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>
64 lines
2.3 KiB
C++
64 lines
2.3 KiB
C++
#pragma once
|
|
|
|
#include "point3d.h"
|
|
#include "vector2d.h"
|
|
#include "resource.h"
|
|
#include "notation.h"
|
|
|
|
class Entity;
|
|
//##########################################################################
|
|
//##################### Reticle::ModelResource #######################
|
|
//##########################################################################
|
|
|
|
struct Reticle__ModelResource
|
|
{
|
|
Vector2DOf<float> reticlePosition;
|
|
};
|
|
//##########################################################################
|
|
//########################### Class Reticle #########################
|
|
//##########################################################################
|
|
|
|
class Reticle SIGNATURED
|
|
{
|
|
public:
|
|
enum ReticleState
|
|
{
|
|
ReticleOff, // Reticle is invisible
|
|
ReticleOn, // Reticle is visible (may be more than one "on" state added later)
|
|
};
|
|
|
|
enum ReticleElements // these are bits that turn parts of the reticle on and off
|
|
{
|
|
FrontFiringWeaponsOn = 0x00000001, // Display Front firing weapons
|
|
RearFiringWeaponsOn = 0x00000002, // Display rear firing weapons
|
|
LeftFiringWeaponsOn = 0x00000004, // Display left firing weapons
|
|
RightFiringWeaponsOn = 0x00000008, // Display right firing weapons
|
|
WeaponsControlGroup = 0x0000000F, // Mask defining the weapons group
|
|
TargetDesignatorOn = 0x00000010, // Display target designator box and direction arrows
|
|
PrimaryHudOn = 0x00000020, // if set, you get the full hud, if not just a simple x
|
|
AllEnabledGroup = 0xFFFFFFFF, // All bits on
|
|
};
|
|
|
|
Vector2DOf<float> reticlePosition; // screen position -1.0 -> +1.0
|
|
ReticleState reticleState; // current state of reticle, graphic to display
|
|
Logical pickPointingOn; // Pick point intersection testing on/off
|
|
Point3D rayIntersection; // Current pickpoint intersection in 3d world
|
|
Entity *targetEntity; // entity being targeted
|
|
int targetDamageZone; // damage zone on the entity
|
|
ReticleElements reticleElementMask; // controls what parts of the reticle are displayed
|
|
|
|
Reticle();
|
|
|
|
Logical
|
|
TestInstance() const;
|
|
typedef Reticle__ModelResource ModelResource;
|
|
|
|
static ResourceDescription::ResourceID
|
|
CreateModelResource(
|
|
ResourceFile *resource_file,
|
|
const char* model_name,
|
|
NotationFile *map_file,
|
|
const ResourceDirectories *directories,
|
|
ModelResource *model = NULL
|
|
);
|
|
}; |