ftp://ftp.smr.ru/pub/0/FreeBSD/releases/distfiles/xscreensaver-3.16.tar.gz
[xscreensaver] / hacks / glx / rubik.c
diff --git a/hacks/glx/rubik.c b/hacks/glx/rubik.c
new file mode 100644 (file)
index 0000000..3c651a6
--- /dev/null
@@ -0,0 +1,1863 @@
+/* -*- 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