InSim.txt
From LFS Manual
Jump to navigationJump to search#ifndef _ISPACKETS_H_
#define _ISPACKETS_H_
/////////////////////
// InSim for Live for Speed : 0.5Z
// InSim allows communication between up to 8 external programs and LFS.
// TCP or UDP packets can be sent in both directions, LFS reporting various
// things about its state, and the external program requesting info and
// controlling LFS with special packets, text commands or keypresses.
// NOTE : This text file was written with a TAB size equal to 4 spaces.
// INSIM VERSION NUMBER (updated for version 0.5X)
// ====================
const int INSIM_VERSION = 4;
// CHANGES in version 0.5Z (compatible so no change to INSIM_VERSION)
// =======
// NLP / MCI packets are now output at regular intervals
// CCI_LAG bit added to the CompCar structure
// TYPES : (all multi-byte types are PC style - lowest byte first)
// =====
/*
Pack
C is byte
A is CompCar
f is float
i is int
c4 is MSHT
A is NodeLap
A is PosId
s is short
I is unsigned
v is word
Unpack
C is byte
A is CompCar
f is float
i is int
A4 is MSHT
A is NodeLap
A is PosId
s is short
I is unsigned
v is word
*/
// char 1-byte character
// byte 1-byte unsigned integer
// word 2-byte unsigned integer
// short 2-byte signed integer
// unsigned 4-byte unsigned integer
// int 4-byte signed integerz
// float 4-byte float
// RaceLaps (rl) : (various meanings depending on range)
// 0 : practice
// 1-99 : number of laps... laps = rl
// 100-190 : 100 to 1000 laps... laps = (rl - 100) * 10 + 100
// 191-238 : 1 to 48 hours... hours = rl - 190
// InSim PACKETS
// =============
// All InSim packets use a four byte header
// Size : total packet size - a multiple of 4
// Type : packet identifier from the ISP_ enum (see below)
// ReqI : non zero if the packet is a packet request or a reply to a request
// Data : the first data byte
// INITIALISING InSim
// ==================
// To initialise the InSim system, type into LFS : /insim xxxxx
// where xxxxx is the TCP and UDP port you want LFS to open.
// OR start LFS with the command line option : LFS /insim=xxxxx
// This will make LFS listen for packets on that TCP and UDP port.
// TO START COMMUNICATION
// ======================
// TCP : Connect to LFS using a TCP connection, then send this packet :
// UDP : No connection required, just send this packet to LFS :
struct IS_ISI // InSim Init - packet to initialise the InSim system
{
byte Size; // 44
byte Type; // ISP_ISI
byte ReqI; // If non-zero LFS will send an IS_VER packet
byte Zero; // 0
word UDPPort; // Port for UDP replies from LFS (0 to 65535)
word Flags; // Bit flags for options (see below)
byte Sp0; // 0
byte Prefix; // Special host message prefix character
word Interval; // Time in ms between NLP or MCI (0 = none)
char Admin[16]; // Admin password (if set in LFS)
char IName[16]; // A short name for your program
};
// NOTE 1) UDPPort field when you connect using UDP :
// zero : LFS sends all packets to the port of the incoming packet
// non-zero : LFS sends all packets to the specified UDPPort
// NOTE 2) UDPPort field when you connect using TCP :
// zero : LFS sends NLP / MCI packets using your TCP connection
// non-zero : LFS sends NLP / MCI packets to the specified UDPPort
// NOTE 3) Flags field (set the relevant bits to turn on the option) :
#define ISF_RES_0 1 // bit 0 : spare
#define ISF_RES_1 2 // bit 1 : spare
#define ISF_LOCAL 4 // bit 2 : guest or single player
#define ISF_MSO_COLS 8 // bit 3 : keep colours in MSO text
#define ISF_NLP 16 // bit 4 : receive NLP packets
#define ISF_MCI 32 // bit 5 : receive MCI packets
// In most cases you should not set both ISF_NLP and ISF_MCI flags
// because all IS_NLP information is included in the IS_MCI packet.
// The ISF_LOCAL flag is important if your program creates buttons.
// It should be set if your program is not a host control system.
// If set, then buttons are created in the local button area, so
// avoiding conflict with the host buttons and allowing the user
// to switch them with SHIFT+B rather than SHIFT+I.
// NOTE 4) Prefix field, if set when initialising InSim on a host :
// Messages typed with this prefix will be sent to your InSim program
// on the host (in IS_MSO) and not displayed on anyone's screen.
// ENUMERATIONS FOR PACKET TYPES
// =============================
enum // the second byte in all packets is one of these
{
ISP_NONE, // 0 : not used
ISP_ISI, // 1 - instruction : insim initialise
ISP_VER, // 2 - info : version info
ISP_TINY, // 3 - both ways : multi purpose
ISP_SMALL, // 4 - both ways : multi purpose
ISP_STA, // 5 - info : state info
ISP_SCH, // 6 - instruction : single character
ISP_SFP, // 7 - instruction : state flags pack
ISP_SCC, // 8 - instruction : set car camera
ISP_CPP, // 9 - both ways : cam pos pack
ISP_ISM, // 10 - info : start multiplayer
ISP_MSO, // 11 - info : message out
ISP_III, // 12 - info : hidden /i message
ISP_MST, // 13 - instruction : type message or /command
ISP_MTC, // 14 - instruction : message to a connection
ISP_MOD, // 15 - instruction : set screen mode
ISP_VTN, // 16 - info : vote notification
ISP_RST, // 17 - info : race start
ISP_NCN, // 18 - info : new connection
ISP_CNL, // 19 - info : connection left
ISP_CPR, // 20 - info : connection renamed
ISP_NPL, // 21 - info : new player (joined race)
ISP_PLP, // 22 - info : player pit (keeps slot in race)
ISP_PLL, // 23 - info : player leave (spectate - loses slot)
ISP_LAP, // 24 - info : lap time
ISP_SPX, // 25 - info : split x time
ISP_PIT, // 26 - info : pit stop start
ISP_PSF, // 27 - info : pit stop finish
ISP_PLA, // 28 - info : pit lane enter / leave
ISP_CCH, // 29 - info : camera changed
ISP_PEN, // 30 - info : penalty given or cleared
ISP_TOC, // 31 - info : take over car
ISP_FLG, // 32 - info : flag (yellow or blue)
ISP_PFL, // 33 - info : player flags (help flags)
ISP_FIN, // 34 - info : finished race
ISP_RES, // 35 - info : result confirmed
ISP_REO, // 36 - both ways : reorder (info or instruction)
ISP_NLP, // 37 - info : node and lap packet
ISP_MCI, // 38 - info : multi car info
ISP_MSX, // 39 - instruction : type message
