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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/glsnake.c
downloadxscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz
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Original 5.40
Diffstat (limited to 'hacks/glx/glsnake.c')
-rw-r--r--hacks/glx/glsnake.c2694
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diff --git a/hacks/glx/glsnake.c b/hacks/glx/glsnake.c
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+++ b/hacks/glx/glsnake.c
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+/* glsnake.c - OpenGL imitation of Rubik's Snake
+ *
+ * (c) 2001-2005 Jamie Wilkinson <jaq@spacepants.org>
+ * (c) 2001-2003 Andrew Bennetts <andrew@puzzling.org>
+ * (c) 2001-2003 Peter Aylett <peter@ylett.com>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ */
+
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
+
+/* HAVE_GLUT defined if we're building a standalone glsnake,
+ * and not defined if we're building as an xscreensaver hack */
+#ifdef HAVE_GLUT
+# include <GL/glut.h>
+#else
+# ifdef HAVE_JWXYZ
+# define HAVE_GETTIMEOFDAY
+# else
+# include <GL/gl.h>
+# include <GL/glu.h>
+# endif
+#endif
+# ifdef HAVE_ANDROID
+# include <GLES/gl.h>
+#endif
+
+#ifdef HAVE_JWZGLES
+# include "jwzgles.h"
+#endif /* HAVE_JWZGLES */
+
+#ifdef STANDALONE
+# include "xlockmoreI.h"
+#endif
+
+#include <stdio.h>
+#include <stddef.h>
+#include <stdlib.h>
+#include <string.h>
+
+/* angles */
+#define ZERO 0.0
+#define LEFT 90.0
+#define PIN 180.0
+#define RIGHT 270.0
+
+#ifdef HAVE_GETTIMEOFDAY
+# ifdef GETTIMEOFDAY_TWO_ARGS
+
+# include <sys/time.h>
+# include <time.h>
+ typedef struct timeval snaketime;
+# define GETSECS(t) ((t).tv_sec)
+# define GETMSECS(t) ((t).tv_usec/1000)
+
+# else /* !GETTIMEOFDAY_TWO_ARGS */
+
+# include <sys/time.h>
+# include <time.h>
+ typedef struct timeval snaketime;
+# define GETSECS(t) ((t).tv_sec)
+# define GETMSECS(t) ((t).tv_usec/1000)
+
+# endif /* GETTIMEOFDAY_TWO_ARGS */
+
+#else /* !HAVE_GETTIMEOFDAY */
+# ifdef HAVE_FTIME
+
+# include <sys/timeb.h>
+ typedef struct timeb snaketime;
+# define GETSECS(t) ((long)(t).time)
+# define GETMSECS(t) ((t).millitm/1000)
+
+# endif /* HAVE_FTIME */
+#endif /* HAVE_GETTIMEOFDAY */
+
+#include <math.h>
+
+#ifndef M_SQRT1_2 /* Win32 doesn't have this constant */
+#define M_SQRT1_2 0.70710678118654752440084436210485
+#endif
+
+#define NODE_COUNT 24
+
+#ifdef HAVE_GLUT
+#define DEF_YANGVEL 0.10
+#define DEF_ZANGVEL 0.14
+#define DEF_EXPLODE 0.03
+#define DEF_ANGVEL 1.0
+#define DEF_STATICTIME 5000
+#define DEF_ALTCOLOUR 0
+#define DEF_TITLES 0
+#define DEF_INTERACTIVE 0
+#define DEF_ZOOM 25.0
+#define DEF_WIREFRAME 0
+#define DEF_TRANSPARENT 1
+#else
+/* xscreensaver options doobies prefer strings */
+#define DEF_YANGVEL "0.10"
+#define DEF_ZANGVEL "0.14"
+#define DEF_EXPLODE "0.03"
+#define DEF_ANGVEL "1.0"
+#define DEF_STATICTIME "5000"
+#define DEF_ALTCOLOUR "False"
+#define DEF_TITLES "False"
+#define DEF_INTERACTIVE "False"
+#define DEF_ZOOM "25.0"
+#define DEF_WIREFRAME "False"
+#define DEF_TRANSPARENT "True"
+#endif
+
+/* static variables */
+
+static GLfloat explode;
+static long statictime;
+static GLfloat yspin = 60.0;
+static GLfloat zspin = -45.0;
+static GLfloat yangvel;
+static GLfloat zangvel;
+static Bool altcolour;
+static Bool titles;
+static Bool interactive;
+static Bool wireframe;
+static Bool transparent;
+static GLfloat zoom;
+static GLfloat angvel;
+
+#ifndef HAVE_GLUT
+
+#define glsnake_init init_glsnake
+#define glsnake_display draw_glsnake
+#define glsnake_reshape reshape_glsnake
+#define free_glsnake 0
+#define release_glsnake 0
+#define glsnake_handle_event xlockmore_no_events
+
+/* xscreensaver defaults */
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 30 \n" \
+ "*showFPS: False \n" \
+ "*suppressRotationAnimation: True\n" \
+ "*labelfont: -*-helvetica-medium-r-normal-*-*-180-*-*-*-*-*-*\n" \
+
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "texfont.h"
+
+static XrmOptionDescRec opts[] = {
+ { "-explode", ".explode", XrmoptionSepArg, DEF_EXPLODE },
+ { "-angvel", ".angvel", XrmoptionSepArg, DEF_ANGVEL },
+ { "-statictime", ".statictime", XrmoptionSepArg, DEF_STATICTIME },
+ { "-yangvel", ".yangvel", XrmoptionSepArg, DEF_YANGVEL },
+ { "-zangvel", ".zangvel", XrmoptionSepArg, DEF_ZANGVEL },
+ { "-altcolour", ".altcolour", XrmoptionNoArg, "True" },
+ { "-no-altcolour", ".altcolour", XrmoptionNoArg, "False" },
+ { "-titles", ".titles", XrmoptionNoArg, "True" },
+ { "-no-titles", ".titles", XrmoptionNoArg, "False" },
+ { "-zoom", ".zoom", XrmoptionSepArg, DEF_ZOOM },
+ { "-wireframe", ".wireframe", XrmoptionNoArg, "true" },
+ { "-no-wireframe", ".wireframe", XrmoptionNoArg, "false" },
+ { "-transparent", ".transparent", XrmoptionNoArg, "true" },
+ { "-no-transparent", ".transparent", XrmoptionNoArg, "false" },
+};
+
+static argtype vars[] = {
+ {&explode, "explode", "Explode", DEF_EXPLODE, t_Float},
+ {&angvel, "angvel", "Angular Velocity", DEF_ANGVEL, t_Float},
+ {&statictime, "statictime", "Static Time", DEF_STATICTIME, t_Int},
+ {&yangvel, "yangvel", "Angular Velocity about Y axis", DEF_YANGVEL, t_Float},
+ {&zangvel, "zangvel", "Angular Velocity about X axis", DEF_ZANGVEL, t_Float},
+ {&interactive, "interactive", "Interactive", DEF_INTERACTIVE, t_Bool},
+ {&altcolour, "altcolour", "Alternate Colour Scheme", DEF_ALTCOLOUR, t_Bool},
+ {&titles, "titles", "Titles", DEF_TITLES, t_Bool},
+ {&zoom, "zoom", "Zoom", DEF_ZOOM, t_Float},
+ {&wireframe, "wireframe", "Wireframe", DEF_WIREFRAME, t_Bool},
+ {&transparent, "transparent", "Transparent!", DEF_TRANSPARENT, t_Bool},
+};
+
+ENTRYPOINT ModeSpecOpt glsnake_opts = {countof(opts), opts, countof(vars), vars, NULL};
+#endif
+
+struct model_s {
+ const char * name;
+ float node[NODE_COUNT];
+};
+
+struct glsnake_cfg {
+#ifndef HAVE_GLUT
+ GLXContext * glx_context;
+ texture_font_data *font_data;
+#else
+ /* font list number */
+ int font;
+#endif
+
+ /* window id */
+ int window;
+
+ /* is a morph in progress? */
+ int morphing;
+
+ /* has the model been paused? */
+ int paused;
+
+ /* snake metrics */
+ int is_cyclic;
+ int is_legal;
+ float last_turn;
+ int debug;
+
+ /* the shape of the model */
+ float node[NODE_COUNT];
+
+ /* currently selected node for interactive mode */
+ int selected;
+
+ /* models */
+ unsigned int prev_model;
+ unsigned int next_model;
+
+ /* model morphing */
+ int new_morph;
+
+ /* colours */
+ float colour[2][4];
+ int next_colour;
+ int prev_colour;
+
+ /* timing variables */
+ snaketime last_iteration;
+ snaketime last_morph;
+
+ /* window size */
+ int width, height;
+ int old_width, old_height;
+
+ /* the id of the display lists for drawing a node */
+ GLuint node_solid, node_wire;
+ int node_polys;
+
+ /* is the window fullscreen? */
+ int fullscreen;
+};
+
+#define COLOUR_CYCLIC 0
+#define COLOUR_ACYCLIC 1
+#define COLOUR_INVALID 2
+#define COLOUR_AUTHENTIC 3
+#define COLOUR_ORIGLOGO 4
+
+static const float colour[][2][4] = {
+ /* cyclic - green */
+ { { 0.4, 0.8, 0.2, 0.6 },
+ { 1.0, 1.0, 1.0, 0.6 } },
+ /* acyclic - blue */
+ { { 0.3, 0.1, 0.9, 0.6 },
+ { 1.0, 1.0, 1.0, 0.6 } },
+ /* invalid - grey */
+ { { 0.3, 0.1, 0.9, 0.6 },
+ { 1.0, 1.0, 1.0, 0.6 } },
+ /* authentic - purple and green */
+ { { 0.38, 0.0, 0.55, 0.7 },
+ { 0.0, 0.5, 0.34, 0.7 } },
+ /* old "authentic" colours from the logo */
+ { { 171/255.0, 0, 1.0, 1.0 },
+ { 46/255.0, 205/255.0, 227/255.0, 1.0 } }
+};
+
+static const struct model_s model[] = {
+#define STRAIGHT_MODEL 0
+ { "straight",
+ { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO, ZERO }
+ },
+ /* the models in the Rubik's snake manual */
+ { "ball",
+ { RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT,
+ RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT,
+ RIGHT, LEFT, RIGHT, LEFT, ZERO }
+ },
+#define START_MODEL 2
+ { "snow",
+ { RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT,
+ RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT,
+ RIGHT, LEFT, LEFT, LEFT, ZERO }
+ },
+ { "propellor",
+ { ZERO, ZERO, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, ZERO, ZERO,
+ ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, ZERO, ZERO, ZERO, RIGHT,
+ LEFT, RIGHT, ZERO, LEFT }
+ },
+ { "flamingo",
+ { ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, RIGHT, PIN,
+ RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, ZERO, ZERO,
+ ZERO, PIN, ZERO }
+ },
+ { "cat",
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN,
+ ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO }
+ },
+ { "rooster",
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, LEFT, RIGHT, PIN, RIGHT,
+ ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, LEFT, ZERO,
+ PIN, ZERO }
+ },
+ /* These models were taken from Andrew and Peter's original snake.c
+ * as well as some newer ones made up by Jamie, Andrew and Peter. */
+ { "half balls",
+ { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT,
+ LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT,
+ RIGHT, LEFT, LEFT, LEFT, ZERO }
+ },
+ { "zigzag1",
+ { RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT,
+ LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT,
+ RIGHT, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "zigzag2",
+ { PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN,
+ ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN,
+ ZERO }
+ },
+ { "zigzag3",
+ { PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN,
+ LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN,
+ ZERO }
+ },
+ { "caterpillar",
+ { RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT,
+ LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN,
+ LEFT, LEFT, ZERO }
+ },
+ { "bow",
+ { RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT,
+ LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT,
+ RIGHT, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "turtle",
+ { ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT,
+ LEFT, RIGHT, LEFT, LEFT, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT,
+ RIGHT, RIGHT, RIGHT, ZERO }
+ },
+ { "basket",
+ { RIGHT, PIN, ZERO, ZERO, PIN, LEFT, ZERO, LEFT, LEFT, ZERO,
+ LEFT, PIN, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO,
+ PIN, LEFT, ZERO }
+ },
+ { "thing",
+ { PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT,
+ LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT,
+ RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "hexagon",
+ { ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO,
+ ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO,
+ LEFT, ZERO, ZERO, RIGHT }
+ },
+ { "tri1",
+ { ZERO, ZERO, LEFT, RIGHT, ZERO, LEFT, ZERO, RIGHT, ZERO, ZERO,
+ LEFT, RIGHT, ZERO, LEFT, ZERO, RIGHT, ZERO, ZERO, LEFT, RIGHT,
+ ZERO, LEFT, ZERO, RIGHT }
+ },
+ { "triangle",
+ { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO,
+ ZERO, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO, LEFT, RIGHT }
+ },
+ { "flower",
+ { ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT,
+ RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN,
+ RIGHT, RIGHT, PIN }
+ },
+ { "crucifix",
+ { ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN,
+ PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN }
+ },
+ { "kayak",
+ { PIN, RIGHT, LEFT, PIN, LEFT, PIN, ZERO, ZERO, RIGHT, PIN, LEFT,
+ ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO,
+ PIN, RIGHT }
+ },
+ { "bird",
+ { ZERO, ZERO, ZERO, ZERO, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT,
+ ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT,
+ LEFT, ZERO, PIN, ZERO }
+ },
+ { "seal",
+ { RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO,
+ LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, PIN, RIGHT,
+ RIGHT, LEFT, ZERO }
+ },
+ { "dog",
+ { ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN,
+ ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO }
+ },
+ { "frog",
+ { RIGHT, RIGHT, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, LEFT, PIN,
+ RIGHT, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT,
+ RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "quavers",
+ { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, ZERO, ZERO,
+ RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, ZERO, LEFT, LEFT,
+ RIGHT, LEFT, RIGHT, RIGHT, ZERO }
+ },
+ { "fly",
+ { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, PIN, ZERO, ZERO,
+ LEFT, PIN, RIGHT, ZERO, ZERO, PIN, ZERO, LEFT, LEFT, RIGHT, LEFT,
+ RIGHT, RIGHT, ZERO }
+ },
+ { "puppy",
+ { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO,
+ RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT,
+ LEFT, ZERO, ZERO }
+ },
+ { "stars",
+ { LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT,
+ ZERO, ZERO, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN,
+ RIGHT, LEFT, ZERO }
+ },
+ { "mountains",
+ { RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN,
+ LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT,
+ PIN, LEFT, PIN }
+ },
+ { "quad1",
+ { RIGHT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN,
+ LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT,
+ LEFT, PIN, LEFT, PIN }
+ },
+ { "quad2",
+ { ZERO, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN,
+ ZERO, PIN, ZERO, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT,
+ PIN, ZERO, PIN }
+ },
+ { "glasses",
+ { ZERO, PIN, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, PIN,
+ ZERO, PIN, ZERO, PIN, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO,
+ PIN, ZERO, PIN }
+ },
+ { "em",
+ { ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN,
+ ZERO, PIN, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO,
+ PIN, ZERO, PIN }
+ },
+ { "quad3",
+ { ZERO, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT,
+ ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO,
+ LEFT, ZERO, PIN }
+ },
+ { "vee",
+ { ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO,
+ ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO,
+ ZERO, ZERO, PIN }
+ },
+ { "square",
+ { ZERO, ZERO, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, ZERO,
+ ZERO, PIN, ZERO, ZERO, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO,
+ ZERO, ZERO, PIN }
+ },
+ { "eagle",
+ { RIGHT, ZERO, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, ZERO,
+ LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT,
+ ZERO, ZERO, LEFT, PIN }
+ },
+ { "volcano",
+ { RIGHT, ZERO, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT,
+ ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, RIGHT, RIGHT, PIN, LEFT,
+ LEFT, RIGHT, ZERO, LEFT, PIN }
+ },
+ { "saddle",
+ { RIGHT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO,
+ LEFT, PIN, RIGHT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT,
+ ZERO, LEFT, PIN }
+ },
+ { "c3d",
+ { ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT, ZERO,
+ ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT,
+ ZERO, ZERO, PIN }
+ },
+ { "block",
+ { ZERO, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN,
+ RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT,
+ PIN, RIGHT }
+ },
+ { "duck",
+ { LEFT, PIN, LEFT, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, LEFT,
+ PIN, RIGHT, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN,
+ LEFT, ZERO }
+ },
+ { "prayer",
+ { RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, ZERO,
+ ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, RIGHT, RIGHT, LEFT,
+ RIGHT, LEFT, LEFT, LEFT, PIN }
+ },
+ { "giraffe",
+ { ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, RIGHT,
+ RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT,
+ PIN, LEFT, LEFT, LEFT }
+ },
+ { "tie fighter",
+ { PIN, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, LEFT,
+ ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, LEFT, ZERO,
+ LEFT, RIGHT, ZERO, ZERO }
+ },
+ { "Strong Arms",
+ { PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, RIGHT,
+ RIGHT, PIN, RIGHT, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO,
+ ZERO, PIN, PIN, ZERO }
+ },
+
+ /* the following modesl were created during the slug/compsoc codefest
+ * febrray 2003 */
+ { "cool looking gegl",
+ { PIN, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT,
+ ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, ZERO,
+ ZERO, ZERO }
+ },
+ { "knuckledusters",
+ { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN,
+ PIN, ZERO, RIGHT, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO,
+ RIGHT, ZERO }
+ },
+ { "k's turd",
+ { RIGHT, RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT,
+ RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN,
+ RIGHT, LEFT, RIGHT, PIN, ZERO }
+ },
+ { "lightsabre",
+ { ZERO, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO }
+ },
+ { "not a stairway",
+ { LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO,
+ RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT,
+ RIGHT, ZERO, LEFT, ZERO }
+ },
+ { "not very good (but accurate) gegl",
+ { ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO,
+ PIN, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO, PIN, PIN, ZERO,
+ PIN, ZERO }
+ },
+ { "box",
+ { ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
+ ZERO, PIN, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO, ZERO }
+ },
+ { "kissy box",
+ { PIN, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
+ ZERO, PIN, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO,
+ ZERO, PIN, ZERO }
+ },
+ { "erect penis", /* thanks benno */
+ { PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, PIN,
+ PIN, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO }
+ },
+ { "flaccid penis",
+ { PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, PIN,
+ PIN, ZERO, ZERO, ZERO, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
+ ZERO, ZERO }
+ },
+ { "vagina",
+ { RIGHT, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO,
+ LEFT, ZERO, ZERO, ZERO, LEFT, ZERO, LEFT, PIN, LEFT, PIN, RIGHT,
+ PIN, RIGHT, ZERO }
+ },
+ { "mask",
+ { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN,
+ ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO,
+ ZERO, ZERO, ZERO }
+ },
+ { "poles or columns or something",
+ { LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
+ ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
+ ZERO, LEFT, ZERO }
+ },
+ { "crooked v",
+ { ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
+ ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
+ ZERO, ZERO, ZERO }
+ },
+ { "dog leg",
+ { ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO,
+ LEFT, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
+ ZERO, ZERO }
+ },
+ { "scrubby",
+ { ZERO, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO,
+ LEFT, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO,
+ LEFT, PIN, ZERO, ZERO }
+ },
+ { "voltron's eyes",
+ { ZERO, ZERO, PIN, RIGHT, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO,
+ LEFT, PIN, ZERO, ZERO, PIN, ZERO, LEFT, ZERO, RIGHT, LEFT, ZERO,
+ RIGHT, ZERO, ZERO }
+ },
+ { "flying toaster",
+ { PIN, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO,
+ RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO,
+ PIN, ZERO }
+ },
+ { "dubbya",
+ { PIN, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO,
+ ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO,
+ PIN, ZERO }
+ },
+ { "tap handle",
+ { PIN, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO,
+ LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO,
+ PIN, ZERO }
+ },
+ { "wingnut",
+ { PIN, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO,
+ PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO,
+ PIN, ZERO }
+ },
+ { "tight twist",
+ { RIGHT, ZERO, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT,
+ RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT,
+ ZERO, ZERO, RIGHT, ZERO }
+ },
+ { "double helix",
+ { RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT,
+ ZERO, RIGHT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, ZERO,
+ RIGHT, ZERO, RIGHT, ZERO, ZERO }
+ },
+
+ /* These models come from the website at
+ * http://www.geocities.com/stigeide/snake */
+#if 0
+ { "Abstract",
+ { RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO }
+ },
+#endif
+ { "toadstool",
+ { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, ZERO }
+ },
+ { "AlanH2",
+ { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, ZERO }
+ },
+ { "AlanH3",
+ { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
+ },
+ { "AlanH4",
+ { ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, ZERO, ZERO }
+ },
+ { "Alien",
+ { RIGHT, LEFT, RIGHT, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO, PIN, PIN, ZERO }
+ },
+ { "Angel",
+ { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO }
+ },
+ { "AnotherFigure",
+ { LEFT, PIN, RIGHT, ZERO, ZERO, PIN, RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO }
+ },
+ { "Ball",
+ { LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT , ZERO }
+ },
+ { "Basket",
+ { ZERO, RIGHT, RIGHT, ZERO, RIGHT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, ZERO, LEFT , ZERO }
+ },
+ { "Beetle",
+ { PIN, LEFT, RIGHT, ZERO, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, LEFT, RIGHT, PIN, RIGHT , ZERO }
+ },
+ { "bone",
+ { PIN, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, PIN , ZERO }
+ },
+ { "Bow",
+ { LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT , ZERO }
+ },
+ { "bra",
+ { RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT , ZERO }
+ },
+ { "bronchosaurus",
+ { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, PIN , ZERO }
+ },
+ { "Cactus",
+ { PIN, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, ZERO , ZERO }
+ },
+ { "Camel",
+ { RIGHT, ZERO, PIN, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, ZERO, ZERO, LEFT , ZERO }
+ },
+ { "Candlestick",
+ { LEFT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT , ZERO }
+ },
+ { "Cat",
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO , ZERO }
+ },
+ { "Cave",
+ { RIGHT, ZERO, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO , ZERO }
+ },
+ { "Chains",
+ { PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO , ZERO }
+ },
+ { "Chair",
+ { RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, LEFT, RIGHT, LEFT, LEFT , ZERO }
+ },
+ { "Chick",
+ { RIGHT, RIGHT, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, LEFT, LEFT , ZERO }
+ },
+ { "Clockwise",
+ { RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT , ZERO }
+ },
+ { "cobra",
+ { ZERO, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, LEFT, ZERO, LEFT, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT , ZERO }
+ },
+#if 0
+ { "Cobra2",
+ { LEFT, ZERO, PIN, ZERO, PIN, LEFT, ZERO, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, PIN, ZERO, RIGHT , ZERO }
+ },
+#endif
+ { "Cobra3",
+ { ZERO, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, LEFT , ZERO }
+ },
+ { "Compact1",
+ { ZERO, ZERO, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN , ZERO }
+ },
+ { "Compact2",
+ { LEFT, PIN, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO , ZERO }
+ },
+ { "Compact3",
+ { ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN , ZERO }
+ },
+ { "Compact4",
+ { PIN, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO , ZERO }
+ },
+ { "Compact5",
+ { LEFT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT , ZERO }
+ },
+ { "Contact",
+ { PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN, RIGHT, PIN , ZERO }
+ },
+ { "Contact2",
+ { RIGHT, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, LEFT , ZERO }
+ },
+ { "Cook",
+ { ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO, PIN , ZERO }
+ },
+ { "Counterclockwise",
+ { LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT , ZERO }
+ },
+ { "Cradle",
+ { LEFT, LEFT, ZERO, PIN, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, RIGHT, LEFT, LEFT, ZERO, ZERO, RIGHT , ZERO }
+ },
+ { "Crankshaft",
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, PIN, RIGHT , ZERO }
+ },
+ { "Cross",
+ { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN , ZERO }
+ },
+ { "Cross2",
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO , ZERO }
+ },
+ { "Cross3",
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, ZERO }
+ },
+ { "CrossVersion1",
+ { PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
+ },
+ { "CrossVersion2",
+ { RIGHT, LEFT, PIN, LEFT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, LEFT, PIN, LEFT, RIGHT, ZERO }
+ },
+ { "Crown",
+ { LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, PIN, ZERO, ZERO }
+ },
+ { "DNAStrand",
+ { RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, ZERO }
+ },
+ { "Diamond",
+ { ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO }
+ },
+ { "Dog",
+ { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, LEFT, RIGHT, ZERO }
+ },
+ { "DogFace",
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, LEFT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, RIGHT, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
+ },
+ { "DoublePeak",
+ { ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, LEFT, ZERO, PIN, ZERO, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, ZERO }
+ },
+ { "DoubleRoof",
+ { ZERO, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO }
+ },
+ { "txoboggan",
+ { ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO }
+ },
+ { "Doubled",
+ { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
+ },
+ { "Doubled1",
+ { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO, RIGHT, ZERO, RIGHT, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
+ },
+ { "Doubled2",
+ { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, RIGHT, ZERO, RIGHT, LEFT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
+ },
+ { "DumblingSpoon",
+ { PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, ZERO }
+ },
+ { "Embrace",
+ { PIN, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO }
+ },
+ { "EndlessBelt",
+ { ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO }
+ },
+ { "Entrance",
+ { LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, ZERO }
+ },
+ { "Esthetic",
+ { LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, ZERO }
+ },
+ { "Explosion",
+ { RIGHT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, ZERO }
+ },
+ { "F-ZeroXCar",
+ { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, ZERO }
+ },
+ { "Face",
+ { ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO }
+ },
+ { "Fantasy",
+ { LEFT, LEFT, RIGHT, PIN, ZERO, RIGHT, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, LEFT, ZERO, PIN, LEFT, RIGHT, RIGHT, RIGHT, PIN, ZERO }
+ },
+ { "Fantasy1",
+ { PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
+ },
+ { "FaserGun",
+ { ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, RIGHT, ZERO, PIN, ZERO }
+ },
+ { "FelixW",
+ { ZERO, RIGHT, ZERO, PIN, LEFT, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, RIGHT, PIN, ZERO, LEFT, ZERO, ZERO }
+ },
+ { "Flamingo",
+ { ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, ZERO, ZERO, ZERO, PIN, ZERO }
+ },
+ { "FlatOnTheTop",
+ { ZERO, PIN, PIN, ZERO, PIN, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
+ },
+ { "Fly",
+ { ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO }
+ },
+ { "Fountain",
+ { LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO }
+ },
+ { "Frog",
+ { LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, RIGHT, LEFT, RIGHT, RIGHT, ZERO }
+ },
+ { "Frog2",
+ { LEFT, ZERO, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, ZERO, RIGHT, ZERO }
+ },
+ { "Furby",
+ { PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
+ },
+ { "Gate",
+ { ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
+ },
+ { "Ghost",
+ { LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO }
+ },
+ { "Globus",
+ { RIGHT, LEFT, ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, LEFT, ZERO, ZERO }
+ },
+ { "Grotto",
+ { PIN, PIN, ZERO, LEFT, RIGHT, LEFT, ZERO, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO }
+ },
+ { "H",
+ { PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO }
+ },
+ { "HeadOfDevil",
+ { PIN, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
+ },
+ { "Heart",
+ { RIGHT, ZERO, ZERO, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, RIGHT, ZERO, PIN, ZERO, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO, ZERO, ZERO, LEFT, ZERO }
+ },
+ { "Heart2",
+ { ZERO, PIN, ZERO, ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO }
+ },
+ { "Hexagon",
+ { ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO }
+ },
+ { "HoleInTheMiddle1",
+ { ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO }
+ },
+ { "HoleInTheMiddle2",
+ { ZERO, LEFT, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO }
+ },
+ { "HouseBoat",
+ { RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
+ },
+ { "HouseByHouse",
+ { LEFT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, ZERO }
+ },
+ { "Infinity",
+ { LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "Integral",
+ { RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "Iron",
+ { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO }
+ },
+ { "just squares",
+ { RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "Kink",
+ { ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO }
+ },
+ { "Knot",
+ { LEFT, LEFT, PIN, LEFT, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, RIGHT, PIN, RIGHT, RIGHT, LEFT, ZERO }
+ },
+ { "Leaf",
+ { ZERO, PIN, PIN, ZERO, ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO }
+ },
+ { "LeftAsRight",
+ { RIGHT, PIN, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, PIN, LEFT, ZERO }
+ },
+ { "Long-necked",
+ { PIN, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO }
+ },
+ { "lunar module",
+ { PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, ZERO }
+ },
+ { "magnifying glass",
+ { ZERO, ZERO, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, ZERO }
+ },
+ { "Mask",
+ { ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, ZERO }
+ },
+ { "Microscope",
+ { PIN, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO }
+ },
+ { "Mirror",
+ { PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
+ },
+ { "MissPiggy",
+ { ZERO, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, LEFT, PIN, RIGHT, RIGHT, ZERO, RIGHT, ZERO }
+ },
+ { "Mole",
+ { ZERO, RIGHT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, ZERO, RIGHT, RIGHT, PIN, LEFT, ZERO }
+ },
+ { "Monk",
+ { LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "Mountain",
+ { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, LEFT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO }
+ },
+ { "mountains",
+ { ZERO, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO }
+ },
+ { "MouseWithoutTail",
+ { ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
+ },
+ { "mushroom",
+ { PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, ZERO }
+ },
+ { "necklace",
+ { ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO }
+ },
+ { "NestledAgainst",
+ { LEFT, ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, ZERO }
+ },
+ { "NoClue",
