Difference between revisions of "Simple maze"

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Line 543: Line 543:
     W => { dx => -1, opposite => 'E' },
     W => { dx => -1, opposite => 'E' },
);
);
### Variables
my $map;


### Code
### Code


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


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


     my $x1 = $x0 + $DIRECTION{$direction}{dx};
     my $x1 = $x0 + $DIRECTION{$direction}{dx};
Line 560: Line 556:


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


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


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


sub output {
sub output {
    my ($map) = @_;
     my $output = '';
     my $output = '';
     for my $y ( 0 .. $HEIGHT ) {
     for my $y ( 0 .. $HEIGHT ) {
Line 583: Line 583:
     }
     }
     $output =~ s/_ /__/gs;
     $output =~ s/_ /__/gs;
     return $output;
     return $output;
}
}

Revision as of 19:54, 26 December 2014

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; 
}

Examples

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

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:

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

or

        (*m).second-=2; 
        // if ((*m).second<0 || maze[(*m).second][(*m).first]) 
        // change to 
        if ((*m).second<0 || (maze[(*m).second][(*m).first] && rand()%5))

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

.......#,,,,,,,,.#####.....#####...#...............#...#.###.....###...#.#.#.### 
.#######,#####.#,#######.#######.#.#############.#.###.#.###.#########.#.#.#.### 
.#...#..,,,,,#.#,,,###...#######.#.#...#.........#.....#.......................# 
.#.###.#####,#####,###.#.#########.#.#########.#####.#.#.###.#.#########.#.#.#.# 
.#.....#....,,,,,,,....#.#######.....#...#...#...###.#.......#.###.#.....#.#...# 
.#.#.#####.#.#.###.#################.#.#.###.#######.#####.###.###.#.#####.##### 
.#...#.....#.....#.#...#.......#.#...#.#.....#######...#...#...#.#.#.###...#.### 
.#.###.###.#.###.#.###.#.#######.#.#.###.#.#.#######.###########.#.#######.#.### 
...#...#.#.#.#...#.....#.....#...#.#.....#...#.#####.......#.....#.........#...# 
####.#.#.#.#####.#.#.#.###.#.###.#######.#.#.#.#######.#.#.#.#.#.###.#######.### 
...#.#.#.....#.....#.#.#...#.#...#.....#.#.#...#...#...#.#...#.#...............# 
.###.###.#####.#######.###.#.###.#.###.###.#.#.#.#####.#######.###.#######.#.#.# 
.....#.#.#...#...#...#.#...#...........#.....#.........#.#####.#...#...###...#.# 
##.###.#.#.#.#.#.#.#########.#.###.###.#.###.#######.###.#####.###.#.#.###.##### 
...#.......#...#...#.......#.#.#...#...#...#.#.#...#.#.....#...#...#.#.#...#...# 
####.#.#######.#.#.#.###.###.#.#.#####.#####.#.#.#####.#.#.#.#.#######.#####.### 
.......#...#...#.#.....#.#...#...#...............#.....#.#...#...........#...### 
##.#####.###########.#####.#########.#.###.###.#.#########.###.###.#.#.###.#.### 
.......#...#.#.......#.....#.....#...#.#.....#.#.#...........#...#.....#.#.#...# 
##.#.###.###.#.#.###.#######.#.#.#####.###.#####.###.#.#.#####.###.#.###.###.### 
##.#...#.......#...#.........#.#.......#...###.#.....#...#####...#.............# 
########.###.#.#.#########.#####.#.#####.#####.#.#####.#.#####.#####.#.#.####### 
##.........#.#...#.#...#...#...#.....#.....#...#.....#.#.#####.....#...#.....### 
######.###.#.#.###.#.###.#.#.###.#.#.#.#.#.###.#####.#.#######.#.#.###.######### 
##.......#.#...........#.#.....#.#.#.#.#.#.....###...#.###.......#...#...#######

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

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

Maze Generator in Javascript

This is a javascript port of the visual basic version above.