ISP_MSL, // 40 - instruction : message to local computer
ISP_CRS, // 41 - info : car reset
ISP_BFN, // 42 - both ways : delete buttons / receive button requests
ISP_AXI, // 43 - info : autocross layout information
ISP_AXO, // 44 - info : hit an autocross object
ISP_BTN, // 45 - instruction : show a button on local or remote screen
ISP_BTC, // 46 - info : sent when a user clicks a button
ISP_BTT, // 47 - info : sent after typing into a button
};
enum // the fourth byte of IS_TINY packets is one of these
{
TINY_NONE, // 0 : see "maintaining the connection"
TINY_VER, // 1 - info request : get version
TINY_CLOSE, // 2 - instruction : close insim
TINY_PING, // 3 - ping request : external progam requesting a reply
TINY_REPLY, // 4 - ping reply : reply to a ping request
TINY_VTC, // 5 - info : vote cancelled
TINY_SCP, // 6 - info request : send camera pos
TINY_SST, // 7 - info request : send state info
TINY_GTH, // 8 - info request : get time in hundredths (i.e. SMALL_RTP)
TINY_MPE, // 9 - info : multi player end
TINY_ISM, // 10 - info request : get multiplayer info (i.e. ISP_ISM)
TINY_REN, // 11 - info : race end (return to game setup screen)
TINY_CLR, // 12 - info : all players cleared from race
TINY_NCN, // 13 - info : get all connections
TINY_NPL, // 14 - info : get all players
TINY_RES, // 15 - info : get all results
TINY_NLP, // 16 - info request : send an IS_NLP
TINY_MCI, // 17 - info request : send an IS_MCI
TINY_REO, // 18 - info request : send an IS_REO
TINY_RST, // 19 - info request : send an IS_RST
TINY_AXI, // 20 - info request : send an IS_AXI
TINY_AXC, // 21 - info : autocross cleared
};
enum // the fourth byte of IS_SMALL packets is one of these
{
SMALL_NONE, // 0 : not used
SMALL_SSP, // 1 - instruction : start sending positions
SMALL_SSG, // 2 - instruction : start sending gauges
SMALL_VTA, // 3 - report : vote action
SMALL_TMS, // 4 - instruction : time stop
SMALL_STP, // 5 - instruction : time step
SMALL_RTP, // 6 - info : race time packet (reply to GTH)
SMALL_NLI, // 7 - instruction : set node lap interval
};
// GENERAL PURPOSE PACKETS - IS_TINY (4 bytes) and IS_SMALL (8 bytes)
// =======================
// To avoid defining several packet structures that are exactly the same, and to avoid
// wasting the ISP_ enumeration, IS_TINY is used at various times when no additional data
// other than SubT is required. IS_SMALL is used when an additional integer is needed.
// IS_TINY - used for various requests, replies and reports
struct IS_TINY // General purpose 4 byte packet
{
byte Size; // always 4
byte Type; // always ISP_TINY
byte ReqI; // 0 unless it is an info request or a reply to an info request
byte SubT; // subtype, from TINY_ enumeration (e.g. TINY_RACE_END)
};
// IS_SMALL - used for various requests, replies and reports
struct IS_SMALL // General purpose 8 byte packet
{
byte Size; // always 8
byte Type; // always ISP_SMALL
byte ReqI; // 0 unless it is an info request or a reply to an info request
byte SubT; // subtype, from SMALL_ enumeration (e.g. SMALL_SSP)
unsigned UVal; // value (e.g. for SMALL_SSP this would be the OutSim packet rate)
};
// VERSION REQUEST
// ===============
// It is advisable to request version information as soon as you have connected, to
// avoid problems when connecting to a host with a later or earlier version. You will
// be sent a version packet on connection if you set ReqI in the IS_ISI packet.
// This version packet can be sent on request :
struct IS_VER // VERsion
{
byte Size; // 20
byte Type; // ISP_VERSION
byte ReqI; // ReqI as received in the request packet
byte Zero;
char Version[8]; // LFS version, e.g. 0.3G
char Product[6]; // Product : DEMO or S1
word InSimVer; // InSim Version : increased when InSim packets change
};
// To request an InSimVersion packet at any time, send this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_VER (request an IS_VER)
// CLOSING InSim
// =============
// You can send this IS_TINY to close the InSim connection to your program :
// ReqI : 0
// SubT : TINY_CLOSE (close this connection)
// Another InSimInit packet is then required to start operating again.
// You can shut down InSim completely and stop it listening at all by typing /insim=0
// into LFS (or send a MsgTypePack to do the same thing).
// MAINTAINING THE CONNECTION - IMPORTANT
// ==========================
// If InSim does not receive a packet for 70 seconds, it will close your connection.
// To open it again you would need to send another InSimInit packet.
// LFS will send a blank IS_TINY packet like this every 30 seconds :
// ReqI : 0
// SubT : TINY_NONE (keep alive packet)
// You should reply with a blank IS_TINY packet :
// ReqI : 0
// SubT : TINY_NONE (has no effect other than resetting the timeout)
// NOTE : If you want to request a reply from LFS to check the connection
// at any time, you can send this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_PING (request a TINY_REPLY)
// LFS will reply with this IS_TINY :
// ReqI : non-zero (as received in the request packet)
// SubT : TINY_REPLY (reply to ping)
// STATE REPORTING AND REQUESTS
// ============================
// LFS will send a StatePack any time the info in the StatePack changes.
struct IS_STA // STAte
{
byte Size; // 28
byte Type; // ISP_STA
byte ReqI; // ReqI if replying to a request packet
byte Zero;
float ReplaySpeed; // 4-byte float - 1.0 is normal speed
word Flags; // ISS state flags (see below)
byte InGameCam; // Which type of camera is selected (see below)
byte ViewPLID; // Unique ID of viewed player (0 = none)
byte NumP; // Number of players in race
byte NumConns; // Number of connections including host
byte NumFinished; // Number finished or qualified
byte RaceInProg; // 0 - no race / 1 - race / 2 - qualifying
byte QualMins;
byte RaceLaps; // see "RaceLaps" near the top of this document
byte Spare2;
byte Spare3;
char Track[6]; // short name for track e.g. FE2R
byte Weather; // 0,1,2...
byte Wind; // 0=off 1=weak 2=strong
};
// InGameCam is the in game selected camera mode (which is
// still selected even if LFS is actually in SHIFT+U mode).
// For InGameCam's values, see "View identifiers" below.
