Version 9 of 3D Maze

Updated 2011-02-20 13:33:05 by UKo

Keith Vetter : using the maze generating engine from maze generator2, this little game displays 3D mazes. You can adjust the width, height and depth of the maze. You can also try solving the maze by moving around a man with the arrow keys. At any point, you can have the shortest route to the exit displayed.


GPS: This is very impressive! Thanks for sharing it.


KPV : Updated version that lets you use the mouse to move about. KPV : Updated again to make it more of an interesting game by optionally showing you only the cells you visited.

UKo : Update to fix font for help widget with Tk 8.5

##+####################################################################
#
# 3D Maze
#
# Draws a maze with a guaranteed unique solution.
# by Keith Vetter
#
# The program works by picking a spot randomly in the maze, then
# random walking until it can't proceed on untravelled cells. It then
# backs up until it can branch onto a untravelled cells and proceeds
# on a new random walk. When all cells have been visited we're done
# except for selecting a spot on the east and west wall for the
# entrances.
#
# Actually, if you start your walk from the exit, and record the
# direction you entered a cell from, then you have the solution from
# anywhere in the maze to the exit. Furthermore, you can find the path
# from any A->B by getting the solution from both points, finding
# where they meet and joining the two paths to the junction point.
#
# Revisions:
# KPV August 31, 1994 - initial revision
# KPV Sep 24, 2002 - ported to tk8+
# KPV Sep 25, 2002 - exposed 3d capabilities, added the moving man,
# KPV Sep 26, 2002 - moving with the mouse
# KPV Oct 14, 2002 - added opaque maze

package require Tk

set sz(x) 10  ;# Maze width
set sz(y) 10  ;# Maze height
set sz(z)  3  ;# Maze levels

##+####################################################################
#
# Init
#
# Sets up some global variables.
#
proc Init {} {
   global sz DIR WALL DOOR MOTION MARK

   set sz(w) 550                               ;# Canvas width
   set sz(h) 550                               ;# Canvas height
   set sz(box) 30                              ;# Cell box size
   set sz(tm) 50                               ;# Top margin
   set sz(lm) 50                               ;# Left margin
   set sz(lw) 3                                ;# Line width
   set sz(animate) 0                           ;# Animation active flag
   set sz(moving) 0                            ;# Automated moving flag
   set sz(solution) {}                         ;# Working solution
   set sz(mousing) 0

   # These directions also act as bit shift amounts
   array set DIR {NORTH 0 EAST 1 UP 2 SOUTH 3 WEST 4 DOWN 5 DONE -1}
   foreach {a b} [array get DIR] {set DIR($b) $a}
   array set WALL {
       NORTH 0x01 EAST 0x02 UP 0x04 SOUTH 0x08 WEST 0x10 DOWN 0x20 ANY 0x3F
   }
   array set DOOR {
       NORTH 0x0100 EAST 0x0200 UP 0x0400 SOUTH 0x0800 WEST 0x1000 DOWN 0x2000
       ANY 0x3F00
   }
   array set MOTION {0 0,-1,0  1 1,0,0  2 0,0,-1  3 0,1,0  4 -1,0,0  5 0,0,1}
   foreach {a b} [array get MOTION] {set MOTION($b) $a}
   array set MARK {X 0x4000 ? 0x8000 ANY 0xC000 VICTORY 0x10000 \
                       VISIBLE 0x40 VISITED 0x80 V_ANY 0xC0}
}

proc WALLDIR {dir}     {return [expr {$::WALL(NORTH) << $dir}] }
proc DOORDIR {dir}     {return [expr {$::DOOR(NORTH) << $dir}] }
proc WALLDOORDIR {dir} {return [expr {($::WALL(NORTH) |$::DOOR(NORTH))<<$dir}]}
proc OPPOSITE {dir}    {return [expr {($dir + 3) % 6}] }
proc ADDHINT {x y z dir} {ORMAZE $x $y $z [expr {($dir + 1) << 17}]}
proc GETHINT {x y z}   {return [expr {($::maze($x,$y,$z) >> 17) - 1}]}
proc ORMAZE {x y z n}  {set ::maze($x,$y,$z) [expr {$::maze($x,$y,$z) | $n}]}
proc UNORMAZE {x y z n} {set ::maze($x,$y,$z) [expr {$::maze($x,$y,$z) & ~$n}]}
proc INFO {msg}        {.c itemconfig INFO -text $msg ; update idletasks }
proc CANMOVE {x y z d} {expr {$::maze($x,$y,$z) & [DOORDIR $d]}}
proc ISMARKED {x y z who}  {expr {$::maze($x,$y,$z) & $who}}
proc ISVISIBLE {x y z}  {expr {$::maze($x,$y,$z) & $::MARK(V_ANY)}}
proc MARKVISIBLE {x y z}  {ORMAZE $x $y $z $::MARK(VISIBLE)}
proc MARKVISITED {x y z}  {ORMAZE $x $y $z $::MARK(VISITED)}
proc DOMARK {x y z who} {ORMAZE $x $y $z $who}
proc UNMARK {x y z who} {UNORMAZE $x $y $z $who}
proc MOVETO {x y z d}  {foreach {dx dy dz} [split $::MOTION($d) , ] break
   list [incr x $dx] [incr y $dy] [incr z $dz]}
proc UNMOVE {x y z X Y Z} {
   if {[catch {set ::MOTION([incr X -$x],[incr Y -$y],[incr Z -$z])} n]} {
       return -1} {return $n}}
proc POS {} {list $::sz(px) $::sz(py) $::sz(pz)}
##+##########################################################################
#
# NewMaze
#
# Creates a new maze of a given size.
#
proc NewMaze {{redo 1}} {
   set w [winfo width .c] ; set h [winfo height .c]
   .c config -scrollregion [list 0 0 $w $h]
   .c delete all
   .c create text [expr $w/2] [expr $h/2] -anchor c -font bold -tag INFO
   INFO "Thinking"

