--- /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