Difference between revisions of "InSim.txt"

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== Introduction ==
+
{{main article|InSim}}
  
InSim.txt is a file found the games doc folder. It is a C++ header file that contains the definition for each packet as well as comments from Scawen as to how each packet should be used.  
+
'''InSim.txt''' is a file found the games doc folder. It is a C++ header file that contains the definition for each packet as well as comments from Scawen as to how each packet should be used.  
  
== Contents ==
+
Here are the complete contents of InSim.txt as of 27 July 2024 (patch {{LFS version|0.7F}}).
 
 
Here are the complete contents of InSim.txt as of 26 Mar 2016 (Patch 0.6N).
 
  
 
<pre>#ifndef _ISPACKETS_H_
 
<pre>#ifndef _ISPACKETS_H_
Line 19: Line 17:
 
// controlling LFS with special packets, text commands or keypresses.
 
// controlling LFS with special packets, text commands or keypresses.
  
// NOTE : This text file was written with a TAB size equal to 4 spaces.
+
// NOTE: This text file was written with a TAB size equal to 4 spaces.
  
  
// INSIM VERSION NUMBER (updated for version 0.6M)
+
// INSIM VERSION NUMBER (updated for version 0.7A)
 
// ====================
 
// ====================
  
const int INSIM_VERSION = 7;
+
const int INSIM_VERSION = 9;
  
  
Line 31: Line 29:
 
// =======
 
// =======
  
// Version 0.6N
+
// 0.7F5
// ------------
+
// -----
 +
// IS_AIC / IS_AII / SMALL_AII - set AI controls and get AI info
 +
 
 +
// 0.7F
 +
// ----
 +
// IS_IPB / TINY_IPB - set / get list of IP bans
 +
 
 +
// 0.7E
 +
// ----
 +
// License byte added to IS_NCI packet (after Language byte)
 +
// IS_PLH packet sets handicaps for individual players
 +
// TINY_PLH - request IS_PLH listing player handicaps
 +
// SMALL_LCL - full control of lights including fog and extra lights
 +
 
 +
// 0.7A (INSIM_VERSION increased to 9)
 +
// ----
 +
// New size byte for packets - now represents packet size / 4
 +
// - this allows much larger packets, up to 1020 bytes
 +
// IS_AXM maximum objects increased to 60 (was 30) - see AXM_MAX_OBJECTS
 +
// IS_MCI maximum cars increased to 16 (was 8) - see MCI_MAX_CARS
 +
// IS_MAL / TINY_MAL - set / get list of mods allowed on host
 +
 
 +
// 0.6V
 +
// ----
 +
// NLP / MCI minimum time interval reduced to 10 ms (was 40 ms)
 +
// IS_CPP FOV can now be used in-car but not smoothed (0 = no change)
 +
// IS_CPP Pos is now relative to "Centre view" not the user setting
 +
// IS_RES TTime now indicates time since qualifying started
 +
// IS_RES PLID is now zero if the player has left the race
 +
// IS_NPL Config  : setup configuration
 +
// IS_NPL Fuel    : initial fuel load
 +
// IS_NPL RWAdj  : tyre width reduction (rear)
 +
// IS_NPL FWAdj  : tyre width reduction (front)
 +
// IS_PIT FuelAdd : fuel added
 +
// IS_SPX Fuel200 : fuel remaining
 +
// IS_LAP Fuel200 : fuel remaining
 +
 
 +
// 0.6T (INSIM_VERSION increased to 8)
 +
// ----
 +
// New value PMO_POSITION for IS_AXM packet to report a blank position
 +
// New packet IS_CIM reports a connection's interface mode
 +
// New values TTC_SEL_START and TTC_SEL_STOP for IS_TTC
 +
// New value PMO_GET_Z for IS_AXM packet to report Z values
 +
// New values PMO_SELECTION_REAL, PMO_MOVE_MODIFY, PMO_AVOID_CHECK
 +
 
 +
// 0.6N
 +
// ----
 
// Added ISS_DIALOG and ISS_TEXT_ENTRY to the ISS state flags
 
// Added ISS_DIALOG and ISS_TEXT_ENTRY to the ISS state flags
 
// New packet SMALL_LCS - set local car switches (lights, horn, siren)
 
// New packet SMALL_LCS - set local car switches (lights, horn, siren)
  
// Version 0.6M (INSIM_VERSION increased to 7)
+
// 0.6M (INSIM_VERSION increased to 7)
// ------------
+
// ----
 
// Backward compatibility system - send INSIM_VERSION in the IS_ISI
 
// Backward compatibility system - send INSIM_VERSION in the IS_ISI
 
// Older programs (that send zero) are assumed to require version 6
 
// Older programs (that send zero) are assumed to require version 6
Line 58: Line 102:
 
// Value 5 (out of bounds) added to the IS_HLV packet
 
// Value 5 (out of bounds) added to the IS_HLV packet
  
// Version 0.6H (INSIM_VERSION increased to 6)
+
// 0.6H (INSIM_VERSION increased to 6)
// ------------
+
// ----
 
// IS_REO and IS_NLP increased in size to allow 40 drivers
 
// IS_REO and IS_NLP increased in size to allow 40 drivers
 
// ObjectInfo Zchar is now Zbyte - see layout file description
 
// ObjectInfo Zchar is now Zbyte - see layout file description
 
// ISP_NCI packet added to give host more info about new guest
 
// ISP_NCI packet added to give host more info about new guest
  
// Version 0.6C
+
// 0.6C
// ------------
+
// ----
 
// Small change to the in-game usage of IS_REO - only valid after SMALL_VTA
 
// Small change to the in-game usage of IS_REO - only valid after SMALL_VTA
 
// Some more values (CPW / OOS / JOOS / HACK) added to the leave reasons
 
// Some more values (CPW / OOS / JOOS / HACK) added to the leave reasons
  
// Version 0.6B (INSIM_VERSION increased to 5)
+
// 0.6B (INSIM_VERSION increased to 5)
// ------------
+
// ----
 
// Lap timing info added to IS_RST (Timing byte)
 
// Lap timing info added to IS_RST (Timing byte)
 
// NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
 
// NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
// IS_VTC now cancels game votes even if the majority has not been reached
+
// TINY_VTC now cancels game votes even if the majority has not been reached
 
// IS_MTC (Msg To Connection) now has a variable length (up to 128 characters)
 
// IS_MTC (Msg To Connection) now has a variable length (up to 128 characters)
 
// IS_MTC can be sent to all (UCID = 255) and sound effect can be specified
 
// IS_MTC can be sent to all (UCID = 255) and sound effect can be specified
Line 85: Line 129:
 
// New IS_RIP option RIPOPT_FULL_PHYS to use full physics when searching
 
// New IS_RIP option RIPOPT_FULL_PHYS to use full physics when searching
 
// ISS_SHIFTU_HIGH is no longer used (no high / low view distinction)
 
// ISS_SHIFTU_HIGH is no longer used (no high / low view distinction)
// FIX : Clutch axis / button was not reported from Controls screen
+
// FIX: Clutch axis / button was not reported from Controls screen
// FIX : TTime in IS_RIP was wrong in mid-joined Multiplayer Replays
+
// FIX: TTime in IS_RIP was wrong in mid-joined Multiplayer Replays
// FIX : IS_BTN did not allow the documented limit of 240 characters
+
// FIX: IS_BTN did not allow the documented limit of 240 characters
// FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt
+
// FIX: OutGaugePack ID was always zero regardless of ID in cfg.txt
// FIX : InSim camera with vertical pitch would cause LFS to crash
+
// FIX: InSim camera with vertical pitch would cause LFS to crash
  
// Version 0.5Z (no change to INSIM_VERSION)
+
// 0.5Z (no change to INSIM_VERSION)
// ------------
+
// ----
 
// NLP / MCI packets are now output at regular intervals
 
// NLP / MCI packets are now output at regular intervals
 
// CCI_LAG bit added to the CompCar structure
 
// CCI_LAG bit added to the CompCar structure
  
  
// TYPES : (all multi-byte types are PC style - lowest byte first)
+
// TYPES: (all multi-byte types are PC style - lowest byte first)
 
// =====
 
// =====
  
Line 108: Line 152:
 
// float 4-byte float
 
// float 4-byte float
  
// RaceLaps (rl) : (various meanings depending on range)
+
// RaceLaps (rl): (various meanings depending on range)
  
 
// 0      : practice
 
// 0      : practice
Line 121: Line 165:
 
// All InSim packets use a four byte header
 
// All InSim packets use a four byte header
  
// Size : total packet size - a multiple of 4
+
// Size: total packet size - a multiple of 4
// Type : packet identifier from the ISP_ enum (see below)
+
// 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
+
// ReqI: non zero if the packet is a packet request or a reply to a request
// Data : the first data byte
+
// Data: the first data byte
  
 
// Spare bytes and Zero bytes must be filled with ZERO
 
// Spare bytes and Zero bytes must be filled with ZERO
Line 132: Line 176:
 
// ==================
 
// ==================
  
// To initialise the InSim system, type into LFS : /insim xxxxx
+
// To initialise the InSim system, type into LFS: /insim xxxxx
 
// where xxxxx is the TCP and UDP port you want LFS to open.
 
// where xxxxx is the TCP and UDP port you want LFS to open.
  
// OR start LFS with the command line option : LFS /insim=xxxxx
+
// OR start LFS with the command line option: LFS /insim=xxxxx
 
// This will make LFS listen for packets on that TCP and UDP port.
 
// This will make LFS listen for packets on that TCP and UDP port.
  
Line 142: Line 186:
 
// ======================
 
// ======================
  
// TCP : Connect to LFS using a TCP connection, then send this packet :
+
// TCP: Connect to LFS using a TCP connection, then send this packet:
// UDP : No connection required, just send this packet to LFS :
+
// UDP: No connection required, just send this packet to LFS:
  
 
struct IS_ISI // InSim Init - packet to initialise the InSim system
 
struct IS_ISI // InSim Init - packet to initialise the InSim system
Line 163: Line 207:
 
};
 
};
  
// NOTE 1) UDPPort field when you connect using UDP :
+
// NOTE 1) UDPPort field when you connect using UDP:
  
 
// zero    : LFS sends all packets to the port of the incoming packet
 
// zero    : LFS sends all packets to the port of the incoming packet
 
// non-zero : LFS sends all packets to the specified UDPPort
 
// non-zero : LFS sends all packets to the specified UDPPort
  
// NOTE 2) UDPPort field when you connect using TCP :
+
// NOTE 2) UDPPort field when you connect using TCP:
  
 
// zero    : LFS sends NLP / MCI packets using your TCP connection
 
// zero    : LFS sends NLP / MCI packets using your TCP connection
 
// non-zero : LFS sends NLP / MCI packets to the specified UDPPort
 
// non-zero : LFS sends NLP / MCI packets to the specified UDPPort
  
// NOTE 3) Flags field (set the relevant bits to turn on the option) :
+
// NOTE 3) Flags field (set the relevant bits to turn on the option):
  
#define ISF_RES_0   1 // bit  0 : spare
+
#define ISF_RES_0   1 // bit  0: spare
#define ISF_RES_1   2 // bit  1 : spare
+
#define ISF_RES_1   2 // bit  1: spare
#define ISF_LOCAL   4 // bit  2 : guest or single player
+
#define ISF_LOCAL   4 // bit  2: guest or single player
#define ISF_MSO_COLS   8 // bit  3 : keep colours in MSO text
+
#define ISF_MSO_COLS   8 // bit  3: keep colours in MSO text
#define ISF_NLP   16 // bit  4 : receive NLP packets
+
#define ISF_NLP   16 // bit  4: receive NLP packets
#define ISF_MCI   32 // bit  5 : receive MCI packets
+
#define ISF_MCI   32 // bit  5: receive MCI packets
#define ISF_CON   64 // bit  6 : receive CON packets
+
#define ISF_CON   64 // bit  6: receive CON packets
#define ISF_OBH 128 // bit  7 : receive OBH packets
+
#define ISF_OBH 128 // bit  7: receive OBH packets
#define ISF_HLV 256 // bit  8 : receive HLV packets
+
#define ISF_HLV 256 // bit  8: receive HLV packets
#define ISF_AXM_LOAD 512 // bit  9 : receive AXM when loading a layout
+
#define ISF_AXM_LOAD 512 // bit  9: receive AXM when loading a layout
#define ISF_AXM_EDIT 1024 // bit 10 : receive AXM when changing objects
+
#define ISF_AXM_EDIT 1024 // bit 10: receive AXM when changing objects
#define ISF_REQ_JOIN 2048 // bit 11 : process join requests
+
#define ISF_REQ_JOIN 2048 // bit 11: process join requests
  
 
// In most cases you should not set both ISF_NLP and ISF_MCI flags
 
// In most cases you should not set both ISF_NLP and ISF_MCI flags
Line 197: Line 241:
 
// to switch them with SHIFT+B rather than SHIFT+I.
 
// to switch them with SHIFT+B rather than SHIFT+I.
  
// NOTE 4) InSimVer field :
+
// NOTE 4) InSimVer field:
  
 
// Provide the INSIM_VERSION that your program was designed for.
 
// Provide the INSIM_VERSION that your program was designed for.
Line 203: Line 247:
 
// if it can be provided, within reason.  Not guaranteed.
 
// if it can be provided, within reason.  Not guaranteed.
  
// NOTE 5) Prefix field, if set when initialising InSim on a host :
+
// NOTE 5) Prefix field, if set when initialising InSim on a host:
  
 
// Messages typed with this prefix will be sent to your InSim program
 
// Messages typed with this prefix will be sent to your InSim program
Line 278: Line 322:
 
ISP_SLC, // 62 - info : connection selected a car
 
ISP_SLC, // 62 - info : connection selected a car
 
ISP_CSC, // 63 - info : car state changed
 
ISP_CSC, // 63 - info : car state changed
 +
ISP_CIM, // 64 - info : connection's interface mode
 +
ISP_MAL, // 65 - both ways : set mods allowed
 +
ISP_PLH, // 66 - both ways : set player handicaps
 +
ISP_IPB, // 67 - both ways : set IP bans
 +
ISP_AIC, // 68 - instruction : set AI control value
 +
ISP_AII, // 69 - info : info about AI car
 
};
 
};
  
Line 309: Line 359:
 
TINY_AXM, // 25 - info request : send IS_AXM packets for the entire layout
 
TINY_AXM, // 25 - info request : send IS_AXM packets for the entire layout
 
TINY_SLC, // 26 - info request : send IS_SLC packets for all connections
 
TINY_SLC, // 26 - info request : send IS_SLC packets for all connections
 +
TINY_MAL, // 27 - info request : send IS_MAL listing the allowed mods
 +
TINY_PLH, // 28 - info request : send IS_PLH listing player handicaps
 +
TINY_IPB, // 29 - info request : send IS_IPB listing the IP bans
 
};
 
};
  
Line 322: Line 375:
 
SMALL_NLI, //  7 - instruction : set node lap interval
 
SMALL_NLI, //  7 - instruction : set node lap interval
 
SMALL_ALC, //  8 - both ways : set or get allowed cars (TINY_ALC)
 
SMALL_ALC, //  8 - both ways : set or get allowed cars (TINY_ALC)
SMALL_LCS, //  9 - instruction : set local car switches (lights, horn, siren)
+
SMALL_LCS, //  9 - instruction : set local car switches (flash, horn, siren)
 +
SMALL_LCL, // 10 - instruction : set local car lights
 +
SMALL_AII, // 11 - info request : get local AI info
 
};
 
};
  
Line 329: Line 384:
 
TTC_NONE, //  0 : not used
 
TTC_NONE, //  0 : not used
 
TTC_SEL, //  1 - info request : send IS_AXM for a layout editor selection
 
TTC_SEL, //  1 - info request : send IS_AXM for a layout editor selection
 +
TTC_SEL_START, //  2 - info request : send IS_AXM every time the selection changes
 +
TTC_SEL_STOP, //  3 - instruction : switch off IS_AXM requested by TTC_SEL_START
 
};
 
};
  
Line 384: Line 441:
 
// be sent a version packet on connection if you set ReqI in the IS_ISI packet.
 
// be sent a version packet on connection if you set ReqI in the IS_ISI packet.
  
// This version packet is sent on request :
+
// This version packet is sent on request:
  
 
struct IS_VER // VERsion
 
struct IS_VER // VERsion
Line 394: Line 451:
  
 
char Version[8]; // LFS version, e.g. 0.3G
 
char Version[8]; // LFS version, e.g. 0.3G
char Product[6]; // Product : DEMO / S1 / S2 / S3
+
char Product[6]; // Product: DEMO / S1 / S2 / S3
 
byte InSimVer; // InSim version (see below)
 
byte InSimVer; // InSim version (see below)
 
byte Spare; // Spare
 
byte Spare; // Spare
 
};
 
};
  
// To request an IS_VER packet at any time, send this IS_TINY :
+
// To request an IS_VER packet at any time, send this IS_TINY:
  
// ReqI : non-zero (returned in the reply)
+
// ReqI: non-zero (returned in the reply)
// SubT : TINY_VER (request an IS_VER)
+
// SubT: TINY_VER (request an IS_VER)
  
// NOTE : LFS tries to match InSimVer with the version requested in your program's IS_ISI
+
// NOTE: LFS tries to match InSimVer with the version requested in your program's IS_ISI
 
// packet if it is lower than the latest version known to LFS.  If backward compatibility
 
// packet if it is lower than the latest version known to LFS.  If backward compatibility
 
// is no longer possible then this version may be higher than your program requested.
 
// is no longer possible then this version may be higher than your program requested.
 
// In that case your program may not be able to read some packets sent to it by LFS.
 
// In that case your program may not be able to read some packets sent to it by LFS.
 
// If you connect to an older LFS version then InSimVer may be lower than requested.
 
// If you connect to an older LFS version then InSimVer may be lower than requested.
 
// ReqI : non-zero (returned in the reply)
 
// SubT : TINY_PING (request a TINY_REPLY)
 
  
  
Line 417: Line 471:
 
// =============
 
// =============
  
// You can send this IS_TINY to close the InSim connection to your program :
+
// You can send this IS_TINY to close the InSim connection to your program:
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_CLOSE (close this connection)
+
// SubT: TINY_CLOSE (close this connection)
  
 
// Another InSimInit packet is then required to start operating again.
 
// Another InSimInit packet is then required to start operating again.
Line 434: Line 488:
 
// To open it again you would need to send another InSimInit packet.
 
// 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 :
+
// LFS will send a blank IS_TINY packet like this every 30 seconds:
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_NONE (keep alive packet)
+
// SubT: TINY_NONE (keep alive packet)
  
// You should reply with a blank IS_TINY packet :
+
// You should reply with a blank IS_TINY packet:
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_NONE (has no effect other than resetting the timeout)
+
// 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
+
// NOTE: If you want to request a reply from LFS to check the connection
// at any time, you can send this IS_TINY :
+
// at any time, you can send this IS_TINY:
  
// ReqI : non-zero (returned in the reply)
+
// ReqI: non-zero (returned in the reply)
// SubT : TINY_PING (request a TINY_REPLY)
+
// SubT: TINY_PING (request a TINY_REPLY)
  
// LFS will reply with this IS_TINY :
+
// LFS will reply with this IS_TINY:
  
// ReqI : non-zero (as received in the request packet)
+
// ReqI: non-zero (as received in the request packet)
// SubT : TINY_REPLY (reply to ping)
+
// SubT: TINY_REPLY (reply to ping)
  
  
Line 477: Line 531:
 
byte NumConns; // Number of connections including host
 
byte NumConns; // Number of connections including host
 
byte NumFinished; // Number finished or qualified
 
byte NumFinished; // Number finished or qualified
byte RaceInProg; // 0 - no race / 1 - race / 2 - qualifying
+
byte RaceInProg; // 0 = no race / 1 = race / 2 = qualifying
  
 
byte QualMins;
 
byte QualMins;
 
byte RaceLaps; // see "RaceLaps" near the top of this document
 
byte RaceLaps; // see "RaceLaps" near the top of this document
byte Spare2;
+
byte Sp2;
byte Spare3;
+
byte ServerStatus; // 0 = unknown / 1 = success / > 1 = fail
  
 
char Track[6]; // short name for track e.g. FE2R
 
char Track[6]; // short name for track e.g. FE2R
 
byte Weather; // 0,1,2...
 
byte Weather; // 0,1,2...
byte Wind; // 0=off 1=weak 2=strong
+
byte Wind; // 0 = off / 1 = weak / 2 = strong
 
};
 
};
  
 
// InGameCam is the in game selected camera mode (which is
 
// InGameCam is the in game selected camera mode (which is
// still selected even if LFS is actually in SHIFT+U mode).
+
// still selected even if LFS is actually in free view mode).
 
// For InGameCam's values, see "View identifiers" below.
 
// For InGameCam's values, see "View identifiers" below.
  
Line 498: Line 552:
 
#define ISS_REPLAY 2 // in SPR
 
#define ISS_REPLAY 2 // in SPR
 
#define ISS_PAUSED 4 // paused
 
#define ISS_PAUSED 4 // paused
#define ISS_SHIFTU 8 // SHIFT+U mode
+
#define ISS_SHIFTU 8 // free view mode
 
#define ISS_DIALOG 16 // in a dialog
 
#define ISS_DIALOG 16 // in a dialog
 
#define ISS_SHIFTU_FOLLOW 32 // FOLLOW view
 
#define ISS_SHIFTU_FOLLOW 32 // FOLLOW view
#define ISS_SHIFTU_NO_OPT 64 // SHIFT+U buttons hidden
+
#define ISS_SHIFTU_NO_OPT 64 // free view buttons hidden
 
#define ISS_SHOW_2D 128 // showing 2d display
 
#define ISS_SHOW_2D 128 // showing 2d display
 
#define ISS_FRONT_END 256 // entry screen
 
#define ISS_FRONT_END 256 // entry screen
Line 512: Line 566:
 
#define ISS_TEXT_ENTRY 32768 // in a text entry dialog
 
#define ISS_TEXT_ENTRY 32768 // in a text entry dialog
  
// To request an IS_STA at any time, send this IS_TINY :
+
// To request an IS_STA at any time, send this IS_TINY:
  
// ReqI : non-zero (returned in the reply)
+
// ReqI: non-zero (returned in the reply)
// SubT : TINY_SST (Send STate)
+
// SubT: TINY_SST (Send STate)
  
 
// Setting states
 
// Setting states
  
// These states can be set by a special packet :
+
// These states can be set by a special packet:
  
// ISS_SHIFTU_NO_OPT - SHIFT+U buttons hidden
+
// ISS_SHIFTU_NO_OPT - free view buttons hidden
 
// ISS_SHOW_2D - showing 2d display
 
// ISS_SHOW_2D - showing 2d display
 
// ISS_MPSPEEDUP - multiplayer speedup option
 
// ISS_MPSPEEDUP - multiplayer speedup option
Line 544: Line 598:
 
// ===========
 
// ===========
  
// You can send this packet to LFS to set the 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
+
struct IS_MOD // MODe: send to LFS to change screen mode
 
{
 
{
 
byte Size; // 20
 
byte Size; // 20
Line 602: Line 656:
 
};
 
};
  
// NOTE : Typing "/o MESSAGE" into LFS will send an IS_MSO with UserType = MSO_O
+
// 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 - variable size
 
struct IS_III // InsIm Info - /i message from user to host's InSim - variable size
Line 707: Line 761:
  
 
byte CharB; // key to press
 
byte CharB; // key to press
byte Flags; // bit 0 : SHIFT / bit 1 : CTRL
+
byte Flags; // bit 0: SHIFT / bit 1: CTRL
 
byte Spare2;
 
byte Spare2;
 
byte Spare3;
 
byte Spare3;
Line 716: Line 770:
 
// ============
 
// ============
  
// To operate the local car's lights, horn or siren you can send this IS_SMALL :
+
// To operate the local car's flash, horn or siren you can send this IS_SMALL:
 +
 
 +
// NOTE: SIGNALS and HEADLIGHTS should now be set using SMALL_LCL (see CAR LIGHTS below)
 +
// LCS_SET_SIGNALS and LCS_SET_HEADLIGHTS have been left in SMALL_LCS for compatibility
  
// ReqI : 0
+
// ReqI: 0
// SubT : SMALL_LCS (Local Car Switches)
+
// SubT: SMALL_LCS (Local Car Switches)
// UVal : Switches (see below)
+
// UVal: Switches (see below)
  
 
// Switches bits
 
// Switches bits
  
 
// Bits 0 to 7 are a set of flags specifying which values to set.  You can set as many
 
// Bits 0 to 7 are a set of flags specifying which values to set.  You can set as many
// as you like at a time.  This is to allow you to set only the values you want to set
+
// as you like at a time.  This allows you to set only the values you want to set
 
// while leaving the others to be controlled by the user.
 
