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Hull ID
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fixes #165
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NoseyNick committed Nov 2, 2020
1 parent bf1c987 commit 3a0ca90
Showing 1 changed file with 41 additions and 37 deletions.
78 changes: 41 additions & 37 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -1390,7 +1390,7 @@ <h4>Packet type (int)</h4>
the various packet types. Note that many packets also have a subtype value; for those
packets, the subtype will be the first value transmitted in the payload. This value
is a JamCRC hash of the internal name of the packet type.
JamCRC is a bitwise not of a CRC32 hash.
JamCRC is a bitwise not of a CRC32 hash.
</p>
</section>
<section id="packet-structure-payload">
Expand Down Expand Up @@ -1706,10 +1706,12 @@ <h4>Payload</h4>
Whether the ship has warp or jump drive
</p>
</dd>
<dt>Ship type (int)</dt>
<dt>Hull ID (int)</dt>
<dd>
<p>
ID from vesselData.xml
The <code>&lt;vessel uniqueID&gt;</code> for the
ship as found in <code>vesselData.xml</code>,
referred to as the <code>hullID</code> in mission scripts.
</p>
</dd>
<dt>Accent color (float) (v2.4 or later)</dt>
Expand Down Expand Up @@ -1921,7 +1923,6 @@ <h4>Payload</h4>
</p>
</dd>
<dt>Unknown (int)</dt>
<dd></dd>
</dl>
</dd>
<dt>Struct type 9</dt>
Expand Down Expand Up @@ -2082,7 +2083,7 @@ <h4>Payload</h4>
<p>
A hash value identifying the button. This is a hash of the button's label
computed using the JamCRC hash algorithm.
JamCRC is a bitwise not of a CRC32 hash.
JamCRC is a bitwise not of a CRC32 hash.
(<a href="https://github.com/rjwut/ian/blob/master/src/main/java/com/walkertribe/ian/util/JamCrc.java" target="_blank">sample Java implementation</a>)
</p>
</dd>
Expand Down Expand Up @@ -2164,7 +2165,6 @@ <h4>Payload</h4>
<dt>X-coordinate (float)</dt>
<dt>Y-coordinate (float)</dt>
<dt>Z-coordinate (float)</dt>
<dd></dd>
</dl>
</section>
<section id="commsbuttonpacket">
Expand Down Expand Up @@ -2401,7 +2401,6 @@ <h4>Payload</h4>
</p>
</dd>
<dt>Unknown (12 bytes)</dt>
<dd></dd>
</dl>
</section>
</section>
Expand Down Expand Up @@ -3334,7 +3333,7 @@ <h4>Payload</h4>
<dd>
<p>
The coordinate of the selected location on the Y axis.
Always <code>0</code>.
Always <code>0</code>.
</p>
</dd>
<dt>X-coordinate (float)</dt>
Expand Down Expand Up @@ -3944,7 +3943,6 @@ <h4>Payload</h4>
</dd>
<dt>Unknown (int)</dt>
<dt>Unknown (int)</dt>
<dd></dd>
</dl>
</section>
</section>
Expand Down Expand Up @@ -4344,10 +4342,12 @@ <h4>Payload</h4>
entry is a struct as follows:
</p>
<dl>
<dt>Vessel type (int)</dt>
<dt>Hull ID (int)</dt>
<dd>
<p>
The ID of the vessel from <code>vesselData.xml</code>.
The <code>&lt;vessel uniqueID&gt;</code> for the
single-seat craft as found in <code>vesselData.xml</code>,
referred to as the <code>hullID</code> in mission scripts.
</p>
</dd>
<dt>Bay index (int)</dt>
Expand Down Expand Up @@ -4572,13 +4572,13 @@ <h4>Payload</h4>
<dd>
<p>
The "priority" of the smoke. The game maintains a buffer
of smoke objects; this buffer is an array of size 8, and
smoke objects are inserted into the array at the index
indicated by this value (between 0 and 7 inclusive),
overwriting any previously-existing smoke object at that
index. Smoke objects with a low index in the buffer, if
they exist, will appear to emit more smoke than objects
with a higher index.
of smoke objects; this buffer is an array of size 8, and
smoke objects are inserted into the array at the index
indicated by this value (between 0 and 7 inclusive),
overwriting any previously-existing smoke object at that
index. Smoke objects with a low index in the buffer, if
they exist, will appear to emit more smoke than objects
with a higher index.
</p>
</dd>
<dt>X-coordinate (float)</dt>
Expand Down Expand Up @@ -4975,10 +4975,12 @@ <h3>Base</h3>
etc.
</p>
</dd>
<dt>Vessel type (bit 1.5, int)</dt>
<dt>Hull ID (bit 1.5, int)</dt>
<dd>
<p>
The vessel type ID, as found in <code>vesselData.xml</code>.
The <code>&lt;vessel uniqueID&gt;</code> for the
base as found in <code>vesselData.xml</code>,
referred to as the <code>hullID</code> in mission scripts.
</p>
</dd>
<dt>X coordinate (bit 1.6, float)</dt>
Expand All @@ -5005,14 +5007,14 @@ <h3>Base</h3>
<dt>Unknown (bit 2.4, 4 bytes)</dt>
<dt>Unknown (bit 2.5, byte)</dt>
<dt>Side (bit 2.6, byte)</dt>
<dd>
<p>
<dd>
<p>
The side index for this base. Ships / bases which
have the same side index are friendly to one another.
There is no side 0.
The default friendly side is 2.
</p>
</dd>
have the same side index are friendly to one another.
There is no side 0.
The default friendly side is 2.
</p>
</dd>
</dl>
</section>

