' column is given the actions to carry out when in
- " this state and the NextChar is as given. The commands k, j, ll, hh move
- " the current position north, south, east and west respectively. The
- " command mm is used as a no-op command.
- " In the 'next state' column is given the new state of the machine after
- " the action is carried out.
- "
- " current state NextChar vi commands next state
- " N1 . hh W1
- " N1 | mm N2
- " N2 _ mm E1
- " N2 space k N1
- " S1 . ll E1
- " S1 | mm S2
- " S2 _ mm W1
- " S2 space j S1
- " E1 space k N1
- " E1 _ mm E2
- " E2 | mm S1
- " E2 . ll E1
- " W1 space j S1
- " W1 _ mm W2
- " W2 | mm N1
- " W2 . hh W1
- "
- "
- " Complaint about vi macros:
- " It seems that you cannot have more than one 'undo-able' vi command
- " in the one macro, so you have to make lots of little macros and
- " put them together.
- "
- " I'll explain what I mean by an example. Edit a file and
- " type ':map Q rXY'. This should map the Q key to 'replace the
- " character under the cursor with X and yank the line'.
- " But when I type Q, vi tells me 'Can't yank inside global/macro' and
- " goes into ex mode. However if I type ':map Q rXT' and ':map T Y',
- " everything is OK. I`m doing all this on a Sparcstation.
- " If anyone reading this has an answer to this problem, the author would
- " love to find out. Mail to gregm@otc.otca.oz.au.
- "
- " The macros:
- " The macro to run the maze solver is 'g'. This simply calls two other
- " macros: I, to initialise everything, and L, to loop forever running
- " through the state table.
- " Both of these macros are long sequences of calls to other macros. All
- " of these other macros are quite simple and so to understand how this
- " works, all you need to do is examine macros I and L and learn what they
- " do (a simple sequence of vi actions) and how L loops (by calling U, which
- " simply calls L again).
- "
- " Macro I sets up the state table and NextChar table at the end of the file.
- " Macro L then searches these tables to find out what actions to perform and
- " what state changes to make.
- "
- " The entries in the state table all begin with a key consisting of the
- " letter 's', the current state and the NextChar. After this is the
- " action to take in this state and after this is the next state to change to.
- "
- " The entries in the NextChar table begin with a key consisting of the
- " letter 'n' and the current state. After this is the action to take to
- " obtain NextChar - the character that must be examined to change state.
- "
- " One way to see what each part of the macros is doing is to type in the
- " body of the macros I and L manually (instead of typing 'g') and see
- " what happens at each step.
- "
- " Good luck.
- "
- " Registers used by the macros:
- " s (State) - holds the state the machine is in
- " c (Char) - holds the character under the current position
- " m (Macro) - holds a vi command string to be executed later
- " n (NextChar) - holds the character we must examine to change state
- " r (Second Macro) - holds a second vi command string to be executed later
- "
- set remap
- set nomagic
- set noterse
- set wrapscan
- "
- "================================================================
- " g - go runs the whole show
- " I - initialise
- " L - then loop forever
- map g IL
- "
- "================================================================
- " I - initialise everything before running the loop
- " G$?.^M - find the last . in the maze
- " ^ - replace it with an X (the goal)
- " GYKeDP - print the state table and next char table at the end of the file
- " 0S - initialise the state of the machine to E1
- " 2Gl - move to the top left cell of the maze
- map I G$?.
^GYKeDP0S2Gl
- "
- "================================================================
- " L - the loop which is executed forever
- " Q - save the current character in the Char register
- " A - replace the current character with an 'O'
- " ma - mark the current position with mark 'a'
- " GNB - on bottom line, create a command to search the NextChar table
- " for the current state
- " 0M0E@m^M - yank the command into the Macro register and execute it
- " wX - we have now found the entry in the table, now yank the
- " following word into the Macro register
- " `a@m - go back to the current position and execute the macro, this will
- " yank the NextChar in register n
- " GT$B$R - on bottom line, create a command to search the state table
- " for the current state and NextChar
- " 0M0E@m^M - yank the command into the Macro register and execute it
- " 2WS - we have now found the entry in the table, now yank the
- " next state into the State macro
- " bX - and yank the action corresponding to this state table entry
- " into the Macro register
- " GVJ - on bottom line, create a command to restore the current character
- " 0H - and save the command into the second Macro register
- " `a@r - go back to the current position and exectute the macro to restore
- " the current character
- " @m - execute the action associated with this state
- " U - and repeat
- map L QAmaGNB0M0E@m
wX`a@mGT$B$R0M0E@m
2WSbXGVJ0H`a@r@mU
- "
- "================================================================
- " U - no tail recursion allowed in vi macros so cheat and set U = L
- map U L
- "
- "================================================================
- " S - yank the next two characters into the State register
- map S "sy2l
- "
- "================================================================
- " Q - save the current character in the Char register
- map Q "cyl
- "
- "================================================================
- " A - replace the current character with an 'O'
- map A rO
- "
- "================================================================
- " N - replace this line with the string 'n'
- map N C/n
- "
- "================================================================
- " B - put the current state
- map B "sp
- "
- "================================================================
- " M - yank this line into the Macro register
- map M "my$
- "
- "================================================================
- " E - delete to the end of the line
- map E d$
- "
- "================================================================
- " X - yank this word into the Macro register
- map X "myt
- "
- "================================================================
- " T - replace this line with the string 's'
- map T C/s
- "
- "================================================================
- " R - put NextChar
- map R "np
- "
- "================================================================
- " V - add the letter 'r' (the replace vi command)
- map V ar
- "
- "================================================================
- " J - restore the current character
- map J "cp
- "
- "================================================================
- " H - yank this line into the second Macro register
- map H "ry$
- "
- "================================================================
- " F - yank NextChar (this macro is called from the Macro register)
- map F "nyl
- "
- "================================================================
- " ^ - replace the current character with an 'X'
- map ^ rX
- "
- "================================================================
- " YKeDP - create the state table, NextChar table and initial state
- " Note that you have to escape the bar character, since it is special to
- " the map command (it indicates a new line).
- map Y osE1 k N1 sE1_ mm E2 sE2| mm S1 sE2. ll E1
- map K osW1 j S1 sW1_ mm W2 sW2| mm N1 sW2. hh W1
- map e osN1. hh W1 sN1| mm N2 sN2 k N1 sN2_ mm E1
- map D osS1. ll E1 sS1| mm S2 sS2 j S1 sS2_ mm W1
- map P onE1 kF nE2 lF nW1 G$JF nW2 hF nN1 hF nN2 kF nS1 lF nS2 G$JF
E1
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