X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Frubik.c;h=ee21be9a4ecffba1cf3b61b34ada63cd27960bbf;hp=00f8bfc3ac50f518eee088c053e9d3167f9892cd;hb=ffd8c0873576a9e3065696a624dce6b766b77062;hpb=f3e0240915ed9f9b3a61781f5c7002d587563fe0 diff --git a/hacks/glx/rubik.c b/hacks/glx/rubik.c index 00f8bfc3..ee21be9a 100644 --- a/hacks/glx/rubik.c +++ b/hacks/glx/rubik.c @@ -1,13 +1,10 @@ /* -*- Mode: C; tab-width: 4 -*- */ -/* rubik --- Shows a self-solving Rubik's cube */ - -#if !defined( lint ) && !defined( SABER ) -static const char sccsid[] = "@(#)rubik.c 4.04 97/07/28 xlockmore"; +/* rubik --- Shows an auto-solving Rubik's cube */ +#if 0 +static const char sccsid[] = "@(#)rubik.c 5.01 2001/03/01 xlockmore"; #endif -#undef DEBUG_LISTS - /*- * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, @@ -21,82 +18,81 @@ static const char sccsid[] = "@(#)rubik.c 4.04 97/07/28 xlockmore"; * event will the author be liable for any lost revenue or profits or * other special, indirect and consequential damages. * - * This mode shows a self solving rubik's cube "puzzle". If somebody + * 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 gramatical - * mistake. + * Since I'm not a native English speaker, my apologies for any grammatical + * mistakes. * - * My e-mail addresses are - * vianna@cat.cbpf.br - * and - * marcelo@venus.rdc.puc-rio.br + * My e-mail address is + * mfvianna@centroin.com.br * * Marcelo F. Vianna (Jul-31-1997) * * Revision History: - * 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 a license - * at work...) There was not much to do since I could not exit - * from home... :) - * + * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver) + * 01-Mar-2001: Added FPS stuff - Eric Lassauge + * 01-Nov-2000: Allocation checks + * 27-Apr-1999: LxMxN stuff added. + * 26-Sep-1998: Added some more movement (the cube does not stay in the screen + * center anymore. Also fixed the scale problem immediately after + * shuffling when the puzzle is solved. + * 08-Aug-1997: Now has some internals from xrubik by David Bagley + * This should make it easier to add features. + * 02-Aug-1997: Now behaves more like puzzle.c: first show the cube being + * shuffled and then being solved. A mode specific option was + * added: + * "+/-hideshuffling" to provide the original behavior (in which + * only the solution is shown). + * The color labels corners are now rounded. + * Optimized the cubit() routine using glLists. + * 01-Aug-1997: Shuffling now avoids movements that undoes the previous + * movement and three consecutive identical moves (which is + * pretty stupid). + * improved the "cycles" option in replacement of David's hack, + * now rp->anglestep is a GLfloat, so this option selects the + * "exact" number of frames that a rotation (movement) takes to + * complete. + * 30-Jul-1997: Initial release, there is no algorithm to solve the puzzle, + * instead, it randomly shuffle the cube and then make the + * movements in the reverse order. + * The mode was written in 1 day (I got sick and had the day off). + * There was not much to do since I could not leave home... :) */ /*- * Color labels mapping: * ===================== * - * +------------+ - * | 22| - * | | - * | | - * | TOP(0) | - * |^ | - * || | - * |00--> | - * +-----------+------------+-----------+ - * | 22| 22| 22| - * | | | | - * | | | | - * | LEFT(1) | FRONT(2) | RIGHT(3) | - * |^ |^ |^ | - * || || || | - * |00--> |00--> |00--> | - * +-----------+------------+-----------+ - * | 22| - * | | - * | | - * | BOTTOM(4) | rp->faces[N][X][Y]= - * |^ | F_[N][X][Y]= - * || | - * |00--> | +---+---+---+ - * +------------+ | | |XY | - * | 22| |02 |12 |22 | - * | | |---+---+---+ - * | | | xxxxx(N) | - * | BACK(5) | |01 |11 |21 | - * |^ | +---+---+---+ - * || | |XY | | | - * |00--> | |00 |10 |20 | - * +------------+ +---+---+---+ + * +-----------+ + * |0--> | + * || | + * |v TOP(0) | + * | | + * | 8| + * +-----------+-----------+-----------+ + * |0--> |0--> |0--> | + * || || || | + * |v LEFT(1) |v FRONT(2) |v RIGHT(3) | + * | | | | + * | 8| 8| 8| + * +-----------+-----------+-----------+ + * |0--> | + * || | + * |v BOTTOM(4)| + * | | + * | 8| + * +-----------+ +---+---+---+ + * |0--> | | 0 | 1 | 2 | + * || | |--xxxxx(N)-+ + * |v BACK(5) | | 3 | 4 | 5 | + * | | +---+---+---+ + * | 8| | 6 | 7 | 8 | + * +-----------+ +---+---+---+ * * Map to 3d * FRONT => X, Y @@ -107,59 +103,72 @@ static const char sccsid[] = "@(#)rubik.c 4.04 97/07/28 xlockmore"; * 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 -#include - #ifdef STANDALONE +# define MODE_rubik # define PROGCLASS "Rubik" # define HACK_INIT init_rubik # define HACK_DRAW draw_rubik +# define HACK_RESHAPE reshape # define rubik_opts xlockmore_opts -# define DEFAULTS "*delay: 50000 \n" \ +# define DEFAULTS "*delay: 40000 \n" \ "*count: -30 \n" \ - "*cycles: 5 \n" + "*showFPS: False \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 +#ifdef MODE_rubik +#define DEF_SIZEX "0" +#define DEF_SIZEY "0" +#define DEF_SIZEZ "0" #define DEF_HIDESHUFFLING "False" +static int sizex; +static int sizey; +static int sizez; static Bool hideshuffling; static XrmOptionDescRec opts[] = { - {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "on"}, - {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "off"} + {"-sizex", ".rubik.sizex", XrmoptionSepArg, 0}, + {"-sizey", ".rubik.sizey", XrmoptionSepArg, 0}, + {"-sizez", ".rubik.sizez", XrmoptionSepArg, 0}, + {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "on"}, + {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "off"} }; static argtype vars[] = { - {(caddr_t *) & hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool} + {&sizex, "sizex", "SizeX", DEF_SIZEX, t_Int}, + {&sizey, "sizey", "SizeY", DEF_SIZEY, t_Int}, + {&sizez, "sizez", "SizeZ", DEF_SIZEZ, t_Int}, + {&hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool} }; static OptionStruct desc[] = { + {"-sizex num", "number of cubies along x axis (overrides size)"}, + {"-sizey num", "number of cubies along y axis (overrides size)"}, + {"-sizez num", "number of cubies along z axis (overrides size)"}, {"-/+hideshuffling", "turn on/off hidden shuffle phase"} }; ModeSpecOpt rubik_opts = -{2, opts, 1, vars, desc}; +{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc}; -#define Scale4Window 0.3 -#define Scale4Iconic 0.7 +#ifdef USE_MODULES +ModStruct rubik_description = +{"rubik", "init_rubik", "draw_rubik", "release_rubik", + "draw_rubik", "change_rubik", (char *) NULL, &rubik_opts, + 10000, -30, 5, -6, 64, 1.0, "", + "Shows an auto-solving Rubik's Cube", 0, NULL}; + +#endif #define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2) #define sqr(A) ((A)*(A)) @@ -168,16 +177,6 @@ ModeSpecOpt rubik_opts = #define Pi M_PI #endif -#define NO_ROTATION -1 -#define TOP_ROTATION 0 -#define LEFT_ROTATION 1 -#define FRONT_ROTATION 2 -#define RIGHT_ROTATION 3 -#define BOTTOM_ROTATION 4 -#define BACK_ROTATION 5 - -#define CLOCK_WISE 0 -#define C_CLOCK_WISE 1 #define ACTION_SOLVE 1 #define ACTION_SHUFFLE 0 @@ -185,44 +184,197 @@ ModeSpecOpt rubik_opts = #define DELAY_AFTER_SHUFFLING 5 #define DELAY_AFTER_SOLVING 20 -#define F_ rp->faces - /*************************************************************************/ -/*- - * Ignore trivial case, since it adds needless complications. - * MAXSIZE must be 2 or greater. - */ - -#define MAXSIZEX 3 -#define MAXSIZEY 3 -#define MAXSIZEZ 3 -#define MAXSIZE (MAX(MAX(MAXSIZEX,MAXSIZEY),MAXSIZEZ)) +#define MINSIZE 2 +#define MAXSIZEX (rp->sizex) +#define MAXSIZEY (rp->sizey) +#define MAXSIZEZ (rp->sizez) +#define AVSIZE ((rp->sizex+rp->sizey+rp->sizez)/3.0) /* Use of this should be minimized */ +#define MAXMAXSIZE (MAX(MAXSIZEX,MAX(MAXSIZEY,MAXSIZEZ))) #define MAXSIZEXY (MAXSIZEX*MAXSIZEY) -#define MAXSIZEZY (MAXSIZEZ*MAXSIZEY) -#define MAXSIZEXZ (MAXSIZEX*MAXSIZEZ) -#define MAXSIZESQ (MAX(MAX(MAXSIZEXY,MAXSIZEZY),MAXSIZEXZ)) -#define LAST (MAXSIZE-1) +#define MAXSIZEYZ (MAXSIZEY*MAXSIZEZ) +#define MAXSIZEZX (MAXSIZEZ*MAXSIZEX) #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 HALF (MAXORIENT+2) +#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 