// while leaving the others to be controlled by the user.
  
#define LCS_SET_SIGNALS 1 // bit 0
+
#define LCS_SET_SIGNALS 1 // bit 0 (should now use SMALL_LCL)
 
#define LCS_SET_FLASH 2 // bit 1
 
#define LCS_SET_FLASH 2 // bit 1
#define LCS_SET_HEADLIGHTS 4 // bit 2
+
#define LCS_SET_HEADLIGHTS 4 // bit 2 (should now use SMALL_LCL)
 
#define LCS_SET_HORN 8 // bit 3
 
#define LCS_SET_HORN 8 // bit 3
 
#define LCS_SET_SIREN 0x10 // bit 4
 
#define LCS_SET_SIREN 0x10 // bit 4
Line 743: Line 800:
 
// bits 16-18 (Switches & 0x070000) - Horn    (0 off / 1 to 5 horn type)
 
// bits 16-18 (Switches & 0x070000) - Horn    (0 off / 1 to 5 horn type)
 
// bits 20-21 (Switches & 0x300000) - Siren  (0 off / 1 fast / 2 slow)
 
// bits 20-21 (Switches & 0x300000) - Siren  (0 off / 1 fast / 2 slow)
 +
 +
 +
// CAR LIGHTS
 +
// ==========
 +
 +
// To operate the local car's lights you can send this IS_SMALL:
 +
 +
// ReqI: 0
 +
// SubT: SMALL_LCL (Local Car Lights)
 +
// UVal: Switches (see below)
 +
 +
// Switches bits
 +
 +
// Bits 0 to 7 are a set of flags specifying which values to set.  You can set as many
 +
// as you like at a time.  This allows you to set only the values you want to set
 +
// while leaving the others to be controlled by the user.
 +
 +
#define LCL_SET_SIGNALS 1 // bit 0
 +
#define LCL_SPARE_2 2 // bit 1 (do not set)
 +
#define LCL_SET_LIGHTS 4 // bit 2
 +
#define LCL_SPARE_8 8 // bit 3 (do not set)
 +
#define LCL_SET_FOG_REAR 0x10 // bit 4
 +
#define LCL_SET_FOG_FRONT 0x20 // bit 5
 +
#define LCL_SET_EXTRA 0x40 // bit 6
 +
 +
// Depending on the above values, InSim will read some of the following values and try
 +
// to set them as required, if a real player is found on the local computer.
 +
 +
// bits 16-17 (Switches & 0x00030000) - Signal    (0 off / 1 left / 2 right / 3 hazard)
 +
// bit  18-19 (Switches & 0x000c0000) - Lights    (0 off / 1 side / 2 low / 3 high)
 +
// bit  20    (Switches & 0x00100000) - Fog Rear
 +
// bit  21    (Switches & 0x00200000) - Fog Front
 +
// bit  22    (Switches & 0x00400000) - Extra Light
  
  
Line 748: Line 838:
 
// ========================
 
// ========================
  
// LFS will send this packet when a host is started or joined :
+
// LFS will send this packet when a host is started or joined:
  
 
struct IS_ISM // InSim Multi
 
struct IS_ISM // InSim Multi
Line 754: Line 844:
 
byte Size; // 40
 
byte Size; // 40
 
byte Type; // ISP_ISM
 
byte Type; // ISP_ISM
byte ReqI; // usually 0 / or if a reply : ReqI as received in the TINY_ISM
+
byte ReqI; // usually 0 / or if a reply: ReqI as received in the TINY_ISM
 
byte Zero;
 
byte Zero;
  
Line 765: Line 855:
 
};
 
};
  
// On ending or leaving a host, LFS will send this IS_TINY :
+
// On ending or leaving a host, LFS will send this IS_TINY:
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_MPE (MultiPlayerEnd)
+
// SubT: TINY_MPE (MultiPlayerEnd)
  
// To request an IS_ISM packet at any time, send this IS_TINY :
+
// To request an IS_ISM packet at any time, send this IS_TINY:
  
// ReqI : non-zero (returned in the reply)
+
// ReqI: non-zero (returned in the reply)
// SubT : TINY_ISM (request an IS_ISM)
+
// SubT: TINY_ISM (request an IS_ISM)
  
// NOTE : If LFS is not in multiplayer mode, the host name in the ISM will be empty.
+
// NOTE: If LFS is not in multiplayer mode, the host name in the ISM will be empty.
  
  
Line 783: Line 873:
 
// LFS notifies the external program of any votes to restart or qualify
 
// LFS notifies the external program of any votes to restart or qualify
  
// The Vote Actions are defined as :
+
// The Vote Actions are defined as:
  
 
enum
 
enum
Line 809: Line 899:
 
// When a vote is cancelled, LFS sends this IS_TINY
 
// When a vote is cancelled, LFS sends this IS_TINY
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_VTC (VoTe Cancelled)
+
// SubT: TINY_VTC (VoTe Cancelled)
  
 
// When a vote is completed, LFS sends this IS_SMALL
 
// When a vote is completed, LFS sends this IS_SMALL
  
// ReqI : 0
+
// ReqI: 0
// SubT : SMALL_VTA  (VoTe Action)
+
// SubT: SMALL_VTA  (VoTe Action)
// UVal : action (VOTE_X - Vote Action as defined above)
+
// UVal: action (VOTE_X - Vote Action as defined above)
  
 
// You can instruct LFS host to cancel a vote using an IS_TINY
 
// You can instruct LFS host to cancel a vote using an IS_TINY
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_VTC (VoTe Cancel)
+
// SubT: TINY_VTC (VoTe Cancel)
  
  
Line 827: Line 917:
 
// ============
 
// ============
  
// To set the allowed cars on the host (like /cars command) you can send this IS_SMALL :
+
// To set the allowed cars on the host (like /cars command) you can send this IS_SMALL:
  
// ReqI : 0
+
// ReqI: 0
// SubT : SMALL_ALC (ALlowed Cars)
+
// SubT: SMALL_ALC (ALlowed Cars)
// UVal : Cars (see below)
+
// UVal: Cars (see below)
  
// To find out the allowed cars at any time (on guest or host) send this IS_TINY :
+
// To find out the allowed cars at any time (on guest or host) send this IS_TINY:
  
// ReqI : non-zero (returned in the reply)
+
// ReqI: non-zero (returned in the reply)
// SubT : TINY_ALC (request a SMALL_ALC)
+
// SubT: TINY_ALC (request a SMALL_ALC)
  
// LFS will reply with this IS_SMALL :
+
// LFS will reply with this IS_SMALL:
  
// ReqI : non-zero (as received in the request packet)
+
// ReqI: non-zero (as received in the request packet)
// SubT : SMALL_ALC (ALlowed Cars)
+
// SubT: SMALL_ALC (ALlowed Cars)
// UVal : Cars (see below)
+
// UVal: Cars (see below)
  
 
// You can send a packet to limit the cars that can be used by a given connection
 
// You can send a packet to limit the cars that can be used by a given connection
Line 848: Line 938:
 
// on the host (by the /cars command or SMALL_ALC)
 
// on the host (by the /cars command or SMALL_ALC)
  
// For example :
+
// For example:
 
// Cars = 0          ... no cars can be selected on the specified connection
 
// Cars = 0          ... no cars can be selected on the specified connection
 
// Cars = 0xffffffff ... all the host's available cars can be selected
 
// Cars = 0xffffffff ... all the host's available cars can be selected
Line 909: Line 999:
 
byte Zero;
 
byte Zero;
  
CarHCP Info[32]; // H_Mass and H_TRes for each car : XF GTI = 0 / XR GT = 1 etc
+
CarHCP Info[32]; // H_Mass and H_TRes for each car: XF GTI = 0 / XR GT = 1 etc
 +
};
 +
 
 +
// Alternatively you can set handicaps per player.  These handicaps will remain until
 +
// the player spectates or rejoins after returning from pits or garage (an IS_NPL will
 +
// be sent in that case).
 +
 
 +
// An output IS_PLH is sent to all InSim clients after an IS_PLH is received.  The output IS_PLH
 +
// contains an entry for all valid players that had handicaps updated.  An IS_PLH is also output
 +
// when a handicap is set by a text command /h_mass username X or /h_tres username X
 +
// NOTE: The 'silent' flag in bit 7 (0x80) avoids showing a message on player's screen.
 +
 
 +
struct PlayerHCap // Player handicaps in 4 bytes - there is an array of these in the PLH (below)
 +
{
 +
byte PLID; // player's unique id
 +
byte Flags; // bit 0: set Mass / bit 1: set TRes (e.g. Flags=3 to set both) / bit 7: silent
 +
byte H_Mass; // 0 to 200 - added mass (kg)
 +
byte H_TRes; // 0 to  50 - intake restriction
 +
};
 +
 
 +
const int PLH_MAX_PLAYERS = 40; // NOTE: Increase if MAX_CARS_S2 is increased
 +
 
 +
struct IS_PLH // PLayer Handicaps - variable size
 +
{
 +
byte Size; // 4 + NumP * 4
 +
byte Type; // ISP_PLH
 +
byte ReqI; // 0 unless this is a reply to a TINY_PLH request
 +
byte NumP; // number of players in this packet
 +
 
 +
PlayerHCap HCaps [PLH_MAX_PLAYERS]; // 0 to PLH_MAX_PLAYERS (NumP)
 
};
 
};
  
Line 923: Line 1,042:
  
 
// Each player has a unique identifier PLID from the moment he joins the race, until he
 
// 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 :
+
// 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
 
// 1) there may be more than one player per connection if AI drivers are used
Line 930: Line 1,049:
 
// When all players are cleared from race (e.g. /clear) LFS sends this IS_TINY
 
// When all players are cleared from race (e.g. /clear) LFS sends this IS_TINY
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_CLR (CLear Race)
+
// SubT: TINY_CLR (CLear Race)
  
 
// When a race ends (return to race setup screen) LFS sends this IS_TINY
 
// When a race ends (return to race setup screen) LFS sends this IS_TINY
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_REN (Race ENd)
+
// 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)
 
  
// The following packets are sent when the relevant events take place :
+
// The following packets are sent when the relevant events take place:
  
 
struct IS_RST // Race STart
 
struct IS_RST // Race STart
Line 971: Line 1,085:
 
// Lap timing info (for Timing byte)
 
// Lap timing info (for Timing byte)
  
// bits 6 and 7 (Timing & 0xc0) :
+
// bits 6 and 7 (Timing & 0xc0):
  
// 0x40 : standard lap timing is being used
+
// 0x40: standard lap timing is being used
// 0x80 : custom timing - user checkpoints have been placed
+
// 0x80: custom timing - user checkpoints have been placed
// 0xc0 : no lap timing - e.g. open config with no user checkpoints
+
// 0xc0: no lap timing - e.g. open config with no user checkpoints
  
// bits 0 and 1 (Timing & 0x03) : number of checkpoints if lap timing is enabled
+
// bits 0 and 1 (Timing & 0x03): number of checkpoints if lap timing is enabled
  
// To request an IS_RST packet at any time, send this IS_TINY :
+
// To request an IS_RST packet at any time, send this IS_TINY:
  
// ReqI : non-zero (returned in the reply)
+
// ReqI: non-zero (returned in the reply)
// SubT : TINY_RST (request an IS_RST)
+
// SubT: TINY_RST (request an IS_RST)
  
 
struct IS_NCN // New ConN
 
struct IS_NCN // New ConN
Line 996: Line 1,110:
 
byte Admin; // 1 if admin
 
byte Admin; // 1 if admin
 
byte Total; // number of connections including host
 
byte Total; // number of connections including host
byte Flags; // bit 2 : remote
+
byte Flags; // bit 2: remote
 
byte Sp3;
 
byte Sp3;
 
};
 
};
Line 1,007: Line 1,121:
 
byte UCID; // connection's unique id (0 = host)
 
byte UCID; // connection's unique id (0 = host)
  
byte Language; // see below : Languages
+
byte Language; // see below: Languages
byte Sp1;
+
byte License; // 0:demo / 1:S1 ...
 
byte Sp2;
 
byte Sp2;
 
byte Sp3;
 
byte Sp3;
Line 1,026: Line 1,140:
 
};
 
};
  
// NOTE : If a new guest joins and does have a car selected then an IS_SLC will be sent
+
// NOTE: If a new guest joins and does have a car selected then an IS_SLC will be sent
 +
 
 +
// Allowed Mods
 +
 
 +
// You can set up to 120 mods that are allowed to be used on a host
 +
// Send zero to clear the list and allow all mods to be used
 +
 
 +
const int MAL_MAX_MODS = 120;
  
struct IS_CNL // ConN Leave
+
struct IS_MAL // Mods ALlowed - variable size
 
{
 
{
byte Size; // 8
+
byte Size; // 8 + NumM * 4
byte Type; // ISP_CNL
+
byte Type; // ISP_MAL
byte ReqI; // 0
+
byte ReqI; // 0 unless this is a reply to a TINY_MAL request
byte UCID; // unique id of the connection which left
+
byte NumM; // number of mods in this packet
  
byte Reason; // leave reason (see below)
+
byte UCID; // unique id of the connection that updated the list
byte Total; // number of connections including host
+
byte Flags; // zero (for now)
 
byte Sp2;
 
byte Sp2;
 
byte Sp3;
 
byte Sp3;
 +
 +
unsigned SkinID [MAL_MAX_MODS]; // SkinID of each mod in compressed format, 0 to MAL_MAX_MODS (NumM)
 
};
 
};
  
struct IS_CPR // Conn Player Rename
+
// IP Bans
 +
 
 +
// You can set up to 120 IP addresses that are not allowed to join a host
 +
 
 +
const int IPB_MAX_BANS = 120;
 +
 
 +
struct IS_IPB // IP Bans - variable size
 
{
 
{
byte Size; // 36
+
byte Size; // 8 + NumB * 4
byte Type; // ISP_CPR
+
byte Type; // ISP_IPB
byte ReqI; // 0
+
byte ReqI; // 0 unless this is a reply to a TINY_IPB request
byte UCID; // unique id of the connection
+
byte NumB; // number of bans in this packet
 +
 
 +
byte Sp0;
 +
byte Sp1;
 +
byte Sp2;
 +
byte Sp3;
  
char PName[24]; // new name
+
in_addr BanIPs [IPB_MAX_BANS]; // IP addresses, 0 to IPB_MAX_BANS (NumB)
char Plate[8]; // number plate - NO ZERO AT END!
 
 
};
 
};
  
struct IS_NPL // New PLayer joining race (if PLID already exists, then leaving pits)
+
struct IS_CIM // Conn Interface Mode
 
{
 
{
byte Size; // 76
+
byte Size; // 8
byte Type; // ISP_NPL
+
byte Type; // ISP_CIM
byte ReqI; // 0 unless this is a reply to an TINY_NPL request
+
byte ReqI; // 0
byte PLID; // player's newly assigned unique id
+
byte UCID; // connection's unique id (0 = local)
 +
 
 +
byte Mode; // mode identifier (see below)
 +
byte SubMode; // submode identifier (see below)
 +
byte SelType; // selected object type (see below)
 +
byte Sp3;
 +
};
  
byte UCID; // connection's unique id
+
// Mode identifiers
byte PType; // bit 0 : female / bit 1 : AI / bit 2 : remote
 
word Flags; // player flags
 
  
char PName[24]; // nickname
+
enum
char Plate[8]; // number plate - NO ZERO AT END!
+
{
 +
CIM_NORMAL, // 0 - not in a special mode
 +
CIM_OPTIONS, // 1
 +
CIM_HOST_OPTIONS, // 2
 +
CIM_GARAGE, // 3
 +
CIM_CAR_SELECT, // 4
 +
CIM_TRACK_SELECT, // 5
 +
CIM_SHIFTU, // 6 - free view mode
 +
CIM_NUM
 +
};
  
char CName[4]; // car name
+
// Submode identifiers for CIM_NORMAL
char SName[16]; // skin name - MAX_CAR_TEX_NAME
 
byte Tyres[4]; // compounds
 
  
byte H_Mass; // added mass (kg)
+
enum
byte H_TRes; // intake restriction
+
{
byte Model; // driver model
+
NRM_NORMAL,
byte Pass; // passengers byte
+
NRM_WHEEL_TEMPS, // F9
 +
NRM_WHEEL_DAMAGE, // F10
 +
NRM_LIVE_SETTINGS, // F11
 +
NRM_PIT_INSTRUCTIONS, // F12
 +
NRM_NUM
 +
};
  
int Spare;
+
// SubMode identifiers for CIM_GARAGE
  
byte SetF; // setup flags (see below)
+
enum
byte NumP; // number in race - ZERO if this is a join request
+
{
byte Sp2;
+
GRG_INFO,
byte Sp3;
+
GRG_COLOURS,
 +
GRG_BRAKE_TC,
 +
GRG_SUSP,
 +
GRG_STEER,
 +
GRG_DRIVE,
 +
GRG_TYRES,
 +
GRG_AERO,
 +
GRG_PASS,
 +
GRG_NUM
 
};
 
};
  
// NOTE : PType bit 0 (female) is not reported on dedicated host as humans are not loaded
+
// SubMode identifiers for CIM_SHIFTU
// You can use the driver model byte instead if required (and to force the use of helmets)
+
 
 +
enum
 +
{
 +
FVM_PLAIN, // no buttons displayed
 +
FVM_BUTTONS, // buttons displayed (not editing)
 +
FVM_EDIT, // edit mode
 +
FVM_NUM
 +
};
  
// Setup flags (for SetF byte)
+
// SelType is the selected object type or zero if unselected
 +
// It may be an AXO_x as in ObjectInfo or one of these:
  
#define SETF_SYMM_WHEELS 1
+
const int MARSH_IS_CP = 252; // insim checkpoint
#define SETF_TC_ENABLE 2
+
const int MARSH_IS_AREA = 253; // insim circle
#define SETF_ABS_ENABLE 4
+
const int MARSH_MARSHAL = 254; // restricted area
 +
const int MARSH_ROUTE = 255; // route checker
  
// More...
+
//
  
struct IS_PLP // PLayer Pits (go to settings - stays in player list)
+
struct IS_CNL // ConN Leave
 
{
 
{
byte Size; // 4
+
byte Size; // 8
byte Type; // ISP_PLP
+
byte Type; // ISP_CNL
 
byte ReqI; // 0
 
byte ReqI; // 0
byte PLID; // player's unique id
+
byte UCID; // unique id of the connection which left
};
 
  
struct IS_PLL // PLayer Leave race (spectate - removed from player list)
+
byte Reason; // leave reason (see below)
{
+
byte Total; // number of connections including host
byte Size; // 4
+
byte Sp2;
byte Type; // ISP_PLL
+
byte Sp3;
byte ReqI; // 0
 
byte PLID; // player's unique id
 
 
};
 
};
  
struct IS_CRS // Car ReSet
+
struct IS_CPR // Conn Player Rename
 
{
 
{
byte Size; // 4
+
byte Size; // 36
byte Type; // ISP_CRS
+
byte Type; // ISP_CPR
 
byte ReqI; // 0
 
byte ReqI; // 0
byte PLID; // player's unique id
+
byte UCID; // unique id of the connection
 +
 
 +
char PName[24]; // new name
 +
char Plate[8]; // number plate - NO ZERO AT END!
 
