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rotation.c
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///
// rotation.c
// ==========
//
// A rotation system consists of wallkicks and initial piece offsets.
//
// We index the kick tables using the followwing ordering:
// * I, J, L, O, S, T, Z
//
// All tables are computed from their beginning direction. To compute the
// wallkick for the rotation `0 -> R` we would check table.kicksR[0];
///
#include "rotation.h"
#include "internal.h"
// The C99 standard specifies that static variables are 0 initialized
// (section 6.7.8 item 10) which we rely on during initialization.
#pragma GCC diagnostic ignored "-Wmissing-field-initializers"
// Shorthand for specifying the end of a wallkick table.
#define WKE {.z = WK_END}
// Shorthand for specifying an empty kick table.
#define NO_KICKS -1, -1, -1, -1, -1, -1, -1
///
// Static piece offsets.
//
// These map to SRS rotation by default. Alternate rotation systems
// as specified by adjusting their wallkick tables to suit.
//
// This complicates wallkicks for some otherwise simple rotations, but
// in my experience is cleaner than implementing different base offsets.
const i8x2 pieceOffsets[FS_NPT][FS_NPR][FS_NBP] = {
[FS_I] = {
{{0, 1}, {1, 1}, {2, 1}, {3, 1}},
{{2, 0}, {2, 1}, {2, 2}, {2, 3}},
{{0, 2}, {1, 2}, {2, 2}, {3, 2}},
{{1, 0}, {1, 1}, {1, 2}, {1, 3}}
},
[FS_J] = {
{{0, 0}, {0, 1}, {1, 1}, {2, 1}},
{{1, 0}, {1, 1}, {1, 2}, {2, 0}},
{{0, 1}, {1, 1}, {2, 1}, {2, 2}},
{{0, 2}, {1, 0}, {1, 1}, {1, 2}}
},
[FS_L] = {
{{0, 1}, {1, 1}, {2, 0}, {2, 1}},
{{1, 0}, {1, 1}, {1, 2}, {2, 2}},
{{0, 1}, {0, 2}, {1, 1}, {2, 1}},
{{0, 0}, {1, 0}, {1, 1}, {1, 2}}
},
[FS_O] = {
{{1, 0}, {1, 1}, {2, 0}, {2, 1}},
{{1, 0}, {1, 1}, {2, 0}, {2, 1}},
{{1, 0}, {1, 1}, {2, 0}, {2, 1}},
{{1, 0}, {1, 1}, {2, 0}, {2, 1}}
},
[FS_S] = {
{{0, 1}, {1, 0}, {1, 1}, {2, 0}},
{{1, 0}, {1, 1}, {2, 1}, {2, 2}},
{{0, 2}, {1, 1}, {1, 2}, {2, 1}},
{{0, 0}, {0, 1}, {1, 1}, {1, 2}}
},
[FS_T] = {
{{0, 1}, {1, 0}, {1, 1}, {2, 1}},
{{1, 0}, {1, 1}, {1, 2}, {2, 1}},
{{0, 1}, {1, 1}, {1, 2}, {2, 1}},
{{0, 1}, {1, 0}, {1, 1}, {1, 2}}
},
[FS_Z] = {
{{0, 0}, {1, 0}, {1, 1}, {2, 1}},
{{1, 1}, {1, 2}, {2, 0}, {2, 1}},
{{0, 1}, {1, 1}, {1, 2}, {2, 2}},
{{0, 1}, {0, 2}, {1, 0}, {1, 1}}
}
};
const WallkickTable emptyWallkickTable = {
{{0, 0}, WKE}, // R -> U
{{0, 0}, WKE}, // D -> R
{{0, 0}, WKE}, // L -> D
{{0, 0}, WKE} // U -> L
};
///
// Simple
//
// Performs no wallkicks.
///
static const FSRotationSystem rotSimple = {
.kicksR = {NO_KICKS},
.kicksL = {NO_KICKS},
.kicksH = {NO_KICKS}
};
///
// SRS
//
// Performs wallkicks adhering to the Super Rotation System.