// ISS state flags
#define ISS_GAME 1 // in game (or MPR)
#define ISS_REPLAY 2 // in SPR
#define ISS_PAUSED 4 // paused
#define ISS_SHIFTU 8 // SHIFT+U mode
#define ISS_SHIFTU_HIGH 16 // HIGH view
#define ISS_SHIFTU_FOLLOW 32 // following car
#define ISS_SHIFTU_NO_OPT 64 // SHIFT+U buttons hidden
#define ISS_SHOW_2D 128 // showing 2d display
#define ISS_FRONT_END 256 // entry screen
#define ISS_MULTI 512 // multiplayer mode
#define ISS_MPSPEEDUP 1024 // multiplayer speedup option
#define ISS_WINDOWED 2048 // LFS is running in a window
#define ISS_SOUND_MUTE 4096 // sound is switched off
#define ISS_VIEW_OVERRIDE 8192 // override user view
#define ISS_VISIBLE 16384 // InSim buttons visible
// To request a StatePack at any time, send this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_SST (Send STate)
// Setting states
// These states can be set by a special packet :
// ISS_SHIFTU_FOLLOW - following car
// ISS_SHIFTU_NO_OPT - SHIFT+U buttons hidden
// ISS_SHOW_2D - showing 2d display
// ISS_MPSPEEDUP - multiplayer speedup option
// ISS_SOUND_MUTE - sound is switched off
struct IS_SFP // State Flags Pack
{
byte Size; // 8
byte Type; // ISP_SFP
byte ReqI; // 0
byte Zero;
word Flag; // the state to set
byte OffOn; // 0 = off / 1 = on
byte Sp3; // spare
};
// Other states must be set by using keypresses or messages (see below)
// SCREEN MODE
// ===========
// You can send this packet to LFS to set the screen mode :
struct IS_MOD // MODe : send to LFS to change screen mode
{
byte Size; // 20
byte Type; // ISP_MOD
byte ReqI; // 0
byte Zero;
int Bits16; // set to choose 16-bit
int RR; // refresh rate - zero for default
int Width; // 0 means go to window
int Height; // 0 means go to window
};
// The refresh rate actually selected by LFS will be the highest available rate
// that is less than or equal to the specified refresh rate. Refresh rate can
// be specified as zero in which case the default refresh rate will be used.
// If Width and Height are both zero, LFS will switch to windowed mode.
// TEXT MESSAGES AND KEY PRESSES
// ==============================
// You can send 64-byte text messages to LFS as if the user had typed them in.
// Messages that appear on LFS screen (up to 128 bytes) are reported to the
// external program. You can also send simulated keypresses to LFS.
// MESSAGES OUT (FROM LFS)
// ------------
struct IS_MSO // MSg Out - system messages and user messages
{
byte Size; // 136
byte Type; // ISP_MSO
byte ReqI; // 0
byte Zero;
byte UCID; // connection's unique id (0 = host)
byte PLID; // player's unique id (if zero, use UCID)
byte UserType; // set if typed by a user (see User Values below)
byte TextStart; // first character of the actual text (after player name)
char Msg[128];
};
// User Values (for UserType byte)
enum
{
MSO_SYSTEM, // 0 - system message
MSO_USER, // 1 - normal visible user message
MSO_PREFIX, // 2 - hidden message starting with special prefix (see ISI)
MSO_O, // 3 - hidden message typed on local pc with /o command
MSO_NUM
};
// NOTE : Typing "/o MESSAGE" into LFS will send an IS_MSO with UserType = MSO_O
struct IS_III // InsIm Info - /i message from user to host's InSim
{
byte Size; // 72
byte Type; // ISP_III
byte ReqI; // 0
byte Zero;
byte UCID; // connection's unique id (0 = host)
byte PLID; // player's unique id (if zero, use UCID)
byte Sp2;
byte Sp3;
char Msg[64];
};
// MESSAGES IN (TO LFS)
// -----------
struct IS_MST // MSg Type - send to LFS to type message or command
{
byte Size; // 68
byte Type; // ISP_MST
byte ReqI; // 0
byte Zero;
char Msg[64]; // last byte must be zero
};
struct IS_MSX // MSg eXtended - like MST but longer (not for commands)
{
byte Size; // 100
byte Type; // ISP_MSX
byte ReqI; // 0
byte Zero;
char Msg[96]; // last byte must be zero
};
struct IS_MSL // MSg Local - message to appear on local computer only
{
byte Size; // 132
byte Type; // ISP_MSL
byte ReqI; // 0
byte Sound; // sound effect (see Message Sounds below)
char Msg[128]; // last byte must be zero
};
struct IS_MTC // Msg To Connection - hosts only - send to a connection or a player
{
byte Size; // 72
byte Type; // ISP_MTC
byte ReqI; // 0
byte Zero;
byte UCID; // connection's unique id (0 = host)
byte PLID; // player's unique id (if zero, use UCID)
byte Sp2;
byte Sp3;
char Msg[64]; // last byte must be zero
};
struct IS_SCH // Single CHaracter - send to simulate single character
{
byte Size; // 8
byte Type; // ISP_SCH
byte ReqI; // 0
byte Zero;
byte CharB; // key to press
byte Flags; // bit 0 : SHIFT / bit 1 : CTRL
byte Spare2;
byte Spare3;
};
// Message Sounds (for Sound byte)
enum
{
SND_SILENT,
SND_MESSAGE,
SND_SYSMESSAGE,
SND_INVALIDKEY,
SND_ERROR,
SND_NUM
};
// MULTIPLAYER NOTIFICATION
// ========================
// LFS will send this packet when a host is started or joined :
struct IS_ISM // InSim Multi
{
byte Size; // 40
byte Type; // ISP_ISM
byte ReqI; // usually 0 / or if a reply : ReqI as received in the TINY_ISM
byte Zero;
byte Host; // 0 = guest / 1 = host
byte Sp1;
byte Sp2;
byte Sp3;
char HName[32]; // the name of the host joined or started
};
// On ending or leaving a host, LFS will send this IS_TINY :
// ReqI : 0
// SubT : TINY_MPE (MultiPlayerEnd)
// To request an IS_ISM packet at any time, send this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_ISM (request an IS_ISM)
// NOTE : If LFS is not in multiplayer mode, the host name in the ISM will be empty.