};
 
};
  
struct IS_LAP // LAP time
+
struct IS_NPL // New PLayer joining race (if PLID already exists, then leaving pits)
 
{
 
{
byte Size; // 20
+
byte Size; // 76
byte Type; // ISP_LAP
+
byte Type; // ISP_NPL
byte ReqI; // 0
+
byte ReqI; // 0 unless this is a reply to an TINY_NPL request
byte PLID; // player's unique id
+
byte PLID; // player's newly assigned unique id
  
unsigned LTime; // lap time (ms)
+
byte UCID; // connection's unique id
unsigned ETime; // total time (ms)
+
byte PType; // bit 0: female / bit 1: AI / bit 2: remote
 
 
word LapsDone; // laps completed
 
 
word Flags; // player flags
 
word Flags; // player flags
  
byte Sp0;
+
char PName[24]; // nickname
byte Penalty; // current penalty value (see below)
+
char Plate[8]; // number plate - NO ZERO AT END!
byte NumStops; // number of pit stops
 
byte Sp3;
 
};
 
  
struct IS_SPX // SPlit X time
+
char CName[4]; // car name
{
+
char SName[16]; // skin name - MAX_CAR_TEX_NAME
byte Size; // 16
+
byte Tyres[4]; // compounds
byte Type; // ISP_SPX
 
byte ReqI; // 0
 
byte PLID; // player's unique id
 
  
unsigned STime; // split time (ms)
+
byte H_Mass; // added mass (kg)
unsigned ETime; // total time (ms)
+
byte H_TRes; // intake restriction
 +
byte Model; // driver model
 +
byte Pass; // passengers byte
  
byte Split; // split number 1, 2, 3
+
byte RWAdj; // low 4 bits: tyre width reduction (rear)
byte Penalty; // current penalty value (see below)
+
byte FWAdj; // low 4 bits: tyre width reduction (front)
byte NumStops; // number of pit stops
+
byte Sp2;
 
byte Sp3;
 
byte Sp3;
};
 
  
struct IS_PIT // PIT stop (stop at pit garage)
+
byte SetF; // setup flags (see below)
{
+
byte NumP; // number in race - ZERO if this is a join request
byte Size; // 24
+
byte Config; // configuration (see below)
byte Type; // ISP_PIT
+
byte Fuel; // /showfuel yes: fuel percent / no: 255
byte ReqI; // 0
+
};
byte PLID; // player's unique id
+
 
 +
// 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)
 +
 
 +
// Setup flags (for SetF byte)
  
word LapsDone; // laps completed
+
#define SETF_SYMM_WHEELS 1
word Flags; // player flags
+
#define SETF_TC_ENABLE 2
 +
#define SETF_ABS_ENABLE 4
  
byte Sp0;
+
// Configuration (Config byte)
byte Penalty; // current penalty value (see below)
 
byte NumStops; // number of pit stops
 
byte Sp3;
 
  
byte Tyres[4]; // tyres changed
+
// UF1 / LX4 / LX6: 0 = DEFAULT / 1 = OPEN ROOF
 +
// GTR racing cars: 0 = DEFAULT / 1 = ALTERNATE
  
unsigned Work; // pit work
+
// More...
unsigned Spare;
 
};
 
  
struct IS_PSF // Pit Stop Finished
+
struct IS_PLP // PLayer Pits (go to settings - stays in player list)
 
{
 
{
byte Size; // 12
+
byte Size; // 4
byte Type; // ISP_PSF
+
byte Type; // ISP_PLP
 
byte ReqI; // 0
 
byte ReqI; // 0
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
 
unsigned STime; // stop time (ms)
 
unsigned Spare;
 
 
};
 
};
  
struct IS_PLA // Pit LAne
+
struct IS_PLL // PLayer Leave race (spectate - removed from player list)
 
{
 
{
byte Size; // 8
+
byte Size; // 4
byte Type; // ISP_PLA
+
byte Type; // ISP_PLL
 
byte ReqI; // 0
 
byte ReqI; // 0
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
 
byte Fact; // pit lane fact (see below)
 
byte Sp1;
 
byte Sp2;
 
byte Sp3;
 
 
};
 
};
  
// IS_CCH : Camera CHange
+
struct IS_CRS // Car ReSet
 
 
// 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 Size; // 4
byte Type; // ISP_CCH
+
byte Type; // ISP_CRS
 
byte ReqI; // 0
 
byte ReqI; // 0
 
byte PLID; // player's unique id
 
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)
+
struct IS_LAP // LAP time
 
{
 
{
byte Size; // 8
+
byte Size; // 20
byte Type; // ISP_PEN
+
byte Type; // ISP_LAP
 
byte ReqI; // 0
 
byte ReqI; // 0
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
  
byte OldPen; // old penalty value (see below)
+
unsigned LTime; // lap time (ms)
byte NewPen; // new penalty value (see below)
+
unsigned ETime; // total time (ms)
byte Reason; // penalty reason (see below)
 
byte Sp3;
 
};
 
  
struct IS_TOC // Take Over Car
+
word LapsDone; // laps completed
{
+
word Flags; // player flags
byte Size; // 8
 
byte Type; // ISP_TOC
 
byte ReqI; // 0
 
byte PLID; // player's unique id
 
  
byte OldUCID; // old connection's unique id
+
byte Sp0;
byte NewUCID; // new connection's unique id
+
byte Penalty; // current penalty value (see below)
byte Sp2;
+
byte NumStops; // number of pit stops
byte Sp3;
+
byte Fuel200; // /showfuel yes: double fuel percent / no: 255
 
};
 
};
  
struct IS_FLG // FLaG (yellow or blue flag changed)
+
struct IS_SPX // SPlit X time
 
{
 
{
byte Size; // 8
+
byte Size; // 16
byte Type; // ISP_FLG
+
byte Type; // ISP_SPX
 
byte ReqI; // 0
 
byte ReqI; // 0
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
  
byte OffOn; // 0 = off / 1 = on
+
unsigned STime; // split time (ms)
byte Flag; // 1 = given blue / 2 = causing yellow
+
unsigned ETime; // total time (ms)
byte CarBehind; // unique id of obstructed player
+
 
byte Sp3;
+
byte Split; // split number 1, 2, 3
 +
byte Penalty; // current penalty value (see below)
 +
byte NumStops; // number of pit stops
 +
byte Fuel200; // /showfuel yes: double fuel percent / no: 255
 
};
 
};
  
struct IS_PFL // Player FLags (help flags changed)
+
struct IS_PIT // PIT stop (stop at pit garage)
 
{
 
{
byte Size; // 8
+
byte Size; // 24
byte Type; // ISP_PFL
+
byte Type; // ISP_PIT
 
byte ReqI; // 0
 
byte ReqI; // 0
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
  
word Flags; // player flags (see below)
+
word LapsDone; // laps completed
word Spare;
+
word Flags; // player flags
 +
 
 +
byte FuelAdd; // /showfuel yes: fuel added percent / no: 255
 +
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_FIN // FINished race notification (not a final result - use IS_RES)
+
struct IS_PSF // Pit Stop Finished
 
{
 
{
byte Size; // 20
+
byte Size; // 12
byte Type; // ISP_FIN
+
byte Type; // ISP_PSF
 
byte ReqI; // 0
 
byte ReqI; // 0
byte PLID; // player's unique id (0 = player left before result was sent)
+
byte PLID; // player's unique id
  
unsigned TTime; // race time (ms)
+
unsigned STime; // stop time (ms)
unsigned BTime; // best lap (ms)
+
unsigned Spare;
 +
};
  
byte SpA;
+
struct IS_PLA // Pit LAne
byte NumStops; // number of pit stops
+
{
byte Confirm; // confirmation flags : disqualified etc - see below
+
byte Size; // 8
byte SpB;
+
byte Type; // ISP_PLA
 +
byte ReqI; // 0
 +
byte PLID; // player's unique id
  
word LapsDone; // laps completed
+
byte Fact; // pit lane fact (see below)
word Flags; // player flags : help settings etc - see below
+
byte Sp1;
 +
byte Sp2;
 +
byte Sp3;
 
};
 
};
  
struct IS_RES // RESult (qualify or confirmed finish)
+
// 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; // 84
+
byte Size; // 8
byte Type; // ISP_RES
+
byte Type; // ISP_CCH
byte ReqI; // 0 unless this is a reply to a TINY_RES request
+
byte ReqI; // 0
byte PLID; // player's unique id (0 = player left before result was sent)
+
byte PLID; // player's unique id
  
char UName[24]; // username
+
byte Camera; // view identifier (see below)
char PName[24]; // nickname
+
byte Sp1;
char Plate[8]; // number plate - NO ZERO AT END!
+
byte Sp2;
char CName[4]; // skin prefix
+
byte Sp3;
 +
};
  
unsigned TTime; // race time (ms)
+
struct IS_PEN // PENalty (given or cleared)
unsigned BTime; // best lap (ms)
+
{
 +
byte Size; // 8
 +
byte Type; // ISP_PEN
 +
byte ReqI; // 0
 +
byte PLID; // player's unique id
  
byte SpA;
+
byte OldPen; // old penalty value (see below)
byte NumStops; // number of pit stops
+
byte NewPen; // new penalty value (see below)
byte Confirm; // confirmation flags : disqualified etc - see below
+
byte Reason; // penalty reason (see below)
byte SpB;
+
byte Sp3;
 +
};
  
word LapsDone; // laps completed
+
struct IS_TOC // Take Over Car
word Flags; // player flags : help settings etc - see below
+
{
 +
byte Size; // 8
 +
byte Type; // ISP_TOC
 +
byte ReqI; // 0
 +
byte PLID; // player's unique id
  
byte ResultNum; // finish or qualify pos (0 = win / 255 = not added to table)
+
byte OldUCID; // old connection's unique id
byte NumRes; // total number of results (qualify doesn't always add a new one)
+
byte NewUCID; // new connection's unique id
word PSeconds; // penalty time in seconds (already included in race time)
+
byte Sp2;
 +
byte Sp3;
 
};
 
};
  
// IS_REO : REOrder - this packet can be sent in either direction
+
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
  
// LFS sends one at the start of every race or qualifying session, listing the start order
+
byte OffOn; // 0 = off / 1 = on
 +
byte Flag; // 1 = given blue / 2 = causing yellow
 +
byte CarBehind; // unique id of obstructed player
 +
byte Sp3;
 +
};
  
// You can send one to LFS in two different ways, to specify the starting order :
+
struct IS_PFL // Player FLags (help flags changed)
// 1) In the race setup screen, to immediately rearrange the grid when the packet arrives
 
// 2) In game, just before a restart or exit, to specify the order on the restart or exit
 
// If you are sending an IS_REO in game, you should send it when you receive the SMALL_VTA
 
// informing you that the Vote Action (VOTE_END / VOTE_RESTART / VOTE_QUALIFY) is about
 
// to take place.  Any IS_REO received before the SMALL_VTA is sent will be ignored.
 
 
 
struct IS_REO // REOrder (when race restarts after qualifying)
 
 
{
 
{
byte Size; // 44
+
byte Size; // 8
byte Type; // ISP_REO
+
byte Type; // ISP_PFL
byte ReqI; // 0 unless this is a reply to an TINY_REO request
+
byte ReqI; // 0
byte NumP; // number of players in race
+
byte PLID; // player's unique id
  
byte PLID[40]; // all PLIDs in new order
+
word Flags; // player flags (see below)
 +
word Spare;
 
};
 
};
  
// To request an IS_REO packet at any time, send this IS_TINY :
+
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)
  
// ReqI : non-zero (returned in the reply)
+
unsigned TTime; // race time (ms)
// SubT : TINY_REO (request an IS_REO)
+
unsigned BTime; // best lap (ms)
  
// Pit Lane Facts
+
byte SpA;
 +
byte NumStops; // number of pit stops
 +
byte Confirm; // confirmation flags: disqualified etc - see below
 +
byte SpB;
  
enum
+
word LapsDone; // laps completed
{
+
word Flags; // player flags: help settings etc - see below
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
+
struct IS_RES // RESult (qualify or confirmed finish)
 
 
enum
 
 
{
 
{
PSE_NOTHING, // bit 0 (1)
+
byte Size; // 84
PSE_STOP, // bit 1 (2)
+
byte Type; // ISP_RES
PSE_FR_DAM, // bit 2 (4)
+
byte ReqI; // 0 unless this is a reply to a TINY_RES request
PSE_FR_WHL, // etc...
+
byte PLID; // player's unique id (0 = player left before result was sent)
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
+
char UName[24]; // username
 
+
char PName[24]; // nickname
enum
+
char Plate[8]; // number plate - NO ZERO AT END!
{
+
char CName[4]; // skin prefix
VIEW_FOLLOW, // 0 - arcade
+
 
VIEW_HELI, // 1 - helicopter
+
unsigned TTime; // (ms) race or autocross: total time / qualify: session time
VIEW_CAM, // 2 - tv camera
+
unsigned BTime; // (ms) best lap
VIEW_DRIVER, // 3 - cockpit
+
 
VIEW_CUSTOM, // 4 - custom
+
byte SpA;
VIEW_MAX
+
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)
 
};
 
};
  
const int VIEW_ANOTHER = 255; // viewing another car
+
// 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
  
// Languages
+
// You can send one to LFS in two different ways, to specify the starting order:
 +
// 1) In the race setup screen, to immediately rearrange the grid when the packet arrives
 +
// 2) In game, just before a restart or exit, to specify the order on the restart or exit
 +
// If you are sending an IS_REO in game, you should send it when you receive the SMALL_VTA
 +
// informing you that the Vote Action (VOTE_END / VOTE_RESTART / VOTE_QUALIFY) is about
 +
// to take place.  Any IS_REO received before the SMALL_VTA is sent will be ignored.
  
enum
+
struct IS_REO // REOrder (when race restarts after qualifying)
 
{
 
{
LFS_ENGLISH, // 0
+
byte Size; // 44
LFS_DEUTSCH, // 1
+
byte Type; // ISP_REO
LFS_PORTUGUESE, // 2
+
byte ReqI; // 0 unless this is a reply to an TINY_REO request
LFS_FRENCH, // 3
+
byte NumP; // number of players in race
LFS_SUOMI, // 4
+
 
LFS_NORSK, // 5
+
byte PLID[40]; // all PLIDs in new order
LFS_NEDERLANDS, // 6
+
};
LFS_CATALAN, // 7
+
 
LFS_TURKISH, // 8
+
// To request an IS_REO packet at any time, send this IS_TINY:
LFS_CASTELLANO, // 9
+
 
LFS_ITALIANO, // 10
+
// ReqI: non-zero (returned in the reply)
LFS_DANSK, // 11
+
// SubT: TINY_REO (request an IS_REO)
LFS_CZECH, // 12
+
 
LFS_RUSSIAN, // 13
+
// Pit Lane Facts
LFS_ESTONIAN, // 14
+
 
LFS_SERBIAN, // 15
+
enum
LFS_GREEK, // 16
+
{
LFS_POLSKI, // 17
+
PITLANE_EXIT, // 0 - left pit lane
LFS_CROATIAN, // 18
+
PITLANE_ENTER, // 1 - entered pit lane
LFS_HUNGARIAN, // 19
+
PITLANE_NO_PURPOSE, // 2 - entered for no purpose
LFS_BRAZILIAN, // 20
+
PITLANE_DT, // 3 - entered for drive-through
LFS_SWEDISH, // 21
+
PITLANE_SG, // 4 - entered for stop-go
LFS_SLOVAK, // 22
+
PITLANE_NUM
LFS_GALEGO, // 23
 
LFS_SLOVENSKI, // 24
 
LFS_BELARUSSIAN, // 25
 
LFS_LATVIAN, // 26
 
LFS_LITHUANIAN, // 27
 
LFS_TRADITIONAL_CHINESE, // 28
 
LFS_SIMPLIFIED_CHINESE, // 29
 
LFS_JAPANESE, // 30
 
LFS_KOREAN, // 31
 
LFS_BULGARIAN, // 32
 
LFS_LATINO, // 33
 
LFS_UKRAINIAN, // 34
 
LFS_INDONESIAN, // 35
 
LFS_ROMANIAN, // 36
 
LFS_NUM_LANG // 37
 
 
};
 
};
  
// Leave reasons
+
// Pit Work Flags
  
 
enum
 
enum
 
{
 
{
LEAVR_DISCO, // 0 - none
+
PSE_NOTHING, // bit 0 (1)
LEAVR_TIMEOUT, // 1 - timed out
+
PSE_STOP, // bit 1 (2)
LEAVR_LOSTCONN, // 2 - lost connection
+
PSE_FR_DAM, // bit 2 (4)
LEAVR_KICKED, // 3 - kicked
+
PSE_FR_WHL, // etc...
LEAVR_BANNED, // 4 - banned
+
PSE_LE_FR_DAM,
LEAVR_SECURITY, // 5 - security
+
PSE_LE_FR_WHL,
LEAVR_CPW, // 6 - cheat protection wrong
+
PSE_RI_FR_DAM,
LEAVR_OOS, // 7 - out of sync with host
+
PSE_RI_FR_WHL,
LEAVR_JOOS, // 8 - join OOS (initial sync failed)
+
PSE_RE_DAM,
LEAVR_HACK, // 9 - invalid packet
+
PSE_RE_WHL,
LEAVR_NUM
+
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
 
};
 
};
  
// Penalty values (VALID means the penalty can now be cleared)
+
// View identifiers
  
 
enum
 
enum
 
{
 
{
PENALTY_NONE, // 0
+
VIEW_FOLLOW, // 0 - arcade
PENALTY_DT, // 1
+
VIEW_HELI, // 1 - helicopter
PENALTY_DT_VALID, // 2
+
VIEW_CAM, // 2 - tv camera
PENALTY_SG, // 3
+
VIEW_DRIVER, // 3 - cockpit
PENALTY_SG_VALID, // 4
+
VIEW_CUSTOM, // 4 - custom
PENALTY_30, // 5
+
VIEW_MAX
PENALTY_45, // 6
 
PENALTY_NUM
 
 
};
 
};
  
// Penalty reasons
+
const int VIEW_ANOTHER = 255; // viewing another car
 +
 
 +
// Languages
  
 
enum
 
enum
 
{
 
{
PENR_UNKNOWN, // 0 - unknown or cleared penalty
+
LFS_ENGLISH, // 0
PENR_ADMIN, // 1 - penalty given by admin
+
LFS_DEUTSCH, // 1
PENR_WRONG_WAY, // 2 - wrong way driving
+
LFS_PORTUGUESE, // 2
PENR_FALSE_START, // 3 - starting before green light
+
LFS_FRENCH, // 3
PENR_SPEEDING, // 4 - speeding in pit lane
+
LFS_SUOMI, // 4
PENR_STOP_SHORT, // 5 - stop-go pit stop too short
+
LFS_NORSK, // 5
PENR_STOP_LATE, // 6 - compulsory stop is too late
+
LFS_NEDERLANDS, // 6
PENR_NUM
+
LFS_CATALAN, // 7
};
+
LFS_TURKISH, // 8
 +
LFS_CASTELLANO, // 9
 +
LFS_ITALIANO, // 10
 +
LFS_DANSK, // 11
 +
LFS_CZECH, // 12
 +
LFS_RUSSIAN, // 13
 +
LFS_ESTONIAN, // 14
 +
LFS_SERBIAN, // 15
 +
LFS_GREEK, // 16
 +
LFS_POLSKI, // 17
 +
LFS_CROATIAN, // 18
 +
LFS_HUNGARIAN, // 19
 +
LFS_BRAZILIAN, // 20
 +
LFS_SWEDISH, // 21
 +
LFS_SLOVAK, // 22
 +
LFS_GALEGO, // 23
 +
LFS_SLOVENSKI, // 24
 +
LFS_BELARUSSIAN, // 25
 +
LFS_LATVIAN, // 26
 +
LFS_LITHUANIAN, // 27
 +
LFS_TRADITIONAL_CHINESE, // 28
 +
LFS_SIMPLIFIED_CHINESE, // 29
 +
LFS_JAPANESE, // 30
 +
LFS_KOREAN, // 31
 +
LFS_BULGARIAN, // 32
 +
LFS_LATINO, // 33
 +
LFS_UKRAINIAN, // 34
 +
LFS_INDONESIAN, // 35
 +
LFS_ROMANIAN, // 36
 +
LFS_NUM_LANG // 37
 +
};
  
// Player flags
+
// Leave reasons
  
#define PIF_SWAPSIDE 1
+
enum
#define PIF_RESERVED_2 2
+
{
#define PIF_RESERVED_4 4
+
LEAVR_DISCO, // 0 - none
#define PIF_AUTOGEARS 8
+
LEAVR_TIMEOUT, // 1 - timed out
#define PIF_SHIFTER 16
+
LEAVR_LOSTCONN, // 2 - lost connection
#define PIF_RESERVED_32 32
+
LEAVR_KICKED, // 3 - kicked
#define PIF_HELP_B 64
+
LEAVR_BANNED, // 4 - banned
#define PIF_AXIS_CLUTCH 128
+
LEAVR_SECURITY, // 5 - security
#define PIF_INPITS 256
+
LEAVR_CPW, // 6 - cheat protection wrong
#define PIF_AUTOCLUTCH 512
+
LEAVR_OOS, // 7 - out of sync with host
#define PIF_MOUSE 1024
+
LEAVR_JOOS, // 8 - join OOS (initial sync failed)
#define PIF_KB_NO_HELP 2048
+
LEAVR_HACK, // 9 - invalid packet
#define PIF_KB_STABILISED 4096
+
LEAVR_NUM
#define PIF_CUSTOM_VIEW 8192
+
};
  
// Tyre compounds (4 byte order : rear L, rear R, front L, front R)
+
// Penalty values (VALID means the penalty can now be cleared)
  
 
enum
 
enum
 
{
 
{
TYRE_R1, // 0
+
PENALTY_NONE, // 0
TYRE_R2, // 1
+
PENALTY_DT, // 1
TYRE_R3, // 2
+
PENALTY_DT_VALID, // 2
TYRE_R4, // 3
+
PENALTY_SG, // 3
TYRE_ROAD_SUPER, // 4
+
PENALTY_SG_VALID, // 4
TYRE_ROAD_NORMAL, // 5
+
PENALTY_30, // 5
TYRE_HYBRID, // 6
+
PENALTY_45, // 6
TYRE_KNOBBLY, // 7
+
PENALTY_NUM
TYRE_NUM
 
 
};
 
};
  
const int NOT_CHANGED = 255;
+
// 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
 +
};
  
// Confirmation flags
+
// Player flags
  
#define CONF_MENTIONED 1
+
#define PIF_LEFTSIDE 1
#define CONF_CONFIRMED 2
+
#define PIF_RESERVED_2 2
#define CONF_PENALTY_DT 4
+
#define PIF_RESERVED_4 4
#define CONF_PENALTY_SG 8
+
#define PIF_AUTOGEARS 8
#define CONF_PENALTY_30 16
+
#define PIF_SHIFTER 16
#define CONF_PENALTY_45 32
+
#define PIF_RESERVED_32 32
#define CONF_DID_NOT_PIT 64
+
#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
  
#define CONF_DISQ (CONF_PENALTY_DT | CONF_PENALTY_SG | CONF_DID_NOT_PIT)
+
// Tyre compounds (4 byte order: rear L, rear R, front L, front R)
#define CONF_TIME (CONF_PENALTY_30 | CONF_PENALTY_45)
 
  
// Race flags
+
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_VOTE 1
Line 1,541: Line 1,781:
 
// Passengers byte
 
// Passengers byte
  
// bit 0 female
+
// bit 0 front male
// bit 1 front
+
// bit 1 front female
// bit 2 female
+
// bit 2 rear left male
// bit 3 rear left
+
// bit 3 rear left female
// bit 4 female
+
// bit 4 rear middle male
// bit 5 rear middle
+
// bit 5 rear middle female
// bit 6 female
+
// bit 6 rear right male
// bit 7 rear right
+
// bit 7 rear right female
  
  
Line 1,558: Line 1,798:
 
// In each case, ReqI must be non-zero, and will be returned in the reply packet
 
// In each case, ReqI must be non-zero, and will be returned in the reply packet
  
// SubT : TINT_NCN - request all connections
+
// SubT: TINY_NCN - request all connections
// SubT : TINY_NPL - request all players
+
// SubT: TINY_NPL - request all players
// SubT : TINY_RES - request all results
+
// SubT: TINY_RES - request all results
// SubT : TINY_NLP - request a single IS_NLP
+
// SubT: TINY_NLP - request a single IS_NLP
// SubT : TINY_MCI - request a set of IS_MCI
+
// SubT: TINY_MCI - request a set of IS_MCI
  
  
Line 1,606: Line 1,846:
 
byte Sp3;
 
byte Sp3;
  
ObjectInfo StartPos; // 0 : use default start point / Flags = 0x80 : set start point
+
ObjectInfo StartPos; // 0: use default start point / Flags = 0x80: set start point
 
};
 
};
  
Line 1,632: Line 1,872:
 
// =========
 
// =========
  
// When all objects are cleared from a layout, LFS sends this IS_TINY :
+
// When all objects are cleared from a layout, LFS sends this IS_TINY:
  
// ReqI : 0
+
// ReqI: 0
// SubT : TINY_AXC (AutoX Cleared)
+
// SubT: TINY_AXC (AutoX Cleared)
  
// You can request information about the current layout with this IS_TINY :
+
// You can request information about the current layout with this IS_TINY:
  
// ReqI : non-zero (returned in the reply)
+
// ReqI: non-zero (returned in the reply)
// SubT : TINY_AXI (AutoX Info)
+
// SubT: TINY_AXI (AutoX Info)
  
// The information will be sent back in this packet (also sent when a layout is loaded) :
+
// The information will be sent back in this packet (also sent when a layout is loaded):
  
 
struct IS_AXI // AutoX Info
 
struct IS_AXI // AutoX Info
Line 1,658: Line 1,898:
 
};
 
};
  
// On false start or wrong route / restricted area, an IS_PEN packet is sent :
+
// 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
+
// False start: OldPen = 0 / NewPen = PENALTY_30 / Reason = PENR_FALSE_START
// Wrong route : OldPen = 0 / NewPen = PENALTY_45 / Reason = PENR_WRONG_WAY
+
// 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 :
+
// If an autocross object is hit (2 second time penalty) this packet is sent:
  
 
struct IS_AXO // AutoX Object
 
struct IS_AXO // AutoX Object
Line 1,678: Line 1,918:
  
 
// IS_NLP - compact, all cars in 1 variable sized packet
 
// IS_NLP - compact, all cars in 1 variable sized packet
// IS_MCI - detailed, max 8 cars per variable sized packet
+
// IS_MCI - detailed, max 16 cars per variable sized packet
  
// To receive IS_NLP or IS_MCI packets at a specified interval :
+
// To receive IS_NLP or IS_MCI packets at a specified interval:
  
// 1) Set the Interval field in the IS_ISI (InSimInit) packet (40, 50, 60... 8000 ms)
+
// 1) Set the Interval field in the IS_ISI (InSimInit) packet (10, 20, 30... 8000 ms)
 
// 2) Set one of the flags ISF_NLP or ISF_MCI in the IS_ISI packet
 
// 2) Set one of the flags ISF_NLP or ISF_MCI in the IS_ISI packet
  
Line 1,692: Line 1,932:
 
word Lap; // current lap
 
word Lap; // current lap
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
byte Position; // current race position : 0 = unknown, 1 = leader, etc...
+
byte Position; // current race position: 0 = unknown, 1 = leader, etc...
 
