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diff --git a/hacks/glx/rubik.c b/hacks/glx/rubik.c
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-/* -*- 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)
- free(faceLoc);
- return True;
-}
-
-/* Yeah this is big and ugly */
-static void
-slideRC(int face, int direction, int h, int sizeOnOppAxis,
- int *newFace, int *newDirection, int *newH,
- int *rotate, Bool *reverse)
-{
- *newFace = slideNextRow[face][direction].face;
- *rotate = slideNextRow[face][direction].rotation;
- *newDirection = (*rotate + direction) % MAXORIENT;
- switch (*rotate) {
- case TOP:
- *newH = h;
- *reverse = False;
- break;
- case RIGHT:
- if (*newDirection == TOP || *newDirection == BOTTOM) {
- *newH = sizeOnOppAxis - 1 - h;
- *reverse = False;
- } else { /* *newDirection == RIGHT || *newDirection == LEFT */
- *newH = h;
- *reverse = True;
- }
- break;
- case BOTTOM:
- *newH = sizeOnOppAxis - 1 - h;
- *reverse = True;
- break;
- case LEFT:
- if (*newDirection == TOP || *newDirection == BOTTOM) {
- *newH = h;
- *reverse = True;
- } else { /* *newDirection == RIGHT || *newDirection == LEFT */
- *newH = sizeOnOppAxis - 1 - h;
- *reverse = False;
- }
- break;
- default:
- (void) printf("slideRC: rotate %d\n", *rotate);
- *newH = 0;
- *reverse = False;
- }
-}
-
-static Bool
-moveRubik(rubikstruct * rp, int face, int direction, int position)
-{
- int newFace, newDirection, rotate, reverse;
- int h, k, newH;
- int i, j, sizeOfRow, sizeOfColumn, sizeOnAxis, sizeOnOppAxis;
-
- faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
- if (direction == CW || direction == CCW) {
- direction = (direction == CCW) ?
- (rotateToRow[face].direction + 2) % MAXORIENT :
- rotateToRow[face].direction;
- if (rotateToRow[face].sideFace == RIGHT) {
- i = j = sizeOfColumn - 1;
- } else if (rotateToRow[face].sideFace == BOTTOM) {
- i = j = sizeOfRow - 1;
- } else {
- i = j = 0;
- }
- face = rotateToRow[face].face;
- position = j * sizeOfRow + i;
- }
- i = position % sizeOfRow;
- j = position / sizeOfRow;
- h = (direction == TOP || direction == BOTTOM) ? i : j;
- if (direction == TOP || direction == BOTTOM) {
- sizeOnAxis = sizeOfColumn;
- sizeOnOppAxis = sizeOfRow;
- } else {
- sizeOnAxis = sizeOfRow;
- sizeOnOppAxis = sizeOfColumn;
- }
- /* 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)
- free(rp->cubeLoc[face]);
- if ((rp->cubeLoc[face] = (RubikLoc *) malloc(sizeFace(rp, face) *
- sizeof (RubikLoc))) == NULL) {
- return False;
- }
- for (position = 0; position < sizeFace(rp, face); position++) {
- rp->cubeLoc[face][position].face = face;
- rp->cubeLoc[face][position].rotation = TOP;
- }
- }
- for (i = 0; i < MAXORIENT; i++) {
- if (rp->rowLoc[i] != NULL)
- free(rp->rowLoc[i]);
- /* The following is reused so make it the biggest size */
- if ((rp->rowLoc[i] = (RubikLoc *) malloc(MAXMAXSIZE *
- sizeof (RubikLoc))) == NULL) {
- return False;
- }
- }
- rp->storedmoves = MI_COUNT(mi);
- if (rp->storedmoves < 0) {
- if (rp->moves != NULL)
- free(rp->moves);
- rp->moves = (RubikMove *) NULL;
- rp->storedmoves = NRAND(-rp->storedmoves) + 1;
- }
- if ((rp->storedmoves) && (rp->moves == NULL))
- if ((rp->moves = (RubikMove *) calloc(rp->storedmoves + 1,
- sizeof (RubikMove))) == NULL) {
- return False;
- }
- if (MI_CYCLES(mi) <= 1) {
- rp->anglestep = 90.0;
- } else {
- rp->anglestep = 90.0 / (GLfloat) (MI_CYCLES(mi));
- }
-
- for (i = 0; i < rp->storedmoves; i++) {
- Bool condition;
-
- do {
- move.face = NRAND(MAXFACES);
- move.direction = NRAND(MAXORIENT); /* Exclude CW and CCW, its ok */
- move.position = NRAND(sizeFace(rp, move.face));
- rp->degreeTurn = (checkFaceSquare(rp,
- rowToRotate[move.face][move.direction])) ? 90 : 180;
- condition = True;
- if (i > 0) { /* avoid immediate undoing moves */
- if (compare_moves(rp, move, rp->moves[i - 1], True))
- condition = False;
- if (rp->degreeTurn == 180 &&
- compare_moves(rp, move, rp->moves[i - 1], False))
- condition = False;
- }
- if (i > 1) /* avoid 3 consecutive identical moves */
- if (compare_moves(rp, move, rp->moves[i - 1], False) &&
- compare_moves(rp, move, rp->moves[i - 2], False))
- condition = False;
- /*
- * Still some silly moves being made....
- */
- } while (!condition);
- if (hideshuffling)
- if (!evalmovement(mi, move))
- return False;
- rp->moves[i] = move;
- }
- rp->VX = 0.005;
- 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;
-
- if (!rp->glx_context) return;
- glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *rp->glx_context);
-
- if (rp->trackball) gltrackball_free (rp->trackball);
-
- for (i = 0; i < MAXFACES; i++)
- if (rp->cubeLoc[i] != NULL) {
- free(rp->cubeLoc[i]);
- rp->cubeLoc[i] = (RubikLoc *) NULL;
- }
- for (i = 0; i < MAXORIENT; i++)
- if (rp->rowLoc[i] != NULL) {
- free(rp->rowLoc[i]);
- rp->rowLoc[i] = (RubikLoc *) NULL;
- }
- if (rp->moves != NULL) {
- free(rp->moves);
- rp->moves = (RubikMove *) NULL;
- }
-}
-
-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);
- }
- }
-# else
- {
- /* Don't understand why this clause doesn't work on mobile, but it
- doesn't. */
- GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
- ? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
- : 1);
- glRotatef (current_device_rotation(), 0, 0, 1);
- glScalef (s, s, s);
- }
-# 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)