/* glsnake.c - OpenGL imitation of Rubik's Snake
*
- * (c) 2001-2003 Jamie Wilkinson <jaq@spacepants.org>
+ * (c) 2001-2005 Jamie Wilkinson <jaq@spacepants.org>
* (c) 2001-2003 Andrew Bennetts <andrew@puzzling.org>
* (c) 2001-2003 Peter Aylett <peter@ylett.com>
*
# include "config.h"
#endif
+#ifdef STANDALONE
+# include "xlockmoreI.h"
+#endif
+
/* HAVE_GLUT defined if we're building a standalone glsnake,
* and not defined if we're building as an xscreensaver hack */
#ifdef HAVE_GLUT
# include <GL/glut.h>
#else
-# include <GL/gl.h>
-# include <GL/glu.h>
+# ifdef HAVE_COCOA
+# include <OpenGL/gl.h>
+# include <OpenGL/glu.h>
+# define HAVE_GETTIMEOFDAY
+# else
+# include <GL/gl.h>
+# include <GL/glu.h>
+# endif
#endif
#include <stdio.h>
#define RIGHT 270.0
#ifdef HAVE_GETTIMEOFDAY
-#ifdef GETTIMEOFDAY_TWO_ARGS
-# include <sys/time.h>
-# include <time.h>
- typedef struct timeval snaketime;
-# define GETSECS(t) ((t).tv_sec)
-# define GETMSECS(t) ((t).tv_usec/1000)
-#else /* GETTIMEOFDAY_TWO_ARGS */
-# include <sys/time.h>
-# include <time.h>
- typedef struct timeval snaketime;
-# define GETSECS(t) ((t).tv_sec)
-# define GETMSECS(t) ((t).tv_usec/1000)
-#endif
-#else /* HAVE_GETTIMEOFDAY */
-#ifdef HAVE_FTIME
-# include <sys/timeb.h>
- typedef struct timeb snaketime;
-# define GETSECS(t) ((long)(t).time)
-# define GETMSECS(t) ((t).millitm/1000)
-#endif /* HAVE_FTIME */
+# ifdef GETTIMEOFDAY_TWO_ARGS
+
+# include <sys/time.h>
+# include <time.h>
+ typedef struct timeval snaketime;
+# define GETSECS(t) ((t).tv_sec)
+# define GETMSECS(t) ((t).tv_usec/1000)
+
+# else /* !GETTIMEOFDAY_TWO_ARGS */
+
+# include <sys/time.h>
+# include <time.h>
+ typedef struct timeval snaketime;
+# define GETSECS(t) ((t).tv_sec)
+# define GETMSECS(t) ((t).tv_usec/1000)
+
+# endif /* GETTIMEOFDAY_TWO_ARGS */
+
+#else /* !HAVE_GETTIMEOFDAY */
+# ifdef HAVE_FTIME
+
+# include <sys/timeb.h>
+ typedef struct timeb snaketime;
+# define GETSECS(t) ((long)(t).time)
+# define GETMSECS(t) ((t).millitm/1000)
+
+# endif /* HAVE_FTIME */
#endif /* HAVE_GETTIMEOFDAY */
#include <math.h>
#define DEF_ZANGVEL 0.14
#define DEF_EXPLODE 0.03
#define DEF_ANGVEL 1.0
-#define DEF_ACCEL 0.1
#define DEF_STATICTIME 5000
#define DEF_ALTCOLOUR 0
#define DEF_TITLES 1
#define DEF_INTERACTIVE 0
#define DEF_ZOOM 25.0
#define DEF_WIREFRAME 0
+#define DEF_TRANSPARENT 1
#else
/* xscreensaver options doobies prefer strings */
#define DEF_YANGVEL "0.10"
#define DEF_ZANGVEL "0.14"
#define DEF_EXPLODE "0.03"
#define DEF_ANGVEL "1.0"
-#define DEF_ACCEL "0.1"
#define DEF_STATICTIME "5000"
#define DEF_ALTCOLOUR "False"
#define DEF_TITLES "True"
#define DEF_INTERACTIVE "False"
#define DEF_ZOOM "25.0"
#define DEF_WIREFRAME "False"
+#define DEF_TRANSPARENT "True"
#endif
/* static variables */
-#ifndef HAVE_GLUT
-# include <X11/Intrinsic.h>
-#else
-/* xscreensaver boolean type */
-# define Bool int
-#endif
static GLfloat explode;
-static GLfloat accel;
static long statictime;
-static GLfloat yspin = 0;
-static GLfloat zspin = 0;
+static GLfloat yspin = 60.0;
+static GLfloat zspin = -45.0;
static GLfloat yangvel;
static GLfloat zangvel;
static Bool altcolour;
static Bool titles;
static Bool interactive;
static Bool wireframe;
+static Bool transparent;
static GLfloat zoom;
static GLfloat angvel;
#ifndef HAVE_GLUT
-/* xscreensaver setup */
-extern XtAppContext app;
-
-#define PROGCLASS "glsnake"
-#define HACK_INIT glsnake_init
-#define HACK_DRAW glsnake_display
-#define HACK_RESHAPE glsnake_reshape
-#define sws_opts xlockmore_opts
+#define glsnake_init init_glsnake
+#define glsnake_display draw_glsnake
+#define glsnake_reshape reshape_glsnake
+#define refresh_glsnake 0
+#define release_glsnake 0
+#define glsnake_handle_event 0
/* xscreensaver defaults */
#define DEFAULTS "*delay: 30000 \n" \
"*count: 30 \n" \
"*showFPS: False \n" \
- "*wireframe: False \n" \
- "*explode: " DEF_EXPLODE " \n" \
- "*angvel: " DEF_ANGVEL " \n" \
- "*accel: " DEF_ACCEL " \n" \
- "*statictime: " DEF_STATICTIME " \n" \
- "*yangvel: " DEF_YANGVEL " \n" \
- "*zangvel: " DEF_ZANGVEL " \n" \
- "*altcolour: " DEF_ALTCOLOUR " \n" \
- "*titles: True \n" \
- "*labelfont: -*-times-bold-r-normal-*-180-*\n" \
- "*zoom: " DEF_ZOOM " \n" \
+ "*labelfont: -*-times-bold-r-normal-*-180-*\n" \
#define countof(x) (sizeof((x))/sizeof((*x)))
#include "xlockmore.h"
+#include "glxfonts.h"
static XrmOptionDescRec opts[] = {
{ "-explode", ".explode", XrmoptionSepArg, DEF_EXPLODE },
{ "-angvel", ".angvel", XrmoptionSepArg, DEF_ANGVEL },
- { "-accel", ".accel", XrmoptionSepArg, DEF_ACCEL },
{ "-statictime", ".statictime", XrmoptionSepArg, DEF_STATICTIME },
{ "-yangvel", ".yangvel", XrmoptionSepArg, DEF_YANGVEL },
{ "-zangvel", ".zangvel", XrmoptionSepArg, DEF_ZANGVEL },
{ "-zoom", ".zoom", XrmoptionSepArg, DEF_ZOOM },
{ "-wireframe", ".wireframe", XrmoptionNoArg, "true" },
{ "-no-wireframe", ".wireframe", XrmoptionNoArg, "false" },
+ { "-transparent", ".transparent", XrmoptionNoArg, "true" },
+ { "-no-transparent", ".transparent", XrmoptionNoArg, "false" },
};
static argtype vars[] = {
{&explode, "explode", "Explode", DEF_EXPLODE, t_Float},
{&angvel, "angvel", "Angular Velocity", DEF_ANGVEL, t_Float},
- {&accel, "accel", "Acceleration", DEF_ACCEL, t_Float},
{&statictime, "statictime", "Static Time", DEF_STATICTIME, t_Int},
{&yangvel, "yangvel", "Angular Velocity about Y axis", DEF_YANGVEL, t_Float},
{&zangvel, "zangvel", "Angular Velocity about X axis", DEF_ZANGVEL, t_Float},
{&titles, "titles", "Titles", DEF_TITLES, t_Bool},
{&zoom, "zoom", "Zoom", DEF_ZOOM, t_Float},
{&wireframe, "wireframe", "Wireframe", DEF_WIREFRAME, t_Bool},
+ {&transparent, "transparent", "Transparent!", DEF_TRANSPARENT, t_Bool},
};
-ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt glsnake_opts = {countof(opts), opts, countof(vars), vars, NULL};
#endif
struct model_s {
- char * name;
+ const char * name;
float node[NODE_COUNT];
};
/* snake metrics */
int is_cyclic;
int is_legal;
- int last_turn;
+ float last_turn;
int debug;
/* the shape of the model */
int selected;
/* models */
- int prev_model;
- int next_model;
+ unsigned int prev_model;
+ unsigned int next_model;
/* model morphing */
int new_morph;
/* colours */
- float colour[2][3];
+ float colour[2][4];
int next_colour;
int prev_colour;
int old_width, old_height;
/* the id of the display lists for drawing a node */
- int node_solid, node_wire;
+ GLuint node_solid, node_wire;
/* is the window fullscreen? */
int fullscreen;
#define COLOUR_ACYCLIC 1
#define COLOUR_INVALID 2
#define COLOUR_AUTHENTIC 3
+#define COLOUR_ORIGLOGO 4
-float colour[][2][3] = {
+static const float colour[][2][4] = {
/* cyclic - green */
- { { 0.4, 0.8, 0.2 },
- { 1.0, 1.0, 1.0 } },
+ { { 0.4, 0.8, 0.2, 0.6 },
+ { 1.0, 1.0, 1.0, 0.6 } },
/* acyclic - blue */
- { { 0.3, 0.1, 0.9 },
- { 1.0, 1.0, 1.0 } },
+ { { 0.3, 0.1, 0.9, 0.6 },
+ { 1.0, 1.0, 1.0, 0.6 } },
/* invalid - grey */
- { { 0.3, 0.1, 0.9 },
- { 1.0, 1.0, 1.0 } },
+ { { 0.3, 0.1, 0.9, 0.6 },
+ { 1.0, 1.0, 1.0, 0.6 } },
/* authentic - purple and green */
- { { 0.38, 0.0, 0.55 },
- { 0.0, 0.5, 0.34 } }
+ { { 0.38, 0.0, 0.55, 0.7 },
+ { 0.0, 0.5, 0.34, 0.7 } },
+ /* old "authentic" colours from the logo */
+ { { 171/255.0, 0, 1.0, 1.0 },
+ { 46/255.0, 205/255.0, 227/255.0, 1.0 } }
};
-struct model_s model[] = {
+static const struct model_s model[] = {
#define STRAIGHT_MODEL 0
{ "straight",
{ ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
- ZERO, ZERO }
+ ZERO, ZERO, ZERO }
},
/* the models in the Rubik's snake manual */
-#define START_MODEL 1
{ "ball",
{ RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT,
RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT,
- RIGHT, LEFT, RIGHT, LEFT }
+ RIGHT, LEFT, RIGHT, LEFT, ZERO }
},
+#define START_MODEL 2
{ "snow",
{ RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT,
RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT,
- RIGHT, LEFT, LEFT, LEFT }
+ RIGHT, LEFT, LEFT, LEFT, ZERO }
},
{ "propellor",
{ ZERO, ZERO, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, ZERO, ZERO,
{ "flamingo",
{ ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, RIGHT, PIN,
RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, ZERO, ZERO,
- ZERO, PIN }
+ ZERO, PIN, ZERO }
},
{ "cat",
{ ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN,
ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
- ZERO }
+ ZERO, ZERO }
},
{ "rooster",
{ ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, LEFT, RIGHT, PIN, RIGHT,
ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, LEFT, ZERO,
- PIN }
+ PIN, ZERO }
},
/* These models were taken from Andrew and Peter's original snake.c
* as well as some newer ones made up by Jamie, Andrew and Peter. */
{ "half balls",
{ LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT,
LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT,
- RIGHT, LEFT, LEFT, LEFT }
+ RIGHT, LEFT, LEFT, LEFT, ZERO }
},
{ "zigzag1",
{ RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT,
LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT,
- RIGHT, RIGHT, LEFT, LEFT }
+ RIGHT, RIGHT, LEFT, LEFT, ZERO }
},
{ "zigzag2",
{ PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN,
- ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN }
+ ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN,
+ ZERO }
},
{ "zigzag3",
{ PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN,
- LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN }
+ LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN,
+ ZERO }
},
{ "caterpillar",
{ RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT,
LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN,
- LEFT, LEFT }
+ LEFT, LEFT, ZERO }
},
{ "bow",
{ RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT,
LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT,
- RIGHT, RIGHT, LEFT, LEFT }
+ RIGHT, RIGHT, LEFT, LEFT, ZERO }
},
{ "turtle",
{ ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT,
LEFT, RIGHT, LEFT, LEFT, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT,
- RIGHT, RIGHT, RIGHT }