};
 
};
 +
 +
const int NLP_MAX_CARS = 40;
  
 
struct IS_NLP // Node and Lap Packet - variable size
 
struct IS_NLP // Node and Lap Packet - variable size
Line 1,702: Line 1,944:
 
byte NumP; // number of players in race
 
byte NumP; // number of players in race
  
NodeLap Info[40]; // node and lap of each player, 1 to 40 of these (NumP)
+
NodeLap Info[NLP_MAX_CARS]; // node and lap of each player, 1 to NLP_MAX_CARS (NumP)
 
};
 
};
  
Line 1,712: Line 1,954:
 
word Lap; // current lap
 
word Lap; // current lap
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
byte Position; // current race position : 0 = unknown, 1 = leader, etc...
+
byte Position; // current race position: 0 = unknown, 1 = leader, etc...
 
byte Info; // flags and other info - see below
 
byte Info; // flags and other info - see below
 
byte Sp3;
 
byte Sp3;
Line 1,719: Line 1,961:
 
int Z; // Z alt (65536 = 1 metre)
 
int Z; // Z alt (65536 = 1 metre)
 
word Speed; // speed (32768 = 100 m/s)
 
word Speed; // speed (32768 = 100 m/s)
word Direction; // car's motion if Speed > 0 : 0 = world y direction, 32768 = 180 deg
+
word Direction; // car's motion if Speed > 0: 0 = world y direction, 32768 = 180 deg
word Heading; // direction of forward axis : 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)
+
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 :
+
// 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_BLUE 1 // this car is in the way of a driver who is a lap ahead
Line 1,737: Line 1,979:
 
// NOTE 3) AngVel  : 0 = no change in heading,    8192 = 180 degrees per second anticlockwise
 
// 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
+
const int MCI_MAX_CARS = 16;
 +
 
 +
struct IS_MCI // Multi Car Info - if more than MCI_MAX_CARS in race then more than one is sent
 
{
 
{
 
byte Size; // 4 + NumC * 28
 
byte Size; // 4 + NumC * 28
Line 1,744: Line 1,988:
 
byte NumC; // number of valid CompCar structs in this packet
 
byte NumC; // number of valid CompCar structs in this packet
  
CompCar Info[8]; // car info for each player, 1 to 8 of these (NumC)
+
CompCar Info[MCI_MAX_CARS]; // car info for each player, 1 to MCI_MAX_CARS (NumC)
 
};
 
};
  
// You can change the rate of NLP or MCI after initialisation by sending this IS_SMALL :
+
// You can change the rate of NLP or MCI after initialisation by sending this IS_SMALL:
  
// ReqI : 0
+
// ReqI: 0
// SubT : SMALL_NLI (Node Lap Interval)
+
// SubT: SMALL_NLI (Node Lap Interval)
// UVal : interval     (0 means stop, otherwise time interval : 40, 50, 60... 8000 ms)
+
// UVal: interval (0 means stop, otherwise time interval: 40, 50, 60... 8000 ms)
  
  
Line 1,759: Line 2,003:
 
// Set the ISF_CON flag in the IS_ISI to receive car contact reports
 
// Set the ISF_CON flag in the IS_ISI to receive car contact reports
  
struct CarContact // 16 bytes : one car in a contact - two of these in the IS_CON (below)
+
struct CarContact // 16 bytes: one car in a contact - two of these in the IS_CON (below)
 
{
 
{
 
byte PLID;
 
byte PLID;
Line 1,766: Line 2,010:
 
char Steer; // front wheel steer in degrees (right positive)
 
char Steer; // front wheel steer in degrees (right positive)
 
 
byte ThrBrk; // high 4 bits : throttle    / low 4 bits : brake (0 to 15)
+
byte ThrBrk; // high 4 bits: throttle    / low 4 bits: brake (0 to 15)
byte CluHan; // high 4 bits : clutch      / low 4 bits : handbrake (0 to 15)
+
byte CluHan; // high 4 bits: clutch      / low 4 bits: handbrake (0 to 15)
byte GearSp; // high 4 bits : gear (15=R) / low 4 bits : spare
+
byte GearSp; // high 4 bits: gear (15=R) / low 4 bits: spare
 
byte Speed; // m/s
 
byte Speed; // m/s
  
byte Direction; // car's motion if Speed > 0 : 0 = world y direction, 128 = 180 deg
+
byte Direction; // car's motion if Speed > 0: 0 = world y direction, 128 = 180 deg
byte Heading; // direction of forward axis : 0 = world y direction, 128 = 180 deg
+
byte Heading; // direction of forward axis: 0 = world y direction, 128 = 180 deg
 
char AccelF; // m/s^2 longitudinal acceleration (forward positive)
 
char AccelF; // m/s^2 longitudinal acceleration (forward positive)
 
char AccelR; // m/s^2 lateral acceleration (right positive)
 
char AccelR; // m/s^2 lateral acceleration (right positive)
Line 1,787: Line 2,031:
 
byte Zero;
 
byte Zero;
  
word SpClose; // high 4 bits : reserved / low 12 bits : closing speed (10 = 1 m/s)
+
word SpClose; // high 4 bits: reserved / low 12 bits: closing speed (10 = 1 m/s)
 
word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
 
word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
  
Line 1,796: Line 2,040:
 
// Set the ISF_OBH flag in the IS_ISI to receive object contact reports
 
// Set the ISF_OBH flag in the IS_ISI to receive object contact reports
  
struct CarContOBJ // 8 bytes : car in a contact with an object
+
struct CarContOBJ // 8 bytes: car in a contact with an object
 
{
 
{
byte Direction; // car's motion if Speed > 0 : 0 = world y direction, 128 = 180 deg
+
byte Direction; // car's motion if Speed > 0: 0 = world y direction, 128 = 180 deg
byte Heading; // direction of forward axis : 0 = world y direction, 128 = 180 deg
+
byte Heading; // direction of forward axis: 0 = world y direction, 128 = 180 deg
 
byte Speed; // m/s
 
byte Speed; // m/s
 
byte Zbyte;
 
byte Zbyte;
Line 1,814: Line 2,058:
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
  
word SpClose; // high 4 bits : reserved / low 12 bits : closing speed (10 = 1 m/s)
+
word SpClose; // high 4 bits: reserved / low 12 bits: closing speed (10 = 1 m/s)
 
word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
 
word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
  
Line 1,822: Line 2,066:
 
short Y; // as in ObjectInfo
 
short Y; // as in ObjectInfo
  
byte Zbyte; // if OBH_LAYOUT is set : Zbyte as in ObjectInfo
+
byte Zbyte; // if OBH_LAYOUT is set: Zbyte as in ObjectInfo
 
byte Sp1;
 
byte Sp1;
 
byte Index; // AXO_x as in ObjectInfo or zero if it is an unknown object
 
byte Index; // AXO_x as in ObjectInfo or zero if it is an unknown object
Line 1,844: Line 2,088:
 
byte PLID; // player's unique id
 
byte PLID; // player's unique id
  
byte HLVC; // 0 : ground / 1 : wall / 4 : speeding / 5 : out of bounds
+
byte HLVC; // 0: ground / 1: wall / 4: speeding / 5: out of bounds
 
byte Sp1;
 
byte Sp1;
 
word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
 
word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
Line 1,884: Line 2,128:
 
};
 
};
  
// Identifying an InSim checkpoint from the ObjectInfo :
+
// Identifying an InSim checkpoint from the ObjectInfo:
  
// Index is 252.  Checkpoint index (seen in the autocross editor) is stored in Flags bits 0 and 1
+
// Index is 252.  Checkpoint index (seen in the layout editor) is stored in Flags bits 0 and 1
  
 
// 00 = finish line
 
// 00 = finish line
Line 1,896: Line 2,140:
 
// If you use many InSim checkpoints you may need to identify them with the X and Y values.
 
// If you use many InSim checkpoints you may need to identify them with the X and Y values.
  
// Identifying an InSim circle from the ObjectInfo :
+
// Identifying an InSim circle from the ObjectInfo:
  
// Index is 253.  The circle index (seen in the autocross editor) is stored in the Heading byte.
+
// Index is 253.  The circle index (seen in the layout editor) is stored in the Heading byte.
  
 
struct IS_CSC // Car State Changed - reports a change in a car's state (currently start or stop)
 
struct IS_CSC // Car State Changed - reports a change in a car's state (currently start or stop)
Line 1,958: Line 2,202:
 
// Index byte specifies which lights you want to override
 
// Index byte specifies which lights you want to override
  
// Currently the following values are supported :
+
// Currently the following values are supported:
  
// AXO_START_LIGHTS (149) // overrides temporary start lights in the layout
+
// AXO_START_LIGHTS1 149 // layout
#define OCO_INDEX_MAIN 240 // special value to override the main start light system
+
// AXO_START_LIGHTS2 150 // layout
 +
// AXO_START_LIGHTS3 151 // layout
 +
#define OCO_INDEX_MAIN 240 // main start lights
  
 
// Identifier byte can be used to override groups of temporary start lights
 
// Identifier byte can be used to override groups of temporary start lights
Line 1,969: Line 2,215:
 
// Data byte specifies particular bulbs using the low 4 bits
 
// Data byte specifies particular bulbs using the low 4 bits
  
// Bulb bit values for the currently available lights :
+
// Bulb bit values for the currently available lights:
  
 
// OCO_INDEX_MAIN AXO_START_LIGHTS
 
// OCO_INDEX_MAIN AXO_START_LIGHTS
  
// bit 0 (1) : red1 bit 0 (1) : red
+
// bit 0 (1): red1 bit 0 (1): red
// bit 1 (2) : red2 bit 1 (2) : amber
+
// bit 1 (2): red2 bit 1 (2): amber
// bit 2 (4) : red3 -
+
// bit 2 (4): red3 -
// bit 3 (8) : green bit 3 (8) : green
+
// bit 3 (8): green bit 3 (8): green
  
  
Line 1,989: Line 2,235:
  
 
// You can also get (TTC_SEL) or set (PMO_SELECTION) the current editor selection.
 
// You can also get (TTC_SEL) or set (PMO_SELECTION) the current editor selection.
 +
 +
const int AXM_MAX_OBJECTS = 60;
  
 
struct IS_AXM // AutoX Multiple objects - variable size
 
struct IS_AXM // AutoX Multiple objects - variable size
Line 2,002: Line 2,250:
 
byte Sp3;
 
byte Sp3;
  
ObjectInfo Info[30]; // info about each object, 0 to 30 of these
+
ObjectInfo Info[AXM_MAX_OBJECTS]; // info about each object, 0 to AXM_MAX_OBJECTS (NumO)
 
};
 
};
  
Line 2,016: Line 2,264:
 
PMO_TTC_SEL, // 5 - a reply to a TTC_SEL request
 
PMO_TTC_SEL, // 5 - a reply to a TTC_SEL request
 
PMO_SELECTION, // 6 - set a connection's layout editor selection
 
PMO_SELECTION, // 6 - set a connection's layout editor selection
 +
PMO_POSITION, // 7 - user pressed O without anything selected
 +
PMO_GET_Z, // 8 - request Z values / reply with Z values
 
PMO_NUM
 
PMO_NUM
 
};
 
};
  
// Info about the PMOFlags byte :
+
// Info about the PMOFlags byte
  
 
#define PMO_FILE_END 1
 
#define PMO_FILE_END 1
#define PMO_SUPPRESS_WARNINGS 2
+
#define PMO_MOVE_MODIFY 2
 +
#define PMO_SELECTION_REAL 4
 +
#define PMO_AVOID_CHECK 8
 +
 
 +
// PMO_FILE_END
  
 
// If PMO_FILE_END is set in a PMO_LOADING_FILE packet, LFS has reached the end of
 
// If PMO_FILE_END is set in a PMO_LOADING_FILE packet, LFS has reached the end of
Line 2,042: Line 2,296:
  
 
// NOTE 1) LFS makes sure that all objects are optimised when the race restarts.
 
// NOTE 1) LFS makes sure that all objects are optimised when the race restarts.
// NOTE 2) In the 'more' section of SHIFT+U there is info about optimised objects.
+
// NOTE 2) In the 'more' section of free view there is info about optimised objects.
  
 
// If you are using InSim to send many packets of objects (for example loading an
 
// If you are using InSim to send many packets of objects (for example loading an
 
// entire layout through InSim) then you must take care of the bandwidth and buffer
 
// entire layout through InSim) then you must take care of the bandwidth and buffer
 
// overflows.  You must not try to send all the objects at once.  It's probably good
 
// overflows.  You must not try to send all the objects at once.  It's probably good
// to use LFS's method of doing this : send the first packet of objects then wait for
+
// to use LFS's method of doing this: send the first packet of objects then wait for
 
// the corresponding IS_AXM that will be output when the packet is processed.  Then
 
// the corresponding IS_AXM that will be output when the packet is processed.  Then
 
// you can send the second packet and again wait for the IS_AXM and so on.
 
// you can send the second packet and again wait for the IS_AXM and so on.
  
// To request IS_AXM packets for all layout objects and circles send this IS_TINY :
+
// PMO_MOVE_MODIFY
 +
 
 +
// When objects are moved or modified in the layout editor, two IS_AXM packets are
 +
// sent.  A PMO_DEL_OBJECTS followed by a PMO_ADD_OBJECTS.  In this case the flag
 +
// PMO_MOVE_MODIFY is set in the PMOFlags byte of both packets.
 +
 
 +
// PMO_SELECTION_REAL
 +
 
 +
// If you send an IS_AXM with PMOAction of PMO_SELECTION it is possible for it to be
 +
// either a selection of real objects (as if the user selected several objects while
 +
// holding the CTRL key) or a clipboard selection (as if the user pressed CTRL+C after
 +
// selecting objects).  Clipboard is the default selection mode.  A real selection can
 +
// be set by using the PMO_SELECTION_REAL bit in the PMOFlags byte.
 +
 
 +
// PMO_AVOID_CHECK
 +
 
 +
// If you send an IS_AXM with PMOAction of PMO_ADD_OBJECTS you may wish to set the
 +
// UCID to one of the guest connections (for example if that user's action caused the
 +
// objects to be added).  In this case some validity checks are done on the guest's
 +
// computer which may report "invalid position" or "intersecting object" and delete
 +
// the objects.  This can be avoided by setting the PMO_AVOID_CHECK bit.
 +
 
 +
 
 +
// To request IS_AXM packets for all layout objects and circles send this IS_TINY:
  
// ReqI : non-zero (returned in the reply)
+
// ReqI: non-zero (returned in the reply)
// SubT : TINY_AXM (request IS_AXM packets for the entire layout)
+
// SubT: TINY_AXM (request IS_AXM packets for the entire layout)
  
 
// LFS will send as many IS_AXM packets as needed to describe the whole layout.
 
// LFS will send as many IS_AXM packets as needed to describe the whole layout.
Line 2,060: Line 2,337:
 
// The final IS_AXM packet will have the PMO_FILE_END flag set.
 
// The final IS_AXM packet will have the PMO_FILE_END flag set.
  
// To request an IS_AXM for a connection's layout editor selection send this IS_TTC :
 
  
// ReqI : non-zero (returned in the reply)
+
// To request an IS_AXM for a connection's layout editor selection send this IS_TTC:
// SubT : TTC_SEL (request an IS_AXM for the current selection)
+
 
// UCID : connection (0 = local / non-zero = guest)
+
// ReqI: non-zero (returned in the reply)
 +
// SubT: TTC_SEL (request an IS_AXM for the current selection)
 +
// UCID: connection (0 = local / non-zero = guest)
 +
 
 +
// An IS_AXM with PMO_POSITION is sent with a single object in the packet if a user
 +
// presses O without any object type selected.  Information only - no object is added.
 +
// The only valid values in Info are X, Y, Zbyte and Heading.
 +
 
 +
// PMO_GET_Z can be used to request the resulting Zbyte values for given X, Y, Zbyte
 +
// positions listed in the IS_AXM.  A similar reply (information only) will be sent
 +
// with adjusted Zbyte values.  Index and Heading are ignored and set to zero in the
 +
// reply.  Flags is set to 0x80 if Zbyte was successfully adjusted, zero if not.
 +
// Suggested input values for Zbyte are either 240 to get the highest point at X, Y
 +
// or you may use the approximate altitude (see layout file format).
  
  
Line 2,070: Line 2,359:
 
// ====================
 
// ====================
  
// To request Car Positions from the currently viewed car, send this IS_SMALL :
+
// To request Car Positions from the currently viewed car, send this IS_SMALL:
  
// ReqI : 0
+
// ReqI: 0
// SubT : SMALL_SSP (Start Sending Positions)
+
// SubT: SMALL_SSP (Start Sending Positions)
// UVal : interval (time between updates - zero means stop sending)
+
// 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 OutSim has not been setup in cfg.txt, the SSP packet makes LFS send UDP packets
Line 2,084: Line 2,373:
 
// The OutSim packets will be sent to the UDP port specified in the InSimInit 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.
+
// NOTE: OutSim packets are not InSim packets and don't have a 4-byte header.
  
  
Line 2,090: Line 2,379:
 
// =================
 
// =================
  
// To request Dashboard Packets from the currently viewed car, send this IS_SMALL :
+
// To request Dashboard Packets from the currently viewed car, send this IS_SMALL:
  
// ReqI : 0
+
// ReqI: 0
// SubT : SMALL_SSG (Start Sending Gauges)
+
// SubT: SMALL_SSG (Start Sending Gauges)
// UVal : interval (time between updates - zero means stop sending)
+
// 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 OutGauge has not been setup in cfg.txt, the SSG packet makes LFS send UDP packets
Line 2,104: Line 2,393:
 
// The OutGauge packets will be sent to the UDP port specified in the InSimInit 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.
+
// NOTE: OutGauge packets are not InSim packets and don't have a 4-byte header.
  
  
// CAMERA CONTROL
+
// AI CONTROL
// ==============
+
// ==========
 
+
 
// IN GAME camera control
+
struct AIInputVal // There is an array of these in the AIC packet below
// ----------------------
+
{
 +
byte Input; // Select input value to set
 +
byte Time; // Time to hold (optional, hundredths of a second)
 +
word Value; // Value to set
 +
};
  
// You can set the viewed car and selected camera directly with a special packet
+
const int AIC_MAX_INPUTS = 20; // NOTE: Increase if CS_NUM is increased
// 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)
+
struct IS_AIC // AI Control - variable size
 
{
 
{
byte Size; // 8
+
byte Size; // 4 + 4 * (number of inputs)
byte Type; // ISP_SCC
+
byte Type; // ISP_AIC
byte ReqI; // 0
+
byte ReqI; // Optional - returned in any immediate response e.g. reply to CS_SEND_AI_INFO
byte Zero;
+
byte PLID; // Unique ID of AI driver to control
  
byte ViewPLID; // Unique ID of player to view
+
AIInputVal Inputs [AIC_MAX_INPUTS];
byte InGameCam; // InGameCam (as reported in StatePack)
 
byte Sp2;
 
byte Sp3;
 
 
};
 
};
  
// NOTE : Set InGameCam or ViewPLID to 255 to leave that option unchanged.
+
// If the Time value of AIInputVal is set, that input will return to default after that time.
 +
// This is probably most useful for CS_CHUP / CS_CHDN / CS_FLASH / CS_HORN inputs.
 +
// If you don't set Time you will need to send another packet to zero the input.
 +
 
 +
// Values for Input
  
// DIRECT camera control
+
// CS_MSX 0 - steer: 1 hard left / 32768 centre / 65535 hard right
// ---------------------
+
// CS_THROTTLE 1 - 0 to 65535
 +
// CS_BRAKE 2 - 0 to 65535
 +
// CS_CHUP 3 - hold shift up lever
 +
// CS_CHDN 4 - hold shift down lever
 +
// CS_IGNITION 5 - toggle
 +
// CS_EXTRALIGHT 6 - toggle
 +
// CS_HEADLIGHTS 7 - 1:off / 2:side / 3:low / 4:high
 +
// CS_SIREN 8 - hold siren - 1:fast / 2:slow
 +
// CS_HORN 9 - hold horn  - 1 to 5
 +
// CS_FLASH 10 - hold flash - 1:on
 +
// CS_CLUTCH 11 - 0 to 65535
 +
// CS_HANDBRAKE 12 - 0 to 65535
 +
// CS_INDICATORS 13 - 1: cancel / 2: left / 3: right / 4: hazard
 +
// CS_GEAR 14 - for shifter (leave at 255 for sequential control)
 +
// CS_LOOK 15 - 0: none / 4: left / 5: left+ / 6: right / 7: right+
 +
// CS_PITSPEED 16 - toggle
 +
// CS_TCDISABLE 17 - toggle
 +
// CS_FOGREAR 18 - toggle
 +
// CS_FOGFRONT 19 - toggle
  
// A Camera Position Packet can be used for LFS to report a camera position and state.
+
// Inputs marked 'hold' must be set back to zero after some time.
// An InSim program can also send one to set LFS camera position in game or SHIFT+U mode.
+
// This can be done either by use of the Time field or by sending a later packet with Value = 0.
 +
// E.g. Set Time to 10 when issuing a CS_CHUP - hold shift up lever for 0.1 sec.
 +
// E.g. Set Time to 50 when issuing a CS_HORN - sound horn for 0.5 sec.
  
