X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Frubik.c;h=ee21be9a4ecffba1cf3b61b34ada63cd27960bbf;hp=69ea19583722f90573ae7d2b1dfc6ed2d1d1295e;hb=ffd8c0873576a9e3065696a624dce6b766b77062;hpb=2a991a811de4c7b22f812682b267b616a809fd9a diff --git a/hacks/glx/rubik.c b/hacks/glx/rubik.c index 69ea1958..ee21be9a 100644 --- a/hacks/glx/rubik.c +++ b/hacks/glx/rubik.c @@ -1,14 +1,10 @@ /* -*- Mode: C; tab-width: 4 -*- */ -/* rubik --- Shows a auto-solving Rubik's cube */ - -#if !defined( lint ) && !defined( SABER ) -static const char sccsid[] = "@(#)rubik.c 4.07 97/11/24 xlockmore"; +/* 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 -#undef LMN - /*- * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, @@ -30,78 +26,73 @@ static const char sccsid[] = "@(#)rubik.c 4.07 97/11/24 xlockmore"; * to use OpenGL at home. * * Since I'm not a native English speaker, my apologies for any grammatical - * mistake. + * mistakes. * - * My e-mail addresses are - * vianna@cat.cbpf.br - * and - * m-vianna@usa.net + * My e-mail address is + * mfvianna@centroin.com.br * * Marcelo F. Vianna (Jul-31-1997) * * Revision History: - * 26-Sep-98: Added some more movement (the cube do not stays in the screen - * center anymore. Also fixed the scale problem imediatelly after - * shuffling when the puzzle is solved. - * 08-Aug-97: Now has some internals from xrubik by David Bagley - * This should make it easier to add features. - * 02-Aug-97: Now behaves more like puzzle.c: first show the cube being - * shuffled and then being solved. A mode specific option was added: - * "+/-hideshuffling" to provide the original behavior (in which - * only the solution is shown). - * The color labels corners are now rounded. - * Optimized the cubit() routine using glLists. - * 01-Aug-97: Shuffling now avoids movements that undoes the previous movement - * and three consecutive identical moves (which is pretty stupid). - * improved the "cycles" option in replacement of David's hack, - * now rp->anglestep is a GLfloat, so this option selects the - * "exact" number of frames that a rotation (movement) takes to - * complete. - * 30-Jul-97: Initial release, there is no algorithm to solve the puzzle, - * instead, it randomly shuffle the cube and then make the - * movements in the reverse order. - * The mode was written in 1 day (I got sick and had the day off). - * There was not much to do since I could not leave home... :) - * + * 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: * ===================== * - * +------------+ - * |0--> | - * || | - * |v | - * | TOP(0) | - * | | - * | | - * | 8| - * +-----------+------------+-----------+ - * |0--> |0--> |0--> | - * || || || | - * |v |v |v | - * | LEFT(1) | FRONT(2) | RIGHT(3) | - * | | | | - * | | | | - * | 8| 8| 8| - * +-----------+------------+-----------+ - * |0--> | - * || | - * |v | - * | BOTTOM(4) | rp->faces[N][X+AVSIZE*Y]= - * | | rp->cubeLoc[N][X+AVSIZE*Y]= - * | | - * | 8| +---+---+---+ - * +------------+ | | | | - * |0--> | | 0 | 1 | 2 | - * || | |---+---+---+ - * |v | | xxxxx(N) | - * | BACK(5) | | 3 | 4 | 5 | - * | | +---+---+---+ - * | | | | | | - * | 8| | 6 | 7 | 8 | - * +------------+ +---+---+---+ + * +-----------+ + * |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 @@ -112,25 +103,16 @@ static const char sccsid[] = "@(#)rubik.c 4.07 97/11/24 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 - #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: 40000 \n" \ "*count: -30 \n" \ + "*showFPS: False \n" \ "*cycles: 5 \n" \ "*size: -6 \n" # include "xlockmore.h" /* from the xscreensaver distribution */ @@ -139,25 +121,40 @@ static const char sccsid[] = "@(#)rubik.c 4.07 97/11/24 xlockmore"; # 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"} }; @@ -167,8 +164,8 @@ ModeSpecOpt rubik_opts = #ifdef USE_MODULES ModStruct rubik_description = {"rubik", "init_rubik", "draw_rubik", "release_rubik", - "draw_rubik", "change_rubik", NULL, &rubik_opts, - 