/* -*- Mode: C; tab-width: 4 -*- */
-/* rubik --- Shows a auto-solving Rubik's cube */
-
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)rubik.c 4.07 97/11/24 xlockmore";
+/* rubik --- Shows an auto-solving Rubik's cube */
+#if 0
+static const char sccsid[] = "@(#)rubik.c 5.01 2001/03/01 xlockmore";
#endif
-#undef DEBUG_LISTS
-#undef LMN
-
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* to use OpenGL at home.
*
* Since I'm not a native English speaker, my apologies for any grammatical
- * mistake.
+ * mistakes.
*
- * My e-mail addresses are
- * vianna@cat.cbpf.br
- * and
- * m-vianna@usa.net
+ * My e-mail address is
+ * mfvianna@centroin.com.br
*
* Marcelo F. Vianna (Jul-31-1997)
*
* Revision History:
- * 26-Sep-98: Added some more movement (the cube do not stays in the screen
- * center anymore. Also fixed the scale problem imediatelly after
- * shuffling when the puzzle is solved.
- * 08-Aug-97: Now has some internals from xrubik by David Bagley
- * This should make it easier to add features.
- * 02-Aug-97: Now behaves more like puzzle.c: first show the cube being
- * shuffled and then being solved. A mode specific option was added:
- * "+/-hideshuffling" to provide the original behavior (in which
- * only the solution is shown).
- * The color labels corners are now rounded.
- * Optimized the cubit() routine using glLists.
- * 01-Aug-97: Shuffling now avoids movements that undoes the previous movement
- * and three consecutive identical moves (which is pretty stupid).
- * improved the "cycles" option in replacement of David's hack,
- * now rp->anglestep is a GLfloat, so this option selects the
- * "exact" number of frames that a rotation (movement) takes to
- * complete.
- * 30-Jul-97: Initial release, there is no algorithm to solve the puzzle,
- * instead, it randomly shuffle the cube and then make the
- * movements in the reverse order.
- * The mode was written in 1 day (I got sick and had the day off).
- * There was not much to do since I could not leave home... :)
- *
+ * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
+ * 01-Mar-2001: Added FPS stuff - Eric Lassauge <lassauge@mail.dotcom.fr>
+ * 01-Nov-2000: Allocation checks
+ * 27-Apr-1999: LxMxN stuff added.
+ * 26-Sep-1998: Added some more movement (the cube does not stay in the screen
+ * center anymore. Also fixed the scale problem immediately after
+ * shuffling when the puzzle is solved.
+ * 08-Aug-1997: Now has some internals from xrubik by David Bagley
+ * This should make it easier to add features.
+ * 02-Aug-1997: Now behaves more like puzzle.c: first show the cube being
+ * shuffled and then being solved. A mode specific option was
+ * added:
+ * "+/-hideshuffling" to provide the original behavior (in which
+ * only the solution is shown).
+ * The color labels corners are now rounded.
+ * Optimized the cubit() routine using glLists.
+ * 01-Aug-1997: Shuffling now avoids movements that undoes the previous
+ * movement and three consecutive identical moves (which is
+ * pretty stupid).
+ * improved the "cycles" option in replacement of David's hack,
+ * now rp->anglestep is a GLfloat, so this option selects the
+ * "exact" number of frames that a rotation (movement) takes to
+ * complete.
+ * 30-Jul-1997: Initial release, there is no algorithm to solve the puzzle,
+ * instead, it randomly shuffle the cube and then make the
+ * movements in the reverse order.
+ * The mode was written in 1 day (I got sick and had the day off).
+ * There was not much to do since I could not leave home... :)
*/
/*-
* Color labels mapping:
* =====================
*
- * +------------+
- * |0--> |
- * || |
- * |v |
- * | TOP(0) |
- * | |
- * | |
- * | 8|
- * +-----------+------------+-----------+
- * |0--> |0--> |0--> |
- * || || || |
- * |v |v |v |
- * | LEFT(1) | FRONT(2) | RIGHT(3) |
- * | | | |
- * | | | |
- * | 8| 8| 8|
- * +-----------+------------+-----------+
- * |0--> |
- * || |
- * |v |
- * | BOTTOM(4) | rp->faces[N][X+AVSIZE*Y]=
- * | | rp->cubeLoc[N][X+AVSIZE*Y]=
- * | |
- * | 8| +---+---+---+
- * +------------+ | | | |
- * |0--> | | 0 | 1 | 2 |
- * || | |---+---+---+
- * |v | | xxxxx(N) |
- * | BACK(5) | | 3 | 4 | 5 |
- * | | +---+---+---+
- * | | | | | |
- * | 8| | 6 | 7 | 8 |
- * +------------+ +---+---+---+
+ * +-----------+
+ * |0--> |
+ * || |
+ * |v TOP(0) |
+ * | |
+ * | 8|
+ * +-----------+-----------+-----------+
+ * |0--> |0--> |0--> |
+ * || || || |
+ * |v LEFT(1) |v FRONT(2) |v RIGHT(3) |
+ * | | | |
+ * | 8| 8| 8|
+ * +-----------+-----------+-----------+
+ * |0--> |
+ * || |
+ * |v BOTTOM(4)|
+ * | |
+ * | 8|
+ * +-----------+ +---+---+---+
+ * |0--> | | 0 | 1 | 2 |
+ * || | |--xxxxx(N)-+
+ * |v BACK(5) | | 3 | 4 | 5 |
+ * | | +---+---+---+
+ * | 8| | 6 | 7 | 8 |
+ * +-----------+ +---+---+---+
*
* Map to 3d
* FRONT => X, Y
* BOTTOM => X, Z
*/
-/*-
- * PURIFY 3.0a on SunOS4 reports an unitialized memory read on each of
- * the glCallList() functions below when using MesaGL 2.1. This has
- * been fixed in MesaGL 2.2 and later releases.
- */
-
-/*-
- * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
- * otherwise caddr_t is not defined correctly
- */
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Rubik"
-# define HACK_INIT init_rubik
-# define HACK_DRAW draw_rubik
-# define rubik_opts xlockmore_opts
+# define MODE_rubik
# define DEFAULTS "*delay: 40000 \n" \
"*count: -30 \n" \
+ "*showFPS: False \n" \
"*cycles: 5 \n" \
"*size: -6 \n"
+# define refresh_rubik 0
+# define rubik_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
# include "vis.h"
#endif /* !STANDALONE */
-#ifdef USE_GL
+#ifdef MODE_rubik
+#define DEF_SIZEX "0"
+#define DEF_SIZEY "0"
+#define DEF_SIZEZ "0"
#define DEF_HIDESHUFFLING "False"
+static int sizex;
+static int sizey;
+static int sizez;
static Bool hideshuffling;
static XrmOptionDescRec opts[] =
{
- {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "on"},
- {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "off"}
+ {"-sizex", ".rubik.sizex", XrmoptionSepArg, 0},
+ {"-sizey", ".rubik.sizey", XrmoptionSepArg, 0},
+ {"-sizez", ".rubik.sizez", XrmoptionSepArg, 0},
+ {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "on"},
+ {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "off"}
};
static argtype vars[] =
{
- {(caddr_t *) & hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool}
+ {&sizex, "sizex", "SizeX", DEF_SIZEX, t_Int},
+ {&sizey, "sizey", "SizeY", DEF_SIZEY, t_Int},
+ {&sizez, "sizez", "SizeZ", DEF_SIZEZ, t_Int},
+ {&hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool}
};
static OptionStruct desc[] =
{
+ {"-sizex num", "number of cubies along x axis (overrides size)"},
+ {"-sizey num", "number of cubies along y axis (overrides size)"},
+ {"-sizez num", "number of cubies along z axis (overrides size)"},
{"-/+hideshuffling", "turn on/off hidden shuffle phase"}
