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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/rubik.c | |
download | xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.xz xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.zip |
Original 5.40
Diffstat (limited to 'hacks/glx/rubik.c')
-rw-r--r-- | hacks/glx/rubik.c | 2140 |
1 files changed, 2140 insertions, 0 deletions
diff --git a/hacks/glx/rubik.c b/hacks/glx/rubik.c new file mode 100644 index 0000000..ed06645 --- /dev/null +++ b/hacks/glx/rubik.c @@ -0,0 +1,2140 @@ +/* -*- Mode: C; tab-width: 4 -*- */ +/* rubik --- Shows an auto-solving Rubik's cube */ + +#if 0 +static const char sccsid[] = "@(#)rubik.c 5.01 2001/03/01 xlockmore"; +#endif + +/*- + * Permission to use, copy, modify, and distribute this software and its + * documentation for any purpose and without fee is hereby granted, + * provided that the above copyright notice appear in all copies and that + * both that copyright notice and this permission notice appear in + * supporting documentation. + * + * This file is provided AS IS with no warranties of any kind. The author + * shall have no liability with respect to the infringement of copyrights, + * trade secrets or any patents by this file or any part thereof. In no + * event will the author be liable for any lost revenue or profits or + * other special, indirect and consequential damages. + * + * This mode shows an auto-solving rubik's cube "puzzle". If somebody + * intends to make a game or something based on this code, please let me + * know first, my e-mail address is provided in this comment. Marcelo. + * + * Thanks goes also to Brian Paul for making it possible and inexpensive + * to use OpenGL at home. + * + * Since I'm not a native English speaker, my apologies for any grammatical + * mistakes. + * + * My e-mail address is + * mfvianna@centroin.com.br + * + * Marcelo F. Vianna (Jul-31-1997) + * + * Revision History: + * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver) + * 01-Mar-2001: Added FPS stuff - Eric Lassauge <lassauge@mail.dotcom.fr> + * 01-Nov-2000: Allocation checks + * 27-Apr-1999: LxMxN stuff added. + * 26-Sep-1998: Added some more movement (the cube does not stay in the screen + * center anymore. Also fixed the scale problem immediately after + * shuffling when the puzzle is solved. + * 08-Aug-1997: Now has some internals from xrubik by David Bagley + * This should make it easier to add features. + * 02-Aug-1997: Now behaves more like puzzle.c: first show the cube being + * shuffled and then being solved. A mode specific option was + * added: + * "+/-hideshuffling" to provide the original behavior (in which + * only the solution is shown). + * The color labels corners are now rounded. + * Optimized the cubit() routine using glLists. + * 01-Aug-1997: Shuffling now avoids movements that undoes the previous + * movement and three consecutive identical moves (which is + * pretty stupid). + * improved the "cycles" option in replacement of David's hack, + * now rp->anglestep is a GLfloat, so this option selects the + * "exact" number of frames that a rotation (movement) takes to + * complete. + * 30-Jul-1997: Initial release, there is no algorithm to solve the puzzle, + * instead, it randomly shuffle the cube and then make the + * movements in the reverse order. + * The mode was written in 1 day (I got sick and had the day off). + * There was not much to do since I could not leave home... :) + */ + +/*- + * Color labels mapping: + * ===================== + * + * +-----------+ + * |0--> | + * || | + * |v TOP(0) | + * | | + * | 8| + * +-----------+-----------+-----------+ + * |0--> |0--> |0--> | + * || || || | + * |v LEFT(1) |v FRONT(2) |v RIGHT(3) | + * | | | | + * | 8| 8| 8| + * +-----------+-----------+-----------+ + * |0--> | + * || | + * |v BOTTOM(4)| + * | | + * | 8| + * +-----------+ +---+---+---+ + * |0--> | | 0 | 1 | 2 | + * || | |--xxxxx(N)-+ + * |v BACK(5) | | 3 | 4 | 5 | + * | | +---+---+---+ + * | 8| | 6 | 7 | 8 | + * +-----------+ +---+---+---+ + * + * Map to 3d + * FRONT => X, Y + * BACK => X, Y + * LEFT => Z, Y + * RIGHT => Z, Y + * TOP => X, Z + * BOTTOM => X, Z + */ + +#ifdef STANDALONE +# define MODE_rubik +# define DEFAULTS "*delay: 20000 \n" \ + "*count: -30 \n" \ + "*showFPS: False \n" \ + "*cycles: 20 \n" \ + "*size: -6 \n" \ + "*suppressRotationAnimation: True\n" \ + +# define release_rubik 0 +# include "xlockmore.h" /* from the xscreensaver distribution */ +#else /* !STANDALONE */ +# include "xlock.h" /* from the xlockmore distribution */ +# include "vis.h" +#endif /* !STANDALONE */ + +#include "gltrackball.h" + +#ifdef MODE_rubik + +#define DEF_SIZEX "0" +#define DEF_SIZEY "0" +#define DEF_SIZEZ "0" +#define DEF_HIDESHUFFLING "False" + +static int sizex; +static int sizey; +static int sizez; +static Bool hideshuffling; + +static XrmOptionDescRec opts[] = +{ + {"-sizex", ".rubik.sizex", XrmoptionSepArg, 0}, + {"-sizey", ".rubik.sizey", XrmoptionSepArg, 0}, + {"-sizez", ".rubik.sizez", XrmoptionSepArg, 0}, + {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "on"}, + {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "off"} +}; + +static argtype vars[] = +{ + {&sizex, "sizex", "SizeX", DEF_SIZEX, t_Int}, + {&sizey, "sizey", "SizeY", DEF_SIZEY, t_Int}, + {&sizez, "sizez", "SizeZ", DEF_SIZEZ, t_Int}, + {&hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool} +}; + +static OptionStruct desc[] = +{ + {"-sizex num", "number of cubies along x axis (overrides size)"}, + {"-sizey num", "number of cubies along y axis (overrides size)"}, + {"-sizez num", "number of cubies along z axis (overrides size)"}, + {"-/+hideshuffling", "turn on/off hidden shuffle phase"} +}; + +ENTRYPOINT ModeSpecOpt rubik_opts = +{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc}; + +#ifdef USE_MODULES +ModStruct rubik_description = +{"rubik", "init_rubik", "draw_rubik", (char *) NULL, + "draw_rubik", "change_rubik", "free_rubik", &rubik_opts, + 10000, -30, 5, -6, 64, 1.0, "", + "Shows an auto-solving Rubik's Cube", 0, NULL}; + +#endif + +#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2) +#define sqr(A) ((A)*(A)) + +#ifndef Pi +#define Pi M_PI +#endif + + +#define ACTION_SOLVE 1 +#define ACTION_SHUFFLE 0 + +#define DELAY_AFTER_SHUFFLING 5 +#define DELAY_AFTER_SOLVING 20 + +/*************************************************************************/ + +#define MINSIZE 2 +#define MAXSIZEX (rp->sizex) +#define MAXSIZEY (rp->sizey) +#define MAXSIZEZ (rp->sizez) +#define AVSIZE ((rp->sizex+rp->sizey+rp->sizez)/3.0) /* Use of this should be minimized */ +#define MAXMAXSIZE (MAX(MAXSIZEX,MAX(MAXSIZEY,MAXSIZEZ))) +#define MAXSIZEXY (MAXSIZEX*MAXSIZEY) +#define MAXSIZEYZ (MAXSIZEY*MAXSIZEZ) +#define MAXSIZEZX (MAXSIZEZ*MAXSIZEX) +#define LASTX (MAXSIZEX-1) +#define LASTY (MAXSIZEY-1) +#define LASTZ (MAXSIZEZ-1) +/* These are not likely to change but... */ +#define FIRSTX 0 +#define FIRSTY 0 +#define FIRSTZ 0 + +#define Scale4Window (0.9/AVSIZE) +#define Scale4Iconic (2.1/AVSIZE) + +#define MAXORIENT 4 /* Number of orientations of a square */ +#define MAXFACES 6 /* Number of faces */ + +/* Directions relative to the face of a cubie */ +#define TOP 0 +#define RIGHT 1 +#define BOTTOM 2 +#define LEFT 3 +#define CW (MAXORIENT+1) +#define HALF (MAXORIENT+2) +#define CCW (2*MAXORIENT-1) + +#define TOP_FACE 0 +#define LEFT_FACE 1 +#define FRONT_FACE 2 +#define RIGHT_FACE 3 +#define BOTTOM_FACE 4 +#define BACK_FACE 5 +#define NO_FACE (MAXFACES) +#define NO_ROTATION (2*MAXORIENT) +#define NO_DEPTH MAXMAXSIZE + +#define REVX(a) (MAXSIZEX - a - 1) +#define REVY(a) (MAXSIZEY - a - 1) +#define REVZ(a) (MAXSIZEZ - a - 1) + +#define CUBELEN 0.50 +#define CUBEROUND (CUBELEN-0.05) +#define STICKERLONG (CUBEROUND-0.05) +#define STICKERSHORT (STICKERLONG-0.05) +#define STICKERDEPTH (CUBELEN+0.01) + +#define ObjCubit 0 +#define MaxObj 1 +typedef struct _RubikLoc { + int face; + int rotation; /* Not used yet */ +} RubikLoc; + +typedef struct _RubikRowNext { + int face, direction, sideFace; +} RubikRowNext; + +typedef struct _RubikMove { + int face, direction; + int position; +} RubikMove; + +typedef struct _RubikSlice { + int face, rotation; + int depth; +} RubikSlice; + +/*- + * Pick a face and a direction on face the next face and orientation + * is then known. + */ +static const RubikLoc slideNextRow[MAXFACES][MAXORIENT] = +{ + { + {5, TOP}, + {3, RIGHT}, + {2, TOP}, + {1, LEFT}}, + { + {0, RIGHT}, + {2, TOP}, + {4, LEFT}, + {5, BOTTOM}}, + { + {0, TOP}, + {3, TOP}, + {4, TOP}, + {1, TOP}}, + { + {0, LEFT}, + {5, BOTTOM}, + {4, RIGHT}, + {2, TOP}}, + { + {2, TOP}, + {3, LEFT}, + {5, TOP}, + {1, RIGHT}}, + { + {4, TOP}, + {3, BOTTOM}, + {0, TOP}, + {1, BOTTOM}} +}; + +/*- + * Examine cubie 0 on each face, its 4 movements (well only 2 since the + * other 2 will be opposites) and translate it into slice movements). + * CW = DEEP Depth CCW == SHALLOW Depth with reference to faces 0, 1, and 2 + */ +static const RubikLoc rotateSlice[MAXFACES][MAXORIENT / 2] = +{ + { + {1, CCW}, + {2, CW}, + }, + { + {2, CW}, + {0, CCW}, + }, + { + {1, CCW}, + {0, CCW}, + }, + { + {2, CCW}, + {0, CCW}, + }, + { + {1, CCW}, + {2, CCW}, + }, + { + {1, CCW}, + {0, CW}, + } +}; + +/*- + * Rotate face clockwise by a number of orients, then the top of the + * face then points to this face + */ +static const int rowToRotate[MAXFACES][MAXORIENT] = +{ + {3, 2, 1, 5}, + {2, 4, 5, 0}, + {3, 4, 1, 0}, + {5, 4, 2, 0}, + {3, 5, 1, 2}, + {3, 0, 1, 4} +}; + +/* + * This translates a clockwise move to something more manageable + */ +static const RubikRowNext rotateToRow[MAXFACES] = /*CW to min face */ +{ + {1, LEFT, TOP}, + {0, BOTTOM, RIGHT}, + {0, RIGHT, BOTTOM}, + {0, TOP, LEFT}, + {1, RIGHT, BOTTOM}, + {0, LEFT, TOP} +}; + +typedef struct { + GLint WindH, WindW; + GLfloat step; + RubikMove *moves; + int storedmoves; + int degreeTurn; + int shufflingmoves; + int sizex, sizey, sizez; + float avsize, avsizeSq; + int action; + int done; + GLfloat anglestep; + RubikLoc *cubeLoc[MAXFACES]; + RubikLoc *rowLoc[MAXORIENT]; + RubikMove movement; + GLfloat rotatestep; + GLfloat PX, PY, VX, VY; + GLXContext *glx_context; + Bool button_down_p; + trackball_state *trackball; +} rubikstruct; + +static const float front_shininess[] = {60.0}; +static const float front_specular[] = {0.7, 0.7, 0.7, 1.0}; +static const float ambient[] = {0.0, 0.0, 0.0, 1.0}; +static const float diffuse[] = {1.0, 1.0, 1.0, 1.0}; +static const float position0[] = {1.0, 1.0, 1.0, 0.0}; +static const float position1[] = {-1.0, -1.0, 1.0, 0.0}; +static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0}; +static const float lmodel_twoside[] = {GL_TRUE}; + +static const float MaterialRed[] = {0.5, 0.0, 0.0, 1.0}; +static const float MaterialGreen[] = {0.0, 0.5, 0.0, 1.0}; +static const float MaterialBlue[] = {0.0, 0.0, 0.5, 1.0}; +static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0}; +static const float MaterialOrange[] = {0.9, 0.45, 0.36, 1.0}; + +#if 0 +static float MaterialMagenta[] = {0.7, 0.0, 0.7, 1.0}; +static float MaterialCyan[] = {0.0, 0.7, 0.7, 1.0}; + +#endif +static const float MaterialWhite[] = {0.8, 0.8, 0.8, 1.0}; +static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0}; +static const float MaterialGray3[] = {0.3, 0.3, 0.3, 1.0}; +static const float MaterialGray4[] = {0.4, 0.4, 0.4, 1.0}; +static const float MaterialGray5[] = {0.5, 0.5, 0.5, 1.0}; +static const float MaterialGray6[] = {0.6, 0.6, 0.6, 1.0}; +static const float MaterialGray7[] = {0.7, 0.7, 0.7, 1.0}; + +static rubikstruct *rubik = (rubikstruct *) NULL; + + +static void +pickcolor(int C, int mono) +{ + switch (C) { + case TOP_FACE: + if (mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray3); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed); + break; + case LEFT_FACE: + if (mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow); + break; + case FRONT_FACE: + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite); + break; + case RIGHT_FACE: + if (mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray4); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGreen); + break; + case BOTTOM_FACE: + if (mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray7); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange); + break; + case BACK_FACE: + if (mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue); + break; +#if 0 + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialCyan); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialMagenta); +#endif + } +} + +static void +faceSizes(rubikstruct * rp, int face, int * sizeOfRow, int * sizeOfColumn) +{ + switch (face) { + case 0: /* TOP */ + case 4: /* BOTTOM */ + *sizeOfRow = MAXSIZEX; + *sizeOfColumn = MAXSIZEZ; + break; + case 1: /* LEFT */ + case 3: /* RIGHT */ + *sizeOfRow = MAXSIZEZ; + *sizeOfColumn = MAXSIZEY; + break; + case 2: /* FRONT */ + case 5: /* BACK */ + *sizeOfRow = MAXSIZEX; + *sizeOfColumn = MAXSIZEY; + break; + default: abort(); + } +} + +static Bool +checkFaceSquare(rubikstruct * rp, int face) +{ + int sizeOfRow, sizeOfColumn; + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + return (sizeOfRow == sizeOfColumn); + /* Cubes can be made square with a 4x2 face where 90 degree turns + * should be permitted but that is kind of complicated for me. + * This can be done in 2 ways where the side of the cubies are + * the same size and one where one side (the side with half the + * number of cubies) is twice the size of the other. The first is + * complicated because faces of cubies can go under other faces. + * The second way is similar to "banded cubes" where scotch tape + * restricts the moves of some cubes. Here you have to keep track + * of the restrictions and show banded cubies graphically as one + * cube. + */ +} + +static int +sizeFace(rubikstruct * rp, int face) +{ + int sizeOfRow, sizeOfColumn; + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + return (sizeOfRow * sizeOfColumn); +} + +static int +sizeRow(rubikstruct * rp, int face) +{ + int sizeOfRow, sizeOfColumn; /* sizeOfColumn not used */ + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + return sizeOfRow; +} + +static Bool +draw_stickerless_cubit(rubikstruct *rp, unsigned long *polysP) +{ + glBegin(GL_QUADS); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); + /* Put sticker here */ + glNormal3f(0.00, 0.00, 1.00); + glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); + (*polysP)++; + glNormal3f(0.00, 0.00, -1.00); + glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); + glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); + (*polysP)++; + glNormal3f(-1.00, 0.00, 0.00); + glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); + (*polysP)++; + glNormal3f(1.00, 0.00, 0.00); + glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); + (*polysP)++; + glNormal3f(0.00, -1.00, 0.00); + glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); + (*polysP)++; + glNormal3f(0.00, 1.00, 0.00); + glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); + (*polysP)++; + + /* Edges of cubit */ + glNormal3f(-1.00, -1.00, 0.00); + glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); + (*polysP)++; + glNormal3f(1.00, 1.00, 0.00); + glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); + (*polysP)++; + glNormal3f(-1.00, 1.00, 0.00); + glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); + (*polysP)++; + glNormal3f(1.00, -1.00, 0.00); + glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); + (*polysP)++; + glNormal3f(0.00, -1.00, -1.00); + glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); + (*polysP)++; + glNormal3f(0.00, 1.00, 1.00); + glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); + (*polysP)++; + glNormal3f(0.00, -1.00, 1.00); + glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); + (*polysP)++; + glNormal3f(0.00, 1.00, -1.00); + glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); + (*polysP)++; + glNormal3f(-1.00, 0.00, -1.00); + glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); + (*polysP)++; + glNormal3f(1.00, 0.00, 1.00); + glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); + (*polysP)++; + glNormal3f(1.00, 0.00, -1.00); + glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); + (*polysP)++; + glNormal3f(-1.00, 0.00, 1.00); + glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); + (*polysP)++; + glEnd(); + glBegin(GL_TRIANGLES); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); + /* Corners of cubit */ + glNormal3f(1.00, 1.00, 1.00); + glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); + glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); + (*polysP)++; + glNormal3f(-1.00, -1.00, -1.00); + glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); + (*polysP)++; + glNormal3f(-1.00, 1.00, 1.00); + glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); + glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); + (*polysP)++; + glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); + glNormal3f(1.00, -1.00, -1.00); + glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); + glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); + glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); + (*polysP)++; + glNormal3f(1.00, -1.00, 1.00); + glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); + glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); + (*polysP)++; + glNormal3f(-1.00, 1.00, -1.00); + glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); + glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); + (*polysP)++; + glNormal3f(-1.00, -1.00, 1.00); + glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); + glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); + glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); + (*polysP)++; + glNormal3f(1.00, 1.00, -1.00); + glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); + glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); + glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); + (*polysP)++; + glEnd(); + return True; +} + +static Bool +draw_cubit(ModeInfo * mi, + int back, int front, int left, int right, int bottom, int top, + unsigned long *polysP) +{ + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + int mono = MI_IS_MONO(mi); + + if (!draw_stickerless_cubit(rp, polysP)) + return False; + if (back != NO_FACE) { + glBegin(GL_POLYGON); + pickcolor(back, mono); + glNormal3f(0.00, 0.00, -1.00); + glVertex3f(-STICKERSHORT, STICKERLONG, -STICKERDEPTH); + glVertex3f(STICKERSHORT, STICKERLONG, -STICKERDEPTH); + glVertex3f(STICKERLONG, STICKERSHORT, -STICKERDEPTH); + glVertex3f(STICKERLONG, -STICKERSHORT, -STICKERDEPTH); + glVertex3f(STICKERSHORT, -STICKERLONG, -STICKERDEPTH); + glVertex3f(-STICKERSHORT, -STICKERLONG, -STICKERDEPTH); + glVertex3f(-STICKERLONG, -STICKERSHORT, -STICKERDEPTH); + glVertex3f(-STICKERLONG, STICKERSHORT, -STICKERDEPTH); + (*polysP)++; + glEnd(); + } + if (front != NO_FACE) { + glBegin(GL_POLYGON); + pickcolor(front, mono); + glNormal3f(0.00, 0.00, 1.00); + glVertex3f(-STICKERSHORT, -STICKERLONG, STICKERDEPTH); + glVertex3f(STICKERSHORT, -STICKERLONG, STICKERDEPTH); + glVertex3f(STICKERLONG, -STICKERSHORT, STICKERDEPTH); + glVertex3f(STICKERLONG, STICKERSHORT, STICKERDEPTH); + glVertex3f(STICKERSHORT, STICKERLONG, STICKERDEPTH); + glVertex3f(-STICKERSHORT, STICKERLONG, STICKERDEPTH); + glVertex3f(-STICKERLONG, STICKERSHORT, STICKERDEPTH); + glVertex3f(-STICKERLONG, -STICKERSHORT, STICKERDEPTH); + (*polysP)++; + glEnd(); + } + if (left != NO_FACE) { + glBegin(GL_POLYGON); + pickcolor(left, mono); + glNormal3f(-1.00, 0.00, 0.00); + glVertex3f(-STICKERDEPTH, -STICKERSHORT, STICKERLONG); + glVertex3f(-STICKERDEPTH, STICKERSHORT, STICKERLONG); + glVertex3f(-STICKERDEPTH, STICKERLONG, STICKERSHORT); + glVertex3f(-STICKERDEPTH, STICKERLONG, -STICKERSHORT); + glVertex3f(-STICKERDEPTH, STICKERSHORT, -STICKERLONG); + glVertex3f(-STICKERDEPTH, -STICKERSHORT, -STICKERLONG); + glVertex3f(-STICKERDEPTH, -STICKERLONG, -STICKERSHORT); + glVertex3f(-STICKERDEPTH, -STICKERLONG, STICKERSHORT); + (*polysP)++; + glEnd(); + } + if (right != NO_FACE) { + glBegin(GL_POLYGON); + pickcolor(right, mono); + glNormal3f(1.00, 0.00, 0.00); + glVertex3f(STICKERDEPTH, -STICKERSHORT, -STICKERLONG); + glVertex3f(STICKERDEPTH, STICKERSHORT, -STICKERLONG); + glVertex3f(STICKERDEPTH, STICKERLONG, -STICKERSHORT); + glVertex3f(STICKERDEPTH, STICKERLONG, STICKERSHORT); + glVertex3f(STICKERDEPTH, STICKERSHORT, STICKERLONG); + glVertex3f(STICKERDEPTH, -STICKERSHORT, STICKERLONG); + glVertex3f(STICKERDEPTH, -STICKERLONG, STICKERSHORT); + glVertex3f(STICKERDEPTH, -STICKERLONG, -STICKERSHORT); + (*polysP)++; + glEnd(); + } + if (bottom != NO_FACE) { + glBegin(GL_POLYGON); + pickcolor(bottom, mono); + glNormal3f(0.00, -1.00, 0.00); + glVertex3f(STICKERLONG, -STICKERDEPTH, -STICKERSHORT); + glVertex3f(STICKERLONG, -STICKERDEPTH, STICKERSHORT); + glVertex3f(STICKERSHORT, -STICKERDEPTH, STICKERLONG); + glVertex3f(-STICKERSHORT, -STICKERDEPTH, STICKERLONG); + glVertex3f(-STICKERLONG, -STICKERDEPTH, STICKERSHORT); + glVertex3f(-STICKERLONG, -STICKERDEPTH, -STICKERSHORT); + glVertex3f(-STICKERSHORT, -STICKERDEPTH, -STICKERLONG); + glVertex3f(STICKERSHORT, -STICKERDEPTH, -STICKERLONG); + (*polysP)++; + glEnd(); + } + if (top != NO_FACE) { + glBegin(GL_POLYGON); + pickcolor(top, mono); + glNormal3f(0.00, 1.00, 0.00); + glVertex3f(-STICKERLONG, STICKERDEPTH, -STICKERSHORT); + glVertex3f(-STICKERLONG, STICKERDEPTH, STICKERSHORT); + glVertex3f(-STICKERSHORT, STICKERDEPTH, STICKERLONG); + glVertex3f(STICKERSHORT, STICKERDEPTH, STICKERLONG); + glVertex3f(STICKERLONG, STICKERDEPTH, STICKERSHORT); + glVertex3f(STICKERLONG, STICKERDEPTH, -STICKERSHORT); + glVertex3f(STICKERSHORT, STICKERDEPTH, -STICKERLONG); + glVertex3f(-STICKERSHORT, STICKERDEPTH, -STICKERLONG); + (*polysP)++; + glEnd(); + } + return True; +} + +/* Convert move to weird general notation */ +static void +convertMove(rubikstruct * rp, RubikMove move, RubikSlice * slice) +{ + RubikLoc plane; + int sizeOfRow, sizeOfColumn; + + plane = rotateSlice[(int) move.face][move.direction % 2]; + (*slice).face = plane.face; + (*slice).rotation = plane.rotation; + + faceSizes(rp, move.face, &sizeOfRow, &sizeOfColumn); + if (plane.face == 1 || /* VERTICAL */ + (plane.face == 2 && (move.face == 1 || move.face == 3))) { + if ((*slice).rotation == CW) + (*slice).depth = sizeOfRow - 1 - move.position % + sizeOfRow; + else + (*slice).depth = move.position % sizeOfRow; + } else { /* (plane.face == 0 || *//* HORIZONTAL *//* + (plane.face == 2 && (move.face == 0 || move.face == 4))) */ + if ((*slice).rotation == CW) + (*slice).depth = sizeOfColumn - 1 - move.position / + sizeOfRow; + else + (*slice).depth = move.position / sizeOfRow; + } + /* If (*slice).depth = 0 then face 0, face 1, or face 2 moves */ + if (move.direction / 2) + (*slice).rotation = ((*slice).rotation == CW) ? CCW : CW; +} + +/* Assume the size is at least 2, or its just not challenging... */ +static Bool +draw_cube(ModeInfo * mi) +{ +#define S1 1 +#define SX ((GLint)S1*(MAXSIZEX-1)) +#define SY ((GLint)S1*(MAXSIZEY-1)) +#define SZ ((GLint)S1*(MAXSIZEZ-1)) +#define HALFX (((GLfloat)MAXSIZEX-1.0)/2.0) +#define HALFY (((GLfloat)MAXSIZEY-1.0)/2.0) +#define HALFZ (((GLfloat)MAXSIZEZ-1.0)/2.0) +#define MIDX(a) (((GLfloat)(2*a-MAXSIZEX+1))/2.0) +#define MIDY(a) (((GLfloat)(2*a-MAXSIZEY+1))/2.0) +#define MIDZ(a) (((GLfloat)(2*a-MAXSIZEZ+1))/2.0) +#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t,&mi->polygon_count)) return False + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + RubikSlice slice; + GLfloat rotatestep; + int i, j, k; + + if (rp->movement.face == NO_FACE) { + slice.face = NO_FACE; + slice.rotation = NO_ROTATION; + slice.depth = NO_DEPTH; + } else { + convertMove(rp, rp->movement, &slice); + } + rotatestep = (slice.rotation == CCW) ? rp->rotatestep : -rp->rotatestep; + + +/*- + * The glRotatef() routine transforms the coordinate system for every future + * vertex specification (this is not so simple, but by now comprehending this + * is sufficient). So if you want to rotate the inner slice, you can draw + * one slice, rotate the anglestep for the centerslice, draw the inner slice, + * rotate reversely and draw the other slice. + * There is a sequence for drawing cubies for each axis being moved... + */ + switch (slice.face) { + case NO_FACE: + case