10000, -30, 5, -6, 4, 1.0, "", + "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 @@ -190,26 +187,14 @@ ModStruct rubik_description = /*************************************************************************/ #define MINSIZE 2 -#ifdef LMN /* LxMxN not completed yet... */ #define MAXSIZEX (rp->sizex) #define MAXSIZEY (rp->sizey) #define MAXSIZEZ (rp->sizez) -#define AVSIZE (rp->avsize) -#define MAXSIZE (rp->maxsize) -#define AVSIZESQ (rp->avsizeSq) -#define MAXSIZESQ (rp->maxsizeSq) -#else -#define MAXSIZEX (rp->size) -#define MAXSIZEY (rp->size) -#define MAXSIZEZ (rp->size) -#define AVSIZE (rp->size) -#define MAXSIZE (rp->size) -#define AVSIZESQ (rp->sizeSq) -#define MAXSIZESQ (rp->sizeSq) -#endif +#define 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 MAXSIZEYZ (MAXSIZEY*MAXSIZEZ) +#define MAXSIZEZX (MAXSIZEZ*MAXSIZEX) #define LASTX (MAXSIZEX-1) #define LASTY (MAXSIZEY-1) #define LASTZ (MAXSIZEZ-1) @@ -230,6 +215,7 @@ ModStruct rubik_description = #define BOTTOM 2 #define LEFT 3 #define CW (MAXORIENT+1) +#define HALF (MAXORIENT+2) #define CCW (2*MAXORIENT-1) #define TOP_FACE 0 @@ -240,12 +226,20 @@ ModStruct rubik_description = #define BACK_FACE 5 #define NO_FACE (MAXFACES) #define NO_ROTATION (2*MAXORIENT) -#define NO_DEPTH MAXSIZE +#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 */ @@ -306,8 +300,6 @@ static RubikLoc slideNextRow[MAXFACES][MAXORIENT] = /*- * Examine cubie 0 on each face, its 4 movements (well only 2 since the * other 2 will be opposites) and translate it into slice movements). - * Beware.. using this for NxNxN makes some assumptions that referenced - * cubes are along the diagonal top-left to bottom-right. * CW = DEEP Depth CCW == SHALLOW Depth with reference to faces 0, 1, and 2 */ static RubikLoc rotateSlice[MAXFACES][MAXORIENT / 2] = @@ -352,15 +344,15 @@ static int rowToRotate[MAXFACES][MAXORIENT] = {3, 0, 1, 4} }; -/* +/* * This translates a clockwise move to something more manageable */ static RubikRowNext rotateToRow[MAXFACES] = /*CW to min face */ { {1, LEFT, TOP}, - {0, BOTTOM, LEFT}, + {0, BOTTOM, RIGHT}, {0, RIGHT, BOTTOM}, - {0, TOP, RIGHT}, + {0, TOP, LEFT}, {1, RIGHT, BOTTOM}, {0, LEFT, TOP} }; @@ -370,14 +362,10 @@ typedef struct { GLfloat step; RubikMove *moves; int storedmoves; + int degreeTurn; int shufflingmoves; -#ifdef LMN /* Under construction */ int sizex, sizey, sizez; - int avsize, maxsize; - int avsizeSq, maxsizeSq; -#else - int size, sizeSq; -#endif + float avsize, avsizeSq; int action; int done; GLfloat anglestep; @@ -387,7 +375,6 @@ typedef struct { GLfloat rotatestep; GLfloat PX, PY, VX, VY; GLXContext *glx_context; - int AreObjectsDefined[1]; } rubikstruct; static float front_shininess[] = @@ -440,10 +427,8 @@ static float MaterialGray6[] = 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(int C, int mono) @@ -489,265 +474,334 @@ pickcolor(int C, int mono) } } - static void +faceSizes(rubikstruct * rp, int face, int * sizeOfRow, int * sizeOfColumn) +{ + switch (face) { + case 0: /* TOP */ + case 4: /* BOTTOM */ + *sizeOfRow = MAXSIZEX; + *sizeOfColumn = MAXSIZEZ; + break; + case 1: /* LEFT */ + case 3: /* RIGHT */ + *sizeOfRow = MAXSIZEZ; + *sizeOfColumn = MAXSIZEY; + break; + case 2: /* FRONT */ + case 5: /* BACK */ + *sizeOfRow = MAXSIZEX; + *sizeOfColumn = MAXSIZEY; + break; + } +} + +static Bool +checkFaceSquare(rubikstruct * rp, int face) +{ + 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. + */ +} + +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 (!rp->AreObjectsDefined[ObjCubit]) { - glNewList(objects + ObjCubit, GL_COMPILE_AND_EXECUTE); - glBegin(GL_QUADS); - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); - glNormal3f(0.00, 0.00, 1.00); - glVertex3f(-0.45, -0.45, 0.50); - glVertex3f(0.45, -0.45, 0.50); - glVertex3f(0.45, 0.45, 0.50); - glVertex3f(-0.45, 0.45, 0.50); - glNormal3f(0.00, 0.00, -1.00); - glVertex3f(-0.45, 