Files
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
Archival snapshot of the Virtual World Entertainment Tesla cockpit
software, 1994-1996: MUNGA engine and L4 pod layer source (Borland
C++ 5.0), BT/RP game code, and game content (models, audio, maps,
gauges, Division renderer data). Includes third-party libraries:
Division dVS/DPL graphics, HMI SOS audio, WATTCP networking.

Files are preserved byte-for-byte (.gitattributes disables all
line-ending conversion). README.md documents the layout, target
hardware, and toolchain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 13:21:58 -05:00

91 lines
3.7 KiB
C++

//===========================================================================//
// File: reticle.hh //
// Project: MUNGA Brick: Model Manager //
// Contents: Reticle specification //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 04/21/95 GAC Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(RETICLE_HPP)
# define RETICLE_HPP
# if !defined(POINT3D_HPP)
# include <point3d.hpp>
# endif
# if !defined(VECTOR2D_HPP)
# include <vector2d.hpp>
# endif
# if !defined(RESOURCE_HPP)
# include <resource.hpp>
# endif
# if !defined(NOTATION_HPP)
# include <notation.hpp>
# endif
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
);
};
#endif