Files
BT411/engine/MUNGA/RETICLE.cpp
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

105 lines
2.1 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "reticle.h"
//##########################################################################
//########################### Class Reticle #########################
//##########################################################################
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Reticle::Reticle()
{
//
// NOTE...most of these things should be initialization parameters to the constructor
//
reticleState = ReticleOn;
reticlePosition.x = 0.0f;
reticlePosition.y = 0.0f;
pickPointingOn = False;
rayIntersection.x = 0.0f;
rayIntersection.y = 0.0f;
rayIntersection.z = 0.0f;
targetEntity = 0;
targetDamageZone = -1;
reticleElementMask = AllEnabledGroup; // all reticle elements are on
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Logical
Reticle::TestInstance() const
{
return True;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ResourceDescription::ResourceID
Reticle::CreateModelResource(
ResourceFile *resource_file,
const char* model_name,
NotationFile *model_file,
const ResourceDirectories *,
ModelResource *model
)
{
Check(resource_file);
Check_Pointer(model_name);
Check(model_file);
ModelResource *local_model = model;
if (!local_model)
{
local_model = new ModelResource;
Register_Pointer(local_model);
}
if(
!model_file->GetEntry(
"gamedata",
"ReticleX",
&local_model->reticlePosition.x
)
)
{
local_model->reticlePosition.x = 0.0f;
}
if(
!model_file->GetEntry(
"gamedata",
"ReticleY",
&local_model->reticlePosition.y
)
)
{
local_model->reticlePosition.y = 0.0f;
}
//
//---------------------------
// Write out the new resource
//---------------------------
//
if(!model)
{
ResourceDescription *new_res =
resource_file->AddResource(
model_name,
ResourceDescription::GameModelResourceType,
1,
ResourceDescription::Preload,
local_model,
sizeof(local_model)
);
Unregister_Pointer(local_model);
delete local_model;
Check(new_res);
return new_res->resourceID;
}
else
{
return 0;
}
}