+ { ZERO, RIGHT, PIN, LEFT, LEFT, LEFT, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO }
+ },
+ { "Noname",
+ { LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, ZERO }
+ },
+ { "Obelisk",
+ { PIN, ZERO, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO, ZERO, ZERO }
+ },
+ { "Ostrich",
+ { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, ZERO }
+ },
+ { "Ostrich2",
+ { PIN, PIN, ZERO, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
+ },
+ { "pair of glasses",
+ { ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
+ },
+ { "Parrot",
+ { ZERO, ZERO, ZERO, ZERO, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO }
+ },
+ { "Penis",
+ { PIN, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, PIN, ZERO }
+ },
+ { "PictureComingSoon",
+ { LEFT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, RIGHT, RIGHT, ZERO }
+ },
+ { "Pitti",
+ { LEFT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, ZERO }
+ },
+ { "Plait",
+ { LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, ZERO }
+ },
+ { "Platform",
+ { RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO }
+ },
+ { "PodRacer",
+ { ZERO, PIN, ZERO, PIN, RIGHT, PIN, ZERO, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, ZERO, PIN, LEFT, ZERO }
+ },
+#if 0
+ { "Pokemon",
+ { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO }
+ },
+#endif
+ { "Prawn",
+ { RIGHT, PIN, ZERO, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, PIN, ZERO, PIN, LEFT, ZERO }
+ },
+ { "Propeller",
+ { ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, ZERO }
+ },
+ { "Pyramid",
+ { ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, LEFT, ZERO }
+ },
+ { "QuarterbackTiltedAndReadyToHut",
+ { PIN, ZERO, RIGHT, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, LEFT, ZERO, PIN, ZERO }
+ },
+ { "Ra",
+ { PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "Rattlesnake",
+ { LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, PIN, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, ZERO }
+ },
+ { "Revelation",
+ { ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, ZERO }
+ },
+ { "Revolution1",
+ { LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, ZERO }
+ },
+ { "Ribbon",
+ { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "Rocket",
+ { RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, ZERO }
+ },
+ { "Roofed",
+ { ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO }
+ },
+ { "Roofs",
+ { PIN, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, PIN, ZERO }
+ },
+ { "RowHouses",
+ { RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
+ },
+ { "Sculpture",
+ { RIGHT, LEFT, PIN, ZERO, ZERO, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO }
+ },
+ { "Seal",
+ { LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO }
+ },
+ { "Seal2",
+ { RIGHT, PIN, ZERO, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, ZERO }
+ },
+ { "Sheep",
+ { RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, ZERO }
+ },
+ { "Shelter",
+ { LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO }
+ },
+ { "Ship",
+ { PIN, RIGHT, LEFT, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, LEFT, ZERO, PIN, PIN, ZERO }
+ },
+ { "Shpongle",
+ { LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO }
+ },
+ { "Slide",
+ { LEFT, RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, RIGHT, LEFT, ZERO }
+ },
+ { "SmallShip",
+ { ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, LEFT, ZERO }
+ },
+ { "SnakeReadyToStrike",
+ { LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO }
+ },
+ { "Snakes14",
+ { RIGHT, RIGHT, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO }
+ },
+ { "Snakes15",
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO }
+ },
+ { "Snakes18",
+ { PIN, PIN, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
+ },
+ { "Snowflake",
+ { LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, ZERO }
+ },
+ { "Snowman",
+ { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO }
+ },
+ { "Source",
+ { PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, ZERO }
+ },
+ { "Spaceship",
+ { PIN, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, PIN, ZERO }
+ },
+ { "Spaceship2",
+ { PIN, PIN, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, LEFT, LEFT, PIN, PIN, ZERO }
+ },
+ { "Speedboat",
+ { LEFT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, ZERO }
+ },
+ { "Speedboat2",
+ { PIN, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, ZERO, RIGHT, PIN, LEFT, ZERO }
+ },
+ { "Spider",
+ { RIGHT, RIGHT, ZERO, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, RIGHT, LEFT, RIGHT, ZERO, ZERO, LEFT, ZERO }
+ },
+ { "Spitzbergen",
+ { PIN, LEFT, ZERO, RIGHT, RIGHT, LEFT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, LEFT, LEFT, ZERO, ZERO }
+ },
+ { "Square",
+ { ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, ZERO }
+ },
+ { "SquareHole",
+ { PIN, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO }
+ },
+ { "Stage",
+ { RIGHT, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, ZERO }
+ },
+ { "Stairs",
+ { ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO }
+ },
+ { "Stairs2",
+ { ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
+ },
+ { "Straight",
+ { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO }
+ },
+ { "Swan",
+ { ZERO, PIN, ZERO, PIN, LEFT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, ZERO }
+ },
+ { "Swan2",
+ { PIN, ZERO, PIN, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO }
+ },
+ { "Swan3",
+ { PIN, PIN, ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO }
+ },
+ { "Symbol",
+ { RIGHT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, RIGHT, ZERO }
+ },
+ { "Symmetry",
+ { RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, ZERO }
+ },
+ { "Symmetry2",
+ { ZERO, PIN, LEFT, LEFT, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
+ },
+ { "TableFireworks",
+ { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, RIGHT, PIN, ZERO }
+ },
+ { "Tapering",
+ { ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
+ },
+ { "TaperingTurned",
+ { ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
+ },
+ { "TeaLightStick",
+ { RIGHT, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, ZERO }
+ },
+ { "thighmaster",
+ { RIGHT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO }
+ },
+ { "Terraces",
+ { RIGHT, LEFT, ZERO, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO }
+ },
+ { "Terrier",
+ { PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
+ },
+ { "Three-Legged",
+ { RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, PIN, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, ZERO }
+ },
+ { "ThreePeaks",
+ { RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, ZERO }
+ },
+ { "ToTheFront",
+ { ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, LEFT, LEFT, PIN, ZERO, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, ZERO }
+ },
+ { "Top",
+ { PIN, LEFT, LEFT, PIN, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO }
+ },
+ { "Transport",
+ { PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO }
+ },
+ { "Triangle",
+ { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO }
+ },
+ { "Tripple",
+ { PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, ZERO }
+ },
+#if 0
+ { "Turtle",
+ { RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO }
+ },
+#endif
+ { "Twins",
+ { ZERO, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO, ZERO }
+ },
+ { "TwoSlants",
+ { ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, ZERO }
+ },
+ { "TwoWings",
+ { PIN, LEFT, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, ZERO, ZERO }
+ },
+ { "UFO",
+ { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
+ },
+ { "USS Enterprise",
+ { LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO }
+ },
+ { "UpAndDown",
+ { ZERO, PIN, ZERO, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, ZERO }
+ },
+ { "Upright",
+ { ZERO, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, ZERO }
+ },
+ { "Upside-down",
+ { PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO }
+ },
+ { "Valley",
+ { ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO }
+ },
+ { "Viaduct",
+ { PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO, PIN, RIGHT, ZERO, RIGHT, RIGHT, ZERO, RIGHT, PIN, ZERO, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, ZERO }
+ },
+ { "View",
+ { ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
+ },
+ { "Waterfall",
+ { LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO }
+ },
+ { "windwheel",
+ { PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO }
+ },
+ { "Window",
+ { PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
+ },
+ { "WindowToTheWorld",
+ { PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
+ },
+ { "Windshield",
+ { PIN, PIN, ZERO, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, PIN, ZERO }
+ },
+ { "WingNut",
+ { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
+ },
+ { "Wings2",
+ { RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO }
+ },
+ { "WithoutName",
+ { PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, ZERO }
+ },
+ { "Wolf",
+ { ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO }
+ },
+ { "X",
+ { LEFT, ZERO, ZERO, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, ZERO, ZERO, ZERO }
+ },
+};
+
+static size_t models = sizeof(model) / sizeof(struct model_s);
+
+#define VOFFSET 0.045
+
+#define X_MASK 1
+#define Y_MASK 2
+#define Z_MASK 4
+
+/* the connecting string that holds the snake together */
+#define MAGICAL_RED_STRING 0
+
+#define GETSCALAR(vec,mask) ((vec)==(mask) ? 1 : ((vec)==-(mask) ? -1 : 0 ))
+
+#ifndef MAX
+# define MAX(x, y) ((x) > (y) ? (x) : (y))
+#endif
+#ifndef MIN
+# define MIN(x, y) ((x) < (y) ? (x) : (y))
+#endif
+
+#define RAND(n) ((random() & 0x7fffffff) % ((long) (n)))
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+/* the triangular prism what makes up the basic unit */
+static const float solid_prism_v[][3] = {
+ /* first corner, bottom left front */
+ { VOFFSET, VOFFSET, 1.0 },
+ { VOFFSET, 0.00, 1.0 - VOFFSET },
+ { 0.00, VOFFSET, 1.0 - VOFFSET },
+ /* second corner, rear */
+ { VOFFSET, VOFFSET, 0.00 },
+ { VOFFSET, 0.00, VOFFSET },
+ { 0.00, VOFFSET, VOFFSET },
+ /* third, right front */
+ { 1.0 - VOFFSET / M_SQRT1_2, VOFFSET, 1.0 },
+ { 1.0 - VOFFSET / M_SQRT1_2, 0.0, 1.0 - VOFFSET },