// Type : "Vec" : 3 ints (X, Y, Z) - 65536 means 1 metre
+
// Inputs marked 'toggle' accept the following Values:
 +
// 1 toggle
 +
// 2 switch off
 +
// 3 switch on
  
struct IS_CPP // Cam Pos Pack - Full camera packet (in car OR SHIFT+U mode)
+
// Special values for Input
{
 
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
+
#define CS_SEND_AI_INFO 240
 +
#define CS_REPEAT_AI_INFO 241
  
word H; // heading - 0 points along Y axis
+
#define CS_SET_HELP_FLAGS 253
word P; // pitch
+
#define CS_RESET_INPUTS 254
word R; // roll
+
#define CS_STOP_CONTROL 255
  
byte ViewPLID; // Unique ID of viewed player (0 = none)
+
// CS_SEND_AI_INFO - Send an IS_AII (AI Info) packet
byte InGameCam; // InGameCam (as reported in StatePack)
 
  
float FOV; // 4-byte float : FOV in degrees
+
// CS_REPEAT_AI_INFO - Start or stop sending regular IS_AII packets
 +
// Time = time interval in hundredths of a second (0 : stop)
  
word Time; // Time in ms to get there (0 means instant)
+
// CS_SET_HELP_FLAGS - Value can be any combination of
word Flags; // ISS state flags (see below)
+
// PIF_AUTOGEARS // 8 - auto shift
};
+
// PIF_HELP_B // 64 - brake help
 +
// PIF_AUTOCLUTCH // 512 - auto clutch
 +
// Default value for an AI driver is PIF_AUTOCLUTCH only
 +
// If you set PIF_AUTOGEARS you don't need to set PIF_AUTOCLUTCH
  
// The ISS state flags that can be set are :
+
// CS_RESET_INPUTS - reset all inputs
 +
// Most inputs are zero / CS_MSX is 32768 / CS_GEAR is 255
  
// ISS_SHIFTU - in SHIFT+U mode
+
// CS_STOP_CONTROL
// ISS_SHIFTU_FOLLOW - FOLLOW view
+
// The AI driver will stop the car
// ISS_VIEW_OVERRIDE - override user view
 
  
// On receiving this packet, LFS will set up the camera to match the values in the packet,
+
// AI car info
// including switching into or out of SHIFT+U mode depending on the ISS_SHIFTU flag.
+
// -----------
  
// If ISS_VIEW_OVERRIDE is set, the in-car view Heading Pitch and Roll (but not FOV) will
+
// Send a SMALL_AII with UVal set to PLID to receive current information about a local car
// 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.
+
struct OSMain // included in IS_AII - identical to OutSimMain (main data in OutSim packet)
 +
{
 +
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)
 +
};
  
// If ISS_SHIFTU_FOLLOW is set, it's a following camera, so the position is relative to
+
struct IS_AII // AI Info
// the selected car.  Otherwise, the position is absolute, as used in normal SHIFT+U mode.
+
{
 +
byte Size; // 96
 +
byte Type; // ISP_AII
 +
byte ReqI; // ReqI from the SMALL_AII request packet
 +
byte PLID;
  
// NOTE : Set InGameCam or ViewPLID to 255 to leave that option unchanged.
+
OSMain OSData;
  
// SMOOTH CAMERA POSITIONING
+
byte Flags; // AIFLAGS_x below
// --------------------------
+
byte Gear; // Reverse:0, Neutral:1, First:2...
 +
byte Sp2;
 +
byte Sp3;
  
// The "Time" value in the packet is used for camera smoothing.  A zero Time means instant
+
float RPM; // RPM
// positioning.  Any other value (milliseconds) will cause the camera to move smoothly to
+
float SpF0;
// the requested position in that time.  This is most useful in SHIFT+U camera modes or
+
float SpF1;
// 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
+
unsigned ShowLights; // Dash lights currently switched on (see DL_x in OutGauge section below)
// the update frequency.  For example, sending a camera position every 100 ms, with a
+
unsigned SPU1;
// Time value of 1000 ms.  LFS will make a smooth motion from the rough inputs.
+
unsigned SPU2;
 +
unsigned SPU3;
 +
};
  
// If the requested camera mode is different from the one LFS is already in, it cannot
+
#define AIFLAGS_IGNITION 1 // detect if engine running
// move smoothly to the new position, so in this case the "Time" value is ignored.
+
//
 +
#define AIFLAGS_CHUP 4 // upshift lever currently held
 +
#define AIFLAGS_CHDN 8 // downshift lever currently held
  
// GETTING A CAMERA PACKET
 
// -----------------------
 
  
// To GET a CamPosPack from LFS, send this IS_TINY :
+
// CAMERA CONTROL
 +
// ==============
  
// ReqI : non-zero (returned in the reply)
+
// IN GAME camera control
// SubT : TINY_SCP (Send Cam Pos)
+
// ----------------------
  
// LFS will reply with a CamPosPack as described above.  You can store this packet
+
// You can set the viewed car and selected camera directly with a special packet
// and later send back exactly the same packet to LFS and it will try to replicate
+
// These are the states normally set in game by using the TAB and V keys
// that camera position.
 
  
 +
struct IS_SCC // Set Car Camera - Simplified camera packet (not free view mode)
 +
{
 +
byte Size; // 8
 +
byte Type; // ISP_SCC
 +
byte ReqI; // 0
 +
byte Zero;
  
// TIME CONTROL
+
byte ViewPLID; // Unique ID of player to view
// ============
+
byte InGameCam; // InGameCam (as reported in StatePack)
 +
byte Sp2;
 +
byte Sp3;
 +
};
  
// Request the current time at any point with this IS_TINY :
+
// NOTE: Set InGameCam or ViewPLID to 255 to leave that option unchanged.
  
// ReqI : non-zero (returned in the reply)
+
// DIRECT camera control
// SubT : TINY_GTH (Get Time in Hundredths)
+
// ---------------------
  
// The time will be sent back in this IS_SMALL :
+
// 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 free view mode.
  
// ReqI : non-zero (as received in the request packet)
+
// Type: "Vec": 3 ints (X, Y, Z) - 65536 means 1 metre
// SubT : SMALL_RTP (Race Time Packet)
 
// UVal : Time (hundredths of a second since start of race or replay)
 
  
// You can stop or start time in LFS and while it is stopped you can send packets to move
+
struct IS_CPP // Cam Pos Pack - Full camera packet (in car OR free view mode)
// time in steps.  Time steps are specified in hundredths of a second.
+
{
// Warning : unlike pausing, this is a "trick" to LFS and the program is unaware of time
+
byte Size; // 32
// passing so you must not leave it stopped because LFS is unusable in that state.
+
byte Type; // ISP_CPP
// This packet is not available in live multiplayer mode.
+
byte ReqI; // instruction: 0 / or reply: ReqI as received in the TINY_SCP
 +
byte Zero;
  
// Stop and Start with this IS_SMALL :
+
Vec Pos; // Position vector
  
// ReqI : 0
+
word H; // heading - 0 points along Y axis
// SubT : SMALL_TMS (TiMe Stop)
+
word P; // pitch
// UVal : stop (1 - stop / 0 - carry on)
+
word R; // roll
 
 
// When STOPPED, make time step updates with this IS_SMALL :
 
  
// ReqI : 0
+
byte ViewPLID; // Unique ID of viewed player (0 = none)
// SubT : SMALL_STP (STeP)
+
byte InGameCam; // InGameCam (as reported in StatePack)
// UVal : number (number of hundredths of a second to update)
 
  
 +
float FOV; // 4-byte float: FOV in degrees
  
// REPLAY CONTROL
+
word Time; // Time in ms to get there (0 means instant)
// ==============
+
word Flags; // ISS state flags (see below)
 +
};
  
// You can load a replay or set the position in a replay with an IS_RIP packet.
+
// The ISS state flags that can be set are:
// Replay positions and lengths are specified in hundredths of a second.
 
// LFS will reply with another IS_RIP packet when the request is completed.
 
  
struct IS_RIP // Replay Information Packet
+
// ISS_SHIFTU - in free view mode
{
+
// ISS_SHIFTU_FOLLOW - FOLLOW view
byte Size; // 80
+
// ISS_VIEW_OVERRIDE - override user view
byte Type; // ISP_RIP
 
byte ReqI; // request : non-zero / reply : same value returned
 
byte Error; // 0 or 1 = OK / other values are listed below
 
  
byte MPR; // 0 = SPR / 1 = MPR
+
// On receiving this packet, LFS will set up the camera to match the values in the packet,
byte Paused; // request : pause on arrival / reply : paused state
+
// including switching into or out of free view mode depending on the ISS_SHIFTU flag.
byte Options; // various options - see below
 
byte Sp3;
 
 
 
unsigned CTime; // (hundredths) request : destination / reply : position
 
unsigned TTime; // (hundredths) request : zero / reply : replay length
 
  
char RName[64]; // zero or replay name - last byte must be zero
+
// If ISS_VIEW_OVERRIDE is set, the in-car view Heading, Pitch, Roll and FOV [not smooth]
};
+
// can be set using this packet.  Otherwise normal in game control will be used.
  
// NOTE about RName :
+
// Position vector (Vec Pos) - in free view mode, Pos can be either relative or absolute.
// In a request, replay RName will be loaded.  If zero then the current replay is used.
 
// In a reply, RName is the name of the current replay, or zero if no replay is loaded.
 
  
// You can request an IS_RIP packet at any time with this IS_TINY :
+
// 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 free view mode.
  
// ReqI : non-zero (returned in the reply)
+
// NOTE: Set InGameCam or ViewPLID to 255 to leave that option unchanged.
// SubT : TINY_RIP (Replay Information Packet)
 
  
// Error codes returned in IS_RIP replies :
+
// SMOOTH CAMERA POSITIONING
 +
// --------------------------
  
enum
+
// 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
RIP_OK, // 0 - OK : completed instruction
+
// the requested position in that time. This is most useful in free view camera modes or
RIP_ALREADY, //  1 - OK : already at the destination
+
// for smooth changes of internal view when using the ISS_VIEW_OVERRIDE flag.
RIP_DEDICATED, // 2 - can't run a replay - dedicated host
 
RIP_WRONG_MODE, //  3 - can't start a replay - not in a suitable mode
 
RIP_NOT_REPLAY, //  4 - RName is zero but no replay is currently loaded
 
RIP_CORRUPTED, //  5 - IS_RIP corrupted (e.g. RName does not end with zero)
 
RIP_NOT_FOUND, // 6 - the replay file was not found
 
RIP_UNLOADABLE, //  7 - obsolete / future / corrupted
 
RIP_DEST_OOB, // 8 - destination is beyond replay length
 
RIP_UNKNOWN, // 9 - unknown error found starting replay
 
RIP_USER, // 10 - replay search was terminated by user
 
RIP_OOS, // 11 - can't reach destination - SPR is out of sync
 
};
 
  
// Options byte : some options
+
// 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.
  
#define RIPOPT_LOOP 1 // replay will loop if this bit is set
+
// If the requested camera mode is different from the one LFS is already in, it cannot
#define RIPOPT_SKINS 2 // set this bit to download missing skins
+
// move smoothly to the new position, so in this case the "Time" value is ignored.
#define RIPOPT_FULL_PHYS 4 // use full physics when searching an MPR
 
  
// NOTE : RIPOPT_FULL_PHYS makes MPR searching much slower so should not normally be used.
+
// GETTING A CAMERA PACKET
// This flag was added to allow high accuracy MCI packets to be output when fast forwarding.
+
// -----------------------
  
 +
// To GET a CamPosPack from LFS, send this IS_TINY:
  
// SCREENSHOTS
+
// 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.
  
// You can instuct LFS to save a screenshot in data\shots using the IS_SSH packet.
 
// It will be saved as bmp / jpg / png as set in Misc Options.
 
// Name can be a filename (excluding extension) or zero - LFS will create a name.
 
// LFS will reply with another IS_SSH when the request is completed.
 
  
struct IS_SSH // ScreenSHot
+
// TIME CONTROL
{
+
// ============
byte Size; // 40
 
byte Type; // ISP_SSH
 
byte ReqI; // request : non-zero / reply : same value returned
 
byte Error; // 0 = OK / other values are listed below
 
  
byte Sp0; // 0
+
// Request the current time at any point with this IS_TINY:
byte Sp1; // 0
 
byte Sp2; // 0
 
byte Sp3; // 0
 
  
char Name[32]; // name of screenshot file - last byte must be zero
+
// ReqI: non-zero (returned in the reply)
};
+
// SubT: TINY_GTH (Get Time in Hundredths)
  
// Error codes returned in IS_SSH replies :
+
// The time will be sent back in this IS_SMALL:
  
enum
+
// ReqI: non-zero (as received in the request packet)
{
+
// SubT: SMALL_RTP (Race Time Packet)
SSH_OK, // 0 - OK : completed instruction
+
// UVal: Time (hundredths of a second since start of race or replay)
SSH_DEDICATED, // 1 - can't save a screenshot - dedicated host
 
SSH_CORRUPTED, //  2 - IS_SSH corrupted (e.g. Name does not end with zero)
 
SSH_NO_SAVE, // 3 - could not save the screenshot
 
};
 
  
 +
// You can stop or start time in LFS and while it is stopped you can send packets to move
 +
// time in steps.  Time steps are specified in hundredths 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.
 +
// This packet is not available in live multiplayer mode.
  
// BUTTONS
+
// Stop and Start with this IS_SMALL:
// =======
 
  
// You can make up to 240 buttons appear on the host or guests (ID = 0 to 239).
+
// ReqI: 0
// You should set the ISF_LOCAL flag (in IS_ISI) if your program is not a host control
+
// SubT: SMALL_TMS (TiMe Stop)
// system, to make sure your buttons do not conflict with any buttons sent by the host.
+
// UVal: stop (1 - stop / 0 - carry on)
  
// LFS can display normal buttons in these four screens :
+
// When STOPPED, make time step updates with this IS_SMALL:
  
// - main entry screen
+
// ReqI: 0
// - race setup screen
+
// SubT: SMALL_STP (STeP)
// - in game
+
// UVal: number (number of hundredths of a second to update)
// - SHIFT+U mode
 
  
// The recommended area for most buttons is defined by :
 
  
#define IS_X_MIN 0
+
// REPLAY CONTROL
#define IS_X_MAX 110
+
// ==============
  
#define IS_Y_MIN 30
+
// You can load a replay or set the position in a replay with an IS_RIP packet.
#define IS_Y_MAX 170
+
// Replay positions and lengths are specified in hundredths of a second.
 +
// LFS will reply with another IS_RIP packet when the request is completed.
  
// If you draw buttons in this area, the area will be kept clear to
+
struct IS_RIP // Replay Information Packet
// avoid overlapping LFS buttons with your InSim program's buttons.
+
{
// Buttons outside that area will not have a space kept clear.
+
byte Size; // 80
// You can also make buttons visible in all screens - see below.
+
byte Type; // ISP_RIP
 +
byte ReqI; // request: non-zero / reply: same value returned
 +
byte Error; // 0 or 1 = OK / other values are listed below
  
// To delete one button or a range of buttons or clear all buttons, send this packet :
+
byte MPR; // 0 = SPR / 1 = MPR
 +
byte Paused; // request: pause on arrival / reply: paused state
 +
byte Options; // various options - see below
 +
byte Sp3;
  
struct IS_BFN // Button FunctioN - delete buttons / receive button requests
+
unsigned CTime; // (hundredths) request: destination / reply: position
{
+
unsigned TTime; // (hundredths) request: zero / reply: replay length
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 received from (0 = local / 255 = all)
+
char RName[64]; // zero or replay name - last byte must be zero
byte ClickID; // if SubT is BFN_DEL_BTN : ID of single button to delete or first button in range
 
byte ClickMax; // if SubT is BFN_DEL_BTN : ID of last button in range (if greater than ClickID)
 
byte Inst; // used internally by InSim
 
 
};
 
};
  
enum // the fourth byte of IS_BFN packets is one of these
+
// NOTE about RName:
{
+
// In a request, replay RName will be loaded. If zero then the current replay is used.
BFN_DEL_BTN, //  0 - instruction    : delete one button or range of buttons (must set ClickID)
+
// In a reply, RName is the name of the current replay, or zero if no replay is loaded.
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
+
// You can request an IS_RIP packet at any time with this IS_TINY:
  
// SHIFT+I clears all host buttons if any - or sends a BFN_REQUEST to host instances
+
// ReqI: non-zero (returned in the reply)
// SHIFT+B is the same but for local buttons and local instances
+
// SubT: TINY_RIP (Replay Information Packet)
  
// To send a button to LFS, send this variable sized packet
+
// Error codes returned in IS_RIP replies:
  
struct IS_BTN // BuTtoN - button header - followed by 0 to 240 characters
+
enum
 
{
 
{
byte Size; // 12 + TEXT_SIZE (a multiple of 4)
+
RIP_OK, //  0 - OK: completed instruction
byte Type; // ISP_BTN
+
RIP_ALREADY, //  1 - OK: already at the destination
byte ReqI; // non-zero (returned in IS_BTC and IS_BTT packets)
+
RIP_DEDICATED, // 2 - can't run a replay - dedicated host
byte UCID; // connection to display the button (0 = local / 255 = all)
+
RIP_WRONG_MODE, // 3 - can't start a replay - not in a suitable mode
 +
RIP_NOT_REPLAY, // 4 - RName is zero but no replay is currently loaded
 +
RIP_CORRUPTED, //  5 - IS_RIP corrupted (e.g. RName does not end with zero)
 +
RIP_NOT_FOUND, // 6 - the replay file was not found
 +
RIP_UNLOADABLE, //  7 - obsolete / future / corrupted
 +
RIP_DEST_OOB, //  8 - destination is beyond replay length
 +
RIP_UNKNOWN, //  9 - unknown error found starting replay
 +
RIP_USER, // 10 - replay search was terminated by user
 +
RIP_OOS, // 11 - can't reach destination - SPR is out of sync
 +
};
  
byte ClickID; // button ID (0 to 239)
+
// Options byte: some options
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
+
#define RIPOPT_LOOP 1 // replay will loop if this bit is set
byte T; // top    : 0 - 200
+
#define RIPOPT_SKINS 2 // set this bit to download missing skins
byte W; // width  : 0 - 200
+
#define RIPOPT_FULL_PHYS 4 // use full physics when searching an MPR
byte H; // height : 0 - 200
 
  
// char Text[TEXT_SIZE]; // 0 to 240 characters of text
+
// NOTE: RIPOPT_FULL_PHYS makes MPR searching much slower so should not normally be used.
};
+
// This flag was added to allow high accuracy MCI packets to be output when fast forwarding.
  
// 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
+
// SCREENSHOTS
// 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
+
// You can instuct LFS to save a screenshot in data\shots using the IS_SSH packet.
// possibly screen position, in case their users will use more than one local InSim program at once.
+
// It will be saved as bmp / jpg / png as set in Misc Options.
 +
// Name can be a filename (excluding extension) or zero - LFS will create a name.
 +
// LFS will reply with another IS_SSH when the request is completed.
  
// TypeIn byte : if set, the user can click this button to type in text.
+
struct IS_SSH // ScreenSHot
 +
{
 +
byte Size; // 40
 +
byte Type; // ISP_SSH
 +
byte ReqI; // request: non-zero / reply: same value returned
 +
byte Error; // 0 = OK / other values are listed below
  
// Lowest 7 bits are the maximum number of characters to type in (0 to 95)
+
byte Sp0; // 0
// Highest bit (128) can be set to initialise dialog with the button's text
+
byte Sp1; // 0
 +
byte Sp2; // 0
 +
byte Sp3; // 0
  
// On clicking the button, a text entry dialog will be opened, allowing the specified number of
+
char Name[32]; // name of screenshot file - last byte must be zero
// 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 : 65-66-67-0 would display button text "ABC" and no caption
+
// Error codes returned in IS_SSH replies:
  
// Text : 0-65-66-67-0-68-69-70-71-0-0-0 would display button text "DEFG" and caption "ABC"
+
enum
 +
{
 +
SSH_OK, // 0 - OK: completed instruction
 +
SSH_DEDICATED, //  1 - can't save a screenshot - dedicated host
 +
SSH_CORRUPTED, //  2 - IS_SSH corrupted (e.g. Name does not end with zero)
 +
SSH_NO_SAVE, //  3 - could not save the screenshot
 +
};
  
// 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
+
// BUTTONS
 +
// =======
  
// NOTE : You should not use INST_ALWAYS_ON for most buttons. This is a special flag for buttons
+
// You can make up to 240 buttons appear on the host or guests (ID = 0 to 239).
// that really must be on in all screens (including the garage and options screens).  You will
+
// You should set the ISF_LOCAL flag (in IS_ISI) if your program is not a host control
// probably need to confine these buttons to the top or bottom edge of the screen, to avoid
+
// system, to make sure your buttons do not conflict with any buttons sent by the host.
// 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
+
// LFS can display normal buttons in these four screens:
  
#define ISB_C1 1 // you can choose a standard
+
// - main entry screen
#define ISB_C2 2 // interface colour using
+
// - race setup screen
#define ISB_C4 4 // these 3 lowest bits - see below
+
// - in game
#define ISB_CLICK 8 // click this button to send IS_BTC
+
// - free view mode
#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)
+
// The recommended area for most buttons is defined by:
// 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
+
#define IS_X_MIN 0
// there is an existing button with the same ClickID, all the packet contents are ignored except the
+
#define IS_X_MAX 110
// 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.
+
#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.
  
