ftp://ftp.sunet.se/pub/vendor/sco/skunkware/osr5/x11/savers/xscreensaver/xscreensaver...
[xscreensaver] / hacks / glx / rubik.c
diff --git a/hacks/glx/rubik.c b/hacks/glx/rubik.c
deleted file mode 100644 (file)
index 3c651a6..0000000
+++ /dev/null
@@ -1,1863 +0,0 @@
-/* -*- 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";
-
-#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,
- * provided that the above copyright notice appear in all copies and that
- * both that copyright notice and this permission notice appear in
- * supporting documentation.
- *
- * This file is provided AS IS with no warranties of any kind.  The author
- * shall have no liability with respect to the infringement of copyrights,
- * trade secrets or any patents by this file or any part thereof.  In no
- * event will the author be liable for any lost revenue or profits or
- * other special, indirect and consequential damages.
- *
- * This mode shows an auto-solving rubik's cube "puzzle". If somebody
- * intends to make a game or something based on this code, please let me
- * know first, my e-mail address is provided in this comment. Marcelo.
- *
- * Thanks goes also to Brian Paul for making it possible and inexpensive
- * to use OpenGL at home.
- *
- * Since I'm not a native English speaker, my apologies for any grammatical
- * mistake.
- *
- * My e-mail address is
- * m-vianna@usa.net
- *
- * 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... :)
- *
- */
-
-/*-
- * 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 |
- *                       +------------+         +---+---+---+
- *
- *  Map to 3d
- *  FRONT  => X, Y
- *  BACK   => X, Y
- *  LEFT   => Z, Y
- *  RIGHT  => Z, Y
- *  TOP    => X, Z
- *  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 DEFAULTS      "*delay: 40000 \n"              \
-                                       "*count: -30 \n"                \
-                                       "*cycles: 5 \n"                 \
-                                       "*size:  -6 \n"
-# include "xlockmore.h"                                /* from the xscreensaver distribution */
-#else /* !STANDALONE */
-# include "xlock.h"                                    /* from the xlockmore distribution */
-# include "vis.h"
-#endif /* !STANDALONE */
-
-#ifdef USE_GL
-
-#define DEF_HIDESHUFFLING     "False"
-
-static Bool hideshuffling;
-
-static XrmOptionDescRec opts[] =
-{
-  {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "on"},
-  {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "off"}
-};
-
-static argtype vars[] =
-{
-       {(caddr_t *) & hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool}
-};
-
-static OptionStruct desc[] =
-{
-       {"-/+hideshuffling", "turn on/off hidden shuffle phase"}
-};
-
-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, "",
- "Shows an auto-solving Rubik's Cube", 0, NULL};
-
-#endif
-
-#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
-#define sqr(A)                     ((A)*(A))
-
-#ifndef Pi
-#define Pi                         M_PI
-#endif
-
-
-#define ACTION_SOLVE    1
-#define ACTION_SHUFFLE  0
-
-#define DELAY_AFTER_SHUFFLING  5
-#define DELAY_AFTER_SOLVING   20
-
-/*************************************************************************/
-
-#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 MAXSIZEXY (MAXSIZEX*MAXSIZEY)
-#define MAXSIZEZY (MAXSIZEZ*MAXSIZEY)
-#define MAXSIZEXZ (MAXSIZEX*MAXSIZEZ)
-#define LASTX (MAXSIZEX-1)
-#define LASTY (MAXSIZEY-1)
-#define LASTZ (MAXSIZEZ-1)
-/* These are not likely to change but... */
-#define FIRSTX 0
-#define FIRSTY 0
-#define FIRSTZ 0
-
-#define Scale4Window               (0.9/AVSIZE)
-#define Scale4Iconic               (2.1/AVSIZE)
-
