Mercurial > hg > index.fcgi > lj > lj046-2players
comparison src/wktables.c @ 2:80a2761bd3a4
change DS keys (add alt. rotate)
author | paulo@localhost |
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date | Mon, 23 Mar 2009 01:19:12 -0700 |
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1 /* Wall kick tables for LOCKJAW, an implementation of the Soviet Mind Game | |
2 | |
3 Copyright (C) 2006 Damian Yerrick <tepples+lj@spamcop.net> | |
4 | |
5 This work is free software; you can redistribute it and/or modify | |
6 it under the terms of the GNU General Public License as published by | |
7 the Free Software Foundation; either version 2 of the License, or | |
8 (at your option) any later version. | |
9 | |
10 This program is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
13 GNU General Public License for more details. | |
14 | |
15 You should have received a copy of the GNU General Public License | |
16 along with this program; if not, write to the Free Software | |
17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
18 | |
19 Original game concept and design by Alexey Pajitnov. | |
20 The Software is not sponsored or endorsed by Alexey Pajitnov, Elorg, | |
21 or The Tetris Company LLC. | |
22 | |
23 */ | |
24 | |
25 #define LJ_INTERNAL | |
26 #include "lj.h" | |
27 | |
28 | |
29 // These wall kicks are for rotation TO a given orientation. | |
30 // Based on http://www.the-shell.net/img/srs_study.html | |
31 static const LJRotSystem rotSRS = { | |
32 .kicksL = {1, 0, 0, -1, 0, 0, 0, -1, 0, -1}, | |
33 .kicksR = {3, 2, 2, -1, 2, 2, 2, -1, 2, -3}, | |
34 .kickTables = { | |
35 | |
36 // 0: JLSTZ counterclockwise | |
37 { | |
38 { WK( 0, 0),WK( 1, 0),WK( 1,-1),WK( 0, 2),WK( 1, 2) }, // R->U | |
39 { WK( 0, 0),WK(-1, 0),WK(-1, 1),WK( 0,-2),WK(-1,-2) }, // D->R | |
40 { WK( 0, 0),WK(-1, 0),WK(-1,-1),WK( 0, 2),WK(-1, 2) }, // L->D | |
41 { WK( 0, 0),WK( 1, 0),WK( 1, 1),WK( 0,-2),WK( 1,-2) } // U->L | |
42 }, | |
43 | |
44 // 1: I counterclockwise | |
45 { | |
46 { WK( 0, 0),WK(-1, 0),WK( 2, 0),WK(-1,-2),WK( 2, 1) }, // R->U | |
47 { WK( 0, 0),WK( 1, 0),WK(-2, 0),WK( 1,-1),WK(-2, 1) }, // D->R | |
48 { WK( 0, 0),WK( 1, 0),WK(-2, 0),WK(-2,-1),WK( 1, 2) }, // L->D | |
49 { WK( 0, 0),WK(-1, 0),WK( 2, 0),WK( 2,-1),WK(-1, 2) } // U->L | |
50 }, | |
51 | |
52 // 2: JLSTZ clockwise | |
53 { | |
54 { WK( 0, 0),WK(-1, 0),WK(-1,-1),WK( 0, 2),WK(-1, 2) }, // L->U | |
55 { WK( 0, 0),WK(-1, 0),WK(-1, 1),WK( 0,-2),WK(-1,-2) }, // U->R | |
56 { WK( 0, 0),WK( 1, 0),WK( 1,-1),WK( 0, 2),WK( 1, 2) }, // R->D | |
57 { WK( 0, 0),WK( 1, 0),WK( 1, 1),WK( 0,-2),WK( 1,-2) }, // D->L | |
58 }, | |
59 | |
60 // 3: I clockwise | |
61 { | |
62 { WK( 0, 0),WK( 1, 0),WK(-2, 0),WK( 1,-2),WK(-2, 1) }, // L->U | |
63 { WK( 0, 0),WK( 1, 0),WK(-2, 0),WK(-2,-1),WK( 1, 2) }, // U->R | |