// VOTE NOTIFY AND CANCEL
// ======================
// LFS notifies the external program of any votes to restart or qualify
// The Vote Actions are defined as :
enum
{
VOTE_NONE, // 0 - no vote
VOTE_END, // 1 - end race
VOTE_RESTART, // 2 - restart
VOTE_QUALIFY, // 3 - qualify
VOTE_NUM
};
struct IS_VTN // VoTe Notify
{
byte Size; // 8
byte Type; // ISP_VTN
byte ReqI; // 0
byte Zero;
byte UCID; // connection's unique id
byte Action; // VOTE_X (Vote Action as defined above)
byte Spare2;
byte Spare3;
};
// When a vote is cancelled, LFS sends this IS_TINY
// ReqI : 0
// SubT : TINY_VTC (VoTe Cancelled)
// When a vote is completed, LFS sends this IS_SMALL
// ReqI : 0
// SubT : SMALL_VTA (VoTe Action)
// UVal : action (VOTE_X - Vote Action as defined above)
// You can instruct LFS host to cancel a vote using an IS_TINY
// ReqI : 0
// SubT : TINY_VTC (VoTe Cancel)
// RACE TRACKING
// =============
// In LFS there is a list of connections AND a list of players in the race
// Some packets are related to connections, some players, some both
// If you are making a multiplayer InSim program, you must maintain two lists
// You should use the unique identifier UCID to identify a connection
// Each player has a unique identifier PLID from the moment he joins the race, until he
// leaves. It's not possible for PLID and UCID to be the same thing, for two reasons :
// 1) there may be more than one player per connection if AI drivers are used
// 2) a player can swap between connections, in the case of a driver swap (IS_TOC)
// When all players are cleared from race (e.g. /clear) LFS sends this IS_TINY
// ReqI : 0
// SubT : TINY_CLR (CLear Race)
// When a race ends (return to game setup screen) LFS sends this IS_TINY
// ReqI : 0
// SubT : TINY_REN (Race ENd)
// You can instruct LFS host to cancel a vote using an IS_TINY
// ReqI : 0
// SubT : TINY_VTC (VoTe Cancel)
struct IS_RST // Race STart
{
byte Size; // 28
byte Type; // ISP_RST
byte ReqI; // 0 unless this is a reply to an TINY_RST request
byte Zero;
byte RaceLaps; // 0 if qualifying
byte QualMins; // 0 if race
byte NumP; // number of players in race
byte Spare;
char Track[6]; // short track name
byte Weather;
byte Wind;
word Flags; // race flags (must pit, can reset, etc - see below)
word NumNodes; // total number of nodes in the path
word Finish; // node index - finish line
word Split1; // node index - split 1
word Split2; // node index - split 2
word Split3; // node index - split 3
};
// To request an IS_RST packet at any time, send this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_RST (request an IS_RST)
struct IS_NCN // New ConN
{
byte Size; // 56
byte Type; // ISP_NCN
byte ReqI; // 0 unless this is a reply to a TINY_NCN request
byte UCID; // new connection's unique id (0 = host)
char UName[24]; // username
char PName[24]; // nickname
byte Admin; // 1 if admin
byte Total; // number of connections including host
byte Flags; // bit 2 : remote
byte Sp3;
};
struct IS_CNL // ConN Leave
{
byte Size; // 8
byte Type; // ISP_CNL
byte ReqI; // 0
byte UCID; // unique id of the connection which left
byte Reason; // leave reason (see below)
byte Total; // number of connections including host
byte Sp2;
byte Sp3;
};
struct IS_CPR // Conn Player Rename
{
byte Size; // 36
byte Type; // ISP_CPR
byte ReqI; // 0
byte UCID; // unique id of the connection
char PName[24]; // new name
char Plate[8]; // number plate - NO ZERO AT END!
};
struct IS_NPL // New PLayer joining race (if PLID already exists, then leaving pits)
{
byte Size; // 76
byte Type; // ISP_NPL
byte ReqI; // 0 unless this is a reply to an TINY_NPL request
byte PLID; // player's newly assigned unique id
byte UCID; // connection's unique id
byte PType; // bit 0 : female / bit 1 : AI / bit 2 : remote
word Flags; // player flags
char PName[24]; // nickname
char Plate[8]; // number plate - NO ZERO AT END!
char CName[4]; // car name
char SName[16]; // skin name - MAX_CAR_TEX_NAME
byte Tyres[4]; // compounds
byte H_Mass; // added mass (kg)
byte H_TRes; // intake restriction
byte Model; // driver model
byte Pass; // passengers byte
int Spare;
byte Sp0;
byte NumP; // number in race (same when leaving pits, 1 more if new)
byte Sp2;
byte Sp3;
};
// NOTE : PType bit 0 (female) is not reported on dedicated host as humans are not loaded
// You can use the driver model byte instead if required (and to force the use of helmets)
struct IS_PLP // PLayer Pits (go to settings - stays in player list)
{
byte Size; // 4
byte Type; // ISP_PLP
byte ReqI; // 0
byte PLID; // player's unique id
};
struct IS_PLL // PLayer Leave race (spectate - removed from player list)
{
byte Size; // 4
byte Type; // ISP_PLL
byte ReqI; // 0
byte PLID; // player's unique id
};
struct IS_CRS // Car ReSet
{
byte Size; // 4
byte Type; // ISP_CRS
byte ReqI; // 0
byte PLID; // player's unique id
};
struct IS_LAP // LAP time
{
byte Size; // 20
byte Type; // ISP_LAP
byte ReqI; // 0
byte PLID; // player's unique id
unsigned LTime; // lap time (ms)
unsigned ETime; // total time (ms)
word LapsDone; // laps completed
word Flags; // player flags
byte Sp0;
byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Sp3;
};
struct IS_SPX // SPlit X time
{
byte Size; // 16
byte Type; // ISP_SPX
byte ReqI; // 0
byte PLID; // player's unique id
unsigned STime; // split time (ms)
unsigned ETime; // total time (ms)
byte Split; // split number 1, 2, 3
byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Sp3;
};
struct IS_PIT // PIT stop (stop at pit garage)
{
byte Size; // 24
byte Type; // ISP_PIT
byte ReqI; // 0
byte PLID; // player's unique id
word LapsDone; // laps completed
word Flags; // player flags
byte Sp0;
byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Sp3;
byte Tyres[4]; // tyres changed
unsigned Work; // pit work
unsigned Spare;
};
struct IS_PSF // Pit Stop Finished
{
byte Size; // 12
byte Type; // ISP_PSF
byte ReqI; // 0
byte PLID; // player's unique id
unsigned STime; // stop time (ms)
unsigned Spare;
};
struct IS_PLA // Pit LAne
{
byte Size; // 8
byte Type; // ISP_PLA
byte ReqI; // 0
byte PLID; // player's unique id
byte Fact; // pit lane fact (see below)
byte Sp1;
byte Sp2;
byte Sp3;
};
// IS_CCH : Camera CHange
// To track cameras you need to consider 3 points
// 1) The default camera : VIEW_DRIVER
// 2) Player flags : CUSTOM_VIEW means VIEW_CUSTOM at start or pit exit
// 3) IS_CCH : sent when an existing driver changes camera
struct IS_CCH // Camera CHange
{
byte Size; // 8
byte Type; // ISP_CCH
byte ReqI; // 0
byte PLID; // player's unique id
byte Camera; // view identifier (see below)
byte Sp1;
byte Sp2;
byte Sp3;
};
struct IS_PEN // PENalty (given or cleared)
{
byte Size; // 8
byte Type; // ISP_PEN
byte ReqI; // 0
byte PLID; // player's unique id
byte OldPen; // old penalty value (see below)
byte NewPen; // new penalty value (see below)
byte Reason; // penalty reason (see below)
byte Sp3;
};
struct IS_TOC // Take Over Car
{
byte Size; // 8
byte Type; // ISP_TOC
byte ReqI; // 0
byte PLID; // player's unique id
byte OldUCID; // old connection's unique id
byte NewUCID; // new connection's unique id
byte Sp2;
byte Sp3;
};
struct IS_FLG // FLaG (yellow or blue flag changed)
{
byte Size; // 8
byte Type; // ISP_FLG
byte ReqI; // 0
byte PLID; // player's unique id
byte OffOn; // 0 = off / 1 = on
byte Flag; // 1 = given blue / 2 = causing yellow
byte CarBehind; // unique id of obstructed player
byte Sp3;
};
struct IS_PFL // Player FLags (help flags changed)
{
byte Size; // 8
byte Type; // ISP_PFL
byte ReqI; // 0
byte PLID; // player's unique id
word Flags; // player flags (see below)
word Spare;
};
struct IS_FIN // FINished race notification (not a final result - use IS_RES)
{
byte Size; // 20
byte Type; // ISP_FIN
byte ReqI; // 0
byte PLID; // player's unique id (0 = player left before result was sent)
unsigned TTime; // race time (ms)
unsigned BTime; // best lap (ms)
byte SpA;
byte NumStops; // number of pit stops
byte Confirm; // confirmation flags : disqualified etc - see below
byte SpB;
word LapsDone; // laps completed
word Flags; // player flags : help settings etc - see below
};
struct IS_RES // RESult (qualify or confirmed finish)
{
byte Size; // 84
byte Type; // ISP_RES
byte ReqI; // 0 unless this is a reply to a TINY_RES request
byte PLID; // player's unique id (0 = player left before result was sent)
char UName[24]; // username
char PName[24]; // nickname
char Plate[8]; // number plate - NO ZERO AT END!