-#define MAXORIENT 4            /* Number of orientations of a square */
-#define MAXFACES 6             /* Number of faces */
-
-/* Directions relative to the face of a cubie */
-#define TOP 0
-#define RIGHT 1
-#define BOTTOM 2
-#define LEFT 3
-#define CW (MAXORIENT+1)
-#define CCW (2*MAXORIENT-1)
-
-#define TOP_FACE 0
-#define LEFT_FACE 1
-#define FRONT_FACE 2
-#define RIGHT_FACE 3
-#define BOTTOM_FACE 4
-#define BACK_FACE 5
-#define NO_FACE (MAXFACES)
-#define NO_ROTATION (2*MAXORIENT)
-#define NO_DEPTH MAXSIZE
-
-#define REVX(a) (MAXSIZEX - a - 1)
-#define REVY(a) (MAXSIZEY - a - 1)
-#define REVZ(a) (MAXSIZEZ - a - 1)
-
-typedef struct _RubikLoc {
-       int         face;
-       int         rotation;   /* Not used yet */
-} RubikLoc;
-
-typedef struct _RubikRowNext {
-       int         face, direction, sideFace;
-} RubikRowNext;
-
-typedef struct _RubikMove {
-       int         face, direction;
-       int         position;
-} RubikMove;
-
-typedef struct _RubikSlice {
-       int         face, rotation;
-       int         depth;
-} RubikSlice;
-
-/*-
- * Pick a face and a direction on face the next face and orientation
- * is then known.
- */
-static RubikLoc slideNextRow[MAXFACES][MAXORIENT] =
-{
-       {
-               {5, TOP},
-               {3, RIGHT},
-               {2, TOP},
-               {1, LEFT}},
-       {
-               {0, RIGHT},
-               {2, TOP},
-               {4, LEFT},
-               {5, BOTTOM}},
-       {
-               {0, TOP},
-               {3, TOP},
-               {4, TOP},
-               {1, TOP}},
-       {
-               {0, LEFT},
-               {5, BOTTOM},
-               {4, RIGHT},
-               {2, TOP}},
-       {
-               {2, TOP},
-               {3, LEFT},
-               {5, TOP},
-               {1, RIGHT}},
-       {
-               {4, TOP},
-               {3, BOTTOM},
-               {0, TOP},
-               {1, BOTTOM}}
-};
-
-/*-
- * 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] =
-{
-       {
-               {1, CCW},
-               {2, CW},
-       },
-       {
-               {2, CW},
-               {0, CCW},
-       },
-       {
-               {1, CCW},
-               {0, CCW},
-       },
-       {
-               {2, CCW},
-               {0, CCW},
-       },
-       {
-               {1, CCW},
-               {2, CCW},
-       },
-       {
-               {1, CCW},
-               {0, CW},
-       }
-};
-
-/*-
- * Rotate face clockwise by a number of orients, then the top of the
- * face then points to this face
- */
-static int  rowToRotate[MAXFACES][MAXORIENT] =
-{
-       {3, 2, 1, 5},
-       {2, 4, 5, 0},
-       {3, 4, 1, 0},
-       {5, 4, 2, 0},
-       {3, 5, 1, 2},
-       {3, 0, 1, 4}
-};
-
-/* 
- * This translates a clockwise move to something more manageable
- */
-static RubikRowNext rotateToRow[MAXFACES] =    /*CW to min face */
-{
-       {1, LEFT, TOP},
-       {0, BOTTOM, LEFT},
-       {0, RIGHT, BOTTOM},
-       {0, TOP, RIGHT},
-       {1, RIGHT, BOTTOM},
-       {0, LEFT, TOP}
-};
-
-typedef struct {
-       GLint       WindH, WindW;
-       GLfloat     step;
-       RubikMove  *moves;
-       int         storedmoves;
-       int         shufflingmoves;
-#ifdef LMN                     /* Under construction */
-       int         sizex, sizey, sizez;
-       int         avsize, maxsize;
-       int         avsizeSq, maxsizeSq;
-#else
-       int         size, sizeSq;
-#endif
-       int         action;
-       int         done;
-       GLfloat     anglestep;
-       RubikLoc   *cubeLoc[MAXFACES];
-       RubikLoc   *rowLoc[MAXORIENT];
-       RubikMove   movement;
-       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};