// Replies : If the user clicks on a clickable button, this packet will be sent :
+
// To delete one button or a range of buttons or clear all buttons, send this packet:
  
struct IS_BTC // BuTton Click - sent back when user clicks a button
+
struct IS_BFN // Button FunctioN - delete buttons / receive button requests
 
{
 
{
 
byte Size; // 8
 
byte Size; // 8
byte Type; // ISP_BTC
+
byte Type; // ISP_BFN
byte ReqI; // ReqI as received in the IS_BTN
+
byte ReqI; // 0
byte UCID; // connection that clicked the button (zero if local)
+
byte SubT; // subtype, from BFN_ enumeration (see below)
  
byte ClickID; // button identifier originally sent in IS_BTN
+
byte UCID; // connection to send to or received from (0 = local / 255 = all)
 +
byte ClickID; // if SubT is BFN_DEL_BTN: ID of single button to delete or first button in range
 +
byte ClickMax; // if SubT is BFN_DEL_BTN: ID of last button in range (if greater than ClickID)
 
byte Inst; // used internally by InSim
 
byte Inst; // used internally by InSim
byte CFlags; // button click flags - see below
 
byte Sp3;
 
 
};
 
};
  
// CFlags byte : click flags
+
enum // the fourth byte of IS_BFN packets is one of these
 +
{
 +
BFN_DEL_BTN, //  0 - instruction : delete one button or range of buttons (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
 +
};
  
#define ISB_LMB 1 // left click
+
// NOTE: BFN_REQUEST allows the user to bring up buttons with SHIFT+B or SHIFT+I
#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
+
// SHIFT+I clears all host buttons if any - or sends a BFN_REQUEST to host instances
// In that case no IS_BTC is sent - an IS_BTT is sent when the user presses ENTER
+
// 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_BTT // BuTton Type - sent back when user types into a text entry button
+
struct IS_BTN // BuTtoN - button header - followed by 0 to 240 characters
 
{
 
{
byte Size; // 104
+
byte Size; // 12 + TEXT_SIZE (a multiple of 4)
byte Type; // ISP_BTT
+
byte Type; // ISP_BTN
byte ReqI; // ReqI as received in the IS_BTN
+
byte ReqI; // non-zero (returned in IS_BTC and IS_BTT packets)
byte UCID; // connection that typed into the button (zero if local)
+
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 ClickID; // button identifier originally sent in IS_BTN
+
byte L; // left  : 0 - 200
byte Inst; // used internally by InSim
+
byte T; // top    : 0 - 200
byte TypeIn; // from original button specification
+
byte W; // width  : 0 - 200
byte Sp3;
+
byte H; // height : 0 - 200
  
char Text[96]; // typed text, zero to TypeIn specified in IS_BTN
+
// char Text[TEXT_SIZE]; // 0 to 240 characters of text
 
};
 
};
  
 +
// ClickID byte: this value is returned in IS_BTC and IS_BTT packets.
  
// OutSim - MOTION SIMULATOR SUPPORT
+
// 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).
  
// The user's car in multiplayer or the viewed car in single player or
+
// Programmers of local InSim programs may wish to consider using a configurable button range and
// single player replay can output information to a motion system while
+
// possibly screen position, in case their users will use more than one local InSim program at once.
// viewed from an internal view.
 
  
// This can be controlled by 5 lines in the cfg.txt file :
+
// TypeIn byte: if set, the user can click this button to type in text.
  
// OutSim Mode 0       :0-off 1-driving 2-driving+replay
+
// Lowest 7 bits are the maximum number of characters to type in (0 to 95)
// OutSim Delay 1      :minimum delay between packets (100ths of a sec)
+
// Highest bit (128) can be set to initialise dialog with the button's text
// 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 :
+
// 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.
  
struct OutSimPack
+
// Text: 65-66-67-0 would display button text "ABC" and no caption
{
 
unsigned Time; // time in milliseconds (to check order)
 
  
Vector AngVel; // 3 floats, angular velocity vector
+
// Text: 0-65-66-67-0-68-69-70-71-0-0-0 would display button text "DEFG" and caption "ABC"
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
+
// Inst byte: mainly used internally by InSim but also provides some extra user flags
};
 
  
// NOTE 1) X and Y axes are on the ground, Z is up.
+
#define INST_ALWAYS_ON 128 // if this bit is set the button is visible in all screens
  
// NOTE 2) Motion simulators can be dangerousThe Live for Speed developers do
+
// NOTE: You should not use INST_ALWAYS_ON for most buttonsThis is a special flag for buttons
// not support any motion systems in particular and cannot accept responsibility
+
// that really must be on in all screens (including the garage and options screens).  You will
// for injuries or deaths connected with the use of such machinery.
+
// 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
  
// OutGauge - EXTERNAL DASHBOARD SUPPORT
+
#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
  
// The user's car in multiplayer or the viewed car in single player or
+
// colour 0: light grey (not user editable)
// single player replay can output information to a dashboard system
+
// colour 1: title colour (default:yellow)
// while viewed from an internal view.
+
// 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)
  
// This can be controlled by 5 lines in the cfg.txt file :
+
// 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.
  
// OutGauge Mode 0        :0-off 1-driving 2-driving+replay
+
// Replies: If the user clicks on a clickable button, this packet will be sent:
// 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 IS_BTC // BuTton Click - sent back when user clicks a button
 
 
struct OutGaugePack
 
 
{
 
{
unsigned Time; // time in milliseconds (to check order)
+
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)
  
char Car[4]; // Car name
+
byte ClickID; // button identifier originally sent in IS_BTN
word Flags; // Info (see OG_x below)
+
byte Inst; // used internally by InSim
byte Gear; // Reverse:0, Neutral:1, First:2...
+
byte CFlags; // button click flags - see below
byte PLID; // Unique ID of viewed player (0 = none)
+
byte Sp3;
float Speed; // M/S
+
};
float RPM; // RPM
+
 
float Turbo; // BAR
+
// CFlags byte: click flags
float EngTemp; // C
+
 
float Fuel; // 0 to 1
+
#define ISB_LMB 1 // left click
float OilPressure; // BAR
+
#define ISB_RMB 2 // right click
float OilTemp; // C
+
#define ISB_CTRL 4 // ctrl + click
unsigned DashLights; // Dash lights available (see DL_x below)
+
#define ISB_SHIFT 8 // shift + click
unsigned ShowLights; // Dash lights currently switched on
+
 
float Throttle; // 0 to 1
+
// 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 AND TELEMETRY OUTPUT
 +
// ======
 +
 
 +
// The user's car in multiplayer or the viewed car in single player or single player
 +
// replay can output data to an external program while in VIEW_DRIVER or VIEW_CUSTOM.
 +
 
 +
// This can be controlled by 6 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
 +
// OutSim Opts 0 : see docs\OutSimPack.txt for the available options
 +
 
 +
 
 +
// If OutSim Opts is zero, 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; // Info (see OG_x below)
 +
byte Gear; // Reverse:0, Neutral:1, First:2...
 +
byte PLID; // Unique ID of viewed player (0 = none)
 +
float Speed; // M/S
 +
float RPM; // RPM
 +
float Turbo; // BAR
 +
float EngTemp; // C
 +
float Fuel; // 0 to 1
 +
float OilPressure; // BAR
 +
float OilTemp; // C
 +
unsigned DashLights; // Dash lights available (see DL_x below)
 +
unsigned ShowLights; // Dash lights currently switched on
 +
float Throttle; // 0 to 1
 
float Brake; // 0 to 1
 
float Brake; // 0 to 1
 
float Clutch; // 0 to 1
 
float Clutch; // 0 to 1
Line 2,591: Line 3,013:
 
char Display2[16]; // Usually Settings
 
char Display2[16]; // Usually Settings
  
int ID; // optional - only if OutGauge ID is specified
+
int ID; // optional - only if OutGauge ID is specified
};
+
};
 
+
 
// OG_x - bits for OutGaugePack Flags
+
// OG_x - bits for OutGaugePack Flags
 
+
 
#define OG_SHIFT 1 // key
+
#define OG_SHIFT 1 // key
#define OG_CTRL 2 // key
+
#define OG_CTRL 2 // key
 
+
 
#define OG_TURBO 8192 // show turbo gauge
+
#define OG_TURBO 8192 // show turbo gauge
#define OG_KM 16384 // if not set - user prefers MILES
+
#define OG_KM 16384 // if not set - user prefers MILES
#define OG_BAR 32768 // if not set - user prefers PSI
+
#define OG_BAR 32768 // if not set - user prefers PSI
 
+
 
// DL_x - bits for OutGaugePack DashLights and ShowLights
+
// DL_x - bits for OutGaugePack DashLights and ShowLights
 
+
 
enum
+
enum
{
+
{
DL_SHIFT, // bit 0 - shift light
+
DL_SHIFT, // bit 0 - shift light
DL_FULLBEAM, // bit 1 - full beam
+
DL_FULLBEAM, // bit 1 - full beam
DL_HANDBRAKE, // bit 2 - handbrake
+
DL_HANDBRAKE, // bit 2 - handbrake
DL_PITSPEED, // bit 3 - pit speed limiter
+
DL_PITSPEED, // bit 3 - pit speed limiter
DL_TC, // bit 4 - TC active or switched off
+
DL_TC, // bit 4 - TC active or switched off
DL_SIGNAL_L, // bit 5 - left turn signal
+
DL_SIGNAL_L, // bit 5 - left turn signal
DL_SIGNAL_R, // bit 6 - right turn signal
+
DL_SIGNAL_R, // bit 6 - right turn signal
DL_SIGNAL_ANY, // bit 7 - shared turn signal
+
DL_SIGNAL_ANY, // bit 7 - shared turn signal
DL_OILWARN, // bit 8 - oil pressure warning
+
DL_OILWARN, // bit 8 - oil pressure warning
DL_BATTERY, // bit 9 - battery warning
+
DL_BATTERY, // bit 9 - battery warning
DL_ABS, // bit 10 - ABS active or switched off
+
DL_ABS, // bit 10 - ABS active or switched off
DL_SPARE, // bit 11
+
DL_ENGINE, // bit 11 - engine damage
DL_NUM
+
DL_FOG_REAR, // bit 12
};
+
DL_FOG_FRONT, // bit 13
 
+
DL_DIPPED, // bit 14 - dipped headlight symbol
//////
+
DL_FUELWARN, // bit 15 - low fuel warning light
#endif</pre>
+
DL_SIDELIGHTS, // bit 16 - sidelights symbol
 +
DL_NEUTRAL, // bit 17 - neutral light
 +
DL_18,
 +
DL_19,
 +
DL_20,
 +
DL_21,
 +
DL_22,
 +
DL_23,
 +
DL_NUM
 +
};
 +
 
 +
// bits outside the numerical range above
 +
 
 +
#define DLF_ENGINE_SEVERE 0x10000000 // set if engine damage is severe
 +
 
 +
//////
 +
#endif</pre>
 +
 
 +
[[Category:InSim]]

Latest revision as of 21:51, 15 August 2025

Main article: InSim

InSim.txt is a file found the games doc folder. It is a C++ header file that contains the definition for each packet as well as comments from Scawen as to how each packet should be used.

Here are the complete contents of InSim.txt as of 27 July 2024 (patch 0.7F).

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

// InSim for Live for Speed

// 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 0.7A)
// ====================

const int INSIM_VERSION = 9;


// CHANGES
// =======

// 0.7F5
// -----
// IS_AIC / IS_AII / SMALL_AII - set AI controls and get AI info

// 0.7F
// ----
// IS_IPB / TINY_IPB - set / get list of IP bans

// 0.7E
// ----
// License byte added to IS_NCI packet (after Language byte)
// IS_PLH packet sets handicaps for individual players
// TINY_PLH - request IS_PLH listing player handicaps
// SMALL_LCL - full control of lights including fog and extra lights

// 0.7A (INSIM_VERSION increased to 9)
// ----
// New size byte for packets - now represents packet size / 4
// - this allows much larger packets, up to 1020 bytes
// IS_AXM maximum objects increased to 60 (was 30) - see AXM_MAX_OBJECTS
// IS_MCI maximum cars increased to 16 (was 8) - see MCI_MAX_CARS
// IS_MAL / TINY_MAL - set / get list of mods allowed on host

// 0.6V
// ----
// NLP / MCI minimum time interval reduced to 10 ms (was 40 ms)
// IS_CPP FOV can now be used in-car but not smoothed (0 = no change)
// IS_CPP Pos is now relative to "Centre view" not the user setting
// IS_RES TTime now indicates time since qualifying started
// IS_RES PLID is now zero if the player has left the race
// IS_NPL Config  : setup configuration
// IS_NPL Fuel    : initial fuel load
// IS_NPL RWAdj   : tyre width reduction (rear)
// IS_NPL FWAdj   : tyre width reduction (front)
// IS_PIT FuelAdd : fuel added
// IS_SPX Fuel200 : fuel remaining
// IS_LAP Fuel200 : fuel remaining

// 0.6T (INSIM_VERSION increased to 8)
// ----
// New value PMO_POSITION for IS_AXM packet to report a blank position
// New packet IS_CIM reports a connection's interface mode
// New values TTC_SEL_START and TTC_SEL_STOP for IS_TTC
// New value PMO_GET_Z for IS_AXM packet to report Z values
// New values PMO_SELECTION_REAL, PMO_MOVE_MODIFY, PMO_AVOID_CHECK

// 0.6N
// ----
// Added ISS_DIALOG and ISS_TEXT_ENTRY to the ISS state flags
// New packet SMALL_LCS - set local car switches (lights, horn, siren)

// 0.6M (INSIM_VERSION increased to 7)
// ----
// Backward compatibility system - send INSIM_VERSION in the IS_ISI
// Older programs (that send zero) are assumed to require version 6
// New join request system enabled if ISF_REQ_JOIN is set in IS_ISI
// IS_JRR can also be used to reset a car at a specified location
// Packet IS_CSC to report changes in car state (currently start or stop)
// Zbyte added to CarContObject structure to report car's altitude
// Zbyte added to IS_OBH so the layout object can be identified
// IS_MSO / IS_III / IS_ACR message out packets now have variable size
// IS_BFN can now be used to delete a range of buttons with a single packet
// New packet IS_OCO can be used to override specific or all start lights
// New IS_AXM option PMO_SELECTION to set the current editor selection
// Added TTC_SEL to request an IS_AXM with layout editor selection
// Added TINY_AXM to request IS_AXM packets for the entire layout
// IS_SSH documentation updated as it is no longer only for bmp files
// New packet IS_UCO sends info about InSim checkpoints and circles
// New packet IS_SLC reports a connection's currently selected car
// Packet TINY_SLC to request an IS_SLC for all connections
// Added TINY_ALC and SMALL_ALC to get and set allowed cars (like /cars)
// Value 5 (out of bounds) added to the IS_HLV packet

// 0.6H (INSIM_VERSION increased to 6)
// ----
// IS_REO and IS_NLP increased in size to allow 40 drivers
// ObjectInfo Zchar is now Zbyte - see layout file description
// ISP_NCI packet added to give host more info about new guest

// 0.6C
// ----
// Small change to the in-game usage of IS_REO - only valid after SMALL_VTA
// Some more values (CPW / OOS / JOOS / HACK) added to the leave reasons

// 0.6B (INSIM_VERSION increased to 5)
// ----
// Lap timing info added to IS_RST (Timing byte)
// NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
// TINY_VTC now cancels game votes even if the majority has not been reached
// IS_MTC (Msg To Connection) now has a variable length (up to 128 characters)
// IS_MTC can be sent to all (UCID = 255) and sound effect can be specified
// IS_CON reports contact between two cars           (if ISF_CON is set)
// IS_OBH reports information about any object hit   (if ISF_OBH is set)
// IS_HLV reports incidents that would violate HLVC  (if ISF_HLV is set)
// IS_PLC sets allowed cars for individual players
// IS_AXM to add / remove / clear autocross objects
// IS_ACR reports successful or attempted admin commands
// OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
// New IS_RIP option RIPOPT_FULL_PHYS to use full physics when searching
// ISS_SHIFTU_HIGH is no longer used (no high / low view distinction)
// FIX: Clutch axis / button was not reported from Controls screen
// FIX: TTime in IS_RIP was wrong in mid-joined Multiplayer Replays
// FIX: IS_BTN did not allow the documented limit of 240 characters
// FIX: OutGaugePack ID was always zero regardless of ID in cfg.txt
// FIX: InSim camera with vertical pitch would cause LFS to crash

// 0.5Z (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 integer
// 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

// Spare bytes and Zero bytes must be filled with ZERO


// 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	InSimVer;	// The INSIM_VERSION used by your program
	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
#define ISF_CON			  64	// bit  6: receive CON packets
#define ISF_OBH			 128	// bit  7: receive OBH packets
#define ISF_HLV			 256	// bit  8: receive HLV packets
#define ISF_AXM_LOAD	 512	// bit  9: receive AXM when loading a layout
#define ISF_AXM_EDIT	1024	// bit 10: receive AXM when changing objects
#define ISF_REQ_JOIN	2048	// bit 11: process join requests

// 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) InSimVer field:

// Provide the INSIM_VERSION that your program was designed for.
// Later LFS versions will try to retain backward compatibility
// if it can be provided, within reason.  Not guaranteed.

// NOTE 5) 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 of any packet 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
	ISP_RIP,		// 48 - both ways		: replay information packet
	ISP_SSH,		// 49 - both ways		: screenshot
	ISP_CON,		// 50 - info			: contact between cars (collision report)
	ISP_OBH,		// 51 - info			: contact car + object (collision report)
	ISP_HLV,		// 52 - info			: report incidents that would violate HLVC
	ISP_PLC,		// 53 - instruction		: player cars
	ISP_AXM,		// 54 - both ways		: autocross multiple objects
	ISP_ACR,		// 55 - info			: admin command report
	ISP_HCP,		// 56 - instruction		: car handicaps
	ISP_NCI,		// 57 - info			: new connection - extra info for host
	ISP_JRR,		// 58 - instruction		: reply to a join request (allow / disallow)
	ISP_UCO,		// 59 - info			: report InSim checkpoint / InSim circle
	ISP_OCO,		// 60 - instruction		: object control (currently used for lights)
	ISP_TTC,		// 61 - instruction		: multi purpose - target to connection
	ISP_SLC,		// 62 - info			: connection selected a car
	ISP_CSC,		// 63 - info			: car state changed
	ISP_CIM,		// 64 - info			: connection's interface mode
	ISP_MAL,		// 65 - both ways		: set mods allowed
	ISP_PLH,		// 66 - both ways		: set player handicaps
	ISP_IPB,		// 67 - both ways		: set IP bans
	ISP_AIC,		// 68 - instruction		: set AI control value
	ISP_AII,		// 69 - info			: info about AI car
};

enum // the fourth byte of an IS_TINY packet is one of these
{
	TINY_NONE,		//  0 - keep alive		: 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 - both ways		: game vote cancel (info or request)
	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 race setup screen)
	TINY_CLR,		// 12 - info			: all players cleared from race
	TINY_NCN,		// 13 - info request	: get NCN for all connections
	TINY_NPL,		// 14 - info request	: get all players
	TINY_RES,		// 15 - info request	: 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 - AutoX Info
	TINY_AXC,		// 21 - info			: autocross cleared
	TINY_RIP,		// 22 - info request	: send an IS_RIP - Replay Information Packet
	TINY_NCI,		// 23 - info request	: get NCI for all guests (on host only)
	TINY_ALC,		// 24 - info request	: send a SMALL_ALC (allowed cars)
	TINY_AXM,		// 25 - info request	: send IS_AXM packets for the entire layout
	TINY_SLC,		// 26 - info request	: send IS_SLC packets for all connections
	TINY_MAL,		// 27 - info request	: send IS_MAL listing the allowed mods
	TINY_PLH,		// 28 - info request	: send IS_PLH listing player handicaps
	TINY_IPB,		// 29 - info request	: send IS_IPB listing the IP bans
};

enum // the fourth byte of an IS_SMALL packet 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
	SMALL_ALC,		//  8 - both ways		: set or get allowed cars (TINY_ALC)
	SMALL_LCS,		//  9 - instruction		: set local car switches (flash, horn, siren)
	SMALL_LCL,		// 10 - instruction		: set local car lights
	SMALL_AII,		// 11 - info request	: get local AI info
};

enum // the fourth byte of an IS_TTC packet is one of these
{
	TTC_NONE,		//  0					: not used
	TTC_SEL,		//  1 - info request	: send IS_AXM for a layout editor selection
	TTC_SEL_START,	//  2 - info request	: send IS_AXM every time the selection changes
	TTC_SEL_STOP,	//  3 - instruction		: switch off IS_AXM requested by TTC_SEL_START
};


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

struct IS_TINY // General purpose 4 byte packet
{
	byte	Size;		// 4
	byte	Type;		// 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

struct IS_SMALL // General purpose 8 byte packet
{
	byte	Size;		// 8
	byte	Type;		// 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)
};

// IS_TTC

struct IS_TTC // General purpose 8 byte packet (Target To Connection)
{
	byte	Size;		// 8
	byte	Type;		// ISP_TTC
	byte	ReqI;		// 0 unless it is an info request or a reply to an info request
	byte	SubT;		// subtype, from TTC_ enumeration (e.g. TTC_SEL)

	byte	UCID;		// connection's unique id (0 = local)
	byte	B1;			// B1, B2, B3 may be used in various ways depending on SubT
	byte	B2;
	byte	B3;
};


// 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 is 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 / S1 / S2 / S3
	byte	InSimVer;		// InSim version (see below)
	byte	Spare;			// Spare
};

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

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

// NOTE: LFS tries to match InSimVer with the version requested in your program's IS_ISI
// packet if it is lower than the latest version known to LFS.  If backward compatibility
// is no longer possible then this version may be higher than your program requested.
// In that case your program may not be able to read some packets sent to it by LFS.
// If you connect to an older LFS version then InSimVer may be lower than requested.