64 { WK( 0, 0),WK(-1, 0),WK( 2, 0),WK( 2,-1),WK(-1, 2) }, // R->D | |
65 { WK( 0, 0),WK(-1, 0),WK( 2, 0),WK(-1,-1),WK( 2, 1) } // D->L | |
66 } | |
67 } | |
68 }; | |
69 | |
70 // I: round to top right | |
71 // J, L, T: round to bottom | |
72 // S: round to bottom left (constant center column) | |
73 // Z: round to bottom right (constant center column) | |
74 static const LJRotSystem rotSega = { | |
75 .colorScheme = 1, | |
76 .entryOffset = { | |
77 WK( 0, 0),WK( 0, 1),WK( 0, 1),WK( 0, 0),WK( 0, 0),WK( 0, 1),WK( 0, 0), | |
78 WK( 0, 0),WK( 0, 0),WK( 0, 0) | |
79 }, | |
80 .entryTheta = { 0, 2, 2, 0, 0, 2, 0, 0, 0, 2 }, | |
81 .kicksL = {0, 1, 1, -1, 2, 1, 3, 0, -1, -1}, | |
82 .kicksR = {4, 5, 5, -1, 6, 5, 7, 4, -1, -1}, | |
83 | |
84 .kickTables = { | |
85 | |
86 // 0: I counterclockwise | |
87 { | |
88 { WK( 0, 0),WK_END }, // R->U | |
89 { WK( 0,-1),WK_END }, // D->R | |
90 { WK(-1, 1),WK_END }, // L->D | |
91 { WK( 1, 0),WK_END } // U->L | |
92 }, | |
93 | |
94 // 1: JLT counterclockwise | |
95 { | |
96 { WK( 0,-1),WK_END }, // R->U | |
97 { WK( 0, 0),WK_END }, // D->R | |
98 { WK( 0, 0),WK_END }, // L->D | |
99 { WK( 0, 1),WK_END } // U->L | |
100 }, | |
101 | |
102 // 2: S counterclockwise (round left, like Game Boy) | |
103 { | |
104 { WK( 1,-1),WK_END }, // R->U | |
105 { WK(-1, 0),WK_END }, // D->R | |
106 { WK( 0, 0),WK_END }, // L->D | |
107 { WK( 0, 1),WK_END } // U->L | |
108 }, | |
109 | |
110 // 3: Z counterclockwise (round right, like NES) | |
111 { | |
112 { WK( 0,-1),WK_END }, // R->U | |
113 { WK( 0, 0),WK_END }, // D->R | |
114 { WK(-1, 0),WK_END }, // L->D | |
115 { WK( 1, 1),WK_END } // U->L | |
116 }, | |
117 | |
118 // 4: I clockwise | |
119 { | |
120 { WK(-1, 0),WK_END }, // L->U | |
121 { WK( 0, 0),WK_END }, // U->R | |
122 { WK( 0, 1),WK_END }, // R->D | |
123 { WK( 1,-1),WK_END } // D->L | |
124 }, | |
125 | |
126 // 5: JLT clockwise | |
127 { | |
128 { WK( 0,-1),WK_END }, // L->U | |
129 { WK( 0, 1),WK_END }, // U->R | |
130 { WK( 0, 0),WK_END }, // R->D | |
131 { WK( 0, 0),WK_END } // D->L | |
132 }, | |
133 | |
134 // 6: S clockwise (round left) | |
135 { | |
136 { WK( 0,-1),WK_END }, // L->U | |
137 { WK(-1, 1),WK_END }, // U->R | |
138 { WK( 1, 0),WK_END }, // R->D | |
139 { WK( 0, 0),WK_END } // D->L | |
140 }, | |
141 | |
142 // 7: Z clockwise (round right) | |
143 { | |
144 { WK(-1,-1),WK_END }, // L->U | |
145 { WK( 0, 1),WK_END }, // U->R | |
146 { WK( 0, 0),WK_END }, // R->D | |
147 { WK( 1, 0),WK_END } // D->L | |
148 } | |
149 } | |
150 }; | |
151 | |
152 // Arika is based on Sega but with a few wall kicks. | |
153 // Each free-space kick should be followed by Right, then Left | |
154 // but for J, L, and T, kicks to vertical positions (point-right and | |
155 // point-left) | |