-
-#if 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;
-
-#define ObjCubit        0
-
-static void
-pickcolor(int C, int mono)
-{
-       switch (C) {
-               case TOP_FACE:
-                       if (mono)
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray3);
-                       else
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
-                       break;
-               case LEFT_FACE:
-                       if (mono)
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
-                       else
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
-                       break;
-               case FRONT_FACE:
-                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
-                       break;
-               case RIGHT_FACE:
-                       if (mono)
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray4);
-                       else
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGreen);
-                       break;
-               case BOTTOM_FACE:
-                       if (mono)
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray7);
-                       else
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange);
-                       break;
-               case BACK_FACE:
-                       if (mono)
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5);
-                       else
-                               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
-                       break;
-#if 0
-                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialCyan);
-                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialMagenta);
-#endif
-       }
-}
-
-
-static void
-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 (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);
-               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);
-               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);
-               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);
-               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);
-               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);
-               glEnd();
-       }
-}
-
-
-static      RubikSlice
-convertMove(rubikstruct * rp, RubikMove move)
-{
-       RubikSlice  slice;
-       RubikLoc    plane;
-
-       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 */
-       if (move.direction / 2)
-               slice.rotation = (plane.rotation == CW) ? CCW : CW;
-       return slice;
-}
-
-/* Assume for the moment that the size is at least 2 */
-static void
-draw_cube(ModeInfo * mi)
-{
-#define S1 1
-#define SX ((GLint)S1*(MAXSIZEX-1))
-#define SY ((GLint)S1*(MAXSIZEY-1))
-#define SZ ((GLint)S1*(MAXSIZEZ-1))
-#define HALFX (((GLfloat)MAXSIZEX-1.0)/2.0)
-#define HALFY (((GLfloat)MAXSIZEY-1.0)/2.0)
-#define HALFZ (((GLfloat)MAXSIZEZ-1.0)/2.0)
-#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)
-       rubikstruct *rp = &rubik[MI_SCREEN(mi)];
-       RubikSlice  slice;
-       GLfloat     rotatestep;
-       int         i, j, k;
-
-       if (rp->movement.face == NO_FACE) {
-               slice.face = NO_FACE;
-               slice.rotation = NO_ROTATION;
-               slice.depth = NO_DEPTH;
-       } else {
-               slice = convertMove(rp, rp->movement);
-       }
-       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
- * is sufficient). So if you want to rotate the inner slice, you can draw
- * one slice, rotate the anglestep for the centerslice, draw the inner slice,
- * rotate reversely and draw the other slice.
- * There is a sequence for drawing cubies for each axis being moved...
