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In Sim

The document defines packet structures and types for communication between an external program and the racing simulation game Live for Speed (LFS) using the InSim protocol. It allows programs to get information about the LFS state and control LFS by sending special packets over TCP or UDP. Packet types include state information, messages, camera control, and more. Initialization requires sending an IS_ISI packet to LFS with connection details.

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0% found this document useful (0 votes)
129 views32 pages

In Sim

The document defines packet structures and types for communication between an external program and the racing simulation game Live for Speed (LFS) using the InSim protocol. It allows programs to get information about the LFS state and control LFS by sending special packets over TCP or UDP. Packet types include state information, messages, camera control, and more. Initialization requires sending an IS_ISI packet to LFS with connection details.

Uploaded by

DanXs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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#ifndef _ISPACKETS_H_

#define _ISPACKETS_H_
/////////////////////

// InSim for Live for Speed : 0.5Z

// InSim allows communication between up to 8 external programs and LFS.

// TCP or UDP packets can be sent in both directions, LFS reporting various
// things about its state, and the external program requesting info and
// controlling LFS with special packets, text commands or keypresses.

// NOTE : This text file was written with a TAB size equal to 4 spaces.

// INSIM VERSION NUMBER (updated for version 0.5X)


// ====================

const int INSIM_VERSION = 4;

// CHANGES in version 0.5Z (compatible so no change to INSIM_VERSION)


// =======

// NLP / MCI packets are now output at regular intervals


// CCI_LAG bit added to the CompCar structure

// TYPES : (all multi-byte types are PC style - lowest byte first)


// =====

// char 1-byte character


// byte 1-byte unsigned integer
// word 2-byte unsigned integer
// short 2-byte signed integer
// unsigned 4-byte unsigned integer
// int 4-byte signed integerz
// float 4-byte float

// RaceLaps (rl) : (various meanings depending on range)

// 0 : practice
// 1-99 : number of laps... laps = rl
// 100-190 : 100 to 1000 laps... laps = (rl - 100) * 10 + 100
// 191-238 : 1 to 48 hours... hours = rl - 190

// InSim PACKETS
// =============

// All InSim packets use a four byte header

// Size : total packet size - a multiple of 4


// Type : packet identifier from the ISP_ enum (see below)
// ReqI : non zero if the packet is a packet request or a reply to a request
// Data : the first data byte

// INITIALISING InSim
// ==================

// To initialise the InSim system, type into LFS : /insim xxxxx


// where xxxxx is the TCP and UDP port you want LFS to open.

// OR start LFS with the command line option : LFS /insim=xxxxx


// This will make LFS listen for packets on that TCP and UDP port.

// TO START COMMUNICATION
// ======================

// TCP : Connect to LFS using a TCP connection, then send this packet :
// UDP : No connection required, just send this packet to LFS :

struct IS_ISI // InSim Init - packet to initialise the InSim system


{
byte Size; // 44
byte Type; // ISP_ISI
byte ReqI; // If non-zero LFS will send an IS_VER packet
byte Zero; // 0

word UDPPort; // Port for UDP replies from LFS (0 to 65535)


word Flags; // Bit flags for options (see below)

byte Sp0; // 0
byte Prefix; // Special host message prefix character
word Interval; // Time in ms between NLP or MCI (0 = none)

char Admin[16]; // Admin password (if set in LFS)


char IName[16]; // A short name for your program
};

// NOTE 1) UDPPort field when you connect using UDP :

// zero : LFS sends all packets to the port of the incoming packet
// non-zero : LFS sends all packets to the specified UDPPort

// NOTE 2) UDPPort field when you connect using TCP :

// zero : LFS sends NLP / MCI packets using your TCP connection
// non-zero : LFS sends NLP / MCI packets to the specified UDPPort

// NOTE 3) Flags field (set the relevant bits to turn on the option) :

#define ISF_RES_0 1 // bit 0 : spare


#define ISF_RES_1 2 // bit 1 : spare
#define ISF_LOCAL 4 // bit 2 : guest or single player
#define ISF_MSO_COLS 8 // bit 3 : keep colours in MSO text
#define ISF_NLP 16 // bit 4 : receive NLP packets
#define ISF_MCI 32 // bit 5 : receive MCI packets

// In most cases you should not set both ISF_NLP and ISF_MCI flags
// because all IS_NLP information is included in the IS_MCI packet.

// The ISF_LOCAL flag is important if your program creates buttons.


// It should be set if your program is not a host control system.
// If set, then buttons are created in the local button area, so
// avoiding conflict with the host buttons and allowing the user
// to switch them with SHIFT+B rather than SHIFT+I.

// NOTE 4) Prefix field, if set when initialising InSim on a host :

// Messages typed with this prefix will be sent to your InSim program
// on the host (in IS_MSO) and not displayed on anyone's screen.

// ENUMERATIONS FOR PACKET TYPES


// =============================

enum // the second byte in all packets is one of these


{
ISP_NONE, // 0 : not used
ISP_ISI, // 1 - instruction : insim initialise
ISP_VER, // 2 - info : version info
ISP_TINY, // 3 - both ways : multi purpose
ISP_SMALL, // 4 - both ways : multi purpose
ISP_STA, // 5 - info : state info
ISP_SCH, // 6 - instruction : single character
ISP_SFP, // 7 - instruction : state flags pack
ISP_SCC, // 8 - instruction : set car camera
ISP_CPP, // 9 - both ways : cam pos pack
ISP_ISM, // 10 - info : start multiplayer
ISP_MSO, // 11 - info : message out
ISP_III, // 12 - info : hidden /i message
ISP_MST, // 13 - instruction : type message or /command
ISP_MTC, // 14 - instruction : message to a connection
ISP_MOD, // 15 - instruction : set screen mode
ISP_VTN, // 16 - info : vote notification
ISP_RST, // 17 - info : race start
ISP_NCN, // 18 - info : new connection
ISP_CNL, // 19 - info : connection left
ISP_CPR, // 20 - info : connection renamed
ISP_NPL, // 21 - info : new player (joined race)
ISP_PLP, // 22 - info : player pit (keeps slot in
race)
ISP_PLL, // 23 - info : player leave (spectate -
loses slot)
ISP_LAP, // 24 - info : lap time
ISP_SPX, // 25 - info : split x time
ISP_PIT, // 26 - info : pit stop start
ISP_PSF, // 27 - info : pit stop finish
ISP_PLA, // 28 - info : pit lane enter / leave
ISP_CCH, // 29 - info : camera changed
ISP_PEN, // 30 - info : penalty given or cleared
ISP_TOC, // 31 - info : take over car
ISP_FLG, // 32 - info : flag (yellow or blue)
ISP_PFL, // 33 - info : player flags (help flags)
ISP_FIN, // 34 - info : finished race
ISP_RES, // 35 - info : result confirmed
ISP_REO, // 36 - both ways : reorder (info or instruction)
ISP_NLP, // 37 - info : node and lap packet
ISP_MCI, // 38 - info : multi car info
ISP_MSX, // 39 - instruction : type message
ISP_MSL, // 40 - instruction : message to local computer
ISP_CRS, // 41 - info : car reset
ISP_BFN, // 42 - both ways : delete buttons / receive button
requests
ISP_AXI, // 43 - info : autocross layout
information
ISP_AXO, // 44 - info : hit an autocross object
ISP_BTN, // 45 - instruction : show a button on local or
remote screen
ISP_BTC, // 46 - info : sent when a user clicks a
button
ISP_BTT, // 47 - info : sent after typing into a
button
};