MAXMAXSIZE + +#define REVX(a) (MAXSIZEX - a - 1) +#define REVY(a) (MAXSIZEY - a - 1) +#define REVZ(a) (MAXSIZEZ - a - 1) + +#define CUBELEN 0.50 +#define CUBEROUND (CUBELEN-0.05) +#define STICKERLONG (CUBEROUND-0.05) +#define STICKERSHORT (STICKERLONG-0.05) +#define STICKERDEPTH (CUBELEN+0.01) + +#define ObjCubit 0 +#define MaxObj 1 +typedef struct _RubikLoc { + int face; + int rotation; /* Not used yet */ +} 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). + * 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, RIGHT}, + {0, RIGHT, BOTTOM}, + {0, TOP, LEFT}, + {1, RIGHT, BOTTOM}, + {0, LEFT, TOP} +}; typedef struct { GLint WindH, WindW; GLfloat step; - char *movedfaces; - char *movedorient; + RubikMove *moves; int storedmoves; + int degreeTurn; int shufflingmoves; + int sizex, sizey, sizez; + float avsize, avsizeSq; int action; int done; GLfloat anglestep; - char faces[6][MAXSIZE][MAXSIZE]; - int movement; - int orientation; + RubikLoc *cubeLoc[MAXFACES]; + RubikLoc *rowLoc[MAXORIENT]; + RubikMove movement; GLfloat rotatestep; - GLXContext glx_context; - int AreObjectsDefined[1]; + GLfloat PX, PY, VX, VY; + GLXContext *glx_context; } rubikstruct; static float front_shininess[] = @@ -251,7 +403,7 @@ static float MaterialBlue[] = static float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0}; static float MaterialOrange[] = -{1.0, 0.5, 0.4, 1.0}; +{0.9, 0.45, 0.36, 1.0}; #if 0 static float MaterialMagenta[] = @@ -264,921 +416,1335 @@ static float MaterialWhite[] = {0.8, 0.8, 0.8, 1.0}; static float MaterialGray[] = {0.2, 0.2, 0.2, 1.0}; +static float MaterialGray3[] = +{0.3, 0.3, 0.3, 1.0}; +static float MaterialGray4[] = +{0.4, 0.4, 0.4, 1.0}; +static float MaterialGray5[] = +{0.5, 0.5, 0.5, 1.0}; +static float MaterialGray6[] = +{0.6, 0.6, 0.6, 1.0}; +static float MaterialGray7[] = +{0.7, 0.7, 0.7, 1.0}; -static rubikstruct *rubik = NULL; -static GLuint objects; +static rubikstruct *rubik = (rubikstruct *) NULL; -#define ObjCubit 0 static void -pickcolor(char C) +pickcolor(int C, int mono) { switch (C) { - case 'R': - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed); + 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 'G': - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGreen); + 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 'B': - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue); + case BOTTOM_FACE: + if (mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray7); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange); break; - case 'Y': - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow); + 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 - case 'C': glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialCyan); - break; - case 'M': glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialMagenta); +#endif + } +} + +static void +faceSizes(rubikstruct * rp, int face, int * sizeOfRow, int * sizeOfColumn) +{ + switch (face) { + case 0: /* TOP */ + case 4: /* BOTTOM */ + *sizeOfRow = MAXSIZEX; + *sizeOfColumn = MAXSIZEZ; break; -#else - case 'O': - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange); + case 1: /* LEFT */ + case 3: /* RIGHT */ + *sizeOfRow = MAXSIZEZ; + *sizeOfColumn = MAXSIZEY; break; - case 'W': - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite); + case 2: /* FRONT */ + case 5: /* BACK */ + *sizeOfRow = MAXSIZEX; + *sizeOfColumn = MAXSIZEY; break; -#endif } } -static void -draw_cubit(ModeInfo * mi, char BACK, char FRONT, char LEFT, char RIGHT, char BOTTOM, char TOP) +static Bool +checkFaceSquare(rubikstruct * rp, int face) { - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + int sizeOfRow, sizeOfColumn; + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + return (sizeOfRow == sizeOfColumn); + /* Cubes can be made square with a 4x2 face where 90 degree turns + * should be permitted but that is kind of complicated for me. + * This can be done in 2 ways where the side of the cubies are + * the same size and one where one side (the side with half the + * number of cubies) is twice the size of the other. The first is + * complicated because faces of cubies can go under other faces. + * The second way is similar to "banded cubes" where scotch tape + * restricts the moves of some cubes. Here you have to keep track + * of the restrictions and show banded cubies graphically as one + * cube. + */ +} - 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 - } +static int +sizeFace(rubikstruct * rp, int face) +{ + int sizeOfRow, sizeOfColumn; + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + return (sizeOfRow * sizeOfColumn); +} + +static int +sizeRow(rubikstruct * rp, int face) +{ + int sizeOfRow, sizeOfColumn; /* sizeOfColumn not used */ + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + return sizeOfRow; +} + +static Bool +draw_stickerless_cubit(rubikstruct *rp) +{ + glBegin(GL_QUADS); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); + /* Put sticker here */ + glNormal3f(0.00, 0.00, 1.00); + glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); + glNormal3f(0.00, 0.00, -1.00); + glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); + glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); + glNormal3f(-1.00, 0.00, 0.00); + glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); + glNormal3f(1.00, 0.00, 0.00); + glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); + glNormal3f(0.00, -1.00, 0.00); + glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); + glNormal3f(0.00, 1.00, 0.00); + glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); + + /* Edges of cubit */ + glNormal3f(-1.00, -1.00, 0.00); + glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); + glNormal3f(1.00, 1.00, 0.00); + glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); + glNormal3f(-1.00, 1.00, 0.00); + glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); + glNormal3f(1.00, -1.00, 0.00); + glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); + glNormal3f(0.00, -1.00, -1.00); + glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); + glNormal3f(0.00, 1.00, 1.00); + glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); + glNormal3f(0.00, -1.00, 1.00); + glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); + glNormal3f(0.00, 1.00, -1.00); + glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); + glNormal3f(-1.00, 0.00, -1.00); + glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); + glNormal3f(1.00, 0.00, 1.00); + glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); + glNormal3f(1.00, 0.00, -1.00); + glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); + glNormal3f(-1.00, 0.00, 1.00); + glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); + glEnd(); + glBegin(GL_TRIANGLES); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); + /* Corners of cubit */ + glNormal3f(1.00, 1.00, 1.00); + glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); + glNormal3f(-1.00, -1.00, -1.00); + glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); + glNormal3f(-1.00, 1.00, 1.00); + glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); + glNormal3f(1.00, -1.00, -1.00); + glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); + glNormal3f(1.00, -1.00, 1.00); + glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); + glNormal3f(-1.00, 1.00, -1.00); + glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); + glNormal3f(-1.00, -1.00, 1.00); + glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); + glNormal3f(1.00, 1.00, -1.00); + glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); + glEnd(); + return True; +} + +static Bool +draw_cubit(ModeInfo * mi, + int back, int front, int left, int right, int bottom, int top) +{ + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + int mono = MI_IS_MONO(mi); - if (BACK != ' ') { + if (!draw_stickerless_cubit(rp)) + return False; + if (back != NO_FACE) { glBegin(GL_POLYGON); - pickcolor(BACK); + pickcolor(back, mono); glNormal3f(0.00, 0.00, -1.00); - glVertex3f(-0.35, 0.40, -0.51); - glVertex3f(0.35, 0.40, -0.51); - glVertex3f(0.40, 