+ RIGHT, RIGHT, RIGHT, ZERO }
},
{ "basket",
{ RIGHT, PIN, ZERO, ZERO, PIN, LEFT, ZERO, LEFT, LEFT, ZERO,
LEFT, PIN, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO,
- PIN, LEFT }
+ PIN, LEFT, ZERO }
},
{ "thing",
{ PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT,
LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT,
- RIGHT, LEFT, LEFT }
+ RIGHT, LEFT, LEFT, ZERO }
},
{ "hexagon",
{ ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO,
{ "bird",
{ ZERO, ZERO, ZERO, ZERO, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT,
ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT,
- LEFT, ZERO, PIN }
+ LEFT, ZERO, PIN, ZERO }
},
{ "seal",
{ RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO,
LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, PIN, RIGHT,
- RIGHT, LEFT }
+ RIGHT, LEFT, ZERO }
},
{ "dog",
{ ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN,
- ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN }
+ ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO }
},
{ "frog",
{ RIGHT, RIGHT, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, LEFT, PIN,
RIGHT, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT,
- RIGHT, LEFT, LEFT }
+ RIGHT, LEFT, LEFT, ZERO }
},
{ "quavers",
{ LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, ZERO, ZERO,
RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, ZERO, LEFT, LEFT,
- RIGHT, LEFT, RIGHT, RIGHT }
+ RIGHT, LEFT, RIGHT, RIGHT, ZERO }
},
{ "fly",
{ LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, PIN, ZERO, ZERO,
LEFT, PIN, RIGHT, ZERO, ZERO, PIN, ZERO, LEFT, LEFT, RIGHT, LEFT,
- RIGHT, RIGHT }
+ RIGHT, RIGHT, ZERO }
},
{ "puppy",
{ ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO,
RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT,
- LEFT }
+ LEFT, ZERO, ZERO }
},
{ "stars",
{ LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT,
ZERO, ZERO, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN,
- RIGHT, LEFT }
+ RIGHT, LEFT, ZERO }
},
{ "mountains",
{ RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN,
{ "duck",
{ LEFT, PIN, LEFT, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, LEFT,
PIN, RIGHT, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN,
- LEFT }
+ LEFT, ZERO }
},
{ "prayer",
{ RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, ZERO,
{ "tie fighter",
{ PIN, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, LEFT,
ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, LEFT, ZERO,
- LEFT, RIGHT, ZERO }
+ LEFT, RIGHT, ZERO, ZERO }
},
{ "Strong Arms",
{ PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, RIGHT,
/* the following modesl were created during the slug/compsoc codefest
* febrray 2003 */
- { "cool gegl",
+ { "cool looking gegl",
{ PIN, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT,
ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, ZERO,
ZERO, ZERO }
RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT,
RIGHT, ZERO, LEFT, ZERO }
},
- { "arse gegl",
+ { "not very good (but accurate) gegl",
{ ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO,
PIN, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO, PIN, PIN, ZERO,
PIN, ZERO }
/* These models come from the website at
* http://www.geocities.com/stigeide/snake */
+#if 0
{ "Abstract",
- { RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO }
+ { RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO }
},
- { "AlanH1",
- { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN }
+#endif
+ { "toadstool",
+ { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, ZERO }
},
{ "AlanH2",
- { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT }
+ { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, ZERO }
},
{ "AlanH3",
- { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN }
+ { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
},
{ "AlanH4",
- { ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, ZERO }
+ { ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, ZERO, ZERO }
},
{ "Alien",
- { RIGHT, LEFT, RIGHT, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO, PIN, PIN }
+ { RIGHT, LEFT, RIGHT, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO, PIN, PIN, ZERO }
},
{ "Angel",
- { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT }
+ { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO }
},
{ "AnotherFigure",
- { LEFT, PIN, RIGHT, ZERO, ZERO, PIN, RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, ZERO }
+ { LEFT, PIN, RIGHT, ZERO, ZERO, PIN, RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO }
},
{ "Ball",
- { LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT }
+ { LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT , ZERO }
},
{ "Basket",
- { ZERO, RIGHT, RIGHT, ZERO, RIGHT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, ZERO, LEFT }
+ { ZERO, RIGHT, RIGHT, ZERO, RIGHT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, ZERO, LEFT , ZERO }
},
{ "Beetle",
- { PIN, LEFT, RIGHT, ZERO, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, LEFT, RIGHT, PIN, RIGHT }
+ { PIN, LEFT, RIGHT, ZERO, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, LEFT, RIGHT, PIN, RIGHT , ZERO }
},
- { "Bone",
- { PIN, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, PIN }
+ { "bone",
+ { PIN, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, PIN , ZERO }
},
{ "Bow",
- { LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT }
+ { LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT , ZERO }
},
- { "Bra",
- { RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT }
+ { "bra",
+ { RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT , ZERO }
},
- { "BronchoSaurian",
- { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, PIN }
+ { "bronchosaurus",
+ { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, PIN , ZERO }
},
{ "Cactus",
- { PIN, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, ZERO }
+ { PIN, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, ZERO , ZERO }
},
{ "Camel",
- { RIGHT, ZERO, PIN, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, ZERO, ZERO, LEFT }
+ { RIGHT, ZERO, PIN, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, ZERO, ZERO, LEFT , ZERO }
},
{ "Candlestick",
- { LEFT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT }
+ { LEFT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT , ZERO }
},
{ "Cat",
- { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO }
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO , ZERO }
},
{ "Cave",
- { RIGHT, ZERO, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO }
+ { RIGHT, ZERO, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO , ZERO }
},
{ "Chains",
- { PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO }
+ { PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO , ZERO }
},
{ "Chair",
- { RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, LEFT, RIGHT, LEFT, LEFT }
+ { RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, LEFT, RIGHT, LEFT, LEFT , ZERO }
},
{ "Chick",
- { RIGHT, RIGHT, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, LEFT, LEFT }
+ { RIGHT, RIGHT, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, LEFT, LEFT , ZERO }
},
{ "Clockwise",
- { RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT }
+ { RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT , ZERO }
},
- { "Cobra",
- { ZERO, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, LEFT, ZERO, LEFT, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT }
+ { "cobra",
+ { ZERO, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, LEFT, ZERO, LEFT, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT , ZERO }
},
+#if 0
{ "Cobra2",
- { LEFT, ZERO, PIN, ZERO, PIN, LEFT, ZERO, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, PIN, ZERO, RIGHT }
+ { LEFT, ZERO, PIN, ZERO, PIN, LEFT, ZERO, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, PIN, ZERO, RIGHT , ZERO }
},
+#endif
{ "Cobra3",
- { ZERO, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, LEFT }
+ { ZERO, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, LEFT , ZERO }
},
{ "Compact1",
- { ZERO, ZERO, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN }
+ { ZERO, ZERO, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN , ZERO }
},
{ "Compact2",
- { LEFT, PIN, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO }
+ { LEFT, PIN, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO , ZERO }
},
{ "Compact3",
- { ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN }
+ { ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN , ZERO }
},
{ "Compact4",
- { PIN, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
+ { PIN, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO , ZERO }
},
{ "Compact5",
- { LEFT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT }
+ { LEFT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT , ZERO }
},
{ "Contact",
- { PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN, RIGHT, PIN }
+ { PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN, RIGHT, PIN , ZERO }
},
{ "Contact2",
- { RIGHT, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, LEFT }
+ { RIGHT, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, LEFT , ZERO }
},
{ "Cook",
- { ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO, PIN }
+ { ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO, PIN , ZERO }
},
{ "Counterclockwise",
- { LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT }
+ { LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT , ZERO }
},
{ "Cradle",
- { LEFT, LEFT, ZERO, PIN, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, RIGHT, LEFT, LEFT, ZERO, ZERO, RIGHT }
+ { LEFT, LEFT, ZERO, PIN, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, RIGHT, LEFT, LEFT, ZERO, ZERO, RIGHT , ZERO }
},
{ "Crankshaft",
- { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, PIN, RIGHT }
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, PIN, RIGHT , ZERO }
},
{ "Cross",
- { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN }
+ { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN , ZERO }
},
{ "Cross2",
- { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO }
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO , ZERO }
},
{ "Cross3",
- { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO }
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, ZERO }
},
{ "CrossVersion1",
- { PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN }
+ { PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
},
{ "CrossVersion2",
- { RIGHT, LEFT, PIN, LEFT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, LEFT, PIN, LEFT, RIGHT }
+ { RIGHT, LEFT, PIN, LEFT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, LEFT, PIN, LEFT, RIGHT, ZERO }
},
{ "Crown",
- { LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, PIN, ZERO }
+ { LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, PIN, ZERO, ZERO }
},
{ "DNAStrand",
- { RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT }
+ { RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, ZERO }
},
{ "Diamond",
- { ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, LEFT }
+ { ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO }
},
{ "Dog",
- { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, LEFT, RIGHT }
+ { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, LEFT, RIGHT, ZERO }
},
{ "DogFace",
- { ZERO, ZERO, PIN, PIN, ZERO, LEFT, LEFT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, RIGHT, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, PIN }
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, LEFT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, RIGHT, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
},
{ "DoublePeak",
- { ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, LEFT, ZERO, PIN, ZERO, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT }
+ { ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, LEFT, ZERO, PIN, ZERO, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, ZERO }
},
{ "DoubleRoof",
- { ZERO, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT }
+ { ZERO, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO }
},
- { "DoubleToboggan",
- { ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN }
+ { "txoboggan",
+ { ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO }
},
{ "Doubled",
- { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT }
+ { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
},
{ "Doubled1",
- { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO, RIGHT, ZERO, RIGHT, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT }
+ { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO, RIGHT, ZERO, RIGHT, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
},
{ "Doubled2",
- { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, RIGHT, ZERO, RIGHT, LEFT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT }
+ { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, RIGHT, ZERO, RIGHT, LEFT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
},
{ "DumblingSpoon",
- { PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO }
+ { PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, ZERO }
},
{ "Embrace",
- { PIN, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO }
+ { PIN, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO }
},
{ "EndlessBelt",
- { ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, RIGHT }
+ { ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO }
},
{ "Entrance",
- { LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT }
+ { LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, ZERO }
},
{ "Esthetic",
- { LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT }
+ { LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, ZERO }
},
- { "Explotion",
- { RIGHT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT }
+ { "Explosion",
+ { RIGHT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, ZERO }
},
{ "F-ZeroXCar",
- { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT }
+ { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, ZERO }
},
{ "Face",
- { ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT }
+ { ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO }
},
{ "Fantasy",
- { LEFT, LEFT, RIGHT, PIN, ZERO, RIGHT, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, LEFT, ZERO, PIN, LEFT, RIGHT, RIGHT, RIGHT, PIN }
+ { LEFT, LEFT, RIGHT, PIN, ZERO, RIGHT, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, LEFT, ZERO, PIN, LEFT, RIGHT, RIGHT, RIGHT, PIN, ZERO }
},
{ "Fantasy1",
- { PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN }
+ { PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
},
{ "FaserGun",
- { ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, RIGHT, ZERO, PIN }
+ { ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, RIGHT, ZERO, PIN, ZERO }
},
{ "FelixW",
- { ZERO, RIGHT, ZERO, PIN, LEFT, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, RIGHT, PIN, ZERO, LEFT, ZERO }
+ { ZERO, RIGHT, ZERO, PIN, LEFT, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, RIGHT, PIN, ZERO, LEFT, ZERO, ZERO }
},
{ "Flamingo",
- { ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, ZERO, ZERO, ZERO, PIN }
+ { ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, ZERO, ZERO, ZERO, PIN, ZERO }
},
{ "FlatOnTheTop",
- { ZERO, PIN, PIN, ZERO, PIN, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, PIN }
+ { ZERO, PIN, PIN, ZERO, PIN, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
},
{ "Fly",
- { ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT }
+ { ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO }
},
{ "Fountain",
- { LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN }
+ { LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO }
},
{ "Frog",
- { LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, RIGHT, LEFT, RIGHT, RIGHT }
+ { LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, RIGHT, LEFT, RIGHT, RIGHT, ZERO }
},
{ "Frog2",
- { LEFT, ZERO, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, ZERO, RIGHT }
+ { LEFT, ZERO, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, ZERO, RIGHT, ZERO }
},
{ "Furby",
- { PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN }
+ { PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
},
{ "Gate",
- { ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, ZERO, PIN, PIN, ZERO }
+ { ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
},
{ "Ghost",
- { LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT }
+ { LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO }
},
{ "Globus",
- { RIGHT, LEFT, ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, LEFT, ZERO }
+ { RIGHT, LEFT, ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, LEFT, ZERO, ZERO }
},
{ "Grotto",
- { PIN, PIN, ZERO, LEFT, RIGHT, LEFT, ZERO, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, RIGHT, LEFT, RIGHT }
+ { PIN, PIN, ZERO, LEFT, RIGHT, LEFT, ZERO, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO }
},
{ "H",
- { PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO }
+ { PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO }
},
{ "HeadOfDevil",
- { PIN, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO }
+ { PIN, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
},
{ "Heart",
- { RIGHT, ZERO, ZERO, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, RIGHT, ZERO, PIN, ZERO, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO, ZERO, ZERO, LEFT }
+ { RIGHT, ZERO, ZERO, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, RIGHT, ZERO, PIN, ZERO, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO, ZERO, ZERO, LEFT, ZERO }
},
{ "Heart2",
- { ZERO, PIN, ZERO, ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO }
+ { ZERO, PIN, ZERO, ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO }
},
{ "Hexagon",
- { ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO }
+ { ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO }
},
{ "HoleInTheMiddle1",
- { ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT }
+ { ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO }
},
{ "HoleInTheMiddle2",
- { ZERO, LEFT, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT }
+ { ZERO, LEFT, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO }
},
{ "HouseBoat",
- { RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, PIN }
+ { RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
},
{ "HouseByHouse",
- { LEFT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT }
+ { LEFT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, ZERO }
},
{ "Infinity",
- { LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT }
+ { LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO }
},
{ "Integral",
- { RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT }
+ { RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
},
{ "Iron",
- { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, RIGHT }
+ { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO }
},
- { "JustSquares",
- { RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, LEFT }
+ { "just squares",
+ { RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, LEFT, ZERO }
},
{ "Kink",
- { ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO }
+ { ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO }
},
{ "Knot",
- { LEFT, LEFT, PIN, LEFT, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, RIGHT, PIN, RIGHT, RIGHT, LEFT }
+ { LEFT, LEFT, PIN, LEFT, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, RIGHT, PIN, RIGHT, RIGHT, LEFT, ZERO }
},
{ "Leaf",
- { ZERO, PIN, PIN, ZERO, ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO }
+ { ZERO, PIN, PIN, ZERO, ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO }
},
{ "LeftAsRight",
- { RIGHT, PIN, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, PIN, LEFT }
+ { RIGHT, PIN, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, PIN, LEFT, ZERO }
},
{ "Long-necked",
- { PIN, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO }
+ { PIN, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO }
},
- { "LunaModule",
- { PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT }
+ { "lunar module",
+ { PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, ZERO }
},
- { "MagnifyingGlass",
- { ZERO, ZERO, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO }
+ { "magnifying glass",
+ { ZERO, ZERO, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, ZERO }
},
{ "Mask",
- { ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT }
+ { ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, ZERO }
},
{ "Microscope",
- { PIN, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN }
+ { PIN, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO }
},
{ "Mirror",
- { PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, PIN, ZERO }
+ { PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
},
{ "MissPiggy",
- { ZERO, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, LEFT, PIN, RIGHT, RIGHT, ZERO, RIGHT }
+ { ZERO, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, LEFT, PIN, RIGHT, RIGHT, ZERO, RIGHT, ZERO }
},
{ "Mole",
- { ZERO, RIGHT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, ZERO, RIGHT, RIGHT, PIN, LEFT }
+ { ZERO, RIGHT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, ZERO, RIGHT, RIGHT, PIN, LEFT, ZERO }
},
{ "Monk",
- { LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT }
+ { LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
},
{ "Mountain",
- { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, LEFT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO }
+ { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, LEFT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO }
},
- { "Mountains",
- { ZERO, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO }
+ { "mountains",
+ { ZERO, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO }
},
{ "MouseWithoutTail",
- { ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO }
+ { ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
},
- { "Mushroom",
- { PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN }
+ { "mushroom",
+ { PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, ZERO }
},
- { "Necklace",
- { ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO }
+ { "necklace",
+ { ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO }
},
{ "NestledAgainst",
- { LEFT, ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT }
+ { LEFT, ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, ZERO }
},
{ "NoClue",
- { ZERO, RIGHT, PIN, LEFT, LEFT, LEFT, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, RIGHT, RIGHT, PIN, LEFT, ZERO }
+ { ZERO, RIGHT, PIN, LEFT, LEFT, LEFT, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO }
},
{ "Noname",
- { LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT }
+ { LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, ZERO }
},
{ "Obelisk",
- { PIN, ZERO, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO, ZERO }
+ { PIN, ZERO, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO, ZERO, ZERO }
},
{ "Ostrich",
- { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN }
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, ZERO }
},
{ "Ostrich2",
- { PIN, PIN, ZERO, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
+ { PIN, PIN, ZERO, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
},
- { "PairOfGlasses",
- { ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
+ { "pair of glasses",
+ { ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
},
{ "Parrot",
- { ZERO, ZERO, ZERO, ZERO, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, ZERO, PIN }
+ { ZERO, ZERO, ZERO, ZERO, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO }
},
{ "Penis",
- { PIN, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, PIN }
+ { PIN, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, PIN, ZERO }
},
- { "PictureCommingSoon",
- { LEFT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, RIGHT, RIGHT }
+ { "PictureComingSoon",
+ { LEFT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, RIGHT, RIGHT, ZERO }
},
{ "Pitti",
- { LEFT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT }
+ { LEFT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, ZERO }
},
{ "Plait",
- { LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT }
+ { LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, ZERO }
},
{ "Platform",
- { RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT }
+ { RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO }
},
{ "PodRacer",
- { ZERO, PIN, ZERO, PIN, RIGHT, PIN, ZERO, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, ZERO, PIN, LEFT }
+ { ZERO, PIN, ZERO, PIN, RIGHT, PIN, ZERO, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, ZERO, PIN, LEFT, ZERO }
},
+#if 0
{ "Pokemon",
- { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT }
+ { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO }
},
+#endif
{ "Prawn",
- { RIGHT, PIN, ZERO, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, PIN, ZERO, PIN, LEFT }
+ { RIGHT, PIN, ZERO, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, PIN, ZERO, PIN, LEFT, ZERO }
},
{ "Propeller",
- { ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT }
+ { ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, ZERO }
},
{ "Pyramid",
- { ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, LEFT }
+ { ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, LEFT, ZERO }
},
{ "QuarterbackTiltedAndReadyToHut",
- { PIN, ZERO, RIGHT, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, LEFT, ZERO, PIN }
+ { PIN, ZERO, RIGHT, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, LEFT, ZERO, PIN, ZERO }
},
{ "Ra",
- { PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT }
+ { PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
},
{ "Rattlesnake",
- { LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, PIN, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT }
+ { LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, PIN, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, ZERO }
},
{ "Revelation",
- { ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN }
+ { ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, ZERO }
},
{ "Revolution1",
- { LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT }
+ { LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, ZERO }
},
{ "Ribbon",
- { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT }
+ { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
},
{ "Rocket",
- { RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT }
+ { RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, ZERO }
},
{ "Roofed",
- { ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, ZERO, PIN, ZERO, RIGHT }
+ { ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO }
},
{ "Roofs",
- { PIN, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, PIN }
+ { PIN, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, PIN, ZERO }
},
{ "RowHouses",
- { RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT }
+ { RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
},
{ "Sculpture",
- { RIGHT, LEFT, PIN, ZERO, ZERO, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT }
+ { RIGHT, LEFT, PIN, ZERO, ZERO, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO }
},
{ "Seal",
- { LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, LEFT }
+ { LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO }
},
{ "Seal2",
- { RIGHT, PIN, ZERO, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO }
+ { RIGHT, PIN, ZERO, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, ZERO }
},
{ "Sheep",
- { RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT }
+ { RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, ZERO }
},
{ "Shelter",
- { LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT }
+ { LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO }
},
{ "Ship",
- { PIN, RIGHT, LEFT, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, LEFT, ZERO, PIN, PIN }
+ { PIN, RIGHT, LEFT, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, LEFT, ZERO, PIN, PIN, ZERO }
},
{ "Shpongle",
- { LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO }
+ { LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO }
},
{ "Slide",
- { LEFT, RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, RIGHT, LEFT }
+ { LEFT, RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, RIGHT, LEFT, ZERO }
},
{ "SmallShip",
- { ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, LEFT }
+ { ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, LEFT, ZERO }
},
{ "SnakeReadyToStrike",
- { LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, LEFT }
+ { LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO }
},
{ "Snakes14",
- { RIGHT, RIGHT, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, LEFT, RIGHT }
+ { RIGHT, RIGHT, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO }
},
{ "Snakes15",
- { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, PIN, RIGHT }
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO }
},
{ "Snakes18",
- { PIN, PIN, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, PIN }
+ { PIN, PIN, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
},
{ "Snowflake",
- { LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT }
+ { LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, ZERO }
},
{ "Snowman",
- { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO }
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO }
},
{ "Source",
- { PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN }
+ { PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, ZERO }
},
{ "Spaceship",
- { PIN, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, PIN }
+ { PIN, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, PIN, ZERO }
},
{ "Spaceship2",
- { PIN, PIN, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, LEFT, LEFT, PIN, PIN }
+ { PIN, PIN, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, LEFT, LEFT, PIN, PIN, ZERO }
},
{ "Speedboat",