+ { 1.0 - VOFFSET * M_SQRT1_2, VOFFSET, 1.0 - VOFFSET },
+ /* fourth, right rear */
+ { 1.0 - VOFFSET / M_SQRT1_2, VOFFSET, 0.0 },
+ { 1.0 - VOFFSET / M_SQRT1_2, 0.0, VOFFSET },
+ { 1.0 - VOFFSET * M_SQRT1_2, VOFFSET, VOFFSET },
+ /* fifth, upper front */
+ { VOFFSET, 1.0 - VOFFSET / M_SQRT1_2, 1.0 },
+ { VOFFSET / M_SQRT1_2, 1.0 - VOFFSET * M_SQRT1_2, 1.0 - VOFFSET },
+ { 0.0, 1.0 - VOFFSET / M_SQRT1_2, 1.0 - VOFFSET},
+ /* sixth, upper rear */
+ { VOFFSET, 1.0 - VOFFSET / M_SQRT1_2, 0.0 },
+ { VOFFSET / M_SQRT1_2, 1.0 - VOFFSET * M_SQRT1_2, VOFFSET },
+ { 0.0, 1.0 - VOFFSET / M_SQRT1_2, VOFFSET }};
+
+static const float solid_prism_n[][3] = {/* corners */
+ { -VOFFSET, -VOFFSET, VOFFSET },
+ { VOFFSET, -VOFFSET, VOFFSET },
+ { -VOFFSET, VOFFSET, VOFFSET },
+ { -VOFFSET, -VOFFSET, -VOFFSET },
+ { VOFFSET, -VOFFSET, -VOFFSET },
+ { -VOFFSET, VOFFSET, -VOFFSET },
+ /* edges */
+ { -VOFFSET, 0.0, VOFFSET },
+ { 0.0, -VOFFSET, VOFFSET },
+ { VOFFSET, VOFFSET, VOFFSET },
+ { -VOFFSET, 0.0, -VOFFSET },
+ { 0.0, -VOFFSET, -VOFFSET },
+ { VOFFSET, VOFFSET, -VOFFSET },
+ { -VOFFSET, -VOFFSET, 0.0 },
+ { VOFFSET, -VOFFSET, 0.0 },
+ { -VOFFSET, VOFFSET, 0.0 },
+ /* faces */
+ { 0.0, 0.0, 1.0 },
+ { 0.0, -1.0, 0.0 },
+ { M_SQRT1_2, M_SQRT1_2, 0.0 },
+ { -1.0, 0.0, 0.0 },
+ { 0.0, 0.0, -1.0 }};
+
+static const float wire_prism_v[][3] = {{ 0.0, 0.0, 1.0 },
+ { 1.0, 0.0, 1.0 },
+ { 0.0, 1.0, 1.0 },
+ { 0.0, 0.0, 0.0 },
+ { 1.0, 0.0, 0.0 },
+ { 0.0, 1.0, 0.0 }};
+
+/*
+static const float wire_prism_n[][3] = {{ 0.0, 0.0, 1.0},
+ { 0.0,-1.0, 0.0},
+ { M_SQRT1_2, M_SQRT1_2, 0.0},
+ {-1.0, 0.0, 0.0},
+ { 0.0, 0.0,-1.0}};
+*/
+
+static struct glsnake_cfg * glc = NULL;
+#ifdef HAVE_GLUT
+# define bp glc
+#endif
+
+typedef float (*morphFunc)(long);
+
+#ifdef HAVE_GLUT
+/* forward definitions for GLUT functions */
+static void calc_rotation();
+static inline void ui_mousedrag();
+#endif
+
+static const GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };
+static const GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
+static const GLfloat mat_specular[] = { 0.1, 0.1, 0.1, 1.0 };
+static const GLfloat mat_shininess[] = { 20.0 };
+
+static void gl_init(
+#ifndef HAVE_GLUT
+ ModeInfo * mi
+#endif
+ )
+{
+ float light_pos[][3] = {{0.0, 10.0, 20.0}, {0.0, 20.0, -1.0}};
+ float light_dir[][3] = {{0.0, -10.0,-20.0}, {0.0,-20.0, 1.0}};
+
+ glEnable(GL_DEPTH_TEST);
+ glShadeModel(GL_SMOOTH);
+ glCullFace(GL_BACK);
+ /*glEnable(GL_CULL_FACE);*/
+ glEnable(GL_NORMALIZE);
+ if (transparent) {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ }
+
+ if (!wireframe) {
+ /*glColor4f(1.0, 1.0, 1.0, 1.0);*/
+ glLightfv(GL_LIGHT0, GL_POSITION, light_pos[0]);
+ glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_dir[0]);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
+ /*glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);*/
+#if 1
+ glLightfv(GL_LIGHT1, GL_POSITION, light_pos[1]);
+ glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light_dir[1]);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, white_light);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, white_light);
+#endif
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+ glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ /*glEnable(GL_COLOR_MATERIAL);*/
+ }
+}
+
+static void gettime(snaketime *t)
+{
+#ifdef HAVE_GETTIMEOFDAY
+#ifdef GETTIMEOFDAY_TWO_ARGS
+ struct timezone tzp;
+ gettimeofday(t, &tzp);
+#else /* !GETTIMEOFDAY_TWO_ARGS */
+ gettimeofday(t);
+#endif /* !GETTIMEOFDAY_TWO_ARGS */
+#else /* !HAVE_GETTIMEOFDAY */
+#ifdef HAVE_FTIME
+ ftime(t);
+#endif /* HAVE_FTIME */
+#endif /* !HAVE_GETTIMEOFDAY */
+}
+
+
+ENTRYPOINT void glsnake_reshape(
+#ifndef HAVE_GLUT
+ ModeInfo * mi,
+#endif
+ int w, int h);
+
+static void start_morph(struct glsnake_cfg *,
+ unsigned int model_index, int immediate);
+
+/* wot initialises it */
+ENTRYPOINT void glsnake_init(
+#ifndef HAVE_GLUT
+ModeInfo * mi
+#endif
+)
+{
+#ifndef HAVE_GLUT
+ struct glsnake_cfg * bp;
+
+ /* set up the conf struct and glx contexts */
+ MI_INIT(mi, glc);
+ bp = &glc[MI_SCREEN(mi)];
+
+ if ((bp->glx_context = init_GL(mi)) != NULL) {
+ gl_init(mi);
+ glsnake_reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ }
+#else
+ gl_init();
+#endif
+
+ /* initialise conf struct */
+ memset(&bp->node, 0, sizeof(float) * NODE_COUNT);
+
+ bp->selected = 11;
+ bp->is_cyclic = 0;
+ bp->is_legal = 1;
+ bp->last_turn = -1;
+ bp->morphing = 0;
+ bp->paused = 0;
+ bp->new_morph = 0;
+
+ gettime(&bp->last_iteration);
+ memcpy(&bp->last_morph, &bp->last_iteration, sizeof(bp->last_morph));
+
+ bp->prev_colour = bp->next_colour = COLOUR_ACYCLIC;
+ bp->next_model = RAND(models);
+ bp->prev_model = START_MODEL;
+ start_morph(bp, bp->prev_model, 1);
+
+ /* set up a font for the labels */
+#ifndef HAVE_GLUT
+ if (titles)
+ bp->font_data = load_texture_font (mi->dpy, "labelfont");
+#endif
+
+ /* build a solid display list */
+ bp->node_solid = glGenLists(1);
+ glNewList(bp->node_solid, GL_COMPILE);
+ /* corners */
+ glBegin(GL_TRIANGLES);
+ glNormal3fv(solid_prism_n[0]);
+ glVertex3fv(solid_prism_v[0]);
+ glVertex3fv(solid_prism_v[2]);
+ glVertex3fv(solid_prism_v[1]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[1]);
+ glVertex3fv(solid_prism_v[6]);
+ glVertex3fv(solid_prism_v[7]);
+ glVertex3fv(solid_prism_v[8]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[2]);
+ glVertex3fv(solid_prism_v[12]);
+ glVertex3fv(solid_prism_v[13]);
+ glVertex3fv(solid_prism_v[14]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[3]);
+ glVertex3fv(solid_prism_v[3]);
+ glVertex3fv(solid_prism_v[4]);
+ glVertex3fv(solid_prism_v[5]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[4]);
+ glVertex3fv(solid_prism_v[9]);
+ glVertex3fv(solid_prism_v[11]);
+ glVertex3fv(solid_prism_v[10]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[5]);
+ glVertex3fv(solid_prism_v[16]);
+ glVertex3fv(solid_prism_v[15]);
+ glVertex3fv(solid_prism_v[17]);
+ bp->node_polys++;
+ glEnd();
+
+ /* edges */
+ glBegin(GL_QUADS);
+ glNormal3fv(solid_prism_n[6]);
+ glVertex3fv(solid_prism_v[0]);
+ glVertex3fv(solid_prism_v[12]);
+ glVertex3fv(solid_prism_v[14]);
+ glVertex3fv(solid_prism_v[2]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[7]);
+ glVertex3fv(solid_prism_v[0]);
+ glVertex3fv(solid_prism_v[1]);
+ glVertex3fv(solid_prism_v[7]);
+ glVertex3fv(solid_prism_v[6]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[8]);
+ glVertex3fv(solid_prism_v[6]);
+ glVertex3fv(solid_prism_v[8]);
+ glVertex3fv(solid_prism_v[13]);
+ glVertex3fv(solid_prism_v[12]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[9]);
+ glVertex3fv(solid_prism_v[3]);
+ glVertex3fv(solid_prism_v[5]);
+ glVertex3fv(solid_prism_v[17]);
+ glVertex3fv(solid_prism_v[15]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[10]);
+ glVertex3fv(solid_prism_v[3]);
+ glVertex3fv(solid_prism_v[9]);
+ glVertex3fv(solid_prism_v[10]);
+ glVertex3fv(solid_prism_v[4]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[11]);
+ glVertex3fv(solid_prism_v[15]);
+ glVertex3fv(solid_prism_v[16]);
+ glVertex3fv(solid_prism_v[11]);
+ glVertex3fv(solid_prism_v[9]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[12]);
+ glVertex3fv(solid_prism_v[1]);
+ glVertex3fv(solid_prism_v[2]);
+ glVertex3fv(solid_prism_v[5]);
+ glVertex3fv(solid_prism_v[4]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[13]);
+ glVertex3fv(solid_prism_v[8]);
+ glVertex3fv(solid_prism_v[7]);
+ glVertex3fv(solid_prism_v[10]);
+ glVertex3fv(solid_prism_v[11]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[14]);
+ glVertex3fv(solid_prism_v[13]);
+ glVertex3fv(solid_prism_v[16]);
+ glVertex3fv(solid_prism_v[17]);
+ glVertex3fv(solid_prism_v[14]);
+ bp->node_polys++;
+ glEnd();
+
+ /* faces */
+ glBegin(GL_TRIANGLES);
+ glNormal3fv(solid_prism_n[15]);
+ glVertex3fv(solid_prism_v[0]);
+ glVertex3fv(solid_prism_v[6]);
+ glVertex3fv(solid_prism_v[12]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[19]);
+ glVertex3fv(solid_prism_v[3]);
+ glVertex3fv(solid_prism_v[15]);
+ glVertex3fv(solid_prism_v[9]);
+ bp->node_polys++;
+ glEnd();
+
+ glBegin(GL_QUADS);
+ glNormal3fv(solid_prism_n[16]);
+ glVertex3fv(solid_prism_v[1]);
+ glVertex3fv(solid_prism_v[4]);
+ glVertex3fv(solid_prism_v[10]);
+ glVertex3fv(solid_prism_v[7]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[17]);
+ glVertex3fv(solid_prism_v[8]);
+ glVertex3fv(solid_prism_v[11]);
+ glVertex3fv(solid_prism_v[16]);
+ glVertex3fv(solid_prism_v[13]);
+ bp->node_polys++;
+
+ glNormal3fv(solid_prism_n[18]);
+ glVertex3fv(solid_prism_v[2]);
+ glVertex3fv(solid_prism_v[14]);
+ glVertex3fv(solid_prism_v[17]);
+ glVertex3fv(solid_prism_v[5]);
+ bp->node_polys++;
+ glEnd();
+ glEndList();
+
+ /* build wire display list */
+ bp->node_wire = glGenLists(1);
+ glNewList(bp->node_wire, GL_COMPILE);
+ glBegin(GL_LINE_STRIP);
+ glVertex3fv(wire_prism_v[0]);
+ glVertex3fv(wire_prism_v[1]);
+ bp->node_polys++;
+ glVertex3fv(wire_prism_v[2]);
+ glVertex3fv(wire_prism_v[0]);
+ bp->node_polys++;
+ glVertex3fv(wire_prism_v[3]);
+ glVertex3fv(wire_prism_v[4]);
+ bp->node_polys++;
+ glVertex3fv(wire_prism_v[5]);
+ glVertex3fv(wire_prism_v[3]);
+ bp->node_polys++;
+ glEnd();
+ glBegin(GL_LINES);
+ glVertex3fv(wire_prism_v[1]);
+ glVertex3fv(wire_prism_v[4]);
+ bp->node_polys++;
+ glVertex3fv(wire_prism_v[2]);
+ glVertex3fv(wire_prism_v[5]);
+ bp->node_polys++;
+ glEnd();
+ glEndList();
+
+#ifdef HAVE_GLUT
+ /* initialise the rotation */
+ calc_rotation();
+#endif
+}
+
+static void draw_title(
+#ifndef HAVE_GLUT
+ ModeInfo * mi
+#endif
+ )
+{
+#ifndef HAVE_GLUT
+ struct glsnake_cfg * bp = &glc[MI_SCREEN(mi)];
+#endif
+
+ /* draw some text */
+
+/* glPushAttrib((GLbitfield) GL_TRANSFORM_BIT | GL_ENABLE_BIT);*/
+ glDisable(GL_LIGHTING);
+ glDisable(GL_DEPTH_TEST);
+ if (transparent) {
+ glDisable(GL_BLEND);
+ }
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+#ifdef HAVE_GLUT
+ glOrtho((GLdouble) 0., (GLdouble) bp->width, (GLdouble) 0., (GLdouble) bp->height, -1, 1);
+#else
+ glOrtho((GLdouble) 0., (GLdouble) mi->xgwa.width, (GLdouble) 0., (GLdouble) mi->xgwa.height, -1, 1);
+#endif
+
+ glColor4f(1.0, 1.0, 1.0, 1.0);
+ {
+ char interactstr[] = "interactive";
+ const char * s;
+#ifdef HAVE_GLUT
+ int w;
+#endif
+
+ if (interactive)
+ s = interactstr;
+ else