0.45, -0.50); - glVertex3f(0.45, 0.45, -0.50); - glVertex3f(0.45, -0.45, -0.50); - glVertex3f(-0.45, -0.45, -0.50); - glNormal3f(-1.00, 0.00, 0.00); - glVertex3f(-0.50, -0.45, 0.45); - glVertex3f(-0.50, 0.45, 0.45); - glVertex3f(-0.50, 0.45, -0.45); - glVertex3f(-0.50, -0.45, -0.45); - glNormal3f(1.00, 0.00, 0.00); - glVertex3f(0.50, -0.45, -0.45); - glVertex3f(0.50, 0.45, -0.45); - glVertex3f(0.50, 0.45, 0.45); - glVertex3f(0.50, -0.45, 0.45); - glNormal3f(0.00, -1.00, 0.00); - glVertex3f(0.45, -0.50, -0.45); - glVertex3f(0.45, -0.50, 0.45); - glVertex3f(-0.45, -0.50, 0.45); - glVertex3f(-0.45, -0.50, -0.45); - glNormal3f(0.00, 1.00, 0.00); - glVertex3f(-0.45, 0.50, -0.45); - glVertex3f(-0.45, 0.50, 0.45); - glVertex3f(0.45, 0.50, 0.45); - glVertex3f(0.45, 0.50, -0.45); - glNormal3f(-1.00, -1.00, 0.00); - glVertex3f(-0.45, -0.50, -0.45); - glVertex3f(-0.45, -0.50, 0.45); - glVertex3f(-0.50, -0.45, 0.45); - glVertex3f(-0.50, -0.45, -0.45); - glNormal3f(1.00, 1.00, 0.00); - glVertex3f(0.45, 0.50, -0.45); - glVertex3f(0.45, 0.50, 0.45); - glVertex3f(0.50, 0.45, 0.45); - glVertex3f(0.50, 0.45, -0.45); - glNormal3f(-1.00, 1.00, 0.00); - glVertex3f(-0.50, 0.45, -0.45); - glVertex3f(-0.50, 0.45, 0.45); - glVertex3f(-0.45, 0.50, 0.45); - glVertex3f(-0.45, 0.50, -0.45); - glNormal3f(1.00, -1.00, 0.00); - glVertex3f(0.50, -0.45, -0.45); - glVertex3f(0.50, -0.45, 0.45); - glVertex3f(0.45, -0.50, 0.45); - glVertex3f(0.45, -0.50, -0.45); - glNormal3f(0.00, -1.00, -1.00); - glVertex3f(-0.45, -0.45, -0.50); - glVertex3f(0.45, -0.45, -0.50); - glVertex3f(0.45, -0.50, -0.45); - glVertex3f(-0.45, -0.50, -0.45); - glNormal3f(0.00, 1.00, 1.00); - glVertex3f(-0.45, 0.45, 0.50); - glVertex3f(0.45, 0.45, 0.50); - glVertex3f(0.45, 0.50, 0.45); - glVertex3f(-0.45, 0.50, 0.45); - glNormal3f(0.00, -1.00, 1.00); - glVertex3f(-0.45, -0.50, 0.45); - glVertex3f(0.45, -0.50, 0.45); - glVertex3f(0.45, -0.45, 0.50); - glVertex3f(-0.45, -0.45, 0.50); - glNormal3f(0.00, 1.00, -1.00); - glVertex3f(-0.45, 0.50, -0.45); - glVertex3f(0.45, 0.50, -0.45); - glVertex3f(0.45, 0.45, -0.50); - glVertex3f(-0.45, 0.45, -0.50); - glNormal3f(-1.00, 0.00, -1.00); - glVertex3f(-0.50, -0.45, -0.45); - glVertex3f(-0.50, 0.45, -0.45); - glVertex3f(-0.45, 0.45, -0.50); - glVertex3f(-0.45, -0.45, -0.50); - glNormal3f(1.00, 0.00, 1.00); - glVertex3f(0.50, -0.45, 0.45); - glVertex3f(0.50, 0.45, 0.45); - glVertex3f(0.45, 0.45, 0.50); - glVertex3f(0.45, -0.45, 0.50); - glNormal3f(1.00, 0.00, -1.00); - glVertex3f(0.45, -0.45, -0.50); - glVertex3f(0.45, 0.45, -0.50); - glVertex3f(0.50, 0.45, -0.45); - glVertex3f(0.50, -0.45, -0.45); - glNormal3f(-1.00, 0.00, 1.00); - glVertex3f(-0.45, -0.45, 0.50); - glVertex3f(-0.45, 0.45, 0.50); - glVertex3f(-0.50, 0.45, 0.45); - glVertex3f(-0.50, -0.45, 0.45); - glEnd(); - glBegin(GL_TRIANGLES); - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); - glNormal3f(1.00, 1.00, 1.00); - glVertex3f(0.45, 0.45, 0.50); - glVertex3f(0.50, 0.45, 0.45); - glVertex3f(0.45, 0.50, 0.45); - glNormal3f(-1.00, -1.00, -1.00); - glVertex3f(-0.45, -0.50, -0.45); - glVertex3f(-0.50, -0.45, -0.45); - glVertex3f(-0.45, -0.45, -0.50); - glNormal3f(-1.00, 1.00, 1.00); - glVertex3f(-0.45, 0.45, 0.50); - glVertex3f(-0.45, 0.50, 0.45); - glVertex3f(-0.50, 0.45, 0.45); - glNormal3f(1.00, -1.00, -1.00); - glVertex3f(0.50, -0.45, -0.45); - glVertex3f(0.45, -0.50, -0.45); - glVertex3f(0.45, -0.45, -0.50); - glNormal3f(1.00, -1.00, 1.00); - glVertex3f(0.45, -0.45, 0.50); - glVertex3f(0.45, -0.50, 0.45); - glVertex3f(0.50, -0.45, 0.45); - glNormal3f(-1.00, 1.00, -1.00); - glVertex3f(-0.50, 0.45, -0.45); - glVertex3f(-0.45, 0.50, -0.45); - glVertex3f(-0.45, 0.45, -0.50); - glNormal3f(-1.00, -1.00, 1.00); - glVertex3f(-0.45, -0.45, 0.50); - glVertex3f(-0.50, -0.45, 0.45); - glVertex3f(-0.45, -0.50, 0.45); - glNormal3f(1.00, 1.00, -1.00); - glVertex3f(0.50, 0.45, -0.45); - glVertex3f(0.45, 