xenocara/app/xlockmore/modes/glx/rubik.c

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2006-11-26 04:07:42 -07:00
/* -*- Mode: C; tab-width: 4 -*- */
/* rubik --- Shows an auto-solving Rubik's cube */
#if !defined( lint ) && !defined( SABER )
static const char sccsid[] = "@(#)rubik.c 5.01 2001/03/01 xlockmore";
#endif
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* This mode shows an auto-solving rubik's cube "puzzle". If somebody
* intends to make a game or something based on this code, please let me
* know first, my e-mail address is provided in this comment. Marcelo.
*
* Thanks goes also to Brian Paul for making it possible and inexpensive
* to use OpenGL at home.
*
* Since I'm not a native English speaker, my apologies for any grammatical
* mistakes.
*
* My e-mail address is
* mfvianna@centroin.com.br
*
* Marcelo F. Vianna (Jul-31-1997)
*
* Revision History:
* 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
* 01-Mar-2001: Added FPS stuff - Eric Lassauge <lassauge AT users.sourceforge.net>
* 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 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
* BACK => X, Y
* LEFT => Z, Y
* RIGHT => Z, Y
* TOP => X, Z
* BOTTOM => X, Z
*/
#ifdef VMS
/*-
* due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
* otherwise caddr_t is not defined correctly
*/
#include <X11/Intrinsic.h>
#endif
#ifdef STANDALONE
#define MODE_rubik
#define PROGCLASS "Rubik"
#define HACK_INIT init_rubik
#define HACK_DRAW draw_rubik
#define rubik_opts xlockmore_opts
#define DEFAULTS "*delay: 100000 \n" \
"*count: -30 \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 "visgl.h"
#endif /* !STANDALONE */
#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[] =
{
{(char *) "-sizex", (char *) ".rubik.sizex", XrmoptionSepArg, (caddr_t) NULL},
{(char *) "-sizey", (char *) ".rubik.sizey", XrmoptionSepArg, (caddr_t) NULL},
{(char *) "-sizez", (char *) ".rubik.sizez", XrmoptionSepArg, (caddr_t) NULL},
{(char *) "-hideshuffling", (char *) ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "on"},
{(char *) "+hideshuffling", (char *) ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "off"}
};
static argtype vars[] =
{
{(void *) & sizex, (char *) "sizex", (char *) "SizeX", (char *) DEF_SIZEX, t_Int},
{(void *) & sizey, (char *) "sizey", (char *) "SizeY", (char *) DEF_SIZEY, t_Int},
{(void *) & sizez, (char *) "sizez", (char *) "SizeZ", (char *) DEF_SIZEZ, t_Int},
{(void *) & hideshuffling, (char *) "hideshuffling", (char *) "Hideshuffling", (char *) DEF_HIDESHUFFLING, t_Bool}
};
static OptionStruct desc[] =
{
{(char *) "-sizex num", (char *) "number of cubies along x axis (overrides size)"},
{(char *) "-sizey num", (char *) "number of cubies along y axis (overrides size)"},
{(char *) "-sizez num", (char *) "number of cubies along z axis (overrides size)"},
{(char *) "-/+hideshuffling", (char *) "turn on/off hidden shuffle phase"}
};
ModeSpecOpt rubik_opts =
{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
ModStruct rubik_description =
{"rubik", "init_rubik", "draw_rubik", "release_rubik",
"draw_rubik", "change_rubik", (char *) NULL, &rubik_opts,
100000, -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))
#ifndef Pi
#define Pi M_PI
#endif
#define ACTION_SOLVE 1
#define ACTION_SHUFFLE 0
#define DELAY_AFTER_SHUFFLING 5
#define DELAY_AFTER_SOLVING 20
/*************************************************************************/
#define MINSIZE 1
#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 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;
RubikMove *moves;
int storedmoves;
int degreeTurn;
int shufflingmoves;
int sizex, sizey, sizez;
float avsize, avsizeSq;
int action;
int done;
GLfloat anglestep;
RubikLoc *cubeLoc[MAXFACES];
RubikLoc *rowLoc[MAXORIENT];
RubikMove movement;
GLfloat rotateStep;
GLfloat PX, PY, VX, VY;
GLXContext *glx_context;
} rubikstruct;
static float front_shininess[] =
{60.0};
static float front_specular[] =
{0.7, 0.7, 0.7, 1.0};
static float ambient[] =
{0.0, 0.0, 0.0, 1.0};
static float diffuse[] =
{1.0, 1.0, 1.0, 1.0};
static float position0[] =
{1.0, 1.0, 1.0, 0.0};
static float position1[] =
{-1.0, -1.0, 1.0, 0.0};
static float lmodel_ambient[] =
{0.5, 0.5, 0.5, 1.0};
static float lmodel_twoside[] =
{GL_TRUE};
static float MaterialRed[] =
{0.5, 0.0, 0.0, 1.0};
static float MaterialGreen[] =
{0.0, 0.5, 0.0, 1.0};
static float MaterialBlue[] =
{0.0, 0.0, 0.5, 1.0};
static float MaterialYellow[] =
{0.7, 0.7, 0.0, 1.0};
static float MaterialOrange[] =
{0.9, 0.45, 0.0, 1.0};
#if 0
static float MaterialMagenta[] =
{0.7, 0.0, 0.7, 1.0};
static float MaterialCyan[] =
{0.0, 0.7, 0.7, 1.0};
#endif
static float MaterialWhite[] =
{0.8, 0.8, 0.8, 1.0};
static float MaterialGray[] =
{0.2, 0.2, 0.2, 1.0};
static float MaterialGray3[] =
{0.3, 0.3, 0.3, 1.0};
static float MaterialGray4[] =
{0.4, 0.4, 0.4, 1.0};
static float MaterialGray5[] =
{0.5, 0.5, 0.5, 1.0};
static float MaterialGray6[] =
{0.6, 0.6, 0.6, 1.0};
static float MaterialGray7[] =
{0.7, 0.7, 0.7, 1.0};
static rubikstruct *rubik = (rubikstruct *) NULL;
static void
pickcolor(int C, int mono)
{
switch (C) {
case TOP_FACE:
if (mono)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray3);
else
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