+ s = model[bp->next_model].name;
+
+#ifdef HAVE_GLUT
+ {
+ unsigned int i = 0;
+
+ w = glutBitmapLength(GLUT_BITMAP_HELVETICA_12, (const unsigned char *) s);
+ glRasterPos2f((GLfloat) (bp->width - w - 3), 4.0);
+ while (s[i] != '\0')
+ glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, s[i++]);
+ }
+#else
+ print_texture_label (mi->dpy, bp->font_data,
+ mi->xgwa.width, mi->xgwa.height,
+ 1, s);
+#endif
+ }
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+
+
+/* glPopAttrib();*/
+}
+
+/* apply the matrix to the origin and stick it in vec */
+static void matmult_origin(float rotmat[16], float vec[4])
+{
+#if 1
+ vec[0] = 0.5 * rotmat[0] + 0.5 * rotmat[4] + 0.5 * rotmat [8] + 1 * rotmat[12];
+ vec[1] = 0.5 * rotmat[1] + 0.5 * rotmat[5] + 0.5 * rotmat [9] + 1 * rotmat[13];
+ vec[2] = 0.5 * rotmat[2] + 0.5 * rotmat[6] + 0.5 * rotmat[10] + 1 * rotmat[14];
+ vec[3] = 0.5 * rotmat[3] + 0.5 * rotmat[7] + 0.5 * rotmat[11] + 1 * rotmat[15];
+#else
+ vec[0] = 0 * rotmat [0] + 0 * rotmat [1] + 0 * rotmat [2] + 1 * rotmat [3];
+ vec[1] = 0 * rotmat [4] + 0 * rotmat [5] + 0 * rotmat [6] + 1 * rotmat [7];
+ vec[2] = 0 * rotmat [8] + 0 * rotmat [9] + 0 * rotmat[10] + 1 * rotmat[11];
+ vec[3] = 0 * rotmat[12] + 0 * rotmat[13] + 0 * rotmat[14] + 1 * rotmat[15];
+#endif
+ vec[0] /= vec[3];
+ vec[1] /= vec[3];
+ vec[2] /= vec[3];
+ vec[3] = 1.0;
+}
+
+/* wot gets called when the winder is resized */
+ENTRYPOINT void glsnake_reshape(
+#ifndef HAVE_GLUT
+ ModeInfo * mi,
+#endif
+ int width, int height)
+{
+ double h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport(0, y, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ /* jwz: 0.05 was too close (left black rectangles) */
+ gluPerspective(zoom, 1/h, 1.0, 100.0);
+ gluLookAt(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
+ glMatrixMode(GL_MODELVIEW);
+ /*gluLookAt(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);*/
+ glLoadIdentity();
+#ifdef HAVE_GLUT
+ bp->width = width;
+ bp->height = height;
+#endif
+}
+
+/* Returns the new dst_dir for the given src_dir and dst_dir */
+static int cross_product(int src_dir, int dst_dir)
+{
+ return X_MASK*(GETSCALAR(src_dir,Y_MASK) * GETSCALAR(dst_dir,Z_MASK) -
+ GETSCALAR(src_dir,Z_MASK) * GETSCALAR(dst_dir,Y_MASK))+
+ Y_MASK*(GETSCALAR(src_dir,Z_MASK) * GETSCALAR(dst_dir,X_MASK) -
+ GETSCALAR(src_dir,X_MASK) * GETSCALAR(dst_dir,Z_MASK))+
+ Z_MASK*(GETSCALAR(src_dir,X_MASK) * GETSCALAR(dst_dir,Y_MASK) -
+ GETSCALAR(src_dir,Y_MASK) * GETSCALAR(dst_dir,X_MASK));
+}
+
+/* calculate orthogonal snake metrics
+ * is_legal = true if model does not pass through itself
+ * is_cyclic = true if last node connects back to first node
+ * last_turn = for cyclic snakes, specifes what the 24th turn would be
+ */
+static void calc_snake_metrics(struct glsnake_cfg *bp)
+{
+ int srcDir, dstDir;
+ int i, x, y, z;
+ int prevSrcDir = -Y_MASK;
+ int prevDstDir = Z_MASK;
+ int grid[25][25][25];
+
+ /* zero the grid */
+ memset(&grid, 0, sizeof(int) * 25*25*25);
+
+ bp->is_legal = 1;
+ x = y = z = 12;
+
+ /* trace path of snake - and keep record for is_legal */
+ for (i = 0; i < NODE_COUNT - 1; i++) {
+ /*int ang_card;*/ /* cardinal direction of node angle */
+ /* establish new state vars */
+ srcDir = -prevDstDir;
+ x += GETSCALAR(prevDstDir, X_MASK);
+ y += GETSCALAR(prevDstDir, Y_MASK);
+ z += GETSCALAR(prevDstDir, Z_MASK);
+
+ switch ((int) model[bp->next_model].node[i]) {
+ case (int) (ZERO):
+ dstDir = -prevSrcDir;
+ break;
+ case (int) (PIN):
+ dstDir = prevSrcDir;
+ break;
+ case (int) (RIGHT):
+ case (int) (LEFT):
+ dstDir = cross_product(prevSrcDir, prevDstDir);
+ if (model[bp->next_model].node[i] == (int) (RIGHT))
+ dstDir = -dstDir;
+ break;
+ default:
+ /* Prevent spurious "might be used
+ * uninitialised" warnings when compiling
+ * with -O2 */
+ dstDir = 0;
+ break;
+ }
+
+ if (grid[x][y][z] == 0)
+ grid[x][y][z] = srcDir + dstDir;
+ else if (grid[x][y][z] + srcDir + dstDir == 0)
+ grid[x][y][z] = 8;
+ else
+ bp->is_legal = 0;
+
+ prevSrcDir = srcDir;
+ prevDstDir = dstDir;
+ }
+
+ /* determine if the snake is cyclic */
+ bp->is_cyclic = (dstDir == Y_MASK && x == 12 && y == 11 && z == 12);
+
+ /* determine last_turn */
+ bp->last_turn = -1;
+ if (bp->is_cyclic)
+ switch (srcDir) {
+ case -Z_MASK: bp->last_turn = ZERO; break;
+ case Z_MASK: bp->last_turn = PIN; break;
+ case X_MASK: bp->last_turn = LEFT; break;
+ case -X_MASK: bp->last_turn = RIGHT; break;
+ }
+}
+
+/* work out how far through the current morph we are */
+static float morph_percent(struct glsnake_cfg *bp)
+{
+ float retval;
+ int i;
+
+ /* extend this function later with a case statement for each of the
+ * morph schemes */
+
+ /* when morphing all nodes at once, the longest morph will be the node
+ * that needs to rotate 180 degrees. For each node, work out how far it
+ * has to go, and store the maximum rotation and current largest angular
+ * difference, returning the angular difference over the maximum. */
+ {
+ float rot_max = 0.0, ang_diff_max = 0.0;
+
+ for (i = 0; i < NODE_COUNT - 1; i++) {
+ float rot, ang_diff;
+
+ /* work out the maximum rotation this node has to go through
+ * from the previous to the next model, taking into account that
+ * the snake always morphs through the smaller angle */
+ rot = fabs(model[bp->prev_model].node[i] -
+ model[bp->next_model].node[i]);
+ if (rot > 180.0) rot = 180.0 - rot;
+ /* work out the difference between the current position and the
+ * target */
+ ang_diff = fabs(bp->node[i] -
+ model[bp->next_model].node[i]);
+ if (ang_diff > 180.0) ang_diff = 180.0 - ang_diff;
+ /* if it's the biggest so far, record it */
+ if (rot > rot_max) rot_max = rot;
+ if (ang_diff > ang_diff_max) ang_diff_max = ang_diff;
+ }
+
+ /* ang_diff / rot approaches 0, we want the complement */
+ retval = 1.0 - (ang_diff_max / rot_max);
+ /* protect against naan */
+
+/* Apparently some systems (Solaris) don't have isinf() */
+#undef isinf
+#define isinf(x) (((x) > 999999999999.9) || ((x) < -999999999999.9))
+
+ if (isnan(retval) || isinf(retval)) retval = 1.0;
+ }
+ /*printf("morph_pct = %f\n", retval);*/
+ return retval;
+}
+
+static void morph_colour(struct glsnake_cfg *bp)
+{
+ float percent, compct; /* complement of percentage */
+
+ percent = morph_percent(bp);
+ compct = 1.0 - percent;
+
+ bp->colour[0][0] = colour[bp->prev_colour][0][0] * compct + colour[bp->next_colour][0][0] * percent;
+ bp->colour[0][1] = colour[bp->prev_colour][0][1] * compct + colour[bp->next_colour][0][1] * percent;
+ bp->colour[0][2] = colour[bp->prev_colour][0][2] * compct + colour[bp->next_colour][0][2] * percent;
+ bp->colour[0][3] = colour[bp->prev_colour][0][3] * compct + colour[bp->next_colour][0][3] * percent;
+
+ bp->colour[1][0] = colour[bp->prev_colour][1][0] * compct + colour[bp->next_colour][1][0] * percent;
+ bp->colour[1][1] = colour[bp->prev_colour][1][1] * compct + colour[bp->next_colour][1][1] * percent;
+ bp->colour[1][2] = colour[bp->prev_colour][1][2] * compct + colour[bp->next_colour][1][2] * percent;
+ bp->colour[1][3] = colour[bp->prev_colour][1][3] * compct + colour[bp->next_colour][1][3] * percent;
+}
+
+/* Start morph process to this model */
+static void start_morph(struct glsnake_cfg *bp,
+ unsigned int model_index, int immediate)
+{
+ /* if immediate, don't bother morphing, go straight to the next model */
+ if (immediate) {
+ int i;
+
+ for (i = 0; i < NODE_COUNT; i++)
+ bp->node[i] = model[model_index].node[i];
+ }
+
+ bp->prev_model = bp->next_model;
+ bp->next_model = model_index;
+ bp->prev_colour = bp->next_colour;
+
+ calc_snake_metrics(bp);
+ if (!bp->is_legal)
+ bp->next_colour = COLOUR_INVALID;
+ else if (altcolour)
+ bp->next_colour = COLOUR_AUTHENTIC;
+ else if (bp->is_cyclic)
+ bp->next_colour = COLOUR_CYCLIC;
+ else
+ bp->next_colour = COLOUR_ACYCLIC;
+
+ if (immediate) {
+ bp->colour[0][0] = colour[bp->next_colour][0][0];
+ bp->colour[0][1] = colour[bp->next_colour][0][1];
+ bp->colour[0][2] = colour[bp->next_colour][0][2];
+ bp->colour[0][3] = colour[bp->next_colour][0][3];
+ bp->colour[1][0] = colour[bp->next_colour][1][0];
+ bp->colour[1][1] = colour[bp->next_colour][1][1];
+ bp->colour[1][2] = colour[bp->next_colour][1][2];
+ bp->colour[1][3] = colour[bp->next_colour][1][3];
+ }
+ bp->morphing = 1;
+
+ morph_colour(bp);
+}
+
+#if 0
+/* Returns morph progress */
+static float morph(long iter_msec)
+{
+ /* work out the maximum angle for this iteration */
+ int still_morphing;
+ float iter_angle_max, largest_diff, largest_progress;
+ int i;
+
+ if (bp->new_morph)
+ bp->new_morph = 0;
+
+ iter_angle_max = 90.0 * (angvel/1000.0) * iter_msec;
+
+ still_morphing = 0;
+ largest_diff = largest_progress = 0.0;
+ for (i = 0; i < NODE_COUNT; i++) {
+ float curAngle = bp->node[i];
+ float destAngle = model[bp->next_model].node[i];
+ if (curAngle != destAngle) {
+ still_morphing = 1;
+ if (fabs(curAngle-destAngle) <= iter_angle_max)
+ bp->node[i] = destAngle;
+ else if (fmod(curAngle-destAngle+360,360) > 180)
+ bp->node[i] = fmod(curAngle + iter_angle_max, 360);
+ else
+ bp->node[i] = fmod(curAngle+360 - iter_angle_max, 360);
+ largest_diff = MAX(largest_diff, fabs(destAngle-bp->node[i]));
+ largest_progress = MAX(largest_diff, fabs(bp->node[i] - model[bp->prev_model].node[i]));
+ }
+ }
+
+ return MIN(largest_diff / largest_progress, 1.0);
+}
+#endif
+
+
+#ifdef HAVE_GLUT
+static void glsnake_idle();
+
+static restore_idle(int v __attribute__((__unused__)))
+{
+ glutIdleFunc(glsnake_idle);
+}
+#endif
+
+static void quick_sleep(void)
+{
+#ifdef HAVE_GLUT
+ /* By using glutTimerFunc we can keep responding to
+ * mouse and keyboard events, unlike using something like
+ * usleep. */
+ glutIdleFunc(NULL);
+ glutTimerFunc(1, restore_idle, 0);
+#else
+ usleep(1);
+#endif
+}
+
+static void glsnake_idle(
+#ifndef HAVE_GLUT
+ struct glsnake_cfg * bp
+#endif
+ )
+{
+ /* time since last iteration */
+ long iter_msec;
+ /* time since the beginning of last morph */
+ long morf_msec;
+ float iter_angle_max;
+ snaketime current_time;
+ /* morphFunc transition; */
+ int still_morphing;
+ int i;
+
+ /* Do nothing to the model if we are paused */
+ if (bp->paused) {
+ /* Avoid busy waiting when nothing is changing */
+ quick_sleep();
+#ifdef HAVE_GLUT
+ glutSwapBuffers();
+ glutPostRedisplay();
+#endif
+ return;
+ }
+
+ /* <spiv> Well, ftime gives time with millisecond resolution.