char CName[4]; // skin prefix
unsigned TTime; // race time (ms)
unsigned BTime; // best lap (ms)
byte SpA;
byte NumStops; // number of pit stops
byte Confirm; // confirmation flags : disqualified etc - see below
byte SpB;
word LapsDone; // laps completed
word Flags; // player flags : help settings etc - see below
byte ResultNum; // finish or qualify pos (0 = win / 255 = not added to table)
byte NumRes; // total number of results (qualify doesn't always add a new one)
word PSeconds; // penalty time in seconds (already included in race time)
};
// IS_REO : REOrder - this packet can be sent in either direction
// LFS sends one at the start of every race or qualifying session, listing the start order
// You can send one to LFS before a race start, to specify the starting order.
// It may be a good idea to avoid conflict by using /start=fixed (LFS setting).
// Alternatively, you can leave the LFS setting, but make sure you send your IS_REO
// AFTER you receive the IS_VTA. LFS does its default grid reordering at the same time
// as it sends the IS_VTA (VoTe Action) and you can override this by sending an IS_REO.
struct IS_REO // REOrder (when race restarts after qualifying)
{
byte Size; // 36
byte Type; // ISP_REO
byte ReqI; // 0 unless this is a reply to an TINY_REO request
byte NumP; // number of players in race
byte PLID[32]; // all PLIDs in new order
};
// To request an IS_REO packet at any time, send this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_REO (request an IS_REO)
// Pit Lane Facts
enum
{
PITLANE_EXIT, // 0 - left pit lane
PITLANE_ENTER, // 1 - entered pit lane
PITLANE_NO_PURPOSE, // 2 - entered for no purpose
PITLANE_DT, // 3 - entered for drive-through
PITLANE_SG, // 4 - entered for stop-go
PITLANE_NUM
};
// Pit Work Flags
enum
{
PSE_NOTHING, // bit 0 (1)
PSE_STOP, // bit 1 (2)
PSE_FR_DAM, // bit 2 (4)
PSE_FR_WHL, // etc...
PSE_LE_FR_DAM,
PSE_LE_FR_WHL,
PSE_RI_FR_DAM,
PSE_RI_FR_WHL,
PSE_RE_DAM,
PSE_RE_WHL,
PSE_LE_RE_DAM,
PSE_LE_RE_WHL,
PSE_RI_RE_DAM,
PSE_RI_RE_WHL,
PSE_BODY_MINOR,
PSE_BODY_MAJOR,
PSE_SETUP,
PSE_REFUEL,
PSE_NUM
};
// View identifiers
enum
{
VIEW_FOLLOW, // 0 - arcade
VIEW_HELI, // 1 - helicopter
VIEW_CAM, // 2 - tv camera
VIEW_DRIVER, // 3 - cockpit
VIEW_CUSTOM, // 4 - custom
VIEW_MAX
};
const int VIEW_ANOTHER = 255; // viewing another car
// Leave reasons
enum
{
LEAVR_DISCO, // 0 - disconnect
LEAVR_TIMEOUT, // 1 - timed out
LEAVR_LOSTCONN, // 2 - lost connection
LEAVR_KICKED, // 3 - kicked
LEAVR_BANNED, // 4 - banned
LEAVR_SECURITY, // 5 - OOS or cheat protection
LEAVR_NUM
};
// Penalty values (VALID means the penalty can now be cleared)
enum
{
PENALTY_NONE, // 0
PENALTY_DT, // 1
PENALTY_DT_VALID, // 2
PENALTY_SG, // 3
PENALTY_SG_VALID, // 4
PENALTY_30, // 5
PENALTY_45, // 6
PENALTY_NUM
};
// Penalty reasons
enum
{
PENR_UNKNOWN, // 0 - unknown or cleared penalty
PENR_ADMIN, // 1 - penalty given by admin
PENR_WRONG_WAY, // 2 - wrong way driving
PENR_FALSE_START, // 3 - starting before green light
PENR_SPEEDING, // 4 - speeding in pit lane
PENR_STOP_SHORT, // 5 - stop-go pit stop too short
PENR_STOP_LATE, // 6 - compulsory stop is too late
PENR_NUM
};
// Player flags
#define PIF_SWAPSIDE 1
#define PIF_RESERVED_2 2
#define PIF_RESERVED_4 4
#define PIF_AUTOGEARS 8
#define PIF_SHIFTER 16
#define PIF_RESERVED_32 32
#define PIF_HELP_B 64
#define PIF_AXIS_CLUTCH 128
#define PIF_INPITS 256
#define PIF_AUTOCLUTCH 512
#define PIF_MOUSE 1024
#define PIF_KB_NO_HELP 2048
#define PIF_KB_STABILISED 4096
#define PIF_CUSTOM_VIEW 8192
// Tyre compounds (4 byte order : rear L, rear R, front L, front R)
enum
{
TYRE_R1, // 0
TYRE_R2, // 1
TYRE_R3, // 2
TYRE_R4, // 3
TYRE_ROAD_SUPER, // 4
TYRE_ROAD_NORMAL, // 5
TYRE_HYBRID, // 6
TYRE_KNOBBLY, // 7
TYRE_NUM
};
const int NOT_CHANGED = 255;
// Confirmation flags
#define CONF_MENTIONED 1
#define CONF_CONFIRMED 2
#define CONF_PENALTY_DT 4
#define CONF_PENALTY_SG 8
#define CONF_PENALTY_30 16
#define CONF_PENALTY_45 32
#define CONF_DID_NOT_PIT 64
#define CONF_DISQ (CONF_PENALTY_DT | CONF_PENALTY_SG | CONF_DID_NOT_PIT)
#define CONF_TIME (CONF_PENALTY_30 | CONF_PENALTY_45)
// Race flags
// HOSTF_CAN_VOTE 1
// HOSTF_CAN_SELECT 2
// HOSTF_MID_RACE 32
// HOSTF_MUST_PIT 64
// HOSTF_CAN_RESET 128
// HOSTF_FCV 256
// HOSTF_CRUISE 512
// Passengers byte
// bit 0 female
// bit 1 front
// bit 2 female
// bit 3 rear left
// bit 4 female
// bit 5 rear middle
// bit 6 female
// bit 7 rear right
// TRACKING PACKET REQUESTS
// ========================
// To request players, connections, results or a single NLP or MCI, send an IS_TINY
// In each case, ReqI must be non-zero, and will be returned in the reply packet
// SubT : TINT_NCN - request all connections
// SubT : TINY_NPL - request all players
// SubT : TINY_RES - request all results
// SubT : TINY_NLP - request a single IS_NLP
// SubT : TINY_MCI - request a set of IS_MCI
// AUTOCROSS
// =========
// When all objects are cleared from a layout, LFS sends this IS_TINY :
// ReqI : 0
// SubT : TINY_AXC (AutoX Cleared)
// You can request information about the current layout with this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_AXI (AutoX Info)
// The information will be sent back in this packet (also sent when a layout is loaded) :
struct IS_AXI // AutoX Info
{
byte Size; // 40
byte Type; // ISP_AXI
byte ReqI; // 0 unless this is a reply to an TINY_AXI request
byte Zero;
byte AXStart; // autocross start position
byte NumCP; // number of checkpoints
word NumO; // number of objects
char LName[32]; // the name of the layout last loaded (if loaded locally)
};