enum // the fourth byte of IS_TINY packets is one of these


{
TINY_NONE, // 0 : see "maintaining the
connection"
TINY_VER, // 1 - info request : get version
TINY_CLOSE, // 2 - instruction : close insim
TINY_PING, // 3 - ping request : external progam requesting a
reply
TINY_REPLY, // 4 - ping reply : reply to a ping request
TINY_VTC, // 5 - info : vote cancelled
TINY_SCP, // 6 - info request : send camera pos
TINY_SST, // 7 - info request : send state info
TINY_GTH, // 8 - info request : get time in hundredths (i.e.
SMALL_RTP)
TINY_MPE, // 9 - info : multi player end
TINY_ISM, // 10 - info request : get multiplayer info (i.e.
ISP_ISM)
TINY_REN, // 11 - info : race end (return to game
setup screen)
TINY_CLR, // 12 - info : all players cleared from
race
TINY_NCN, // 13 - info : get all connections
TINY_NPL, // 14 - info : get all players
TINY_RES, // 15 - info : get all results
TINY_NLP, // 16 - info request : send an IS_NLP
TINY_MCI, // 17 - info request : send an IS_MCI
TINY_REO, // 18 - info request : send an IS_REO
TINY_RST, // 19 - info request : send an IS_RST
TINY_AXI, // 20 - info request : send an IS_AXI
TINY_AXC, // 21 - info : autocross cleared
};

enum // the fourth byte of IS_SMALL packets is one of these


{
SMALL_NONE, // 0 : not used
SMALL_SSP, // 1 - instruction : start sending positions
SMALL_SSG, // 2 - instruction : start sending gauges
SMALL_VTA, // 3 - report : vote action
SMALL_TMS, // 4 - instruction : time stop
SMALL_STP, // 5 - instruction : time step
SMALL_RTP, // 6 - info : race time packet (reply to
GTH)
SMALL_NLI, // 7 - instruction : set node lap interval
};

// GENERAL PURPOSE PACKETS - IS_TINY (4 bytes) and IS_SMALL (8 bytes)


// =======================
// To avoid defining several packet structures that are exactly the same, and to
avoid
// wasting the ISP_ enumeration, IS_TINY is used at various times when no
additional data
// other than SubT is required. IS_SMALL is used when an additional integer is
needed.

// IS_TINY - used for various requests, replies and reports

struct IS_TINY // General purpose 4 byte packet


{
byte Size; // always 4
byte Type; // always ISP_TINY
byte ReqI; // 0 unless it is an info request or a reply to an info
request
byte SubT; // subtype, from TINY_ enumeration (e.g. TINY_RACE_END)
};

// IS_SMALL - used for various requests, replies and reports

struct IS_SMALL // General purpose 8 byte packet


{
byte Size; // always 8
byte Type; // always ISP_SMALL
byte ReqI; // 0 unless it is an info request or a reply to an info
request
byte SubT; // subtype, from SMALL_ enumeration (e.g. SMALL_SSP)

unsigned UVal; // value (e.g. for SMALL_SSP this would be the OutSim
packet rate)
};

// VERSION REQUEST
// ===============

// It is advisable to request version information as soon as you have connected, to


// avoid problems when connecting to a host with a later or earlier version. You
will
// be sent a version packet on connection if you set ReqI in the IS_ISI packet.

// This version packet can be sent on request :

struct IS_VER // VERsion


{
byte Size; // 20
byte Type; // ISP_VERSION
byte ReqI; // ReqI as received in the request packet
byte Zero;

char Version[8]; // LFS version, e.g. 0.3G


char Product[6]; // Product : DEMO or S1
word InSimVer; // InSim Version : increased when InSim packets
change
};

// To request an InSimVersion packet at any time, send this IS_TINY :


// ReqI : non-zero (returned in the reply)
// SubT : TINY_VER (request an IS_VER)

// CLOSING InSim
// =============

// You can send this IS_TINY to close the InSim connection to your program :

// ReqI : 0
// SubT : TINY_CLOSE (close this connection)

// Another InSimInit packet is then required to start operating again.

// You can shut down InSim completely and stop it listening at all by typing
/insim=0
// into LFS (or send a MsgTypePack to do the same thing).

// MAINTAINING THE CONNECTION - IMPORTANT


// ==========================

// If InSim does not receive a packet for 70 seconds, it will close your
connection.
// To open it again you would need to send another InSimInit packet.

// LFS will send a blank IS_TINY packet like this every 30 seconds :

// ReqI : 0
// SubT : TINY_NONE (keep alive packet)

// You should reply with a blank IS_TINY packet :

// ReqI : 0
// SubT : TINY_NONE (has no effect other than resetting the timeout)

// NOTE : If you want to request a reply from LFS to check the connection
// at any time, you can send this IS_TINY :

// ReqI : non-zero (returned in the reply)


// SubT : TINY_PING (request a TINY_REPLY)

// LFS will reply with this IS_TINY :

// ReqI : non-zero (as received in the request packet)


// SubT : TINY_REPLY (reply to ping)

// STATE REPORTING AND REQUESTS


// ============================

// LFS will send a StatePack any time the info in the StatePack changes.

struct IS_STA // STAte


{
byte Size; // 28
byte Type; // ISP_STA
byte ReqI; // ReqI if replying to a request packet
byte Zero;
float ReplaySpeed; // 4-byte float - 1.0 is normal speed

word Flags; // ISS state flags (see below)


byte InGameCam; // Which type of camera is selected (see below)
byte ViewPLID; // Unique ID of viewed player (0 = none)

byte NumP; // Number of players in race


byte NumConns; // Number of connections including host
byte NumFinished; // Number finished or qualified
byte RaceInProg; // 0 - no race / 1 - race / 2 - qualifying

byte QualMins;
byte RaceLaps; // see "RaceLaps" near the top of this document
byte Spare2;
byte Spare3;

char Track[6]; // short name for track e.g. FE2R


byte Weather; // 0,1,2...
byte Wind; // 0=off 1=weak 2=strong
};

// InGameCam is the in game selected camera mode (which is


// still selected even if LFS is actually in SHIFT+U mode).
// For InGameCam's values, see "View identifiers" below.