TOP_FACE: /* BOTTOM_FACE too */ + glPushMatrix(); + if (slice.depth == MAXSIZEY - 1) + glRotatef(rotatestep, 0, HALFY, 0); + + glTranslatef(-HALFX, -HALFY, -HALFZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE); + } + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, -SZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE); + } + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE); + } + glTranslatef(S1, 0, -SZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE); + } + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE); + glPopMatrix(); + for (j = 1; j < MAXSIZEY - 1; j++) { + glPushMatrix(); + if (slice.depth == REVY(j)) + glRotatef(rotatestep, 0, HALFY, 0); + glTranslatef(-HALFX, MIDY(j), -HALFZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(1, 0, -SZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE); + /* Center */ + glTranslatef(0, 0, SZ); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(S1, 0, -SZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + } + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + glPopMatrix(); + } + if (slice.depth == 0) + glRotatef(rotatestep, 0, HALFY, 0); + + glTranslatef(-HALFX, HALFY, -HALFZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face); + } + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, -SZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face); + } + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face); + } + glTranslatef(S1, 0, -SZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face); + } + glTranslatef(0, 0, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face); + break; + case LEFT_FACE: /* RIGHT_FACE too */ + /* rotatestep is negative because the RIGHT face is the default here */ + glPushMatrix(); + if (slice.depth == 0) + glRotatef(-rotatestep, HALFX, 0, 0); + + glTranslatef(-HALFX, -HALFY, -HALFZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, -SY, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face); + } + glTranslatef(0, -SY, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face); + glPopMatrix(); + for (i = 1; i < MAXSIZEX - 1; i++) { + glPushMatrix(); + if (slice.depth == i) + glRotatef(-rotatestep, HALFX, 0, 0); + glTranslatef(MIDX(i), -HALFY, -HALFZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, -SY, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE); + /* Center */ + glTranslatef(0, SY, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face); + } + glTranslatef(0, -SY, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face); + glPopMatrix(); + } + if (slice.depth == MAXSIZEX - 1) + glRotatef(-rotatestep, HALFX, 0, 0); + glTranslatef(HALFX, -HALFY, -HALFZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + } + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glTranslatef(0, -SY, S1); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + } + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face); + } + glTranslatef(0, -SY, S1); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + } + glTranslatef(0, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face); + break; + case FRONT_FACE: /* BACK_FACE too */ + glPushMatrix(); + if (slice.depth == MAXSIZEZ - 1) + glRotatef(rotatestep, 0, 0, HALFZ); + + glTranslatef(-HALFX, -HALFY, -HALFZ); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE); + } + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(-SX, S1, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + } + glTranslatef(-SX, S1, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE, + rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face); + } + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face); + glPopMatrix(); + for (k = 1; k < MAXSIZEZ - 1; k++) { + glPushMatrix(); + if (slice.depth == REVZ(k)) + glRotatef(rotatestep, 0, 0, HALFZ); + glTranslatef(-HALFX, -HALFY, MIDZ(k)); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE); + } + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(-SX, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + /* Center */ + glTranslatef(SX, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + } + glTranslatef(-SX, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face); + } + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face); + glPopMatrix(); + } + if (slice.depth == 0) + glRotatef(rotatestep, 0, 0, HALFZ); + glTranslatef(-HALFX, -HALFY, HALFZ); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face, + NO_FACE, NO_FACE, + rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE); + } + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, + rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE); + for (j = 1; j < MAXSIZEY - 1; j++) { + glTranslatef(-SX, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, + NO_FACE, NO_FACE); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face, + NO_FACE, NO_FACE, + NO_FACE, NO_FACE); + } + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, + NO_FACE, NO_FACE); + } + glTranslatef(-SX, S1, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, + rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face); + for (i = 1; i < MAXSIZEX - 1; i++) { + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face, + NO_FACE, NO_FACE, + NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face); + } + glTranslatef(S1, 0, 0); + DRAW_CUBIT(mi, + NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face, + NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, + NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face); + break; + } + return True; +#undef S1 +} + +/* From David Bagley's xrubik. Used by permission. ;) */ +static void +readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size) +{ + int g, sizeOfRow; + + sizeOfRow = sizeRow(rp, face); + if (dir == TOP || dir == BOTTOM) + for (g = 0; g < size; g++) + rp->rowLoc[orient][g] = + rp->cubeLoc[face][g * sizeOfRow + h]; + else /* dir == RIGHT || dir == LEFT */ + for (g = 0; g < size; g++) + rp->rowLoc[orient][g] = + rp->cubeLoc[face][h * sizeOfRow + g]; +} + +static void +rotateRC(rubikstruct * rp, int rotate, int orient, int size) +{ + int g; + + for (g = 0; g < size; g++) + rp->rowLoc[orient][g].rotation = + (rp->rowLoc[orient][g].rotation + rotate) % MAXORIENT; +} + +static void +reverseRC(rubikstruct * rp, int orient, int size) +{ + int g; + RubikLoc temp; + + for (g = 0; g < size / 2; g++) { + temp = rp->rowLoc[orient][size - 1 - g]; + rp->rowLoc[orient][size - 1 - g] = rp->rowLoc[orient][g]; + rp->rowLoc[orient][g] = temp; + } +} + +static void +writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size) +{ + int g, position, sizeOfRow; + + sizeOfRow = sizeRow(rp, face); + if (dir == TOP || dir == BOTTOM) { + for (g = 0; g < size; g++) { + position = g * sizeOfRow + h; + rp->cubeLoc[face][position] = rp->rowLoc[orient][g]; + /* DrawSquare(face, position); */ + } + } else { /* dir == RIGHT || dir == LEFT */ + for (g = 0; g < size; g++) { + position = h * sizeOfRow + g; + rp->cubeLoc[face][position] = rp->rowLoc[orient][g]; + /* DrawSquare(face, position); */ + } + } +} + +static Bool +rotateFace(rubikstruct * rp, int face, int direction) +{ + int position, i, j, sizeOfRow, sizeOfColumn, sizeOnPlane; + RubikLoc *faceLoc; + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + sizeOnPlane = sizeOfRow * sizeOfColumn; + if ((faceLoc = (RubikLoc *) malloc(sizeOnPlane * + sizeof (RubikLoc))) == NULL) { + return False; + } + /* Read Face */ + for (position = 0; position < sizeOnPlane; position++) + faceLoc[position] = rp->cubeLoc[face][position]; + /* Write Face */ + for (position = 0; position < sizeOnPlane; position++) { + i = position % sizeOfRow; + j = position / sizeOfRow; + if (direction == CW) + rp->cubeLoc[face][position] = + faceLoc[(sizeOfRow - i - 1) * sizeOfRow + j]; + else if (direction == CCW) + rp->cubeLoc[face][position] = + faceLoc[i * sizeOfRow + sizeOfColumn - j - 1]; + else /* (direction == HALF) */ + rp->cubeLoc[face][position] = + faceLoc[sizeOfRow - i - 1 + (sizeOfColumn - j - 1) * sizeOfRow]; + rp->cubeLoc[face][position].rotation = + (rp->cubeLoc[face][position].rotation + + direction - MAXORIENT) % MAXORIENT; + /* DrawSquare(face, position); */ + } + if (faceLoc != NULL) + (void) free((void *) faceLoc); + return True; +} + +/* Yeah this is big and ugly */ +static void +slideRC(int face, int direction, int h, int sizeOnOppAxis, + int *newFace, int *newDirection, int *newH, + int *rotate, Bool *reverse) +{ + *newFace = slideNextRow[face][direction].face; + *rotate = slideNextRow[face][direction].rotation; + *newDirection = (*rotate + direction) % MAXORIENT; + switch (*rotate) { + case TOP: + *newH = h; + *reverse = False; + break; + case RIGHT: + if (*newDirection == TOP || *newDirection == BOTTOM) { + *newH = sizeOnOppAxis - 1 - h; + *reverse = False; + } else { /* *newDirection == RIGHT || *newDirection == LEFT */ + *newH = h; + *reverse = True; + } + break; + case BOTTOM: + *newH = sizeOnOppAxis - 1 - h; + *reverse = True; + break; + case LEFT: + if (*newDirection == TOP || *newDirection == BOTTOM) { + *newH = h; + *reverse = True; + } else { /* *newDirection == RIGHT || *newDirection == LEFT */ + *newH = sizeOnOppAxis - 1 - h; + *reverse = False; + } + break; + default: + (void) printf("slideRC: rotate %d\n", *rotate); + *newH = 0; + *reverse = False; + } +} + +static Bool +moveRubik(rubikstruct * rp, int face, int direction, int position) +{ + int newFace, newDirection, rotate, reverse; + int h, k, newH; + int i, j, sizeOfRow, sizeOfColumn, sizeOnAxis, sizeOnOppAxis; + + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + if (direction == CW || direction == CCW) { + direction = (direction == CCW) ? + (rotateToRow[face].direction + 2) % MAXORIENT : + rotateToRow[face].direction; + if (rotateToRow[face].sideFace == RIGHT) { + i = j = sizeOfColumn - 1; + } else if (rotateToRow[face].sideFace == BOTTOM) { + i = j = sizeOfRow - 1; + } else { + i = j = 0; + } + face = rotateToRow[face].face; + position = j * sizeOfRow + i; + } + i = position % sizeOfRow; + j = position / sizeOfRow; + h = (direction == TOP || direction == BOTTOM) ? i : j; + if (direction == TOP || direction == BOTTOM) { + sizeOnAxis = sizeOfColumn; + sizeOnOppAxis = sizeOfRow; + } else { + sizeOnAxis = sizeOfRow; + sizeOnOppAxis = sizeOfColumn; + } + /* rotate sides CW or CCW or HALF) */ + + if (h == sizeOnOppAxis - 1) { + newDirection = (direction == TOP || direction == BOTTOM) ? + TOP : RIGHT; + if (rp->degreeTurn == 180) { + if (!rotateFace(rp, rowToRotate[face][newDirection], HALF)) + return False; + } else if (direction == TOP || direction == RIGHT) { + if (!rotateFace(rp, rowToRotate[face][newDirection], CW)) + return False; + } else { /* direction == BOTTOM || direction == LEFT */ + if (!rotateFace(rp, rowToRotate[face][newDirection], CCW)) + return False; + } + } + if (h == 0) { + newDirection = (direction == TOP || direction == BOTTOM) ? + BOTTOM : LEFT; + if (rp->degreeTurn == 180) { + if (!rotateFace(rp, rowToRotate[face][newDirection], HALF)) + return False; + } else if (direction == TOP || direction == RIGHT) { + if (!rotateFace(rp, rowToRotate[face][newDirection], CCW)) + return False; + } else { /* direction == BOTTOM || direction == LEFT */ + if (!rotateFace(rp, rowToRotate[face][newDirection], CW)) + return False; + } + } + /* Slide rows or columns */ + readRC(rp, face, direction, h, 0, sizeOnAxis); + if (rp->degreeTurn == 180) { + int sizeOnDepthAxis; + + slideRC(face, direction, h, sizeOnOppAxis, + &newFace, &newDirection, &newH, &rotate, &reverse); + sizeOnDepthAxis = sizeFace(rp, newFace) / sizeOnOppAxis; + readRC(rp, newFace, newDirection, newH, 1, sizeOnDepthAxis); + rotateRC(rp, rotate, 0, sizeOnAxis); + if (reverse == True) + reverseRC(rp, 0, sizeOnAxis); + face = newFace; + direction = newDirection; + h = newH; + for (k = 2; k <= MAXORIENT + 1; k++) { + slideRC(face, direction, h, sizeOnOppAxis, + &newFace, &newDirection, &newH, &rotate, &reverse); + if (k != MAXORIENT && k != MAXORIENT + 1) + readRC(rp, newFace, newDirection, newH, k, + (k % 2) ? sizeOnDepthAxis : sizeOnAxis); + rotateRC(rp, rotate, k - 2, + (k % 2) ? sizeOnDepthAxis : sizeOnAxis); + if (k != MAXORIENT + 1) + rotateRC(rp, rotate, k - 1, + (k % 