   set w [expr {($w - 2.0*$::sz(lm)) / $::sz(x)}]
   set h [expr {($h - 2.0*$::sz(tm)) / $::sz(y)}]
   set x [expr {$w < $h ? $w : $h}]
   set ::sz(box) [expr {$x > 100 ? 100 : $x < 5 ? 5 : $x}]

   set ::sz(solve) 0
   AnimateCmd 0
   FillMaze
   ShowMaze
   set ::sz(best) [llength [GetSolution]]
   set ::sz(moving) 0
}
##+##########################################################################
#
# Restart
#
# Puts man back at the starting door
#
proc Restart {} {
   foreach {::sz(px) ::sz(py) ::sz(pz)} $::sz(start) break

   for {set x 0} {$x < $::sz(x)} {incr x} {    ;# Clear all marks
       for {set y 0} {$y < $::sz(y)} {incr y} {
           for {set z 0} {$z < $::sz(z)} {incr z} {
               UNORMAZE $x $y $z $::MARK(ANY)  ;# Remove all marks
               UNORMAZE $x $y $z $::MARK(VISITED) ;# Haven't seen cell yet
           }
       }
   }
   eval UNORMAZE $::sz(end2) $::MARK(VICTORY)

   AnimateCmd 0
   GetSolution                                 ;# Make sure solution is correct
   ShowLevel 0
   set ::sz(cnt) 0

}
proc DoOpaque {} {
   for {set x 0} {$x < $::sz(x)} {incr x} {    ;# Clear all marks
       for {set y 0} {$y < $::sz(y)} {incr y} {
           for {set z 0} {$z < $::sz(z)} {incr z} {
               catch {
                   if {$::sz(opaque)} {
                       UNORMAZE $x $y $z $::MARK(VISIBLE)
                   } else {
                       ORMAZE $x $y $z $::MARK(VISIBLE)
                   }
               }
           }
       }
   }
   ShowLevel $::sz(lvl)
}
##+##########################################################################
#
# InitMaze
#
# Set up emptry with only outer walls matrix
#
proc InitMaze {} {
   global maze sz
   catch {unset maze}

   for {set x 0} {$x < $sz(x)} {incr x} {      ;# Set all cells to 0
       for {set y 0} {$y < $sz(y)} {incr y} {
           for {set z 0} {$z < $sz(z)} {incr z} {
               set maze($x,$y,$z) 0
               if {! $sz(opaque)} { ORMAZE $x $y $z $::MARK(VISIBLE)}
           }
       }
   }
   for {set z 0} {$z < $sz(z)} {incr z} {      ;# North, south walls
       for {set x 0} {$x < $sz(x)} {incr x} {
           ORMAZE $x 0 $z   $::WALL(NORTH)
           ORMAZE $x [expr {$sz(y) - 1}] $z $::WALL(SOUTH)
       }
   }
   for {set z 0} {$z < $sz(z)} {incr z} {      ;# East, west walls
       for {set y 0} {$y < $sz(y)} {incr y} {
           ORMAZE 0 $y $z   $::WALL(WEST)
           ORMAZE [expr {$sz(x) - 1}] $y $z $::WALL(EAST)
       }
   }
   for {set x 0} {$x < $sz(x)} {incr x} {      ;# Up, down walls
       for {set y 0} {$y < $sz(y)} {incr y} {
           ORMAZE $x $y 0   $::WALL(UP)
           ORMAZE $x $y [expr {$sz(z) - 1}] $::WALL(DOWN)
       }
   }
}
##+##########################################################################
#
# FillMaze
#
# Does the actual maze creation by randomly walking around the maze.
#
proc FillMaze {} {
   global sz maze