// ISS state flags

#define ISS_GAME 1 // in game (or MPR)


#define ISS_REPLAY 2 // in SPR
#define ISS_PAUSED 4 // paused
#define ISS_SHIFTU 8 // SHIFT+U mode
#define ISS_SHIFTU_HIGH 16 // HIGH view
#define ISS_SHIFTU_FOLLOW 32 // following car
#define ISS_SHIFTU_NO_OPT 64 // SHIFT+U buttons hidden
#define ISS_SHOW_2D 128 // showing 2d display
#define ISS_FRONT_END 256 // entry screen
#define ISS_MULTI 512 // multiplayer mode
#define ISS_MPSPEEDUP 1024 // multiplayer speedup option
#define ISS_WINDOWED 2048 // LFS is running in a window
#define ISS_SOUND_MUTE 4096 // sound is switched off
#define ISS_VIEW_OVERRIDE 8192 // override user view
#define ISS_VISIBLE 16384 // InSim buttons visible

// To request a StatePack at any time, send this IS_TINY :

// ReqI : non-zero (returned in the reply)


// SubT : TINY_SST (Send STate)

// Setting states

// These states can be set by a special packet :

// ISS_SHIFTU_FOLLOW - following car


// ISS_SHIFTU_NO_OPT - SHIFT+U buttons hidden
// ISS_SHOW_2D - showing 2d display
// ISS_MPSPEEDUP - multiplayer speedup option
// ISS_SOUND_MUTE - sound is switched off
struct IS_SFP // State Flags Pack
{
byte Size; // 8
byte Type; // ISP_SFP
byte ReqI; // 0
byte Zero;

word Flag; // the state to set


byte OffOn; // 0 = off / 1 = on
byte Sp3; // spare
};

// Other states must be set by using keypresses or messages (see below)

// SCREEN MODE
// ===========

// You can send this packet to LFS to set the screen mode :

struct IS_MOD // MODe : send to LFS to change screen mode


{
byte Size; // 20
byte Type; // ISP_MOD
byte ReqI; // 0
byte Zero;

int Bits16; // set to choose 16-bit


int RR; // refresh rate - zero for default
int Width; // 0 means go to window
int Height; // 0 means go to window
};

// The refresh rate actually selected by LFS will be the highest available rate
// that is less than or equal to the specified refresh rate. Refresh rate can
// be specified as zero in which case the default refresh rate will be used.

// If Width and Height are both zero, LFS will switch to windowed mode.

// TEXT MESSAGES AND KEY PRESSES


// ==============================

// You can send 64-byte text messages to LFS as if the user had typed them in.
// Messages that appear on LFS screen (up to 128 bytes) are reported to the
// external program. You can also send simulated keypresses to LFS.

// MESSAGES OUT (FROM LFS)


// ------------

struct IS_MSO // MSg Out - system messages and user messages


{
byte Size; // 136
byte Type; // ISP_MSO
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id (0 = host)


byte PLID; // player's unique id (if zero, use UCID)
byte UserType; // set if typed by a user (see User Values below)
byte TextStart; // first character of the actual text (after player name)

char Msg[128];
};

// User Values (for UserType byte)

enum
{
MSO_SYSTEM, // 0 - system message
MSO_USER, // 1 - normal visible user message
MSO_PREFIX, // 2 - hidden message starting with special prefix
(see ISI)
MSO_O, // 3 - hidden message typed on local pc with /o
command
MSO_NUM
};

// NOTE : Typing "/o MESSAGE" into LFS will send an IS_MSO with UserType = MSO_O

struct IS_III // InsIm Info - /i message from user to host's InSim


{
byte Size; // 72
byte Type; // ISP_III
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id (0 = host)


byte PLID; // player's unique id (if zero, use UCID)
byte Sp2;
byte Sp3;

char Msg[64];
};

// MESSAGES IN (TO LFS)


// -----------

struct IS_MST // MSg Type - send to LFS to type message or command


{
byte Size; // 68
byte Type; // ISP_MST
byte ReqI; // 0
byte Zero;

char Msg[64]; // last byte must be zero


};

struct IS_MSX // MSg eXtended - like MST but longer (not for commands)
{
byte Size; // 100
byte Type; // ISP_MSX
byte ReqI; // 0
byte Zero;

char Msg[96]; // last byte must be zero


};
struct IS_MSL // MSg Local - message to appear on local computer only
{
byte Size; // 132
byte Type; // ISP_MSL
byte ReqI; // 0
byte Sound; // sound effect (see Message Sounds below)

char Msg[128]; // last byte must be zero


};

struct IS_MTC // Msg To Connection - hosts only - send to a connection or a player


{
byte Size; // 72
byte Type; // ISP_MTC
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id (0 = host)


byte PLID; // player's unique id (if zero, use UCID)
byte Sp2;
byte Sp3;

char Msg[64]; // last byte must be zero


};

struct IS_SCH // Single CHaracter - send to simulate single character


{
byte Size; // 8
byte Type; // ISP_SCH
byte ReqI; // 0
byte Zero;

byte CharB; // key to press


byte Flags; // bit 0 : SHIFT / bit 1 : CTRL
byte Spare2;
byte Spare3;
};

// Message Sounds (for Sound byte)

enum
{
SND_SILENT,
SND_MESSAGE,
SND_SYSMESSAGE,
SND_INVALIDKEY,
SND_ERROR,
SND_NUM
};

// MULTIPLAYER NOTIFICATION
// ========================

// LFS will send this packet when a host is started or joined :

struct IS_ISM // InSim Multi


{
byte Size; // 40
byte Type; // ISP_ISM
byte ReqI; // usually 0 / or if a reply : ReqI as received in the
TINY_ISM
byte Zero;

byte Host; // 0 = guest / 1 = host


byte Sp1;
byte Sp2;
byte Sp3;

char HName[32]; // the name of the host joined or started


};

// On ending or leaving a host, LFS will send this IS_TINY :

// ReqI : 0
// SubT : TINY_MPE (MultiPlayerEnd)

// To request an IS_ISM packet at any time, send this IS_TINY :

// ReqI : non-zero (returned in the reply)


// SubT : TINY_ISM (request an IS_ISM)

// NOTE : If LFS is not in multiplayer mode, the host name in the ISM will be
empty.

// VOTE NOTIFY AND CANCEL


// ======================

// LFS notifies the external program of any votes to restart or qualify

// The Vote Actions are defined as :

enum
{
VOTE_NONE, // 0 - no vote
VOTE_END, // 1 - end race
VOTE_RESTART, // 2 - restart
VOTE_QUALIFY, // 3 - qualify
VOTE_NUM
};

struct IS_VTN // VoTe Notify


{
byte Size; // 8
byte Type; // ISP_VTN
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id


byte Action; // VOTE_X (Vote Action as defined above)
byte Spare2;
byte Spare3;
};

// When a vote is cancelled, LFS sends this IS_TINY

// ReqI : 0
// SubT : TINY_VTC (VoTe Cancelled)

// When a vote is completed, LFS sends this IS_SMALL

// ReqI : 0
// SubT : SMALL_VTA (VoTe Action)
// UVal : action (VOTE_X - Vote Action as defined above)

// You can instruct LFS host to cancel a vote using an IS_TINY

// ReqI : 0
// SubT : TINY_VTC (VoTe Cancel)

// RACE TRACKING
// =============

// In LFS there is a list of connections AND a list of players in the race


// Some packets are related to connections, some players, some both

// If you are making a multiplayer InSim program, you must maintain two lists
// You should use the unique identifier UCID to identify a connection

// Each player has a unique identifier PLID from the moment he joins the race,
until he
// leaves. It's not possible for PLID and UCID to be the same thing, for two
reasons :

// 1) there may be more than one player per connection if AI drivers are used
// 2) a player can swap between connections, in the case of a driver swap (IS_TOC)

