Files
TeslaRel410/BORLAND/BC45/EXAMPLES/DOS/VCIRC.CPP
T
CydandClaude Fable 5 63312e07f9 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>
2026-07-19 07:33:26 -05:00

83 lines
2.5 KiB
C++

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