};
-ModeSpecOpt rubik_opts =
+ENTRYPOINT ModeSpecOpt rubik_opts =
{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
ModStruct rubik_description =
{"rubik", "init_rubik", "draw_rubik", "release_rubik",
- "draw_rubik", "change_rubik", NULL, &rubik_opts,
- 10000, -30, 5, -6, 4, 1.0, "",
+ "draw_rubik", "change_rubik", (char *) NULL, &rubik_opts,
+ 10000, -30, 5, -6, 64, 1.0, "",
"Shows an auto-solving Rubik's Cube", 0, NULL};
#endif
/*************************************************************************/
#define MINSIZE 2
-#ifdef LMN /* LxMxN not completed yet... */
#define MAXSIZEX (rp->sizex)
#define MAXSIZEY (rp->sizey)
#define MAXSIZEZ (rp->sizez)
-#define AVSIZE (rp->avsize)
-#define MAXSIZE (rp->maxsize)
-#define AVSIZESQ (rp->avsizeSq)
-#define MAXSIZESQ (rp->maxsizeSq)
-#else
-#define MAXSIZEX (rp->size)
-#define MAXSIZEY (rp->size)
-#define MAXSIZEZ (rp->size)
-#define AVSIZE (rp->size)
-#define MAXSIZE (rp->size)
-#define AVSIZESQ (rp->sizeSq)
-#define MAXSIZESQ (rp->sizeSq)
-#endif
+#define AVSIZE ((rp->sizex+rp->sizey+rp->sizez)/3.0) /* Use of this should be minimized */
+#define MAXMAXSIZE (MAX(MAXSIZEX,MAX(MAXSIZEY,MAXSIZEZ)))
#define MAXSIZEXY (MAXSIZEX*MAXSIZEY)
-#define MAXSIZEZY (MAXSIZEZ*MAXSIZEY)
-#define MAXSIZEXZ (MAXSIZEX*MAXSIZEZ)
+#define MAXSIZEYZ (MAXSIZEY*MAXSIZEZ)
+#define MAXSIZEZX (MAXSIZEZ*MAXSIZEX)
#define LASTX (MAXSIZEX-1)
#define LASTY (MAXSIZEY-1)
#define LASTZ (MAXSIZEZ-1)
#define BOTTOM 2
#define LEFT 3
#define CW (MAXORIENT+1)
+#define HALF (MAXORIENT+2)
#define CCW (2*MAXORIENT-1)
#define TOP_FACE 0
#define BACK_FACE 5
#define NO_FACE (MAXFACES)
#define NO_ROTATION (2*MAXORIENT)
-#define NO_DEPTH MAXSIZE
+#define NO_DEPTH MAXMAXSIZE
#define REVX(a) (MAXSIZEX - a - 1)
#define REVY(a) (MAXSIZEY - a - 1)
#define REVZ(a) (MAXSIZEZ - a - 1)
+#define CUBELEN 0.50
+#define CUBEROUND (CUBELEN-0.05)
+#define STICKERLONG (CUBEROUND-0.05)
+#define STICKERSHORT (STICKERLONG-0.05)
+#define STICKERDEPTH (CUBELEN+0.01)
+
+#define ObjCubit 0
+#define MaxObj 1
typedef struct _RubikLoc {
int face;
int rotation; /* Not used yet */
* Pick a face and a direction on face the next face and orientation
* is then known.
*/
-static RubikLoc slideNextRow[MAXFACES][MAXORIENT] =
+static const RubikLoc slideNextRow[MAXFACES][MAXORIENT] =
{
{
{5, TOP},
/*-
* Examine cubie 0 on each face, its 4 movements (well only 2 since the
* other 2 will be opposites) and translate it into slice movements).
- * Beware.. using this for NxNxN makes some assumptions that referenced
- * cubes are along the diagonal top-left to bottom-right.
* CW = DEEP Depth CCW == SHALLOW Depth with reference to faces 0, 1, and 2
*/
-static RubikLoc rotateSlice[MAXFACES][MAXORIENT / 2] =
+static const RubikLoc rotateSlice[MAXFACES][MAXORIENT / 2] =
{
{
{1, CCW},
* Rotate face clockwise by a number of orients, then the top of the
* face then points to this face
*/
-static int rowToRotate[MAXFACES][MAXORIENT] =
+static const int rowToRotate[MAXFACES][MAXORIENT] =
{
{3, 2, 1, 5},
{2, 4, 5, 0},
{3, 0, 1, 4}
};
-/*
+/*
* This translates a clockwise move to something more manageable
*/
-static RubikRowNext rotateToRow[MAXFACES] = /*CW to min face */
+static const RubikRowNext rotateToRow[MAXFACES] = /*CW to min face */
{
{1, LEFT, TOP},
- {0, BOTTOM, LEFT},
+ {0, BOTTOM, RIGHT},
{0, RIGHT, BOTTOM},
- {0, TOP, RIGHT},
+ {0, TOP, LEFT},
{1, RIGHT, BOTTOM},
{0, LEFT, TOP}
};
GLfloat step;
RubikMove *moves;
int storedmoves;
+ int degreeTurn;
int shufflingmoves;
-#ifdef LMN /* Under construction */
int sizex, sizey, sizez;
- int avsize, maxsize;
- int avsizeSq, maxsizeSq;
-#else
- int size, sizeSq;
-#endif
+ float avsize, avsizeSq;
int action;
int done;
GLfloat anglestep;
GLfloat rotatestep;
GLfloat PX, PY, VX, VY;
GLXContext *glx_context;
- int AreObjectsDefined[1];
} rubikstruct;
-static float front_shininess[] =
-{60.0};
-static float front_specular[] =
-{0.7, 0.7, 0.7, 1.0};
-static float ambient[] =
-{0.0, 0.0, 0.0, 1.0};
-static float diffuse[] =
-{1.0, 1.0, 1.0, 1.0};
-static float position0[] =
-{1.0, 1.0, 1.0, 0.0};
-static float position1[] =
-{-1.0, -1.0, 1.0, 0.0};
-static float lmodel_ambient[] =
-{0.5, 0.5, 0.5, 1.0};
-static float lmodel_twoside[] =
-{GL_TRUE};
-
-static float MaterialRed[] =
-{0.5, 0.0, 0.0, 1.0};
-static float MaterialGreen[] =
-{0.0, 0.5, 0.0, 1.0};
-static float MaterialBlue[] =
-{0.0, 0.0, 0.5, 1.0};
-static float MaterialYellow[] =
-{0.7, 0.7, 0.0, 1.0};
-static float MaterialOrange[] =
-{0.9, 0.45, 0.36, 1.0};
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
+
+static const float MaterialRed[] = {0.5, 0.0, 0.0, 1.0};
+static const float MaterialGreen[] = {0.0, 0.5, 0.0, 1.0};
+static const float MaterialBlue[] = {0.0, 0.0, 0.5, 1.0};
+static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const float MaterialOrange[] = {0.9, 0.45, 0.36, 1.0};
#if 0
-static float MaterialMagenta[] =
-{0.7, 0.0, 0.7, 1.0};
-static float MaterialCyan[] =
-{0.0, 0.7, 0.7, 1.0};
+static float MaterialMagenta[] = {0.7, 0.0, 0.7, 1.0};
+static float MaterialCyan[] = {0.0, 0.7, 0.7, 1.0};
#endif
-static float MaterialWhite[] =
-{0.8, 0.8, 0.8, 1.0};
-static float MaterialGray[] =
-{0.2, 0.2, 0.2, 1.0};
-static float MaterialGray3[] =
-{0.3, 0.3, 0.3, 1.0};
-static float MaterialGray4[] =
-{0.4, 0.4, 0.4, 1.0};
-static float MaterialGray5[] =
-{0.5, 0.5, 0.5, 1.0};
-static float MaterialGray6[] =
-{0.6, 0.6, 0.6, 1.0};
-static float MaterialGray7[] =
-{0.7, 0.7, 0.7, 1.0};
-
-static rubikstruct *rubik = NULL;
-static GLuint objects;
+static const float MaterialWhite[] = {0.8, 0.8, 0.8, 1.0};
+static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0};
+static const float MaterialGray3[] = {0.3, 0.3, 0.3, 1.0};
+static const float MaterialGray4[] = {0.4, 0.4, 0.4, 1.0};
+static const float MaterialGray5[] = {0.5, 0.5, 0.5, 1.0};
+static const float MaterialGray6[] = {0.6, 0.6, 0.6, 1.0};
+static const float MaterialGray7[] = {0.7, 0.7, 0.7, 1.0};
+
+static rubikstruct *rubik = (rubikstruct *) NULL;
-#define ObjCubit 0
static void
pickcolor(int C, int mono)
}
}
-
static void
+faceSizes(rubikstruct * rp, int face, int * sizeOfRow, int * sizeOfColumn)
+{
+ switch (face) {
+ case 0: /* TOP */
+ case 4: /* BOTTOM */
+ *sizeOfRow = MAXSIZEX;
+ *sizeOfColumn = MAXSIZEZ;
+ break;
+ case 1: /* LEFT */
+ case 3: /* RIGHT */
+ *sizeOfRow = MAXSIZEZ;
+ *sizeOfColumn = MAXSIZEY;
+ break;
+ case 2: /* FRONT */
+ case 5: /* BACK */
+ *sizeOfRow = MAXSIZEX;
+ *sizeOfColumn = MAXSIZEY;
+ break;
+ }
+}
+
+static Bool
+checkFaceSquare(rubikstruct * rp, int face)
+{
+ int sizeOfRow, sizeOfColumn;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return (sizeOfRow == sizeOfColumn);
+ /* Cubes can be made square with a 4x2 face where 90 degree turns
+ * should be permitted but that is kind of complicated for me.