<!DOCTYPE html>
<html>
	<head>
		<meta charset = "utf-8">
		<title>testing code</title>
		<style type = "text/css">
			body {background-color:black;}
			table {background-color:#222222;border-width:1px;}
			td {width:30px;height:30px;}
			th {color:white;}
			div#title       {background-color:#555555;width:100%;height:100%;}
			div#title:hover {background-color:#999999;}
			div#wall        {background-color:#666666;width:100%;height:100%;}
			div#wall:hover  {background-color:#AAAAAA;}
			div#floor       {background-color:#003300;width:100%;height:100%;}
			div#floor:hover {background-color:#006600;}}
		</style>
		<script>
			// Coordinates of N(x,y) S(x,y) E(x,y) W(x,y)
			// it's necessary to have one of each so that if one direction
			// doesn't work properly, we can try each direction until one
			// works, or that we know there isn't a location possible. 
			var cN = [[0,0],[0,0],[0,0],[0,0]];
			var size = 35,x,y,cx,cy;
			var map = new Array(size);
			var randomDir,intDone=0;
			for (var i = 0; i <= size * size; ++i){
				map[i] = new Array(size);
			}
			// Initialize the Map Array to Zeros 
			for (x=1;x<=size;++x){
				for (y=1;y<=size;++y){
					map[x][y]=0;
				} //end for
			} //end for
			do {
				// Roll random x's and y's and make sure the value is odd
				x=2+Math.floor(Math.random()*(size-1));if (x%2!=0) --x;
				y=2+Math.floor(Math.random()*(size-1));if (y%2!=0) --y;
				// Ensure that the first random map location starts the process
				if (intDone==0) map[x][y]=1;
				if (map[x][y]==1){
					//Randomize Directions
					randomDir=Math.floor(Math.random()*4)
					if (randomDir==0){
						cN = [[-1,0],[1,0],[0,-1],[0,1]];
					} else if (randomDir==1){
						cN = [[0,1],[0,-1],[1,0],[-1,0]];
					} else if (randomDir==2){
						cN = [[0,-1],[0,1],[-1,0],[1,0]];
					} else if (randomDir==3){
						cN = [[1,0],[-1,0],[0,1],[0,-1]];
					} //end if
					blnBlocked=1;
					do {
						blnBlocked++;
						for (var intDir=0; intDir<=3; ++intDir){
							// Determine which direction the tile is
							cx=x+cN[intDir][0]*2;
							cy=y+cN[intDir][1]*2;
							//Check to see if the tile can be used
							if (cx<size && cy<size && cx>1 && cy>1){
								if (map[cx][cy]!=1){
									//create destination location
									map[cx][cy]=1;
									//create current location
									map[x][y]=1
									//create inbetween location
									map[x+cN[intDir][0]][y+cN[intDir][1]]=1;
									//set destination location to current
									x=cx;y=cy;
									blnBlocked=0;
									intDone++;
									intDir=4
								} //end if
							} //end if
						} //end for
						//recursive, no directions found, loop back a node
					} while (blnBlocked==1) //end do
				} //end if
			} while (intDone+1<((size-1)*(size-1))/4) //end do
			document.writeln("<table><tr>");
			for (x=1;x<=size;++x){
				for (y=1;y<=size;++y){
					if (map[x][y]==0){
						document.writeln("<td id='cellx"+x+"y"+y+"'><div id='wall'></div></td>");
					} else if (map[x][y]==1){
						document.writeln("<td id='cellx"+x+"y"+y+"'><div id='floor'></div></td>");
					} //end if
				} //end for
				document.writeln("</tr><tr>");
			} //end for
			document.writeln("<th colspan='"+size+"'><div id='title'>Maze Experiment</div></th></tr></table>");
		</script>
	</head>
	<body></body>
</html>

