Files
BT411/engine/MUNGA/RETICLE.h
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

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
);
};