+ * This can be done in 2 ways where the side of the cubies are
+ * the same size and one where one side (the side with half the
+ * number of cubies) is twice the size of the other. The first is
+ * complicated because faces of cubies can go under other faces.
+ * The second way is similar to "banded cubes" where scotch tape
+ * restricts the moves of some cubes. Here you have to keep track
+ * of the restrictions and show banded cubies graphically as one
+ * cube.
+ */
+}
+
+static int
+sizeFace(rubikstruct * rp, int face)
+{
+ int sizeOfRow, sizeOfColumn;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return (sizeOfRow * sizeOfColumn);
+}
+
+static int
+sizeRow(rubikstruct * rp, int face)
+{
+ int sizeOfRow, sizeOfColumn; /* sizeOfColumn not used */
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return sizeOfRow;
+}
+
+static Bool
+draw_stickerless_cubit(rubikstruct *rp)
+{
+ glBegin(GL_QUADS);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+ /* Put sticker here */
+ glNormal3f(0.00, 0.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glNormal3f(0.00, 0.00, -1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glNormal3f(-1.00, 0.00, 0.00);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glNormal3f(1.00, 0.00, 0.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glNormal3f(0.00, -1.00, 0.00);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glNormal3f(0.00, 1.00, 0.00);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+
+ /* Edges of cubit */
+ glNormal3f(-1.00, -1.00, 0.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glNormal3f(1.00, 1.00, 0.00);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glNormal3f(-1.00, 1.00, 0.00);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glNormal3f(1.00, -1.00, 0.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glNormal3f(0.00, -1.00, -1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glNormal3f(0.00, 1.00, 1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glNormal3f(0.00, -1.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glNormal3f(0.00, 1.00, -1.00);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glNormal3f(-1.00, 0.00, -1.00);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glNormal3f(1.00, 0.00, 1.00);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glNormal3f(1.00, 0.00, -1.00);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glNormal3f(-1.00, 0.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glEnd();
+ glBegin(GL_TRIANGLES);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+ /* Corners of cubit */
+ glNormal3f(1.00, 1.00, 1.00);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glNormal3f(-1.00, -1.00, -1.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glNormal3f(-1.00, 1.00, 1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glNormal3f(1.00, -1.00, -1.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glNormal3f(1.00, -1.00, 1.00);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glNormal3f(-1.00, 1.00, -1.00);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glNormal3f(-1.00, -1.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glNormal3f(1.00, 1.00, -1.00);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ glEnd();
+ return True;
+}
+
+static Bool
draw_cubit(ModeInfo * mi,
int back, int front, int left, int right, int bottom, int top)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
int mono = MI_IS_MONO(mi);
- if (!rp->AreObjectsDefined[ObjCubit]) {
- glNewList(objects + ObjCubit, GL_COMPILE_AND_EXECUTE);
- glBegin(GL_QUADS);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
- glNormal3f(0.00, 0.00, 1.00);
- glVertex3f(-0.45, -0.45, 0.50);
- glVertex3f(0.45, -0.45, 0.50);
- glVertex3f(0.45, 0.45, 0.50);
- glVertex3f(-0.45, 0.45, 0.50);
- glNormal3f(0.00, 0.00, -1.00);
- glVertex3f(-0.45, 0.45, -0.50);
- glVertex3f(0.45, 0.45, -0.50);
- glVertex3f(0.45, -0.45, -0.50);
- glVertex3f(-0.45, -0.45, -0.50);
- glNormal3f(-1.00, 0.00, 0.00);
- glVertex3f(-0.50, -0.45, 0.45);
- glVertex3f(-0.50, 0.45, 0.45);
- glVertex3f(-0.50, 0.45, -0.45);
- glVertex3f(-0.50, -0.45, -0.45);
- glNormal3f(1.00, 0.00, 0.00);
- glVertex3f(0.50, -0.45, -0.45);
- glVertex3f(0.50, 0.45, -0.45);
- glVertex3f(0.50, 0.45, 0.45);
- glVertex3f(0.50, -0.45, 0.45);
- glNormal3f(0.00, -1.00, 0.00);
- glVertex3f(0.45, -0.50, -0.45);
- glVertex3f(0.45, -0.50, 0.45);
- glVertex3f(-0.45, -0.50, 0.45);
- glVertex3f(-0.45, -0.50, -0.45);
- glNormal3f(0.00, 1.00, 0.00);
- glVertex3f(-0.45, 0.50, -0.45);
- glVertex3f(-0.45, 0.50, 0.45);
- glVertex3f(0.45, 0.50, 0.45);
- glVertex3f(0.45, 0.50, -0.45);
- glNormal3f(-1.00, -1.00, 0.00);
- glVertex3f(-0.45, -0.50, -0.45);
- glVertex3f(-0.45, -0.50, 0.45);
- glVertex3f(-0.50, -0.45, 0.45);
- glVertex3f(-0.50, -0.45, -0.45);
- glNormal3f(1.00, 1.00, 0.00);
- glVertex3f(0.45, 0.50, -0.45);
- glVertex3f(0.45, 0.50, 0.45);
- glVertex3f(0.50, 0.45, 0.45);
- glVertex3f(0.50, 0.45, -0.45);
- glNormal3f(-1.00, 1.00, 0.00);
- glVertex3f(-0.50, 0.45, -0.45);
- glVertex3f(-0.50, 0.45, 0.45);
- glVertex3f(-0.45, 0.50, 0.45);
- glVertex3f(-0.45, 0.50, -0.45);
- glNormal3f(1.00, -1.00, 0.00);
- glVertex3f(0.50, -0.45, -0.45);
- glVertex3f(0.50, -0.45, 0.45);
- glVertex3f(0.45, -0.50, 0.45);
- glVertex3f(0.45, -0.50, -0.45);
- glNormal3f(0.00, -1.00, -1.00);
- glVertex3f(-0.45, -0.45, -0.50);
- glVertex3f(0.45, -0.45, -0.50);
- glVertex3f(0.45, -0.50, -0.45);
- glVertex3f(-0.45, -0.50, -0.45);
- glNormal3f(0.00, 1.00, 1.00);
- glVertex3f(-0.45, 0.45, 0.50);
- glVertex3f(0.45, 0.45, 0.50);
- glVertex3f(0.45, 0.50, 0.45);
- glVertex3f(-0.45, 0.50, 0.45);
- glNormal3f(0.00, -1.00, 1.00);
- glVertex3f(-0.45, -0.50, 0.45);
- glVertex3f(0.45, -0.50, 0.45);
- glVertex3f(0.45, -0.45, 0.50);
- glVertex3f(-0.45, -0.45, 0.50);
- glNormal3f(0.00, 1.00, -1.00);
- glVertex3f(-0.45, 0.50, -0.45);
- glVertex3f(0.45, 0.50, -0.45);
- glVertex3f(0.45, 0.45, -0.50);
- glVertex3f(-0.45, 0.45, -0.50);
- glNormal3f(-1.00, 0.00, -1.00);
- glVertex3f(-0.50, -0.45, -0.45);
- glVertex3f(-0.50, 0.45, -0.45);
- glVertex3f(-0.45, 0.45, -0.50);
- glVertex3f(-0.45, -0.45, -0.50);
- glNormal3f(1.00, 0.00, 1.00);
- glVertex3f(0.50, -0.45, 0.45);
- glVertex3f(0.50, 0.45, 0.45);
- glVertex3f(0.45, 0.45, 0.50);
- glVertex3f(0.45, -0.45, 0.50);
- glNormal3f(1.00, 0.00, -1.00);
- glVertex3f(0.45, -0.45, -0.50);
- glVertex3f(0.45, 0.45, -0.50);
- glVertex3f(0.50, 0.45, -0.45);
- glVertex3f(0.50, -0.45, -0.45);
- glNormal3f(-1.00, 0.00, 1.00);
- glVertex3f(-0.45, -0.45, 0.50);
- glVertex3f(-0.45, 0.45, 0.50);
- glVertex3f(-0.50, 0.45, 0.45);
- glVertex3f(-0.50, -0.45, 0.45);
- glEnd();
- glBegin(GL_TRIANGLES);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
- glNormal3f(1.00, 1.00, 1.00);
- glVertex3f(0.45, 0.45, 0.50);
- glVertex3f(0.50, 0.45, 0.45);
- glVertex3f(0.45, 0.50, 0.45);
- glNormal3f(-1.00, -1.00, -1.00);
- glVertex3f(-0.45, -0.50, -0.45);
- glVertex3f(-0.50, -0.45, -0.45);
- glVertex3f(-0.45, -0.45, -0.50);
- glNormal3f(-1.00, 1.00, 1.00);
- glVertex3f(-0.45, 0.45, 0.50);
- glVertex3f(-0.45, 0.50, 0.45);
- glVertex3f(-0.50, 0.45, 0.45);
