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>
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// Borland C++ - (C) Copyright 1991 by Borland International
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/* VCIRC.CPP--Example from Getting Started */
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// A Circle class derived from Point
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#include <graphics.h> // graphics library declarations
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#include "vpoint.h" // Location and Point class declarations
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#include <conio.h> // for getch() function
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// link with vpoint.obj and graphics.lib
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class Circle : public Point { // derived from class Point
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// and ultimately from class Location
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int Radius; // private by default
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public:
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Circle(int InitX, int InitY, int InitRadius);
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void Show(void);
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void Hide(void);
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void Expand(int ExpandBy);
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void Contract(int ContractBy);
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};
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// Circle constructor calls base Point constructor first
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Circle::Circle(int InitX, int InitY, int InitRadius) : Point(InitX,InitY)
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{
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Radius = InitRadius;
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};
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void Circle::Show()
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{
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Visible = true;
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circle(X, Y, Radius); // draw the circle using BGI function
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}
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void Circle::Hide()
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{
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if (!Visible) return; // no need to hide
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unsigned int TempColor; // to save current color
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TempColor = getcolor(); // set to current color
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setcolor(getbkcolor()); // set drawing color to background
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Visible = false;
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circle(X, Y, Radius); // draw in background color to erase
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setcolor(TempColor); // set color back to current color
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};
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void Circle::Expand(int ExpandBy)
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{
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Boolean vis = Visible; // is current circle visible?
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if (vis) Hide(); // if so, hide it
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Radius += ExpandBy; // expand radius
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if (Radius < 0) // avoid negative radius
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Radius = 0;
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if (vis) Show(); // draw new circle if previously visible
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};
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inline void Circle::Contract(int ContractBy)
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{
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Expand(-ContractBy); // redraws with (Radius - ContractBy)
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};
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main() // test the functions
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{
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// initialize the graphics system
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int graphdriver = DETECT, graphmode;
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initgraph(&graphdriver, &graphmode, "..\\..\\bgi");
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Circle MyCircle(50, 100, 25); // declare a circle object
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MyCircle.Show(); // show it
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getch(); // wait for keypress
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MyCircle.MoveTo(100, 125); // move the circle (tests hide
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// and show also)
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getch();
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MyCircle.Expand(25); // make it bigger
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getch();
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MyCircle.Contract(35); // make it smaller
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getch();
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closegraph();
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return 0;
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}
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