// On false start or wrong route / restricted area, an IS_PEN packet is sent :
// False start : OldPen = 0 / NewPen = PENALTY_30 / Reason = PENR_FALSE_START
// Wrong route : OldPen = 0 / NewPen = PENALTY_45 / Reason = PENR_WRONG_WAY
// If an autocross object is hit (2 second time penalty) this packet is sent :
struct IS_AXO // AutoX Object
{
byte Size; // 4
byte Type; // ISP_AXO
byte ReqI; // 0
byte PLID; // player's unique id
};
// CAR TRACKING - car position info sent at constant intervals
// ============
// IS_NLP - compact, all cars in 1 variable sized packet
// IS_MCI - detailed, max 8 cars per variable sized packet
// To receive IS_NLP or IS_MCI packets at a specified interval :
// 1) Set the Interval field in the IS_ISI (InSimInit) packet (50, 60, 70... 8000 ms)
// 2) Set one of the flags ISF_NLP or ISF_MCI in the IS_ISI packet
// If ISF_NLP flag is set, one IS_NLP packet is sent...
struct NodeLap // Car info in 6 bytes - there is an array of these in the NLP (below)
{
word Node; // current path node
word Lap; // current lap
byte PLID; // player's unique id
byte Position; // current race position : 0 = unknown, 1 = leader, etc...
};
struct IS_NLP // Node and Lap Packet - variable size
{
byte Size; // 4 + NumP * 6 (PLUS 2 if needed to make it a multiple of 4)
byte Type; // ISP_NLP
byte ReqI; // 0 unless this is a reply to an TINY_NLP request
byte NumP; // number of players in race
NodeLap Info[32]; // node and lap of each player, 1 to 32 of these (NumP)
};
// If ISF_MCI flag is set, a set of IS_MCI packets is sent...
struct CompCar // Car info in 28 bytes - there is an array of these in the MCI (below)
{
word Node; // current path node
word Lap; // current lap
byte PLID; // player's unique id
byte Position; // current race position : 0 = unknown, 1 = leader, etc...
byte Info; // flags and other info - see below
byte Sp3;
int X; // X map (65536 = 1 metre)
int Y; // Y map (65536 = 1 metre)
int Z; // Z alt (65536 = 1 metre)
word Speed; // speed (32768 = 100 m/s)
word Direction; // direction of car's motion : 0 = world y direction, 32768 = 180 deg
word Heading; // direction of forward axis : 0 = world y direction, 32768 = 180 deg
short AngVel; // signed, rate of change of heading : (16384 = 360 deg/s)
};
// NOTE 1) Info byte - the bits in this byte have the following meanings :
#define CCI_BLUE 1 // this car is in the way of a driver who is a lap ahead
#define CCI_YELLOW 2 // this car is slow or stopped and in a dangerous place
#define CCI_LAG 32 // this car is lagging (missing or delayed position packets)
#define CCI_FIRST 64 // this is the first compcar in this set of MCI packets
#define CCI_LAST 128 // this is the last compcar in this set of MCI packets
// NOTE 2) Heading : 0 = world y axis direction, 32768 = 180 degrees, anticlockwise from above
// NOTE 3) AngVel : 0 = no change in heading, 8192 = 180 degrees per second anticlockwise
struct IS_MCI // Multi Car Info - if more than 8 in race then more than one of these is sent
{
byte Size; // 4 + NumP * 28
byte Type; // ISP_MCI
byte ReqI; // 0 unless this is a reply to an TINY_MCI request
byte NumC; // number of valid CompCar structs in this packet
CompCar Info[8]; // car info for each player, 1 to 8 of these (NumC)
};
// You can change the rate of NLP or MCI after initialisation by sending this IS_SMALL :
// ReqI : 0
// SubT : SMALL_NLI (Node Lap Interval)
// UVal : interval (0 means stop, otherwise time interval : 50, 60, 70... 8000 ms)
// CAR POSITION PACKETS (Initialising OutSim from InSim - See "OutSim" below)
// ====================
// To request Car Positions from the currently viewed car, send this IS_SMALL :
// ReqI : 0
// SubT : SMALL_SSP (Start Sending Positions)
// UVal : interval (time between updates - zero means stop sending)
// If OutSim has not been setup in cfg.txt, the SSP packet makes LFS send UDP packets
// if in game, using the OutSim system as documented near the end of this text file.
// You do not need to set any OutSim values in LFS cfg.txt - OutSim is fully
// initialised by the SSP packet.
// The OutSim packets will be sent to the UDP port specified in the InSimInit packet.
// NOTE : OutSim packets are not InSim packets and don't have a 4-byte header.
// DASHBOARD PACKETS (Initialising OutGauge from InSim - See "OutGauge" below)
// =================
// To request Dashboard Packets from the currently viewed car, send this IS_SMALL :
// ReqI : 0
// SubT : SMALL_SSG (Start Sending Gauges)
// UVal : interval (time between updates - zero means stop sending)
// If OutGauge has not been setup in cfg.txt, the SSG packet makes LFS send UDP packets
// if in game, using the OutGauge system as documented near the end of this text file.
// You do not need to set any OutGauge values in LFS cfg.txt - OutGauge is fully
// initialised by the SSG packet.
// The OutGauge packets will be sent to the UDP port specified in the InSimInit packet.
// NOTE : OutGauge packets are not InSim packets and don't have a 4-byte header.
// CAMERA CONTROL
// ==============
// IN GAME camera control
// ----------------------
// You can set the viewed car and selected camera directly with a special packet
// These are the states normally set in game by using the TAB and V keys
struct IS_SCC // Set Car Camera - Simplified camera packet (not SHIFT+U mode)
{
byte Size; // 8
byte Type; // ISP_SCC
byte ReqI; // 0
byte Zero;
byte ViewPLID; // UniqueID of player to view
byte InGameCam; // InGameCam (as reported in StatePack)
byte Sp2;
byte Sp3;
};
// NOTE : Set InGameCam or ViewPLID to 255 to leave that option unchanged.
