source410: literal 4.10 source reconstruction + BC++ 4.52 fleet toolchain archived
- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
(extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
BT game source (never mixed into CODE/). Round 1-3 state:
* 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
(BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
since 1996.
* BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
its binary-recorded line 400 exactly.
* BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
(Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
TeamScore=12 flagged [T4]).
* MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
(VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
the period compiler is the drift detector).
* Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
(per-TU verification sweep under authentic OPT.MAK flags).
* README: corrected roadmap - MECH.HPP is the capstone grown with the mech
TU reconstructions; BTREG.CPP green = the header-family milestone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,19 @@
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#--------------------------------------------------------------------------#
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# #
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# MAKEFILE for DATE example #
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# #
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# Copyright (c) 1994 Borland International #
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# All Rights Reserved #
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# #
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# Usage: #
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# #
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# make for 32-bit Windows Console #
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# #
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#--------------------------------------------------------------------------#
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SYSTEMS= CON32
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EXE = thread
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CON32 = 1
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!include $(BCEXAMPLEDIR)\bidsmake.gen
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@@ -0,0 +1,90 @@
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// ---------------------------------------------------------------------------
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// Copyright (C) 1994 Borland International
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// thread.cpp
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// Demonstrates the container class libraries' implementation
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// of TThread and TCriticalSection.
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// It also uses the WINNT's signalling of events to handle
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// synchronization.
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// ---------------------------------------------------------------------------
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#include <windows.h>
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#include <iostream.h>
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#include <classlib/thread.h>
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// prevent cout from being interrupted
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TCriticalSection CS;
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// prevent process thread from ending too soon
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const int NumThreads = 2;
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HANDLE Events[NumThreads];
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//
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// class Thread
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//
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class Thread : public TThread
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{
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public:
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Thread( int id) : Id(id), Count(0) {}
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private:
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unsigned long Run();
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int Id;
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int Count;
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};
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unsigned long Thread::Run()
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{
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while (Count++ < 10)
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{
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Sleep(100); // let other thread have some time
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// don't let cout be interrupted
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TCriticalSection::Lock lock(CS);
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cout << "[Thread" << Id << "] Iteration " << Count << endl;
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}
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SetEvent(Events[Id]); // Tell main thread I'm done
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return 0;
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}
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int main()
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{
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try {
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int i;
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DWORD ErrCode;
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for (i=0; i<NumThreads; i++)
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{
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Events[i] = CreateEvent(NULL, FALSE, FALSE, NULL);
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if( Events[i] == NULL )
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throw(GetLastError());
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}
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// create threads
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Thread a(0);
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Thread b(1);
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// start the threads
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a.Start();
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b.Start();
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// change priority of threads
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a.SetPriority(THREAD_PRIORITY_NORMAL);
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b.SetPriority(THREAD_PRIORITY_ABOVE_NORMAL);
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// threads have now started, wait until they're done.
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ErrCode = WaitForMultipleObjects(NumThreads, Events, TRUE, INFINITE);
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if( ErrCode == DWORD(-1) )
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throw(GetLastError());
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// here if done.
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for( i=0; i<NumThreads; i++ )
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CloseHandle(Events[i]);
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cout << "Finished!" << endl;
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}
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catch (DWORD ErrCode)
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{
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// if any error
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cout << "Errcode = " << ErrCode << endl;
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}
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return 0;
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}
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