// When all players are cleared from race (e.g. /clear) LFS sends this IS_TINY

// ReqI : 0
// SubT : TINY_CLR (CLear Race)

// When a race ends (return to game setup screen) LFS sends this IS_TINY

// ReqI : 0
// SubT : TINY_REN (Race ENd)

// You can instruct LFS host to cancel a vote using an IS_TINY

// ReqI : 0
// SubT : TINY_VTC (VoTe Cancel)

struct IS_RST // Race STart


{
byte Size; // 28
byte Type; // ISP_RST
byte ReqI; // 0 unless this is a reply to an TINY_RST request
byte Zero;

byte RaceLaps; // 0 if qualifying


byte QualMins; // 0 if race
byte NumP; // number of players in race
byte Spare;
char Track[6]; // short track name
byte Weather;
byte Wind;

word Flags; // race flags (must pit, can reset, etc - see below)
word NumNodes; // total number of nodes in the path
word Finish; // node index - finish line
word Split1; // node index - split 1
word Split2; // node index - split 2
word Split3; // node index - split 3
};

// To request an IS_RST packet at any time, send this IS_TINY :

// ReqI : non-zero (returned in the reply)


// SubT : TINY_RST (request an IS_RST)

struct IS_NCN // New ConN


{
byte Size; // 56
byte Type; // ISP_NCN
byte ReqI; // 0 unless this is a reply to a TINY_NCN request
byte UCID; // new connection's unique id (0 = host)

char UName[24]; // username


char PName[24]; // nickname

byte Admin; // 1 if admin


byte Total; // number of connections including host
byte Flags; // bit 2 : remote
byte Sp3;
};

struct IS_CNL // ConN Leave


{
byte Size; // 8
byte Type; // ISP_CNL
byte ReqI; // 0
byte UCID; // unique id of the connection which left

byte Reason; // leave reason (see below)


byte Total; // number of connections including host
byte Sp2;
byte Sp3;
};

struct IS_CPR // Conn Player Rename


{
byte Size; // 36
byte Type; // ISP_CPR
byte ReqI; // 0
byte UCID; // unique id of the connection

char PName[24]; // new name


char Plate[8]; // number plate - NO ZERO AT END!
};

struct IS_NPL // New PLayer joining race (if PLID already exists, then leaving
pits)
{
byte Size; // 76
byte Type; // ISP_NPL
byte ReqI; // 0 unless this is a reply to an TINY_NPL request
byte PLID; // player's newly assigned unique id

byte UCID; // connection's unique id


byte PType; // bit 0 : female / bit 1 : AI / bit 2 : remote
word Flags; // player flags

char PName[24]; // nickname


char Plate[8]; // number plate - NO ZERO AT END!

char CName[4]; // car name


char SName[16]; // skin name - MAX_CAR_TEX_NAME
byte Tyres[4]; // compounds

byte H_Mass; // added mass (kg)


byte H_TRes; // intake restriction
byte Model; // driver model
byte Pass; // passengers byte

int Spare;

byte Sp0;
byte NumP; // number in race (same when leaving pits, 1 more if new)
byte Sp2;
byte Sp3;
};

// NOTE : PType bit 0 (female) is not reported on dedicated host as humans are not
loaded
// You can use the driver model byte instead if required (and to force the use of
helmets)

struct IS_PLP // PLayer Pits (go to settings - stays in player list)


{
byte Size; // 4
byte Type; // ISP_PLP
byte ReqI; // 0
byte PLID; // player's unique id
};

struct IS_PLL // PLayer Leave race (spectate - removed from player list)
{
byte Size; // 4
byte Type; // ISP_PLL
byte ReqI; // 0
byte PLID; // player's unique id
};

struct IS_CRS // Car ReSet


{
byte Size; // 4
byte Type; // ISP_CRS
byte ReqI; // 0
byte PLID; // player's unique id
};
struct IS_LAP // LAP time
{
byte Size; // 20
byte Type; // ISP_LAP
byte ReqI; // 0
byte PLID; // player's unique id

unsigned LTime; // lap time (ms)


unsigned ETime; // total time (ms)

word LapsDone; // laps completed


word Flags; // player flags

byte Sp0;
byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Sp3;
};

struct IS_SPX // SPlit X time


{
byte Size; // 16
byte Type; // ISP_SPX
byte ReqI; // 0
byte PLID; // player's unique id

unsigned STime; // split time (ms)


unsigned ETime; // total time (ms)

byte Split; // split number 1, 2, 3


byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Sp3;
};

struct IS_PIT // PIT stop (stop at pit garage)


{
byte Size; // 24
byte Type; // ISP_PIT
byte ReqI; // 0
byte PLID; // player's unique id

word LapsDone; // laps completed


word Flags; // player flags

byte Sp0;
byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Sp3;

byte Tyres[4]; // tyres changed

unsigned Work; // pit work


unsigned Spare;
};

struct IS_PSF // Pit Stop Finished


{
byte Size; // 12
byte Type; // ISP_PSF
byte ReqI; // 0
byte PLID; // player's unique id

unsigned STime; // stop time (ms)


unsigned Spare;
};

struct IS_PLA // Pit LAne


{
byte Size; // 8
byte Type; // ISP_PLA
byte ReqI; // 0
byte PLID; // player's unique id

byte Fact; // pit lane fact (see below)


byte Sp1;
byte Sp2;
byte Sp3;
};

// IS_CCH : Camera CHange

// To track cameras you need to consider 3 points

// 1) The default camera : VIEW_DRIVER


// 2) Player flags : CUSTOM_VIEW means VIEW_CUSTOM at start or pit exit
// 3) IS_CCH : sent when an existing driver changes camera

struct IS_CCH // Camera CHange


{
byte Size; // 8
byte Type; // ISP_CCH
byte ReqI; // 0
byte PLID; // player's unique id

byte Camera; // view identifier (see below)


byte Sp1;
byte Sp2;
byte Sp3;
};

struct IS_PEN // PENalty (given or cleared)


{
byte Size; // 8
byte Type; // ISP_PEN
byte ReqI; // 0
byte PLID; // player's unique id

byte OldPen; // old penalty value (see below)


byte NewPen; // new penalty value (see below)
byte Reason; // penalty reason (see below)
byte Sp3;
};

struct IS_TOC // Take Over Car


{
byte Size; // 8
byte Type; // ISP_TOC
byte ReqI; // 0
byte PLID; // player's unique id

byte OldUCID; // old connection's unique id


byte NewUCID; // new connection's unique id
byte Sp2;
byte Sp3;
};

struct IS_FLG // FLaG (yellow or blue flag changed)


{
byte Size; // 8
byte Type; // ISP_FLG
byte ReqI; // 0
byte PLID; // player's unique id

byte OffOn; // 0 = off / 1 = on


byte Flag; // 1 = given blue / 2 = causing yellow
byte CarBehind; // unique id of obstructed player
byte Sp3;
};

struct IS_PFL // Player FLags (help flags changed)