156 // T when rotating to point-up can also floor kick by one, | |
157 // and I when rotating to vertical can floor kick by one or two. | |
158 static const LJRotSystem rotArika = { | |
159 .colorScheme = 1, | |
160 .entryOffset = { | |
161 WK( 0, 0),WK( 0, 1),WK( 0, 1),WK( 0, 0),WK( 0, 0),WK( 0, 1),WK( 0, 0), | |
162 WK( 0, 0),WK( 0, 0),WK( 0, 0) | |
163 }, | |
164 .entryTheta = { 0, 2, 2, 0, 0, 2, 0, 0, 0, 2 }, | |
165 .kicksL = {0, 1, 1, -1, 2, 8, 3, 0, -1, -1}, | |
166 .kicksR = {4, 5, 5, -1, 6, 9, 7, 4, -1, -1}, | |
167 .kickTables = { | |
168 | |
169 // 0: I counterclockwise | |
170 { | |
171 { WK( 0, 0),WK_END }, // R->U | |
172 { WK( 0,-1),WK( 0, 0),WK( 0, 1),WK_END }, // D->R | |
173 { WK(-1, 1),WK_END }, // L->D | |
174 { WK( 1, 0),WK( 1, 1),WK( 1, 2),WK_END } // U->L | |
175 }, | |
176 | |
177 // 1: JL counterclockwise | |
178 { | |
179 { WK( 0,-1),WK( 1,-1),WK(-1,-1),WK_END }, // R->U | |
180 { WK( 0, 0),ARIKA_IF_NOT_CENTER,WK( 1, 0),WK(-1, 0),WK_END }, // D->R | |
181 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK_END }, // L->D | |
182 { WK( 0, 1),ARIKA_IF_NOT_CENTER,WK( 1, 1),WK(-1, 1),WK_END } // U->L | |
183 }, | |
184 | |
185 // 2: S counterclockwise (round left, like Game Boy with WK) | |
186 { | |
187 { WK( 1,-1),WK( 2,-1),WK( 0,-1),WK_END }, // R->U | |
188 { WK(-1, 0),WK( 0, 0),WK(-2, 0),WK_END }, // D->R | |
189 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK_END }, // L->D | |
190 { WK( 0, 1),WK( 1, 1),WK(-1, 1),WK_END } // U->L | |
191 }, | |
192 | |
193 // 3: Z counterclockwise (round right, like NES with WK) | |
194 { | |
195 { WK( 0,-1),WK( 1,-1),WK(-1,-1),WK_END }, // R->U | |
196 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK_END }, // D->R | |
197 { WK(-1, 0),WK( 0, 0),WK(-2, 0),WK_END }, // L->D | |
198 { WK( 1, 1),WK( 2, 1),WK( 0, 1),WK_END } // U->L | |
199 }, | |
200 | |
201 // 4: I clockwise | |
202 { | |
203 { WK(-1, 0),WK_END }, // L->U | |
204 { WK( 0, 0),WK( 0, 1),WK( 0, 2),WK_END }, // U->R | |
205 { WK( 0, 1),WK_END }, // R->D | |
206 { WK( 1,-1),WK( 1, 0),WK( 1, 1),WK_END } // D->L | |
207 }, | |
208 | |
209 // 5: JLT clockwise | |
210 { | |
211 { WK( 0,-1),WK( 1,-1),WK(-1,-1),WK_END }, // L->U | |
212 { WK( 0, 1),ARIKA_IF_NOT_CENTER,WK( 1, 1),WK(-1, 1),WK_END }, // U->R | |
213 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK_END }, // R->D | |
214 { WK( 0, 0),ARIKA_IF_NOT_CENTER,WK( 1, 0),WK(-1, 0),WK_END } // D->L | |
215 }, | |
216 | |
217 // 6: S clockwise (round left) | |
218 { | |
219 { WK( 0,-1),WK( 1,-1),WK(-1,-1),WK_END }, // L->U | |
220 { WK(-1, 1),WK( 0, 1),WK(-2, 1),WK_END }, // U->R | |
221 { WK( 1, 0),WK( 2, 0),WK( 0, 0),WK_END }, // R->D | |
222 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK_END } // D->L | |
223 }, | |
224 | |
225 // 7: Z clockwise (round right) | |