   InitMaze
   set ::mstack {}
   eval PushPos [PickEntrance]
   eval MARKVISITED [POS]
   set cnt [expr {$sz(x) * $sz(y) * $sz(z)}]

   while {1} {
       foreach {px py pz} [PopPos] break
       if {$px == -1} break                    ;# We're done

       set newDir [PickDir $px $py $pz]        ;# Get a new direction
       if {$newDir == -1} continue             ;# Can't move, try new position
       set whence [OPPOSITE $newDir]

       PushPos $px $py $pz
       ORMAZE $px $py $pz [DOORDIR $newDir]    ;# Add door in the new direction

       # Cell we move into
       foreach {px py pz} [MOVETO $px $py $pz $newDir] break

       # It too has a door
       PushPos $px $py $pz
       ORMAZE $px $py $pz [DOORDIR $whence]

       # Stuff solution info into high bits
       ADDHINT $px $py $pz $whence
       if {([incr cnt -1] % 100) == 0} { INFO "Thinking $cnt" }
   }
   INFO "drawing"

   # Now open the outer wall up for our entrance and exit
   eval UNORMAZE $sz(start) $::WALL(WEST)
   eval UNORMAZE $sz(end)   $::WALL(EAST)
   eval ORMAZE   $sz(end)   $::DOOR(EAST)
   set sz(solution) {}
}
##+##########################################################################
#
# PickEntrance
#
# Pick where the entrance and exit should be.
#
proc PickEntrance {} {
   set x1 0                                    ;# Left wall
   set y1 [expr {int(rand() * $::sz(y))}]
   set z1 0
   set x2 [expr {$::sz(x) - 1}]                ;# Right wall
   set y2 [expr {int(rand() * $::sz(y))}]
   set z2 [expr {int(rand() * $::sz(z))}]
   set z2 [expr {$::sz(z) - 1}]

   set ::sz(lvl) $z1
   set ::sz(start) [list $x1 $y1 $z1]
   set ::sz(end)   [list $x2 $y2 $z2]
   set ::sz(end2)  [list $::sz(x) $y2 $z2]

   foreach {::sz(px) ::sz(py) ::sz(pz)} [list $x1 $y1 $z1] break
   set ::maze($::sz(x),$y2,$z2) [DOORDIR $::DIR(WEST)] ;# MoveMan needs this
   set ::sz(cnt) 0

   return [list $x2 $y2 $z2]
}
##+##########################################################################
#
# PickDir
#
# Picks a random legal direction to move from (px,py,pz), -1 if no move.
#
proc PickDir {px py pz} {
   set dirs {}
   foreach dir {0 1 2 3 4 5} {
       eval lappend dirs [OKDir? $px $py $pz $dir]
   }
   regsub -all {([0134] )} $dirs {\1\1\1\1} dirs ;# Make up/down less likely

   set len [llength $dirs]
   if {$len == 0} {return -1}
   return [lindex $dirs [expr {int(rand() * $len)}]]
}
##+##########################################################################
#
# OKDir?
#
# Sees if it's legal to move in direction dir. If that cell is
# already visited then we put up a wall.
#
proc OKDir? {px py pz dir} {
   if {$::maze($px,$py,$pz) & [WALLDOORDIR $dir]} {return ""}
   foreach {px2 py2 pz2} [MOVETO $px $py $pz $dir] break
   if {$::maze($px2,$py2,$pz2) & $::DOOR(ANY)} { ;# Destination visited???
       ORMAZE $px $py $pz [WALLDIR $dir]       ;# Yes, put up a wall
       ORMAZE $px2 $py2 $pz2 [WALLDIR [OPPOSITE $dir]]
       return ""
   }
   return $dir
}
##+##########################################################################
#
# DoDisplay
#
# Initializes our display
#
proc DoDisplay {} {
   wm title . "3D Maze"
   pack [frame .bottom] -side bottom -fill x
   pack [frame .bottom.right] -side right -fill y
   pack [frame .bottom.mid] -side right -fill y -expand 1
   canvas .c -relief raised -bd 2 -wid $::sz(w) -height $::sz(h) -highlightth 0
   scrollbar .sb -command ScrollBarCmd
   scale .x -orient h -var sz(x) -fr 2 -to 100 -label "Maze Width" -relie ridge
   scale .y -orient h -var sz(y) -fr 2 -to 100 -label "Maze Height" -reli ridge
   scale .z -orient h -var sz(z) -fr 1 -to 5   -label "Maze Depth" -relie ridge
   button .new -text "New Maze" -command NewMaze -width 11
   button .restart -text "Restart" -command Restart
   checkbutton .anim -text "Animate Solution" -command {AnimateCmd -1} \
       -variable sz(animate) -relief raised -anchor w
   checkbutton .solve -text "Show Solution" -command {ShowSolution -1} \
       -variable sz(solve) -relief raised -anchor w
   checkbutton .opaque -text "Opaque Maze" -command DoOpaque \
       -variable sz(opaque) -relief raised -anchor w
   button .helper -text Help -command Help