{
byte Size; // 8
byte Type; // ISP_PFL
byte ReqI; // 0
byte PLID; // player's unique id

word Flags; // player flags (see below)


word Spare;
};

struct IS_FIN // FINished race notification (not a final result - use IS_RES)
{
byte Size; // 20
byte Type; // ISP_FIN
byte ReqI; // 0
byte PLID; // player's unique id (0 = player left before result was
sent)

unsigned TTime; // race time (ms)


unsigned BTime; // best lap (ms)

byte SpA;
byte NumStops; // number of pit stops
byte Confirm; // confirmation flags : disqualified etc - see below
byte SpB;

word LapsDone; // laps completed


word Flags; // player flags : help settings etc - see below
};

struct IS_RES // RESult (qualify or confirmed finish)


{
byte Size; // 84
byte Type; // ISP_RES
byte ReqI; // 0 unless this is a reply to a TINY_RES request
byte PLID; // player's unique id (0 = player left before result was
sent)

char UName[24]; // username


char PName[24]; // nickname
char Plate[8]; // number plate - NO ZERO AT END!
char CName[4]; // skin prefix

unsigned TTime; // race time (ms)


unsigned BTime; // best lap (ms)

byte SpA;
byte NumStops; // number of pit stops
byte Confirm; // confirmation flags : disqualified etc - see below
byte SpB;

word LapsDone; // laps completed


word Flags; // player flags : help settings etc - see below

byte ResultNum; // finish or qualify pos (0 = win / 255 = not added to


table)
byte NumRes; // total number of results (qualify doesn't always
add a new one)
word PSeconds; // penalty time in seconds (already included in race time)
};

// IS_REO : REOrder - this packet can be sent in either direction

// LFS sends one at the start of every race or qualifying session, listing the
start order

// You can send one to LFS before a race start, to specify the starting order.
// It may be a good idea to avoid conflict by using /start=fixed (LFS setting).
// Alternatively, you can leave the LFS setting, but make sure you send your IS_REO
// AFTER you receive the IS_VTA. LFS does its default grid reordering at the same
time
// as it sends the IS_VTA (VoTe Action) and you can override this by sending an
IS_REO.

struct IS_REO // REOrder (when race restarts after qualifying)


{
byte Size; // 36
byte Type; // ISP_REO
byte ReqI; // 0 unless this is a reply to an TINY_REO request
byte NumP; // number of players in race

byte PLID[32]; // all PLIDs in new order


};

// To request an IS_REO packet at any time, send this IS_TINY :

// ReqI : non-zero (returned in the reply)


// SubT : TINY_REO (request an IS_REO)

// Pit Lane Facts

enum
{
PITLANE_EXIT, // 0 - left pit lane
PITLANE_ENTER, // 1 - entered pit lane
PITLANE_NO_PURPOSE, // 2 - entered for no purpose
PITLANE_DT, // 3 - entered for drive-through
PITLANE_SG, // 4 - entered for stop-go
PITLANE_NUM
};

// Pit Work Flags

enum
{
PSE_NOTHING, // bit 0 (1)
PSE_STOP, // bit 1 (2)
PSE_FR_DAM, // bit 2 (4)
PSE_FR_WHL, // etc...
PSE_LE_FR_DAM,
PSE_LE_FR_WHL,
PSE_RI_FR_DAM,
PSE_RI_FR_WHL,
PSE_RE_DAM,
PSE_RE_WHL,
PSE_LE_RE_DAM,
PSE_LE_RE_WHL,
PSE_RI_RE_DAM,
PSE_RI_RE_WHL,
PSE_BODY_MINOR,
PSE_BODY_MAJOR,
PSE_SETUP,
PSE_REFUEL,
PSE_NUM
};

// View identifiers

enum
{
VIEW_FOLLOW, // 0 - arcade
VIEW_HELI, // 1 - helicopter
VIEW_CAM, // 2 - tv camera
VIEW_DRIVER, // 3 - cockpit
VIEW_CUSTOM, // 4 - custom
VIEW_MAX
};

const int VIEW_ANOTHER = 255; // viewing another car

// Leave reasons

enum
{
LEAVR_DISCO, // 0 - disconnect
LEAVR_TIMEOUT, // 1 - timed out
LEAVR_LOSTCONN, // 2 - lost connection
LEAVR_KICKED, // 3 - kicked
LEAVR_BANNED, // 4 - banned
LEAVR_SECURITY, // 5 - OOS or cheat protection
LEAVR_NUM
};

// Penalty values (VALID means the penalty can now be cleared)


enum
{
PENALTY_NONE, // 0
PENALTY_DT, // 1
PENALTY_DT_VALID, // 2
PENALTY_SG, // 3
PENALTY_SG_VALID, // 4
PENALTY_30, // 5
PENALTY_45, // 6
PENALTY_NUM
};

// Penalty reasons

enum
{
PENR_UNKNOWN, // 0 - unknown or cleared penalty
PENR_ADMIN, // 1 - penalty given by admin
PENR_WRONG_WAY, // 2 - wrong way driving
PENR_FALSE_START, // 3 - starting before green light
PENR_SPEEDING, // 4 - speeding in pit lane
PENR_STOP_SHORT, // 5 - stop-go pit stop too short
PENR_STOP_LATE, // 6 - compulsory stop is too late
PENR_NUM
};

// Player flags

#define PIF_SWAPSIDE 1
#define PIF_RESERVED_2 2
#define PIF_RESERVED_4 4
#define PIF_AUTOGEARS 8
#define PIF_SHIFTER 16
#define PIF_RESERVED_32 32
#define PIF_HELP_B 64
#define PIF_AXIS_CLUTCH 128
#define PIF_INPITS 256
#define PIF_AUTOCLUTCH 512
#define PIF_MOUSE 1024
#define PIF_KB_NO_HELP 2048
#define PIF_KB_STABILISED 4096
#define PIF_CUSTOM_VIEW 8192

// Tyre compounds (4 byte order : rear L, rear R, front L, front R)

enum
{
TYRE_R1, // 0
TYRE_R2, // 1
TYRE_R3, // 2
TYRE_R4, // 3
TYRE_ROAD_SUPER, // 4
TYRE_ROAD_NORMAL, // 5
TYRE_HYBRID, // 6
TYRE_KNOBBLY, // 7
TYRE_NUM
};
const int NOT_CHANGED = 255;

// Confirmation flags

#define CONF_MENTIONED 1
#define CONF_CONFIRMED 2
#define CONF_PENALTY_DT 4
#define CONF_PENALTY_SG 8
#define CONF_PENALTY_30 16
#define CONF_PENALTY_45 32
#define CONF_DID_NOT_PIT 64

#define CONF_DISQ (CONF_PENALTY_DT | CONF_PENALTY_SG | CONF_DID_NOT_PIT)


#define CONF_TIME (CONF_PENALTY_30 | CONF_PENALTY_45)

// Race flags

// HOSTF_CAN_VOTE 1
// HOSTF_CAN_SELECT 2
// HOSTF_MID_RACE 32
// HOSTF_MUST_PIT 64
// HOSTF_CAN_RESET 128
// HOSTF_FCV 256
// HOSTF_CRUISE 512

// Passengers byte

// bit 0 female
// bit 1 front
// bit 2 female
// bit 3 rear left
// bit 4 female
// bit 5 rear middle
// bit 6 female
// bit 7 rear right