- */
-       switch (slice.face) {
-               case NO_FACE:
-               case TOP_FACE:  /* BOTTOM_FACE too */
-                       glPushMatrix();
-                       if (slice.depth == MAXSIZEY - 1)
-                               glRotatef(rotatestep, 0, HALFY, 0);
-
-                       glTranslatef(-HALFX, -HALFY, -HALFZ);
-                       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,
-                                          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,
-                                  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,
-                                          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,
-                                                  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,
-                                          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,
-                                  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,
-                                          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,
-                                  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);
-                       glPopMatrix();
-                       for (j = 1; j < MAXSIZEY - 1; j++) {
-                               glPushMatrix();
-                               if (slice.depth == REVY(j))
-                                       glRotatef(rotatestep, 0, HALFY, 0);
-                               glTranslatef(-HALFX, MIDY(j), -HALFZ);
-                               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,
-                                                  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,
-                                          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,
-                                                  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,
-                                                  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,
-                                          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,
-                                                  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,
-                                          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);
-                               glPopMatrix();
-                       }
-                       if (slice.depth == 0)
-                               glRotatef(rotatestep, 0, HALFY, 0);
-
-                       glTranslatef(-HALFX, HALFY, -HALFZ);
-                       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,
-                                          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,
-                                  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,
-                                          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,
-                                                  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,
-                                          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,
-                                  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,
-                                          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,
-                                  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;
-               case LEFT_FACE: /* RIGHT_FACE too */
-                       /* rotatestep is negative because the RIGHT face is the default here */
-                       glPushMatrix();
-                       if (slice.depth == 0)
-                               glRotatef(-rotatestep, HALFX, 0, 0);
-
-                       glTranslatef(-HALFX, -HALFY, -HALFZ);
-                       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,
-                                          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,
-                                  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,
-                                          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,
-                                                  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,
-                                          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,
-                                  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,
-                                          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,
-                                  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);
-                       glPopMatrix();
-                       for (i = 1; i < MAXSIZEX - 1; i++) {
-                               glPushMatrix();
-                               if (slice.depth == i)
-                                       glRotatef(-rotatestep, HALFX, 0, 0);
-                               glTranslatef(MIDX(i), -HALFY, -HALFZ);
-                               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,
-                                                  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,
-                                          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,
-                                                  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,
-                                                  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,
-                                          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,
-                                                  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,
-                                          NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
-                                          NO_FACE, NO_FACE,
-                                          NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
-                               glPopMatrix();
-                       }
-                       if (slice.depth == MAXSIZEX - 1)
-                               glRotatef(-rotatestep, HALFX, 0, 0);
-                       glTranslatef(HALFX, -HALFY, -HALFZ);
-                       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,
-                                          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,
-                                  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,
-                                          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,
-                                                  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,
-                                          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,
-                                  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,
-                                          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,
-                                  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;
-               case FRONT_FACE:        /* BACK_FACE too */
-                       glPushMatrix();
-                       if (slice.depth == MAXSIZEZ - 1)
-                               glRotatef(rotatestep, 0, 0, HALFZ);
-
-                       glTranslatef(-HALFX, -HALFY, -HALFZ);
-                       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,
-                                          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,
-                                  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,
-                                          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,
-                                                  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,
-                                          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,
-                                  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,
-                                          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,
-                                  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);