   pack .sb -side right -fill y
   pack .c -side left -fill both -expand 1
   pack .x .y .z -side left -in .bottom -fill y
   pack .new .restart .helper -side top -in .bottom.mid -expand 1 -fill x
   pack .solve .anim .opaque -side top -in .bottom.right \
       -fill both -padx 1m -exp 1

   bind .c <MouseWheel> {ScrollBarCmd scroll [expr {-%D/abs(%D)}] page}

   bind .c <Key-Up>           [list MoveMan $::DIR(NORTH) 0]
   bind .c <Shift-Key-Up>     [list MoveMan $::DIR(NORTH) 1]
   bind .c <Key-Down>         [list MoveMan $::DIR(SOUTH) 0]
   bind .c <Shift-Key-Down>   [list MoveMan $::DIR(SOUTH) 1]
   bind .c <Key-Left>         [list MoveMan $::DIR(WEST)  0]
   bind .c <Shift-Key-Left>   [list MoveMan $::DIR(WEST)  1]
   bind .c <Key-Right>        [list MoveMan $::DIR(EAST)  0]
   bind .c <Shift-Key-Right>  [list MoveMan $::DIR(EAST)  1]
   bind .c <Key-Prior>        [list MoveMan $::DIR(UP)    0]
   bind .c <Shift-Key-Prior>  [list MoveMan $::DIR(UP)    1]
   bind .c <Key-Home>         [list MoveMan $::DIR(UP)    0]
   bind .c <Shift-Key-Home>   [list MoveMan $::DIR(UP)    1]
   bind .c <Key-Next>         [list MoveMan $::DIR(DOWN)  0]
   bind .c <Shift-Key-Next>   [list MoveMan $::DIR(DOWN)  1]
   bind .c <Key-End>          [list MoveMan $::DIR(DOWN)  0]
   bind .c <Shift-Key-End>    [list MoveMan $::DIR(DOWN)  1]
   bind .c <Key-n>            [list NewMaze]
   bind .c <Key-space>        [list ShowMark 1]
   bind .c <Key-Insert>       [list ShowMark 1]
   #bind .c <Button-1>         [list Move2Mouse %x %y]
   bind .c <Button-1>         [list MouseDown %x %y]
   bind .c <B1-Motion>        [list MouseMove %x %y]
   bind .c <ButtonRelease-1>  [list MouseUp]
   bind .c <Shift-Button-1>   [list ShowMark 1]
   bind .c <Button-3>         {expr {[MoveMan $::DIR(DOWN) 0] ||
                                     [MoveMan $::DIR(UP) 0]}}
   bind .c <Shift-Button-3>   [list MoveMan $::DIR(UP)   0]
   #bind .c <Double-Button-1>  [list Move2Mouse %x %y]

   bind Canvas <Button-2>     [bind Text <Button-2>]
   bind Canvas <B2-Motion>    [bind Text <B2-Motion>]
   bind .c <Alt-c>            [list console show]
   focus .c
   update
}
##+##########################################################################
#
# ShowMaze
#
# Shows level 0 of the current maze
#
proc ShowMaze {} {
   .c delete all

   set x [expr {$::sz(lm) + ($::sz(x) * $::sz(box) / 2)}]
   set ::sz(title) "Maze: $::sz(x)x$::sz(y)x$::sz(z)"
   .c create text $x 10 -anchor n -font bold -tag title
   ShowLevel $::sz(lvl)
}
##+##########################################################################
#
# ShowLevel
#
# Draws this level of the maze
#
proc ShowLevel {z} {
   set ::sz(lvl) $z
   .c itemconfig title -text "$::sz(title) Level [expr {$::sz(z) - $z}]"
   set low [expr {1.0 * $::sz(lvl) / $::sz(z)}]
   set high [expr {(1.0 + $::sz(lvl)) / $::sz(z)}]
   .sb set $low $high

   .c delete maze solve man mark box
   for {set x 0} {$x < $::sz(x)} {incr x} {
       for {set y 0} {$y < $::sz(y)} {incr y} {
           ShowCell $x $y $::sz(lvl)
           ;#update
       }
   }
   ShowSolution $z
   ShowMan 0
}
##+##########################################################################
#
# ShowCell
#
# Shows walls for this cell
#
proc ShowCell {x y z} {
   if {! [info exists ::maze($x,$y,$z)]} return
   set m $::maze($x,$y,$z)
   set w $::sz(lw)
   if {! [ISVISIBLE $x $y $z]} return