// 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 an IS_STA any time the info in it 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	Sp2;
	byte	ServerStatus;	// 0 = unknown / 1 = success / > 1 = fail

	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 free view 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		// free view mode
#define ISS_DIALOG			16		// in a dialog
#define ISS_SHIFTU_FOLLOW	32		// FOLLOW view
#define ISS_SHIFTU_NO_OPT	64		// free view 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
#define ISS_TEXT_ENTRY		32768	// in a text entry dialog

// To request an IS_STA 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_NO_OPT	- free view 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 - variable size
{
	byte	Size;		// 12, 16, 20... 136 depending on Msg
	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];	// 4, 8, 12... 128 characters - last byte is zero
};

// 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 - variable size
{
	byte	Size;		// 12, 16, 20... 72 depending on Msg
	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];	// 4, 8, 12... 64 characters - last byte is zero
};

struct IS_ACR // Admin Command Report - a user typed an admin command - variable size
{
	byte	Size;		// 12, 16, 20... 72 depending on Text
	byte	Type;		// ISP_ACR
	byte	ReqI;		// 0
	byte	Zero;

	byte	UCID;		// connection's unique id (0 = host)
	byte	Admin;		// set if user is an admin
	byte	Result;		// 1 - processed / 2 - rejected / 3 - unknown command
	byte	Sp3;

	char	Text[64];	// 4, 8, 12... 64 characters - last byte is zero
};

// 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 / a player / all
{
	byte	Size;		// 8 + TEXT_SIZE (TEXT_SIZE = 4, 8, 12... 128)
	byte	Type;		// ISP_MTC
	byte	ReqI;		// 0
	byte	Sound;		// sound effect (see Message Sounds below)

	byte	UCID;		// connection's unique id (0 = host / 255 = all)
	byte	PLID;		// player's unique id (if zero, use UCID)
	byte	Sp2;
	byte	Sp3;

//	char	Text[TEXT_SIZE]; // up to 128 characters of text - last byte must be zero
};

// Message Sounds (for Sound byte)

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

// You can send individual key presses to LFS with the IS_SCH packet.
// For standard keys (e.g. V and H) you should send a capital letter.
// This does not work with some keys like F keys, arrows or CTRL keys.
// You can also use IS_MST with the /press /shift /ctrl /alt commands.

struct IS_SCH // 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;
};


// CAR SWITCHES
// ============

// To operate the local car's flash, horn or siren you can send this IS_SMALL:

// NOTE: SIGNALS and HEADLIGHTS should now be set using SMALL_LCL (see CAR LIGHTS below)
// LCS_SET_SIGNALS and LCS_SET_HEADLIGHTS have been left in SMALL_LCS for compatibility

// ReqI: 0
// SubT: SMALL_LCS		(Local Car Switches)
// UVal: Switches		(see below)

// Switches bits

// Bits 0 to 7 are a set of flags specifying which values to set.  You can set as many
// as you like at a time.  This allows you to set only the values you want to set
// while leaving the others to be controlled by the user.

#define LCS_SET_SIGNALS		1		// bit 0 (should now use SMALL_LCL)
#define LCS_SET_FLASH		2		// bit 1
#define LCS_SET_HEADLIGHTS	4		// bit 2 (should now use SMALL_LCL)
#define LCS_SET_HORN		8		// bit 3
#define LCS_SET_SIREN		0x10	// bit 4

// Depending on the above values, InSim will read some of the following values and try
// to set them as required, if a real player is found on the local computer.

// bits 8-9   (Switches & 0x0300) - Signal    (0 off / 1 left / 2 right / 3 hazard)
// bit  10    (Switches & 0x0400) - Flash
// bit	11    (Switches & 0x0800) - Headlights

// bits 16-18 (Switches & 0x070000) - Horn    (0 off / 1 to 5 horn type)
// bits 20-21 (Switches & 0x300000) - Siren   (0 off / 1 fast / 2 slow)


// CAR LIGHTS
// ==========

// To operate the local car's lights you can send this IS_SMALL:

// ReqI: 0
// SubT: SMALL_LCL		(Local Car Lights)
// UVal: Switches		(see below)

// Switches bits

// Bits 0 to 7 are a set of flags specifying which values to set.  You can set as many
// as you like at a time.  This allows you to set only the values you want to set
// while leaving the others to be controlled by the user.

#define LCL_SET_SIGNALS		1		// bit 0
#define LCL_SPARE_2			2		// bit 1 (do not set)
#define LCL_SET_LIGHTS		4		// bit 2
#define LCL_SPARE_8			8		// bit 3 (do not set)
#define LCL_SET_FOG_REAR	0x10	// bit 4
#define LCL_SET_FOG_FRONT	0x20	// bit 5
#define LCL_SET_EXTRA		0x40	// bit 6

// Depending on the above values, InSim will read some of the following values and try
// to set them as required, if a real player is found on the local computer.

// bits 16-17 (Switches & 0x00030000) - Signal    (0 off / 1 left / 2 right / 3 hazard)
// bit  18-19 (Switches & 0x000c0000) - Lights    (0 off / 1 side / 2 low / 3 high)
// bit  20    (Switches & 0x00100000) - Fog Rear
// bit  21    (Switches & 0x00200000) - Fog Front
// bit  22    (Switches & 0x00400000) - Extra Light


// 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)


// ALLOWED CARS
// ============

// To set the allowed cars on the host (like /cars command) you can send this IS_SMALL:

// ReqI: 0
// SubT: SMALL_ALC		(ALlowed Cars)
// UVal: Cars			(see below)

// To find out the allowed cars at any time (on guest or host) send this IS_TINY:

// ReqI: non-zero		(returned in the reply)
// SubT: TINY_ALC		(request a SMALL_ALC)

// LFS will reply with this IS_SMALL:

// ReqI: non-zero		(as received in the request packet)
// SubT: SMALL_ALC		(ALlowed Cars)
// UVal: Cars			(see below)

// You can send a packet to limit the cars that can be used by a given connection
// The resulting set of selectable cars is a subset of the cars set to be available
// on the host (by the /cars command or SMALL_ALC)

// For example:
// Cars = 0          ... no cars can be selected on the specified connection
// Cars = 0xffffffff ... all the host's available cars can be selected

struct IS_PLC // PLayer Cars
{
	byte	Size;		// 12
	byte	Type;		// ISP_PLC
	byte	ReqI;		// 0
	byte	Zero;

	byte	UCID;		// connection's unique id (0 = host / 255 = all)
	byte	Sp1;
	byte	Sp2;
	byte	Sp3;

	unsigned	Cars;	// allowed cars - see below
};

// XF GTI			-       1
// XR GT			-       2
// XR GT TURBO		-       4
// RB4 GT			-       8
// FXO TURBO		-    0x10
// LX4				-    0x20
// LX6				-    0x40
// MRT5				-    0x80
// UF 1000			-   0x100
// RACEABOUT		-   0x200
// FZ50				-   0x400
// FORMULA XR		-   0x800
// XF GTR			-  0x1000
// UF GTR			-  0x2000
// FORMULA V8		-  0x4000
// FXO GTR			-  0x8000
// XR GTR			- 0x10000
// FZ50 GTR			- 0x20000
// BMW SAUBER F1.06	- 0x40000
// FORMULA BMW FB02	- 0x80000


// HANDICAPS
// =========

// You can send a packet to add mass and restrict the intake on each car model
// The same restriction applies to all drivers using a particular car model
// This can be useful for creating multi class hosts

struct CarHCP // Car handicaps in 2 bytes - there is an array of these in the HCP (below)
{
	byte	H_Mass;		// 0 to 200 - added mass (kg)
	byte	H_TRes;		// 0 to  50 - intake restriction
};

struct IS_HCP // HandiCaPs
{
	byte	Size;		// 68
	byte	Type;		// ISP_HCP
	byte	ReqI;		// 0
	byte	Zero;

	CarHCP	Info[32];	// H_Mass and H_TRes for each car: XF GTI = 0 / XR GT = 1 etc
};

// Alternatively you can set handicaps per player.  These handicaps will remain until
// the player spectates or rejoins after returning from pits or garage (an IS_NPL will
// be sent in that case).

// An output IS_PLH is sent to all InSim clients after an IS_PLH is received.  The output IS_PLH
// contains an entry for all valid players that had handicaps updated.  An IS_PLH is also output
// when a handicap is set by a text command /h_mass username X or /h_tres username X
// NOTE: The 'silent' flag in bit 7 (0x80) avoids showing a message on player's screen.

struct PlayerHCap // Player handicaps in 4 bytes - there is an array of these in the PLH (below)
{
	byte	PLID;		// player's unique id
	byte	Flags;		// bit 0: set Mass / bit 1: set TRes (e.g. Flags=3 to set both) / bit 7: silent
	byte	H_Mass;		// 0 to 200 - added mass (kg)
	byte	H_TRes;		// 0 to  50 - intake restriction
};

const int PLH_MAX_PLAYERS = 40; // NOTE: Increase if MAX_CARS_S2 is increased

struct IS_PLH // PLayer Handicaps - variable size
{
	byte	Size;		// 4 + NumP * 4
	byte	Type;		// ISP_PLH
	byte	ReqI;		// 0 unless this is a reply to a TINY_PLH request
	byte	NumP;		// number of players in this packet

	PlayerHCap	HCaps	[PLH_MAX_PLAYERS]; // 0 to PLH_MAX_PLAYERS (NumP)
};


// 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 race setup screen) LFS sends this IS_TINY

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

// The following packets are sent when the relevant events take place:

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	Timing;		// lap timing (see below)

	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
};

// Lap timing info (for Timing byte)

// bits 6 and 7 (Timing & 0xc0):

// 0x40: standard lap timing is being used
// 0x80: custom timing - user checkpoints have been placed
// 0xc0: no lap timing - e.g. open config with no user checkpoints

// bits 0 and 1 (Timing & 0x03): number of checkpoints if lap timing is enabled

// 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_NCI // New Conn Info - sent on host only if an admin password has been set
{
	byte	Size;		// 16
	byte	Type;		// ISP_NCI
	byte	ReqI;		// 0 unless this is a reply to a TINY_NCI request
	byte	UCID;		// connection's unique id (0 = host)

	byte	Language;	// see below: Languages
	byte	License;	// 0:demo / 1:S1 ...
	byte	Sp2;
	byte	Sp3;

	unsigned	UserID;		// LFS UserID
	unsigned	IPAddress;
};

struct IS_SLC // SeLected Car - sent when a connection selects a car (empty if no car)
{
	byte	Size;		// 8
	byte	Type;		// ISP_SLC
	byte	ReqI;		// 0 unless this is a reply to a TINY_SLC request
	byte	UCID;		// connection's unique id (0 = host)

	char	CName[4];	// car name
};

// NOTE: If a new guest joins and does have a car selected then an IS_SLC will be sent

// Allowed Mods

// You can set up to 120 mods that are allowed to be used on a host
// Send zero to clear the list and allow all mods to be used

const int MAL_MAX_MODS = 120;

struct IS_MAL // Mods ALlowed - variable size
{
	byte	Size;		// 8 + NumM * 4
	byte	Type;		// ISP_MAL
	byte	ReqI;		// 0 unless this is a reply to a TINY_MAL request
	byte	NumM;		// number of mods in this packet

	byte	UCID;		// unique id of the connection that updated the list
	byte	Flags;		// zero (for now)
	byte	Sp2;
	byte	Sp3;

	unsigned	SkinID	[MAL_MAX_MODS]; // SkinID of each mod in compressed format, 0 to MAL_MAX_MODS (NumM)
};

// IP Bans

// You can set up to 120 IP addresses that are not allowed to join a host

const int IPB_MAX_BANS = 120;

struct IS_IPB // IP Bans - variable size
{
	byte	Size;		// 8 + NumB * 4
	byte	Type;		// ISP_IPB
	byte	ReqI;		// 0 unless this is a reply to a TINY_IPB request
	byte	NumB;		// number of bans in this packet

	byte	Sp0;
	byte	Sp1;
	byte	Sp2;
	byte	Sp3;

	in_addr		BanIPs	[IPB_MAX_BANS]; // IP addresses, 0 to IPB_MAX_BANS (NumB)
};

struct IS_CIM // Conn Interface Mode
{
	byte	Size;		// 8
	byte	Type;		// ISP_CIM
	byte	ReqI;		// 0
	byte	UCID;		// connection's unique id (0 = local)

	byte	Mode;		// mode identifier (see below)
	byte	SubMode;	// submode identifier (see below)
	byte	SelType;	// selected object type (see below)
	byte	Sp3;
};

// Mode identifiers

enum
{
	CIM_NORMAL,				// 0 - not in a special mode
	CIM_OPTIONS,			// 1
	CIM_HOST_OPTIONS,		// 2
	CIM_GARAGE,				// 3
	CIM_CAR_SELECT,			// 4
	CIM_TRACK_SELECT,		// 5
	CIM_SHIFTU,				// 6 - free view mode
	CIM_NUM
};

// Submode identifiers for CIM_NORMAL

enum
{
	NRM_NORMAL,
	NRM_WHEEL_TEMPS,		// F9
	NRM_WHEEL_DAMAGE,		// F10
	NRM_LIVE_SETTINGS,		// F11
	NRM_PIT_INSTRUCTIONS,	// F12
	NRM_NUM
};

// SubMode identifiers for CIM_GARAGE

enum
{
	GRG_INFO,
	GRG_COLOURS,
	GRG_BRAKE_TC,
	GRG_SUSP,
	GRG_STEER,
	GRG_DRIVE,
	GRG_TYRES,
	GRG_AERO,
	GRG_PASS,
	GRG_NUM
};

// SubMode identifiers for CIM_SHIFTU

enum
{
	FVM_PLAIN,				// no buttons displayed
	FVM_BUTTONS,			// buttons displayed (not editing)
	FVM_EDIT,				// edit mode
	FVM_NUM
};

// SelType is the selected object type or zero if unselected
// It may be an AXO_x as in ObjectInfo or one of these:

const int MARSH_IS_CP		= 252; // insim checkpoint
const int MARSH_IS_AREA		= 253; // insim circle
const int MARSH_MARSHAL		= 254; // restricted area
const int MARSH_ROUTE		= 255; // route checker

//

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

	byte	RWAdj;		// low 4 bits: tyre width reduction (rear)
	byte	FWAdj;		// low 4 bits: tyre width reduction (front)
	byte	Sp2;
	byte	Sp3;

	byte	SetF;		// setup flags (see below)
	byte	NumP;		// number in race - ZERO if this is a join request
	byte	Config;		// configuration (see below)
	byte	Fuel;		// /showfuel yes: fuel percent / no: 255
};

// 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)

// Setup flags (for SetF byte)

#define SETF_SYMM_WHEELS	1
#define SETF_TC_ENABLE		2
#define SETF_ABS_ENABLE		4

// Configuration (Config byte)

// UF1 / LX4 / LX6: 0 = DEFAULT / 1 = OPEN ROOF
// GTR racing cars: 0 = DEFAULT / 1 = ALTERNATE

// More...

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	Fuel200;	// /showfuel yes: double fuel percent / no: 255
};

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	Fuel200;	// /showfuel yes: double fuel percent / no: 255
};

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	FuelAdd;	// /showfuel yes: fuel added percent / no: 255
	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;	// (ms) race or autocross: total time / qualify: session time
	unsigned	BTime;	// (ms) best lap

	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 in two different ways, to specify the starting order:
// 1) In the race setup screen, to immediately rearrange the grid when the packet arrives
// 2) In game, just before a restart or exit, to specify the order on the restart or exit
// If you are sending an IS_REO in game, you should send it when you receive the SMALL_VTA
// informing you that the Vote Action (VOTE_END / VOTE_RESTART / VOTE_QUALIFY) is about
// to take place.  Any IS_REO received before the SMALL_VTA is sent will be ignored.

struct IS_REO // REOrder (when race restarts after qualifying)
{
	byte	Size;		// 44
	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[40];	// 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

// Languages

enum
{
	LFS_ENGLISH,				// 0
	LFS_DEUTSCH,				// 1
	LFS_PORTUGUESE,				// 2
	LFS_FRENCH,					// 3
	LFS_SUOMI,					// 4
	LFS_NORSK,					// 5
	LFS_NEDERLANDS,				// 6
	LFS_CATALAN,				// 7
	LFS_TURKISH,				// 8
	LFS_CASTELLANO,				// 9
	LFS_ITALIANO,				// 10
	LFS_DANSK,					// 11
	LFS_CZECH,					// 12
	LFS_RUSSIAN,				// 13
	LFS_ESTONIAN,				// 14
	LFS_SERBIAN,				// 15
	LFS_GREEK,					// 16
	LFS_POLSKI,					// 17
	LFS_CROATIAN,				// 18
	LFS_HUNGARIAN,				// 19
	LFS_BRAZILIAN,				// 20
	LFS_SWEDISH,				// 21
	LFS_SLOVAK,					// 22
	LFS_GALEGO,					// 23
	LFS_SLOVENSKI,				// 24
	LFS_BELARUSSIAN,			// 25
	LFS_LATVIAN,				// 26
	LFS_LITHUANIAN,				// 27
	LFS_TRADITIONAL_CHINESE,	// 28
	LFS_SIMPLIFIED_CHINESE,		// 29
	LFS_JAPANESE,				// 30
	LFS_KOREAN,					// 31
	LFS_BULGARIAN,				// 32
	LFS_LATINO,					// 33
	LFS_UKRAINIAN,				// 34
	LFS_INDONESIAN,				// 35
	LFS_ROMANIAN,				// 36
	LFS_NUM_LANG				// 37
};

// Leave reasons

enum
{
	LEAVR_DISCO,		// 0 - none
	LEAVR_TIMEOUT,		// 1 - timed out
	LEAVR_LOSTCONN,		// 2 - lost connection
	LEAVR_KICKED,		// 3 - kicked
	LEAVR_BANNED,		// 4 - banned
	LEAVR_SECURITY,		// 5 - security
	LEAVR_CPW,			// 6 - cheat protection wrong
	LEAVR_OOS,			// 7 - out of sync with host
	LEAVR_JOOS,			// 8 - join OOS (initial sync failed)
	LEAVR_HACK,			// 9 - invalid packet
	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_LEFTSIDE		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 front male
// bit 1 front female
// bit 2 rear left male
// bit 3 rear left female
// bit 4 rear middle male
// bit 5 rear middle female
// bit 6 rear right male
// bit 7 rear right female


// 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: TINY_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


// OBJECT INFO - for autocross objects - used in some packets and the layout file
// ===========

struct ObjectInfo // Info about a single object - explained in the layout file format
{
	short	X;
	short	Y;

	byte	Zbyte;
	byte	Flags;
	byte	Index;
	byte	Heading;
};


// JOIN REQUEST - allows external program to decide if a player can join
// ============

// Set the ISF_REQ_JOIN flag in the IS_ISI to receive join requests
// A join request is seen as an IS_NPL packet with ZERO in the NumP field
// An immediate response (e.g. within 1 second) is required using an IS_JRR packet

// In this case, PLID must be zero and JRRAction must be JRR_REJECT or JRR_SPAWN
// If you allow the join and it is successful you will then get a normal IS_NPL with NumP set
// You can also specify the start position of the car using the StartPos structure

// IS_JRR can also be used to move an existing car to a different location
// In this case, PLID must be set, JRRAction must be JRR_RESET or higher and StartPos must be set

struct IS_JRR // Join Request Reply - send one of these back to LFS in response to a join request
{
	byte	Size;		// 16
	byte	Type;		// ISP_JRR
	byte	ReqI;		// 0
	byte	PLID;		// ZERO when this is a reply to a join request - SET to move a car

	byte	UCID;		// set when this is a reply to a join request - ignored when moving a car
	byte	JRRAction;	// 1 - allow / 0 - reject (should send message to user)
	byte	Sp2;
	byte	Sp3;

	ObjectInfo	StartPos; // 0: use default start point / Flags = 0x80: set start point
};

// To use default start point, StartPos should be filled with zero values

// To specify a start point, StartPos X, Y, Zbyte and Heading should be filled like an autocross
// start position, Flags should be 0x80 and Index should be zero

// Values for JRRAction byte

enum
{
	JRR_REJECT,
	JRR_SPAWN,
	JRR_2,
	JRR_3,
	JRR_RESET,
	JRR_RESET_NO_REPAIR,
	JRR_6,
	JRR_7,
};


// 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 16 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 (10, 20, 30... 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...
};

const int NLP_MAX_CARS = 40;

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[NLP_MAX_CARS];	// node and lap of each player, 1 to NLP_MAX_CARS (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;	// car's motion if Speed > 0: 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

const int MCI_MAX_CARS = 16;

struct IS_MCI // Multi Car Info - if more than MCI_MAX_CARS in race then more than one is sent
{
	byte	Size;		// 4 + NumC * 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[MCI_MAX_CARS]; // car info for each player, 1 to MCI_MAX_CARS (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: 40, 50, 60... 8000 ms)


// CONTACT - reports contacts between two cars if the closing speed is above 0.25 m/s
// =======

// Set the ISF_CON flag in the IS_ISI to receive car contact reports

struct CarContact // 16 bytes: one car in a contact - two of these in the IS_CON (below)
{
	byte	PLID;
	byte	Info;		// like Info byte in CompCar (CCI_BLUE / CCI_YELLOW / CCI_LAG)
	byte	Sp2;		// spare
	char	Steer;		// front wheel steer in degrees (right positive)
	
	byte	ThrBrk;		// high 4 bits: throttle    / low 4 bits: brake (0 to 15)
	byte	CluHan;		// high 4 bits: clutch      / low 4 bits: handbrake (0 to 15)
	byte	GearSp;		// high 4 bits: gear (15=R) / low 4 bits: spare
	byte	Speed;		// m/s

	byte	Direction;	// car's motion if Speed > 0: 0 = world y direction, 128 = 180 deg
	byte	Heading;	// direction of forward axis: 0 = world y direction, 128 = 180 deg
	char	AccelF;		// m/s^2 longitudinal acceleration (forward positive)
	char	AccelR;		// m/s^2 lateral acceleration (right positive)

	short	X;			// position (1 metre = 16)
	short	Y;			// position (1 metre = 16)
};

struct IS_CON // CONtact - between two cars (A and B are sorted by PLID)
{
	byte	Size;		// 40
	byte	Type;		// ISP_CON
	byte	ReqI;		// 0
	byte	Zero;

	word	SpClose;	// high 4 bits: reserved / low 12 bits: closing speed (10 = 1 m/s)
	word	Time;		// looping time stamp (hundredths - time since reset - like TINY_GTH)

	CarContact	A;
	CarContact	B;
};

// Set the ISF_OBH flag in the IS_ISI to receive object contact reports

struct CarContOBJ // 8 bytes: car in a contact with an object
{
	byte	Direction;	// car's motion if Speed > 0: 0 = world y direction, 128 = 180 deg
	byte	Heading;	// direction of forward axis: 0 = world y direction, 128 = 180 deg
	byte	Speed;		// m/s
	byte	Zbyte;

	short	X;			// position (1 metre = 16)
	short	Y;			// position (1 metre = 16)
};

struct IS_OBH // OBject Hit - car hit an autocross object or an unknown object
{
	byte	Size;		// 24
	byte	Type;		// ISP_OBH
	byte	ReqI;		// 0
	byte	PLID;		// player's unique id

	word	SpClose;	// high 4 bits: reserved / low 12 bits: closing speed (10 = 1 m/s)
	word	Time;		// looping time stamp (hundredths - time since reset - like TINY_GTH)

	CarContOBJ	C;

	short	X;			// as in ObjectInfo
	short	Y;			// as in ObjectInfo

	byte	Zbyte;		// if OBH_LAYOUT is set: Zbyte as in ObjectInfo
	byte	Sp1;
	byte	Index;		// AXO_x as in ObjectInfo or zero if it is an unknown object
	byte	OBHFlags;	// see below
};

// OBHFlags byte

#define OBH_LAYOUT		1		// an added object
#define OBH_CAN_MOVE	2		// a movable object
#define OBH_WAS_MOVING	4		// was moving before this hit
#define OBH_ON_SPOT		8		// object in original position

// Set the ISF_HLV flag in the IS_ISI to receive reports of incidents that would violate HLVC

struct IS_HLV // Hot Lap Validity - off track / hit wall / speeding in pits / out of bounds
{
	byte	Size;		// 16
	byte	Type;		// ISP_HLV
	byte	ReqI;		// 0
	byte	PLID;		// player's unique id

	byte	HLVC;		// 0: ground / 1: wall / 4: speeding / 5: out of bounds
	byte	Sp1;
	word	Time;		// looping time stamp (hundredths - time since reset - like TINY_GTH)

	CarContOBJ	C;
};


// CONTROL - reports crossing an InSim checkpoint / entering an InSim circle (from layout)
// =======

struct IS_UCO // User Control Object
{
	byte	Size;		// 28
	byte	Type;		// ISP_UCO
	byte	ReqI;		// 0
	byte	PLID;		// player's unique id

	byte	Sp0;
	byte	UCOAction;
	byte	Sp2;
	byte	Sp3;

	unsigned	Time;	// hundredths of a second since start (as in SMALL_RTP)
	
	CarContOBJ	C;

	ObjectInfo	Info;	// Info about the checkpoint or circle (see below)
};

// UCOAction byte

enum
{
	UCO_CIRCLE_ENTER,	// entered a circle
	UCO_CIRCLE_LEAVE,	// left a circle
	UCO_CP_FWD,			// crossed cp in forward direction
	UCO_CP_REV,			// crossed cp in reverse direction
};

// Identifying an InSim checkpoint from the ObjectInfo:

// Index is 252.  Checkpoint index (seen in the layout editor) is stored in Flags bits 0 and 1

// 00 = finish line
// 01 = 1st checkpoint
// 10 = 2nd checkpoint
// 11 = 3rd checkpoint

// Note that the checkpoint index has no meaning in LFS and is provided only for your convenience.
// If you use many InSim checkpoints you may need to identify them with the X and Y values.