// TRACKING PACKET REQUESTS


// ========================

// To request players, connections, results or a single NLP or MCI, send an IS_TINY

// In each case, ReqI must be non-zero, and will be returned in the reply packet

// SubT : TINT_NCN - request all connections


// SubT : TINY_NPL - request all players
// SubT : TINY_RES - request all results
// SubT : TINY_NLP - request a single IS_NLP
// SubT : TINY_MCI - request a set of IS_MCI

// AUTOCROSS
// =========

// When all objects are cleared from a layout, LFS sends this IS_TINY :

// ReqI : 0
// SubT : TINY_AXC (AutoX Cleared)
// You can request information about the current layout with this IS_TINY :

// ReqI : non-zero (returned in the reply)


// SubT : TINY_AXI (AutoX Info)

// The information will be sent back in this packet (also sent when a layout is
loaded) :

struct IS_AXI // AutoX Info


{
byte Size; // 40
byte Type; // ISP_AXI
byte ReqI; // 0 unless this is a reply to an TINY_AXI request
byte Zero;

byte AXStart; // autocross start position


byte NumCP; // number of checkpoints
word NumO; // number of objects

char LName[32]; // the name of the layout last loaded (if loaded locally)
};

// On false start or wrong route / restricted area, an IS_PEN packet is sent :

// False start : OldPen = 0 / NewPen = PENALTY_30 / Reason = PENR_FALSE_START


// Wrong route : OldPen = 0 / NewPen = PENALTY_45 / Reason = PENR_WRONG_WAY

// If an autocross object is hit (2 second time penalty) this packet is sent :

struct IS_AXO // AutoX Object


{
byte Size; // 4
byte Type; // ISP_AXO
byte ReqI; // 0
byte PLID; // player's unique id
};

// CAR TRACKING - car position info sent at constant intervals


// ============

// IS_NLP - compact, all cars in 1 variable sized packet


// IS_MCI - detailed, max 8 cars per variable sized packet

// To receive IS_NLP or IS_MCI packets at a specified interval :

// 1) Set the Interval field in the IS_ISI (InSimInit) packet (50, 60, 70... 8000
ms)
// 2) Set one of the flags ISF_NLP or ISF_MCI in the IS_ISI packet

// If ISF_NLP flag is set, one IS_NLP packet is sent...

struct NodeLap // Car info in 6 bytes - there is an array of these in the NLP
(below)
{
word Node; // current path node
word Lap; // current lap
byte PLID; // player's unique id
byte Position; // current race position : 0 = unknown, 1 = leader, etc...
};

struct IS_NLP // Node and Lap Packet - variable size


{
byte Size; // 4 + NumP * 6 (PLUS 2 if needed to make it a multiple of
4)
byte Type; // ISP_NLP
byte ReqI; // 0 unless this is a reply to an TINY_NLP request
byte NumP; // number of players in race

NodeLap Info[32]; // node and lap of each player, 1 to 32 of these


(NumP)
};

// If ISF_MCI flag is set, a set of IS_MCI packets is sent...

struct CompCar // Car info in 28 bytes - there is an array of these in the MCI
(below)
{
word Node; // current path node
word Lap; // current lap
byte PLID; // player's unique id
byte Position; // current race position : 0 = unknown, 1 = leader, etc...
byte Info; // flags and other info - see below
byte Sp3;
int X; // X map (65536 = 1 metre)
int Y; // Y map (65536 = 1 metre)
int Z; // Z alt (65536 = 1 metre)
word Speed; // speed (32768 = 100 m/s)
word Direction; // direction of car's motion : 0 = world y direction, 32768
= 180 deg
word Heading; // direction of forward axis : 0 = world y direction, 32768
= 180 deg
short AngVel; // signed, rate of change of heading : (16384 = 360
deg/s)
};

// NOTE 1) Info byte - the bits in this byte have the following meanings :

#define CCI_BLUE 1 // this car is in the way of a driver who is a


lap ahead
#define CCI_YELLOW 2 // this car is slow or stopped and in a
dangerous place

#define CCI_LAG 32 // this car is lagging (missing or


delayed position packets)

#define CCI_FIRST 64 // this is the first compcar in this set of MCI


packets
#define CCI_LAST 128 // this is the last compcar in this set of MCI
packets

// NOTE 2) Heading : 0 = world y axis direction, 32768 = 180 degrees, anticlockwise


from above
// NOTE 3) AngVel : 0 = no change in heading, 8192 = 180 degrees per second
anticlockwise

struct IS_MCI // Multi Car Info - if more than 8 in race then more than one of
these is sent
{
byte Size; // 4 + NumP * 28
byte Type; // ISP_MCI
byte ReqI; // 0 unless this is a reply to an TINY_MCI request
byte NumC; // number of valid CompCar structs in this packet

CompCar Info[8]; // car info for each player, 1 to 8 of these (NumC)


};

// You can change the rate of NLP or MCI after initialisation by sending this
IS_SMALL :

// ReqI : 0
// SubT : SMALL_NLI (Node Lap Interval)
// UVal : interval (0 means stop, otherwise time interval : 50, 60, 70... 8000
ms)

// CAR POSITION PACKETS (Initialising OutSim from InSim - See "OutSim" below)
// ====================

// To request Car Positions from the currently viewed car, send this IS_SMALL :

// ReqI : 0
// SubT : SMALL_SSP (Start Sending Positions)
// UVal : interval (time between updates - zero means stop sending)

// If OutSim has not been setup in cfg.txt, the SSP packet makes LFS send UDP
packets
// if in game, using the OutSim system as documented near the end of this text
file.

// You do not need to set any OutSim values in LFS cfg.txt - OutSim is fully
// initialised by the SSP packet.

// The OutSim packets will be sent to the UDP port specified in the InSimInit
packet.

// NOTE : OutSim packets are not InSim packets and don't have a 4-byte header.

// DASHBOARD PACKETS (Initialising OutGauge from InSim - See "OutGauge" below)


// =================

// To request Dashboard Packets from the currently viewed car, send this IS_SMALL :

// ReqI : 0
// SubT : SMALL_SSG (Start Sending Gauges)
// UVal : interval (time between updates - zero means stop sending)

// If OutGauge has not been setup in cfg.txt, the SSG packet makes LFS send UDP
packets
// if in game, using the OutGauge system as documented near the end of this text
file.

// You do not need to set any OutGauge values in LFS cfg.txt - OutGauge is fully
// initialised by the SSG packet.

// The OutGauge packets will be sent to the UDP port specified in the InSimInit
packet.

// NOTE : OutGauge packets are not InSim packets and don't have a 4-byte header.

// CAMERA CONTROL
// ==============

// IN GAME camera control


// ----------------------

// You can set the viewed car and selected camera directly with a special packet
// These are the states normally set in game by using the TAB and V keys

struct IS_SCC // Set Car Camera - Simplified camera packet (not SHIFT+U mode)
{
byte Size; // 8
byte Type; // ISP_SCC
byte ReqI; // 0
byte Zero;

byte ViewPLID; // UniqueID of player to view


byte InGameCam; // InGameCam (as reported in StatePack)
byte Sp2;
byte Sp3;
};

// NOTE : Set InGameCam or ViewPLID to 255 to leave that option unchanged.