///
static const FSRotationSystem rotSRS = {
.kicksR = {1, 0, 0, -1, 0, 0, 0},
.kicksL = {3, 2, 2, -1, 2, 2, 2},
.kicksH = {NO_KICKS},
.kickTables = {
// 0: JLSTZ clockwise
{
{{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}, WKE}, // 0 -> R
{{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}, WKE}, // R -> 2
{{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}, WKE}, // 2 -> L
{{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}, WKE} // L -> 0
},
// 1: I clockwise
{
{{ 0, 0}, {-2, 0}, { 1, 0}, {-2, 1}, { 1,-2}, WKE}, // 0 -> R
{{ 0, 0}, {-1, 0}, { 2, 0}, {-1,-2}, { 2, 1}, WKE}, // R -> 2
{{ 0, 0}, { 2, 0}, {-1, 0}, { 2,-1}, {-1, 2}, WKE}, // 2 -> L
{{ 0, 0}, { 1, 0}, {-2, 0}, { 1, 2}, {-2,-1}, WKE} // L -> 0
},
// 2: JLSTZ anticlockwise
{
{{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}, WKE}, // 0 -> L
{{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}, WKE}, // R -> 0
{{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}, WKE}, // 2 -> R
{{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}, WKE} // L -> 2
},
// 3: I anticlockwise
{
{{ 0, 0}, {-1, 0}, { 2, 0}, {-1,-2}, { 2, 1}, WKE}, // 0 -> L
{{ 0, 0}, { 2, 0}, {-1, 0}, { 2,-1}, {-1, 2}, WKE}, // R -> 0
{{ 0, 0}, { 1, 0}, {-2, 0}, { 1, 2}, {-2,-1}, WKE}, // 2 -> R
{{ 0, 0}, {-2, 0}, { 1, 0}, {-2, 1}, { 1,-2}, WKE} // L -> 2
}
}
};
///
// Arika SRS
//
// Similar to SRS with a different set of I wallkicks.
///
static const FSRotationSystem rotArikaSRS = {
.kicksR = {1, 0, 0, -1, 0, 0, 0},
.kicksL = {3, 2, 2, -1, 2, 2, 2},
.kicksH = {NO_KICKS},
.kickTables = {
// 0: JLSTZ clockwise
{
{{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}, WKE}, // 0 -> R
{{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}, WKE}, // R -> 2
{{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}, WKE}, // 2 -> L
{{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}, WKE} // L -> 0
},
// 1: I clockwise
{
{{ 0, 0}, {-2, 0}, { 1, 0}, { 1,-2}, {-2, 1}, WKE}, // 0 -> R
{{ 0, 0}, {-1, 0}, { 2, 0}, {-1,-2}, { 2, 1}, WKE}, // R -> 2
{{ 0, 0}, { 2, 0}, {-1, 0}, { 2,-1}, {-1, 1}, WKE}, // 2 -> L
{{ 0, 0}, { 1, 0}, {-2, 0}, { 1,-2}, {-2, 1}, WKE} // L -> 0
},
// 2: JLSTZ anticlockwise
{
{{ 0, 0}, { 1, 0}, { 1,-1}, { 0, 2}, { 1, 2}, WKE}, // 0 -> L
{{ 0, 0}, { 1, 0}, { 1, 1}, { 0,-2}, { 1,-2}, WKE}, // R -> 0
{{ 0, 0}, {-1, 0}, {-1,-1}, { 0, 2}, {-1, 2}, WKE}, // 2 -> R
{{ 0, 0}, {-1, 0}, {-1, 1}, { 0,-2}, {-1,-2}, WKE} // L -> 2
},
// 3: I anticlockwise
{
{{ 0, 0}, { 2, 0}, {-1, 0}, {-1,-2}, { 2, 1}, WKE}, // 0 -> L
{{ 0, 0}, { 2, 0}, {-1, 0}, { 2,-1}, {-1, 2}, WKE}, // R -> 0
{{ 0, 0}, {-2, 0}, { 1, 0}, {-2,-1}, { 1, 1}, WKE}, // 2 -> R
{{ 0, 0}, { 1, 0}, {-2, 0}, { 1,-2}, {-2, 2}, WKE} // L -> 2
}
}
};
///
// Sega
//
// Sega rotation system. This has no wallkicks, the only complication is
// mapping the SRS internal rotation system to the sega one.