2) ? sizeOnAxis : sizeOnDepthAxis); + if (reverse == True) { + reverseRC(rp, k - 2, + (k % 2) ? sizeOnDepthAxis : sizeOnAxis); + if (k != MAXORIENT + 1) + reverseRC(rp, k - 1, + (k % 2) ? sizeOnAxis : sizeOnDepthAxis); + } + writeRC(rp, newFace, newDirection, newH, k - 2, + (k % 2) ? sizeOnDepthAxis : sizeOnAxis); + face = newFace; + direction = newDirection; + h = newH; + } + } else { + for (k = 1; k <= MAXORIENT; k++) { + slideRC(face, direction, h, sizeOnOppAxis, + &newFace, &newDirection, &newH, &rotate, &reverse); + if (k != MAXORIENT) + readRC(rp, newFace, newDirection, newH, k, sizeOnAxis); + rotateRC(rp, rotate, k - 1, sizeOnAxis); + if (reverse == True) + reverseRC(rp, k - 1, sizeOnAxis); + writeRC(rp, newFace, newDirection, newH, k - 1, sizeOnAxis); + face = newFace; + direction = newDirection; + h = newH; + } + } + return True; +} + +#ifdef DEBUG +static void +printCube(rubikstruct * rp) +{ + int face, position, sizeOfRow, sizeOfColumn; + + for (face = 0; face < MAXFACES; face++) { + faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); + for (position = 0; position < sizeOfRow * sizeOfColumn; position++) { + (void) printf("%d %d ", rp->cubeLoc[face][position].face, + rp->cubeLoc[face][position].rotation); + if (!((position + 1) % sizeOfRow)) + (void) printf("\n"); + } + (void) printf("\n"); + } + (void) printf("\n"); +} + +#endif + +static Bool +evalmovement(ModeInfo * mi, RubikMove movement) +{ + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + +#ifdef DEBUG + printCube(rp); +#endif + if (movement.face < 0 || movement.face >= MAXFACES) + return True; + if (!moveRubik(rp, movement.face, movement.direction, movement.position)) + return False; + return True; +} + +static Bool +compare_moves(rubikstruct * rp, RubikMove move1, RubikMove move2, Bool opp) +{ + RubikSlice slice1, slice2; + + convertMove(rp, move1, &slice1); + convertMove(rp, move2, &slice2); + if (slice1.face == slice2.face && + slice1.depth == slice2.depth) { + if (slice1.rotation == slice2.rotation) { /* CW or CCW */ + if (!opp) + return True; + } else { + if (opp) + return True; + } + } + return False; +} + +static Bool +shuffle(ModeInfo * mi) +{ + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + int i, face, position; + RubikMove move; + + if (sizex) + i = sizex; + else + i = MI_SIZE(mi); + if (i < -MINSIZE) + i = NRAND(-i - MINSIZE + 1) + MINSIZE; + else if (i < MINSIZE) + i = MINSIZE; + + if (LRAND() % 2 && !sizey && !sizez) { /* Make normal (NxNxN) cubes more likely */ + MAXSIZEX = MAXSIZEY = MAXSIZEZ = i; + } else { + MAXSIZEX = i; + if (sizey) + i = sizey; + else + i = MI_SIZE(mi); + if (i < -MINSIZE) + i = NRAND(-i - MINSIZE + 1) + MINSIZE; + else if (i < MINSIZE) + i = MINSIZE; + if (LRAND() % 2 && !sizez) { /* Make more MxNxN more likely than LxMxN */ + MAXSIZEY = MAXSIZEZ = i; + } else { + MAXSIZEY = i; + if (sizez) + i = sizez; + else + i = MI_SIZE(mi); + if (i < -MINSIZE) + i = NRAND(-i - MINSIZE + 1) + MINSIZE; + else if (i < MINSIZE) + i = MINSIZE; + MAXSIZEZ = i; + } + } + + for (face = 0; face < MAXFACES; face++) { + if (rp->cubeLoc[face] != NULL) + (void) free((void *) rp->cubeLoc[face]); + if ((rp->cubeLoc[face] = (RubikLoc *) malloc(sizeFace(rp, face) * + sizeof (RubikLoc))) == NULL) { + return False; + } + for (position = 0; position < sizeFace(rp, face); position++) { + rp->cubeLoc[face][position].face = face; + rp->cubeLoc[face][position].rotation = TOP; + } + } + for (i = 0; i < MAXORIENT; i++) { + if (rp->rowLoc[i] != NULL) + (void) free((void *) rp->rowLoc[i]); + /* The following is reused so make it the biggest size */ + if ((rp->rowLoc[i] = (RubikLoc *) malloc(MAXMAXSIZE * + sizeof (RubikLoc))) == NULL) { + return False; + } + } + rp->storedmoves = MI_COUNT(mi); + if (rp->storedmoves < 0) { + if (rp->moves != NULL) + (void) free((void *) rp->moves); + rp->moves = (RubikMove *) NULL; + rp->storedmoves = NRAND(-rp->storedmoves) + 1; + } + if ((rp->storedmoves) && (rp->moves == NULL)) + if ((rp->moves = (RubikMove *) calloc(rp->storedmoves + 1, + sizeof (RubikMove))) == NULL) { + return False; + } + if (MI_CYCLES(mi) <= 1) { + rp->anglestep = 90.0; + } else { + rp->anglestep = 90.0 / (GLfloat) (MI_CYCLES(mi)); + } + + for (i = 0; i < rp->storedmoves; i++) { + Bool condition; + + do { + move.face = NRAND(MAXFACES); + move.direction = NRAND(MAXORIENT); /* Exclude CW and CCW, its ok */ + move.position = NRAND(sizeFace(rp, move.face)); + rp->degreeTurn = (checkFaceSquare(rp, + rowToRotate[move.face][move.direction])) ? 90 : 180; + condition = True; + if (i > 0) { /* avoid immediate undoing moves */ + if (compare_moves(rp, move, rp->moves[i - 1], True)) + condition = False; + if (rp->degreeTurn == 180 && + compare_moves(rp, move, rp->moves[i - 1], False)) + condition = False; + } + if (i > 1) /* avoid 3 consecutive identical moves */ + if (compare_moves(rp, move, rp->moves[i - 1], False) && + compare_moves(rp, move, rp->moves[i - 2], False)) + condition = False; + /* + * Still some silly moves being made.... + */ + } while (!condition); + if (hideshuffling) + if (!evalmovement(mi, move)) + return False; + rp->moves[i] = move; + } + rp->VX = 0.005; + if (NRAND(100) < 50) + rp->VX *= -1; + rp->VY = 0.005; + if (NRAND(100) < 50) + rp->VY *= -1; + rp->movement.face = NO_FACE; + rp->rotatestep = 0; + rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE; + rp->shufflingmoves = 0; + rp->done = 0; + return True; +} + +ENTRYPOINT void +reshape_rubik(ModeInfo * mi, int width, int height) +{ + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + int y = 0; + + if (width > height * 5) { /* tiny window: show middle */ + height = width; + y = -height/2; + } + + glViewport(0, y, rp->WindW = (GLint) width, rp->WindH = (GLint) height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); + glMatrixMode(GL_MODELVIEW); +} + +ENTRYPOINT Bool +rubik_handle_event (ModeInfo *mi, XEvent *event) +{ + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + + if (gltrackball_event_handler (event, rp->trackball, + MI_WIDTH (mi), MI_HEIGHT (mi), + &rp->button_down_p)) + return