// DIRECT camera control
// ---------------------
// A Camera Position Packet can be used for LFS to report a camera position and state.
// An InSim program can also send one to set LFS camera position in game or SHIFT+U mode.
// Type : "Vec" : 3 ints (X, Y, Z) - 65536 means 1 metre
struct IS_CPP // Cam Pos Pack - Full camera packet (in car OR SHIFT+U mode)
{
byte Size; // 32
byte Type; // ISP_CPP
byte ReqI; // instruction : 0 / or reply : ReqI as received in the TINY_SCP
byte Zero;
Vec Pos; // Position vector
word H; // heading - 0 points along Y axis
word P; // pitch - 0 means looking at horizon
word R; // roll - 0 means no roll
byte ViewPLID; // Unique ID of viewed player (0 = none)
byte InGameCam; // InGameCam (as reported in StatePack)
float FOV; // 4-byte float : FOV in degrees
word Time; // Time to get there (0 means instant + reset)
word Flags; // ISS state flags (see below)
};
// The ISS state flags that can be set are :
// ISS_SHIFTU - in SHIFT+U mode
// ISS_SHIFTU_HIGH - HIGH view
// ISS_SHIFTU_FOLLOW - following car
// ISS_VIEW_OVERRIDE - override user view
// On receiving this packet, LFS will set up the camera to match the values in the packet,
// including switching into or out of SHIFT+U mode depending on the ISS_SHIFTU flag.
// If ISS_SHIFTU is not set, then ViewPLID and InGameCam will be used.
// If ISS_VIEW_OVERRIDE is set, the in-car view Heading Pitch and Roll will be taken
// from the values in this packet. Otherwise normal in game control will be used.
// Position vector (Vec Pos) - in SHIFT+U mode, Pos can be either relative or absolute.
// If ISS_SHIFTU_FOLLOW is set, it's a following camera, so the position is relative to
// the selected car. Otherwise, the position is absolute, as used in normal SHIFT+U mode.
// NOTE : Set InGameCam or ViewPLID to 255 to leave that option unchanged.
// SMOOTH CAMERA POSITIONING
// --------------------------
// The "Time" value in the packet is used for camera smoothing. A zero Time means instant
// positioning. Any other value (milliseconds) will cause the camera to move smoothly to
// the requested position in that time. This is most useful in SHIFT+U camera modes or
// for smooth changes of internal view when using the ISS_VIEW_OVERRIDE flag.
// NOTE : You can use frequently updated camera positions with a longer Time value than
// the update frequency. For example, sending a camera position every 100 ms, with a
// Time value of 1000 ms. LFS will make a smooth motion from the rough inputs.
// If the requested camera mode is different from the one LFS is already in, it cannot
// move smoothly to the new position, so in this case the "Time" value is ignored.
// GETTING A CAMERA PACKET
// -----------------------
// To GET a CamPosPack from LFS, send this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_SCP (Send Cam Pos)
// LFS will reply with a CamPosPack as described above. You can store this packet
// and later send back exactly the same packet to LFS and it will try to replicate
// that camera position.
// TIME CONTROL
// ============
// You can Stop or Start Time in LFS and while it is stopped you can make LFS move
// in time steps in multiples of 100th of a second. Warning : unlike pausing, this
// is a "trick" to LFS and the program is unaware of time passing, so you must not
// leave it stopped because LFS is unusable in that state. You must never use this
// packet in multiplayer mode.
// Request the current time at any point with this IS_TINY :
// ReqI : non-zero (returned in the reply)
// SubT : TINY_GTH (Get Time in Hundredths)
// The time will be sent back in this IS_SMALL :
// ReqI : non-zero (as received in the request packet)
// SubT : SMALL_RTP (Race Time Packet)
// UVal : Time (hundredths of a second since start of race or replay)
// Stop and Start with this IS_SMALL :
// ReqI : 0
// SubT : SMALL_TMS (TiMe Stop)
// UVal : stop (1 - stop / 0 - carry on)
// When STOPPED, make time step updates with this IS_SMALL :
// ReqI : 0
// SubT : SMALL_STP (STeP)
// UVal : number (number of hundredths of a second to update)
// BUTTONS
// =======
// You can make up to 240 buttons appear on the host or guests (ID = 0 to 239).
// You should set the ISF_LOCAL flag (in IS_ISI) if your program is not a host control
// system, to make sure your buttons do not conflict with any buttons sent by the host.
// LFS can display normal buttons in these four screens :
// - main entry screen
// - game setup screen
// - in game
// - SHIFT+U mode
// The recommended area for most buttons is defined by :
#define IS_X_MIN 0
#define IS_X_MAX 110
#define IS_Y_MIN 30
#define IS_Y_MAX 170
// If you draw buttons in this area, the area will be kept clear to
// avoid overlapping LFS buttons with your InSim program's buttons.
// Buttons outside that area will not have a space kept clear.
// You can also make buttons visible in all screens - see below.
// To delete one button or clear all buttons, send this packet :
struct IS_BFN // Button FunctioN - delete buttons / receive button requests
{
byte Size; // 8
byte Type; // ISP_BFN
byte ReqI; // 0
byte SubT; // subtype, from BFN_ enumeration (see below)
byte UCID; // connection to send to or from (0 = local / 255 = all)
byte ClickID; // ID of button to delete (if SubT is BFN_DEL_BTN)
byte Inst; // used internally by InSim
byte Sp3;
};
enum // the fourth byte of IS_BFN packets is one of these
{
BFN_DEL_BTN, // 0 - instruction : delete one button (must set ClickID)
BFN_CLEAR, // 1 - instruction : clear all buttons made by this insim instance
BFN_USER_CLEAR, // 2 - info : user cleared this insim instance's buttons
BFN_REQUEST, // 3 - user request : SHIFT+B or SHIFT+I - request for buttons
};
// NOTE : BFN_REQUEST allows the user to bring up buttons with SHIFT+B or SHIFT+I
// SHIFT+I clears all host buttons if any - or sends a BFN_REQUEST to host instances
// SHIFT+B is the same but for local buttons and local instances
// To send a button to LFS, send this variable sized packet
struct IS_BTN // BuTtoN - button header - followed by 0 to 240 characters
{
byte Size; // 12 + TEXT_SIZE (a multiple of 4)
byte Type; // ISP_BTN
byte ReqI; // non-zero (returned in IS_BTC and IS_BTT packets)
byte UCID; // connection to display the button (0 = local / 255 = all)
byte ClickID; // button ID (0 to 239)
byte Inst; // some extra flags - see below
byte BStyle; // button style flags - see below
byte TypeIn; // max chars to type in - see below
byte L; // left : 0 - 200
byte T; // top : 0 - 200
byte W; // width : 0 - 200
byte H; // height : 0 - 200
// char Text[TEXT_SIZE]; // 0 to 240 characters of text
};
// ClickID byte : this value is returned in IS_BTC and IS_BTT packets.
// Host buttons and local buttons are stored separately, so there is no chance of a conflict between
// a host control system and a local system (although the buttons could overlap on screen).