///
static const FSRotationSystem rotSega = {
.entryTheta = {0, 2, 2, 0, 0, 2, 0},
.kicksR = {0, 2, 2,-1, 4, 2, 6},
.kicksL = {1, 3, 3,-1, 5, 3, 7},
.kicksH = {NO_KICKS},
.kickTables = {
// 0: I clockwise
{
{{ 0, 0}, WKE}, // 0 -> R
{{ 0,-1}, WKE}, // R -> 2
{{ 1, 1}, WKE}, // 2 -> L
{{-1, 0}, WKE} // L -> 0
},
// 1: I anticlockwise
{
{{ 1, 0}, WKE}, // 0 -> L
{{ 0, 0}, WKE}, // R -> 0
{{ 0, 1}, WKE}, // 2 -> R
{{-1,-1}, WKE} // L -> 2
},
// 2: JLT clockwise
{
{{ 0, 0}, WKE}, // 0 -> R
{{ 0, 1}, WKE}, // R -> 2
{{ 0,-1}, WKE}, // 2 -> L
{{ 0, 0}, WKE}, // L -> 0
},
// 3: JLT anticlockwise
{
{{ 0, 0}, WKE}, // 0 -> L
{{ 0, 0}, WKE}, // R -> 0
{{ 0,-1}, WKE}, // 2 -> R
{{ 0, 1}, WKE}, // L -> 2
},
// 4: S clockwise
{ {{-1,-1}, WKE}, // 0 -> R
{{ 1, 0}, WKE}, // R -> 2
{{ 0, 0}, WKE}, // 2 -> L
{{ 0, 1}, WKE} // L -> 0
},
// 5: S anticlockwise
{
{{ 0,-1}, WKE}, // 0 -> L
{{ 1, 1}, WKE}, // R -> 0
{{-1, 0}, WKE}, // 2 -> R
{{ 0, 0}, WKE} // L -> 2
},
// 6: Z clockwise
{
{{ 0,-1}, WKE}, // 0 -> R
{{ 0, 0}, WKE}, // R -> 2
{{ 1, 0}, WKE}, // 2 -> L
{{-1, 1}, WKE} // L -> 0
},
// 7: Z anticlockwise
{
{{ 1,-1}, WKE}, // 0 -> L
{{ 0, 1}, WKE}, // R -> 0
{{ 0, 0}, WKE}, // 2 -> R
{{-1, 0}, WKE} // L -> 2
},
}
};
///
// TGM1/2
//
// An extension of the Sega rotation system.
///
static const FSRotationSystem rotTGM12 = {
.entryTheta = {0, 2, 2, 0, 0, 2, 0},
.kicksR = {0, 2, 2,-1, 4, 2, 6},
.kicksL = {1, 3, 3,-1, 5, 3, 7},
.kicksH = {NO_KICKS},
.kickTables = {
// 0: I clockwise
{
{{ 0, 0}, WKE}, // 0 -> R
{{ 0,-1}, WKE}, // R -> 2
{{ 1, 1}, WKE}, // 2 -> L
{{-1, 0}, WKE} // L -> 0
},
// 1: I anticlockwise
{
{{ 1, 0}, WKE}, // 0 -> L
{{ 0, 0}, WKE}, // R -> 0
{{ 0, 1}, WKE}, // 2 -> R
{{-1,-1}, WKE} // L -> 2
},
// 2: JLT clockwise
{
{{ 0, 0}, {.z = WK_ARIKA_LJT}, { 1, 0}, {-1, 0}, WKE}, // 0 -> R
{{ 0, 1}, { 1, 1}, {-1, 1}, WKE}, // R -> 2
{{ 0,-1}, {.z = WK_ARIKA_LJT}, { 1,-1}, {-1,-1}, WKE}, // 2 -> L
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // L -> 0
},
// 3: JLT anticlockwise
{
{{ 0, 0}, {.z = WK_ARIKA_LJT}, { 1, 0}, {-1, 0}, WKE}, // 0 -> L
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // R -> 0
{{ 0,-1}, {.z = WK_ARIKA_LJT}, { 1,-1}, {-1,-1}, WKE}, // 2 -> R
{{ 0, 1}, { 1, 1}, {-1, 1}, WKE}, // L -> 2
},
// 4: S clockwise
{ {{-1,-1}, { 0,-1}, {-2,-1}, WKE}, // 0 -> R
{{ 1, 0}, { 2, 0}, { 0, 0}, WKE}, // R -> 2