// DIRECT camera control


// ---------------------

// A Camera Position Packet can be used for LFS to report a camera position and
state.
// An InSim program can also send one to set LFS camera position in game or SHIFT+U
mode.

// Type : "Vec" : 3 ints (X, Y, Z) - 65536 means 1 metre

struct IS_CPP // Cam Pos Pack - Full camera packet (in car OR SHIFT+U mode)
{
byte Size; // 32
byte Type; // ISP_CPP
byte ReqI; // instruction : 0 / or reply : ReqI as received in the
TINY_SCP
byte Zero;

Vec Pos; // Position vector

word H; // heading - 0 points along Y axis


word P; // pitch - 0 means looking at horizon
word R; // roll - 0 means no roll

byte ViewPLID; // Unique ID of viewed player (0 = none)


byte InGameCam; // InGameCam (as reported in StatePack)

float FOV; // 4-byte float : FOV in degrees

word Time; // Time to get there (0 means instant + reset)


word Flags; // ISS state flags (see below)
};

// The ISS state flags that can be set are :

// ISS_SHIFTU - in SHIFT+U mode


// ISS_SHIFTU_HIGH - HIGH view
// ISS_SHIFTU_FOLLOW - following car
// ISS_VIEW_OVERRIDE - override user view

// On receiving this packet, LFS will set up the camera to match the values in the
packet,
// including switching into or out of SHIFT+U mode depending on the ISS_SHIFTU
flag.

// If ISS_SHIFTU is not set, then ViewPLID and InGameCam will be used.

// If ISS_VIEW_OVERRIDE is set, the in-car view Heading Pitch and Roll will be
taken
// from the values in this packet. Otherwise normal in game control will be used.

// Position vector (Vec Pos) - in SHIFT+U mode, Pos can be either relative or
absolute.

// If ISS_SHIFTU_FOLLOW is set, it's a following camera, so the position is


relative to
// the selected car. Otherwise, the position is absolute, as used in normal
SHIFT+U mode.

// NOTE : Set InGameCam or ViewPLID to 255 to leave that option unchanged.

// SMOOTH CAMERA POSITIONING


// --------------------------

// The "Time" value in the packet is used for camera smoothing. A zero Time means
instant
// positioning. Any other value (milliseconds) will cause the camera to move
smoothly to
// the requested position in that time. This is most useful in SHIFT+U camera
modes or
// for smooth changes of internal view when using the ISS_VIEW_OVERRIDE flag.

// NOTE : You can use frequently updated camera positions with a longer Time value
than
// the update frequency. For example, sending a camera position every 100 ms, with
a
// Time value of 1000 ms. LFS will make a smooth motion from the rough inputs.

// If the requested camera mode is different from the one LFS is already in, it
cannot
// move smoothly to the new position, so in this case the "Time" value is ignored.

// GETTING A CAMERA PACKET


// -----------------------

// To GET a CamPosPack from LFS, send this IS_TINY :

// ReqI : non-zero (returned in the reply)


// SubT : TINY_SCP (Send Cam Pos)
// LFS will reply with a CamPosPack as described above. You can store this packet
// and later send back exactly the same packet to LFS and it will try to replicate
// that camera position.

// TIME CONTROL
// ============

// You can Stop or Start Time in LFS and while it is stopped you can make LFS move
// in time steps in multiples of 100th of a second. Warning : unlike pausing, this
// is a "trick" to LFS and the program is unaware of time passing, so you must not
// leave it stopped because LFS is unusable in that state. You must never use this
// packet in multiplayer mode.

// Request the current time at any point with this IS_TINY :

// ReqI : non-zero (returned in the reply)


// SubT : TINY_GTH (Get Time in Hundredths)

// The time will be sent back in this IS_SMALL :

// ReqI : non-zero (as received in the request packet)


// SubT : SMALL_RTP (Race Time Packet)
// UVal : Time (hundredths of a second since start of race or
replay)

// Stop and Start with this IS_SMALL :

// ReqI : 0
// SubT : SMALL_TMS (TiMe Stop)
// UVal : stop (1 - stop / 0 - carry on)

// When STOPPED, make time step updates with this IS_SMALL :

// ReqI : 0
// SubT : SMALL_STP (STeP)
// UVal : number (number of hundredths of a second to update)

// BUTTONS
// =======

// You can make up to 240 buttons appear on the host or guests (ID = 0 to 239).
// You should set the ISF_LOCAL flag (in IS_ISI) if your program is not a host
control
// system, to make sure your buttons do not conflict with any buttons sent by the
host.

// LFS can display normal buttons in these four screens :

// - main entry screen


// - game setup screen
// - in game
// - SHIFT+U mode

// The recommended area for most buttons is defined by :

#define IS_X_MIN 0
#define IS_X_MAX 110

#define IS_Y_MIN 30
#define IS_Y_MAX 170

// If you draw buttons in this area, the area will be kept clear to
// avoid overlapping LFS buttons with your InSim program's buttons.
// Buttons outside that area will not have a space kept clear.
// You can also make buttons visible in all screens - see below.

// To delete one button or clear all buttons, send this packet :

struct IS_BFN // Button FunctioN - delete buttons / receive button requests


{
byte Size; // 8
byte Type; // ISP_BFN
byte ReqI; // 0
byte SubT; // subtype, from BFN_ enumeration (see below)

byte UCID; // connection to send to or from (0 = local / 255 = all)


byte ClickID; // ID of button to delete (if SubT is BFN_DEL_BTN)
byte Inst; // used internally by InSim
byte Sp3;
};

enum // the fourth byte of IS_BFN packets is one of these


{
BFN_DEL_BTN, // 0 - instruction : delete one button (must set
ClickID)
BFN_CLEAR, // 1 - instruction : clear all buttons made
by this insim instance
BFN_USER_CLEAR, // 2 - info : user cleared this insim
instance's buttons
BFN_REQUEST, // 3 - user request : SHIFT+B or SHIFT+I -
request for buttons
};

// NOTE : BFN_REQUEST allows the user to bring up buttons with SHIFT+B or SHIFT+I

// SHIFT+I clears all host buttons if any - or sends a BFN_REQUEST to host


instances
// SHIFT+B is the same but for local buttons and local instances

// To send a button to LFS, send this variable sized packet

struct IS_BTN // BuTtoN - button header - followed by 0 to 240 characters


{
byte Size; // 12 + TEXT_SIZE (a multiple of 4)
byte Type; // ISP_BTN
byte ReqI; // non-zero (returned in IS_BTC and IS_BTT packets)
byte UCID; // connection to display the button (0 = local / 255 = all)

byte ClickID; // button ID (0 to 239)


byte Inst; // some extra flags - see below
byte BStyle; // button style flags - see below
byte TypeIn; // max chars to type in - see below

byte L; // left : 0 - 200


byte T; // top : 0 - 200
byte W; // width : 0 - 200
byte H; // height : 0 - 200

// char Text[TEXT_SIZE]; // 0 to 240 characters of text


};

// ClickID byte : this value is returned in IS_BTC and IS_BTT packets.