Expand Down Expand Up @@ -5143,7 +5145,6 @@ <h3>Drone</h3>
<dt>Heading (bit 1.7, float)</dt>
<dt>Side (bit 1.8, int)</dt>
<dt>Unknown (bit 2.1, float?, v2.1.5+)</dt>
<dd></dd>
</dl>
</section>

Expand Down Expand Up @@ -5273,7 +5274,6 @@ <h3>Generic Mesh</h3>
<dt>Unknown (bit 4.1, string?)</dt>
<dt>Unknown (bit 4.2, string?)</dt>
<dt>Unknown (bit 4.3, int, since v2.7.0)</dt>
<dd></dd>
</dl>
</section>

Expand Down Expand Up @@ -5363,11 +5363,12 @@ <h3>NPC Ship</h3>
not.
</p>
</dd>
<dt>Vessel type (bit 1.7, int)</dt>
<dt>Hull ID (bit 1.7, int)</dt>
<dd>
<p>
The ID corresponding to the <code>&lt;vessel&gt;</code> entry in
<code>vesselData.xml</code> that describes the vessel type for this ship.
The <code>&lt;vessel uniqueID&gt;</code> for the
ship as found in <code>vesselData.xml</code>,
referred to as the <code>hullID</code> in mission scripts.
</p>
</dd>
<dt>X coordinate (bit 1.8, float)</dt>
Expand Down Expand Up @@ -5520,7 +5521,7 @@ <h3>NPC Ship</h3>

<section id="object-player-ship">
<h3>Player Ship</h3>
<dl>
<dl>
<dt>Bit field (6 bytes, 5 bytes before v2.3.0)</dt>
<dt>Weapons target (bit 1.1, int)</dt>
<dd>
Expand Down Expand Up @@ -5559,7 +5560,9 @@ <h3>Player Ship</h3>
<dt>Hull ID (bit 2.3, int)</dt>
<dd>
<p>
The ID of the vessel entry for this ship in <code>vesselData.xml</code>.
The <code>&lt;vessel uniqueID&gt;</code> for the
ship as found in <code>vesselData.xml</code>,
referred to as the <code>hullID</code> in mission scripts.
</p>
</dd>
<dt>X coordinate (bit 2.4, float)</dt>
Expand Down Expand Up @@ -5794,7 +5797,7 @@ <h3>Player Ship</h3>
the configured type of creature.
</p>
</dd>
</dl>
</dl>
</section>

<section id="object-player-ship-upgrades">
Expand Down Expand Up @@ -6412,7 +6415,6 @@ <h3>fleet_ai</h3>
<h4>Attributes</h4>
<dl>
<dt>commonality (integer)</dt>
<dd></dd>
</dl>
</section>
<section id="vessel-data-hullRace">
Expand Down Expand Up @@ -6856,7 +6858,9 @@ <h4>Attributes</h4>
<dt>uniqueID (integer, 0-n)</dt>
<dd>
<p>
An ID assigned to this vessel. Player ships must start at 0 and increase sequentially;
An ID assigned to this vessel,
referred to as the <code>hullID</code> in mission scripts.
Player ships must start at 0 and increase sequentially,
others can use whatever ID they like.
</p>
</dd>
Expand Down

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