Files
TeslaRel410/CODE/RP/MUNGA/RETICLE.CPP
T
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

121 lines
3.3 KiB
C++

//===========================================================================//
// File: reticle.cc //
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <munga.hpp>
#pragma hdrstop
#if !defined(RETICLE_HPP)
# include <reticle.hpp>
#endif
//##########################################################################
//########################### 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;
}
}