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author | Simon Rettberg | 2018-10-16 10:08:48 +0200 |
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committer | Simon Rettberg | 2018-10-16 10:08:48 +0200 |
commit | d3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch) | |
tree | cbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/glsnake.c | |
download | xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.xz xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.zip |
Original 5.40
Diffstat (limited to 'hacks/glx/glsnake.c')
-rw-r--r-- | hacks/glx/glsnake.c | 2694 |
1 files changed, 2694 insertions, 0 deletions
diff --git a/hacks/glx/glsnake.c b/hacks/glx/glsnake.c new file mode 100644 index 0000000..5f20421 --- /dev/null +++ b/hacks/glx/glsnake.c @@ -0,0 +1,2694 @@ +/* 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(¤t_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, ¤t_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) |