break;
case LEFT_FACE:
if (mono)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
else
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
break;
case FRONT_FACE:
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
break;
case RIGHT_FACE:
if (mono)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray4);
else
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGreen);
break;
case BOTTOM_FACE:
if (mono)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray7);
else
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange);
break;
case BACK_FACE:
if (mono)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5);
else
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
break;
#if 0
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialCyan);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialMagenta);
#endif
}
}
static void
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()
{
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)
{
int mono = MI_IS_MONO(mi);
if (!draw_stickerless_cubit())
return False;
if (back != NO_FACE) {
glBegin(GL_POLYGON);
pickcolor(back, mono);
glNormal3f(0.00, 0.00, -1.00);
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(-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(-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(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(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(-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;
}
/* 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 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)(2.0*a-MAXSIZEX+1.0))/2.0)
#define MIDY(a) (((GLfloat)(2.0*a-MAXSIZEY+1.0))/2.0)
#define MIDZ(a) (((GLfloat)(2.0*a-MAXSIZEZ+1.0))/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;
if (rp->movement.face == NO_FACE) {
slice.face = NO_FACE;
slice.rotation = NO_ROTATION;
slice.depth = NO_DEPTH;
rotateStep = 0.0;
} 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();
if (MAXSIZEY > 1 && slice.depth == MAXSIZEY - 1)
glRotatef(rotateStep, 0, HALFY, 0);
glTranslatef(-HALFX, -HALFY, -HALFZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face : NO_FACE);
}
if (MAXSIZEZ > 1) {
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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face : NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face : NO_FACE);
}
if (MAXSIZEZ > 1) {
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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face : NO_FACE);
}
}
if (MAXSIZEX > 1) {
glTranslatef(S1, 0, -SZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face : NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face : NO_FACE);
if (MAXSIZEZ > 1) {
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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * 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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face : NO_FACE);
}
}
glPopMatrix();
for (j = 1; j < MAXSIZEY - 1; j++) {
glPushMatrix();
if (slice.depth == REVY(j))
glRotatef(rotateStep, 0, HALFY, 0);
glTranslatef(-HALFX, MIDY(j), -HALFZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][LASTZ + 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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face : NO_FACE,
NO_FACE, NO_FACE);
}
if (MAXSIZEZ > 1) {
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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][FIRSTZ + 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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face : NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
/* Center */
if (MAXSIZEZ > 1) {
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);
}
}
if (MAXSIZEX > 1) {
glTranslatef(S1, 0, -SZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(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);
}
if (MAXSIZEZ > 1) {
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 (MAXSIZEY > 1) {
if (slice.depth == 0)
glRotatef(rotateStep, 0, HALFY, 0);
glTranslatef(-HALFX, HALFY, -HALFZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][LASTZ + 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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face : NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
}
if (MAXSIZEZ > 1) {
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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][FIRSTZ + 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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].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);
}
if (MAXSIZEZ > 1) {
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);
}
}
if (MAXSIZEX > 1) {
glTranslatef(S1, 0, -SZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].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);
}
if (MAXSIZEZ > 1) {
glTranslatef(0, 0, S1);
DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
}
}
}
break;
case LEFT_FACE: /* RIGHT_FACE too */
/* rotateStep is negative because the RIGHT face is the default here */
glPushMatrix();
if (MAXSIZEX > 1 && slice.depth == 0)
glRotatef(-rotateStep, HALFX, 0, 0);
glTranslatef(-HALFX, -HALFY, -HALFZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face : NO_FACE,
NO_FACE, NO_FACE);
}
if (MAXSIZEY > 1) {