- { LEFT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT }
+ { LEFT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, ZERO }
},
{ "Speedboat2",
- { PIN, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, ZERO, RIGHT, PIN, LEFT }
+ { PIN, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, ZERO, RIGHT, PIN, LEFT, ZERO }
},
{ "Spider",
- { RIGHT, RIGHT, ZERO, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, RIGHT, LEFT, RIGHT, ZERO, ZERO, LEFT }
+ { RIGHT, RIGHT, ZERO, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, RIGHT, LEFT, RIGHT, ZERO, ZERO, LEFT, ZERO }
},
{ "Spitzbergen",
- { PIN, LEFT, ZERO, RIGHT, RIGHT, LEFT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, LEFT, LEFT, ZERO }
+ { PIN, LEFT, ZERO, RIGHT, RIGHT, LEFT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, LEFT, LEFT, ZERO, ZERO }
},
{ "Square",
- { ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO }
+ { ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, ZERO }
},
{ "SquareHole",
- { PIN, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN }
+ { PIN, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO }
},
{ "Stage",
- { RIGHT, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO }
+ { RIGHT, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, ZERO }
},
{ "Stairs",
- { ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO }
+ { ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO }
},
{ "Stairs2",
- { ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
+ { ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
},
{ "Straight",
- { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO }
+ { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO }
},
{ "Swan",
- { ZERO, PIN, ZERO, PIN, LEFT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT }
+ { ZERO, PIN, ZERO, PIN, LEFT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, ZERO }
},
{ "Swan2",
- { PIN, ZERO, PIN, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, PIN }
+ { PIN, ZERO, PIN, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO }
},
{ "Swan3",
- { PIN, PIN, ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, RIGHT }
+ { PIN, PIN, ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO }
},
{ "Symbol",
- { RIGHT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, RIGHT }
+ { RIGHT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, RIGHT, ZERO }
},
{ "Symmetry",
- { RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT }
+ { RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, ZERO }
},
{ "Symmetry2",
- { ZERO, PIN, LEFT, LEFT, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, PIN, LEFT }
+ { ZERO, PIN, LEFT, LEFT, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
},
{ "TableFireworks",
- { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, RIGHT, PIN }
+ { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, RIGHT, PIN, ZERO }
},
{ "Tapering",
- { ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO }
+ { ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
},
{ "TaperingTurned",
- { ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO }
+ { ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
},
{ "TeaLightStick",
- { RIGHT, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN }
+ { RIGHT, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, ZERO }
},
- { "Tent",
- { RIGHT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO }
+ { "thighmaster",
+ { RIGHT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO }
},
{ "Terraces",
- { RIGHT, LEFT, ZERO, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT }
+ { RIGHT, LEFT, ZERO, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO }
},
{ "Terrier",
- { PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO }
+ { PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
},
{ "Three-Legged",
- { RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, PIN, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT }
+ { RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, PIN, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, ZERO }
},
{ "ThreePeaks",
- { RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT }
+ { RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, ZERO }
},
{ "ToTheFront",
- { ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, LEFT, LEFT, PIN, ZERO, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT }
+ { ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, LEFT, LEFT, PIN, ZERO, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, ZERO }
},
{ "Top",
- { PIN, LEFT, LEFT, PIN, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, ZERO }
+ { PIN, LEFT, LEFT, PIN, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO }
},
{ "Transport",
- { PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO }
+ { PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO }
},
{ "Triangle",
- { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT }
+ { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO }
},
{ "Tripple",
- { PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN }
+ { PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, ZERO }
},
+#if 0
{ "Turtle",
- { RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO }
+ { RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO }
},
+#endif
{ "Twins",
- { ZERO, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO }
+ { ZERO, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO, ZERO }
},
{ "TwoSlants",
- { ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN }
+ { ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, ZERO }
},
{ "TwoWings",
- { PIN, LEFT, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, ZERO }
+ { PIN, LEFT, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, ZERO, ZERO }
},
{ "UFO",
- { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT }
+ { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
},
- { "USSEnterprice",
- { LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, ZERO }
+ { "USS Enterprise",
+ { LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO }
},
{ "UpAndDown",
- { ZERO, PIN, ZERO, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO }
+ { ZERO, PIN, ZERO, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, ZERO }
},
{ "Upright",
- { ZERO, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
+ { ZERO, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, ZERO }
},
{ "Upside-down",
- { PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN }
+ { PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO }
},
{ "Valley",
- { ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
+ { ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO }
},
{ "Viaduct",
- { PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO, PIN, RIGHT, ZERO, RIGHT, RIGHT, ZERO, RIGHT, PIN, ZERO, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO }
+ { PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO, PIN, RIGHT, ZERO, RIGHT, RIGHT, ZERO, RIGHT, PIN, ZERO, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, ZERO }
},
{ "View",
- { ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT }
+ { ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
},
{ "Waterfall",
- { LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT }
+ { LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO }
},
- { "WindWheel",
- { PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO }
+ { "windwheel",
+ { PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO }
},
{ "Window",
- { PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO }
+ { PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
},
{ "WindowToTheWorld",
- { PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
+ { PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
},
{ "Windshield",
- { PIN, PIN, ZERO, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, PIN }
+ { PIN, PIN, ZERO, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, PIN, ZERO }
},
{ "WingNut",
- { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO }
+ { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
},
{ "Wings2",
- { RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, ZERO }
+ { RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO }
},
{ "WithoutName",
- { PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN }
+ { PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, ZERO }
},
{ "Wolf",
- { ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN }
+ { ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO }
},
{ "X",
- { LEFT, ZERO, ZERO, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, ZERO, ZERO }
+ { LEFT, ZERO, ZERO, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, ZERO, ZERO, ZERO }
},
};
-int models = (sizeof(model) / sizeof(struct model_s));
+static size_t models = sizeof(model) / sizeof(struct model_s);
#define VOFFSET 0.045
#define RANDSIGN() ((random() & 1) ? 1 : -1)
/* the triangular prism what makes up the basic unit */
-float solid_prism_v[][3] = {
+static const float solid_prism_v[][3] = {
/* first corner, bottom left front */
{ VOFFSET, VOFFSET, 1.0 },
{ VOFFSET, 0.00, 1.0 - VOFFSET },
{ VOFFSET / M_SQRT1_2, 1.0 - VOFFSET * M_SQRT1_2, VOFFSET },
{ 0.0, 1.0 - VOFFSET / M_SQRT1_2, VOFFSET }};
-float solid_prism_n[][3] = {/* corners */
+static const float solid_prism_n[][3] = {/* corners */
{ -VOFFSET, -VOFFSET, VOFFSET },
{ VOFFSET, -VOFFSET, VOFFSET },
{ -VOFFSET, VOFFSET, VOFFSET },
{ -1.0, 0.0, 0.0 },
{ 0.0, 0.0, -1.0 }};
-float wire_prism_v[][3] = {{ 0.0, 0.0, 1.0 },
+static const float wire_prism_v[][3] = {{ 0.0, 0.0, 1.0 },
{ 1.0, 0.0, 1.0 },
{ 0.0, 1.0, 1.0 },
{ 0.0, 0.0, 0.0 },
{ 1.0, 0.0, 0.0 },
{ 0.0, 1.0, 0.0 }};
-float wire_prism_n[][3] = {{ 0.0, 0.0, 1.0},
+/*
+static const float wire_prism_n[][3] = {{ 0.0, 0.0, 1.0},
{ 0.0,-1.0, 0.0},
{ M_SQRT1_2, M_SQRT1_2, 0.0},
{-1.0, 0.0, 0.0},
{ 0.0, 0.0,-1.0}};
+*/
static struct glsnake_cfg * glc = NULL;
#ifdef HAVE_GLUT
#ifdef HAVE_GLUT
/* forward definitions for GLUT functions */
-void calc_rotation();
-inline void ui_mousedrag();