True; + else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event)) + { + rp->done = 1; + return True; + } + + return False; +} + + +static Bool +pinit(ModeInfo * mi) +{ + glClearDepth(1.0); + glColor3f(1.0, 1.0, 1.0); + + glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); + glLightfv(GL_LIGHT0, GL_POSITION, position0); + glLightfv(GL_LIGHT1, GL_AMBIENT, ambient); + glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse); + glLightfv(GL_LIGHT1, GL_POSITION, position1); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); + glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); + glEnable(GL_DEPTH_TEST); + glEnable(GL_NORMALIZE); + glEnable(GL_CULL_FACE); + + glShadeModel(GL_FLAT); + glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); + + return (shuffle(mi)); +} + +ENTRYPOINT void +free_rubik(ModeInfo *mi) +{ + rubikstruct *rp = &rubik[MI_SCREEN(mi)]; + int i; + + for (i = 0; i < MAXFACES; i++) + if (rp->cubeLoc[i] != NULL) { + (void) free((void *) rp->cubeLoc[i]); + rp->cubeLoc[i] = (RubikLoc *) NULL; + } + for (i = 0; i < MAXORIENT; i++) + if (rp->rowLoc[i] != NULL) { + (void) free((void *) rp->rowLoc[i]); + rp->rowLoc[i] = (RubikLoc *) NULL; + } + if (rp->moves != NULL) { + (void) free((void *) rp->moves); + rp->moves = (RubikMove *) NULL; + } +} + +ENTRYPOINT void +init_rubik(ModeInfo * mi) +{ + rubikstruct *rp; + + MI_INIT (mi, rubik); + rp = &rubik[MI_SCREEN(mi)]; + rp->step = NRAND(90); + rp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0; + rp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0; + + rp->trackball = gltrackball_init (True); + + if ((rp->glx_context = init_GL(mi)) != NULL) { + + reshape_rubik(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + glDrawBuffer(GL_BACK); + if (!pinit(mi)) { + free_rubik(mi); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } + } else { + MI_CLEARWINDOW(mi); + } +} + +ENTRYPOINT void +draw_rubik(ModeInfo * mi) +{ + Bool bounced = False; + Display *display = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); + rubikstruct *rp; + + if (rubik == NULL) + return; + rp = &rubik[MI_SCREEN(mi)]; + if (rp->cubeLoc[0] == NULL) + return; + + MI_IS_DRAWN(mi) = True; + if (!rp->glx_context) + return; + + mi->polygon_count = 0; + glXMakeCurrent(display, window, *(rp->glx_context)); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + + glTranslatef(0.0, 0.0, -10.0); + + rp->PX += rp->VX; + rp->PY += rp->VY; + + if (rp->PY < -1) { + rp->PY += (-1) - (rp->PY); + rp->VY = -rp->VY; + bounced = True; + } + if (rp->PY > 1) { + rp->PY -= (rp->PY) - 1; + rp->VY = -rp->VY; + bounced = True; + } + if (rp->PX < -1) { + rp->PX += (-1) - (rp->PX); + rp->VX = -rp->VX; + bounced = True; + } + if (rp->PX > 1) { + rp->PX -= (rp->PX) - 1; + rp->VX = -rp->VX; + bounced = True; + } + if (bounced) { + rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.002 - 0.001; + rp->VY += ((float) LRAND() / (float) MAXRAND) * 0.002 - 0.001; + if (rp->VX > 0.006) + rp->VX = 0.006; + if (rp->VY > 0.006) + rp->VY = 0.006; + if (rp->VX < -0.006) + rp->VX = -0.006; + if (rp->VY < -0.006) + rp->VY = -0.006; + } + if (!MI_IS_ICONIC(mi)) { + glTranslatef(rp->PX, rp->PY, 0); + glScalef(Scale4Window * rp->WindH / rp->WindW, Scale4Window, Scale4Window); + } else { + glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic); + } + +# 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, h, 1); /* #### not quite right */ + h = 1.8; + glScalef (h, h, h); + } + } +# endif + + gltrackball_rotate (rp->trackball); + + glRotatef(rp->step * 100, 1, 0, 0); + glRotatef(rp->step * 95, 0, 1, 0); + glRotatef(rp->step * 90, 0, 0, 1); + + if (!draw_cube(mi)) { + MI_ABORT(mi); + return; + } + if (MI_IS_FPS(mi)) do_fps (mi); + glXSwapBuffers(display, window); + + if (rp->action == ACTION_SHUFFLE) { + if (rp->done) { + if (++rp->rotatestep > DELAY_AFTER_SHUFFLING) { + rp->movement.face = NO_FACE; + rp->rotatestep = 0; + rp->action = ACTION_SOLVE; + rp->done = 0; + } + } else { + if (rp->movement.face == NO_FACE) { + if (rp->shufflingmoves < rp->storedmoves) { + rp->rotatestep = 0; + rp->movement = rp->moves[rp->shufflingmoves]; + } else { + rp->rotatestep = 0; + rp->done = 1; + } + } else { + if (rp->rotatestep == 0) { + if (rp->movement.direction == CW || rp->movement.direction == CCW) + rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180; + else + rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180; + } + rp->rotatestep += rp->anglestep; + if (rp->rotatestep > rp->degreeTurn) { + if (!evalmovement(mi, rp->movement)) { + free_rubik(mi); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } + rp->shufflingmoves++; + rp->movement.face = NO_FACE; + } + } + } + } else { + if (rp->done) { + if (++rp->rotatestep > DELAY_AFTER_SOLVING) + if (!shuffle(mi)) { + free_rubik(mi); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } + } else { + if (rp->movement.face == NO_FACE) { + if (rp->storedmoves > 0) { + rp->rotatestep = 0; + rp->movement = rp->moves[rp->storedmoves - 1]; + rp->movement.direction = (rp->movement.direction + + (MAXORIENT / 2)) % MAXORIENT; + } else { + rp->rotatestep = 0; + rp->done = 1; + } + } else { + if (rp->rotatestep == 0) { + if (rp->movement.direction == CW || rp->movement.direction == CCW) + rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180; + else + rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180; + } + rp->rotatestep += rp->anglestep; + if (rp->rotatestep > rp->degreeTurn) { + if (!evalmovement(mi, rp->movement)) { + free_rubik(mi); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } + rp->storedmoves--; + rp->movement.face = NO_FACE; + } + } + } + } + + glPopMatrix(); + + glFlush(); + + rp->step += 0.002; +} + +#ifndef STANDALONE +ENTRYPOINT void +change_rubik(ModeInfo * mi) +{ + rubikstruct *rp; + + if (rubik == NULL) + return; + rp = &rubik[MI_SCREEN(mi)]; + + if (!rp->glx_context) + return; + if (!pinit(mi)) { + free_rubik(mi); + if (MI_IS_VERBOSE(mi)) { + (void) fprintf(stderr, + "Could not allocate memory for rubik\n"); + } + return; + } +} +#endif /* !STANDALONE */ + +#endif + +XSCREENSAVER_MODULE ("Rubik", rubik) |