Skip to content

Implement deserialization of collision line segments #3

Closed
@ThatNintendoNerd

Description

@ThatNintendoNerd

A collision line is made up of the following struct, where LineMaterial is an enum and LineFlags is a set of bitflags that take up 32-bits of data for 32 possible flags before the separator value.

pub struct CollisionLine {
    #[br(pad_after = 4)]
    pub line_material: LineMaterial,
    pub line_flags: LineFlags,
}

The names for the following enum and struct are currently borrowing the internal constant names found in Ultimate's binary. More user-friendly names could be given, but it may be best to get these implemented before that happens. Examples are provided under the collapsible sections.

LineMaterial
#[allow(non_camel_case_types)]
#[br(repr(u32))]
pub enum LineMaterial {
    GROUND_COLL_ATTR_NONE = 0,
    GROUND_COLL_ATTR_ROCK = 1,
    GROUND_COLL_ATTR_GRASS = 2,
    GROUND_COLL_ATTR_SOIL = 3,
    GROUND_COLL_ATTR_WOOD = 4,
    GROUND_COLL_ATTR_IRON = 5,
    GROUND_COLL_ATTR_NIBUIRON = 6,
    GROUND_COLL_ATTR_CARPET = 7,
    GROUND_COLL_ATTR_NUMENUME = 8,
    GROUND_COLL_ATTR_CREATURE = 9,
    GROUND_COLL_ATTR_ASASE = 10,
    GROUND_COLL_ATTR_SOFT = 11,
    GROUND_COLL_ATTR_TURUTURU = 12,
    GROUND_COLL_ATTR_SNOW = 13,
    GROUND_COLL_ATTR_ICE = 14,
    GROUND_COLL_ATTR_GAMEWATCH = 15,
    GROUND_COLL_ATTR_OIL = 16,
    GROUND_COLL_ATTR_DANBOURU = 17,
    GROUND_COLL_ATTR_DAMAGE1 = 18,
    GROUND_COLL_ATTR_DAMAGE2 = 19,
    GROUND_COLL_ATTR_DAMAGE3 = 20,
    GROUND_COLL_ATTR_PLANKTON = 21,
    GROUND_COLL_ATTR_CLOUD = 22,
    GROUND_COLL_ATTR_AKUUKAN = 23,
    GROUND_COLL_ATTR_BRICK = 24,
    GROUND_COLL_ATTR_NOATTR = 25,
    GROUND_COLL_ATTR_MARIO = 26,
    GROUND_COLL_ATTR_WIRENETTING = 27,
    GROUND_COLL_ATTR_SAND = 28,
    GROUND_COLL_ATTR_HOMERUN = 29,
    GROUND_COLL_ATTR_ASASE_EARTH = 30,
    GROUND_COLL_ATTR_DEATH = 31,
    GROUND_COLL_ATTR_RINGMAT = 32,
    GROUND_COLL_ATTR_GLASS = 33,
    GROUND_COLL_ATTR_SLIPDX = 34,
    GROUND_COLL_ATTR_SP_POISON = 35,
    GROUND_COLL_ATTR_SP_FLAME = 36,
    GROUND_COLL_ATTR_SP_ELECTRIC_SHOCK = 37,
    GROUND_COLL_ATTR_SP_SLEEP = 38,
    GROUND_COLL_ATTR_SP_FREEZING = 39,
    GROUND_COLL_ATTR_SP_ADHESION = 40,
    GROUND_COLL_ATTR_ICE_NO_SLIP = 41,
    GROUND_COLL_ATTR_CLOUD_NO_THROUGH = 42,
    GROUND_COLL_ATTR_JACK_MEMENTOES = 43,
}
LineFlags
bitflags! {
    struct LineFlags: u32 {
        FLAG_NONE = 0x00000000, 
        FLAG_LENGTH0 = 0x00000001, 
        FLAG_PACKMAN_FINAL_IGNORE = 0x00000002, 
        FLAG_FALL = 0x00000004, 
        FLAG_IGNORE_RAY_CHECK = 0x00000008, 
        FLAG_DIVE = 0x00000010, 
        FLAG_UNPAINTABLE = 0x00000020, 
        FLAG_ITEM = 0x00000040, 
        FLAG_IGNORE_FIGHTER_OTHER = 0x00000080, 
        FLAG_RIGHT = 0x00000100, 
        FLAG_LEFT = 0x00000200, 
        FLAG_UPPER = 0x00000400, 
        FLAG_UNDER = 0x00000800, 
        FLAG_NOT_ATTACH = 0x00001000, 
        FLAG_THROUGHABLE = 0x00002000, 
        FLAG_HANG_L = 0x00004000, 
        FLAG_HANG_R = 0x00008000, 
        FLAG_IGNORE_LINK_FROM_LEFT = 0x00010000, 
        FLAG_CLOUD = 0x00020000, 
        FLAG_IGNORE_LINK_FROM_RIGHT = 0x00040000, 
        FLAG_NOT_EXPAND_NEAR_SEARCH = 0x00080000, 
        FLAG_IGNORE = 0x00100000, 
        FLAG_BREAKABLE = 0x00200000, 
        FLAG_IMMEDIATE_RELANDING_BAN = 0x00400000, 
        FLAG_IGNORE_LINE_TYPE1 = 0x00800000, 
        FLAG_PICKEL_BLOCK = 0x01000000, 
        FLAG_DECELERATION = 0x02000000, 
        FLAG_VIRTUAL_HIT_LINE_UP = 0x04000000, 
        FLAG_VIRTUAL_HIT_LINE_LEFT = 0x08000000, 
        FLAG_VIRTUAL_HIT_LINE_RIGHT = 0x10000000, 
        FLAG_VIRTUAL_HIT_LINE_DOWN = 0x20000000, 
        FLAG_VIRTUAL_WALL_HIT_LINE = 0x40000000, 
        FLAG_IGNORE_BOSS = 0x80000000, 
    }
}

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

      Participants

      @ThatNintendoNerd

      Issue actions

        Implement deserialization of collision line segments · Issue #3 · ultimate-research/lvd-rs