glTranslatef(0, S1, 0);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][LASTZ + 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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * 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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face : NO_FACE,
NO_FACE, NO_FACE);
}
if (MAXSIZEY > 1) {
glTranslatef(0, S1, 0);
DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face : NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
}
}
if (MAXSIZEZ > 1) {
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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face : NO_FACE);
if (MAXSIZEY > 1) {
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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face : NO_FACE,
NO_FACE, NO_FACE);
}
glTranslatef(0, S1, 0);
DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face : NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
}
}
glPopMatrix();
for (i = 1; i < MAXSIZEX - 1; i++) {
glPushMatrix();
if (slice.depth == i)
glRotatef(-rotateStep, HALFX, 0, 0);
glTranslatef(MIDX(i), -HALFY, -HALFZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face : NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face : NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
}
if (MAXSIZEY > 1) {
glTranslatef(0, S1, 0);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face : NO_FACE);
/* Center */
if (MAXSIZEY > 1) {
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);
}
}
if (MAXSIZEZ > 1) {
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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].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);
}
if (MAXSIZEY > 1) {
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 (MAXSIZEX > 1) {
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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face : NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face : NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
if (MAXSIZEY > 1) {
glTranslatef(0, S1, 0);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * 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);
}
if (MAXSIZEY > 1) {
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);
}
}
if (MAXSIZEZ > 1) {
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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].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);
}
if (MAXSIZEY > 1) {
glTranslatef(0, S1, 0);
DRAW_CUBIT(mi,
NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
}
}
}
break;
case FRONT_FACE: /* BACK_FACE too */
glPushMatrix();
if (MAXSIZEZ > 1 && slice.depth == MAXSIZEZ - 1)
glRotatef(rotateStep, 0, 0, HALFZ);
glTranslatef(-HALFX, -HALFY, -HALFZ);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face : NO_FACE,
NO_FACE, NO_FACE,
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face : NO_FACE);
}
if (MAXSIZEX > 1) {
glTranslatef(S1, 0, 0);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face : NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_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,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face : NO_FACE,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
}
if (MAXSIZEX > 1) {
glTranslatef(S1, 0, 0);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face : NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
NO_FACE, NO_FACE);
}
}
if (MAXSIZEY > 1) {
glTranslatef(-SX, S1, 0);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face : NO_FACE,
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face : NO_FACE,
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
if (MAXSIZEX > 1) {
for (i = 1; i < MAXSIZEX - 1; i++) {
glTranslatef(S1, 0, 0);
DRAW_CUBIT(mi,
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].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, (MAXSIZEZ == 1) ?
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face : NO_FACE,
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
}
}
glPopMatrix();
for (k = 1; k < MAXSIZEZ - 1; k++) {
glPushMatrix();
if (slice.depth == REVZ(k))
glRotatef(rotateStep, 0, 0, HALFZ);
glTranslatef(-HALFX, -HALFY, MIDZ(k));
DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * 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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face : NO_FACE);
}
if (MAXSIZEX > 1) {
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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * 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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face : NO_FACE,
NO_FACE, NO_FACE);
/* Center */
if (MAXSIZEX > 1) {
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);
}
}
if (MAXSIZEY > 1) {
glTranslatef(-SX, S1, 0);
DRAW_CUBIT(mi,
NO_FACE, NO_FACE,
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][REVZ(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);
}
if (MAXSIZEX > 1) {
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 (MAXSIZEZ > 1) {
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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face : NO_FACE,
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face : NO_FACE);
}
if (MAXSIZEX > 1) {
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, (MAXSIZEY == 1) ?