226 { | |
227 { WK(-1,-1),WK( 0,-1),WK(-2,-1),WK_END }, // L->U | |
228 { WK( 0, 1),WK( 1, 1),WK(-1, 1),WK_END }, // U->R | |
229 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK_END }, // R->D | |
230 { WK( 1, 0),WK( 2, 0),WK( 0, 0),WK_END } // D->L | |
231 }, | |
232 | |
233 // 8: T counterclockwise (with TI floorkick) | |
234 { | |
235 { WK( 0,-1),WK( 1,-1),WK(-1,-1),WK( 0, 0),WK_END }, // R->U | |
236 { WK( 0, 0),ARIKA_IF_NOT_CENTER,WK( 1, 0),WK(-1, 0),WK_END }, // D->R | |
237 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK_END }, // L->D | |
238 { WK( 0, 1),ARIKA_IF_NOT_CENTER,WK( 1, 1),WK(-1, 1),WK_END } // U->L | |
239 }, | |
240 | |
241 // 9: T clockwise (with TI floorkick) | |
242 { | |
243 { WK( 0,-1),WK( 1,-1),WK(-1,-1),WK( 0, 0),WK_END }, // L->U | |
244 { WK( 0, 1),ARIKA_IF_NOT_CENTER,WK( 1, 1),WK(-1, 1),WK_END }, // U->R | |
245 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK_END }, // R->D | |
246 { WK( 0, 0),ARIKA_IF_NOT_CENTER,WK( 1, 0),WK(-1, 0),WK_END } // D->L | |
247 } | |
248 } | |
249 }; | |
250 | |
251 // All pieces are started with their left side in column 5 and flat side up. | |
252 // All pieces stick to the top of the bounding box. | |
253 // All 3-wide pieces stick to the left side of the bounding box. | |
254 // I sticks to the top when left and right and occupies the second column | |
255 // when up and down. | |
256 // Try here, then try kicking one space left. Discovered by zaphod77: | |
257 // http://www.tetrisconcept.com/forum/viewtopic.php?t=877 | |
258 static const LJRotSystem rotTengen = { | |
259 .colorScheme = 1, | |
260 .entryOffset = { | |
261 WK( 1, 0),WK( 1, 1),WK( 1, 1),WK( 0, 0),WK( 1, 0),WK( 1, 1),WK( 1, 0), | |
262 WK( 0, 0),WK( 1, 0),WK( 0, 0) | |
263 }, | |
264 .entryTheta = { 0, 2, 2, 0, 0, 2, 0, 0, 0, 2 }, | |
265 .kicksL = {0, 3, 3, -1, 3, 3, 3, 0, 2, 5}, | |
266 .kicksR = {1, 4, 4, -1, 4, 4, 4, 1, 3, 5}, | |
267 .kickTables = { | |
268 | |
269 // 0: I counterclockwise | |
270 { | |
271 { WK( 1, 1),WK( 0, 1),WK_END }, // R->U | |
272 { WK(-1,-2),WK(-2,-2),WK_END }, // D->R | |
273 { WK( 0, 2),WK(-1, 2),WK_END }, // L->D | |
274 { WK( 0,-1),WK(-1,-1),WK_END } // U->L | |
275 }, | |
276 | |
277 // 1: I clockwise | |
278 { | |
279 { WK( 0, 1),WK(-1, 1),WK_END }, // L->U | |
280 { WK(-1,-1),WK(-2,-1),WK_END }, // U->R | |
281 { WK( 1, 2),WK( 0, 2),WK_END }, // R->D | |
282 { WK( 0,-2),WK(-1,-2),WK_END } // D->L | |
283 }, | |
284 | |
285 // 2: I3 | |
286 { | |
287 { WK( 0, 1),WK(-1, 1),WK_END }, // L->U | |
288 { WK( 0,-1),WK(-1,-1),WK_END }, // U->R | |
289 { WK( 0, 1),WK(-1, 1),WK_END }, // R->D | |
290 { WK( 0,-1),WK(-1,-1),WK_END } // D->L | |
291 }, | |
292 | |
293 // 3: JLSTZ counterclockwise | |
294 { | |
295 { WK( 1, 0),WK( 0, 0),WK_END }, // R->U | |