- glNormal3f(1.00, -1.00, -1.00);
- glVertex3f(0.50, -0.45, -0.45);
- glVertex3f(0.45, -0.50, -0.45);
- glVertex3f(0.45, -0.45, -0.50);
- glNormal3f(1.00, -1.00, 1.00);
- glVertex3f(0.45, -0.45, 0.50);
- glVertex3f(0.45, -0.50, 0.45);
- glVertex3f(0.50, -0.45, 0.45);
- glNormal3f(-1.00, 1.00, -1.00);
- glVertex3f(-0.50, 0.45, -0.45);
- glVertex3f(-0.45, 0.50, -0.45);
- glVertex3f(-0.45, 0.45, -0.50);
- glNormal3f(-1.00, -1.00, 1.00);
- glVertex3f(-0.45, -0.45, 0.50);
- glVertex3f(-0.50, -0.45, 0.45);
- glVertex3f(-0.45, -0.50, 0.45);
- glNormal3f(1.00, 1.00, -1.00);
- glVertex3f(0.50, 0.45, -0.45);
- glVertex3f(0.45, 0.45, -0.50);
- glVertex3f(0.45, 0.50, -0.45);
- glEnd();
- glEndList();
- rp->AreObjectsDefined[ObjCubit] = 1;
-#ifdef DEBUG_LISTS
- (void) printf("Cubit drawn SLOWLY\n");
-#endif
- } else {
- glCallList(objects + ObjCubit);
-#ifdef DEBUG_LISTS
- (void) printf("Cubit drawn quickly\n");
-#endif
- }
-
+ if (!draw_stickerless_cubit(rp))
+ return False;
if (back != NO_FACE) {
glBegin(GL_POLYGON);
pickcolor(back, mono);
glNormal3f(0.00, 0.00, -1.00);
- glVertex3f(-0.35, 0.40, -0.51);
- glVertex3f(0.35, 0.40, -0.51);
- glVertex3f(0.40, 0.35, -0.51);
- glVertex3f(0.40, -0.35, -0.51);
- glVertex3f(0.35, -0.40, -0.51);
- glVertex3f(-0.35, -0.40, -0.51);
- glVertex3f(-0.40, -0.35, -0.51);
- glVertex3f(-0.40, 0.35, -0.51);
+ glVertex3f(-STICKERSHORT, STICKERLONG, -STICKERDEPTH);
+ glVertex3f(STICKERSHORT, STICKERLONG, -STICKERDEPTH);
+ glVertex3f(STICKERLONG, STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(STICKERLONG, -STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
+ glVertex3f(-STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
+ glVertex3f(-STICKERLONG, -STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(-STICKERLONG, STICKERSHORT, -STICKERDEPTH);
glEnd();
}
if (front != NO_FACE) {
glBegin(GL_POLYGON);
pickcolor(front, mono);
glNormal3f(0.00, 0.00, 1.00);
- glVertex3f(-0.35, -0.40, 0.51);
- glVertex3f(0.35, -0.40, 0.51);
- glVertex3f(0.40, -0.35, 0.51);
- glVertex3f(0.40, 0.35, 0.51);
- glVertex3f(0.35, 0.40, 0.51);
- glVertex3f(-0.35, 0.40, 0.51);
- glVertex3f(-0.40, 0.35, 0.51);
- glVertex3f(-0.40, -0.35, 0.51);
+ glVertex3f(-STICKERSHORT, -STICKERLONG, STICKERDEPTH);
+ glVertex3f(STICKERSHORT, -STICKERLONG, STICKERDEPTH);
+ glVertex3f(STICKERLONG, -STICKERSHORT, STICKERDEPTH);
+ glVertex3f(STICKERLONG, STICKERSHORT, STICKERDEPTH);
+ glVertex3f(STICKERSHORT, STICKERLONG, STICKERDEPTH);
+ glVertex3f(-STICKERSHORT, STICKERLONG, STICKERDEPTH);
+ glVertex3f(-STICKERLONG, STICKERSHORT, STICKERDEPTH);
+ glVertex3f(-STICKERLONG, -STICKERSHORT, STICKERDEPTH);
glEnd();
}
if (left != NO_FACE) {
glBegin(GL_POLYGON);
pickcolor(left, mono);
glNormal3f(-1.00, 0.00, 0.00);
- glVertex3f(-0.51, -0.35, 0.40);
- glVertex3f(-0.51, 0.35, 0.40);
- glVertex3f(-0.51, 0.40, 0.35);
- glVertex3f(-0.51, 0.40, -0.35);
- glVertex3f(-0.51, 0.35, -0.40);
- glVertex3f(-0.51, -0.35, -0.40);
- glVertex3f(-0.51, -0.40, -0.35);
- glVertex3f(-0.51, -0.40, 0.35);
+ glVertex3f(-STICKERDEPTH, -STICKERSHORT, STICKERLONG);
+ glVertex3f(-STICKERDEPTH, STICKERSHORT, STICKERLONG);
+ glVertex3f(-STICKERDEPTH, STICKERLONG, STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, STICKERLONG, -STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, STICKERSHORT, -STICKERLONG);
+ glVertex3f(-STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
+ glVertex3f(-STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, -STICKERLONG, STICKERSHORT);
glEnd();
}
if (right != NO_FACE) {
glBegin(GL_POLYGON);
pickcolor(right, mono);
glNormal3f(1.00, 0.00, 0.00);
- glVertex3f(0.51, -0.35, -0.40);
- glVertex3f(0.51, 0.35, -0.40);
- glVertex3f(0.51, 0.40, -0.35);
- glVertex3f(0.51, 0.40, 0.35);
- glVertex3f(0.51, 0.35, 0.40);
- glVertex3f(0.51, -0.35, 0.40);
- glVertex3f(0.51, -0.40, 0.35);
- glVertex3f(0.51, -0.40, -0.35);
+ glVertex3f(STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
+ glVertex3f(STICKERDEPTH, STICKERSHORT, -STICKERLONG);
+ glVertex3f(STICKERDEPTH, STICKERLONG, -STICKERSHORT);
+ glVertex3f(STICKERDEPTH, STICKERLONG, STICKERSHORT);
+ glVertex3f(STICKERDEPTH, STICKERSHORT, STICKERLONG);
+ glVertex3f(STICKERDEPTH, -STICKERSHORT, STICKERLONG);
+ glVertex3f(STICKERDEPTH, -STICKERLONG, STICKERSHORT);
+ glVertex3f(STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
glEnd();
}
if (bottom != NO_FACE) {
glBegin(GL_POLYGON);
pickcolor(bottom, mono);
glNormal3f(0.00, -1.00, 0.00);
- glVertex3f(0.40, -0.51, -0.35);
- glVertex3f(0.40, -0.51, 0.35);
- glVertex3f(0.35, -0.51, 0.40);
- glVertex3f(-0.35, -0.51, 0.40);
- glVertex3f(-0.40, -0.51, 0.35);
- glVertex3f(-0.40, -0.51, -0.35);
- glVertex3f(-0.35, -0.51, -0.40);
- glVertex3f(0.35, -0.51, -0.40);
+ glVertex3f(STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(STICKERLONG, -STICKERDEPTH, STICKERSHORT);
+ glVertex3f(STICKERSHORT, -STICKERDEPTH, STICKERLONG);
+ glVertex3f(-STICKERSHORT, -STICKERDEPTH, STICKERLONG);
+ glVertex3f(-STICKERLONG, -STICKERDEPTH, STICKERSHORT);
+ glVertex3f(-STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(-STICKERSHORT, -STICKERDEPTH, -STICKERLONG);
+ glVertex3f(STICKERSHORT, -STICKERDEPTH, -STICKERLONG);
glEnd();
}
if (top != NO_FACE) {
glBegin(GL_POLYGON);
pickcolor(top, mono);
glNormal3f(0.00, 1.00, 0.00);
- glVertex3f(-0.40, 0.51, -0.35);
- glVertex3f(-0.40, 0.51, 0.35);
- glVertex3f(-0.35, 0.51, 0.40);
- glVertex3f(0.35, 0.51, 0.40);
- glVertex3f(0.40, 0.51, 0.35);
- glVertex3f(0.40, 0.51, -0.35);
- glVertex3f(0.35, 0.51, -0.40);
- glVertex3f(-0.35, 0.51, -0.40);
+ glVertex3f(-STICKERLONG, STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(-STICKERLONG, STICKERDEPTH, STICKERSHORT);
+ glVertex3f(-STICKERSHORT, STICKERDEPTH, STICKERLONG);
+ glVertex3f(STICKERSHORT, STICKERDEPTH, STICKERLONG);
+ glVertex3f(STICKERLONG, STICKERDEPTH, STICKERSHORT);
+ glVertex3f(STICKERLONG, STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(STICKERSHORT, STICKERDEPTH, -STICKERLONG);
+ glVertex3f(-STICKERSHORT, STICKERDEPTH, -STICKERLONG);
glEnd();
}
+ return True;
}
-
-static RubikSlice
-convertMove(rubikstruct * rp, RubikMove move)
+/* Convert move to weird general notation */
+static void
+convertMove(rubikstruct * rp, RubikMove move, RubikSlice * slice)
{
- RubikSlice slice;
RubikLoc plane;
+ int sizeOfRow, sizeOfColumn;
plane = rotateSlice[(int) move.face][move.direction % 2];
- slice.face = plane.face;
- slice.rotation = plane.rotation;
- if (slice.rotation == CW) /* I just know this to be true... */
- slice.depth = AVSIZESQ - 1 - move.position;
- else
- slice.depth = move.position;
- slice.depth = slice.depth / AVSIZE;
- /* If slice.depth = 0 then face 0, face 1, or face 2 moves */
+ (*slice).face = plane.face;
+ (*slice).rotation = plane.rotation;
+
+ faceSizes(rp, move.face, &sizeOfRow, &sizeOfColumn);
+ if (plane.face == 1 || /* VERTICAL */
+ (plane.face == 2 && (move.face == 1 || move.face == 3))) {
+ if ((*slice).rotation == CW)
+ (*slice).depth = sizeOfRow - 1 - move.position %
+ sizeOfRow;
+ else
+ (*slice).depth = move.position % sizeOfRow;
+ } else { /* (plane.face == 0 || *//* HORIZONTAL *//*