0.35, -0.51); - glVertex3f(0.40, -0.35, -0.51); - glVertex3f(0.35, -0.40, -0.51); - glVertex3f(-0.35, -0.40, -0.51); - glVertex3f(-0.40, -0.35, -0.51); - glVertex3f(-0.40, 0.35, -0.51); + glVertex3f(-STICKERSHORT, STICKERLONG, -STICKERDEPTH); + glVertex3f(STICKERSHORT, STICKERLONG, -STICKERDEPTH); + glVertex3f(STICKERLONG, STICKERSHORT, -STICKERDEPTH); + glVertex3f(STICKERLONG, -STICKERSHORT, -STICKERDEPTH); + glVertex3f(STICKERSHORT, -STICKERLONG, -STICKERDEPTH); + glVertex3f(-STICKERSHORT, -STICKERLONG, -STICKERDEPTH); + glVertex3f(-STICKERLONG, -STICKERSHORT, -STICKERDEPTH); + glVertex3f(-STICKERLONG, STICKERSHORT, -STICKERDEPTH); glEnd(); } - if (FRONT != ' ') { + if (front != NO_FACE) { glBegin(GL_POLYGON); - pickcolor(FRONT); + pickcolor(front, mono); glNormal3f(0.00, 0.00, 1.00); - glVertex3f(-0.35, -0.40, 0.51); - glVertex3f(0.35, -0.40, 0.51); - glVertex3f(0.40, -0.35, 0.51); - glVertex3f(0.40, 0.35, 0.51); - glVertex3f(0.35, 0.40, 0.51); - glVertex3f(-0.35, 0.40, 0.51); - glVertex3f(-0.40, 0.35, 0.51); - glVertex3f(-0.40, -0.35, 0.51); + glVertex3f(-STICKERSHORT, -STICKERLONG, STICKERDEPTH); + glVertex3f(STICKERSHORT, -STICKERLONG, STICKERDEPTH); + glVertex3f(STICKERLONG, -STICKERSHORT, STICKERDEPTH); + glVertex3f(STICKERLONG, STICKERSHORT, STICKERDEPTH); + glVertex3f(STICKERSHORT, STICKERLONG, STICKERDEPTH); + glVertex3f(-STICKERSHORT, STICKERLONG, STICKERDEPTH); + glVertex3f(-STICKERLONG, STICKERSHORT, STICKERDEPTH); + glVertex3f(-STICKERLONG, -STICKERSHORT, STICKERDEPTH); glEnd(); } - if (LEFT != ' ') { + if (left != NO_FACE) { glBegin(GL_POLYGON); - pickcolor(LEFT); + pickcolor(left, mono); glNormal3f(-1.00, 0.00, 0.00); - glVertex3f(-0.51, -0.35, 0.40); - glVertex3f(-0.51, 0.35, 0.40); - glVertex3f(-0.51, 0.40, 0.35); - glVertex3f(-0.51, 0.40, -0.35); - glVertex3f(-0.51, 0.35, -0.40); - glVertex3f(-0.51, -0.35, -0.40); - glVertex3f(-0.51, -0.40, -0.35); - glVertex3f(-0.51, -0.40, 0.35); + glVertex3f(-STICKERDEPTH, -STICKERSHORT, STICKERLONG); + glVertex3f(-STICKERDEPTH, STICKERSHORT, STICKERLONG); + glVertex3f(-STICKERDEPTH, STICKERLONG, STICKERSHORT); + glVertex3f(-STICKERDEPTH, STICKERLONG, -STICKERSHORT); + glVertex3f(-STICKERDEPTH, STICKERSHORT, -STICKERLONG); + glVertex3f(-STICKERDEPTH, -STICKERSHORT, -STICKERLONG); + glVertex3f(-STICKERDEPTH, -STICKERLONG, -STICKERSHORT); + glVertex3f(-STICKERDEPTH, -STICKERLONG, STICKERSHORT); glEnd(); } - if (RIGHT != ' ') { + if (right != NO_FACE) { glBegin(GL_POLYGON); - pickcolor(RIGHT); + pickcolor(right, mono); glNormal3f(1.00, 0.00, 0.00); - glVertex3f(0.51, -0.35, -0.40); - glVertex3f(0.51, 0.35, -0.40); - glVertex3f(0.51, 0.40, -0.35); - glVertex3f(0.51, 0.40, 0.35); - glVertex3f(0.51, 0.35, 0.40); - glVertex3f(0.51, -0.35, 0.40); - glVertex3f(0.51, -0.40, 0.35); - glVertex3f(0.51, -0.40, -0.35); + glVertex3f(STICKERDEPTH, -STICKERSHORT, -STICKERLONG); + glVertex3f(STICKERDEPTH, STICKERSHORT, -STICKERLONG); + glVertex3f(STICKERDEPTH, STICKERLONG, -STICKERSHORT); + glVertex3f(STICKERDEPTH, STICKERLONG, STICKERSHORT); + glVertex3f(STICKERDEPTH, STICKERSHORT, STICKERLONG); + glVertex3f(STICKERDEPTH, -STICKERSHORT, STICKERLONG); + glVertex3f(STICKERDEPTH, -STICKERLONG, STICKERSHORT); + glVertex3f(STICKERDEPTH, -STICKERLONG, -STICKERSHORT); glEnd(); } - if (BOTTOM != ' ') { + if (bottom != NO_FACE) { glBegin(GL_POLYGON); - pickcolor(BOTTOM); + pickcolor(bottom, mono); glNormal3f(0.00, -1.00, 0.00); - glVertex3f(0.40, -0.51, -0.35); - glVertex3f(0.40, -0.51, 0.35); - glVertex3f(0.35, -0.51, 0.40); - glVertex3f(-0.35, -0.51, 0.40); - glVertex3f(-0.40, -0.51, 0.35); - glVertex3f(-0.40, -0.51, -0.35); - glVertex3f(-0.35, -0.51, -0.40); - glVertex3f(0.35, -0.51, -0.40); + glVertex3f(STICKERLONG, -STICKERDEPTH, -STICKERSHORT); + glVertex3f(STICKERLONG, -STICKERDEPTH, STICKERSHORT); + glVertex3f(STICKERSHORT, -STICKERDEPTH, STICKERLONG); + glVertex3f(-STICKERSHORT, -STICKERDEPTH, STICKERLONG); + glVertex3f(-STICKERLONG, -STICKERDEPTH, STICKERSHORT); + glVertex3f(-STICKERLONG, -STICKERDEPTH, -STICKERSHORT); + glVertex3f(-STICKERSHORT, -STICKERDEPTH, -STICKERLONG); + glVertex3f(STICKERSHORT, -STICKERDEPTH, -STICKERLONG); glEnd(); } - if (TOP != ' ') { + if (top != NO_FACE) { glBegin(GL_POLYGON); - pickcolor(TOP); + pickcolor(top, mono); glNormal3f(0.00, 1.00, 0.00); - glVertex3f(-0.40, 0.51, -0.35); - glVertex3f(-0.40, 0.51, 0.35); - glVertex3f(-0.35, 0.51, 0.40); - glVertex3f(0.35, 0.51, 0.40); - glVertex3f(0.40, 0.51, 0.35); - glVertex3f(0.40, 0.51, -0.35); - glVertex3f(0.35, 0.51, -0.40); - glVertex3f(-0.35, 0.51, -0.40); + glVertex3f(-STICKERLONG, STICKERDEPTH, -STICKERSHORT); + glVertex3f(-STICKERLONG, STICKERDEPTH, STICKERSHORT); + glVertex3f(-STICKERSHORT, STICKERDEPTH, STICKERLONG); + glVertex3f(STICKERSHORT, STICKERDEPTH, STICKERLONG); + glVertex3f(STICKERLONG, STICKERDEPTH, STICKERSHORT); + glVertex3f(STICKERLONG, STICKERDEPTH, -STICKERSHORT); + glVertex3f(STICKERSHORT, STICKERDEPTH, -STICKERLONG); + glVertex3f(-STICKERSHORT, STICKERDEPTH, -STICKERLONG); glEnd(); } - glEnd(); + return True; } +/* Convert move to weird general notation */ static void +convertMove(rubikstruct * rp, RubikMove move, RubikSlice * slice) +{ + RubikLoc plane; + int sizeOfRow, sizeOfColumn; + + plane = rotateSlice[(int) move.face][move.direction % 2]; + (*slice).face = plane.face; + (*slice).rotation = plane.rotation; + + faceSizes(rp, move.face, &sizeOfRow, &sizeOfColumn); + if (plane.face == 1 || /* VERTICAL */ + (plane.face == 2 && (move.face == 1 || move.face == 3))) { + if ((*slice).rotation == CW) + (*slice).depth = sizeOfRow - 1 - move.position % + sizeOfRow; + else + (*slice).depth = move.position % sizeOfRow; + } else { /* (plane.face == 0 || *//* HORIZONTAL *//* + (plane.face == 2 && (move.face == 0 || move.face == 4))) */ + if ((*slice).rotation == CW) + (*slice).depth = sizeOfColumn - 1 - move.position / + sizeOfRow; + else + (*slice).depth = move.position / sizeOfRow; + } + /* If (*slice).depth = 0 then face 0, face 1, or face 2 moves */ + if (move.direction / 2) + (*slice).rotation = ((*slice).rotation == CW) ? CCW : CW; +} + +/* Assume the size is at least 2, or its just not challenging... */ +static Bool draw_cube(ModeInfo * mi) { #define S1 1 -#define S2 (S1*2) +#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) +#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t)) return False rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + RubikSlice slice; + GLfloat rotatestep; + int i, j, k; - switch (rp->movement) { - case NO_ROTATION: - case BACK_ROTATION: - case FRONT_ROTATION: - glPushMatrix(); - if (rp->movement == BACK_ROTATION) - glRotatef(-rp->rotatestep, 0, 0, 1); - glTranslatef(-S1, -S1, -S1); - draw_cubit(mi, F_[BACK_ROTATION][0][LAST], ' ', - F_[LEFT_ROTATION][0][0], ' ', - F_[BOTTOM_ROTATION][0][0], ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, F_[BACK_ROTATION][1][LAST], ' ', - ' ', ' ', - F_[BOTTOM_ROTATION][1][0], ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, F_[BACK_ROTATION][LAST][LAST], ' ', - ' ', F_[RIGHT_ROTATION][LAST][0], - F_[BOTTOM_ROTATION][LAST][0], ' '); - glTranslatef(-S2, S1, 0); - draw_cubit(mi, F_[BACK_ROTATION][0][1], ' ', - F_[LEFT_ROTATION][0][1], ' ', - ' ', ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, F_[BACK_ROTATION][1][1], ' ', - ' ', ' ', - ' ', ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, F_[BACK_ROTATION][LAST][1], ' ', - ' ', F_[RIGHT_ROTATION][LAST][1], - ' ', ' '); - glTranslatef(-S2, S1, 0); - draw_cubit(mi, F_[BACK_ROTATION][0][0], ' ', - F_[LEFT_ROTATION][0][LAST], ' ', - ' ', F_[TOP_ROTATION][0][LAST]); - glTranslatef(S1, 0, 0); - draw_cubit(mi, F_[BACK_ROTATION][1][0], ' ', - ' ', ' ', - ' ', F_[TOP_ROTATION][1][LAST]); - glTranslatef(S1, 0, 0); - draw_cubit(mi, F_[BACK_ROTATION][LAST][0], ' ', - ' ', F_[RIGHT_ROTATION][LAST][LAST], - ' ', F_[TOP_ROTATION][LAST][LAST]); - glPopMatrix(); + if (rp->movement.face == NO_FACE) { + slice.face = NO_FACE; + slice.rotation = NO_ROTATION; + slice.depth = NO_DEPTH; + } else { + convertMove(rp, rp->movement, &slice); + } + rotatestep = (slice.rotation == CCW) ? rp->rotatestep : -rp->rotatestep; + + +/*- + * The glRotatef() routine transforms the coordinate