   foreach {- - x0 y0 x1 y1 x2 y2 x3 y3} [CellXY $x $y] break
   set tag [list box,$x,$y,$z box]
   .c delete box,$x,$y,$z
   if {$m & $::MARK(VISITED) || (($m & $::MARK(V_ANY)) && $::sz(opaque))} {
       .c create rect $x0 $y0 $x2 $y2 -tag $tag -fill lightyellow -outline {}
       .c lower box
   }
   if {$m & $::WALL(NORTH)} {.c create line $x0 $y0 $x1 $y1 -wid $w -tag maze}
   if {$m & $::WALL(EAST)}  {.c create line $x1 $y1 $x2 $y2 -wid $w -tag maze}
   if {$m & $::WALL(SOUTH)} {.c create line $x2 $y2 $x3 $y3 -wid $w -tag maze}
   if {$m & $::WALL(WEST)}  {.c create line $x3 $y3 $x0 $y0 -wid $w -tag maze}
   if {$m & $::DOOR(UP)}    {ShowStairs $x $y 1}
   if {$m & $::DOOR(DOWN)}  {ShowStairs $x $y 0}
   if {$m & $::MARK(ANY)}   {ShowMark 0 $x $y $z}
}
##+##########################################################################
#
# ShowSolution
#
# Uses the HINT data in each cell to get the solution and displays it
# for level lvl. LVL = -1 then we get a new solution and show for
# level sz(lvl)
#
proc ShowSolution {lvl} {
   .c delete solve
   if {! $::sz(solve)} return
   if {$lvl == -1} {GetSolution ; set lvl $::sz(lvl)}
   if {[llength $::sz(solution)] == 0} GetSolution
   if {[llength $::sz(solution)] == 0} return

   set xy {}
   foreach pos $::sz(solution) {
       foreach {px py pz} $pos break
       if {$pz == $lvl} {
           foreach {cx cy} [CellXY $px $py] break
           lappend xy $cx $cy
       } else {
           if {[llength $xy] == 2} {
               set xy [MakeBox $xy]
               .c create oval $xy -tag solve -fill cyan -outline cyan
           } elseif {[llength $xy] > 0} {
               .c create line $xy -tag solve -fill cyan -width 5 -arrow last
           }
           set xy {}
       }
   }
   if {$pz == $lvl} {
       foreach {cx cy x0 y0 x1 y1 x2 y2 x3 y3} [CellXY $px $py] break
       lappend xy $x1 $cy                      ;# Exit door
       .c create line $xy -tag solve -fill cyan -width 5 -arrow last
   }
   .c raise man
   .c raise mark
}
##+##########################################################################
#
# GetSolution
#
# Returns a list of cells that is the path to the exit.
#
proc GetSolution {} {
   set ::sz(solution) {}
   if {$::sz(px) == $::sz(x)} {return {}}      ;# We're at the exit

   foreach {px py pz} [POS] break
   while {1} {
       lappend xy [list $px $py $pz]
       set dir [GETHINT $px $py $pz]
       if {$dir == -1} break
       foreach {px py pz} [MOVETO $px $py $pz $dir] break
   }
   set ::sz(solution) $xy
}
##+##########################################################################
#
# CellXY
#
# Returns the coordinates of cell at (px,py) starting nw and going clockwise.
#
proc CellXY {px py} {
   set cx [expr {$::sz(lm) + ($px+.5) * $::sz(box)}]
   set cy [expr {$::sz(tm) + ($py+.5) * $::sz(box)}]
   set x0 [expr {$::sz(lm) + $px * $::sz(box)}]
   set y0 [expr {$::sz(tm) + $py * $::sz(box)}]
   set x2 [expr {$x0 + $::sz(box)}]
   set y2 [expr {$y0 + $::sz(box)}]

   return [list $cx $cy $x0 $y0 $x2 $y0 $x2 $y2 $x0 $y2]
}
##+##########################################################################
#
# MakeBox
#
# Returns top left, bottom right of 60% of the cells dimension.
#
proc MakeBox {xy {y -1}} {
   if {$y != -1} { set xy [CellXY $xy $y] }    ;# Convert maze to canvas units
   foreach {x y} $xy break
   set amt [expr {(.6 * $::sz(box)) / 2}]
   return [list [expr {$x - $amt}] [expr {$y - $amt}] \
               [expr {$x + $amt}] [expr {$y + $amt}]]
}
##+##########################################################################
#
# PushPos
#
# Pushes a position onto stack stack
#
proc PushPos {x y z} {
   lappend ::mstack [list $x $y $z]
   return ""
}
##+##########################################################################
#
# PopPos
#
# Pops top position off the stack. If we always take the top, then the
# maze will have one main corridor from the initial random walk. So we
# occassionally pick a position at random.
#
proc PopPos {} {
   set len [llength $::mstack]
   if {$len == 0} { return [list -1 -1 -1]}

