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>
91 lines
3.7 KiB
C++
91 lines
3.7 KiB
C++
//===========================================================================//
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// File: reticle.hh //
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// Project: MUNGA Brick: Model Manager //
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// Contents: Reticle specification //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 04/21/95 GAC Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(RETICLE_HPP)
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# define RETICLE_HPP
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# if !defined(POINT3D_HPP)
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# include <point3d.hpp>
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# endif
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# if !defined(VECTOR2D_HPP)
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# include <vector2d.hpp>
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# endif
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# if !defined(RESOURCE_HPP)
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# include <resource.hpp>
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# endif
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# if !defined(NOTATION_HPP)
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# include <notation.hpp>
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# endif
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class Entity;
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//##########################################################################
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//##################### Reticle::ModelResource #######################
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//##########################################################################
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struct Reticle__ModelResource
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{
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Vector2DOf<float> reticlePosition;
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};
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//##########################################################################
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//########################### Class Reticle #########################
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//##########################################################################
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class Reticle SIGNATURED
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{
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public:
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enum ReticleState
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{
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ReticleOff, // Reticle is invisible
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ReticleOn, // Reticle is visible (may be more than one "on" state added later)
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};
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enum ReticleElements // these are bits that turn parts of the reticle on and off
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{
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FrontFiringWeaponsOn = 0x00000001, // Display Front firing weapons
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RearFiringWeaponsOn = 0x00000002, // Display rear firing weapons
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LeftFiringWeaponsOn = 0x00000004, // Display left firing weapons
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RightFiringWeaponsOn = 0x00000008, // Display right firing weapons
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WeaponsControlGroup = 0x0000000F, // Mask defining the weapons group
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TargetDesignatorOn = 0x00000010, // Display target designator box and direction arrows
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PrimaryHudOn = 0x00000020, // if set, you get the full hud, if not just a simple x
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AllEnabledGroup = 0xFFFFFFFF, // All bits on
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};
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Vector2DOf<float> reticlePosition; // screen position -1.0 -> +1.0
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ReticleState reticleState; // current state of reticle, graphic to display
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Logical pickPointingOn; // Pick point intersection testing on/off
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Point3D rayIntersection; // Current pickpoint intersection in 3d world
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Entity *targetEntity; // entity being targeted
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int targetDamageZone; // damage zone on the entity
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ReticleElements reticleElementMask; // controls what parts of the reticle are displayed
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Reticle();
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Logical
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TestInstance() const;
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typedef Reticle__ModelResource ModelResource;
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static ResourceDescription::ResourceID
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CreateModelResource(
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ResourceFile *resource_file,
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const char* model_name,
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NotationFile *map_file,
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const ResourceDirectories *directories,
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ModelResource *model = NULL
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);
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};
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#endif |