system for every future + * vertex specification (this is not so simple, but by now comprehending this + * 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(); - glTranslatef(-S1, -S1, 0); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][0], ' ', - F_[BOTTOM_ROTATION][0][1], ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', ' ', - ' ', ' ', - F_[BOTTOM_ROTATION][1][1], ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][0], - F_[BOTTOM_ROTATION][LAST][1], ' '); - glTranslatef(-S2, S1, 0); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][1], ' ', - ' ', ' '); - glTranslatef(2, 0, 0); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][1], - ' ', ' '); - glTranslatef(-S2, S1, 0); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][LAST], ' ', - ' ', F_[TOP_ROTATION][0][1]); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', ' ', - ' ', ' ', - ' ', F_[TOP_ROTATION][1][1]); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][LAST], - ' ', F_[TOP_ROTATION][LAST][1]); + 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(S1, 0, -SZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + 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(); - if (rp->movement == FRONT_ROTATION) - glRotatef(rp->rotatestep, 0, 0, 1); - glTranslatef(-S1, -S1, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][0], - F_[LEFT_ROTATION][LAST][0], ' ', - F_[BOTTOM_ROTATION][0][LAST], ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][0], - ' ', ' ', - F_[BOTTOM_ROTATION][1][LAST], ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][0], - ' ', F_[RIGHT_ROTATION][0][0], - F_[BOTTOM_ROTATION][LAST][LAST], ' '); - glTranslatef(-S2, S1, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][1], - F_[LEFT_ROTATION][LAST][1], ' ', - ' ', ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][1], - ' ', ' ', - ' ', ' '); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][1], - ' ', F_[RIGHT_ROTATION][0][1], - ' ', ' '); - glTranslatef(-S2, S1, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][LASTY], - F_[LEFT_ROTATION][LAST][LAST], ' ', - ' ', F_[TOP_ROTATION][0][0]); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][LASTY], - ' ', ' ', - ' ', F_[TOP_ROTATION][1][0]); - glTranslatef(S1, 0, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][LASTY], - ' ', F_[RIGHT_ROTATION][0][LAST], - ' ', F_[TOP_ROTATION][LAST][0]); + 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_ROTATION: - case RIGHT_ROTATION: - glPushMatrix(); - if (rp->movement == LEFT_ROTATION) - glRotatef(-rp->rotatestep, 1, 0, 0); - glTranslatef(-S1, -S1, -S1); - draw_cubit(mi, F_[BACK_ROTATION][0][LAST], ' ', - F_[LEFT_ROTATION][0][0], ' ', - F_[BOTTOM_ROTATION][0][0], ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, F_[BACK_ROTATION][0][1], ' ', - F_[LEFT_ROTATION][0][1], ' ', - ' ', ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, F_[BACK_ROTATION][0][0], ' ', - F_[LEFT_ROTATION][0][LAST], ' ', - ' ', F_[TOP_ROTATION][0][LAST]); - glTranslatef(0, -S2, S1); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][0], ' ', - F_[BOTTOM_ROTATION][0][1], ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][1], ' ', - ' ', ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][LAST], ' ', - ' ', F_[TOP_ROTATION][0][1]); - glTranslatef(0, -S2, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][0], - F_[LEFT_ROTATION][LAST][0], ' ', - F_[BOTTOM_ROTATION][0][LAST], ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][1], - F_[LEFT_ROTATION][LAST][1], ' ', - ' ', ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][LASTY], - F_[LEFT_ROTATION][LAST][LAST], ' ', - ' ', F_[TOP_ROTATION][0][0]); - glPopMatrix(); + case LEFT_FACE: /* RIGHT_FACE too */ + /* rotatestep is negative because the RIGHT face is the default here */ glPushMatrix(); - glTranslatef(0, -S1, -S1); - draw_cubit(mi, F_[BACK_ROTATION][1][LAST], ' ', - ' ', ' ', - F_[BOTTOM_ROTATION][1][0], ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, F_[BACK_ROTATION][1][1], ' ', - ' ', ' ', - ' ', ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, F_[BACK_ROTATION][1][0], ' ', - ' ', ' ', - ' ', F_[TOP_ROTATION][1][LAST]); - glTranslatef(0, -S2, S1); - draw_cubit(mi, ' ', ' ', - ' ', ' ', - F_[BOTTOM_ROTATION][1][1], ' '); - glTranslatef(0, S2, 0); - draw_cubit(mi, ' ', ' ', - ' ', ' ', - ' ', F_[TOP_ROTATION][1][1]); - glTranslatef(0, -S2, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][0], - ' ', ' ', - F_[BOTTOM_ROTATION][1][LAST], ' '); + 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, ' ', F_[FRONT_ROTATION][1][1], - ' ', ' ', - ' ', ' '); + 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, ' ', F_[FRONT_ROTATION][1][LASTY], - ' ', ' ', - ' ', F_[TOP_ROTATION][1][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(); - if (rp->movement == RIGHT_ROTATION) - glRotatef(rp->rotatestep, 1, 0, 0); - glTranslatef(S1, -S1, -S1); - draw_cubit(mi, F_[BACK_ROTATION][LAST][LAST], ' ', - ' ', F_[RIGHT_ROTATION][LAST][0], - F_[BOTTOM_ROTATION][LAST][0], ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, F_[BACK_ROTATION][LAST][1], ' ', - ' ', F_[RIGHT_ROTATION][LAST][1], - ' ', ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, F_[BACK_ROTATION][LAST][0], ' ', - ' ', F_[RIGHT_ROTATION][LAST][LAST], - ' ', F_[TOP_ROTATION][LAST][LAST]); - glTranslatef(0, -S2, S1); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][0], - F_[BOTTOM_ROTATION][LAST][1], ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][1], - ' ', ' '); - glTranslatef(0, S1, 0); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][LAST], - ' ', F_[TOP_ROTATION][LAST][1]); - glTranslatef(0, -S2, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][0], - ' ', F_[RIGHT_ROTATION][0][0], - F_[BOTTOM_ROTATION][LAST][LAST], ' '); + 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, ' ', F_[FRONT_ROTATION][LASTX][1], - ' ', F_[RIGHT_ROTATION][0][1], - ' ', ' '); + 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, ' ', F_[FRONT_ROTATION][LASTX][LASTY], - ' ', F_[RIGHT_ROTATION][0][LAST], - ' ', F_[TOP_ROTATION][LAST][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 BOTTOM_ROTATION: - case TOP_ROTATION: - glPushMatrix(); - if (rp->movement == BOTTOM_ROTATION) - glRotatef(-rp->rotatestep, 0, 1, 0); - glTranslatef(-S1, -S1, -S1); - draw_cubit(mi, F_[BACK_ROTATION][0][LAST], ' ', - F_[LEFT_ROTATION][0][0], ' ', - F_[BOTTOM_ROTATION][0][0], ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][0], ' ', - F_[BOTTOM_ROTATION][0][1], ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][0], - F_[LEFT_ROTATION][LAST][0], ' ', - F_[BOTTOM_ROTATION][0][LAST], ' '); - glTranslatef(S1, 0, -S2); - draw_cubit(mi, F_[BACK_ROTATION][1][LAST], ' ', - ' ', ' ', - F_[BOTTOM_ROTATION][1][0], ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', ' ', - ' ', ' ', - F_[BOTTOM_ROTATION][1][1], ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][0], - ' ', ' ', - F_[BOTTOM_ROTATION][1][LAST], ' '); - glTranslatef(1, 0, -S2); - draw_cubit(mi, F_[BACK_ROTATION][LAST][LAST], ' ', - ' ', F_[RIGHT_ROTATION][LAST][0], - F_[BOTTOM_ROTATION][LAST][0], ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][0], - F_[BOTTOM_ROTATION][LAST][1], ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][0], - ' ', F_[RIGHT_ROTATION][0][0], - F_[BOTTOM_ROTATION][LAST][LAST], ' '); - glPopMatrix(); + case FRONT_FACE: /* BACK_FACE too */ glPushMatrix(); - glTranslatef(-S1, 0, -S1); - draw_cubit(mi, F_[BACK_ROTATION][0][1], ' ', - F_[LEFT_ROTATION][0][1], ' ', - ' ', ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][1], ' ', - ' ', ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][1], - F_[LEFT_ROTATION][LAST][1], ' ', - ' ', ' '); - glTranslatef(1, 0, -S2); - draw_cubit(mi, F_[BACK_ROTATION][1][1], ' ', - ' ', ' ', - ' ', ' '); - glTranslatef(0, 0, S2); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][1], - ' ', ' ', - ' ', ' '); - glTranslatef(S1, 0, -S2); - draw_cubit(mi, F_[BACK_ROTATION][LAST][1], ' ', - ' ', F_[RIGHT_ROTATION][LAST][1], - ' ', ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][1], - ' ', ' '); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][1], - ' ', F_[RIGHT_ROTATION][0][1], - ' ', ' '); + 