+static void calc_rotation();
+static inline void ui_mousedrag();
#endif
-void gl_init(
+static const GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };
+static const GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
+static const GLfloat mat_specular[] = { 0.1, 0.1, 0.1, 1.0 };
+static const GLfloat mat_shininess[] = { 20.0 };
+
+static void gl_init(
#ifndef HAVE_GLUT
ModeInfo * mi
#endif
- ) {
- float light_pos[][3] = {{0.0, 0.0, 20.0}, {0.0, 20.0, 0.0}};
- float light_dir[][3] = {{0.0, 0.0,-20.0}, {0.0,-20.0, 0.0}};
+ )
+{
+ float light_pos[][3] = {{0.0, 10.0, 20.0}, {0.0, 20.0, -1.0}};
+ float light_dir[][3] = {{0.0, -10.0,-20.0}, {0.0,-20.0, 1.0}};
- glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
+ /*glEnable(GL_CULL_FACE);*/
glEnable(GL_NORMALIZE);
+ if (transparent) {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ }
if (!wireframe) {
- glColor3f(1.0, 1.0, 1.0);
+ /*glColor4f(1.0, 1.0, 1.0, 1.0);*/
glLightfv(GL_LIGHT0, GL_POSITION, light_pos[0]);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_dir[0]);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
+ /*glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);*/
+#if 1
glLightfv(GL_LIGHT1, GL_POSITION, light_pos[1]);
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light_dir[1]);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, white_light);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, white_light);
+#endif
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+ glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
- glEnable(GL_COLOR_MATERIAL);
+ /*glEnable(GL_COLOR_MATERIAL);*/
}
}
-void gettime(snaketime *t)
+static void gettime(snaketime *t)
{
#ifdef HAVE_GETTIMEOFDAY
#ifdef GETTIMEOFDAY_TWO_ARGS
#endif /* !HAVE_GETTIMEOFDAY */
}
+
+ENTRYPOINT void glsnake_reshape(
#ifndef HAVE_GLUT
-static void load_font(ModeInfo * mi, char * res, XFontStruct ** fontp, GLuint * dlistp) {
- const char * font = get_string_resource(res, "Font");
- XFontStruct * f;
- Font id;
- int first, last;
-
- if (!font)
- font = "-*-helvetica-medium-r-*-*-*-120-*";
-
- f = XLoadQueryFont(mi->dpy, font);
- if (!f)
- f = XLoadQueryFont(mi->dpy, "fixed");
-
- id = f->fid;
- first = f->min_char_or_byte2;
- last = f->max_char_or_byte2;
-
- clear_gl_error();
- *dlistp = glGenLists((GLuint) last + 1);
- check_gl_error("glGenLists");
- glXUseXFont(id, first, last - first + 1, *dlistp + first);
- check_gl_error("glXUseXFont");
-
- *fontp = f;
-}
+ ModeInfo * mi,
#endif
+ int w, int h);
-void start_morph(int model_index, int immediate);
+static void start_morph(struct glsnake_cfg *,
+ unsigned int model_index, int immediate);
/* wot initialises it */
-void glsnake_init(
+ENTRYPOINT void glsnake_init(
#ifndef HAVE_GLUT
ModeInfo * mi
#endif
-) {
+)
+{
#ifndef HAVE_GLUT
struct glsnake_cfg * bp;
bp->prev_colour = bp->next_colour = COLOUR_ACYCLIC;
bp->next_model = RAND(models);
bp->prev_model = START_MODEL;
- start_morph(bp->prev_model, 1);
+ start_morph(bp, bp->prev_model, 1);
/* set up a font for the labels */
#ifndef HAVE_GLUT
if (titles)
- load_font(mi, "labelfont", &bp->font, &bp->font_list);
+ load_font(mi->dpy, "labelfont", &bp->font, &bp->font_list);
#endif
/* build a solid display list */
- glc->node_solid = glGenLists(1);
- glNewList(glc->node_solid, GL_COMPILE);
+ bp->node_solid = glGenLists(1);
+ glNewList(bp->node_solid, GL_COMPILE);
/* corners */
glBegin(GL_TRIANGLES);
glNormal3fv(solid_prism_n[0]);
glEndList();
/* build wire display list */
- glc->node_wire = glGenLists(1);
- glNewList(glc->node_wire, GL_COMPILE);
+ bp->node_wire = glGenLists(1);
+ glNewList(bp->node_wire, GL_COMPILE);
glBegin(GL_LINE_STRIP);
glVertex3fv(wire_prism_v[0]);
glVertex3fv(wire_prism_v[1]);
#endif
}
-void draw_title(
+static void draw_title(
#ifndef HAVE_GLUT
ModeInfo * mi
#endif
- ) {
+ )
+{
#ifndef HAVE_GLUT
struct glsnake_cfg * bp = &glc[MI_SCREEN(mi)];
#endif
/* draw some text */
- glPushAttrib(GL_TRANSFORM_BIT | GL_ENABLE_BIT);
+ glPushAttrib((GLbitfield) GL_TRANSFORM_BIT | GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
+ if (transparent) {
+ glDisable(GL_BLEND);
+ }
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glPushMatrix();
glLoadIdentity();
#ifdef HAVE_GLUT
- gluOrtho2D(0, glc->width, 0, glc->height);
+ gluOrtho2D((GLdouble) 0., (GLdouble) bp->width, (GLdouble) 0., (GLdouble) bp->height);
#else
- gluOrtho2D(0, mi->xgwa.width, 0, mi->xgwa.height);
+ gluOrtho2D((GLdouble) 0., (GLdouble) mi->xgwa.width, (GLdouble) 0., (GLdouble) mi->xgwa.height);
#endif
- glColor3f(1.0, 1.0, 1.0);
+
+ glColor4f(1.0, 1.0, 1.0, 1.0);
{
char interactstr[] = "interactive";
- char * s;
- int i = 0;
+ const char * s;
#ifdef HAVE_GLUT
int w;
#endif
if (interactive)
s = interactstr;
else
- s = model[glc->next_model].name;
+ s = model[bp->next_model].name;
+
#ifdef HAVE_GLUT
- w = glutBitmapLength(GLUT_BITMAP_HELVETICA_12, (unsigned char *) s);
- glRasterPos2f(glc->width - w - 3, 4);
- while (s[i] != '\0')
- glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, s[i++]);
+ {
+ unsigned int i = 0;
+
+ w = glutBitmapLength(GLUT_BITMAP_HELVETICA_12, (const unsigned char *) s);
+ glRasterPos2f((GLfloat) (bp->width - w - 3), 4.0);
+ while (s[i] != '\0')
+ glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, s[i++]);
+ }
#else
- glRasterPos2f(10, mi->xgwa.height - 10 - (bp->font->ascent + bp->font->descent));
- while (s[i] != '\0')
- glCallList(bp->font_list + (int)s[i++]);
+ print_gl_string(mi->dpy, bp->font, bp->font_list,
+ mi->xgwa.width, mi->xgwa.height,
+ 10.0, (float) mi->xgwa.height - 10.0,
+ s);
#endif
}
glPopMatrix();
}
/* apply the matrix to the origin and stick it in vec */
-void matmult_origin(float rotmat[16], float vec[4]) {
+static void matmult_origin(float rotmat[16], float vec[4])
+{
#if 1
vec[0] = 0.5 * rotmat[0] + 0.5 * rotmat[4] + 0.5 * rotmat [8] + 1 * rotmat[12];
vec[1] = 0.5 * rotmat[1] + 0.5 * rotmat[5] + 0.5 * rotmat [9] + 1 * rotmat[13];
}
/* wot gets called when the winder is resized */
-void glsnake_reshape(
+ENTRYPOINT void glsnake_reshape(
#ifndef HAVE_GLUT
ModeInfo * mi,
#endif
- int w, int h) {
+ int w, int h)
+{
glViewport(0, 0, (GLint) w, (GLint) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- gluPerspective(zoom, w/(GLfloat)h, 0.05, 100.0);
+ /* jwz: 0.05 was too close (left black rectangles) */
+ gluPerspective(zoom, (GLdouble) w / (GLdouble) h, 1.0, 100.0);
gluLookAt(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
/*gluLookAt(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);*/
glLoadIdentity();
#ifdef HAVE_GLUT
- glc->width = w;
- glc->height = h;
+ bp->width = w;
+ bp->height = h;
#endif
}
/* Returns the new dst_dir for the given src_dir and dst_dir */
-int cross_product(int src_dir, int dst_dir) {
+static int cross_product(int src_dir, int dst_dir)
+{
return X_MASK*(GETSCALAR(src_dir,Y_MASK) * GETSCALAR(dst_dir,Z_MASK) -
GETSCALAR(src_dir,Z_MASK) * GETSCALAR(dst_dir,Y_MASK))+
Y_MASK*(GETSCALAR(src_dir,Z_MASK) * GETSCALAR(dst_dir,X_MASK) -
* is_cyclic = true if last node connects back to first node
* last_turn = for cyclic snakes, specifes what the 24th turn would be
*/
-void calc_snake_metrics(void) {
+static void calc_snake_metrics(struct glsnake_cfg *bp)
+{
int srcDir, dstDir;
int i, x, y, z;
int prevSrcDir = -Y_MASK;
/* zero the grid */
memset(&grid, 0, sizeof(int) * 25*25*25);
- glc->is_legal = 1;
+ bp->is_legal = 1;
x = y = z = 12;
/* trace path of snake - and keep record for is_legal */
y += GETSCALAR(prevDstDir, Y_MASK);
z += GETSCALAR(prevDstDir, Z_MASK);
- switch ((int) model[glc->next_model].node[i]) {
+ switch ((int) model[bp->next_model].node[i]) {
case (int) (ZERO):
dstDir = -prevSrcDir;
break;
case (int) (RIGHT):
case (int) (LEFT):
dstDir = cross_product(prevSrcDir, prevDstDir);
- if (model[glc->next_model].node[i] == (int) (RIGHT))
+ if (model[bp->next_model].node[i] == (int) (RIGHT))
dstDir = -dstDir;
break;
default:
else if (grid[x][y][z] + srcDir + dstDir == 0)
grid[x][y][z] = 8;
else
- glc->is_legal = 0;
+ bp->is_legal = 0;
prevSrcDir = srcDir;
prevDstDir = dstDir;
}
/* determine if the snake is cyclic */
- glc->is_cyclic = (dstDir == Y_MASK && x == 12 && y == 11 && z == 12);
+ bp->is_cyclic = (dstDir == Y_MASK && x == 12 && y == 11 && z == 12);
/* determine last_turn */
- glc->last_turn = -1;
- if (glc->is_cyclic)
+ bp->last_turn = -1;
+ if (bp->is_cyclic)
switch (srcDir) {
- case -Z_MASK: glc->last_turn = ZERO; break;
- case Z_MASK: glc->last_turn = PIN; break;
- case X_MASK: glc->last_turn = LEFT; break;
- case -X_MASK: glc->last_turn = RIGHT; break;
+ case -Z_MASK: bp->last_turn = ZERO; break;
+ case Z_MASK: bp->last_turn = PIN; break;
+ case X_MASK: bp->last_turn = LEFT; break;
+ case -X_MASK: bp->last_turn = RIGHT; break;
}
}
/* work out how far through the current morph we are */
-float morph_percent(void) {
+static float morph_percent(struct glsnake_cfg *bp)
+{
float retval;
int i;
/* work out the maximum rotation this node has to go through
* from the previous to the next model, taking into account that
* the snake always morphs through the smaller angle */
- rot = fabs(model[glc->prev_model].node[i] -
- model[glc->next_model].node[i]);
+ rot = fabs(model[bp->prev_model].node[i] -
+ model[bp->next_model].node[i]);
if (rot > 180.0) rot = 180.0 - rot;
/* work out the difference between the current position and the
* target */
- ang_diff = fabs(glc->node[i] -
- model[glc->next_model].node[i]);
- if (ang_diff > 180.0) ang_diff = 180 - ang_diff;
+ ang_diff = fabs(bp->node[i] -
+ model[bp->next_model].node[i]);
+ if (ang_diff > 180.0) ang_diff = 180.0 - ang_diff;
/* if it's the biggest so far, record it */
if (rot > rot_max) rot_max = rot;
if (ang_diff > ang_diff_max) ang_diff_max = ang_diff;
return retval;
}
-void morph_colour(void) {
+static void morph_colour(struct glsnake_cfg *bp)
+{
float percent, compct; /* complement of percentage */
- percent = morph_percent();
+ percent = morph_percent(bp);
compct = 1.0 - percent;
- glc->colour[0][0] = colour[glc->prev_colour][0][0] * compct + colour[glc->next_colour][0][0] * percent;