+ * <spiv> (or worse, perhaps... who knows what the OS will do)
+ * <spiv> So if no discernable amount of time has passed:
+ * <spiv> a) There's no point updating the screen, because
+ * it would be the same
+ * <spiv> b) The code will divide by zero
+ */
+ gettime(&current_time);
+
+ iter_msec = (long) GETMSECS(current_time) - GETMSECS(bp->last_iteration) +
+ ((long) GETSECS(current_time) - GETSECS(bp->last_iteration)) * 1000L;
+
+ if (iter_msec) {
+ /* save the current time */
+ memcpy(&bp->last_iteration, &current_time, sizeof(snaketime));
+
+ /* work out if we have to switch models */
+ morf_msec = GETMSECS(bp->last_iteration) - GETMSECS(bp->last_morph) +
+ ((long) (GETSECS(bp->last_iteration)-GETSECS(bp->last_morph)) * 1000L);
+
+ if ((morf_msec > statictime) && !interactive && !bp->morphing) {
+ /*printf("starting morph\n");*/
+ memcpy(&bp->last_morph, &(bp->last_iteration), sizeof(bp->last_morph));
+ start_morph(bp, RAND(models), 0);
+ }
+
+ if (interactive && !bp->morphing) {
+ quick_sleep();
+ return;
+ }
+
+ /* if (!bp->dragging && !bp->interactive) { */
+ if (!interactive) {
+
+ yspin += 360/((1000/yangvel)/iter_msec);
+ zspin += 360/((1000/zangvel)/iter_msec);
+ /*
+ yspin += 360 * (yangvel/1000.0) * iter_msec;
+ zspin += 360 * (zangvel/1000.0) * iter_msec;
+ */
+
+ /*printf("yspin: %f, zspin: %f\n", yspin, zspin);*/
+
+ }
+
+ /* work out the maximum angle we could turn this node in this
+ * timeslice, iter_msec milliseconds long */
+ iter_angle_max = 90.0 * (angvel/1000.0) * iter_msec;
+
+ still_morphing = 0;
+ for (i = 0; i < NODE_COUNT; i++) {
+ float cur_angle = bp->node[i];
+ float dest_angle = model[bp->next_model].node[i];
+ if (cur_angle != dest_angle) {
+ still_morphing = 1;
+ if (fabs(cur_angle - dest_angle) <= iter_angle_max)
+ bp->node[i] = dest_angle;
+ else if (fmod(cur_angle - dest_angle + 360, 360) > 180)
+ bp->node[i] = fmod(cur_angle + iter_angle_max, 360);
+ else
+ bp->node[i] = fmod(cur_angle + 360 - iter_angle_max, 360);
+ }
+ }
+
+ if (!still_morphing)
+ bp->morphing = 0;
+
+ /* colour cycling */
+ morph_colour(bp);
+
+#ifdef HAVE_GLUT
+ glutSwapBuffers();
+ glutPostRedisplay();
+#endif
+ } else {
+ /* We are going too fast, so we may as well let the
+ * cpu relax a little by sleeping for a millisecond. */
+ quick_sleep();
+ }
+}
+
+/* wot draws it */
+ENTRYPOINT void glsnake_display(
+#ifndef HAVE_GLUT
+ ModeInfo * mi
+#endif
+ )
+{
+#ifndef HAVE_GLUT
+ struct glsnake_cfg * bp = &glc[MI_SCREEN(mi)];
+ Display * dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+#endif
+
+ int i;
+ float ang;
+ float positions[NODE_COUNT][4]; /* origin points for each node */
+ float com[4]; /* it's the CENTRE of MASS */
+
+#ifndef HAVE_GLUT
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+#endif
+
+ gl_init(mi);
+
+ /* clear the buffer */
+ glClear((GLbitfield) GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ /* go into the modelview stack */
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ /* get the centre of each node, by moving through the snake and
+ * performing the rotations, then grabbing the matrix at each point
+ * and applying it to the origin */
+ glPushMatrix();
+
+#ifdef HAVE_GLUT
+ /* apply the mouse drag rotation */
+ ui_mousedrag();
+#endif
+
+ /* apply the continuous rotation */
+ glRotatef(yspin, 0.0, 1.0, 0.0);
+ glRotatef(zspin, 0.0, 0.0, 1.0);
+
+ com[0] = 0.0;
+ com[1] = 0.0;
+ com[2] = 0.0;
+ com[3] = 0.0;
+ for (i = 0; i < NODE_COUNT; i++) {
+ float rotmat[16];
+
+ ang = bp->node[i];
+
+ /*printf("ang = %f\n", ang);*/
+
+ glTranslatef(0.5, 0.5, 0.5); /* move to center */
+ glRotatef(90.0, 0.0, 0.0, -1.0); /* reorient */
+ glTranslatef(1.0 + explode, 0.0, 0.0); /* move to new pos. */
+ glRotatef(180.0 + ang, 1.0, 0.0, 0.0); /* pivot to new angle */
+ glTranslatef(-0.5, -0.5, -0.5); /* return from center */
+
+ glGetFloatv(GL_MODELVIEW_MATRIX, rotmat);
+
+ matmult_origin(rotmat, positions[i]);
+
+ /*printf("positions %f %f %f %f\n", positions[i][0], positions[i][1], positions[i][2], positions[i][3]);*/
+
+ com[0] += positions[i][0];
+ com[1] += positions[i][1];
+ com[2] += positions[i][2];
+ com[3] += positions[i][3];
+ }
+ glPopMatrix();
+ com[0] /= NODE_COUNT;
+ com[1] /= NODE_COUNT;
+ com[2] /= NODE_COUNT;
+ com[3] /= NODE_COUNT;
+
+ com[0] /= com[3];
+ com[1] /= com[3];
+ com[2] /= com[3];
+
+ /*printf("com: %f, %f, %f, %f\n", com[0], com[1], com[2], com[3]);*/
+
+#if MAGICAL_RED_STRING
+ glPushMatrix();
+ glTranslatef(-com[0], -com[1], -com[2]);
+
+ glDisable(GL_LIGHTING);
+ glColor4f(1.0, 0.0, 0.0, 1.0);
+ glBegin(GL_LINE_STRIP);
+ for (i = 0; i < NODE_COUNT - 1; i++) {
+ glVertex3fv(positions[i]);
+ }
+ glEnd();
+ glEnable(GL_LIGHTING);
+ /*glTranslatef(com[0], com[1], com[2]);*/
+ glPopMatrix();
+#endif
+
+ glPushMatrix();
+ glTranslatef(-com[0], -com[1], -com[2]);
+
+#ifdef HAVE_GLUT
+ /* apply the mouse drag rotation */
+ ui_mousedrag();
+#endif
+
+ /* apply the continuous rotation */
+ glRotatef(yspin, 0.0, 1.0, 0.0);
+ glRotatef(zspin, 0.0, 0.0, 1.0);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ /* now draw each node along the snake -- this is quite ugly :p */
+ mi->polygon_count = 0;
+ for (i = 0; i < NODE_COUNT; i++) {
+ /* choose a colour for this node */
+ if ((i == bp->selected || i == bp->selected+1) && interactive)
+ /* yellow */
+ glColor4f(1.0, 1.0, 0.0, 1.0);
+ else {
+ /*glColor4fv(bp->colour[(i+1)%2]);*/
+ glMaterialfv(GL_FRONT, GL_AMBIENT, bp->colour[(i+1)%2]);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, bp->colour[(i+1)%2]);
+ /*glMaterialfv(GL_FRONT, GL_SPECULAR, bp->colour[(i+1)%2]);*/
+ }
+
+ /* draw the node */
+ if (wireframe)
+ glCallList(bp->node_wire);
+ else
+ glCallList(bp->node_solid);
+ mi->polygon_count += bp->node_polys;
+
+ /* now work out where to draw the next one */
+
+ /* Interpolate between models */
+ ang = bp->node[i];
+
+ glTranslatef(0.5, 0.5, 0.5); /* move to center */
+ glRotatef(90.0, 0.0, 0.0, -1.0); /* reorient */
+ glTranslatef(1.0 + explode, 0.0, 0.0); /* move to new pos. */
+ glRotatef(180.0 + ang, 1.0, 0.0, 0.0); /* pivot to new angle */
+ glTranslatef(-0.5, -0.5, -0.5); /* return from center */
+ }
+
+ glPopMatrix();
+
+ if (titles)
+#ifdef HAVE_GLUT
+ draw_title();
+#else
+ draw_title(mi);
+#endif
+
+#ifndef HAVE_GLUT
+ glsnake_idle(bp);
+ if (mi->fps_p) do_fps(mi);
+#endif
+
+ glFlush();
+#ifdef HAVE_GLUT
+ glutSwapBuffers();
+#else
+ glXSwapBuffers(dpy, window);
+#endif
+}
+
+#ifdef HAVE_GLUT
+/* anything that needs to be cleaned up goes here */
+static void unmain()
+{
+ glutDestroyWindow(bp->window);
+ free(bp);
+}
+
+static void ui_init(int *, char **);
+
+int main(int argc, char ** argv)
+{
+ bp = malloc(sizeof(struct glsnake_cfg));
+ memset(bp, 0, sizeof(struct glsnake_cfg));
+
+ bp->width = 640;
+ bp->height = 480;
+
+ ui_init(&argc, argv);
+
+ gettime(&bp->last_iteration);
+ memcpy(&bp->last_morph, &bp->last_iteration, sizeof(snaketime));
+ srand((unsigned int)GETSECS(bp->last_iteration));
+
+ bp->prev_colour = bp->next_colour = COLOUR_ACYCLIC;
+ bp->next_model = RAND(models);
+ bp->prev_model = 0;
+ start_morph(bp->prev_model, 1);
+
+ glsnake_init();
+
+ atexit(unmain);
+ glutSwapBuffers();
+ glutMainLoop();
+
+ return 0;
+}
+#endif
+
+/*
+ * GLUT FUNCTIONS
+ */
+
+#ifdef HAVE_GLUT
+
+/* trackball quaternions */
+static float cumquat[4] = {0.0,0.0,0.0,0.0}, oldquat[4] = {0.0,0.0,0.0,0.1};
+
+/* rotation matrix */
+static float rotation[16];
+
+/* mouse drag vectors: start and end */
+static float mouse_start[3], mouse_end[3];
+
+/* dragging boolean */
+static int dragging = 0;
+
+/* this function calculates the rotation matrix based on the quaternions