+ (plane.face == 2 && (move.face == 0 || move.face == 4))) */
+ if ((*slice).rotation == CW)
+ (*slice).depth = sizeOfColumn - 1 - move.position /
+ sizeOfRow;
+ else
+ (*slice).depth = move.position / sizeOfRow;
+ }
+ /* If (*slice).depth = 0 then face 0, face 1, or face 2 moves */
if (move.direction / 2)
- slice.rotation = (plane.rotation == CW) ? CCW : CW;
- return slice;
+ (*slice).rotation = ((*slice).rotation == CW) ? CCW : CW;
}
-/* Assume for the moment that the size is at least 2 */
-static void
+/* Assume the size is at least 2, or its just not challenging... */
+static Bool
draw_cube(ModeInfo * mi)
{
#define S1 1
#define MIDX(a) (((GLfloat)(2*a-MAXSIZEX+1))/2.0)
#define MIDY(a) (((GLfloat)(2*a-MAXSIZEY+1))/2.0)
#define MIDZ(a) (((GLfloat)(2*a-MAXSIZEZ+1))/2.0)
+#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t)) return False
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
RubikSlice slice;
GLfloat rotatestep;
slice.rotation = NO_ROTATION;
slice.depth = NO_DEPTH;
} else {
- slice = convertMove(rp, rp->movement);
+ convertMove(rp, rp->movement, &slice);
}
rotatestep = (slice.rotation == CCW) ? rp->rotatestep : -rp->rotatestep;
+
/*-
* The glRotatef() routine transforms the coordinate system for every future
* vertex specification (this is not so simple, but by now comprehending this
glRotatef(rotatestep, 0, HALFY, 0);
glTranslatef(-HALFX, -HALFY, -HALFZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
}
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, -SZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
}
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
}
- glTranslatef(1, 0, -SZ);
- draw_cubit(mi,
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
}
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
if (slice.depth == REVY(j))
glRotatef(rotatestep, 0, HALFY, 0);
glTranslatef(-HALFX, MIDY(j), -HALFZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(1, 0, -SZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
/* Center */
glTranslatef(0, 0, SZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(S1, 0, -SZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
glRotatef(rotatestep, 0, HALFY, 0);
glTranslatef(-HALFX, HALFY, -HALFZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
}
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, -SZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
}
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
}
glTranslatef(S1, 0, -SZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
}
glTranslatef(0, 0, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
glRotatef(-rotatestep, HALFX, 0, 0);
glTranslatef(-HALFX, -HALFY, -HALFZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, -SY, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
}
glTranslatef(0, -SY, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
if (slice.depth == i)
glRotatef(-rotatestep, HALFX, 0, 0);
glTranslatef(MIDX(i), -HALFY, -HALFZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, -SY, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
/* Center */
glTranslatef(0, SY, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
}
glTranslatef(0, -SY, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
if (slice.depth == MAXSIZEX - 1)
glRotatef(-rotatestep, HALFX, 0, 0);
glTranslatef(HALFX, -HALFY, -HALFZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
for (k = 1; k < MAXSIZEZ - 1; k++) {
glTranslatef(0, -SY, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
}
glTranslatef(0, -SY, S1);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
glRotatef(rotatestep, 0, 0, HALFZ);
glTranslatef(-HALFX, -HALFY, -HALFZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
}
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(-SX, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
glTranslatef(-SX, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
}
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
if (slice.depth == REVZ(k))
glRotatef(rotatestep, 0, 0, HALFZ);
glTranslatef(-HALFX, -HALFY, MIDZ(k));
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
}
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(-SX, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
/* Center */
glTranslatef(SX, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
glTranslatef(-SX, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
}
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
if (slice.depth == 0)
glRotatef(rotatestep, 0, 0, HALFZ);
glTranslatef(-HALFX, -HALFY, HALFZ);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
}
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
for (j = 1; j < MAXSIZEY - 1; j++) {
glTranslatef(-SX, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
NO_FACE, NO_FACE);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
glTranslatef(-SX, S1, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
NO_FACE, NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
}
glTranslatef(S1, 0, 0);
- draw_cubit(mi,
+ DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
break;
}
+ return True;
#undef S1
}
static void
readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
{
- int g;
+ int g, sizeOfRow;
+ sizeOfRow = sizeRow(rp, face);
if (dir == TOP || dir == BOTTOM)
for (g = 0; g < size; g++)
rp->rowLoc[orient][g] =
- rp->cubeLoc[face][g * size + h];
+ rp->cubeLoc[face][g * sizeOfRow + h];
else /* dir == RIGHT || dir == LEFT */
for (g = 0; g < size; g++)
rp->rowLoc[orient][g] =
- rp->cubeLoc[face][h * size + g];
+ rp->cubeLoc[face][h * sizeOfRow + g];
}
static void
static void
writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
{
- int g, position;
+ int g, position, sizeOfRow;
+ sizeOfRow = sizeRow(rp, face);
if (dir == TOP || dir == BOTTOM) {
for (g = 0; g < size; g++) {
- position = g * size + h;
+ position = g * sizeOfRow + h;
rp->cubeLoc[face][position] = rp->rowLoc[orient][g];
/* DrawSquare(face, position); */
}
} else { /* dir == RIGHT || dir == LEFT */
for (g = 0; g < size; g++) {
- position = h * size + g;
+ position = h * sizeOfRow + g;
rp->cubeLoc[face][position] = rp->rowLoc[orient][g];
/* DrawSquare(face, position); */
}
}
}
-static void
+static Bool
rotateFace(rubikstruct * rp, int face, int direction)
{
- int position, i, j;
- RubikLoc *faceLoc = NULL;
-
- if ((faceLoc = (RubikLoc *) malloc(AVSIZESQ * sizeof (RubikLoc))) == NULL)
- (void) fprintf(stderr,
- "Could not allocate memory for rubik face position info\n");
+ int position, i, j, sizeOfRow, sizeOfColumn, sizeOnPlane;
+ RubikLoc *faceLoc;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ sizeOnPlane = sizeOfRow * sizeOfColumn;
+ if ((faceLoc = (RubikLoc *) malloc(sizeOnPlane *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
/* Read Face */
- for (position = 0; position < AVSIZESQ; position++)
+ for (position = 0; position < sizeOnPlane; position++)
faceLoc[position] = rp->cubeLoc[face][position];
/* Write Face */
- for (position = 0; position < AVSIZESQ; position++) {
- i = position % AVSIZE;
- j = position / AVSIZE;
- rp->cubeLoc[face][position] = (direction == CW) ?
