- 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>
107 lines
2.7 KiB
Plaintext
107 lines
2.7 KiB
Plaintext
/*------------------------------------------------------------------------*/
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/* */
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/* LIST.CPP */
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/* */
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/* Copyright Borland International 1991, 1993 */
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/* All Rights Reserved */
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/* */
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/*------------------------------------------------------------------------*/
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#if !defined( __RESOURCE_H )
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#include "classlib\resource.h"
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#endif // __RESOURCE_H
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#if !defined( __LIST_H )
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#include "classlib\obsolete\list.h"
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#endif // __LIST_H
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unsigned ListBlockInitializer::count = 0;
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MemBlocks *List::ListElement::mgr = 0;
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void List::add( Object& toAdd )
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{
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ListElement *newElement = new ListElement( &toAdd, head->next );
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CHECK( newElement != 0 );
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head->next = newElement;
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itemsInContainer++;
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}
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List::ListElement *List::findPred( const Object& o )
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{
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tail->data = (Object *)&o;
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ListElement *cursor = head;
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while( o != *(cursor->next->data) )
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cursor = cursor->next;
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tail->data = 0;
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return cursor;
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}
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void List::detach( Object& toDetach, DeleteType dt )
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{
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ListElement *pred = findPred( toDetach );
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ListElement *item = pred->next;
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if( delObj(dt) && pred->next != tail )
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delete item->data;
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pred->next = pred->next->next;
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if( item != tail )
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{
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itemsInContainer--;
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delete item;
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}
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}
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void List::flush( DeleteType dt )
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{
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ListElement *current = head->next;
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while( current != tail )
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{
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ListElement *temp = current;
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current = current->next;
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if( delObj(dt) )
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delete temp->data;
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delete temp;
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}
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head->next = tail;
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itemsInContainer = 0;
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}
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ContainerIterator& List::initIterator() const
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{
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return *( (ContainerIterator *)new ListIterator( *this ) );
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}
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ListIterator::~ListIterator()
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{
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}
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ListIterator::operator int()
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{
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return currentElement->next != currentElement;
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}
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Object& ListIterator::current()
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{
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return currentElement->data == 0 ? NOOBJECT : *(currentElement->data);
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}
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Object& ListIterator::operator ++ ( int )
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{
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Object *data = currentElement->data;
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currentElement = currentElement->next;
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return data == 0 ? NOOBJECT : *data;
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}
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Object& ListIterator::operator ++ ()
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{
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currentElement = currentElement->next;
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return currentElement->data == 0 ? NOOBJECT : *(currentElement->data);
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}
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void ListIterator::restart()
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{
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currentElement = startingElement;
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}
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