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(); - if (rp->movement == TOP_ROTATION) - glRotatef(rp->rotatestep, 0, 1, 0); - glTranslatef(-S1, S1, -S1); - draw_cubit(mi, F_[BACK_ROTATION][0][0], ' ', - F_[LEFT_ROTATION][0][LAST], ' ', - ' ', F_[TOP_ROTATION][0][LAST]); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', ' ', - F_[LEFT_ROTATION][1][LAST], ' ', - ' ', F_[TOP_ROTATION][0][1]); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][LASTY], - F_[LEFT_ROTATION][LAST][LAST], ' ', - ' ', F_[TOP_ROTATION][0][0]); - glTranslatef(S1, 0, -S2); - draw_cubit(mi, F_[BACK_ROTATION][1][0], ' ', - ' ', ' ', - ' ', F_[TOP_ROTATION][1][LAST]); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', ' ', - ' ', ' ', - ' ', F_[TOP_ROTATION][1][1]); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][LASTY], - ' ', ' ', - ' ', F_[TOP_ROTATION][1][0]); - glTranslatef(S1, 0, -S2); - draw_cubit(mi, F_[BACK_ROTATION][LAST][0], ' ', - ' ', F_[RIGHT_ROTATION][LAST][LAST], - ' ', F_[TOP_ROTATION][LAST][LAST]); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', ' ', - ' ', F_[RIGHT_ROTATION][1][LAST], - ' ', F_[TOP_ROTATION][LAST][1]); - glTranslatef(0, 0, S1); - draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][LASTY], - ' ', F_[RIGHT_ROTATION][0][LAST], - ' ', F_[TOP_ROTATION][LAST][0]); + 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; } + return True; #undef S1 -#undef S2 } +/* From David Bagley's xrubik. Used by permission. ;) */ static void -evalmovement(ModeInfo * mi, int face, char orient) +readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size) { - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - char T1, T2, T3; + int g, sizeOfRow; + + sizeOfRow = sizeRow(rp, face); + if (dir == TOP || dir == BOTTOM) + for (g = 0; g < size; g++) + rp->rowLoc[orient][g] = + rp->cubeLoc[face][g * sizeOfRow + h]; + else /* dir == RIGHT || dir == LEFT */ + for (g = 0; g < size; g++) + rp->rowLoc[orient][g] = + rp->cubeLoc[face][h * sizeOfRow + g]; +} - if (face < 0 || face > 5) - return; +static void +rotateRC(rubikstruct * rp, int rotate, int orient, int size) +{ + int g; - if (orient == CLOCK_WISE) { - T1 = F_[face][0][LAST]; - T2 = F_[face][1][LAST]; - F_[face][0][LAST] = F_[face][0][0]; - F_[face][1][LAST] = F_[face][0][1]; - F_[face][0][0] = F_[face][LAST][0]; - F_[face][0][1] = F_[face][1][0]; - F_[face][1][0] = F_[face][LAST][1]; - F_[face][LAST][0] = F_[face][LAST][LAST]; - F_[face][LAST][LAST] = T1; /* F_[face][0][LAST]; */ - F_[face][LAST][1] = T2; /* F_[face][1][LAST]; */ - } else { - T1 = F_[face][0][0]; - T2 = F_[face][0][1]; - F_[face][0][0] = F_[face][0][LAST]; - F_[face][0][1] = F_[face][1][LAST]; - F_[face][0][LAST] = F_[face][LAST][LAST]; - F_[face][1][LAST] = F_[face][LAST][1]; - F_[face][LAST][1] = F_[face][1][0]; - F_[face][LAST][LAST] = F_[face][LAST][0]; - F_[face][1][0] = T2; /* F_[face][0][1]; */ - F_[face][LAST][0] = T1; /* F_[face][0][0]; */ + 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; } +} - switch (face) { - case BACK_ROTATION: - if (orient == CLOCK_WISE) { - T1 = F_[BOTTOM_ROTATION][0][0]; - T2 = F_[BOTTOM_ROTATION][1][0]; - T3 = F_[BOTTOM_ROTATION][LAST][0]; - F_[BOTTOM_ROTATION][0][0] = F_[LEFT_ROTATION][0][LAST]; - F_[BOTTOM_ROTATION][1][0] = F_[LEFT_ROTATION][0][1]; - F_[BOTTOM_ROTATION][LAST][0] = F_[LEFT_ROTATION][0][0]; - F_[LEFT_ROTATION][0][0] = F_[TOP_ROTATION][0][LAST]; - F_[LEFT_ROTATION][0][1] = F_[TOP_ROTATION][1][LAST]; - F_[LEFT_ROTATION][0][LAST] = F_[TOP_ROTATION][LAST][LAST]; - F_[TOP_ROTATION][0][LAST] = F_[RIGHT_ROTATION][LAST][LAST]; - F_[TOP_ROTATION][1][LAST] = F_[RIGHT_ROTATION][LAST][1]; - F_[TOP_ROTATION][LAST][LAST] = F_[RIGHT_ROTATION][LAST][0]; - F_[RIGHT_ROTATION][LAST][0] = T1; /* F_[BOTTOM_ROTATION][0][0]; */ - F_[RIGHT_ROTATION][LAST][1] = T2; /* F_[BOTTOM_ROTATION][1][0]; */ - F_[RIGHT_ROTATION][LAST][LAST] = T3; /* F_[BOTTOM_ROTATION][LAST][0]; */ - } else { - T1 = F_[LEFT_ROTATION][0][LAST]; - T2 = F_[LEFT_ROTATION][0][1]; - T3 = F_[LEFT_ROTATION][0][0]; - F_[LEFT_ROTATION][0][LAST] = F_[BOTTOM_ROTATION][0][0]; - F_[LEFT_ROTATION][0][1] = F_[BOTTOM_ROTATION][1][0]; - F_[LEFT_ROTATION][0][0] = F_[BOTTOM_ROTATION][LAST][0]; - F_[BOTTOM_ROTATION][0][0] = F_[RIGHT_ROTATION][LAST][0]; - F_[BOTTOM_ROTATION][1][0] = F_[RIGHT_ROTATION][LAST][1]; - F_[BOTTOM_ROTATION][LAST][0] = F_[RIGHT_ROTATION][LAST][LAST]; - F_[RIGHT_ROTATION][LAST][LAST] = F_[TOP_ROTATION][0][LAST]; - F_[RIGHT_ROTATION][LAST][1] = F_[TOP_ROTATION][1][LAST]; - F_[RIGHT_ROTATION][LAST][0] = F_[TOP_ROTATION][LAST][LAST]; - F_[TOP_ROTATION][0][LAST] = T3; /* F_[LEFT_ROTATION][0][0]; */ - F_[TOP_ROTATION][1][LAST] = T2; /* F_[LEFT_ROTATION][0][1]; */ - F_[TOP_ROTATION][LAST][LAST] = T1; /* F_[LEFT_ROTATION][0][LAST]; */ - } - break; - case FRONT_ROTATION: - if (orient == CLOCK_WISE) { - T1 = F_[RIGHT_ROTATION][0][LAST]; - T2 = F_[RIGHT_ROTATION][0][1]; - T3 = F_[RIGHT_ROTATION][0][0]; - F_[RIGHT_ROTATION][0][LAST] = F_[TOP_ROTATION][0][0]; - F_[RIGHT_ROTATION][0][1] = F_[TOP_ROTATION][1][0]; - F_[RIGHT_ROTATION][0][0] = F_[TOP_ROTATION][LAST][0]; - F_[TOP_ROTATION][0][0] = F_[LEFT_ROTATION][LAST][0]; - F_[TOP_ROTATION][1][0] = F_[LEFT_ROTATION][LAST][1]; - F_[TOP_ROTATION][LAST][0] = F_[LEFT_ROTATION][LAST][LAST]; - F_[LEFT_ROTATION][LAST][LAST] = F_[BOTTOM_ROTATION][0][LAST]; - F_[LEFT_ROTATION][LAST][1] = F_[BOTTOM_ROTATION][1][LAST]; - F_[LEFT_ROTATION][LAST][0] = F_[BOTTOM_ROTATION][LAST][LAST]; - F_[BOTTOM_ROTATION][0][LAST] = T3; /* F_[RIGHT_ROTATION][0][0]; */ - F_[BOTTOM_ROTATION][1][LAST] = T2; /* F_[RIGHT_ROTATION][0][1]; */ - F_[BOTTOM_ROTATION][LAST][LAST] = T1; /* F_[RIGHT_ROTATION][0][LAST]; */ - } else { - T1 = F_[TOP_ROTATION][0][0]; - T2 = F_[TOP_ROTATION][1][0]; - T3 = F_[TOP_ROTATION][LAST][0]; - F_[TOP_ROTATION][0][0] = F_[RIGHT_ROTATION][0][LAST]; - F_[TOP_ROTATION][1][0] = F_[RIGHT_ROTATION][0][1]; - F_[TOP_ROTATION][LAST][0] = F_[RIGHT_ROTATION][0][0]; - F_[RIGHT_ROTATION][0][0] = F_[BOTTOM_ROTATION][0][LAST]; - F_[RIGHT_ROTATION][0][1] = F_[BOTTOM_ROTATION][1][LAST]; - F_[RIGHT_ROTATION][0][LAST] = F_[BOTTOM_ROTATION][LAST][LAST]; - F_[BOTTOM_ROTATION][0][LAST] = F_[LEFT_ROTATION][LAST][LAST]; - F_[BOTTOM_ROTATION][1][LAST] = F_[LEFT_ROTATION][LAST][1]; - F_[BOTTOM_ROTATION][LAST][LAST] = F_[LEFT_ROTATION][LAST][0]; - F_[LEFT_ROTATION][LAST][0] = T1; /* F_[TOP_ROTATION][0][0]; */ - F_[LEFT_ROTATION][LAST][1] = T2; /* F_[TOP_ROTATION][1][0]; */ - F_[LEFT_ROTATION][LAST][LAST] = T3; /* F_[TOP_ROTATION][LAST][0]; */ - } +static void +writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size) +{ + int g, position, sizeOfRow; + + sizeOfRow = sizeRow(rp, face); + if (dir == TOP || dir == BOTTOM) { + for (g = 0; g < size; g++) { + position = g * sizeOfRow + h; + rp->cubeLoc[face][position] = rp->rowLoc[orient][g]; + /* DrawSquare(face, position); */ + } + } else { /* dir == RIGHT || dir == LEFT */ + for (g = 0; g < size; g++) { + position = h * sizeOfRow + g; + rp->cubeLoc[face][position] = rp->rowLoc[orient][g]; + /* DrawSquare(face, position); */ + } + } +} + +static Bool +rotateFace(rubikstruct * rp, int face, int direction) +{ + int position, i, j, sizeOfRow, sizeOfColumn, sizeOnPlane; + RubikLoc *faceLoc; + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + sizeOnPlane = sizeOfRow * sizeOfColumn; + if ((faceLoc = (RubikLoc *) malloc(sizeOnPlane * + sizeof (RubikLoc))) == NULL) { + return False; + } + /* Read Face */ + for (position = 0; position < sizeOnPlane; position++) + faceLoc[position] = rp->cubeLoc[face][position]; + /* Write Face */ + for (position = 0; position < sizeOnPlane; position++) { + i = position % sizeOfRow; + j = position / sizeOfRow; + if (direction == CW) + rp->cubeLoc[face][position] = + faceLoc[(sizeOfRow - i - 1) * sizeOfRow + j]; + else if (direction == CCW) + rp->cubeLoc[face][position] = + faceLoc[i * sizeOfRow + sizeOfColumn - j - 1]; + else /* (direction == HALF) */ + rp->cubeLoc[face][position] = + faceLoc[sizeOfRow - i - 1 + (sizeOfColumn - j - 1) * sizeOfRow]; + rp->cubeLoc[face][position].rotation = + (rp->cubeLoc[face][position].rotation + + direction - MAXORIENT) % MAXORIENT; + /* DrawSquare(face, position); */ + } + if (faceLoc != NULL) + (void) free((void *) faceLoc); + return True; +} + +/* Yeah this is big and ugly */ +static void +slideRC(int face, int direction, int h, int sizeOnOppAxis, + int *newFace, int *newDirection, int *newH, + int *rotate, Bool *reverse) +{ + *newFace = slideNextRow[face][direction].face; + *rotate = slideNextRow[face][direction].rotation; + *newDirection = (*rotate + direction) % MAXORIENT; + switch (*rotate) { + case TOP: + *newH = h; + *reverse = False; break; - case LEFT_ROTATION: - if (orient == CLOCK_WISE) { - T1 = F_[TOP_ROTATION][0][0]; - T2 = F_[TOP_ROTATION][0][1]; - T3 = F_[TOP_ROTATION][0][LAST]; - F_[TOP_ROTATION][0][0] = F_[BACK_ROTATION][0][0]; - F_[TOP_ROTATION][0][1] = F_[BACK_ROTATION][0][1]; - F_[TOP_ROTATION][0][LAST] = F_[BACK_ROTATION][0][LAST]; - F_[BACK_ROTATION][0][0] = F_[BOTTOM_ROTATION][0][0]; - F_[BACK_ROTATION][0][1] = F_[BOTTOM_ROTATION][0][1]; - F_[BACK_ROTATION][0][LAST] = F_[BOTTOM_ROTATION][0][LAST]; - F_[BOTTOM_ROTATION][0][0] = F_[FRONT_ROTATION][0][0]; - F_[BOTTOM_ROTATION][0][1] = F_[FRONT_ROTATION][0][1]; - F_[BOTTOM_ROTATION][0][LAST] = F_[FRONT_ROTATION][0][LASTY]; - F_[FRONT_ROTATION][0][0] = T1; /* F_[TOP_ROTATION][0][0]; */ - F_[FRONT_ROTATION][0][1] = T2; /* F_[TOP_ROTATION][0][1]; */ - F_[FRONT_ROTATION][0][LASTY] = T3; /* F_[TOP_ROTATION][0][LAST]; */ - } else { - T1 = F_[BACK_ROTATION][0][0]; - T2 = F_[BACK_ROTATION][0][1]; - T3 = F_[BACK_ROTATION][0][LAST]; - F_[BACK_ROTATION][0][0] = F_[TOP_ROTATION][0][0]; - F_[BACK_ROTATION][0][1] = F_[TOP_ROTATION][0][1]; - F_[BACK_ROTATION][0][LAST] = F_[TOP_ROTATION][0][LAST]; - F_[TOP_ROTATION][0][0] = F_[FRONT_ROTATION][0][0]; - F_[TOP_ROTATION][0][1] = F_[FRONT_ROTATION][0][1]; - F_[TOP_ROTATION][0][LAST] = F_[FRONT_ROTATION][0][LASTY]; - F_[FRONT_ROTATION][0][0] = F_[BOTTOM_ROTATION][0][0]; - F_[FRONT_ROTATION][0][1] = F_[BOTTOM_ROTATION][0][1]; - F_[FRONT_ROTATION][0][LASTY] = F_[BOTTOM_ROTATION][0][LAST]; - F_[BOTTOM_ROTATION][0][0] = T1; /* F_[BACK_ROTATION][0][0]; */ - F_[BOTTOM_ROTATION][0][1] = T2; /* F_[BACK_ROTATION][0][1]; */ - F_[BOTTOM_ROTATION][0][LAST] = T3; /* F_[BACK_ROTATION][0][LAST]; */ + case RIGHT: + if (*newDirection == TOP || *newDirection == BOTTOM) { + *newH = sizeOnOppAxis - 1 - h; + *reverse = False; + } else { /* *newDirection == RIGHT || *newDirection == LEFT */ + *newH = h; + *reverse = True; } + break; + case BOTTOM: + *newH = sizeOnOppAxis - 1 - h; + *reverse = True; break; - case RIGHT_ROTATION: - if (orient == CLOCK_WISE) { - T1 = F_[TOP_ROTATION][LAST][0]; - T2 = F_[TOP_ROTATION][LAST][1]; - T3 = F_[TOP_ROTATION][LAST][LAST]; - F_[TOP_ROTATION][LAST][0] = F_[FRONT_ROTATION][LASTX][0]; - F_[TOP_ROTATION][LAST][1] = F_[FRONT_ROTATION][LASTX][1]; - F_[TOP_ROTATION][LAST][LAST] = F_[FRONT_ROTATION][LASTX][LASTY]; - F_[FRONT_ROTATION][LASTX][0] = F_[BOTTOM_ROTATION][LAST][0]; - F_[FRONT_ROTATION][LASTX][1] = F_[BOTTOM_ROTATION][LAST][1]; - F_[FRONT_ROTATION][LASTX][LASTY] = F_[BOTTOM_ROTATION][LAST][LAST]; - F_[BOTTOM_ROTATION][LAST][0] = F_[BACK_ROTATION][LAST][0]; - F_[BOTTOM_ROTATION][LAST][1] = F_[BACK_ROTATION][LAST][1]; - F_[BOTTOM_ROTATION][LAST][LAST] = F_[BACK_ROTATION][LAST][LAST]; - F_[BACK_ROTATION][LAST][0] = T1; /* F_[TOP_ROTATION][LAST][0]; */ - F_[BACK_ROTATION][LAST][1] = T2; /* F_[TOP_ROTATION][LAST][1]; */ - F_[BACK_ROTATION][LAST][LAST] = T3; /* F_[TOP_ROTATION][LAST][LAST]; */ - } else { - T1 = F_[FRONT_ROTATION][LASTX][0]; - T2 = F_[FRONT_ROTATION][LASTX][1]; - T3 = F_[FRONT_ROTATION][LASTX][LASTY]; - F_[FRONT_ROTATION][LASTX][0] = F_[TOP_ROTATION][LAST][0]; - F_[FRONT_ROTATION][LASTX][1] = F_[TOP_ROTATION][LAST][1]; - F_[FRONT_ROTATION][LASTX][LASTY] = F_[TOP_ROTATION][LAST][LAST]; - F_[TOP_ROTATION][LAST][0] = F_[BACK_ROTATION][LAST][0]; - F_[TOP_ROTATION][LAST][1] = F_[BACK_ROTATION][LAST][1]; - F_[TOP_ROTATION][LAST][LAST] = F_[BACK_ROTATION][LAST][LAST]; - F_[BACK_ROTATION][LAST][0] = F_[BOTTOM_ROTATION][LAST][0]; - F_[BACK_ROTATION][LAST][1] = F_[BOTTOM_ROTATION][LAST][1]; - F_[BACK_ROTATION][LAST][LAST] = F_[BOTTOM_ROTATION][LAST][LAST]; - F_[BOTTOM_ROTATION][LAST][0] = T1; /* F_[FRONT_ROTATION][LASTX][0]; */ - F_[BOTTOM_ROTATION][LAST][1] = T2; /* F_[FRONT_ROTATION][LASTX][1]; */ - F_[BOTTOM_ROTATION][LAST][LAST] = T3; /* F_[FRONT_ROTATION][LASTX][LASTY]; */ + case LEFT: + if (*newDirection == TOP || *newDirection == BOTTOM) { + *newH = h; + *reverse = True; + } else { /* *newDirection == RIGHT || *newDirection == LEFT */ + *newH = sizeOnOppAxis - 1 - h; + *reverse = False; } break; - case BOTTOM_ROTATION: - if (orient == CLOCK_WISE) { - T1 = F_[FRONT_ROTATION][0][0]; - T2 = F_[FRONT_ROTATION][1][0]; - T3 = F_[FRONT_ROTATION][LASTX][0]; - F_[FRONT_ROTATION][0][0] = F_[LEFT_ROTATION][0][0]; - F_[FRONT_ROTATION][1][0] = F_[LEFT_ROTATION][1][0]; - F_[FRONT_ROTATION][LASTX][0] = F_[LEFT_ROTATION][LAST][0]; - F_[LEFT_ROTATION][0][0] = F_[BACK_ROTATION][LAST][LAST]; - F_[LEFT_ROTATION][1][0] = F_[BACK_ROTATION][1][LAST]; - F_[LEFT_ROTATION][LAST][0] = F_[BACK_ROTATION][0][LAST]; - F_[BACK_ROTATION][LAST][LAST] = F_[RIGHT_ROTATION][0][0]; - F_[BACK_ROTATION][1][LAST] = F_[RIGHT_ROTATION][1][0]; - F_[BACK_ROTATION][0][LAST] = F_[RIGHT_ROTATION][LAST][0]; - F_[RIGHT_ROTATION][0][0] = T1; /* F_[FRONT_ROTATION][0][0]; */ - F_[RIGHT_ROTATION][1][0] = T2; /* F_[FRONT_ROTATION][1][0]; */ - F_[RIGHT_ROTATION][LAST][0] = T3; /* F_[FRONT_ROTATION][LASTX][0]; */ - } else { - T1 = F_[BACK_ROTATION][LAST][LAST]; - T2 = F_[BACK_ROTATION][1][LAST]; - T3 = F_[BACK_ROTATION][0][LAST]; - F_[BACK_ROTATION][LAST][LAST] = F_[LEFT_ROTATION][0][0]; - F_[BACK_ROTATION][1][LAST] = F_[LEFT_ROTATION][1][0]; - F_[BACK_ROTATION][0][LAST] = F_[LEFT_ROTATION][LAST][0]; - F_[LEFT_ROTATION][0][0] = F_[FRONT_ROTATION][0][0]; - F_[LEFT_ROTATION][1][0] = F_[FRONT_ROTATION][1][0]; - F_[LEFT_ROTATION][LAST][0] = F_[FRONT_ROTATION][LASTX][0]; - F_[FRONT_ROTATION][0][0] = F_[RIGHT_ROTATION][0][0]; - F_[FRONT_ROTATION][1][0] = F_[RIGHT_ROTATION][1][0]; - F_[FRONT_ROTATION][LASTX][0] = F_[RIGHT_ROTATION][LAST][0]; - F_[RIGHT_ROTATION][0][0] = T1; /* F_[BACK_ROTATION][LAST][LAST]; */ - F_[RIGHT_ROTATION][1][0] = T2; /* F_[BACK_ROTATION][1][LAST]; */ - F_[RIGHT_ROTATION][LAST][0] = T3; /* F_[BACK_ROTATION][0][LAST]; */ - } - break; - case TOP_ROTATION: - if (orient == CLOCK_WISE) { - T1 = F_[BACK_ROTATION][0][0]; - T2 = F_[BACK_ROTATION][1][0]; - T3 = F_[BACK_ROTATION][LAST][0]; - F_[BACK_ROTATION][0][0] = F_[LEFT_ROTATION][LAST][LAST]; - F_[BACK_ROTATION][1][0] = F_[LEFT_ROTATION][1][LAST]; - F_[BACK_ROTATION][LAST][0] = F_[LEFT_ROTATION][0][LAST]; - F_[LEFT_ROTATION][LAST][LAST] = F_[FRONT_ROTATION][LASTX][LASTY]; - F_[LEFT_ROTATION][1][LAST] = F_[FRONT_ROTATION][1][LASTY]; - F_[LEFT_ROTATION][0][LAST] = F_[FRONT_ROTATION][0][LASTY]; - F_[FRONT_ROTATION][LASTX][LASTY] = F_[RIGHT_ROTATION][LAST][LAST]; - F_[FRONT_ROTATION][1][LASTY] = F_[RIGHT_ROTATION][1][LAST]; - F_[FRONT_ROTATION][0][LASTY] = F_[RIGHT_ROTATION][0][LAST]; - F_[RIGHT_ROTATION][LAST][LAST] = T1; /* F_[BACK_ROTATION][0][0]; */ - F_[RIGHT_ROTATION][1][LAST] = T2; /* F_[BACK_ROTATION][1][0]; */ - F_[RIGHT_ROTATION][0][LAST] = T3; /* F_[BACK_ROTATION][LAST][0]; */ - } else { - T1 = F_[RIGHT_ROTATION][LAST][LAST]; - T2 = F_[RIGHT_ROTATION][1][LAST]; - T3 = F_[RIGHT_ROTATION][0][LAST]; - F_[RIGHT_ROTATION][LAST][LAST] = F_[FRONT_ROTATION][LASTX][LASTY]; - F_[RIGHT_ROTATION][1][LAST] = F_[FRONT_ROTATION][1][LASTY]; - F_[RIGHT_ROTATION][0][LAST] = F_[FRONT_ROTATION][0][LASTY]; - F_[FRONT_ROTATION][LASTX][LASTY] = F_[LEFT_ROTATION][LAST][LAST]; - F_[FRONT_ROTATION][1][LASTY] = F_[LEFT_ROTATION][1][LAST]; - F_[FRONT_ROTATION][0][LASTY] = F_[LEFT_ROTATION][0][LAST]; - F_[LEFT_ROTATION][LAST][LAST] = F_[BACK_ROTATION][0][0]; - F_[LEFT_ROTATION][1][LAST] = F_[BACK_ROTATION][1][0]; - F_[LEFT_ROTATION][0][LAST] = F_[BACK_ROTATION][LAST][0]; - F_[BACK_ROTATION][0][0] = T1; /* F_[RIGHT_ROTATION][LAST][LAST]; */ - F_[BACK_ROTATION][1][0] = T2; /* F_[RIGHT_ROTATION][1][LAST]; */ - F_[BACK_ROTATION][LAST][0] = T3; /* F_[RIGHT_ROTATION][0][LAST]; */ + default: + (void) printf("slideRC: rotate %d\n", *rotate); + *newH = 0; + *reverse = False; + } +} + +static Bool +moveRubik(rubikstruct * rp, int face, int direction, int position) +{ + int newFace, newDirection, rotate, reverse; + int h, k, newH; + int i, j, sizeOfRow, sizeOfColumn, sizeOnAxis, sizeOnOppAxis; + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + if (direction == CW || direction == CCW) { + direction = (direction == CCW) ? + (rotateToRow[face].direction + 2) % MAXORIENT : + rotateToRow[face].direction; + if (rotateToRow[face].sideFace == RIGHT) { + i = j = sizeOfColumn - 1; + } else if (rotateToRow[face].sideFace == BOTTOM) { + i = j = sizeOfRow - 1; + } else { + i = j = 0; + } + face = rotateToRow[face].face; + position = j * sizeOfRow + i; + } + i = position % sizeOfRow; + j = position / sizeOfRow; + h = (direction == TOP || direction == BOTTOM) ? i : j; + if (direction == TOP || direction == BOTTOM) { + sizeOnAxis = sizeOfColumn; + sizeOnOppAxis = sizeOfRow; + } else { + sizeOnAxis = sizeOfRow; + sizeOnOppAxis = sizeOfColumn; + } + /* rotate sides CW or CCW or HALF) */ + + if (h == sizeOnOppAxis - 1) { + newDirection = (direction == TOP || direction == BOTTOM) ? + TOP : RIGHT; + if (rp->degreeTurn == 180) { + if (!rotateFace(rp, rowToRotate[face][newDirection], HALF)) + return False; + } else if (direction == TOP || direction == RIGHT) { + if (!rotateFace(rp, rowToRotate[face][newDirection], CW)) + return False; + } else { /* direction == BOTTOM || direction == LEFT */ + if (!rotateFace(rp, rowToRotate[face][newDirection], CCW)) + return False; + } + } + if (h == 0) { + newDirection = (direction == TOP || direction == BOTTOM) ? + BOTTOM : LEFT; + if (rp->degreeTurn == 180) { + if (!rotateFace(rp, rowToRotate[face][newDirection], HALF)) + return False; + } else if (direction == TOP || direction == RIGHT) { + if (!rotateFace(rp, rowToRotate[face][newDirection], CCW)) + return False; + } else { /* direction == BOTTOM || direction == LEFT */ + if (!rotateFace(rp, rowToRotate[face][newDirection], CW)) + return False; + } + } + /* Slide rows or columns */ + readRC(rp, face, direction, h, 0, sizeOnAxis); + if (rp->degreeTurn == 180) { + int sizeOnDepthAxis; + + slideRC(face, direction, h, sizeOnOppAxis, + &newFace, &newDirection, &newH, &rotate, &reverse); + sizeOnDepthAxis = sizeFace(rp, newFace) / sizeOnOppAxis; + readRC(rp, newFace, newDirection, newH, 1, sizeOnDepthAxis); + rotateRC(rp, rotate, 0, sizeOnAxis); + if (reverse == True) + reverseRC(rp, 0, sizeOnAxis); + face = newFace; + direction = newDirection; + h = newH; + for (k = 2; k <= MAXORIENT + 1; k++) { + slideRC(face, direction, h, sizeOnOppAxis, + &newFace, &newDirection, &newH, &rotate, &reverse); + if (k != MAXORIENT && k != MAXORIENT + 1) + readRC(rp, newFace, newDirection, newH, k, + (k % 2) ? sizeOnDepthAxis : sizeOnAxis); + rotateRC(rp, rotate, k - 2, + (k % 2) ? sizeOnDepthAxis : sizeOnAxis); + if (k != MAXORIENT + 1) + rotateRC(rp, rotate, k - 1, + (k % 2) ? sizeOnAxis : sizeOnDepthAxis); + if (reverse == True) { + reverseRC(rp, k - 2, + (k % 2) ? sizeOnDepthAxis : sizeOnAxis); + if (k != MAXORIENT + 1) + reverseRC(rp, k - 1, + (k % 2) ? sizeOnAxis : sizeOnDepthAxis); } - break; + writeRC(rp, newFace, newDirection, newH, k - 2, + (k % 2) ? sizeOnDepthAxis : sizeOnAxis); + face = newFace; + direction = newDirection; + h = newH; + } + } else { + for (k = 1; k <= MAXORIENT; k++) { + slideRC(face, direction, h, sizeOnOppAxis, + &newFace, &newDirection, &newH, &rotate, &reverse); + if (k != MAXORIENT) + readRC(rp, newFace, newDirection, newH, k, sizeOnAxis); + rotateRC(rp, rotate, k - 1, sizeOnAxis); + if (reverse == True) + reverseRC(rp, k - 1, sizeOnAxis); + writeRC(rp, newFace, newDirection, newH, k - 1, sizeOnAxis); + face = newFace; + direction = newDirection; + h = newH; + } + } + return True; +} + +#ifdef DEBUG +void +printCube(rubikstruct * rp) +{ + int face, position, sizeOfRow, sizeOfColumn; + + for (face = 0; face < MAXFACES; face++) { + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + for (position = 0; position < sizeOfRow * sizeOfColumn; position++) { + (void) printf("%d %d ", rp->cubeLoc[face][position].face, + rp->cubeLoc[face][position].rotation); + if (!((position + 1) % sizeOfRow)) + (void) printf("\n"); + } + (void) printf("\n"); } + (void) printf("\n"); } -static void -shuffle(ModeInfo * mi) +#endif + +static Bool +evalmovement(ModeInfo * mi, RubikMove movement) { rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - int i, mov, ori; - memset(F_[TOP_ROTATION], 'R', MAXSIZEXZ); - memset(F_[LEFT_ROTATION], 'Y', MAXSIZEZY); - memset(F_[FRONT_ROTATION], 'W', MAXSIZEXY); - memset(F_[RIGHT_ROTATION], 'G', MAXSIZEZY); - memset(F_[BOTTOM_ROTATION], 'O', MAXSIZEXZ); - memset(F_[BACK_ROTATION], 'B', MAXSIZEXY); +#ifdef DEBUG + printCube(rp); +#endif + if (movement.face < 0 || movement.face >= MAXFACES) + return True; + if (!moveRubik(rp, movement.face, movement.direction, movement.position)) + return False; + return True; +} + +static Bool +compare_moves(rubikstruct * rp, RubikMove move1, RubikMove move2, Bool opp) +{ + RubikSlice slice1, slice2; + + convertMove(rp, move1, &slice1); + convertMove(rp, move2, &slice2); + if (slice1.face == slice2.face && + slice1.depth == slice2.depth) { + if (slice1.rotation == slice2.rotation) { /* CW or CCW */ + if (!opp) + return True; + } else { + if (opp) + return True; + } + } + return False; +} + +static Bool +shuffle(ModeInfo * mi) +{ + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + int i, face, position; + RubikMove move; + + if (sizex) + i = sizex; + else + i = MI_SIZE(mi); + if (i < -MINSIZE) + i = NRAND(-i - MINSIZE + 1) + MINSIZE; + else if (i < MINSIZE) + i = MINSIZE; + + if (LRAND() % 2 && !sizey && !sizez) { /* Make normal (NxNxN) cubes more likely */ + MAXSIZEX = MAXSIZEY = MAXSIZEZ = i; + } else { + MAXSIZEX = i; + if (sizey) + i = sizey; + else + i = MI_SIZE(mi); + if (i < -MINSIZE) + i = NRAND(-i - MINSIZE + 1) + MINSIZE; + else if (i < MINSIZE) + i = MINSIZE; + if (LRAND() % 2 && !sizez) { /* Make more MxNxN more likely than LxMxN */ + MAXSIZEY = MAXSIZEZ = i; + } else { + MAXSIZEY = i; + if (sizez) + i = sizez; + else + i = MI_SIZE(mi); + if (i < -MINSIZE) + i = NRAND(-i - MINSIZE + 1) + MINSIZE; + else if (i < MINSIZE) + i = MINSIZE; + MAXSIZEZ = i; + } + } - rp->storedmoves = MI_BATCHCOUNT(mi); + for (face = 0; face < MAXFACES; face++) { + if (rp->cubeLoc[face] != NULL) + (void) free((void *) rp->cubeLoc[face]); + if ((rp->cubeLoc[face] = (RubikLoc *) malloc(sizeFace(rp, face) * + sizeof (RubikLoc))) == NULL) { + return False; + } + for (position = 0; position < sizeFace(rp, face); position++) { + rp->cubeLoc[face][position].face = face; + rp->cubeLoc[face][position].rotation = TOP; + } + } + for (i = 0; i < MAXORIENT; i++) { + if (rp->rowLoc[i] != NULL) + (void) free((void *) rp->rowLoc[i]); + /* The following is reused so make it the biggest size */ + if ((rp->rowLoc[i] = (RubikLoc *) malloc(MAXMAXSIZE * + sizeof (RubikLoc))) == NULL) { + return False; + } + } + rp->storedmoves = MI_COUNT(mi); if (rp->storedmoves < 0) { - if (rp->movedfaces != NULL) - (void) free((void *) rp->movedfaces); - if (rp->movedorient != NULL) - (void) free((void *) rp->movedorient); - rp->movedfaces = NULL; - rp->movedorient = NULL; + if (rp->moves != NULL) + (void) free((void *) rp->moves); + rp->moves = (RubikMove *) NULL; rp->storedmoves = NRAND(-rp->storedmoves) + 1; } - if ((rp->storedmoves) && (rp->movedfaces == NULL)) - if ((rp->movedfaces = - (char *) calloc(rp->storedmoves + 1, sizeof (char))) == NULL) - (void) fprintf(stderr, - "Could not allocate memory for rubik move buffer\n"); - - if ((rp->storedmoves) && (rp->movedorient == NULL)) - if ((rp->movedorient = - (char *) calloc(rp->storedmoves + 1, sizeof (char))) == NULL) - (void) fprintf(stderr, - "Could not allocate memory for rubik orient buffer\n"); - + if ((rp->storedmoves) && (rp->moves == NULL)) + if ((rp->moves = (RubikMove *) calloc(rp->storedmoves + 1, + sizeof (RubikMove))) == NULL) { + return False; + } if (MI_CYCLES(mi) <= 1) { rp->anglestep = 90.0; } else { @@ -1186,45 +1752,180 @@ shuffle(ModeInfo * mi) } for (i = 0; i < rp->storedmoves; i++) { - int condition; + Bool condition; do { - mov = NRAND(6); - ori = NRAND(2); - condition = 1; - if (i > 0) /* avoid immediate undoing moves */ - if (mov == rp->movedfaces[i - 1] && - ori == rp->movedorient[i - 1]) - condition = 0; + move.face = NRAND(MAXFACES); + move.direction = NRAND(MAXORIENT); /* Exclude CW and CCW, its ok */ + move.position = NRAND(sizeFace(rp, move.face)); + rp->degreeTurn = (checkFaceSquare(rp, + rowToRotate[move.face][move.direction])) ? 