- faceLoc[(AVSIZE - i - 1) * AVSIZE + j] :
- faceLoc[i * AVSIZE + AVSIZE - j - 1];
+ for (position = 0; position < sizeOnPlane; position++) {
+ i = position % sizeOfRow;
+ j = position / sizeOfRow;
+ if (direction == CW)
+ rp->cubeLoc[face][position] =
+ faceLoc[(sizeOfRow - i - 1) * sizeOfRow + j];
+ else if (direction == CCW)
+ rp->cubeLoc[face][position] =
+ faceLoc[i * sizeOfRow + sizeOfColumn - j - 1];
+ else /* (direction == HALF) */
+ rp->cubeLoc[face][position] =
+ faceLoc[sizeOfRow - i - 1 + (sizeOfColumn - j - 1) * sizeOfRow];
rp->cubeLoc[face][position].rotation =
- (rp->cubeLoc[face][position].rotation + direction - MAXORIENT) %
- MAXORIENT;
+ (rp->cubeLoc[face][position].rotation +
+ direction - MAXORIENT) % MAXORIENT;
/* DrawSquare(face, position); */
}
if (faceLoc != NULL)
(void) free((void *) faceLoc);
+ return True;
}
+/* Yeah this is big and ugly */
static void
+slideRC(int face, int direction, int h, int sizeOnOppAxis,
+ int *newFace, int *newDirection, int *newH,
+ int *rotate, Bool *reverse)
+{
+ *newFace = slideNextRow[face][direction].face;
+ *rotate = slideNextRow[face][direction].rotation;
+ *newDirection = (*rotate + direction) % MAXORIENT;
+ switch (*rotate) {
+ case TOP:
+ *newH = h;
+ *reverse = False;
+ break;
+ case RIGHT:
+ if (*newDirection == TOP || *newDirection == BOTTOM) {
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = False;
+ } else { /* *newDirection == RIGHT || *newDirection == LEFT */
+ *newH = h;
+ *reverse = True;
+ }
+ break;
+ case BOTTOM:
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = True;
+ break;
+ case LEFT:
+ if (*newDirection == TOP || *newDirection == BOTTOM) {
+ *newH = h;
+ *reverse = True;
+ } else { /* *newDirection == RIGHT || *newDirection == LEFT */
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = False;
+ }
+ break;
+ default:
+ (void) printf("slideRC: rotate %d\n", *rotate);
+ *newH = 0;
+ *reverse = False;
+ }
+}
+
+static Bool
moveRubik(rubikstruct * rp, int face, int direction, int position)
{
- int newFace, newDirection, rotate, reverse = False;
- int h, k, newH = 0;
- int i, j;
+ int newFace, newDirection, rotate, reverse;
+ int h, k, newH;
+ int i, j, sizeOfRow, sizeOfColumn, sizeOnAxis, sizeOnOppAxis;
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
if (direction == CW || direction == CCW) {
direction = (direction == CCW) ?
(rotateToRow[face].direction + 2) % MAXORIENT :
rotateToRow[face].direction;
- i = j = (rotateToRow[face].sideFace == RIGHT ||
- rotateToRow[face].sideFace == BOTTOM) ? AVSIZE - 1 : 0;
+ if (rotateToRow[face].sideFace == RIGHT) {
+ i = j = sizeOfColumn - 1;
+ } else if (rotateToRow[face].sideFace == BOTTOM) {
+ i = j = sizeOfRow - 1;
+ } else {
+ i = j = 0;
+ }
face = rotateToRow[face].face;
- position = j * AVSIZE + i;
+ position = j * sizeOfRow + i;
}
- i = position % AVSIZE;
- j = position / AVSIZE;
+ i = position % sizeOfRow;
+ j = position / sizeOfRow;
h = (direction == TOP || direction == BOTTOM) ? i : j;
- /* rotate sides CW or CCW */
- if (h == AVSIZE - 1) {
+ if (direction == TOP || direction == BOTTOM) {
+ sizeOnAxis = sizeOfColumn;
+ sizeOnOppAxis = sizeOfRow;
+ } else {
+ sizeOnAxis = sizeOfRow;
+ sizeOnOppAxis = sizeOfColumn;
+ }
+ /* rotate sides CW or CCW or HALF) */
+
+ if (h == sizeOnOppAxis - 1) {
newDirection = (direction == TOP || direction == BOTTOM) ?
TOP : RIGHT;
- if (direction == TOP || direction == RIGHT)
- rotateFace(rp, rowToRotate[face][newDirection], CW);
- else /* direction == BOTTOM || direction == LEFT */
- rotateFace(rp, rowToRotate[face][newDirection], CCW);
+ if (rp->degreeTurn == 180) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], HALF))
+ return False;
+ } else if (direction == TOP || direction == RIGHT) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CW))
+ return False;
+ } else { /* direction == BOTTOM || direction == LEFT */
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CCW))
+ return False;
+ }
}
if (h == 0) {
newDirection = (direction == TOP || direction == BOTTOM) ?