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // 2 -> L
{{ 0, 1}, { 1, 1}, {-1, 1}, WKE} // L -> 0
},
// 5: S anticlockwise
{
{{ 0,-1}, { 1,-1}, {-1,-1}, WKE}, // 0 -> L
{{ 1, 1}, { 2, 1}, { 0, 1}, WKE}, // R -> 0
{{-1, 0}, { 0, 0}, { 2, 0}, WKE}, // 2 -> R
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE} // L -> 2
},
// 6: Z clockwise
{
{{ 0,-1}, { 1,-1}, {-1,-1}, WKE}, // 0 -> R
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // R -> 2
{{ 1, 0}, { 2, 0}, { 0, 0}, WKE}, // 2 -> L
{{-1, 1}, { 0, 1}, {-2,-1}, WKE} // L -> 0
},
// 7: Z anticlockwise
{
{{ 1,-1}, { 2,-1}, { 0,-1}, WKE}, // 0 -> L
{{ 0, 1}, { 1, 1}, {-1, 1}, WKE}, // R -> 0
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // 2 -> R
{{-1, 0}, { 0, 0}, {-2, 0}, WKE} // L -> 2
}
}
};
///
// TGM3
//
// An extension to the Sega rotation system.
//
// This is the same as TGM1/2 with the addition of
// * I wallkicks
// * T, I floorkicks
//
// Notes:
// * Current implementation does not handle two-shot floorkicks. This needs to
// be done in the actual engine.
//
// ADD CORRECT LR I WALLKICK
///
static const FSRotationSystem rotTGM3 = {
.entryTheta = {0, 2, 2, 0, 0, 2, 0},
.kicksR = {0, 2, 2,-1, 4, 8, 6},
.kicksL = {1, 3, 3,-1, 5, 9, 7},
.kicksH = {NO_KICKS},
.kickTables = {
// 0: I clockwise
{
{{ 0, 0}, { 0,-1}, { 0,-2}, WKE}, // 0 -> R
{{ 0,-1}, { 1,-1}, { 2,-1}, {-1,-1}, WKE}, // R -> 2
{{ 1, 1}, { 1, 0}, { 1,-1}, WKE}, // 2 -> L
{{-1, 0}, { 0, 0}, { 1, 0}, {-2, 0}, WKE} // L -> 0
},
// 1: I anticlockwise
{
{{ 1, 0}, { 1,-1}, { 1,-2}, WKE}, // 0 -> L
{{ 0, 0}, { 1, 0}, { 2, 0}, {-1, 0}, WKE}, // R -> 0
{{ 0, 1}, { 0, 0}, { 0,-1}, WKE}, // 2 -> R
{{-1,-1}, { 0,-1}, { 1,-1}, {-2,-1}, WKE} // L -> 2
},
// 2: JL clockwise
{
{{ 0, 0}, {.z = WK_ARIKA_LJT}, { 1, 0}, {-1, 0}, WKE}, // 0 -> R
{{ 0, 1}, { 1, 1}, {-1, 1}, WKE}, // R -> 2
{{ 0,-1}, {.z = WK_ARIKA_LJT}, { 1,-1}, {-1,-1}, WKE}, // 2 -> L
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // L -> 0
},
// 3: JL anticlockwise
{
{{ 0, 0}, {.z = WK_ARIKA_LJT}, { 1, 0}, {-1, 0}, WKE}, // 0 -> L
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // R -> 0
{{ 0,-1}, {.z = WK_ARIKA_LJT}, { 1,-1}, {-1,-1}, WKE}, // 2 -> R
{{ 0, 1}, { 1, 1}, {-1, 1}, WKE}, // L -> 2
},
// 4: S clockwise
{ {{-1,-1}, { 0,-1}, {-2,-1}, WKE}, // 0 -> R
{{ 1, 0}, { 2, 0}, { 0, 0}, WKE}, // R -> 2