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_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,
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
NO_FACE, NO_FACE,
NO_FACE, NO_FACE);
}
if (MAXSIZEX > 1) {
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);
}
}
if (MAXSIZEY > 1) {
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, (MAXSIZEX == 1) ?
rp->cubeLoc[RIGHT_FACE][FIRSTZ + 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);
}
if (MAXSIZEX > 1) {
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
}
/* From David Bagley's xrubik. Used by permission. ;) */
static void
readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
{
int g, 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];
}
static void
rotateRC(rubikstruct * rp, int rotate, int orient, int size)
{
int g;
for (g = 0; g < size; g++)
rp->rowLoc[orient][g].rotation =
(rp->rowLoc[orient][g].rotation + rotate) % MAXORIENT;
}
static void
reverseRC(rubikstruct * rp, int orient, int size)
{
int g;
RubikLoc temp;
for (g = 0; g < size / 2; g++) {
temp = rp->rowLoc[orient][size - 1 - g];
rp->rowLoc[orient][size - 1 - g] = rp->rowLoc[orient][g];
rp->rowLoc[orient][g] = temp;
}
}
static void
writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
{
int g, position, 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)
free(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;
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;
}
if (sizeOnOppAxis == 1) /* Moving whole puzzle... no reference point */
return True;
/* 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);
}
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");
}
#endif
static Bool
evalmovement(ModeInfo * mi, RubikMove movement)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
#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;
}
}
if (MAXSIZEX == 1 && MAXSIZEY == 1 && MAXSIZEZ == 1) {
MAXSIZEX = 3;
MAXSIZEY = 3;
MAXSIZEZ = 3;
}
for (face = 0; face < MAXFACES; face++) {
if (rp->cubeLoc[face] != NULL)
free(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)
free(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->moves != NULL)
free(rp->moves);
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) {
return False;
}
if (MI_CYCLES(mi) <= 1) {
rp->anglestep = 90.0;
} else {
rp->anglestep = 90.0 / (GLfloat) (MI_CYCLES(mi));
}
for (i = 0; i < rp->storedmoves; i++) {
Bool condition;
do {
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 (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)
if (!evalmovement(mi, move))
return False;
rp->moves[i] = move;
}
rp->VX = 0.05;
if (NRAND(100) < 50)
rp->VX *= -1;
rp->VY = 0.05;
if (NRAND(100) < 50)
rp->VY *= -1;
rp->movement.face = NO_FACE;
rp->rotateStep = 0;
rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE;
rp->shufflingmoves = 0;
rp->done = 0;
return True;
}
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);
}
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) {
free(rp->cubeLoc[i]);
rp->cubeLoc[i] = (RubikLoc *) NULL;
}
for (i = 0; i < MAXORIENT; i++)
if (rp->rowLoc[i] != NULL) {
free(rp->rowLoc[i]);
rp->rowLoc[i] = (RubikLoc *) NULL;
}
if (rp->moves != NULL) {
free(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);
}
free(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;
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);
glPushMatrix();
glTranslatef(0.0, 0.0, -10.0);
rp->PX += rp->VX;
rp->PY += rp->VY;
if (rp->PY < -1) {
rp->PY += (-1) - (rp->PY);
rp->VY = -rp->VY;
bounced = 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);
}
glRotatef(rp->step * 100.0, 1, 0, 0);
glRotatef(rp->step * 95.0, 0, 1, 0);
glRotatef(rp->step * 90.0, 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.face = NO_FACE;
rp->rotateStep = 0;
rp->action = ACTION_SOLVE;
rp->done = 0;
}
} else {
if (rp->movement.face == NO_FACE) {
if (rp->shufflingmoves < rp->storedmoves) {
rp->rotateStep = 0;
rp->movement = rp->moves[rp->shufflingmoves];
} else {
rp->rotateStep = 0;
rp->done = 1;
}
} else {
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.face = NO_FACE;
}
}
}
} else {
if (rp->done) {
if (++rp->rotateStep > DELAY_AFTER_SOLVING)
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;
} 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 > 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;
}
}
}
}
glPopMatrix();
glFlush();
rp->step += 0.05;
}
void
change_rubik(ModeInfo * mi)
{
rubikstruct *rp;
if (rubik == NULL)
return;
rp = &rubik[MI_SCREEN(mi)];
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");
}
return;
}
}
#endif