BOTTOM : LEFT;
- if (direction == TOP || direction == RIGHT)
- rotateFace(rp, rowToRotate[face][newDirection], CCW);
- else /* direction == BOTTOM || direction == LEFT */
- rotateFace(rp, rowToRotate[face][newDirection], CW);
- }
- /* Slide rows */
- readRC(rp, face, direction, h, 0, AVSIZE);
- for (k = 1; k <= MAXORIENT; k++) {
- newFace = slideNextRow[face][direction].face;
- rotate = slideNextRow[face][direction].rotation;
- newDirection = (rotate + direction) % MAXORIENT;
- switch (rotate) {
- case TOP:
- newH = h;
- reverse = False;
- break;
- case RIGHT:
- if (newDirection == TOP || newDirection == BOTTOM) {
- newH = AVSIZE - 1 - h;
- reverse = False;
- } else { /* newDirection == RIGHT || newDirection == LEFT */
- newH = h;
- reverse = True;
- }
- break;
- case BOTTOM:
- newH = AVSIZE - 1 - h;
- reverse = True;
- break;
- case LEFT:
- if (newDirection == TOP || newDirection == BOTTOM) {
- newH = h;
- reverse = True;
- } else { /* newDirection == RIGHT || newDirection == LEFT */
- newH = AVSIZE - 1 - h;
- reverse = False;
- }
- break;
- default:
- (void) printf("moveRubik: rotate %d\n", rotate);
+ if (rp->degreeTurn == 180) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], HALF))
+ return False;
+ } else if (direction == TOP || direction == RIGHT) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CCW))
+ return False;
+ } else { /* direction == BOTTOM || direction == LEFT */
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CW))
+ return False;
}
- if (k != MAXORIENT)
- readRC(rp, newFace, newDirection, newH, k, AVSIZE);
- rotateRC(rp, rotate, k - 1, AVSIZE);
+ }
+ /* Slide rows or columns */
+ readRC(rp, face, direction, h, 0, sizeOnAxis);
+ if (rp->degreeTurn == 180) {
+ int sizeOnDepthAxis;
+
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ sizeOnDepthAxis = sizeFace(rp, newFace) / sizeOnOppAxis;
+ readRC(rp, newFace, newDirection, newH, 1, sizeOnDepthAxis);
+ rotateRC(rp, rotate, 0, sizeOnAxis);
if (reverse == True)
- reverseRC(rp, k - 1, AVSIZE);
- writeRC(rp, newFace, newDirection, newH, k - 1, AVSIZE);
+ reverseRC(rp, 0, sizeOnAxis);
face = newFace;
direction = newDirection;
h = newH;
- }
+ for (k = 2; k <= MAXORIENT + 1; k++) {
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ if (k != MAXORIENT && k != MAXORIENT + 1)
+ readRC(rp, newFace, newDirection, newH, k,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ rotateRC(rp, rotate, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ if (k != MAXORIENT + 1)
+ rotateRC(rp, rotate, k - 1,
+ (k % 2) ? sizeOnAxis : sizeOnDepthAxis);
+ if (reverse == True) {
+ reverseRC(rp, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ if (k != MAXORIENT + 1)
+ reverseRC(rp, k - 1,
+ (k % 2) ? sizeOnAxis : sizeOnDepthAxis);
+ }
+ writeRC(rp, newFace, newDirection, newH, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ face = newFace;
+ direction = newDirection;
+ h = newH;
+ }
+ } else {
+ for (k = 1; k <= MAXORIENT; k++) {
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ if (k != MAXORIENT)
+ readRC(rp, newFace, newDirection, newH, k, sizeOnAxis);
+ rotateRC(rp, rotate, k - 1, sizeOnAxis);
+ if (reverse == True)
+ reverseRC(rp, k - 1, sizeOnAxis);
+ writeRC(rp, newFace, newDirection, newH, k - 1, sizeOnAxis);
+ face = newFace;
+ direction = newDirection;
+ h = newH;
+ }
+ }
+ return True;
}
#ifdef DEBUG
void
printCube(rubikstruct * rp)
{
- int face, position;
+ int face, position, sizeOfRow, sizeOfColumn;
for (face = 0; face < MAXFACES; face++) {
- for (position = 0; position < AVSIZESQ; position++) {
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ for (position = 0; position < sizeOfRow * sizeOfColumn; position++) {
(void) printf("%d %d ", rp->cubeLoc[face][position].face,
rp->cubeLoc[face][position].rotation);
- if (!((position + 1) % AVSIZE))
+ if (!((position + 1) % sizeOfRow))
(void) printf("\n");
}
(void) printf("\n");
#endif
-static void
+static Bool
evalmovement(ModeInfo * mi, RubikMove movement)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
printCube(rp);
#endif
if (movement.face < 0 || movement.face >= MAXFACES)
- return;
-
- moveRubik(rp, movement.face, movement.direction, movement.position);
-
+ return True;
+ if (!moveRubik(rp, movement.face, movement.direction, movement.position))
+ return False;
+ return True;
}
static Bool
{
RubikSlice slice1, slice2;
- slice1 = convertMove(rp, move1);
- slice2 = convertMove(rp, move2);
+ convertMove(rp, move1, &slice1);
+ convertMove(rp, move2, &slice2);
if (slice1.face == slice2.face &&
slice1.depth == slice2.depth) {
if (slice1.rotation == slice2.rotation) { /* CW or CCW */
return False;
}
-static void
+static Bool
shuffle(ModeInfo * mi)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
int i, face, position;
RubikMove move;
- AVSIZE = MI_SIZE(mi);
- if (AVSIZE < -MINSIZE)
- AVSIZE = NRAND(-AVSIZE - MINSIZE + 1) + MINSIZE;
- else if (AVSIZE < MINSIZE)
- AVSIZE = MINSIZE;
- /* Let me waste a little space for the moment */
- /* Future cube to be LxMxN and not just NxNxN, but not done yet */
- AVSIZESQ = AVSIZE * AVSIZE;
-#ifdef LMN
- MAXSIZEX = AVSIZE;
- MAXSIZEY = AVSIZE;
- MAXSIZEZ = AVSIZE;
- MAXSIZE = AVSIZE;
- MAXSIZESQ = AVSIZESQ;
-#endif
+ if (sizex)
+ i = sizex;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+
+ if (LRAND() % 2 && !sizey && !sizez) { /* Make normal (NxNxN) cubes more likely */
+ MAXSIZEX = MAXSIZEY = MAXSIZEZ = i;
+ } else {
+ MAXSIZEX = i;
+ if (sizey)
+ i = sizey;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+ if (LRAND() % 2 && !sizez) { /* Make more MxNxN more likely than LxMxN */
+ MAXSIZEY = MAXSIZEZ = i;
+ } else {
+ MAXSIZEY = i;
+ if (sizez)
+ i = sizez;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+ MAXSIZEZ = i;
+ }
+ }
for (face = 0; face < MAXFACES; face++) {
if (rp->cubeLoc[face] != NULL)
(void) free((void *) rp->cubeLoc[face]);
- if ((rp->cubeLoc[face] =
- (RubikLoc *) malloc(AVSIZESQ * sizeof (RubikLoc))) == NULL)
- (void) fprintf(stderr,
- "Could not allocate memory for rubik cube position info\n");
- for (position = 0; position < AVSIZESQ; position++) {
+ if ((rp->cubeLoc[face] = (RubikLoc *) malloc(sizeFace(rp, face) *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
+ for (position = 0; position < sizeFace(rp, face); position++) {
rp->cubeLoc[face][position].face = face;
rp->cubeLoc[face][position].rotation = TOP;
}
for (i = 0; i < MAXORIENT; i++) {
if (rp->rowLoc[i] != NULL)
(void) free((void *) rp->rowLoc[i]);
- if ((rp->rowLoc[i] =
- (RubikLoc *) malloc(AVSIZE * sizeof (RubikLoc))) == NULL)
- (void) fprintf(stderr,
- "Could not allocate memory for rubik row position info\n");
+ /* The following is reused so make it the biggest size */
+ if ((rp->rowLoc[i] = (RubikLoc *) malloc(MAXMAXSIZE *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
}
rp->storedmoves = MI_COUNT(mi);
if (rp->storedmoves < 0) {
if (rp->moves != NULL)
(void) free((void *) rp->moves);
- rp->moves = NULL;
+ rp->moves = (RubikMove *) NULL;
rp->storedmoves = NRAND(-rp->storedmoves) + 1;
}
if ((rp->storedmoves) && (rp->moves == NULL))
- if ((rp->moves =
- (RubikMove *) calloc(rp->storedmoves + 1, sizeof (RubikMove))) == NULL)
- (void) fprintf(stderr,
- "Could not allocate memory for rubik move buffer\n");
-
+ if ((rp->moves = (RubikMove *) calloc(rp->storedmoves + 1,
+ sizeof (RubikMove))) == NULL) {
+ return False;
+ }
if (MI_CYCLES(mi) <= 1) {
rp->anglestep = 90.0;
} else {
}
for (i = 0; i < rp->storedmoves; i++) {
- int condition;
+ Bool condition;
do {
- move.face = NRAND(6);
- move.direction = NRAND(4); /* Exclude CW and CCW, its ok */
- /*
- * Randomize position along diagonal, each plane gets an equal chance.
- * This trick will only work for NxNxN cubes
- * draw_cube DEPENDS on that they are chosen this way.
