InSim.txt
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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 22-06-2009.
#ifndef _ISPACKETS_H_ #define _ISPACKETS_H_ ///////////////////// // InSim for Live for Speed : 0.5Z // InSim allows communication between up to 8 external programs and LFS. // TCP or UDP packets can be sent in both directions, LFS reporting various // things about its state, and the external program requesting info and // controlling LFS with special packets, text commands or keypresses. // NOTE : This text file was written with a TAB size equal to 4 spaces. // INSIM VERSION NUMBER (updated for version 0.5X) // ==================== const int INSIM_VERSION = 4; // CHANGES in version 0.5Z (compatible so no change to INSIM_VERSION) // ======= // NLP / MCI packets are now output at regular intervals // CCI_LAG bit added to the CompCar structure // TYPES : (all multi-byte types are PC style - lowest byte first) // ===== // char 1-byte character // byte 1-byte unsigned integer // word 2-byte unsigned integer // short 2-byte signed integer // unsigned 4-byte unsigned integer // int 4-byte signed integerz // float 4-byte float // RaceLaps (rl) : (various meanings depending on range) // 0 : practice // 1-99 : number of laps... laps = rl // 100-190 : 100 to 1000 laps... laps = (rl - 100) * 10 + 100 // 191-238 : 1 to 48 hours... hours = rl - 190 // InSim PACKETS // ============= // All InSim packets use a four byte header // Size : total packet size - a multiple of 4 // Type : packet identifier from the ISP_ enum (see below) // ReqI : non zero if the packet is a packet request or a reply to a request // Data : the first data byte // INITIALISING InSim // ================== // To initialise the InSim system, type into LFS : /insim xxxxx // where xxxxx is the TCP and UDP port you want LFS to open. // OR start LFS with the command line option : LFS /insim=xxxxx // This will make LFS listen for packets on that TCP and UDP port. // TO START COMMUNICATION // ====================== // TCP : Connect to LFS using a TCP connection, then send this packet : // UDP : No connection required, just send this packet to LFS : struct IS_ISI // InSim Init - packet to initialise the InSim system { byte Size; // 44 byte Type; // ISP_ISI byte ReqI; // If non-zero LFS will send an IS_VER packet byte Zero; // 0 word UDPPort; // Port for UDP replies from LFS (0 to 65535) word Flags; // Bit flags for options (see below) byte Sp0; // 0 byte Prefix; // Special host message prefix character word Interval; // Time in ms between NLP or MCI (0 = none) char Admin[16]; // Admin password (if set in LFS) char IName[16]; // A short name for your program }; // NOTE 1) UDPPort field when you connect using UDP : // zero : LFS sends all packets to the port of the incoming packet // non-zero : LFS sends all packets to the specified UDPPort // NOTE 2) UDPPort field when you connect using TCP : // zero : LFS sends NLP / MCI packets using your TCP connection // non-zero : LFS sends NLP / MCI packets to the specified UDPPort // NOTE 3) Flags field (set the relevant bits to turn on the option) : #define ISF_RES_0 1 // bit 0 : spare #define ISF_RES_1 2 // bit 1 : spare #define ISF_LOCAL 4 // bit 2 : guest or single player #define ISF_MSO_COLS 8 // bit 3 : keep colours in MSO text #define ISF_NLP 16 // bit 4 : receive NLP packets #define ISF_MCI 32 // bit 5 : receive MCI packets // In most cases you should not set both ISF_NLP and ISF_MCI flags // because all IS_NLP information is included in the IS_MCI packet. // The ISF_LOCAL flag is important if your program creates buttons. // It should be set if your program is not a host control system. // If set, then buttons are created in the local button area, so // avoiding conflict with the host buttons and allowing the user // to switch them with SHIFT+B rather than SHIFT+I. // NOTE 4) Prefix field, if set when initialising InSim on a host : // Messages typed with this prefix will be sent to your InSim program // on the host (in IS_MSO) and not displayed on anyone's screen. // ENUMERATIONS FOR PACKET TYPES // ============================= enum // the second byte 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 }; 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 - 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 request : get 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 }; 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 }; // 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 }; // 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; }; // 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) // 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 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 SetF; // setup flags (see below) 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) // Setup flags (for SetF byte) #define SETF_SYMM_WHEELS 1 #define SETF_TC_ENABLE 2 #define SETF_ABS_ENABLE 4 // 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 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 + 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[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 // ============ // 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 // SCREENSHOTS // =========== // You can instuct LFS to save a screenshot using the IS_SSH packet. // The screenshot will be saved as an uncompressed BMP in the data\shots folder. // BMP can be a filename (excluding .bmp) or zero - LFS will create a file 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 BMP[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. BMP 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 // - 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