90 : 180; + condition = True; + if (i > 0) { /* avoid immediate undoing moves */ + if (compare_moves(rp, move, rp->moves[i - 1], True)) + condition = False; + if (rp->degreeTurn == 180 && + compare_moves(rp, move, rp->moves[i - 1], False)) + condition = False; + } if (i > 1) /* avoid 3 consecutive identical moves */ - if (mov == rp->movedfaces[i - 1] && - ori != rp->movedorient[i - 1] && - rp->movedfaces[i - 1] == rp->movedfaces[i - 2] && - rp->movedorient[i - 1] == rp->movedorient[i - 2]) - condition = 0; + if (compare_moves(rp, move, rp->moves[i - 1], False) && + compare_moves(rp, move, rp->moves[i - 2], False)) + condition = False; + /* + * Still some silly moves being made.... + */ } while (!condition); if (hideshuffling) - evalmovement(mi, mov, ori); - rp->movedfaces[i] = mov; - rp->movedorient[i] = (ori == CLOCK_WISE) ? C_CLOCK_WISE : CLOCK_WISE; + if (!evalmovement(mi, move)) + return False; + rp->moves[i] = move; } - rp->movement = NO_ROTATION; + 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; + return True; } void -draw_rubik(ModeInfo * mi) +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); + +} + +static Bool +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); + + return (shuffle(mi)); +} + +static void +free_rubik(rubikstruct *rp) +{ + int i; + + for (i = 0; i < MAXFACES; i++) + if (rp->cubeLoc[i] != NULL) { + (void) free((void *) rp->cubeLoc[i]); + rp->cubeLoc[i] = (RubikLoc *) NULL; + } + for (i = 0; i < MAXORIENT; i++) + if (rp->rowLoc[i] != NULL) { + (void) free((void *) rp->rowLoc[i]); + rp->rowLoc[i] = (RubikLoc *) NULL; + } + if (rp->moves != NULL) { + (void) free((void *) rp->moves); + rp->moves = (RubikMove *) NULL; + } +} + +void +release_rubik(ModeInfo * mi) +{ + if (rubik != NULL) { + int screen; + + for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) { + rubikstruct *rp = &rubik[screen]; + + free_rubik(rp); + } + (void) free((void *) rubik); + rubik = (rubikstruct *) NULL; + } + FreeAllGL(mi); +} + +void +init_rubik(ModeInfo * mi) +{ + rubikstruct *rp; + + if (rubik == NULL) { + if ((rubik = (rubikstruct *) calloc(MI_NUM_SCREENS(mi), + sizeof (rubikstruct))) == NULL) + return; + } + rp = &rubik[MI_SCREEN(mi)]; + rp->step = NRAND(90); + rp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0; + rp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0; + + if ((rp->glx_context = init_GL(mi)) != NULL) { + + reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + glDrawBuffer(GL_BACK); + if (!pinit(mi)) { + free_rubik(rp); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } + } else { + MI_CLEARWINDOW(mi); + } +} + +void +draw_rubik(ModeInfo * mi) +{ + Bool bounced = False; Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); + rubikstruct *rp; - glDrawBuffer(GL_BACK); - glXMakeCurrent(display, window, rp->glx_context); + if (rubik == NULL) + return; + rp = &rubik[MI_SCREEN(mi)]; + if (rp->cubeLoc[0] == NULL) + return; + + MI_IS_DRAWN(mi) = True; + if (!rp->glx_context) + return; + + glXMakeCurrent(display, window, *(rp->glx_context)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -1232,7 +1933,43 @@ draw_rubik(ModeInfo * mi) glTranslatef(0.0, 0.0, -10.0); - if (!MI_WIN_IS_ICONIC(mi)) { + rp->PX += rp->VX; + rp->PY += rp->VY; + + if (rp->PY < -1) { + rp->PY += (-1) - (rp->PY); + rp->VY = -rp->VY; + bounced = True; + } + if (rp->PY > 1) { + rp->PY -= (rp->PY) - 1; + rp->VY = -rp->VY; + bounced = True; + } + if (rp->PX < -1) { + rp->PX += (-1) - (rp->PX); + rp->VX = -rp->VX; + bounced = True; + } + if (rp->PX > 1) { + rp->PX -= (rp->PX) - 1; + rp->VX = -rp->VX; + bounced = True; + } + if (bounced) { + rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01; + rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01; + if (rp->VX > 0.06) + rp->VX = 0.06; + if (rp->VY > 0.06) + 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); @@ -1242,161 +1979,124 @@ draw_rubik(ModeInfo * mi) glRotatef(rp->step * 95, 0, 1, 0); glRotatef(rp->step * 90, 0, 0, 1); + if (!draw_cube(mi)) { + release_rubik(mi); + return; + } + if (MI_IS_FPS(mi)) do_fps (mi); + glXSwapBuffers(display, window); + if (rp->action == ACTION_SHUFFLE) { if (rp->done) { if (++rp->rotatestep > DELAY_AFTER_SHUFFLING) { - rp->movement = NO_ROTATION; + rp->movement.face = NO_FACE; rp->rotatestep = 0; rp->action = ACTION_SOLVE; rp->done = 0; } } else { - if (rp->movement == NO_ROTATION) { + if (rp->movement.face == NO_FACE) { if (rp->shufflingmoves < rp->storedmoves) { rp->rotatestep = 0; - rp->movement = rp->movedfaces[rp->shufflingmoves]; - rp->orientation = - (rp->movedorient[rp->shufflingmoves] == CLOCK_WISE) ? - C_CLOCK_WISE : CLOCK_WISE; + rp->movement = rp->moves[rp->shufflingmoves]; } else { rp->rotatestep = 0; rp->done = 1; } } else { - rp->rotatestep += (rp->orientation == CLOCK_WISE) ? - -rp->anglestep : rp->anglestep; - if (rp->rotatestep > 90 || rp->rotatestep < -90) { - evalmovement(mi, rp->movement, rp->orientation); + if (rp->rotatestep == 0) { + if (rp->movement.direction == CW || rp->movement.direction == CCW) + rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180; + else + rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180; + } + rp->rotatestep += rp->anglestep; + if (rp->rotatestep > rp->degreeTurn) { + if (!evalmovement(mi, rp->movement)) { + free_rubik(rp); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } rp->shufflingmoves++; - rp->movement = NO_ROTATION; + rp->movement.face = NO_FACE; } } } } else { if (rp->done) { if (++rp->rotatestep > DELAY_AFTER_SOLVING) - shuffle(mi); + if (!shuffle(mi)) { + free_rubik(rp); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } } else { - if (rp->movement == NO_ROTATION) { + if (rp->movement.face == NO_FACE) { if (rp->storedmoves > 0) { rp->rotatestep = 0; - rp->movement = rp->movedfaces[rp->storedmoves - 1]; - rp->orientation = rp->movedorient[rp->storedmoves - 1]; + 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->orientation == CLOCK_WISE) ? - -rp->anglestep : rp->anglestep; - if (rp->rotatestep > 90 || rp->rotatestep < -90) { - evalmovement(mi, rp->movement, rp->orientation); + if (rp->rotatestep == 0) { + if (rp->movement.direction == CW || rp->movement.direction == CCW) + rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180; + else + rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180; + } + rp->rotatestep += rp->anglestep; + if (rp->rotatestep > rp->degreeTurn) { + if (!evalmovement(mi, rp->movement)) { + free_rubik(rp); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } rp->storedmoves--; - rp->movement = NO_ROTATION; + rp->movement.face = NO_FACE; } } } } - draw_cube(mi); - glPopMatrix(); glFlush(); - glXSwapBuffers(display, window); - rp->step += 0.05; } -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->glx_context = init_GL(mi); - - reshape(mi, MI_WIN_WIDTH(mi), MI_WIN_HEIGHT(mi)); - objects = glGenLists(1); - pinit(mi); -} - void change_rubik(ModeInfo * mi) { - pinit(mi); -} - -void -release_rubik(ModeInfo * mi) -{ - if (rubik != NULL) { - int screen; + rubikstruct *rp; - for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) { - rubikstruct *rp = &rubik[screen]; + if (rubik == NULL) + return; + rp = &rubik[MI_SCREEN(mi)]; - if (rp->movedfaces != NULL) - (void) free((void *) rp->movedfaces); - if (rp->movedorient != NULL) - (void) free((void *) rp->movedorient); + if (!rp->glx_context) + return; + if (!pinit(mi)) { + free_rubik(rp); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); } - (void) free((void *) rubik); - rubik = NULL; + return; } } -#undef F_ #endif