0.45, -0.50); - glVertex3f(0.45, 0.50, -0.45); - glEnd(); - glEndList(); - rp->AreObjectsDefined[ObjCubit] = 1; -#ifdef DEBUG_LISTS - (void) printf("Cubit drawn SLOWLY\n"); -#endif - } else { - glCallList(objects + ObjCubit); -#ifdef DEBUG_LISTS - (void) printf("Cubit drawn quickly\n"); -#endif - } - + if (!draw_stickerless_cubit(rp)) + return False; if (back != NO_FACE) { glBegin(GL_POLYGON); pickcolor(back, mono); glNormal3f(0.00, 0.00, -1.00); - glVertex3f(-0.35, 0.40, -0.51); - glVertex3f(0.35, 0.40, -0.51); - glVertex3f(0.40, 0.35, -0.51); - glVertex3f(0.40, -0.35, -0.51); - glVertex3f(0.35, -0.40, -0.51); - glVertex3f(-0.35, -0.40, -0.51); - glVertex3f(-0.40, -0.35, -0.51); - glVertex3f(-0.40, 0.35, -0.51); + 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 != NO_FACE) { glBegin(GL_POLYGON); pickcolor(front, mono); glNormal3f(0.00, 0.00, 1.00); - glVertex3f(-0.35, -0.40, 0.51); - glVertex3f(0.35, -0.40, 0.51); - glVertex3f(0.40, -0.35, 0.51); - glVertex3f(0.40, 0.35, 0.51); - glVertex3f(0.35, 0.40, 0.51); - glVertex3f(-0.35, 0.40, 0.51); - glVertex3f(-0.40, 0.35, 0.51); - glVertex3f(-0.40, -0.35, 0.51); + 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 != NO_FACE) { glBegin(GL_POLYGON); pickcolor(left, mono); glNormal3f(-1.00, 0.00, 0.00); - glVertex3f(-0.51, -0.35, 0.40); - glVertex3f(-0.51, 0.35, 0.40); - glVertex3f(-0.51, 0.40, 0.35); - glVertex3f(-0.51, 0.40, -0.35); - glVertex3f(-0.51, 0.35, -0.40); - glVertex3f(-0.51, -0.35, -0.40); - glVertex3f(-0.51, -0.40, -0.35); - glVertex3f(-0.51, -0.40, 0.35); + 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 != NO_FACE) { glBegin(GL_POLYGON); pickcolor(right, mono); glNormal3f(1.00, 0.00, 0.00); - glVertex3f(0.51, -0.35, -0.40); - glVertex3f(0.51, 0.35, -0.40); - glVertex3f(0.51, 0.40, -0.35); - glVertex3f(0.51, 0.40, 0.35); - glVertex3f(0.51, 0.35, 0.40); - glVertex3f(0.51, -0.35, 0.40); - glVertex3f(0.51, -0.40, 0.35); - glVertex3f(0.51, -0.40, -0.35); + 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 != NO_FACE) { glBegin(GL_POLYGON); pickcolor(bottom, mono); glNormal3f(0.00, -1.00, 0.00); - glVertex3f(0.40, -0.51, -0.35); - glVertex3f(0.40, -0.51, 0.35); - glVertex3f(0.35, -0.51, 0.40); - glVertex3f(-0.35, -0.51, 0.40); - glVertex3f(-0.40, -0.51, 0.35); - glVertex3f(-0.40, -0.51, -0.35); - glVertex3f(-0.35, -0.51, -0.40); - glVertex3f(0.35, -0.51, -0.40); + 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 != NO_FACE) { glBegin(GL_POLYGON); pickcolor(top, mono); glNormal3f(0.00, 1.00, 0.00); - glVertex3f(-0.40, 0.51, -0.35); - glVertex3f(-0.40, 0.51, 0.35); - glVertex3f(-0.35, 0.51, 0.40); - glVertex3f(0.35, 0.51, 0.40); - glVertex3f(0.40, 0.51, 0.35); - glVertex3f(0.40, 0.51, -0.35); - glVertex3f(0.35, 0.51, -0.40); - glVertex3f(-0.35, 0.51, -0.40); + 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(); } + return True; } - -static RubikSlice -convertMove(rubikstruct * rp, RubikMove move) +/* Convert move to weird general notation */ +static void +convertMove(rubikstruct * rp, RubikMove move, RubikSlice * slice) { - RubikSlice slice; RubikLoc plane; + int sizeOfRow, sizeOfColumn; plane = rotateSlice[(int) move.face][move.direction % 2]; - slice.face = plane.face; - slice.rotation = plane.rotation; - if (slice.rotation == CW) /* I just know this to be true... */ - slice.depth = AVSIZESQ - 1 - move.position; - else - slice.depth = move.position; - slice.depth = slice.depth / AVSIZE; - /* If slice.depth = 0 then face 0, face 1, or face 2 moves */ + (*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 = (plane.rotation == CW) ? CCW : CW; - return slice; + (*slice).rotation = ((*slice).rotation == CW) ? CCW : CW; } -/* Assume for the moment that the size is at least 2 */ -static void +/* Assume the size is at least 2, or its just not challenging... */ +static Bool draw_cube(ModeInfo * mi) { #define S1 1 @@ -760,6 +814,7 @@ draw_cube(ModeInfo * mi) #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; @@ -770,10 +825,11 @@ draw_cube(ModeInfo * mi) slice.rotation = NO_ROTATION; slice.depth = NO_DEPTH; } else { - slice = convertMove(rp, rp->movement); + 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 @@ -790,55 +846,55 @@ draw_cube(ModeInfo * mi) glRotatef(rotatestep, 0, HALFY, 0); glTranslatef(-HALFX, -HALFY, -HALFZ); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + DRAW_CUBIT(mi, NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face, NO_FACE, NO_FACE, rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE); } - glTranslatef(1, 0, -SZ); - draw_cubit(mi, + 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, + 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, + 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); @@ -848,49 +904,49 @@ draw_cube(ModeInfo * mi) if (slice.depth == REVY(j)) glRotatef(rotatestep, 0, HALFY, 0); glTranslatef(-HALFX, MIDY(j), -HALFZ); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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); @@ -900,55 +956,55 @@ draw_cube(ModeInfo * mi) glRotatef(rotatestep, 0, HALFY, 0); glTranslatef(-HALFX, HALFY, -HALFZ); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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); @@ -960,55 +1016,55 @@ draw_cube(ModeInfo * mi) glRotatef(-rotatestep, HALFX, 0, 0); glTranslatef(-HALFX, -HALFY, -HALFZ); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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); @@ -1018,49 +1074,49 @@ draw_cube(ModeInfo * mi) if (slice.depth == i) glRotatef(-rotatestep, HALFX, 0, 0); glTranslatef(MIDX(i), -HALFY, -HALFZ); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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); @@ -1069,55 +1125,55 @@ draw_cube(ModeInfo * mi) if (slice.depth == MAXSIZEX - 1) glRotatef(-rotatestep, HALFX, 0, 0); glTranslatef(HALFX, -HALFY, -HALFZ); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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); @@ -1128,55 +1184,55 @@ draw_cube(ModeInfo * mi) glRotatef(rotatestep, 0, 0, HALFZ); glTranslatef(-HALFX, -HALFY, -HALFZ); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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); @@ -1186,49 +1242,49 @@ draw_cube(ModeInfo * mi) if (slice.depth == REVZ(k)) glRotatef(rotatestep, 0, 0, HALFZ); glTranslatef(-HALFX, -HALFY, MIDZ(k)); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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); @@ -1237,60 +1293,61 @@ draw_cube(ModeInfo * mi) if (slice.depth == 0) glRotatef(rotatestep, 0, 0, HALFZ); glTranslatef(-HALFX, -HALFY, HALFZ); - draw_cubit(mi, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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, + 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 } @@ -1298,16 +1355,17 @@ draw_cube(ModeInfo * mi) static void readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size) { - int g; + 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 * size + h]; + 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 * size + g]; + rp->cubeLoc[face][h * sizeOfRow + g]; } static void @@ -1336,146 +1394,236 @@ reverseRC(rubikstruct * rp, int orient, int size) static void writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size) { - int g, position; + int g, position, sizeOfRow; + sizeOfRow = sizeRow(rp, face); if (dir == TOP || dir == BOTTOM) { for (g = 0; g < size; g++) { - position = g * size + h; + 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 * size + g; + position = h * sizeOfRow + g; rp->cubeLoc[face][position] = rp->rowLoc[orient][g]; /* DrawSquare(face, position); */ } } } -static void +static Bool rotateFace(rubikstruct * rp, int face, int direction) { - int position, i, j; - RubikLoc *faceLoc = NULL; - - if ((faceLoc = (RubikLoc *) malloc(AVSIZESQ * sizeof (RubikLoc))) == NULL) - (void) fprintf(stderr, - "Could