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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#----------------------------------------------------------------------------
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# ObjectWindows - (C) Copyright 1991, 1993 by Borland International
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#----------------------------------------------------------------------------
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EXE =scroller
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OBJEXE = scrollex.obj
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MODELS=mldf
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!include $(BCEXAMPLEDIR)\owlmake.gen
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//----------------------------------------------------------------------------
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// ObjectWindows - (C) Copyright 1991, 1993 by Borland International
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//----------------------------------------------------------------------------
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#include <owl\owlpch.h>
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#include <owl\applicat.h>
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#include <owl\framewin.h>
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#include <owl\scroller.h>
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#include <owl\dc.h>
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class TScrollWindow : public TFrameWindow {
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public:
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TScrollWindow(const char* title);
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void Paint(TDC& dc, BOOL, TRect&);
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};
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//
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// Constructor for a TScrollWindow, sets scroll styles and
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// constructs the Scroller object.
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//
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TScrollWindow::TScrollWindow(const char* title)
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: TWindow(0, title),
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TFrameWindow(0, title)
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{
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Attr.Style |= WS_VSCROLL | WS_HSCROLL;
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Scroller = new TScroller(this, 7, 16, 80, 60);
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}
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//
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// Responds to an incoming "paint" message by redrawing boxes. Note
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// that the Scroller's BeginView method, which sets the viewport origin
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// relative to the present scroll position, has already been called.
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//
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void
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TScrollWindow::Paint(TDC& dc, BOOL, TRect&)
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{
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for (int i = 0; i <= 49; i++) {
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int x = 10 + i*8;
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int y = 30 + i*5;
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int w = x;
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int h = y * 2;
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// if (Scroller->IsVisibleRect((x-Scroller->XUnit/2)/Scroller->XUnit,
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// (y-Scroller->YUnit/2)/Scroller->YUnit,
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// (w+Scroller->XUnit/2)/Scroller->XUnit,
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// (h+Scroller->YUnit/2)/Scroller->YUnit))
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dc.Rectangle(x, y, x+w, y+h);
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}
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}
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//----------------------------------------------------------------------------
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class TScrollApp : public TApplication {
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public:
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TScrollApp() : TApplication("ScrollApp") {}
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void InitMainWindow() {MainWindow = new TScrollWindow("Boxes");}
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};
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int
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OwlMain(int /*argc*/, char* /*argv*/ [])
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{
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return TScrollApp().Run();
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}
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