   set where end
   if {rand() > .8} { set where [expr {int(rand() * $len)}] }
   set pos [lindex $::mstack $where]
   set ::mstack [lreplace $::mstack $where $where]
   return $pos
}
##+##########################################################################
#
# ShowStairs
#
# Shows stairs going up or down. Pretty poor right now, just an arrow.
#
proc ShowStairs {px py updown} {
   foreach {cx cy x0 y0 x1 y1 x2 y2 x3 y3} [CellXY $px $py] break
   if {$updown} {
       set x [expr {($cx + $x0) / 2}]
       set y0 [expr {$y0 + 2}]
       .c create line $x $y0 $x $y3 -tag {up maze} -arrow first -width 2 \
           -fill magenta
   } else {
       set x [expr {($cx + $x1) / 2}]
       set y3 [expr {$y3 - 2}]
       .c create line $x $y0 $x $y3 -tag {down maze} -arrow last -width 2 \
           -fill purple
   }
}
##+##########################################################################
#
# ScrollBarCmd
#
# Called by scrollbar and mousewheel for changing levels.
#
proc ScrollBarCmd {verb amt args} {
   set lvl $::sz(lvl)
   if {$verb == "moveto"} {
       set lvl [expr {round($amt * $::sz(z))}]
   } elseif {$verb == "scroll"} {
       if {($amt < 0 && $lvl > 0) || ($amt > 0 && $lvl+1 < $::sz(z))} {
           incr lvl $amt
       }
   }
   if {$::sz(lvl) != $lvl} {
       ShowLevel $lvl
   }
}
##+##########################################################################
#
# MoveMan
#
# Moves the man symbol in the given direction if possible.
#
proc MoveMan {dir all} {
   global sz

   set moves 0
   if {$sz(animate)} {return 0}
   while {1} {
       if {! [CANMOVE $sz(px) $sz(py) $sz(pz) $dir]} break
       foreach {sz(px) sz(py) sz(pz)} [MOVETO $sz(px) $sz(py) $sz(pz) $dir] \
           break
       incr moves
       ShowMan 1
       incr sz(cnt)
       if {! $all} break
   }

   if {$sz(px) >= $sz(x)} {                    ;# Check for victory
       if {! [ISMARKED $sz(px) $sz(py) $sz(pz) $::MARK(VICTORY)]} {
           ORMAZE $sz(px) $sz(py) $sz(pz) $::MARK(VICTORY)
           set txt "You did it\n\n"
           append txt "Total moves: $sz(cnt)\n"
           append txt "Best possible: $sz(best)"
           tk_messageBox -message $txt
       }
   }
   return $moves
}
##+##########################################################################
#
# ShowMark
#
# Shows the mark for a cell. If toggle, then rotates between various marks
#
proc ShowMark {toggle {x -1} {y -1} {z -1}} {
   global sz

   if {$x == -1} { foreach {x y z} [POS] break }
   if {$toggle} {
       if {[ISMARKED $x $y $z $::MARK(X)]} {
           UNMARK $x $y $z $::MARK(X)
           DOMARK $x $y $z $::MARK(?)
       } elseif {[ISMARKED $x $y $z $::MARK(?)]} {
           UNMARK $x $y $z $::MARK(?)
       } else {
           DOMARK $x $y $z $::MARK(X)
       }
   }

   set tag "mark,$x,$y"
   .c delete $tag
   if {$x == $sz(x)} { UNMARK $x $y $z $::MARK(ANY) ; return } ;# Victory spot

   foreach {x0 y0 x2 y2} [MakeBox $x $y] break
   if {[ISMARKED $x $y $z $::MARK(X)]} {
       .c create line $x0 $y0 $x2 $y2 -fill red -tag [list mark $tag] -width 3
       .c create line $x2 $y0 $x0 $y2 -fill red -tag [list mark $tag] -width 3
   } elseif {[ISMARKED $x $y $z $::MARK(?)]} {
       set w [expr {$x2 - $x0}]
       set h [expr {$y2 - $y0}]
       foreach {a b c} {.75 .25 .125} break

       lappend xy $x0 [expr {$y0 + $a * $h}]  [expr {$x0 + $b * $w}] $y2
       lappend xy $x2 [expr {$y0 + $c * $h}]
       .c create line $xy -tag [list mark $tag] -fill red -width 3
   }
   .c raise man
}
##+##########################################################################
#
# ShowMan
#
# Displays the polygon for the man. If force, then we change levels if need be.
#
proc ShowMan {force} {
   global sz

   foreach {x y z} [POS] break
   if {$force && $sz(lvl) != $z} { ShowLevel $z }
   if {$sz(lvl) != $z} return

   #if {! [ISVISIBLE $x $y $z]} {
   #   MARKVISITED $x $y $z
   #   ShowCell $x $y $z
   #}
   MARKVISITED $x $y $z
   ShowCell $x $y $z

