int main() {
	ITEMTYPE removed;
	Dlist *dl = create_dlist();
	add_last_dlist(dl,10);
	add_last_dlist(dl,20);
	add_last_dlist(dl,30);
	add_last_dlist(dl,40);
	add_dlist(dl,70,1);
	add_dlist(dl,80,0);
	remove_dlist(dl,5,&removed);
	remove_dlist(dl,2,&removed);
	remove_dlist(dl,0,&removed);
	set_dlist(dl,0,35);
	remove_element_dlist(dl,20);
	remove_dlist(dl,0,&removed);
	print_dlist(dl);
	int n;
	get_dlist(dl,0,&n);
	printf("testando get_dlist(dl,0,&n) = %d\n",n);
	return 0;
} 
Пример #2
0
static void
generate_system (ModeInfo * mi)
{
	pipesstruct *pp = &pipes[MI_SCREEN(mi)];
    Bool        wire = MI_IS_WIREFRAME(mi);

	int         newdir;
	int         OPX, OPY, OPZ;

    Bool reset_p = False;

    pp->system_index = 0;
    pp->system_size = 0;
    pinit (mi, 1);

    while (1) {
      glNewList (get_dlist (mi, pp->system_size++), GL_COMPILE);
      mi->polygon_count = 0;

	glPushMatrix();

	FindNeighbors(mi);

    if (wire)
      glColor4fv (pp->system_color);
    else
      glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);

	/* If it's the begining of a system, draw a sphere */
	if (pp->olddir == dirNone) {
		glPushMatrix();
		glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
		mySphere(0.6, wire);
		glPopMatrix();
	}
	/* Check for stop conditions */
	if (pp->ndirections == 0 || pp->counter > pp->system_length) {
		glPushMatrix();
		glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
		/* Finish the system with another sphere */
		mySphere(0.6, wire);

		glPopMatrix();

		/* If the maximum number of system was drawn, restart (clearing the screen), */
		/* else start a new system. */
		if (++pp->system_number > pp->number_of_systems) {
          reset_p = True;
		} else {
			pinit(mi, 0);
		}

        goto NEXT;
	}
	pp->counter++;
	pp->turncounter++;

	/* Do will the direction change? if so, determine the new one */
	newdir = pp->nowdir;
	if (!pp->directions[newdir]) {	/* cannot proceed in the current direction */
		newdir = SelectNeighbor(mi);
	} else {
		if (tightturns) {
			/* random change (20% chance) */
			if ((pp->counter > 1) && (NRAND(100) < 20)) {
				newdir = SelectNeighbor(mi);
			}
		} else {
			/* Chance to turn increases after each length of pipe drawn */
			if ((pp->counter > 1) && NRAND(50) < NRAND(pp->turncounter + 1)) {
				newdir = SelectNeighbor(mi);
				pp->turncounter = 0;
			}
		}
	}

	/* Has the direction changed? */
	if (newdir == pp->nowdir) {
		/* If not, draw the cell's center pipe */
		glPushMatrix();
		glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
		/* Chance of factory shape here, if enabled. */
		if ((pp->counter > 1) && (NRAND(100) < factory)) {
			MakeShape(mi, newdir);
		} else {
			MakeTube(mi, newdir);
		}
		glPopMatrix();
	} else {
		/* If so, draw the cell's center elbow/sphere */
		int         sysT = pp->system_type;

		if (sysT == NofSysTypes + 1) {
			sysT = ((pp->system_number - 1) % NofSysTypes) + 1;
		}
		glPushMatrix();