-                       glPopMatrix();
-                       for (k = 1; k < MAXSIZEZ - 1; k++) {
-                               glPushMatrix();
-                               if (slice.depth == REVZ(k))
-                                       glRotatef(rotatestep, 0, 0, HALFZ);
-                               glTranslatef(-HALFX, -HALFY, MIDZ(k));
-                               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,
-                                                  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,
-                                          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,
-                                                  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,
-                                                  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,
-                                          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,
-                                                  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,
-                                          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);
-                               glPopMatrix();
-                       }
-                       if (slice.depth == 0)
-                               glRotatef(rotatestep, 0, 0, HALFZ);
-                       glTranslatef(-HALFX, -HALFY, HALFZ);
-                       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,
-                                          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,
-                                  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,
-                                          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,
-                                                  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,
-                                          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,
-                                  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,
-                                          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,
-                                  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;
-       }
-#undef S1
-}
-
-/* From David Bagley's xrubik.  Used by permission. ;)  */
-static void
-readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
-{
-       int         g;
-
-       if (dir == TOP || dir == BOTTOM)
-               for (g = 0; g < size; g++)
-                       rp->rowLoc[orient][g] =
-                               rp->cubeLoc[face][g * size + h];
-       else                    /* dir == RIGHT || dir == LEFT */
-               for (g = 0; g < size; g++)
-                       rp->rowLoc[orient][g] =
-                               rp->cubeLoc[face][h * size + g];
-}
-
-static void
-rotateRC(rubikstruct * rp, int rotate, int orient, int size)
-{
-       int         g;
-
-       for (g = 0; g < size; g++)
-               rp->rowLoc[orient][g].rotation =
-                       (rp->rowLoc[orient][g].rotation + rotate) % MAXORIENT;
-}
-
-static void
-reverseRC(rubikstruct * rp, int orient, int size)
-{
-       int         g;
-       RubikLoc    temp;
-
-       for (g = 0; g < size / 2; g++) {
-               temp = rp->rowLoc[orient][size - 1 - g];
-               rp->rowLoc[orient][size - 1 - g] = rp->rowLoc[orient][g];
-               rp->rowLoc[orient][g] = temp;
-       }
-}
-
-static void
-writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
-{
-       int         g, position;
-
-       if (dir == TOP || dir == BOTTOM) {
-               for (g = 0; g < size; g++) {
-                       position = g * size + 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;
-                       rp->cubeLoc[face][position] = rp->rowLoc[orient][g];
-                       /* DrawSquare(face, position); */
-               }
-       }
-}
-
-static void
-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");
-       /* Read Face */
-       for (position = 0; position < AVSIZESQ; 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];
-               rp->cubeLoc[face][position].rotation =
-                       (rp->cubeLoc[face][position].rotation + direction - MAXORIENT) %
-                       MAXORIENT;
-               /* DrawSquare(face, position); */
-       }
-       if (faceLoc != NULL)
-               (void) free((void *) faceLoc);
-}
-
-static void
-moveRubik(rubikstruct * rp, int face, int direction, int position)
-{
-       int         newFace, newDirection, rotate, reverse = False;
-       int         h, k, newH = 0;
-       int         i, j;
-
-       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;
-               face = rotateToRow[face].face;
-               position = j * AVSIZE + i;
-       }
-       i = position % AVSIZE;
-       j = position / AVSIZE;
-       h = (direction == TOP || direction == BOTTOM) ? i : j;
-       /* rotate sides CW or CCW */
-       if (h == AVSIZE - 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 (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 (k != MAXORIENT)
-                       readRC(rp, newFace, newDirection, newH, k, AVSIZE);
-               rotateRC(rp, rotate, k - 1, AVSIZE);
-               if (reverse == True)
-                       reverseRC(rp, k - 1, AVSIZE);
-               writeRC(rp, newFace, newDirection, newH, k - 1, AVSIZE);
-               face = newFace;
-               direction = newDirection;
-               h = newH;
-       }
-}
-
-#ifdef DEBUG
-void
-printCube(rubikstruct * rp)
-{
-       int         face, position;
-
-       for (face = 0; face < MAXFACES; face++) {
-               for (position = 0; position < AVSIZESQ; position++) {
-                       (void) printf("%d %d  ", rp->cubeLoc[face][position].face,
-                                     rp->cubeLoc[face][position].rotation);
-                       if (!((position + 1) % AVSIZE))
-                               (void) printf("\n");
-               }
-               (void) printf("\n");
-       }
-       (void) printf("\n");
-}
-
-#endif
-
-static void
-evalmovement(ModeInfo * mi, RubikMove movement)
-{
-       rubikstruct *rp = &rubik[MI_SCREEN(mi)];
-
-#ifdef DEBUG
-       printCube(rp);
-#endif
-       if (movement.face < 0 || movement.face >= MAXFACES)
-               return;
-
-       moveRubik(rp, movement.face, movement.direction, movement.position);
-
-}
-
-static      Bool
-compare_moves(rubikstruct * rp, RubikMove move1, RubikMove move2, Bool opp)
-{
-       RubikSlice  slice1, slice2;
-
-       slice1 = convertMove(rp, move1);
-       slice2 = convertMove(rp, move2);
-       if (slice1.face == slice2.face &&
-           slice1.depth == slice2.depth) {
-               if (slice1.rotation == slice2.rotation) {       /* CW or CCW */
-                       if (!opp)
-                               return True;
-               } else {
-                       if (opp)
-                               return True;
-               }
-       }
-       return False;
-}
-
-static void
-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
-
-       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++) {
-                       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");
-       }
-       rp->storedmoves = MI_COUNT(mi);
-       if (rp->storedmoves < 0) {
-               if (rp->moves != NULL)
-                       (void) free((void *) rp->moves);
-               rp->moves = 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 (MI_CYCLES(mi) <= 1) {
-               rp->anglestep = 90.0;
-       } else {
-               rp->anglestep = 90.0 / (GLfloat) (MI_CYCLES(mi));
-       }
-
-       for (i = 0; i < rp->storedmoves; i++) {
-               int         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 */
-                               if (compare_moves(rp, move, rp->moves[i - 1], True))
-                                       condition = 0;
-                       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;
-                       /*
-                          * Still some silly moves being made....