+ * generated from the mouse drag vectors */
+static void calc_rotation()
+{
+ double Nq, s;
+ double xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
+
+ /* this bit ripped from Shoemake's quaternion notes from SIGGRAPH */
+ Nq = cumquat[0] * cumquat[0] + cumquat[1] * cumquat[1] +
+ cumquat[2] * cumquat[2] + cumquat[3] * cumquat[3];
+ s = (Nq > 0.0) ? (2.0 / Nq) : 0.0;
+ xs = cumquat[0] * s; ys = cumquat[1] * s; zs = cumquat[2] * s;
+ wx = cumquat[3] * xs; wy = cumquat[3] * ys; wz = cumquat[3] * zs;
+ xx = cumquat[0] * xs; xy = cumquat[0] * ys; xz = cumquat[0] * zs;
+ yy = cumquat[1] * ys; yz = cumquat[1] * zs; zz = cumquat[2] * zs;
+
+ rotation[0] = 1.0 - (yy + zz);
+ rotation[1] = xy + wz;
+ rotation[2] = xz - wy;
+ rotation[4] = xy - wz;
+ rotation[5] = 1.0 - (xx + zz);
+ rotation[6] = yz + wx;
+ rotation[8] = xz + wy;
+ rotation[9] = yz - wx;
+ rotation[10] = 1.0 - (xx + yy);
+ rotation[3] = rotation[7] = rotation[11] = 0.0;
+ rotation[12] = rotation[13] = rotation[14] = 0.0;
+ rotation[15] = 1.0;
+}
+
+static inline void ui_mousedrag()
+{
+ glMultMatrixf(rotation);
+}
+
+static void ui_keyboard(unsigned char c, int x__attribute__((__unused__)), int y __attribute__((__unused__)))
+{
+ int i;
+
+ switch (c) {
+ case 27: /* ESC */
+ case 'q':
+ exit(0);
+ break;
+ case 'e':
+ explode += DEF_EXPLODE;
+ glutPostRedisplay();
+ break;
+ case 'E':
+ explode -= DEF_EXPLODE;
+ if (explode < 0.0) explode = 0.0;
+ glutPostRedisplay();
+ break;
+ case '.':
+ /* next model */
+ bp->next_model++;
+ bp->next_model %= models;
+ start_morph(bp->next_model, 0);
+
+ /* Reset last_morph time */
+ gettime(&bp->last_morph);
+ break;
+ case ',':
+ /* previous model */
+ bp->next_model = (bp->next_model + (int)models - 1) % (int)models;
+ start_morph(bp->next_model, 0);
+
+ /* Reset bp->last_morph time */
+ gettime(&bp->last_morph);
+ break;
+ case '+':
+ angvel += DEF_ANGVEL;
+ break;
+ case '-':
+ if (angvel > DEF_ANGVEL)
+ angvel -= DEF_ANGVEL;
+ break;
+ case 'i':
+ if (interactive) {
+ /* Reset last_iteration and last_morph time */
+ gettime(&bp->last_iteration);
+ gettime(&bp->last_morph);
+ }
+ interactive = 1 - interactive;
+ glutPostRedisplay();
+ break;
+ case 'w':
+ wireframe = 1 - wireframe;
+ if (wireframe)
+ glDisable(GL_LIGHTING);
+ else
+ glEnable(GL_LIGHTING);
+ glutPostRedisplay();
+ break;
+ case 'a':
+ transparent = 1 - transparent;
+ if (transparent) {
+ glEnable(GL_BLEND);
+ } else {
+ glDisable(GL_BLEND);
+ }
+ break;
+ case 'p':
+ if (bp->paused) {
+ /* unpausing, reset last_iteration and last_morph time */
+ gettime(&bp->last_iteration);
+ gettime(&bp->last_morph);
+ }
+ bp->paused = 1 - bp->paused;
+ break;
+ case 'd':
+ /* dump the current model so we can add it! */
+ printf("# %s\nnoname:\t", model[bp->next_model].name);
+ {
+ int i;
+
+ for (i = 0; i < NODE_COUNT; i++) {
+ if (bp->node[i] == ZERO)
+ printf("Z");
+ else if (bp->node[i] == LEFT)
+ printf("L");
+ else if (bp->node[i] == PIN)
+ printf("P");
+ else if (bp->node[i] == RIGHT)
+ printf("R");
+ /*
+ else
+ printf("%f", node[i].curAngle);
+ */
+ if (i < NODE_COUNT - 1)
+ printf(" ");
+ }
+ }
+ printf("\n");
+ break;
+ case 'f':
+ bp->fullscreen = 1 - bp->fullscreen;
+ if (bp->fullscreen) {
+ bp->old_width = bp->width;
+ bp->old_height = bp->height;
+ glutFullScreen();
+ } else {
+ glutReshapeWindow(bp->old_width, bp->old_height);
+ glutPositionWindow(50,50);
+ }
+ break;
+ case 't':
+ titles = 1 - titles;
+ if (interactive || bp->paused)
+ glutPostRedisplay();
+ break;
+ case 'c':
+ altcolour = 1 - altcolour;
+ break;
+ case 'z':
+ zoom += 1.0;
+ glsnake_reshape(bp->width, bp->height);
+ break;
+ case 'Z':
+ zoom -= 1.0;
+ glsnake_reshape(bp->width, bp->height);
+ break;
+ default:
+ break;
+ }
+}
+
+static void ui_special(int key, int x__attribute__((__unused__)), int y __attribute__((__unused__)))
+{
+ float *destAngle = &(model[bp->next_model].node[bp->selected]);
+ int unknown_key = 0;
+
+ if (interactive) {
+ switch (key) {
+ case GLUT_KEY_UP:
+ bp->selected = (bp->selected + (NODE_COUNT - 2)) % (NODE_COUNT - 1);
+ break;
+ case GLUT_KEY_DOWN:
+ bp->selected = (bp->selected + 1) % (NODE_COUNT - 1);
+ break;
+ case GLUT_KEY_LEFT:
+ *destAngle = fmod(*destAngle+(LEFT), 360);
+ bp->morphing = bp->new_morph = 1;
+ break;
+ case GLUT_KEY_RIGHT:
+ *destAngle = fmod(*destAngle+(RIGHT), 360);
+ bp->morphing = bp->new_morph = 1;
+ break;
+ case GLUT_KEY_HOME:
+ start_morph(STRAIGHT_MODEL, 0);
+ break;
+ default:
+ unknown_key = 1;
+ break;
+ }
+ }
+ calc_snake_metrics();
+
+ if (!unknown_key)
+ glutPostRedisplay();
+}
+
+static void ui_mouse(int button, int state, int x, int y)
+{
+ if (button==0) {
+ switch (state) {
+ case GLUT_DOWN:
+ dragging = 1;
+ mouse_start[0] = M_SQRT1_2 *
+ (x - (bp->width / 2.0)) / (bp->width / 2.0);
+ mouse_start[1] = M_SQRT1_2 *
+ ((bp->height / 2.0) - y) / (bp->height / 2.0);
+ mouse_start[2] = sqrt((double)(1-(mouse_start[0]*mouse_start[0]+mouse_start[1]*mouse_start[1])));
+ break;
+ case GLUT_UP:
+ dragging = 0;
+ oldquat[0] = cumquat[0];
+ oldquat[1] = cumquat[1];
+ oldquat[2] = cumquat[2];
+ oldquat[3] = cumquat[3];
+ break;
+ default:
+ break;
+ }
+ }
+ glutPostRedisplay();
+}
+
+static void ui_motion(int x, int y)
+{
+ double norm;
+ float q[4];
+
+ if (dragging) {
+ /* construct the motion end vector from the x,y position on the
+ * window */
+ mouse_end[0] = M_SQRT1_2 * (x - (bp->width/ 2.0)) / (bp->width / 2.0);
+ mouse_end[1] = M_SQRT1_2 * ((bp->height / 2.0) - y) / (bp->height / 2.0);
+ /* calculate the normal of the vector... */
+ norm = mouse_end[0] * mouse_end[0] + mouse_end[1] * mouse_end[1];
+ /* check if norm is outside the sphere and wraparound if necessary */
+ if (norm > 1.0) {
+ mouse_end[0] = -mouse_end[0];
+ mouse_end[1] = -mouse_end[1];
+ mouse_end[2] = sqrt(norm - 1);
+ } else {
+ /* the z value comes from projecting onto an elliptical spheroid */
+ mouse_end[2] = sqrt(1 - norm);
+ }
+
+ /* now here, build a quaternion from mouse_start and mouse_end */
+ q[0] = mouse_start[1] * mouse_end[2] - mouse_start[2] * mouse_end[1];
+ q[1] = mouse_start[2] * mouse_end[0] - mouse_start[0] * mouse_end[2];
+ q[2] = mouse_start[0] * mouse_end[1] - mouse_start[1] * mouse_end[0];
+ q[3] = mouse_start[0] * mouse_end[0] + mouse_start[1] * mouse_end[1] + mouse_start[2] * mouse_end[2];
+
+ /* new rotation is the product of the new one and the old one */
+ cumquat[0] = q[3] * oldquat[0] + q[0] * oldquat[3] +
+ q[1] * oldquat[2] - q[2] * oldquat[1];
+ cumquat[1] = q[3] * oldquat[1] + q[1] * oldquat[3] +
+ q[2] * oldquat[0] - q[0] * oldquat[2];
+ cumquat[2] = q[3] * oldquat[2] + q[2] * oldquat[3] +
+ q[0] * oldquat[1] - q[1] * oldquat[0];
+ cumquat[3] = q[3] * oldquat[3] - q[0] * oldquat[0] -
+ q[1] * oldquat[1] - q[2] * oldquat[2];
+
+ calc_rotation();
+ }
+ glutPostRedisplay();
+}
+
+static void ui_init(int * argc, char ** argv)
+{
+ glutInit(argc, argv);
+ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
+ glutInitWindowSize(bp->width, bp->height);
+ bp->window = glutCreateWindow("glsnake");
+
+ glutDisplayFunc(glsnake_display);
+ glutReshapeFunc(glsnake_reshape);
+ glutIdleFunc(glsnake_idle);
+ glutKeyboardFunc(ui_keyboard);
+ glutSpecialFunc(ui_special);
+ glutMouseFunc(ui_mouse);
+ glutMotionFunc(ui_motion);
+
+ yangvel = DEF_YANGVEL;
+ zangvel = DEF_ZANGVEL;
+ explode = DEF_EXPLODE;
+ angvel = DEF_ANGVEL;
+ statictime = DEF_STATICTIME;
+ altcolour = DEF_ALTCOLOUR;
+ titles = DEF_TITLES;
+ interactive = DEF_INTERACTIVE;
+ zoom = DEF_ZOOM;
+ wireframe = DEF_WIREFRAME;
+ transparent = DEF_TRANSPARENT;
+}
+#endif /* HAVE_GLUT */
+
+XSCREENSAVER_MODULE ("GLSnake", glsnake)