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // 2 -> L
{{ 0, 1}, { 1, 1}, {-1, 1}, WKE} // L -> 0
},
// 5: S anticlockwise
{
{{ 0,-1}, { 1,-1}, {-1,-1}, WKE}, // 0 -> L
{{ 1, 1}, { 2, 1}, { 0, 1}, WKE}, // R -> 0
{{-1, 0}, { 0, 0}, { 2, 0}, WKE}, // 2 -> R
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE} // L -> 2
},
// 6: Z clockwise
{
{{ 0,-1}, { 1,-1}, {-1,-1}, WKE}, // 0 -> R
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // R -> 2
{{ 1, 0}, { 2, 0}, { 0, 0}, WKE}, // 2 -> L
{{-1, 1}, { 0, 1}, {-2,-1}, WKE} // L -> 0
},
// 7: Z anticlockwise
{
{{ 1,-1}, { 2,-1}, { 0,-1}, WKE}, // 0 -> L
{{ 0, 1}, { 1, 1}, {-1, 1}, WKE}, // R -> 0
{{ 0, 0}, { 1, 0}, {-1, 0}, WKE}, // 2 -> R
{{-1, 0}, { 0, 0}, {-2, 0}, WKE} // L -> 2
},
// 8: T clockwise
{
{{ 0, 0}, {.z = WK_ARIKA_LJT}, { 1, 0}, {-1, 0}, WKE}, // 0 -> R
{{ 0, 1}, { 1, 1}, {-1, 1}, {0, 0}, WKE}, // R -> 2
{{ 0,-1}, {.z = WK_ARIKA_LJT}, { 1,-1}, {-1,-1}, WKE}, // 2 -> L
{{ 0, 0}, { 1, 0}, {-1, 0}, {0,-1}, WKE}, // L -> 0
},
// 9: T anticlockwise
{
{{ 0, 0}, {.z = WK_ARIKA_LJT}, { 1, 0}, {-1, 0}, WKE}, // 0 -> L
{{ 0, 0}, { 1, 0}, {-1, 0}, {0,-1}, WKE}, // R -> 0
{{ 0,-1}, {.z = WK_ARIKA_LJT}, { 1,-1}, {-1,-1}, WKE}, // 2 -> R
{{ 0, 1}, { 1, 1}, {-1, 1}, {0, 0}, WKE}, // L -> 2
},
}
};
///
// DTET
//
// A symmetric system from the DTET series of games. Can be considered a
// simplification of the TGM1/2 rotation system.
///
static const FSRotationSystem rotDTET = {
.entryTheta = {0, 2, 2, 0, 0, 2, 0},
.kicksR = {0, 0, 0, -1, 0, 0, 0},
.kicksL = {1, 1, 1, -1, 1, 1, 1},
.kicksH = {NO_KICKS},
.kickTables = {
// 0: Clockwise
{
{{ 0, 0}, { 1, 0}, {-1, 0}, { 0, 1}, { 1, 1}, {-1, 1}, WKE}, // O -> R
{{ 0, 0}, { 1, 0}, {-1, 0}, { 0, 1}, { 1, 1}, {-1, 1}, WKE}, // R -> 2
{{ 0, 0}, { 1, 0}, {-1, 0}, { 0, 1}, { 1, 1}, {-1, 1}, WKE}, // 2 -> L
{{ 0, 0}, { 1, 0}, {-1, 0}, { 0, 1}, { 1, 1}, {-1, 1}, WKE} // L -> 0
},
// 1: Anticlockwise
{
{{ 0, 0}, {-1, 0}, { 1, 0}, { 0, 1}, {-1, 1}, { 1, 1}, WKE}, // 0 -> L
{{ 0, 0}, {-1, 0}, { 1, 0}, { 0, 1}, {-1, 1}, { 1, 1}, WKE}, // R -> 0
{{ 0, 0}, {-1, 0}, { 1, 0}, { 0, 1}, {-1, 1}, { 1, 1}, WKE}, // 2 -> R
{{ 0, 0}, {-1, 0}, { 1, 0}, { 0, 1}, {-1, 1}, { 1, 1}, WKE} // L -> 2
}
}
};
///
// List of all available rotation systems.
///
const FSRotationSystem *rotationSystems[FS_NRS] = {
&rotSimple, &rotSega, &rotSRS, &rotArikaSRS, &rotTGM12, &rotTGM3, &rotDTET
};