- 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>
190 lines
4.4 KiB
C++
190 lines
4.4 KiB
C++
#if !defined(LAMP_HPP)
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# define LAMP_HPP
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# if !defined(GAUGREND_HPP)
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# include <gaugrend.hpp>
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# endif
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# if !defined(STYLE_HPP)
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# include <style.hpp>
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# endif
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# if !defined(GRAPH2D_HPP)
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# include <graph2d.hpp>
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# endif
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# if !defined(MODE_HPP)
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# include <mode.hpp>
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# endif
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# if !defined(SLOT_HPP)
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# include <slot.hpp>
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# endif
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# if !defined(CHAIN_HPP)
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# include <chain.hpp>
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# endif
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class LampManager;
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class GraphicLamp;
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typedef int LampID;
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typedef int LampState;
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//#########################################################################
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//################################# Lamp ##################################
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//#########################################################################
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class Lamp : public Node
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{
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friend class LampManager;
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//----------------------------------------------------------------------
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// Public methods
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//----------------------------------------------------------------------
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public:
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enum
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{
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LampStateUndefined = -1,
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LampStateOff = 0,
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LampStateOn,
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NextLampState
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};
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virtual ~Lamp();
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Logical
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TestInstance() const;
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virtual void
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SetState(LampState new_state);
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void
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SetAlertState(Logical alert_on = True);
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LampState
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GetState()
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{
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Check(this);
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return previousState;
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}
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protected:
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//----------------------------------------------------------------------
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// Protected methods
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//----------------------------------------------------------------------
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Lamp(
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LampID lamp_id,
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ModeMask mode_mask,
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LampManager *lamp_manager
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);
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virtual void
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Update(Logical force_notify_of_state_change = False);
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virtual void
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NotifyOfStateChange();
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//
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//----------------------------------------------------------------------
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// Protected data
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//----------------------------------------------------------------------
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//
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LampID
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lampID;
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ModeMask
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modeMask;
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LampState
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previousState;
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LampManager
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*manager;
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int
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alertActive;
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};
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//#########################################################################
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//############################## GraphicLamp ##############################
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//#########################################################################
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class GraphicLamp :
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public Lamp
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{
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//----------------------------------------------------------------------
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// Public methods
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//----------------------------------------------------------------------
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public:
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~GraphicLamp();
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Logical
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TestInstance() const;
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//----------------------------------------------------------------------
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// Protected methods
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//----------------------------------------------------------------------
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protected:
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GraphicLamp(
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LampID lamp_id,
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ModeMask mode_mask,
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LampManager *lamp_manager,
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GaugeRenderer *renderer,
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int graphics_port_number
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);
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//----------------------------------------------------------------------
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// Public data
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//----------------------------------------------------------------------
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GaugeRenderer
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*renderer;
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GraphicsView
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localView;
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};
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# if !defined(GAUGREND_HPP)
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# include <gaugrend.hpp>
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# endif
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//############################## LampManager ##############################
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// The Lamp Manager belongs to the Gauge Renderer: it is responsible for
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// handling specialized 'lamp' objects similar to (but not identical to)
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// gauge objects.
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//#########################################################################
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class LampManager SIGNATURED
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{
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friend class Lamp;
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//----------------------------------------------------------------------
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// Public methods
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//----------------------------------------------------------------------
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public:
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virtual ~LampManager();
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Logical
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TestInstance() const;
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virtual void
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Update(ModeMask current_mode_mask);
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Lamp *
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FindLamp(LampID lamp_id, ModeMask mode_mask);
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void
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RemoveAllLamps();
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ModeMask
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GetPreviousModeMask()
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{
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Check(this);
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Check_Fpu();
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return previousModeMask;
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}
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//----------------------------------------------------------------------
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// Protected methods
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//----------------------------------------------------------------------
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protected:
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LampManager();
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void
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ActivateLamps(ModeMask bits_became_active);
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void
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DeactivateLamps(ModeMask bits_became_inactive);
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void
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AddLamp(Lamp *new_lamp);
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void
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RemoveLamp(LampID lamp_id, ModeMask mode_mask);
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ModeMask
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previousModeMask;
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ChainOf<Lamp*>
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lampList,
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activeLampList,
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inactiveLampList;
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};
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#endif
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