Maze Generator in Perl

This is a complete recursive backtracking 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
######################################################################################################
##  ______   !  ________ !  __ !    __ !  __ ! !    __ !    ___!    _!  __ !  ____   !   !    __ ! !##
##______ ! !___!  ______ !___!___! !__ ! ! ! !  _! !  _! !_______!_____! ! !____ ! !___! !_! !  ___!##
##    _! ! !______ !   !________ !__ !_! ! ! !__ ! !  _! !__  ______ !  _!__  _! ! !_________!_!   !##
## ! !  _! !   !___! !__ !  _!  _!   !  _! !__ !_! ! !  _____!  __ ! !  __ ! !  _! !  ______ !  _! !##
## !_____!__ ! !  ___!  _!   !  ___!_!__  ___!__ ! !_!__ !   ! !   ! !___! ! !__ ! !__ !__ !_____! !##
##_!  ____ ! ! !__ ! !__ ! ! ! !  ____ ! !  _____! !  ___! ! ! ! ! !______ !  _! !_____!   ! !  ___!##
##  _!__ ! !_!  _!____ ! ! ! ! !__ ! !___!______ !__ !  ___! !_! !____ ! ! !_____!  __ ! !___!____ !##
##  __ !______ !  _____! !_!_____!______ !__  _!__ ! ! !   ! !  _!   !__ ! !__  ___!  _!__ !  __ ! !##
##___!__ !  ___! ! !  ___!  ________  _!__ ! !   ! ! ! ! ! ! !  ___!__ ! ! !  _!   !____ ! ! !____ !##
##   !  _!____ !__ !__ !  _!______ !_______! ! !__ !_! !_! ! !__ ! !  _!_! ! !  _!____ !__ ! !   ! !##
## ! ! !   !  ___!__ ! !____ !   !__ !  __   ! !___!  _!  _! ! !__ ! !   ! ! !__ ! !  ___! !___! ! !##
## ! ! ! ! !  _!  ___!  __ !___! !  _! !  _! !____ ! !____ ! !_____!___!_____!  _! !____ ! ! !  _! !##
## !___!_!__ !  _!   !__ ! !__ ! !_____! ! ! !   ! ! !  ___!____   !  __ !__ ! !    __ !___! ! !__ !##
## !  ____ !_!__ !_!  _! ! !   !______ ! !___! ! !_____!  ____ ! !___!  _!  _! !_!   !__  ___!__ !_!##
## ! !   !____ !__ ! !  _!___!_____!  _! !  ___! !__ !  _!  _! !_____! ! !   !__ !_! ! ! !  __ !__ !##
## !___! !   !_____! !____ !  _______! !  _!__ ! !  _!__ !__ !_________!  _!__ ! !  _!__ !__ !____ !##
## !  ___! !  _!  __  __ !___!   !  __ ! !    _! ! !  ___!   !   !____ ! !__ !___! !   !__ !____ ! !##
## !__ ! ! ! !  _! !__ !_____! !_____!_____! !   !___!    _!___! !  ___!________  _! !__ !___!  _! !##
##  _! !  _!___!____ !____ !  ___!  __ !  ___! !__ !  _!__   !  _!______________ !  _! !_______! ! !##
##  ___! !__  ____ !  __ ! ! !  ___!  _!__ ! !__ !_! !   !_! ! !     !    ____ !_! !  __ !  __  _! !##
## !   !__ ! !   ! ! ! ! !___! !  _!____ !__ ! ! !  _! ! !  _! ! ! ! ! ! !   !_____! ! ! ! !  _!  _!##
## !_!____ ! ! !___!  _!__   ! !    ___! ! !__ ! ! !  _!___!  _! ! !___!_! ! !__  _!__ ! ! !__ !__ !##
##______ !___!____ ! !    _!_! ! !_______!____ ! ! !____ ! ! !___!____   ! !__ ! !  ___! ! ! !__ ! !##
##  ___!____ !____ !_! ! !  ___!____________ ! !___!  ___!  _!   !   ! !___!  _!  _!  __ !____ !___!##
## !   !  ___!   !  ___!_! !  ________ !  ___!_!  ___!__ ! !  _!___! !_!  ___!___!  _!  _____! !__ !##
##  _!___!  ___! !_!  _____! !__  _!  _! !  __  _!     ! ! !__ !   ! !  _!__  _____!  ___!   !__ ! !##
##_________!  ___!  _!    _!__ !__ !__ ! !___! !  _! !___!_____! !_!___!  ___!__  _____!  _!__ !__ !##
##  ______ ! !____ ! ! !__ !  _!   !  _!_______! ! !__ !  __  _!  ______ !  __ !_!   !  _!   !  _! !##
##_______!_________!_____!_______!_!_________________!_____!___________!_____!_____!_______!_!_____!##
######################################################################################################