-                        */
-               } while (!condition);
-               if (hideshuffling)
-                       evalmovement(mi, move);
-               rp->moves[i] = move;
-       }
-       rp->VX = 0.05;
-       if (NRAND(100) < 50)
-               rp->VX *= -1;
-       rp->VY = 0.05;
-       if (NRAND(100) < 50)
-               rp->VY *= -1;
-       rp->movement.face = NO_FACE;
-       rp->rotatestep = 0;
-       rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE;
-       rp->shufflingmoves = 0;
-       rp->done = 0;
-}
-
-static void
-reshape(ModeInfo * mi, int width, int height)
-{
-       rubikstruct *rp = &rubik[MI_SCREEN(mi)];
-
-       glViewport(0, 0, rp->WindW = (GLint) width, rp->WindH = (GLint) height);
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
-       glMatrixMode(GL_MODELVIEW);
-
-       rp->AreObjectsDefined[ObjCubit] = 0;
-}
-
-static void
-pinit(ModeInfo * mi)
-{
-       glClearDepth(1.0);
-       glClearColor(0.0, 0.0, 0.0, 1.0);
-       glColor3f(1.0, 1.0, 1.0);
-
-       glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
-       glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
-       glLightfv(GL_LIGHT0, GL_POSITION, position0);
-       glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
-       glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
-       glLightfv(GL_LIGHT1, GL_POSITION, position1);
-       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
-       glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
-       glEnable(GL_LIGHTING);
-       glEnable(GL_LIGHT0);
-       glEnable(GL_LIGHT1);
-       glEnable(GL_DEPTH_TEST);
-       glEnable(GL_NORMALIZE);
-       glEnable(GL_CULL_FACE);
-
-       glShadeModel(GL_FLAT);
-       glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
-       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
-
-       shuffle(mi);
-}
-
-void
-init_rubik(ModeInfo * mi)
-{
-       int         screen = MI_SCREEN(mi);
-       rubikstruct *rp;
-
-       if (rubik == NULL) {
-               if ((rubik = (rubikstruct *) calloc(MI_NUM_SCREENS(mi),
-                                             sizeof (rubikstruct))) == NULL)
-                       return;
-       }
-       rp = &rubik[screen];
-       rp->step = NRAND(90);
-
-       rp->PX = ((float) LRAND() / (float) RAND_MAX) * 2 - 1;
-       rp->PY = ((float) LRAND() / (float) RAND_MAX) * 2 - 1;
-
-       if ((rp->glx_context = init_GL(mi)) != NULL) {
-
-               reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
-               objects = glGenLists(1);
-               pinit(mi);
-       } else {
-               MI_CLEARWINDOW(mi);
-       }
-}
-
-void
-draw_rubik(ModeInfo * mi)
-{
-       int         bounced = 0;
-
-       rubikstruct *rp = &rubik[MI_SCREEN(mi)];
-       Display    *display = MI_DISPLAY(mi);
-       Window      window = MI_WINDOW(mi);
-
-       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);
-
-       glPushMatrix();
-
-       glTranslatef(0.0, 0.0, -10.0);
-
-       rp->PX += rp->VX;
-       rp->PY += rp->VY;
-
-       if (rp->PY < -1) {
-               rp->PY += (-1) - (rp->PY);
-               rp->VY = -rp->VY;
-               bounced = 1;
-       }
-       if (rp->PY > 1) {
-               rp->PY -= (rp->PY) - 1;
-               rp->VY = -rp->VY;
-               bounced = 1;
-       }
-       if (rp->PX < -1) {
-               rp->PX += (-1) - (rp->PX);
-               rp->VX = -rp->VX;
-               bounced = 1;
-       }
-       if (rp->PX > 1) {
-               rp->PX -= (rp->PX) - 1;
-               rp->VX = -rp->VX;
-               bounced = 1;
-       }
-       if (bounced) {