- glc->colour[0][1] = colour[glc->prev_colour][0][1] * compct + colour[glc->next_colour][0][1] * percent;
- glc->colour[0][2] = colour[glc->prev_colour][0][2] * compct + colour[glc->next_colour][0][2] * percent;
+ bp->colour[0][0] = colour[bp->prev_colour][0][0] * compct + colour[bp->next_colour][0][0] * percent;
+ bp->colour[0][1] = colour[bp->prev_colour][0][1] * compct + colour[bp->next_colour][0][1] * percent;
+ bp->colour[0][2] = colour[bp->prev_colour][0][2] * compct + colour[bp->next_colour][0][2] * percent;
+ bp->colour[0][3] = colour[bp->prev_colour][0][3] * compct + colour[bp->next_colour][0][3] * percent;
- glc->colour[1][0] = colour[glc->prev_colour][1][0] * compct + colour[glc->next_colour][1][0] * percent;
- glc->colour[1][1] = colour[glc->prev_colour][1][1] * compct + colour[glc->next_colour][1][1] * percent;
- glc->colour[1][2] = colour[glc->prev_colour][1][2] * compct + colour[glc->next_colour][1][2] * percent;
+ bp->colour[1][0] = colour[bp->prev_colour][1][0] * compct + colour[bp->next_colour][1][0] * percent;
+ bp->colour[1][1] = colour[bp->prev_colour][1][1] * compct + colour[bp->next_colour][1][1] * percent;
+ bp->colour[1][2] = colour[bp->prev_colour][1][2] * compct + colour[bp->next_colour][1][2] * percent;
+ bp->colour[1][3] = colour[bp->prev_colour][1][3] * compct + colour[bp->next_colour][1][3] * percent;
}
/* Start morph process to this model */
-void start_morph(int model_index, int immediate) {
+static void start_morph(struct glsnake_cfg *bp,
+ unsigned int model_index, int immediate)
+{
/* if immediate, don't bother morphing, go straight to the next model */
if (immediate) {
int i;
for (i = 0; i < NODE_COUNT; i++)
- glc->node[i] = model[model_index].node[i];
+ bp->node[i] = model[model_index].node[i];
}
- glc->prev_model = glc->next_model;
- glc->next_model = model_index;
- glc->prev_colour = glc->next_colour;
+ bp->prev_model = bp->next_model;
+ bp->next_model = model_index;
+ bp->prev_colour = bp->next_colour;
- calc_snake_metrics();
- if (!glc->is_legal)
- glc->next_colour = COLOUR_INVALID;
+ calc_snake_metrics(bp);
+ if (!bp->is_legal)
+ bp->next_colour = COLOUR_INVALID;
else if (altcolour)
- glc->next_colour = COLOUR_AUTHENTIC;
- else if (glc->is_cyclic)
- glc->next_colour = COLOUR_CYCLIC;
+ bp->next_colour = COLOUR_AUTHENTIC;
+ else if (bp->is_cyclic)
+ bp->next_colour = COLOUR_CYCLIC;
else
- glc->next_colour = COLOUR_ACYCLIC;
+ bp->next_colour = COLOUR_ACYCLIC;
if (immediate) {
- glc->colour[0][0] = colour[glc->next_colour][0][0];
- glc->colour[0][1] = colour[glc->next_colour][0][1];
- glc->colour[0][2] = colour[glc->next_colour][0][2];
- glc->colour[1][0] = colour[glc->next_colour][1][0];
- glc->colour[1][1] = colour[glc->next_colour][1][1];
- glc->colour[1][2] = colour[glc->next_colour][1][2];
+ bp->colour[0][0] = colour[bp->next_colour][0][0];
+ bp->colour[0][1] = colour[bp->next_colour][0][1];
+ bp->colour[0][2] = colour[bp->next_colour][0][2];
+ bp->colour[0][3] = colour[bp->next_colour][0][3];
+ bp->colour[1][0] = colour[bp->next_colour][1][0];
+ bp->colour[1][1] = colour[bp->next_colour][1][1];
+ bp->colour[1][2] = colour[bp->next_colour][1][2];
+ bp->colour[1][3] = colour[bp->next_colour][1][3];
}
- glc->morphing = 1;
+ bp->morphing = 1;
- morph_colour();
+ morph_colour(bp);
}
+#if 0
/* Returns morph progress */
-float morph(long iter_msec) {
+static float morph(long iter_msec)
+{
/* work out the maximum angle for this iteration */
int still_morphing;
float iter_angle_max, largest_diff, largest_progress;
int i;
- if (glc->new_morph)
- glc->new_morph = 0;
+ if (bp->new_morph)
+ bp->new_morph = 0;
iter_angle_max = 90.0 * (angvel/1000.0) * iter_msec;
still_morphing = 0;
largest_diff = largest_progress = 0.0;
for (i = 0; i < NODE_COUNT; i++) {
- float curAngle = glc->node[i];
- float destAngle = model[glc->next_model].node[i];
+ float curAngle = bp->node[i];
+ float destAngle = model[bp->next_model].node[i];
if (curAngle != destAngle) {
still_morphing = 1;
if (fabs(curAngle-destAngle) <= iter_angle_max)
- glc->node[i] = destAngle;
+ bp->node[i] = destAngle;
else if (fmod(curAngle-destAngle+360,360) > 180)
- glc->node[i] = fmod(curAngle + iter_angle_max, 360);
+ bp->node[i] = fmod(curAngle + iter_angle_max, 360);
else
- glc->node[i] = fmod(curAngle+360 - iter_angle_max, 360);
- largest_diff = MAX(largest_diff, fabs(destAngle-glc->node[i]));
- largest_progress = MAX(largest_diff, fabs(glc->node[i] - model[glc->prev_model].node[i]));
+ bp->node[i] = fmod(curAngle+360 - iter_angle_max, 360);
+ largest_diff = MAX(largest_diff, fabs(destAngle-bp->node[i]));
+ largest_progress = MAX(largest_diff, fabs(bp->node[i] - model[bp->prev_model].node[i]));
}
}
return MIN(largest_diff / largest_progress, 1.0);
}
+#endif
+
#ifdef HAVE_GLUT
-void glsnake_idle();
+static void glsnake_idle();
-void restore_idle(int value)
+static restore_idle(int v __attribute__((__unused__)))
{
glutIdleFunc(glsnake_idle);
}
#endif
-void quick_sleep(void)
+static void quick_sleep(void)
{
#ifdef HAVE_GLUT
/* By using glutTimerFunc we can keep responding to
#endif
}
-void glsnake_idle(
+static void glsnake_idle(
#ifndef HAVE_GLUT
struct glsnake_cfg * bp
#endif
- ) {
+ )
+{
/* time since last iteration */
long iter_msec;
/* time since the beginning of last morph */
int i;
/* Do nothing to the model if we are paused */
- if (glc->paused) {
+ if (bp->paused) {
/* Avoid busy waiting when nothing is changing */
quick_sleep();
#ifdef HAVE_GLUT
*/
gettime(¤t_time);
- iter_msec = (long) GETMSECS(current_time) - GETMSECS(glc->last_iteration) +
- ((long) GETSECS(current_time) - GETSECS(glc->last_iteration)) * 1000L;
+ iter_msec = (long) GETMSECS(current_time) - GETMSECS(bp->last_iteration) +
+ ((long) GETSECS(current_time) - GETSECS(bp->last_iteration)) * 1000L;
if (iter_msec) {
/* save the current time */
- memcpy(&glc->last_iteration, ¤t_time, sizeof(snaketime));
+ memcpy(&bp->last_iteration, ¤t_time, sizeof(snaketime));
/* work out if we have to switch models */
- morf_msec = GETMSECS(glc->last_iteration) - GETMSECS(glc->last_morph) +
- ((long) (GETSECS(glc->last_iteration)-GETSECS(glc->last_morph)) * 1000L);
+ morf_msec = GETMSECS(bp->last_iteration) - GETMSECS(bp->last_morph) +
+ ((long) (GETSECS(bp->last_iteration)-GETSECS(bp->last_morph)) * 1000L);
- if ((morf_msec > statictime) && !interactive && !glc->morphing) {
+ if ((morf_msec > statictime) && !interactive && !bp->morphing) {
/*printf("starting morph\n");*/
- memcpy(&glc->last_morph, &(glc->last_iteration), sizeof(glc->last_morph));
- start_morph(RAND(models), 0);
+ memcpy(&bp->last_morph, &(bp->last_iteration), sizeof(bp->last_morph));
+ start_morph(bp, RAND(models), 0);
}
- if (interactive && !glc->morphing) {
+ if (interactive && !bp->morphing) {
quick_sleep();
return;
}
- /* if (!glc->dragging && !glc->interactive) { */
+ /* if (!bp->dragging && !bp->interactive) { */
if (!interactive) {
yspin += 360/((1000/yangvel)/iter_msec);
still_morphing = 0;
for (i = 0; i < NODE_COUNT; i++) {
- float cur_angle = glc->node[i];
- float dest_angle = model[glc->next_model].node[i];
+ float cur_angle = bp->node[i];
+ float dest_angle = model[bp->next_model].node[i];
if (cur_angle != dest_angle) {
still_morphing = 1;
if (fabs(cur_angle - dest_angle) <= iter_angle_max)
- glc->node[i] = dest_angle;
+ bp->node[i] = dest_angle;
else if (fmod(cur_angle - dest_angle + 360, 360) > 180)
- glc->node[i] = fmod(cur_angle + iter_angle_max, 360);
+ bp->node[i] = fmod(cur_angle + iter_angle_max, 360);
else
- glc->node[i] = fmod(cur_angle + 360 - iter_angle_max, 360);
+ bp->node[i] = fmod(cur_angle + 360 - iter_angle_max, 360);
}
}
if (!still_morphing)
- glc->morphing = 0;
+ bp->morphing = 0;
/* colour cycling */
- morph_colour();
+ morph_colour(bp);
#ifdef HAVE_GLUT
glutSwapBuffers();
}
/* wot draws it */
-void glsnake_display(
+ENTRYPOINT void glsnake_display(
#ifndef HAVE_GLUT
ModeInfo * mi
#endif
- ) {
+ )
+{
#ifndef HAVE_GLUT
struct glsnake_cfg * bp = &glc[MI_SCREEN(mi)];
Display * dpy = MI_DISPLAY(mi);
#ifndef HAVE_GLUT
if (!bp->glx_context)
return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
#endif
/* clear the buffer */
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glClear((GLbitfield) GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* go into the modelview stack */
glMatrixMode(GL_MODELVIEW);
for (i = 0; i < NODE_COUNT; i++) {
float rotmat[16];
- ang = glc->node[i];
+ ang = bp->node[i];
/*printf("ang = %f\n", ang);*/
glTranslatef(0.5, 0.5, 0.5); /* move to center */
- glRotatef(90, 0.0, 0.0, -1.0); /* reorient */
+ glRotatef(90.0, 0.0, 0.0, -1.0); /* reorient */
glTranslatef(1.0 + explode, 0.0, 0.0); /* move to new pos. */
- glRotatef(180 + ang, 1.0, 0.0, 0.0); /* pivot to new angle */
+ glRotatef(180.0 + ang, 1.0, 0.0, 0.0); /* pivot to new angle */
glTranslatef(-0.5, -0.5, -0.5); /* return from center */
glGetFloatv(GL_MODELVIEW_MATRIX, rotmat);
glTranslatef(-com[0], -com[1], -com[2]);
glDisable(GL_LIGHTING);
- glColor3f(1.0, 0.0, 0.0);
+ glColor4f(1.0, 0.0, 0.0, 1.0);
glBegin(GL_LINE_STRIP);
for (i = 0; i < NODE_COUNT - 1; i++) {
glVertex3fv(positions[i]);
/* now draw each node along the snake -- this is quite ugly :p */
for (i = 0; i < NODE_COUNT; i++) {
/* choose a colour for this node */
- if ((i == glc->selected || i == glc->selected+1) && interactive)
+ if ((i == bp->selected || i == bp->selected+1) && interactive)
/* yellow */
- glColor3f(1.0, 1.0, 0.0);
- else
- glColor3fv(glc->colour[(i+1)%2]);
+ glColor4f(1.0, 1.0, 0.0, 1.0);
+ else {
+ /*glColor4fv(bp->colour[(i+1)%2]);*/
+ glMaterialfv(GL_FRONT, GL_AMBIENT, bp->colour[(i+1)%2]);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, bp->colour[(i+1)%2]);
+ /*glMaterialfv(GL_FRONT, GL_SPECULAR, bp->colour[(i+1)%2]);*/
+ }
/* draw the node */
if (wireframe)
- glCallList(glc->node_wire);
+ glCallList(bp->node_wire);
else
- glCallList(glc->node_solid);
+ glCallList(bp->node_solid);
/* now work out where to draw the next one */
/* Interpolate between models */
- ang = glc->node[i];