296 { WK(-1,-1),WK(-2,-1),WK_END }, // D->R | |
297 { WK( 0, 1),WK(-1, 1),WK_END }, // L->D | |
298 { WK( 0, 0),WK(-1, 0),WK_END } // U->L | |
299 }, | |
300 | |
301 // 4: JLSTZ clockwise | |
302 { | |
303 { WK( 0, 0),WK(-1, 0),WK_END }, // L->U | |
304 { WK(-1, 0),WK(-2, 0),WK_END }, // U->R | |
305 { WK( 1, 1),WK( 0, 1),WK_END }, // R->D | |
306 { WK( 0,-1),WK(-1,-1),WK_END } // D->L | |
307 }, | |
308 | |
309 // 5: L3 | |
310 { | |
311 { WK( 0, 0),WK(-1, 0),WK_END }, // L->U | |
312 { WK(-1, 0),WK(-2, 0),WK_END }, // U->R | |
313 { WK( 1, 1),WK( 0, 1),WK_END }, // R->D | |
314 { WK( 0,-1),WK(-1,-1),WK_END } // D->L | |
315 } | |
316 } | |
317 }; | |
318 | |
319 // NES: No wall kick | |
320 // 3-wide pieces start out one block to the right | |
321 // I, S and Z round to the right and use effective positions R and D | |
322 static const LJRotSystem rotNES = { | |
323 .colorScheme = 1, | |
324 .entryOffset = { | |
325 WK( 0, 0),WK( 1, 1),WK( 1, 1),WK( 0, 0),WK( 1, 0),WK( 1, 1),WK( 1, 0), | |
326 WK( 0, 0),WK( 0, 0),WK( 0, 0) | |
327 }, | |
328 .entryTheta = { 0, 2, 2, 0, 0, 2, 0, 0, 0, 2 }, | |
329 .kicksL = {0, -1, -1, -1, 0, -1, 0, 0, -1, -1}, | |
330 .kicksR = {1, -1, -1, -1, 1, -1, 1, 1, -1, -1}, | |
331 .kickTables = { | |
332 | |
333 // 0: counterclockwise (round right) | |
334 { | |
335 { WK( 0,-1),WK_END }, // R->U | |
336 { WK( 0, 0),WK_END }, // D->R | |
337 { WK(-1, 0),WK_END }, // L->D | |
338 { WK( 1, 1),WK_END } // U->L | |
339 }, | |
340 // 1: clockwise (round right) | |
341 { | |
342 { WK(-1,-1),WK_END }, // L->U | |
343 { WK( 0, 1),WK_END }, // U->R | |
344 { WK( 0, 0),WK_END }, // R->D | |
345 { WK( 1, 0),WK_END } // D->L | |
346 } | |
347 } | |
348 }; | |
349 | |
350 // GB: No wall kick | |
351 // I, S and Z round to the left and use effective positions L and D | |
352 static const LJRotSystem rotGB = { | |
353 .colorScheme = 1, | |
354 .entryOffset = { | |
355 WK( 0, 0),WK( 0, 1),WK( 0, 1),WK( 0, 0),WK( 0, 0),WK( 0, 1),WK( 0, 0), | |
356 WK( 0, 0),WK( 0, 0),WK( 0, 0) | |
357 }, | |
358 .entryTheta = { 0, 2, 2, 0, 0, 2, 0, 0, 0, 2 }, | |
359 .kicksL = {0, -1, -1, -1, 0, -1, 0, 0, -1, -1}, | |
360 .kicksR = {1, -1, -1, -1, 1, -1, 1, 1, -1, -1}, | |
361 .kickTables = { | |
362 | |
363 // 0: counterclockwise (round left) | |
364 { | |
365 { WK( 1,-1),WK_END }, // R->U | |
366 { WK(-1, 0),WK_END }, // D->R | |
367 { WK( 0, 0),WK_END }, // L->D | |
368 { WK( 0, 1),WK_END } // U->L | |
369 }, | |
370 // 1: clockwise (round left) | |
371 { | |
372 { WK( 0,-1),WK_END }, // L->U | |
373 { WK(-1, 1),WK_END }, // U->R | |
374 { WK( 1, 0),WK_END }, // R->D | |
375 { WK( 0, 0),WK_END } // D->L | |
376 }, | |
377 } | |
378 }; | |
379 | |
380 | |
381 // The rotation system of LOCKJAW: The Overdose (GBA) and | |