// Host buttons and local buttons are stored separately, so there is no chance of a
conflict between
// a host control system and a local system (although the buttons could overlap on
screen).

// Programmers of local InSim programs may wish to consider using a configurable


button range and
// possibly screen position, in case their users will use more than one local InSim
program at once.

// TypeIn byte : if set, the user can click this button to type in text.

// Lowest 7 bits are the maximum number of characters to type in (0 to 95)


// Highest bit (128) can be set to initialise dialog with the button's text

// On clicking the button, a text entry dialog will be opened, allowing the
specified number of
// characters to be typed in. The caption on the text entry dialog is optionally
customisable using
// Text in the IS_BTN packet. If the first character of IS_BTN's Text field is
zero, LFS will read
// the caption up to the second zero. The visible button text then follows that
second zero.

// Text : 0-65-66-0 would display button text "AB" and no caption

// Text : 0-65-66-67-0-68-69-70-71-0-0-0 would display button text "DEFG" and


caption "ABC"

// Inst byte : mainly used internally by InSim but also provides some extra user
flags

#define INST_ALWAYS_ON 128 // if this bit is set the button is visible in


all screens

// NOTE : You should not use INST_ALWAYS_ON for most buttons. This is a special
flag for buttons
// that really must be on in all screens (including the garage and options
screens). You will
// probably need to confine these buttons to the top or bottom edge of the screen,
to avoid
// overwriting LFS buttons. Most buttons should be defined without this flag, and
positioned
// in the recommended area so LFS can keep a space clear in the main screens.

// BStyle byte : style flags for the button

#define ISB_C1 1 // you can choose a standard


#define ISB_C2 2 // interface colour using
#define ISB_C4 4 // these 3 lowest bits - see below
#define ISB_CLICK 8 // click this button to send IS_BTC
#define ISB_LIGHT 16 // light button
#define ISB_DARK 32 // dark button
#define ISB_LEFT 64 // align text to left
#define ISB_RIGHT 128 // align text to right

// colour 0 : light grey (not user editable)


// colour 1 : title colour (default:yellow)
// colour 2 : unselected text (default:black)
// colour 3 : selected text (default:white)
// colour 4 : ok (default:green)
// colour 5 : cancel (default:red)
// colour 6 : text string (default:pale blue)
// colour 7 : unavailable (default:grey)

// NOTE : If width or height are zero, this would normally be an invalid button.
But in that case if
// there is an existing button with the same ClickID, all the packet contents are
ignored except the
// Text field. This can be useful for updating the text in a button without
knowing its position.
// For example, you might reply to an IS_BTT using an IS_BTN with zero W and H to
update the text.

// Replies : If the user clicks on a clickable button, this packet will be sent :

struct IS_BTC // BuTton Click - sent back when user clicks a button
{
byte Size; // 8
byte Type; // ISP_BTC
byte ReqI; // ReqI as received in the IS_BTN
byte UCID; // connection that clicked the button (zero if local)

byte ClickID; // button identifier originally sent in IS_BTN


byte Inst; // used internally by InSim
byte CFlags; // button click flags - see below
byte Sp3;
};

// CFlags byte : click flags

#define ISB_LMB 1 // left click


#define ISB_RMB 2 // right click
#define ISB_CTRL 4 // ctrl + click
#define ISB_SHIFT 8 // shift + click

// If the TypeIn byte is set in IS_BTN the user can type text into the button
// In that case no IS_BTC is sent - an IS_BTT is sent when the user presses ENTER

struct IS_BTT // BuTton Type - sent back when user types into a text entry button
{
byte Size; // 104
byte Type; // ISP_BTT
byte ReqI; // ReqI as received in the IS_BTN
byte UCID; // connection that typed into the button (zero if local)

byte ClickID; // button identifier originally sent in IS_BTN


byte Inst; // used internally by InSim
byte TypeIn; // from original button specification
byte Sp3;
char Text[96]; // typed text, zero to TypeIn specified in IS_BTN
};

// OutSim - MOTION SIMULATOR SUPPORT


// ======

// The user's car in multiplayer or the viewed car in single player or


// single player replay can output information to a motion system while
// viewed from an internal view.

// This can be controlled by 5 lines in the cfg.txt file :

// OutSim Mode 0 :0-off 1-driving 2-driving+replay


// OutSim Delay 1 :minimum delay between packets (100ths of a sec)
// OutSim IP 0.0.0.0 :IP address to send the UDP packet
// OutSim Port 0 :IP port
// OutSim ID 0 :if not zero, adds an identifier to the packet

// Each update sends the following UDP packet :

struct OutSimPack
{
unsigned Time; // time in milliseconds (to check order)

Vector AngVel; // 3 floats, angular velocity vector


float Heading; // anticlockwise from above (Z)
float Pitch; // anticlockwise from right (X)
float Roll; // anticlockwise from front (Y)
Vector Accel; // 3 floats X, Y, Z
Vector Vel; // 3 floats X, Y, Z
Vec Pos; // 3 ints X, Y, Z (1m = 65536)

int ID; // optional - only if OutSim ID is specified


};

// NOTE 1) X and Y axes are on the ground, Z is up.

// NOTE 2) Motion simulators can be dangerous. The Live for Speed developers do
// not support any motion systems in particular and cannot accept responsibility
// for injuries or deaths connected with the use of such machinery.

// OutGauge - EXTERNAL DASHBOARD SUPPORT


// ========

// The user's car in multiplayer or the viewed car in single player or


// single player replay can output information to a dashboard system
// while viewed from an internal view.

// This can be controlled by 5 lines in the cfg.txt file :

// OutGauge Mode 0 :0-off 1-driving 2-driving+replay


// OutGauge Delay 1 :minimum delay between packets (100ths of a sec)
// OutGauge IP 0.0.0.0 :IP address to send the UDP packet
// OutGauge Port 0 :IP port
// OutGauge ID 0 :if not zero, adds an identifier to the packet
// Each update sends the following UDP packet :

struct OutGaugePack
{
unsigned Time; // time in milliseconds (to check order)

char Car[4]; // Car name


word Flags; // OG_FLAGS (see below)
byte Gear; // Reverse:0, Neutral:1, First:2...
byte SpareB;
float Speed; // M/S
float RPM; // RPM
float Turbo; // BAR
float EngTemp; // C
float Fuel; // 0 to 1
float OilPress; // BAR
float Spare1;
float Spare2;
float Spare3;
float Throttle; // 0 to 1
float Brake; // 0 to 1
float Clutch; // 0 to 1
char Display1[16]; // Usually Fuel
char Display2[16]; // Usually Settings

int ID; // optional - only if OutGauge ID is


specified
};

#define OG_SHIFTLIGHT 1
#define OG_FULLBEAM 2
#define OG_HANDBRAKE 4
#define OG_PITSPEED 8
#define OG_TC 16
#define OG_HEADLIGHTS 32
#define OG_SIGNAL_L 64
#define OG_SIGNAL_R 128
#define OG_REDLINE 256
#define OG_OILWARN 512
#define OG_1 1024
#define OG_2 2048
#define OG_3 4096
#define OG_4 8192
#define OG_KM 16384
#define OG_BAR 32768

//////
#endif

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