- */
- move.position = NRAND(AVSIZE) * (AVSIZE + 1);
-
-
- condition = 1;
-
- if (i > 0) /* avoid immediate undoing moves */
+ move.face = NRAND(MAXFACES);
+ move.direction = NRAND(MAXORIENT); /* Exclude CW and CCW, its ok */
+ move.position = NRAND(sizeFace(rp, move.face));
+ rp->degreeTurn = (checkFaceSquare(rp,
+ rowToRotate[move.face][move.direction])) ? 90 : 180;
+ condition = True;
+ if (i > 0) { /* avoid immediate undoing moves */
if (compare_moves(rp, move, rp->moves[i - 1], True))
- condition = 0;
+ condition = False;
+ if (rp->degreeTurn == 180 &&
+ compare_moves(rp, move, rp->moves[i - 1], False))
+ condition = False;
+ }
if (i > 1) /* avoid 3 consecutive identical moves */
if (compare_moves(rp, move, rp->moves[i - 1], False) &&
compare_moves(rp, move, rp->moves[i - 2], False))
- condition = 0;
+ condition = False;
/*
- * Still some silly moves being made....
+ * Still some silly moves being made....
*/
} while (!condition);
if (hideshuffling)
- evalmovement(mi, move);
+ if (!evalmovement(mi, move))
+ return False;
rp->moves[i] = move;
}
rp->VX = 0.05;
rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE;
rp->shufflingmoves = 0;
rp->done = 0;
+ return True;
}
-static void
-reshape(ModeInfo * mi, int width, int height)
+ENTRYPOINT void
+reshape_rubik(ModeInfo * mi, int width, int height)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
glMatrixMode(GL_MODELVIEW);
- rp->AreObjectsDefined[ObjCubit] = 0;
}
-static void
+static Bool
pinit(ModeInfo * mi)
{
glClearDepth(1.0);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
- shuffle(mi);
+ return (shuffle(mi));
}
-void
+static void
+free_rubik(rubikstruct *rp)
+{
+ int i;
+
+ for (i = 0; i < MAXFACES; i++)
+ if (rp->cubeLoc[i] != NULL) {
+ (void) free((void *) rp->cubeLoc[i]);
+ rp->cubeLoc[i] = (RubikLoc *) NULL;
+ }
+ for (i = 0; i < MAXORIENT; i++)
+ if (rp->rowLoc[i] != NULL) {
+ (void) free((void *) rp->rowLoc[i]);
+ rp->rowLoc[i] = (RubikLoc *) NULL;
+ }
+ if (rp->moves != NULL) {
+ (void) free((void *) rp->moves);
+ rp->moves = (RubikMove *) NULL;
+ }
+}
+
+ENTRYPOINT void
+release_rubik(ModeInfo * mi)
+{
+ if (rubik != NULL) {
+ int screen;
+
+ for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+ rubikstruct *rp = &rubik[screen];
+
+ free_rubik(rp);
+ }
+ (void) free((void *) rubik);
+ rubik = (rubikstruct *) NULL;
+ }
+ FreeAllGL(mi);
+}
+
+ENTRYPOINT void
init_rubik(ModeInfo * mi)
{
- int screen = MI_SCREEN(mi);
rubikstruct *rp;
if (rubik == NULL) {
sizeof (rubikstruct))) == NULL)
return;
}
- rp = &rubik[screen];
+ rp = &rubik[MI_SCREEN(mi)];
rp->step = NRAND(90);
-
- rp->PX = ((float) LRAND() / (float) RAND_MAX) * 2 - 1;
- rp->PY = ((float) LRAND() / (float) RAND_MAX) * 2 - 1;
+ rp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
+ rp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
if ((rp->glx_context = init_GL(mi)) != NULL) {
- reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- objects = glGenLists(1);
- pinit(mi);
+ reshape_rubik(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ if (!pinit(mi)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
} else {
MI_CLEARWINDOW(mi);
}
}
-void
+ENTRYPOINT void
draw_rubik(ModeInfo * mi)
{
- int bounced = 0;
-
- rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ Bool bounced = False;
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
+ rubikstruct *rp;
- MI_IS_DRAWN(mi) = True;
+ if (rubik == NULL)
+ return;
+ rp = &rubik[MI_SCREEN(mi)];
+ if (rp->cubeLoc[0] == NULL)
+ return;
+ MI_IS_DRAWN(mi) = True;
if (!rp->glx_context)
return;
- glDrawBuffer(GL_BACK);
glXMakeCurrent(display, window, *(rp->glx_context));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (rp->PY < -1) {
rp->PY += (-1) - (rp->PY);
rp->VY = -rp->VY;
- bounced = 1;
+ bounced = True;
}
if (rp->PY > 1) {
rp->PY -= (rp->PY) - 1;
rp->VY = -rp->VY;
- bounced = 1;
+ bounced = True;
}
if (rp->PX < -1) {
rp->PX += (-1) - (rp->PX);
rp->VX = -rp->VX;
- bounced = 1;
+ bounced = True;
}
if (rp->PX > 1) {
rp->PX -= (rp->PX) - 1;
rp->VX = -rp->VX;
- bounced = 1;
+ bounced = True;
}
if (bounced) {
- rp->VX += ((float) LRAND() / (float) RAND_MAX) * 0.02 - 0.01;
- rp->VX += ((float) LRAND() / (float) RAND_MAX) * 0.02 - 0.01;
+ rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
+ rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
if (rp->VX > 0.06)
rp->VX = 0.06;
if (rp->VY > 0.06)
glRotatef(rp->step * 95, 0, 1, 0);
glRotatef(rp->step * 90, 0, 0, 1);
- draw_cube(mi);
+ if (!draw_cube(mi)) {
+ release_rubik(mi);
+ return;
+ }
+ if (MI_IS_FPS(mi)) do_fps (mi);
glXSwapBuffers(display, window);
if (rp->action == ACTION_SHUFFLE) {
rp->done = 1;
}
} else {
+ if (rp->rotatestep == 0) {
+ if (rp->movement.direction == CW || rp->movement.direction == CCW)
+ rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180;
+ else
+ rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180;
+ }
rp->rotatestep += rp->anglestep;
- if (rp->rotatestep > 90) {
- evalmovement(mi, rp->movement);
+ if (rp->rotatestep > rp->degreeTurn) {
+ if (!evalmovement(mi, rp->movement)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
rp->shufflingmoves++;
rp->movement.face = NO_FACE;
}
} else {
if (rp->done) {
if (++rp->rotatestep > DELAY_AFTER_SOLVING)
- shuffle(mi);
+ if (!shuffle(mi)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
} else {
if (rp->movement.face == NO_FACE) {
if (rp->storedmoves > 0) {
rp->rotatestep = 0;
rp->movement = rp->moves[rp->storedmoves - 1];
- rp->movement.direction = (rp->movement.direction + (MAXORIENT / 2)) %
- MAXORIENT;
+ rp->movement.direction = (rp->movement.direction +
+ (MAXORIENT / 2)) % MAXORIENT;
} else {
rp->rotatestep = 0;
rp->done = 1;
}
} else {
+ if (rp->rotatestep == 0) {
+ if (rp->movement.direction == CW || rp->movement.direction == CCW)
+ rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180;
+ else
+ rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180;
+ }
rp->rotatestep += rp->anglestep;
- if (rp->rotatestep > 90) {
- evalmovement(mi, rp->movement);
+ if (rp->rotatestep > rp->degreeTurn) {
+ if (!evalmovement(mi, rp->movement)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
rp->storedmoves--;
rp->movement.face = NO_FACE;
}
rp->step += 0.05;
}
-void
+#ifndef STANDALONE
+ENTRYPOINT void
change_rubik(ModeInfo * mi)
{
- rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ rubikstruct *rp;
- if (!rp->glx_context)
+ if (rubik == NULL)
return;
- pinit(mi);
-}
-
-void
-release_rubik(ModeInfo * mi)
-{
- if (rubik != NULL) {
- int screen;
+ rp = &rubik[MI_SCREEN(mi)];
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- rubikstruct *rp = &rubik[screen];
- int i;
-
- for (i = 0; i < MAXFACES; i++)
- if (rp->cubeLoc[i] != NULL)
- (void) free((void *) rp->cubeLoc[i]);
- for (i = 0; i < MAXORIENT; i++)
- if (rp->rowLoc[i] != NULL)
- (void) free((void *) rp->rowLoc[i]);
- if (rp->moves != NULL)
- (void) free((void *) rp->moves);
+ if (!rp->glx_context)
+ return;
+ if (!pinit(mi)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
}
- (void) free((void *) rubik);
- rubik = NULL;
+ return;
}
- FreeAllGL(mi);
}
+#endif /* !STANDALONE */
#endif
+
+XSCREENSAVER_MODULE ("Rubik", rubik)