   .c delete man
   if {$sz(box) < 15} {
       .c create rect [MakeBox $x $y] -tag man \
           -fill dodgerblue -outline dodgerblue
       return
   }

   set man {9 -66 -24 -67 -33 -54 -41 -43 -41 -34 -37 -29 -29 -29 -17 -50
       -13 -51 -4 -52 0 -51 2 -50 -1 -45 -24 -5 -23 29 -28 30 -38 31
       -46 31 -57 30 -63 31 -64 39 -63 44 -56 45 -49 46 -39 46 -25
       47 -9 47 -5 38 -7 24 -4 17 3 20 12 24 17 28 19 38 17 63 23 68
       28 68 34 66 35 65 37 60 38 46 37 25 37 19 9 0 8 -6 14 -14 21
       -23 23 -24 26 -17 25 -24 25 -15 26 -13 63 -12 65 -14 65 -18
       65 -21 60 -26 38 -27 36 -30 34 -51 33 -54 38 -55 45 -59 48
       -65 48 -71 48 -75 44 -82 39 -85 33 -87 28 -87 20 -84 19 -83
       16 -79 15 -74 13 -70 13 -65}
   foreach {cx cy} [CellXY $x $y] break

   set sc [expr {$sz(box) * .8 / 160.0}]
   foreach {x y} $man {
       lappend xy [expr {$cx + $x * $sc}] [expr {$cy + $y * $sc}]
   }
   .c create poly $xy -tag man -fill dodgerblue
}
##+##########################################################################
#
# AnimateCmd
#
# Turns on and off and start animation.
#
proc AnimateCmd {how} {
   if {$how != -1} {set ::sz(animate) $how}
   catch {after cancel $::sz(after)}           ;# Stop any animation

   if {$::sz(animate)} {
       set xy [GetSolution]
       AnimateSolution [lappend xy $::sz(end2)]
   }
}
##+##########################################################################
#
# AnimateSolution
#
# Does the animation of the solution.
#
proc AnimateSolution {{sol -1}} {
   if {[llength $sol] == 0} { AnimateCmd 0 ; return}
   foreach {::sz(px) ::sz(py) ::sz(pz)} [lindex $sol 0] break
   ShowMan 1
   update
   set ::sz(after) [after 250 AnimateSolution [list [lrange $sol 1 end]]]
}
##+##########################################################################
#
# Move2Mouse
#
# Moves the man to the mouse point. If we're on a stairs then we go up/down.
#
proc Move2Mouse {X Y} {
   global sz

   if {$sz(moving)} return

   set px [expr {int(floor(([.c canvasx $X] - $sz(lm)) / $sz(box)))}]
   set py [expr {int(floor(([.c canvasy $Y] - $sz(tm)) / $sz(box)))}]
   if {$sz(lvl) != $sz(pz)} return
   if {$px < 0 || $py < 0 || $px > $sz(x) || $py >= $sz(y)} return
   if {$px == $sz(x) && [list $px $py $sz(pz)] != $sz(end2)} return
   if {! [ISVISIBLE $px $py $sz(pz)]} return

   # If we're on stairs then go up or down
   #if {$px == $sz(px) && $py == $sz(py)} {
   #   expr {[MoveMan $::DIR(DOWN) 0] || [MoveMan $::DIR(UP) 0]}
   #   return
   #}

   set dirs [CanReach $px $py $sz(pz)]
   if {[lsearch $dirs $::DIR(UP)] != -1 || \
           [lsearch $dirs $::DIR(DOWN)] != -1} return

   set sz(moving) 1
   foreach dir $dirs {
       if {$dir == -1} continue
       MoveMan $dir 0
       update
       after 250
   }
   set sz(moving) 0
}
##+##########################################################################
#
# MouseDown  MouseMove
#
# These routines handle dragging the man via the mouse
#
proc MouseDown {X Y} {
   global sz

   set sz(mousing) 0
   set px [expr {int(floor(([.c canvasx $X] - $sz(lm)) / $sz(box)))}]
   set py [expr {int(floor(([.c canvasy $Y] - $sz(tm)) / $sz(box)))}]
   if {$px != $sz(px) || $py != $sz(py) || $sz(lvl) != $sz(pz)} {
       Move2Mouse $X $Y
       return
   }

   set sz(mousing) 1
   .c itemconfig man -outline black
}
proc MouseUp {} {
   .c itemconfig man -outline {}
}

proc MouseMove {X Y} {
   global sz

   if {! $sz(mousing)} return
   set px [expr {int(floor(([.c canvasx $X] - $sz(lm)) / $sz(box)))}]
   set py [expr {int(floor(([.c canvasy $Y] - $sz(tm)) / $sz(box)))}]
   set pz $::sz(lvl)

   set dir [eval UNMOVE [POS] $px $py $pz]
   if {$dir == -1} return
   MoveMan $dir 0
   .c itemconfig man -outline black
}
##+##########################################################################
#
# CanReach
#
# Finds a path from current location to x1,y1,z1. Works by getting
# solution from each position, finding where they meet then joining
# the two paths to the junction point.
#
proc CanReach {x1 y1 z1} {
   global sz

   set pos0 [POS]                              ;# Remember where we are
   foreach {sz(px) sz(py) sz(pz)} [list $x1 $y1 $z1] break
   set s1 [GetSolution]                        ;# Get solution from there

   foreach {sz(px) sz(py) sz(pz)} $pos0 break  ;# Go back to where we were
   set s0 [GetSolution]                        ;# Get solution from here

   for {set i 0} {$i <= [llength $s0]} {incr i} {
       if {[lindex $s0 "end-$i"] != [lindex $s1 "end-$i"]} break
   }