-               rp->VX += ((float) LRAND() / (float) RAND_MAX) * 0.02 - 0.01;
-               rp->VX += ((float) LRAND() / (float) RAND_MAX) * 0.02 - 0.01;
-               if (rp->VX > 0.06)
-                       rp->VX = 0.06;
-               if (rp->VY > 0.06)
-                       rp->VY = 0.06;
-               if (rp->VX < -0.06)
-                       rp->VX = -0.06;
-               if (rp->VY < -0.06)
-                       rp->VY = -0.06;
-       }
-       if (!MI_IS_ICONIC(mi)) {
-               glTranslatef(rp->PX, rp->PY, 0);
-               glScalef(Scale4Window * rp->WindH / rp->WindW, Scale4Window, Scale4Window);
-       } else {
-               glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic);
-       }
-
-       glRotatef(rp->step * 100, 1, 0, 0);
-       glRotatef(rp->step * 95, 0, 1, 0);
-       glRotatef(rp->step * 90, 0, 0, 1);
-
-       draw_cube(mi);
-       glXSwapBuffers(display, window);
-
-       if (rp->action == ACTION_SHUFFLE) {
-               if (rp->done) {
-                       if (++rp->rotatestep > DELAY_AFTER_SHUFFLING) {
-                               rp->movement.face = NO_FACE;
-                               rp->rotatestep = 0;
-                               rp->action = ACTION_SOLVE;
-                               rp->done = 0;
-                       }
-               } else {
-                       if (rp->movement.face == NO_FACE) {
-                               if (rp->shufflingmoves < rp->storedmoves) {
-                                       rp->rotatestep = 0;
-                                       rp->movement = rp->moves[rp->shufflingmoves];
-                               } else {
-                                       rp->rotatestep = 0;
-                                       rp->done = 1;
-                               }
-                       } else {
-                               rp->rotatestep += rp->anglestep;
-                               if (rp->rotatestep > 90) {
-                                       evalmovement(mi, rp->movement);
-                                       rp->shufflingmoves++;
-                                       rp->movement.face = NO_FACE;
-                               }
-                       }
-               }
-       } else {
-               if (rp->done) {
-                       if (++rp->rotatestep > DELAY_AFTER_SOLVING)
-                               shuffle(mi);
-               } 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;
-                               } else {
-                                       rp->rotatestep = 0;
-                                       rp->done = 1;
-                               }
-                       } else {
-                               rp->rotatestep += rp->anglestep;
-                               if (rp->rotatestep > 90) {
-                                       evalmovement(mi, rp->movement);
-                                       rp->storedmoves--;
-                                       rp->movement.face = NO_FACE;
-                               }
-                       }
-               }
-       }
-
-       glPopMatrix();
-
-       glFlush();
-
-       rp->step += 0.05;
-}
-
-void
-change_rubik(ModeInfo * mi)
-{
-       rubikstruct *rp = &rubik[MI_SCREEN(mi)];
-
-       if (!rp->glx_context)
-               return;
-       pinit(mi);
-}
-
-void
-release_rubik(ModeInfo * mi)
-{
-       if (rubik != NULL) {
-               int         screen;
-
-               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);
-               }
-               (void) free((void *) rubik);
-               rubik = NULL;
-       }
-       FreeAllGL(mi);
-}
-
-#endif