382 // Tetramino (NES) TOD is simple. In free space it behaves like SRS. | |
383 // If that's blocked, kick right, kick left, kick up. | |
384 static const LJRotSystem rotTOD = { | |
385 .kicksL = {0, 0, 0, -1, 0, 0, 0, 0, 0, 0}, | |
386 .kicksR = {0, 0, 0, -1, 0, 0, 0, 0, 0, 0}, | |
387 .kickTables = { | |
388 | |
389 // 0: JLSTZ counterclockwise | |
390 { | |
391 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK( 0, 1),WK_END }, // ->U | |
392 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK( 0, 1),WK_END }, // ->R | |
393 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK( 0, 1),WK_END }, // ->D | |
394 { WK( 0, 0),WK( 1, 0),WK(-1, 0),WK( 0, 1),WK_END } // ->L | |
395 }, | |
396 | |
397 // 1: I counterclockwise | |
398 { | |
399 { WK( 0, 0),WK(-1, 0),WK( 2, 0),WK(-1,-2),WK( 2, 1) }, // R->U | |
400 { WK( 0, 0),WK( 1, 0),WK(-2, 0),WK( 1,-1),WK(-2, 1) }, // D->R | |
401 { WK( 0, 0),WK( 1, 0),WK(-2, 0),WK(-2,-1),WK( 1, 2) }, // L->D | |
402 { WK( 0, 0),WK(-1, 0),WK( 2, 0),WK( 2,-1),WK(-1, 2) } // U->L | |
403 }, | |
404 | |
405 // 2: JLSTZ clockwise | |
406 { | |
407 { WK( 0, 0),WK(-1, 0),WK(-1,-1),WK( 0, 2),WK(-1, 2) }, // L->U | |
408 { WK( 0, 0),WK(-1, 0),WK(-1, 1),WK( 0,-2),WK(-1,-2) }, // U->R | |
409 { WK( 0, 0),WK( 1, 0),WK( 1,-1),WK( 0, 2),WK( 1, 2) }, // R->D | |
410 { WK( 0, 0),WK( 1, 0),WK( 1, 1),WK( 0,-2),WK( 1,-2) }, // D->L | |
411 }, | |
412 | |
413 // 3: I clockwise | |
414 { | |
415 { WK( 0, 0),WK( 1, 0),WK(-2, 0),WK( 1,-2),WK(-2, 1) }, // L->U | |
416 { WK( 0, 0),WK( 1, 0),WK(-2, 0),WK(-2,-1),WK( 1, 2) }, // U->R | |
417 { WK( 0, 0),WK(-1, 0),WK( 2, 0),WK( 2,-1),WK(-1, 2) }, // R->D | |
418 { WK( 0, 0),WK(-1, 0),WK( 2, 0),WK(-1,-1),WK( 2, 1) } // D->L | |
419 } | |
420 } | |
421 }; | |
422 | |
423 static const LJRotSystem rotTDX = { | |
424 .entryOffset = { | |
425 WK( 0, 0),WK( 1, 1),WK( 1, 1),WK( 0, 0),WK( 1, 0),WK( 1, 1),WK( 1, 0), | |
426 WK( 0, 0),WK( 0, 0),WK( 0, 0) | |
427 }, | |
428 .entryTheta = { 0, 2, 2, 0, 0, 2, 0, 0, 0, 2 }, | |
429 .kicksL = {0, 0, 0, -1, 0, 0, 0, 0, 0, 0}, | |
430 .kicksR = {1, 1, 1, -1, 1, 1, 1, 1, 1, 1}, | |
431 .kickTables = { | |
432 | |
433 // 0: counterclockwise | |
434 { | |
435 { WK( 0, 0),WK( 1,-1),WK_END }, // R->U | |
436 { WK( 0, 0),WK(-1,-1),WK_END }, // D->R | |
437 { WK( 0, 0),WK(-1, 1),WK_END }, // L->D | |
438 { WK( 0, 0),WK( 1, 1),WK_END } // U->L | |
439 }, | |
440 | |
441 // 1: clockwise | |
442 { | |
443 { WK( 0, 0),WK(-1,-1),WK_END }, // L->U | |
444 { WK( 0, 0),WK(-1, 1),WK_END }, // U->R | |
445 { WK( 0, 0),WK( 1, 1),WK_END }, // R->D | |
446 { WK( 0, 0),WK( 1,-1),WK_END } // D->L | |
447 } | |
448 } | |
449 }; | |
450 | |
451 const LJRotSystem *const rotSystems[N_ROTATION_SYSTEMS] = { | |
452 &rotSRS, &rotSega, &rotArika, &rotTengen, | |
453 &rotNES, &rotGB, &rotTOD, &rotTDX | |
454 }; |