A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectId.hh
1#pragma once
2
3#include <Common.hh>
4
5namespace Field {
6
7enum class ObjectId {
8 DummyPole = 0x066,
9 WLWallGC = 0xcb,
10 DokanSFC = 0x12e,
11 CastleTree1c = 0x130,
12 WLDokanGC = 0x13f,
13 PalmTree = 0x145,
14 DKtreeA64c = 0x158,
15 TownTreeDsc = 0x15b,
16 OilSFC = 0x15d,
17 ParasolR = 0x16e,
18 Kuribo = 0x191,
19 WLFirebarGC = 0x195,
20 WLFireRingGC = 0x1a1,
21 PuchiPakkun = 0x1aa,
22 KinokoUd = 0x1f5,
23 KinokoBend = 0x1f6,
24 KinokoNm = 0x1fa,
25 Aurora = 0x204,
26 Mdush = 0x217,
27};
28
29enum class BlacklistedObjectId {
30 Itembox = 0x65,
31 Hanabi = 0x16a,
32};
33
34static constexpr bool IsObjectBlacklisted(u16 id) {
35 BlacklistedObjectId objectId = static_cast<BlacklistedObjectId>(id);
36 switch (objectId) {
37 // Disabled collision
38 case BlacklistedObjectId::Itembox:
39 return true;
40
41 // No collision
42 case BlacklistedObjectId::Hanabi:
43 return true;
44
45 default:
46 return false;
47 }
48}
49
50} // namespace Field
This header houses common data types such as our integral types and enums.
Pertains to collision.