not allocate memory for rubik face position info\n"); + 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 < AVSIZESQ; position++) + for (position = 0; position < sizeOnPlane; position++) faceLoc[position] = rp->cubeLoc[face][position]; /* Write Face */ - for (position = 0; position < AVSIZESQ; position++) { - i = position % AVSIZE; - j = position / AVSIZE; - rp->cubeLoc[face][position] = (direction == CW) ? - faceLoc[(AVSIZE - i - 1) * AVSIZE + j] : - faceLoc[i * AVSIZE + AVSIZE - j - 1]; + 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; + (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 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 LEFT: + if (*newDirection == TOP || *newDirection == BOTTOM) { + *newH = h; + *reverse = True; + } else { /* *newDirection == RIGHT || *newDirection == LEFT */ + *newH = sizeOnOppAxis - 1 - h; + *reverse = False; + } + break; + 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 = False; - int h, k, newH = 0; - int i, j; + 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; - i = j = (rotateToRow[face].sideFace == RIGHT || - rotateToRow[face].sideFace == BOTTOM) ? AVSIZE - 1 : 0; + 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 * AVSIZE + i; + position = j * sizeOfRow + i; } - i = position % AVSIZE; - j = position / AVSIZE; + i = position % sizeOfRow; + j = position / sizeOfRow; h = (direction == TOP || direction == BOTTOM) ? i : j; - /* rotate sides CW or CCW */ - if (h == AVSIZE - 1) { + 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 (direction == TOP || direction == RIGHT) - rotateFace(rp, rowToRotate[face][newDirection], CW); - else /* direction == BOTTOM || direction == LEFT */ - rotateFace(rp, rowToRotate[face][newDirection], CCW); + 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 (direction == TOP || direction == RIGHT) - rotateFace(rp, rowToRotate[face][newDirection], CCW); - else /* direction == BOTTOM || direction == LEFT */ - rotateFace(rp, rowToRotate[face][newDirection], CW); - } - /* Slide rows */ - readRC(rp, face, direction, h, 0, AVSIZE); - for (k = 1; k <= MAXORIENT; k++) { - newFace = slideNextRow[face][direction].face; - rotate = slideNextRow[face][direction].rotation; - newDirection = (rotate + direction) % MAXORIENT; - switch (rotate) { - case TOP: - newH = h; - reverse = False; - break; - case RIGHT: - if (newDirection == TOP || newDirection == BOTTOM) { - newH = AVSIZE - 1 - h; - reverse = False; - } else { /* newDirection == RIGHT || newDirection == LEFT */ - newH = h; - reverse = True; - } - break; - case BOTTOM: - newH = AVSIZE - 1 - h; - reverse = True; - break; - case LEFT: - if (newDirection == TOP || newDirection == BOTTOM) { - newH = h; - reverse = True; - } else { /* newDirection == RIGHT || newDirection == LEFT */ - newH = AVSIZE - 1 - h; - reverse = False; - } - break; - default: - (void) printf("moveRubik: rotate %d\n", rotate); + if (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; } - if (k != MAXORIENT) - readRC(rp, newFace, newDirection, newH, k, AVSIZE); - rotateRC(rp, rotate, k - 1, AVSIZE); + } + /* 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, k - 1, AVSIZE); - writeRC(rp, newFace, newDirection, newH, k - 1, AVSIZE); + 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); + } + 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; + int face, position, sizeOfRow, sizeOfColumn; for (face = 0; face < MAXFACES; face++) { - for (position = 0; position < AVSIZESQ; position++) { + 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) % AVSIZE)) + if (!