+++ /dev/null
-/* -*- 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