Rebmu: 218 chars
Ma L{-|\/}Qb|[sg?SBaB]Da|[feSm[TfiSrj[spAsp]iT[++Tbr]]t]Xa|[i?A]Ya|[i?FImHDa]Ca|[skPCmSCaBKfsA]wh[Jd++N][roG[xJyJ]]Bf+GwhB[JcB Ff+GiF[KcF HqXkXj VqYkYju[chCbPClEZv1[ezH2[eeHv3 4]]e?A+bRE[hV]f]]chJeFIlSCj{+}{+ }Jk Bf]wM
I'm getting pretty good at reading and editing it natively in its pig-latin form. (Though I do use line breaks!!) :)
But here's how the dialect is transformed by the interpreter when the case-insensitive "mushing" trick is boiled away, and one gets accustomed to it. I'll add some comments. (Tips: fi is find, fe is foreach, sp is a space character, i? is index, hd is head, ch is change, sk is skip, pc is pick, bk is break, i is if, e is either, ee is either equal, ad nauseum)
; copy program argument into variable (m)atrix
m: a
; string containing the (l)etters used for walls
l: {-|\/}
; q is a "b|function" (function that takes two parameters, a and b)
; it gives you the sign of subtracting b from a (+1, -1, or 0)
q: b| [sg? sb a b]
; d finds you the iterator position of the first digit of a two digit
; number in the matrix
d: a| [fe s m [t: fi s rj [sp a sp] i t [++ t br]] t]
; given an iterator position, this tells you the x coordinate of the cell
x: a| [i? a]
; given an iterator position, this tells you the y coordinate of the cell
y: a| [i? fi m hd a]
; pass in a coordinate pair to c and it will give you the iterator position
; of that cell
c: a| [sk pc m sc a bk fr a]
; n defaults to 1 in Rebmu. we loop through all the numbers up front and
; gather their coordinate pairs into a list called g
wh [j: d ++ n] [ro g [x j y j]]
; b is the (b)eginning coordinate pair for our stroke. f+ returns the
; element at G's current position and advances G (f+ = "first+")
; advance g's iteration position
b: f+ g
wh b [
; j is the iterator position of the beginning stroke
j: c b
; f is the (f)inishing coordinate pair for our stroke
f: f+ g
; if there is a finishing pair, we need to draw a line
i f [
; k is the iterator position of the end of the stroke
k: c f
; the (h)orizontal and (v)ertical offsets we'll step by (-1,0,1)
h: q x k x j
v: q y k y j
u [
; change the character at iterator location for b (now our
; current location) based on an index into the letters list
; that we figure out based on whether v is zero, h is zero,
; v equals h, or v doesn't equal h.
ch c b pc l ez v 1 [ez h 2 [ee h v 3 4]]
; if we update the coordinate pair by the offset and it
; equals finish, then we're done with the stroke
e? a+ b re [h v] f
]
]
; whether we overwrite the number with a + or a plus and space
; depends on whether we detect one of our wall "letters" already
; one step to the right of the iterator position
ch j e fi l sc j {+} {+ }
; update from finish pair to be new begin pair for next loop iteration
j: k
b: f
]
; write out m
w m
Both the language and sample are new and in an experimental stage. For instance, ad couldn't be used to add together vectors and matrices before I changed it to help with this sample. But I think that's just the sort of thing that a language designed specifically for code golf has to have anyway. It's a subtle line between "language" and "library".
Latest source with comments available on GitHub