   # Convert list of positions into a list of directions
   set path [lrange $s0 1 "end-$i"]
   set path2 [ReverseList [lrange $s1 0 "end-[incr i -1]"]]
   set dpath {}
   foreach pos1 [concat $path $path2 [list [list $x1 $y1 $z1]]] {
       lappend dpath [eval UNMOVE $pos0 $pos1]
       set pos0 $pos1
   }

   return $dpath
}
##+##########################################################################
#
# ReverseList
#
# Reverses a list
#
proc ReverseList {l} {
   set len [llength $l]

   set xy {}
   for {set i 0} {$i < $len} {incr i} {
       lappend xy [lindex $l "end-$i"]
   }

   return $xy
}
##+##########################################################################
#
# Help
#
# Give very simple help.
#
proc Help {} {
   catch {destroy .help}
   toplevel .help
   wm transient .help .
   wm title .help "3D Maze Help"
   if {[regexp {(\+[0-9]+)(\+[0-9]+)$} [wm geom .] => wx wy]} {
       wm geom .help "+[expr {$wx+35}]+[expr {$wy+35}]"
   }
   set w .help.t
   text $w -wrap word -width 70 -height 30 -pady 10
   button .help.quit -text Dismiss -command {catch {destroy .help}}
   pack .help.quit -side bottom
   pack $w -side top -fill both -expand 1

   font create Help {*}[font actual [$w cget -font]]
   font create HelpBold {*}[font actual HelpBold] -weight bold
   set margin [font measure Help " o "]
   set margin2 [font measure Help " o - "]
   $w tag config header -justify center -font bold -foreground red
   $w tag config header2  -justify center -font bold
   $w tag config bullet -lmargin2 $margin -font HelpBold
   $w tag config n -lmargin1 $margin -lmargin2 $margin2

   $w insert end "3D Maze" header "\nby Keith Vetter\n\n" header2
   $w insert end " o To View Maze\n" bullet
   $w insert end "- Use scroll bar or mouse wheel to change " n
   $w insert end "which level is displayed.\n" n
   $w insert end "- If the maze is larger than the display, pan with " n
   $w insert end "the middle button.\n\n" n

   $w insert end " o To Move the Man\n" bullet
   $w insert end "- Mouse: click on the man and drag him or " n
   $w insert end "just click where you want to go.\n" n
   $w insert end "- Keyboard: use the arrow keys. Holding the shift key " n
   $w insert end "while doing so will move the man as far as possible.\n\n" n

   $w insert end " o To Move the Man Up or Down Levels\n" bullet
   $w insert end "- Mouse: Right click (shift right-click forces up).\n" n
   $w insert end "- Keyboard: press the page up or page down key.\n\n" n

   $w insert end " o To Set or Clear Marks\n" bullet
   $w insert end "- Mouse: click while holding the shift key.\n" n
   $w insert end "- Keyboard: press the space bar.\n\n" n

   $w insert end " o To See the Solution\n" bullet
   $w insert end "- Turning on 'Show Solution' or 'Animate Solution' " n
   $w insert end "will show you the solution from the current " n
   $w insert end "location.\n\n" n

   $w insert end " o Hints on Solving a Maze\n" bullet
   $w insert end "- Place X marks on stairs that lead to dead ends.\n" n
   $w insert end "- Place check marks on the stairs you entered a " n
   $w insert end "new level on so you know how to backtrack." n
   $w config -state disabled
   font delete Help
   font delete HelpBold
}
##+##########################################################################
#
# what
#
# Debugging routine which displays a cells data.
#
proc what {args} {
   global maze WALL DOOR MARK DIR

   if {[llength $args] == 0} {set args [POS]}
   foreach {x y z} $args break
   set value $maze($x,$y,$z)
   puts "POS:  $x $y $z => [format 0x%04X $value]"
   foreach arr [list WALL DOOR MARK] {
       puts -nonewline "$arr: "
       foreach {name bit} [array get $arr] {
           if {$name == "ANY"} continue
           if {$name == "V_ANY"} continue
           if {$value & $bit} {
               puts -nonewline [format %-8s [string tolower $name]]
           }
       }
       puts ""
   }
   puts "HINT: [string tolower $DIR([GETHINT $x $y $z])]"

}

Init
DoDisplay
NewMaze

see also Tcl/Tk games