+ ang = bp->node[i];
glTranslatef(0.5, 0.5, 0.5); /* move to center */
- glRotatef(90, 0.0, 0.0, -1.0); /* reorient */
+ glRotatef(90.0, 0.0, 0.0, -1.0); /* reorient */
glTranslatef(1.0 + explode, 0.0, 0.0); /* move to new pos. */
- glRotatef(180 + ang, 1.0, 0.0, 0.0); /* pivot to new angle */
+ glRotatef(180.0 + ang, 1.0, 0.0, 0.0); /* pivot to new angle */
glTranslatef(-0.5, -0.5, -0.5); /* return from center */
}
#ifdef HAVE_GLUT
/* anything that needs to be cleaned up goes here */
-void unmain() {
- glutDestroyWindow(glc->window);
- free(glc);
+static void unmain()
+{
+ glutDestroyWindow(bp->window);
+ free(bp);
}
-void ui_init(int *, char **);
+static void ui_init(int *, char **);
-int main(int argc, char ** argv) {
- glc = malloc(sizeof(struct glsnake_cfg));
- memset(glc, 0, sizeof(struct glsnake_cfg));
+int main(int argc, char ** argv)
+{
+ bp = malloc(sizeof(struct glsnake_cfg));
+ memset(bp, 0, sizeof(struct glsnake_cfg));
- glc->width = 320;
- glc->height = 240;
+ bp->width = 640;
+ bp->height = 480;
ui_init(&argc, argv);
- gettime(&glc->last_iteration);
- memcpy(&glc->last_morph, &glc->last_iteration, sizeof(snaketime));
- srand((unsigned int)GETSECS(glc->last_iteration));
+ gettime(&bp->last_iteration);
+ memcpy(&bp->last_morph, &bp->last_iteration, sizeof(snaketime));
+ srand((unsigned int)GETSECS(bp->last_iteration));
- glc->prev_colour = glc->next_colour = COLOUR_ACYCLIC;
- glc->next_model = RAND(models);
- glc->prev_model = 0;
- start_morph(glc->prev_model, 1);
+ bp->prev_colour = bp->next_colour = COLOUR_ACYCLIC;
+ bp->next_model = RAND(models);
+ bp->prev_model = 0;
+ start_morph(bp->prev_model, 1);
glsnake_init();
#ifdef HAVE_GLUT
/* trackball quaternions */
-float cumquat[4] = {0.0,0.0,0.0,0.0}, oldquat[4] = {0.0,0.0,0.0,0.1};
+static float cumquat[4] = {0.0,0.0,0.0,0.0}, oldquat[4] = {0.0,0.0,0.0,0.1};
/* rotation matrix */
-float rotation[16];
+static float rotation[16];
/* mouse drag vectors: start and end */
-float m_s[3], m_e[3];
+static float mouse_start[3], mouse_end[3];
/* dragging boolean */
-int dragging = 0;
+static int dragging = 0;
/* this function calculates the rotation matrix based on the quaternions
* generated from the mouse drag vectors */
-void calc_rotation() {
+static void calc_rotation()
+{
double Nq, s;
double xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
rotation[15] = 1.0;
}
-inline void ui_mousedrag() {
+static inline void ui_mousedrag()
+{
glMultMatrixf(rotation);
}
-void ui_keyboard(unsigned char c, int x, int y) {
+static void ui_keyboard(unsigned char c, int x__attribute__((__unused__)), int y __attribute__((__unused__)))
+{
int i;
switch (c) {
break;
case '.':
/* next model */
- glc->next_model++;
- glc->next_model %= models;
- start_morph(glc->next_model, 0);
+ bp->next_model++;
+ bp->next_model %= models;
+ start_morph(bp->next_model, 0);
/* Reset last_morph time */
- gettime(&glc->last_morph);
+ gettime(&bp->last_morph);
break;
case ',':
/* previous model */
- glc->next_model = (glc->next_model + models - 1) % models;
- start_morph(glc->next_model, 0);
+ bp->next_model = (bp->next_model + (int)models - 1) % (int)models;
+ start_morph(bp->next_model, 0);
- /* Reset glc->last_morph time */
- gettime(&glc->last_morph);
+ /* Reset bp->last_morph time */
+ gettime(&bp->last_morph);
break;
case '+':
- angvel += DEF_ACCEL;
+ angvel += DEF_ANGVEL;
break;
case '-':
- if (angvel > DEF_ACCEL)
- angvel -= DEF_ACCEL;
+ if (angvel > DEF_ANGVEL)
+ angvel -= DEF_ANGVEL;
break;
case 'i':
if (interactive) {
/* Reset last_iteration and last_morph time */
- gettime(&glc->last_iteration);
- gettime(&glc->last_morph);
+ gettime(&bp->last_iteration);
+ gettime(&bp->last_morph);
}
interactive = 1 - interactive;
glutPostRedisplay();
glEnable(GL_LIGHTING);
glutPostRedisplay();
break;
+ case 'a':
+ transparent = 1 - transparent;
+ if (transparent) {
+ glEnable(GL_BLEND);
+ } else {
+ glDisable(GL_BLEND);
+ }
+ break;
case 'p':
- if (glc->paused) {
+ if (bp->paused) {
/* unpausing, reset last_iteration and last_morph time */
- gettime(&glc->last_iteration);
- gettime(&glc->last_morph);
+ gettime(&bp->last_iteration);
+ gettime(&bp->last_morph);
}
- glc->paused = 1 - glc->paused;
+ bp->paused = 1 - bp->paused;
break;
case 'd':
/* dump the current model so we can add it! */
- printf("# %s\nnoname:\t", model[glc->next_model].name);
- for (i = 0; i < NODE_COUNT; i++) {
- if (glc->node[i] == ZERO)
- printf("Z");
- else if (glc->node[i] == LEFT)
- printf("L");
- else if (glc->node[i] == PIN)
- printf("P");
- else if (glc->node[i] == RIGHT)
- printf("R");
- /*
- else
- printf("%f", node[i].curAngle);
- */
- if (i < NODE_COUNT - 1)
- printf(" ");
+ printf("# %s\nnoname:\t", model[bp->next_model].name);
+ {
+ int i;
+
+ for (i = 0; i < NODE_COUNT; i++) {
+ if (bp->node[i] == ZERO)
+ printf("Z");
+ else if (bp->node[i] == LEFT)
+ printf("L");
+ else if (bp->node[i] == PIN)
+ printf("P");
+ else if (bp->node[i] == RIGHT)
+ printf("R");
+ /*
+ else
+ printf("%f", node[i].curAngle);
+ */
+ if (i < NODE_COUNT - 1)
+ printf(" ");
+ }
}
printf("\n");
break;
case 'f':
- glc->fullscreen = 1 - glc->fullscreen;
- if (glc->fullscreen) {
- glc->old_width = glc->width;
- glc->old_height = glc->height;
+ bp->fullscreen = 1 - bp->fullscreen;
+ if (bp->fullscreen) {
+ bp->old_width = bp->width;
+ bp->old_height = bp->height;
glutFullScreen();
} else {
- glutReshapeWindow(glc->old_width, glc->old_height);
+ glutReshapeWindow(bp->old_width, bp->old_height);
glutPositionWindow(50,50);
}
break;
case 't':
titles = 1 - titles;
- if (interactive || glc->paused)
+ if (interactive || bp->paused)
glutPostRedisplay();
break;
- case 'a':
+ case 'c':
altcolour = 1 - altcolour;
break;
case 'z':
zoom += 1.0;
- glsnake_reshape(glc->width, glc->height);
+ glsnake_reshape(bp->width, bp->height);
break;
case 'Z':
zoom -= 1.0;
- glsnake_reshape(glc->width, glc->height);
+ glsnake_reshape(bp->width, bp->height);
break;
default:
break;
}
}
-void ui_special(int key, int x, int y) {
- int i;
- float *destAngle = &(model[glc->next_model].node[glc->selected]);
+static void ui_special(int key, int x__attribute__((__unused__)), int y __attribute__((__unused__)))
+{
+ float *destAngle = &(model[bp->next_model].node[bp->selected]);
int unknown_key = 0;
if (interactive) {
switch (key) {
case GLUT_KEY_UP:
- glc->selected = (glc->selected + (NODE_COUNT - 2)) % (NODE_COUNT - 1);
+ bp->selected = (bp->selected + (NODE_COUNT - 2)) % (NODE_COUNT - 1);
break;
case GLUT_KEY_DOWN:
- glc->selected = (glc->selected + 1) % (NODE_COUNT - 1);
+ bp->selected = (bp->selected + 1) % (NODE_COUNT - 1);
break;
case GLUT_KEY_LEFT:
*destAngle = fmod(*destAngle+(LEFT), 360);
- glc->morphing = glc->new_morph = 1;
+ bp->morphing = bp->new_morph = 1;
break;
case GLUT_KEY_RIGHT:
*destAngle = fmod(*destAngle+(RIGHT), 360);
- glc->morphing = glc->new_morph = 1;
+ bp->morphing = bp->new_morph = 1;
break;
case GLUT_KEY_HOME:
start_morph(STRAIGHT_MODEL, 0);
glutPostRedisplay();
}
-void ui_mouse(int button, int state, int x, int y) {
+static void ui_mouse(int button, int state, int x, int y)
+{
if (button==0) {
switch (state) {
case GLUT_DOWN:
dragging = 1;
- m_s[0] = M_SQRT1_2 *
- (x - (glc->width / 2.0)) / (glc->width / 2.0);
- m_s[1] = M_SQRT1_2 *
- ((glc->height / 2.0) - y) / (glc->height / 2.0);
- m_s[2] = sqrt(1-(m_s[0]*m_s[0]+m_s[1]*m_s[1]));
+ mouse_start[0] = M_SQRT1_2 *
+ (x - (bp->width / 2.0)) / (bp->width / 2.0);
+ mouse_start[1] = M_SQRT1_2 *
+ ((bp->height / 2.0) - y) / (bp->height / 2.0);
+ mouse_start[2] = sqrt((double)(1-(mouse_start[0]*mouse_start[0]+mouse_start[1]*mouse_start[1])));
break;
case GLUT_UP:
dragging = 0;
glutPostRedisplay();
}
-void ui_motion(int x, int y) {
+static void ui_motion(int x, int y)
+{
double norm;
float q[4];
if (dragging) {
/* construct the motion end vector from the x,y position on the
* window */
- m_e[0] = (x - (glc->width/ 2.0)) / (glc->width / 2.0);
- m_e[1] = ((glc->height / 2.0) - y) / (glc->height / 2.0);
+ mouse_end[0] = M_SQRT1_2 * (x - (bp->width/ 2.0)) / (bp->width / 2.0);
+ mouse_end[1] = M_SQRT1_2 * ((bp->height / 2.0) - y) / (bp->height / 2.0);
/* calculate the normal of the vector... */
- norm = m_e[0] * m_e[0] + m_e[1] * m_e[1];
+ norm = mouse_end[0] * mouse_end[0] + mouse_end[1] * mouse_end[1];
/* check if norm is outside the sphere and wraparound if necessary */
if (norm > 1.0) {
- m_e[0] = -m_e[0];
- m_e[1] = -m_e[1];
- m_e[2] = sqrt(norm - 1);
+ mouse_end[0] = -mouse_end[0];
+ mouse_end[1] = -mouse_end[1];
+ mouse_end[2] = sqrt(norm - 1);
} else {
/* the z value comes from projecting onto an elliptical spheroid */
- m_e[2] = sqrt(1 - norm);
+ mouse_end[2] = sqrt(1 - norm);
}
- /* now here, build a quaternion from m_s and m_e */
- q[0] = m_s[1] * m_e[2] - m_s[2] * m_e[1];
- q[1] = m_s[2] * m_e[0] - m_s[0] * m_e[2];
- q[2] = m_s[0] * m_e[1] - m_s[1] * m_e[0];
- q[3] = m_s[0] * m_e[0] + m_s[1] * m_e[1] + m_s[2] * m_e[2];
+ /* now here, build a quaternion from mouse_start and mouse_end */
+ q[0] = mouse_start[1] * mouse_end[2] - mouse_start[2] * mouse_end[1];
+ q[1] = mouse_start[2] * mouse_end[0] - mouse_start[0] * mouse_end[2];
+ q[2] = mouse_start[0] * mouse_end[1] - mouse_start[1] * mouse_end[0];
+ q[3] = mouse_start[0] * mouse_end[0] + mouse_start[1] * mouse_end[1] + mouse_start[2] * mouse_end[2];
/* new rotation is the product of the new one and the old one */
cumquat[0] = q[3] * oldquat[0] + q[0] * oldquat[3] +
glutPostRedisplay();
}
-void ui_init(int * argc, char ** argv) {
+static void ui_init(int * argc, char ** argv)
+{
glutInit(argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
- glutInitWindowSize(glc->width, glc->height);
- glc->window = glutCreateWindow("glsnake");
+ glutInitWindowSize(bp->width, bp->height);
+ bp->window = glutCreateWindow("glsnake");
glutDisplayFunc(glsnake_display);
glutReshapeFunc(glsnake_reshape);
interactive = DEF_INTERACTIVE;
zoom = DEF_ZOOM;
wireframe = DEF_WIREFRAME;
+ transparent = DEF_TRANSPARENT;
}
#endif /* HAVE_GLUT */
+
+XSCREENSAVER_MODULE ("GLSnake", glsnake)