- 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>
127 lines
2.8 KiB
C++
127 lines
2.8 KiB
C++
//-----------------------------------------------------------------------------
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// ObjectWindows - (C) Copyright 1995 by Borland International
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// Owlmain.h
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//-----------------------------------------------------------------------------
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#ifndef __OWLMAIN_H
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#define __OWLMAIN_H
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class TBlackjackFrame: public TFrameWindow
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{
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public:
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TWindow* BlackjackDialog;
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TBlackjackFrame( TWindow * ParentWindow,
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const char far * title,
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TWindow *clientWnd,
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BOOL ShrinkToClient)
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:TFrameWindow(ParentWindow,
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title,
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clientWnd,
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ShrinkToClient)
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{/*Empty body */}
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~TBlackjackFrame(){/* Empty body */}
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// Center the frame windows initial position here
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void SetupWindow();
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};
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class TBlackjack : public TDialog
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{
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private:
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static const int TextLen;
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int BankRollEnteredFirstTime;
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char prevBet[20];
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char prevBankroll[20];
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public:
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TBrush Brush;
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TButton *pBankrollBtn;
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TButton *pBetBtn;
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TButton *pHitBtn;
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TButton *pStandBtn;
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TStatic *pIdDispBankroll1;
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TStatic *pIdDispBet;
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TStatic *pIdDispPPoints;
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TStatic *pIdDispDPoints;
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TEdit *pEInputBankRoll;
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TEdit *pEInputBet;
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TFilterValidator *pValidBankRoll;
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TFilterValidator *pValidBet;
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TVbxMhCardDeck *ppVBXCard[52];
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// VBXCardCount, keeps the card count of the VBX cards.
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// Count 12 means, 0 to 11 cards have been dealt.
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int VBXCardCount;
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TInputDialog *pInputDialog;
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// This is the black jack class.
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Blackjack bj;
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TBlackjack(TWindow *pWin);
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~TBlackjack();
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// Displays the cards in the dialog.
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void InitBlackjack();
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protected:
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void SetupWindow();
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BOOL EvInitDialog(HWND hWnd);
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void DisplayCardOnTable();
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void RemoveAllCardsOnTable();
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void IdStandBtn();
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void IdHitBtn();
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void IdBankrollBtn();
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void IdBetBtn();
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void ProcessBetButton();
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void ProcessPlayButton();
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void IdDispPPoints();
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void gameOverCleanupBusted(int )throw(const char *);
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void CheckBankRollInput();
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void CheckBetInput();
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operator << (Dealer &rhs);
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operator << (Player &rhs);
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DECLARE_RESPONSE_TABLE(TBlackjack);
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};
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class TBlackjackApp : public TApplication {
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public:
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TVbxMhCardDeck *pCard;
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TBlackjackApp(const char far* name) : TApplication(name) {}
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~TBlackjackApp();
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void InitMainWindow();
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void IdAbout();
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LRESULT EvCommand(UINT, HWND, UINT);
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DECLARE_RESPONSE_TABLE(TBlackjackApp);
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};
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class MovableDialog: public TDialog
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{
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private:
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int topLeftX, topLeftY;
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public:
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MovableDialog(int topLeft_x, int topLeft_y, TWindow *pWin, TResId id):
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TDialog(pWin, id),
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topLeftX(topLeft_x), topLeftY(topLeft_y){}
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~MovableDialog(){};
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// Move the dialog here
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void SetupWindow();
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};
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int ConvToVBXNum(int cardNum);
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int ConvToVBXSuite(int cardSuite);
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#endif
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