// Programmers of local InSim programs may wish to consider using a configurable button range and
// possibly screen position, in case their users will use more than one local InSim program at once.
// TypeIn byte : if set, the user can click this button to type in text.
// Lowest 7 bits are the maximum number of characters to type in (0 to 95)
// Highest bit (128) can be set to initialise dialog with the button's text
// On clicking the button, a text entry dialog will be opened, allowing the specified number of
// characters to be typed in. The caption on the text entry dialog is optionally customisable using
// Text in the IS_BTN packet. If the first character of IS_BTN's Text field is zero, LFS will read
// the caption up to the second zero. The visible button text then follows that second zero.
// Text : 0-65-66-0 would display button text "AB" and no caption
// Text : 0-65-66-67-0-68-69-70-71-0-0-0 would display button text "DEFG" and caption "ABC"
// Inst byte : mainly used internally by InSim but also provides some extra user flags
#define INST_ALWAYS_ON 128 // if this bit is set the button is visible in all screens
// NOTE : You should not use INST_ALWAYS_ON for most buttons. This is a special flag for buttons
// that really must be on in all screens (including the garage and options screens). You will
// probably need to confine these buttons to the top or bottom edge of the screen, to avoid
// overwriting LFS buttons. Most buttons should be defined without this flag, and positioned
// in the recommended area so LFS can keep a space clear in the main screens.
// BStyle byte : style flags for the button
#define ISB_C1 1 // you can choose a standard
#define ISB_C2 2 // interface colour using
#define ISB_C4 4 // these 3 lowest bits - see below
#define ISB_CLICK 8 // click this button to send IS_BTC
#define ISB_LIGHT 16 // light button
#define ISB_DARK 32 // dark button
#define ISB_LEFT 64 // align text to left
#define ISB_RIGHT 128 // align text to right
// colour 0 : light grey (not user editable)
// colour 1 : title colour (default:yellow)
// colour 2 : unselected text (default:black)
// colour 3 : selected text (default:white)
// colour 4 : ok (default:green)
// colour 5 : cancel (default:red)
// colour 6 : text string (default:pale blue)
// colour 7 : unavailable (default:grey)
// NOTE : If width or height are zero, this would normally be an invalid button. But in that case if
// there is an existing button with the same ClickID, all the packet contents are ignored except the
// Text field. This can be useful for updating the text in a button without knowing its position.
// For example, you might reply to an IS_BTT using an IS_BTN with zero W and H to update the text.
// Replies : If the user clicks on a clickable button, this packet will be sent :
struct IS_BTC // BuTton Click - sent back when user clicks a button
{
byte Size; // 8
byte Type; // ISP_BTC
byte ReqI; // ReqI as received in the IS_BTN
byte UCID; // connection that clicked the button (zero if local)
byte ClickID; // button identifier originally sent in IS_BTN
byte Inst; // used internally by InSim
byte CFlags; // button click flags - see below
byte Sp3;
};
// CFlags byte : click flags
#define ISB_LMB 1 // left click
#define ISB_RMB 2 // right click
#define ISB_CTRL 4 // ctrl + click
#define ISB_SHIFT 8 // shift + click
// If the TypeIn byte is set in IS_BTN the user can type text into the button
// In that case no IS_BTC is sent - an IS_BTT is sent when the user presses ENTER
struct IS_BTT // BuTton Type - sent back when user types into a text entry button
{
byte Size; // 104
byte Type; // ISP_BTT
byte ReqI; // ReqI as received in the IS_BTN
byte UCID; // connection that typed into the button (zero if local)
byte ClickID; // button identifier originally sent in IS_BTN
byte Inst; // used internally by InSim
byte TypeIn; // from original button specification
byte Sp3;
char Text[96]; // typed text, zero to TypeIn specified in IS_BTN
};
// OutSim - MOTION SIMULATOR SUPPORT
// ======
// The user's car in multiplayer or the viewed car in single player or
// single player replay can output information to a motion system while
// viewed from an internal view.
// This can be controlled by 5 lines in the cfg.txt file :
// OutSim Mode 0 :0-off 1-driving 2-driving+replay
// OutSim Delay 1 :minimum delay between packets (100ths of a sec)
// OutSim IP 0.0.0.0 :IP address to send the UDP packet
// OutSim Port 0 :IP port
// OutSim ID 0 :if not zero, adds an identifier to the packet
// Each update sends the following UDP packet :
struct OutSimPack
{
unsigned Time; // time in milliseconds (to check order)
Vector AngVel; // 3 floats, angular velocity vector
float Heading; // anticlockwise from above (Z)
float Pitch; // anticlockwise from right (X)
float Roll; // anticlockwise from front (Y)
Vector Accel; // 3 floats X, Y, Z
Vector Vel; // 3 floats X, Y, Z
Vec Pos; // 3 ints X, Y, Z (1m = 65536)
int ID; // optional - only if OutSim ID is specified
};
// NOTE 1) X and Y axes are on the ground, Z is up.
// NOTE 2) Motion simulators can be dangerous. The Live for Speed developers do
// not support any motion systems in particular and cannot accept responsibility
// for injuries or deaths connected with the use of such machinery.
// OutGauge - EXTERNAL DASHBOARD SUPPORT
// ========
// The user's car in multiplayer or the viewed car in single player or
// single player replay can output information to a dashboard system
// while viewed from an internal view.
// This can be controlled by 5 lines in the cfg.txt file :
// OutGauge Mode 0 :0-off 1-driving 2-driving+replay
// OutGauge Delay 1 :minimum delay between packets (100ths of a sec)
// OutGauge IP 0.0.0.0 :IP address to send the UDP packet
// OutGauge Port 0 :IP port
// OutGauge ID 0 :if not zero, adds an identifier to the packet
// Each update sends the following UDP packet :
struct OutGaugePack
{
unsigned Time; // time in milliseconds (to check order)
char Car[4]; // Car name
word Flags; // OG_FLAGS (see below)
byte Gear; // Reverse:0, Neutral:1, First:2...
byte SpareB;
float Speed; // M/S
float RPM; // RPM
float Turbo; // BAR
float EngTemp; // C
float Fuel; // 0 to 1
float OilPress; // BAR
float Spare1;
float Spare2;
float Spare3;
float Throttle; // 0 to 1
float Brake; // 0 to 1
float Clutch; // 0 to 1
char Display1[16]; // Usually Fuel
char Display2[16]; // Usually Settings
int ID; // optional - only if OutGauge ID is specified
};
#define OG_SHIFTLIGHT 1
#define OG_FULLBEAM 2
#define OG_HANDBRAKE 4
#define OG_PITSPEED 8
#define OG_TC 16
#define OG_HEADLIGHTS 32
#define OG_SIGNAL_L 64
#define OG_SIGNAL_R 128
#define OG_REDLINE 256
#define OG_OILWARN 512
#define OG_1 1024
#define OG_2 2048
#define OG_3 4096
#define OG_4 8192
#define OG_KM 16384
#define OG_BAR 32768
//////
#endif