		switch (sysT) {
			case 1:
				glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
				mySphere(elbowradius, wire);
				break;
			case 2:
			case 3:
				switch (pp->nowdir) {
					case dirUP:
						switch (newdir) {
							case dirLEFT:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0);
								glRotatef(180.0, 1.0, 0.0, 0.0);
								break;
							case dirRIGHT:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0);
								glRotatef(180.0, 1.0, 0.0, 0.0);
								glRotatef(180.0, 0.0, 1.0, 0.0);
								break;
							case dirFAR:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
								glRotatef(90.0, 0.0, 1.0, 0.0);
								glRotatef(180.0, 0.0, 0.0, 1.0);
								break;
							case dirNEAR:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
								glRotatef(90.0, 0.0, 1.0, 0.0);
								glRotatef(180.0, 1.0, 0.0, 0.0);
								break;
						}
						break;
					case dirDOWN:
						switch (newdir) {
							case dirLEFT:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0);
								break;
							case dirRIGHT:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0);
								glRotatef(180.0, 0.0, 1.0, 0.0);
								break;
							case dirFAR:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
								glRotatef(270.0, 0.0, 1.0, 0.0);
								break;
							case dirNEAR:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
								glRotatef(90.0, 0.0, 1.0, 0.0);
								break;
						}
						break;
					case dirLEFT:
						switch (newdir) {
							case dirUP:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0);
								glRotatef(180.0, 0.0, 1.0, 0.0);
								break;
							case dirDOWN:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0);
								glRotatef(180.0, 1.0, 0.0, 0.0);
								glRotatef(180.0, 0.0, 1.0, 0.0);
								break;
							case dirFAR:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
								glRotatef(270.0, 1.0, 0.0, 0.0);
								glRotatef(180.0, 0.0, 1.0, 0.0);
								break;
							case dirNEAR:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
								glRotatef(270.0, 1.0, 0.0, 0.0);
								glRotatef(180.0, 0.0, 0.0, 1.0);
								break;
						}
						break;
					case dirRIGHT:
						switch (newdir) {
							case dirUP:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0);
								break;
							case dirDOWN:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0);
								glRotatef(180.0, 1.0, 0.0, 0.0);
								break;
							case dirFAR:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
								glRotatef(270.0, 1.0, 0.0, 0.0);
								break;
							case dirNEAR:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
								glRotatef(90.0, 1.0, 0.0, 0.0);
								break;
						}
						break;
					case dirNEAR:
						switch (newdir) {
							case dirLEFT:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
								glRotatef(270.0, 1.0, 0.0, 0.0);
								break;
							case dirRIGHT:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
								glRotatef(270.0, 1.0, 0.0, 0.0);
								glRotatef(180.0, 0.0, 1.0, 0.0);
								break;
							case dirUP:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
								glRotatef(270.0, 0.0, 1.0, 0.0);
								break;
							case dirDOWN:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
								glRotatef(90.0, 0.0, 1.0, 0.0);
								glRotatef(180.0, 0.0, 0.0, 1.0);
								break;
						}
						break;
					case dirFAR:
						switch (newdir) {
							case dirUP:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
								glRotatef(90.0, 0.0, 1.0, 0.0);
								break;
							case dirDOWN:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
								glRotatef(90.0, 0.0, 1.0, 0.0);
								glRotatef(180.0, 1.0, 0.0, 0.0);
								break;
							case dirLEFT:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
								glRotatef(90.0, 1.0, 0.0, 0.0);
								break;
							case dirRIGHT:
								glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
								glRotatef(270.0, 1.0, 0.0, 0.0);
								glRotatef(180.0, 0.0, 0.0, 1.0);
								break;
						}
						break;
				}
				myElbow(mi, (sysT == 2));
				break;
		}
		glPopMatrix();
	}

	OPX = pp->PX;
	OPY = pp->PY;
	OPZ = pp->PZ;
	pp->olddir = pp->nowdir;
	pp->nowdir = newdir;
	switch (pp->nowdir) {
		case dirUP:
			pp->PY++;
			break;
		case dirDOWN:
			pp->PY--;
			break;
		case dirLEFT:
			pp->PX--;
			break;
		case dirRIGHT:
			pp->PX++;
			break;
		case dirNEAR:
			pp->PZ++;
			break;
		case dirFAR:
			pp->PZ--;
			break;
	}
	pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;

	/* Cells'face pipe */
	glTranslatef(((pp->PX + OPX) / 2.0 - 16) / 3.0 * 4.0, ((pp->PY + OPY) / 2.0 - 12) / 3.0 * 4.0, ((pp->PZ + OPZ) / 2.0 - 16) / 3.0 * 4.0);
	MakeTube(mi, newdir);

    NEXT:
	glPopMatrix();
    glEndList();
    pp->poly_counts [pp->system_size-1] = mi->polygon_count;

    if (reset_p)
      break;
    }
}