((position + 1) % sizeOfRow)) (void) printf("\n"); } (void) printf("\n"); @@ -1485,7 +1633,7 @@ printCube(rubikstruct * rp) #endif -static void +static Bool evalmovement(ModeInfo * mi, RubikMove movement) { rubikstruct *rp = &rubik[MI_SCREEN(mi)]; @@ -1494,10 +1642,10 @@ evalmovement(ModeInfo * mi, RubikMove movement) printCube(rp); #endif if (movement.face < 0 || movement.face >= MAXFACES) - return; - - moveRubik(rp, movement.face, movement.direction, movement.position); - + return True; + if (!moveRubik(rp, movement.face, movement.direction, movement.position)) + return False; + return True; } static Bool @@ -1505,8 +1653,8 @@ compare_moves(rubikstruct * rp, RubikMove move1, RubikMove move2, Bool opp) { RubikSlice slice1, slice2; - slice1 = convertMove(rp, move1); - slice2 = convertMove(rp, move2); + 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 */ @@ -1520,37 +1668,58 @@ compare_moves(rubikstruct * rp, RubikMove move1, RubikMove move2, Bool opp) return False; } -static void +static Bool shuffle(ModeInfo * mi) { rubikstruct *rp = &rubik[MI_SCREEN(mi)]; int i, face, position; RubikMove move; - AVSIZE = MI_SIZE(mi); - if (AVSIZE < -MINSIZE) - AVSIZE = NRAND(-AVSIZE - MINSIZE + 1) + MINSIZE; - else if (AVSIZE < MINSIZE) - AVSIZE = MINSIZE; - /* Let me waste a little space for the moment */ - /* Future cube to be LxMxN and not just NxNxN, but not done yet */ - AVSIZESQ = AVSIZE * AVSIZE; -#ifdef LMN - MAXSIZEX = AVSIZE; - MAXSIZEY = AVSIZE; - MAXSIZEZ = AVSIZE; - MAXSIZE = AVSIZE; - MAXSIZESQ = AVSIZESQ; -#endif + 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; + } + } for (face = 0; face < MAXFACES; face++) { if (rp->cubeLoc[face] != NULL) (void) free((void *) rp->cubeLoc[face]); - if ((rp->cubeLoc[face] = - (RubikLoc *) malloc(AVSIZESQ * sizeof (RubikLoc))) == NULL) - (void) fprintf(stderr, - "Could not allocate memory for rubik cube position info\n"); - for (position = 0; position < AVSIZESQ; position++) { + 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; } @@ -1558,24 +1727,24 @@ shuffle(ModeInfo * mi) for (i = 0; i < MAXORIENT; i++) { if (rp->rowLoc[i] != NULL) (void) free((void *) rp->rowLoc[i]); - if ((rp->rowLoc[i] = - (RubikLoc *) malloc(AVSIZE * sizeof (RubikLoc))) == NULL) - (void) fprintf(stderr, - "Could not allocate memory for rubik row position info\n"); + /* 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->moves != NULL) (void) free((void *) rp->moves); - rp->moves = NULL; + rp->moves = (RubikMove *) NULL; rp->storedmoves = NRAND(-rp->storedmoves) + 1; } if ((rp->storedmoves) && (rp->moves == NULL)) - if ((rp->moves = - (RubikMove *) calloc(rp->storedmoves + 1, sizeof (RubikMove))) == NULL) - (void) fprintf(stderr, - "Could not allocate memory for rubik move buffer\n"); - + if ((rp->moves = (RubikMove *) calloc(rp->storedmoves + 1, + sizeof (RubikMove))) == NULL) { + return False; + } if (MI_CYCLES(mi) <= 1) { rp->anglestep = 90.0; } else { @@ -1583,34 +1752,33 @@ shuffle(ModeInfo * mi) } for (i = 0; i < rp->storedmoves; i++) { - int condition; + Bool condition; do { - move.face = NRAND(6); - move.direction = NRAND(4); /* Exclude CW and CCW, its ok */ - /* - * Randomize position along diagonal, each plane gets an equal chance. - * This trick will only work for NxNxN cubes - * draw_cube DEPENDS on that they are chosen this way. - */ - move.position = NRAND(AVSIZE) * (AVSIZE + 1); - - - condition = 1; - - if (i > 0) /* avoid immediate undoing moves */ + 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 = 0; + 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 (compare_moves(rp, move, rp->moves[i - 1], False) && compare_moves(rp, move, rp->moves[i - 2], False)) - condition = 0; + condition = False; /* - * Still some silly moves being made.... + * Still some silly moves being made.... */ } while (!condition); if (hideshuffling) - evalmovement(mi, move); + if (!evalmovement(mi, move)) + return False; rp->moves[i] = move; } rp->VX = 0.05; @@ -1624,9 +1792,10 @@ shuffle(ModeInfo * mi) rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE; rp->shufflingmoves = 0; rp->done = 0; + return True; } -static void +void reshape(ModeInfo * mi, int width, int height) { rubikstruct *rp = &rubik[MI_SCREEN(mi)]; @@ -1637,10 +1806,9 @@ reshape(ModeInfo * mi, int width, int height) glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); glMatrixMode(GL_MODELVIEW); - rp->AreObjectsDefined[ObjCubit] = 0; } -static void +static Bool pinit(ModeInfo * mi) { glClearDepth(1.0); @@ -1666,13 +1834,50 @@ pinit(ModeInfo * mi) glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); - shuffle(mi); + 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) { - int screen = MI_SCREEN(mi); rubikstruct *rp; if (rubik == NULL) { @@ -1680,17 +1885,23 @@ init_rubik(ModeInfo * mi) sizeof (rubikstruct))) == NULL) return; } - rp = &rubik[screen]; + rp = &rubik[MI_SCREEN(mi)]; rp->step = NRAND(90); - - rp->PX = ((float) LRAND() / (float) RAND_MAX) * 2 - 1; - rp->PY = ((float) LRAND() / (float) RAND_MAX) * 2 - 1; + 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)); - objects = glGenLists(1); - pinit(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); } @@ -1699,18 +1910,21 @@ init_rubik(ModeInfo * mi) void draw_rubik(ModeInfo * mi) { - int bounced = 0; - - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + Bool bounced = False; Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); + rubikstruct *rp; - MI_IS_DRAWN(mi) = True; + 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; - glDrawBuffer(GL_BACK); glXMakeCurrent(display, window, *(rp->glx_context)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -1725,26 +1939,26 @@ draw_rubik(ModeInfo * mi) if (rp->PY < -1) { rp->PY += (-1) - (rp->PY); rp->VY = -rp->VY; - bounced = 1; + bounced = True; } if (rp->PY > 1) { rp->PY -= (rp->PY) - 1; rp->VY = -rp->VY; - bounced = 1; + bounced = True; } if (rp->PX < -1) { rp->PX += (-1) - (rp->PX); rp->VX = -rp->VX; - bounced = 1; + bounced = True; } if (rp->PX > 1) { rp->PX -= (rp->PX) - 1; rp->VX = -rp->VX; - bounced = 1; + bounced = True; } if (bounced) { - rp->VX += ((float) LRAND() / (float) RAND_MAX) * 0.02 - 0.01; - rp->VX += ((float) LRAND() / (float) RAND_MAX) * 0.02 - 0.01; + 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) @@ -1765,7 +1979,11 @@ draw_rubik(ModeInfo * mi) glRotatef(rp->step * 95, 0, 1, 0); glRotatef(rp->step * 90, 0, 0, 1); - draw_cube(mi); + if (!draw_cube(mi)) { + release_rubik(mi); + return; + } + if (MI_IS_FPS(mi)) do_fps (mi); glXSwapBuffers(display, window); if (rp->action == ACTION_SHUFFLE) { @@ -1786,9 +2004,22 @@ draw_rubik(ModeInfo * mi) rp->done = 1; } } else { + 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 > 90) { - evalmovement(mi, rp->movement); + 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.face = NO_FACE; } @@ -1797,22 +2028,42 @@ draw_rubik(ModeInfo * mi) } 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.face == NO_FACE) { if (rp->storedmoves > 0) { rp->rotatestep = 0; rp->movement = rp->moves[rp->storedmoves - 1]; - rp->movement.direction = (rp->movement.direction + (MAXORIENT / 2)) % - MAXORIENT; + rp->movement.direction = (rp->movement.direction + + (MAXORIENT / 2)) % MAXORIENT; } else { rp->rotatestep = 0; rp->done = 1; } } else { + 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 > 90) { - evalmovement(mi, rp->movement); + 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.face = NO_FACE; } @@ -1830,36 +2081,22 @@ draw_rubik(ModeInfo * mi) void change_rubik(ModeInfo * mi) { - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + rubikstruct *rp; - if (!rp->glx_context) + if (rubik == NULL) return; - pinit(mi); -} - -void -release_rubik(ModeInfo * mi) -{ - if (rubik != NULL) { - int screen; + rp = &rubik[MI_SCREEN(mi)]; - for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) { - rubikstruct *rp = &rubik[screen]; - int i; - - for (i = 0; i < MAXFACES; i++) - if (rp->cubeLoc[i] != NULL) - (void) free((void *) rp->cubeLoc[i]); - for (i = 0; i < MAXORIENT; i++) - if (rp->rowLoc[i] != NULL) - (void) free((void *) rp->rowLoc[i]); - if (rp->moves != NULL) - (void) free((void *) rp->moves); + 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; } - FreeAllGL(mi); } #endif