// Identifying an InSim circle from the ObjectInfo:

// Index is 253.  The circle index (seen in the layout editor) is stored in the Heading byte.

struct IS_CSC // Car State Changed - reports a change in a car's state (currently start or stop)
{
	byte	Size;		// 20
	byte	Type;		// ISP_CSC
	byte	ReqI;		// 0
	byte	PLID;		// player's unique id

	byte	Sp0;
	byte	CSCAction;
	byte	Sp2;
	byte	Sp3;

	unsigned	Time;	// hundredths of a second since start (as in SMALL_RTP)

	CarContOBJ	C;
};

// CSCAction byte

enum
{
	CSC_STOP,
	CSC_START,
};


// OBJECT CONTROL - currently used for switching start lights
// ==============

struct IS_OCO // Object COntrol
{
	byte	Size;		// 8
	byte	Type;		// ISP_OCO
	byte	ReqI;		// 0
	byte	Zero;

	byte	OCOAction;	// see below
	byte	Index;		// see below
	byte	Identifier;	// identify particular start lights objects (0 to 63 or 255 = all)
	byte	Data;		// see below
};

// OCOAction byte

enum
{
	OCO_ZERO,			// reserved
	OCO_1,				//
	OCO_2,				//
	OCO_3,				//
	OCO_LIGHTS_RESET,	// give up control of all lights
	OCO_LIGHTS_SET,		// use Data byte to set the bulbs
	OCO_LIGHTS_UNSET,	// give up control of the specified lights
	OCO_NUM
};

// Index byte specifies which lights you want to override

// Currently the following values are supported:

// AXO_START_LIGHTS1	149 // layout
// AXO_START_LIGHTS2	150 // layout
// AXO_START_LIGHTS3	151 // layout
#define OCO_INDEX_MAIN	240 // main start lights

// Identifier byte can be used to override groups of temporary start lights

// It refers to the temporary lights identifier (0 to 63) seen in the layout editor

// Data byte specifies particular bulbs using the low 4 bits

// Bulb bit values for the currently available lights:

// OCO_INDEX_MAIN		AXO_START_LIGHTS

// bit 0 (1): red1		bit 0 (1): red
// bit 1 (2): red2		bit 1 (2): amber
// bit 2 (4): red3		-
// bit 3 (8): green		bit 3 (8): green


// AUTOCROSS OBJECTS - reporting / adding / removing
// =================

// Set the ISF_AXM_LOAD flag in the IS_ISI for info about objects when a layout is loaded.
// Set the ISF_AXM_EDIT flag in the IS_ISI for info about objects edited by user or InSim.

// You can also add or remove objects by sending IS_AXM packets.
// Some care must be taken with these - please read the notes below.

// You can also get (TTC_SEL) or set (PMO_SELECTION) the current editor selection.

const int AXM_MAX_OBJECTS = 60;

struct IS_AXM // AutoX Multiple objects - variable size
{
	byte	Size;		// 8 + NumO * 8
	byte	Type;		// ISP_AXM
	byte	ReqI;		// 0 unless this is a reply to a TINY_AXM request
	byte	NumO;		// number of objects in this packet

	byte	UCID;		// unique id of the connection that sent the packet
	byte	PMOAction;	// see below
	byte	PMOFlags;	// see below
	byte	Sp3;

	ObjectInfo	Info[AXM_MAX_OBJECTS]; // info about each object, 0 to AXM_MAX_OBJECTS (NumO)
};

// Values for PMOAction byte

enum
{
	PMO_LOADING_FILE,	// 0 - sent by the layout loading system only
	PMO_ADD_OBJECTS,	// 1 - adding objects (from InSim or editor)
	PMO_DEL_OBJECTS,	// 2 - delete objects (from InSim or editor)
	PMO_CLEAR_ALL,		// 3 - clear all objects (NumO must be zero)
	PMO_TINY_AXM,		// 4 - a reply to a TINY_AXM request
	PMO_TTC_SEL,		// 5 - a reply to a TTC_SEL request
	PMO_SELECTION,		// 6 - set a connection's layout editor selection
	PMO_POSITION,		// 7 - user pressed O without anything selected
	PMO_GET_Z,			// 8 - request Z values / reply with Z values
	PMO_NUM
};

// Info about the PMOFlags byte

#define PMO_FILE_END			1
#define PMO_MOVE_MODIFY			2
#define PMO_SELECTION_REAL		4
#define PMO_AVOID_CHECK			8

// PMO_FILE_END

// If PMO_FILE_END is set in a PMO_LOADING_FILE packet, LFS has reached the end of
// a layout file which it is loading.  The added objects will then be optimised.

// Optimised in this case means that static vertex buffers will be created for all
// objects, to greatly improve the frame rate.  The problem with this is that when
// there are many objects loaded, optimisation causes a significant glitch which can
// be long enough to cause a driver who is cornering to lose control and crash.

// PMO_FILE_END can also be set in an IS_AXM with PMOAction of PMO_ADD_OBJECTS.
// This causes all objects to be optimised.  It is important not to set PMO_FILE_END
// in every packet you send to add objects or you will cause severe glitches on the
// clients computers.  It is ok to have some objects on the track which are not
// optimised.  So if you have a few objects that are being removed and added
// occasionally, the best advice is not to request optimisation at all.  Only
// request optimisation (by setting PMO_FILE_END) if you have added so many objects
// that it is needed to improve the frame rate.

// NOTE 1) LFS makes sure that all objects are optimised when the race restarts.
// NOTE 2) In the 'more' section of free view there is info about optimised objects.

// If you are using InSim to send many packets of objects (for example loading an
// entire layout through InSim) then you must take care of the bandwidth and buffer
// overflows.  You must not try to send all the objects at once.  It's probably good
// to use LFS's method of doing this: send the first packet of objects then wait for
// the corresponding IS_AXM that will be output when the packet is processed.  Then
// you can send the second packet and again wait for the IS_AXM and so on.

// PMO_MOVE_MODIFY

// When objects are moved or modified in the layout editor, two IS_AXM packets are
// sent.  A PMO_DEL_OBJECTS followed by a PMO_ADD_OBJECTS.  In this case the flag
// PMO_MOVE_MODIFY is set in the PMOFlags byte of both packets.

// PMO_SELECTION_REAL

// If you send an IS_AXM with PMOAction of PMO_SELECTION it is possible for it to be
// either a selection of real objects (as if the user selected several objects while
// holding the CTRL key) or a clipboard selection (as if the user pressed CTRL+C after
// selecting objects).  Clipboard is the default selection mode.  A real selection can
// be set by using the PMO_SELECTION_REAL bit in the PMOFlags byte.

// PMO_AVOID_CHECK

// If you send an IS_AXM with PMOAction of PMO_ADD_OBJECTS you may wish to set the
// UCID to one of the guest connections (for example if that user's action caused the
// objects to be added).  In this case some validity checks are done on the guest's
// computer which may report "invalid position" or "intersecting object" and delete
// the objects.  This can be avoided by setting the PMO_AVOID_CHECK bit.


// To request IS_AXM packets for all layout objects and circles send this IS_TINY:

// ReqI: non-zero		(returned in the reply)
// SubT: TINY_AXM		(request IS_AXM packets for the entire layout)

// LFS will send as many IS_AXM packets as needed to describe the whole layout.
// If there are no objects or circles, there will be one IS_AXM with zero NumO.
// The final IS_AXM packet will have the PMO_FILE_END flag set.


// To request an IS_AXM for a connection's layout editor selection send this IS_TTC:

// ReqI: non-zero		(returned in the reply)
// SubT: TTC_SEL		(request an IS_AXM for the current selection)
// UCID: connection		(0 = local / non-zero = guest)

// An IS_AXM with PMO_POSITION is sent with a single object in the packet if a user
// presses O without any object type selected.  Information only - no object is added.
// The only valid values in Info are X, Y, Zbyte and Heading.

// PMO_GET_Z can be used to request the resulting Zbyte values for given X, Y, Zbyte
// positions listed in the IS_AXM.  A similar reply (information only) will be sent
// with adjusted Zbyte values.  Index and Heading are ignored and set to zero in the
// reply.  Flags is set to 0x80 if Zbyte was successfully adjusted, zero if not.
// Suggested input values for Zbyte are either 240 to get the highest point at X, Y
// or you may use the approximate altitude (see layout file format).


// 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.


// AI CONTROL
// ==========

struct AIInputVal // There is an array of these in the AIC packet below
{
	byte	Input;		// Select input value to set
	byte	Time;		// Time to hold (optional, hundredths of a second)
	word	Value;		// Value to set
};

const int AIC_MAX_INPUTS = 20; // NOTE: Increase if CS_NUM is increased

struct IS_AIC // AI Control - variable size
{
	byte	Size;		// 4 + 4 * (number of inputs)
	byte	Type;		// ISP_AIC
	byte	ReqI;		// Optional - returned in any immediate response e.g. reply to CS_SEND_AI_INFO
	byte	PLID;		// Unique ID of AI driver to control

	AIInputVal	Inputs	[AIC_MAX_INPUTS];
};

// If the Time value of AIInputVal is set, that input will return to default after that time.
// This is probably most useful for CS_CHUP / CS_CHDN / CS_FLASH / CS_HORN inputs.
// If you don't set Time you will need to send another packet to zero the input.

// Values for Input

// CS_MSX			 0 - steer: 1 hard left / 32768 centre / 65535 hard right
// CS_THROTTLE		 1 - 0 to 65535
// CS_BRAKE			 2 - 0 to 65535
// CS_CHUP			 3 - hold shift up lever
// CS_CHDN			 4 - hold shift down lever 
// CS_IGNITION		 5 - toggle
// CS_EXTRALIGHT	 6 - toggle
// CS_HEADLIGHTS	 7 - 1:off / 2:side / 3:low / 4:high
// CS_SIREN			 8 - hold siren - 1:fast / 2:slow
// CS_HORN			 9 - hold horn  - 1 to 5
// CS_FLASH			10 - hold flash - 1:on
// CS_CLUTCH		11 - 0 to 65535
// CS_HANDBRAKE		12 - 0 to 65535
// CS_INDICATORS	13 - 1: cancel / 2: left / 3: right / 4: hazard
// CS_GEAR			14 - for shifter (leave at 255 for sequential control)
// CS_LOOK			15 - 0: none / 4: left / 5: left+ / 6: right / 7: right+
// CS_PITSPEED		16 - toggle
// CS_TCDISABLE		17 - toggle
// CS_FOGREAR		18 - toggle
// CS_FOGFRONT		19 - toggle

// Inputs marked 'hold' must be set back to zero after some time.
// This can be done either by use of the Time field or by sending a later packet with Value = 0.
// E.g. Set Time to 10 when issuing a CS_CHUP - hold shift up lever for 0.1 sec.
// E.g. Set Time to 50 when issuing a CS_HORN - sound horn for 0.5 sec.

// Inputs marked 'toggle' accept the following Values:
// 1 toggle
// 2 switch off
// 3 switch on

// Special values for Input

#define CS_SEND_AI_INFO		240
#define CS_REPEAT_AI_INFO	241

#define CS_SET_HELP_FLAGS	253
#define CS_RESET_INPUTS		254
#define CS_STOP_CONTROL		255

// CS_SEND_AI_INFO - Send an IS_AII (AI Info) packet

// CS_REPEAT_AI_INFO - Start or stop sending regular IS_AII packets
//		Time = time interval in hundredths of a second (0 : stop)

// CS_SET_HELP_FLAGS - Value can be any combination of
//			PIF_AUTOGEARS	// 8 - auto shift
//			PIF_HELP_B		// 64 - brake help
//			PIF_AUTOCLUTCH	// 512 - auto clutch
//		Default value for an AI driver is PIF_AUTOCLUTCH only
//		If you set PIF_AUTOGEARS you don't need to set PIF_AUTOCLUTCH

// CS_RESET_INPUTS - reset all inputs
//		Most inputs are zero / CS_MSX is 32768 / CS_GEAR is 255

// CS_STOP_CONTROL
//		The AI driver will stop the car

// AI car info
// -----------

// Send a SMALL_AII with UVal set to PLID to receive current information about a local car

struct OSMain // included in IS_AII - identical to OutSimMain (main data in OutSim packet)
{
	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)
};

struct IS_AII // AI Info
{
	byte		Size;		// 96
	byte		Type;		// ISP_AII
	byte		ReqI;		// ReqI from the SMALL_AII request packet
	byte		PLID;

	OSMain		OSData;

	byte		Flags;		// AIFLAGS_x below
	byte		Gear;		// Reverse:0, Neutral:1, First:2...
	byte		Sp2;
	byte		Sp3;

	float		RPM;		// RPM
	float		SpF0;
	float		SpF1;

	unsigned	ShowLights;	// Dash lights currently switched on (see DL_x in OutGauge section below)
	unsigned	SPU1;
	unsigned	SPU2;
	unsigned	SPU3;
};

#define AIFLAGS_IGNITION	1		// detect if engine running
//
#define AIFLAGS_CHUP		4		// upshift lever currently held
#define AIFLAGS_CHDN		8		// downshift lever currently held


// 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 free view mode)
{
	byte	Size;		// 8
	byte	Type;		// ISP_SCC
	byte	ReqI;		// 0
	byte	Zero;

	byte	ViewPLID;	// Unique ID 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 free view mode.

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

struct IS_CPP // Cam Pos Pack - Full camera packet (in car OR free view 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
	word	R;			// 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 in ms to get there (0 means instant)
	word	Flags;		// ISS state flags (see below)
};

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

// ISS_SHIFTU			- in free view mode
// ISS_SHIFTU_FOLLOW	- FOLLOW view
// 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 free view mode depending on the ISS_SHIFTU flag.

// If ISS_VIEW_OVERRIDE is set, the in-car view Heading, Pitch, Roll and FOV [not smooth]
// can be set using this packet.  Otherwise normal in game control will be used.

// Position vector (Vec Pos) - in free view 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 free view 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 free view 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
// ============

// 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)

// You can stop or start time in LFS and while it is stopped you can send packets to move
// time in steps.  Time steps are specified in hundredths 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.
// This packet is not available in live multiplayer mode.

// 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)


// REPLAY CONTROL
// ==============

// You can load a replay or set the position in a replay with an IS_RIP packet.
// Replay positions and lengths are specified in hundredths of a second.
// LFS will reply with another IS_RIP packet when the request is completed.

struct IS_RIP // Replay Information Packet
{
	byte	Size;		// 80
	byte	Type;		// ISP_RIP
	byte	ReqI;		// request: non-zero / reply: same value returned
	byte	Error;		// 0 or 1 = OK / other values are listed below

	byte	MPR;		// 0 = SPR / 1 = MPR
	byte	Paused;		// request: pause on arrival / reply: paused state
	byte	Options;	// various options - see below
	byte	Sp3;

	unsigned	CTime;	// (hundredths) request: destination / reply: position
	unsigned	TTime;	// (hundredths) request: zero / reply: replay length

	char	RName[64];	// zero or replay name - last byte must be zero
};

// NOTE about RName:
// In a request, replay RName will be loaded.  If zero then the current replay is used.
// In a reply, RName is the name of the current replay, or zero if no replay is loaded.

// You can request an IS_RIP packet at any time with this IS_TINY:

// ReqI: non-zero		(returned in the reply)
// SubT: TINY_RIP		(Replay Information Packet)

// Error codes returned in IS_RIP replies:

enum
{
	RIP_OK,				//  0 - OK: completed instruction
	RIP_ALREADY,		//  1 - OK: already at the destination
	RIP_DEDICATED,		//  2 - can't run a replay - dedicated host
	RIP_WRONG_MODE,		//  3 - can't start a replay - not in a suitable mode
	RIP_NOT_REPLAY,		//  4 - RName is zero but no replay is currently loaded
	RIP_CORRUPTED,		//  5 - IS_RIP corrupted (e.g. RName does not end with zero)
	RIP_NOT_FOUND,		//  6 - the replay file was not found
	RIP_UNLOADABLE,		//  7 - obsolete / future / corrupted
	RIP_DEST_OOB,		//  8 - destination is beyond replay length
	RIP_UNKNOWN,		//  9 - unknown error found starting replay
	RIP_USER,			// 10 - replay search was terminated by user
	RIP_OOS,			// 11 - can't reach destination - SPR is out of sync
};

// Options byte: some options

#define RIPOPT_LOOP			1		// replay will loop if this bit is set
#define RIPOPT_SKINS		2		// set this bit to download missing skins
#define RIPOPT_FULL_PHYS	4		// use full physics when searching an MPR

// NOTE: RIPOPT_FULL_PHYS makes MPR searching much slower so should not normally be used.
// This flag was added to allow high accuracy MCI packets to be output when fast forwarding.


// SCREENSHOTS
// ===========

// You can instuct LFS to save a screenshot in data\shots using the IS_SSH packet.
// It will be saved as bmp / jpg / png as set in Misc Options.
// Name can be a filename (excluding extension) or zero - LFS will create a name.
// LFS will reply with another IS_SSH when the request is completed.

struct IS_SSH // ScreenSHot
{
	byte	Size;		// 40
	byte	Type;		// ISP_SSH
	byte	ReqI;		// request: non-zero / reply: same value returned
	byte	Error;		// 0 = OK / other values are listed below

	byte	Sp0;		// 0
	byte	Sp1;		// 0
	byte	Sp2;		// 0
	byte	Sp3;		// 0

	char	Name[32];	// name of screenshot file - last byte must be zero
};

// Error codes returned in IS_SSH replies:

enum
{
	SSH_OK,				//  0 - OK: completed instruction
	SSH_DEDICATED,		//  1 - can't save a screenshot - dedicated host
	SSH_CORRUPTED,		//  2 - IS_SSH corrupted (e.g. Name does not end with zero)
	SSH_NO_SAVE,		//  3 - could not save the screenshot
};


// 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
// - race setup screen
// - in game
// - free view 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 a range of buttons 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 received from (0 = local / 255 = all)
	byte	ClickID;	// if SubT is BFN_DEL_BTN: ID of single button to delete or first button in range
	byte	ClickMax;	// if SubT is BFN_DEL_BTN: ID of last button in range (if greater than ClickID)
	byte	Inst;		// used internally by InSim
};

enum // the fourth byte of IS_BFN packets is one of these
{
	BFN_DEL_BTN,		//  0 - instruction		: delete one button or range of buttons (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: 65-66-67-0 would display button text "ABC" 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 AND TELEMETRY OUTPUT
// ======

// The user's car in multiplayer or the viewed car in single player or single player
// replay can output data to an external program while in VIEW_DRIVER or VIEW_CUSTOM.

// This can be controlled by 6 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
// OutSim Opts 0		: see docs\OutSimPack.txt for the available options


// If OutSim Opts is zero, 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;			// Info (see OG_x below)
	byte		Gear;			// Reverse:0, Neutral:1, First:2...
	byte		PLID;			// Unique ID of viewed player (0 = none)
	float		Speed;			// M/S
	float		RPM;			// RPM
	float		Turbo;			// BAR
	float		EngTemp;		// C
	float		Fuel;			// 0 to 1
	float		OilPressure;	// BAR
	float		OilTemp;		// C
	unsigned	DashLights;		// Dash lights available (see DL_x below)
	unsigned	ShowLights;		// Dash lights currently switched on
	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
};

// OG_x - bits for OutGaugePack Flags

#define OG_SHIFT		1		// key
#define OG_CTRL			2		// key

#define OG_TURBO		8192	// show turbo gauge
#define OG_KM			16384	// if not set - user prefers MILES
#define OG_BAR			32768	// if not set - user prefers PSI

// DL_x - bits for OutGaugePack DashLights and ShowLights

enum
{
	DL_SHIFT,			// bit 0	- shift light
	DL_FULLBEAM,		// bit 1	- full beam
	DL_HANDBRAKE,		// bit 2	- handbrake
	DL_PITSPEED,		// bit 3	- pit speed limiter
	DL_TC,				// bit 4	- TC active or switched off
	DL_SIGNAL_L,		// bit 5	- left turn signal
	DL_SIGNAL_R,		// bit 6	- right turn signal
	DL_SIGNAL_ANY,		// bit 7	- shared turn signal
	DL_OILWARN,			// bit 8	- oil pressure warning
	DL_BATTERY,			// bit 9	- battery warning
	DL_ABS,				// bit 10	- ABS active or switched off
	DL_ENGINE,			// bit 11	- engine damage
	DL_FOG_REAR,		// bit 12
	DL_FOG_FRONT,		// bit 13
	DL_DIPPED,			// bit 14	- dipped headlight symbol
	DL_FUELWARN,		// bit 15	- low fuel warning light
	DL_SIDELIGHTS,		// bit 16	- sidelights symbol
	DL_NEUTRAL,			// bit 17	- neutral light
	DL_18,
	DL_19,
	DL_20,
	DL_21,
	DL_22,
	DL_23,
	DL_NUM
};

// bits outside the numerical range above

#define DLF_ENGINE_SEVERE	0x10000000	// set if engine damage is severe

//////
#endif