Files
TeslaRel410/BORLAND/BC45/EXAMPLES/DOS/VPOINT.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

53 lines
1.2 KiB
C++

// Borland C++ - (C) Copyright 1991 by Borland International
/* VPOINT.CPP--Example from Getting Started */
// VPOINT.CPP contains the definitions for the Point and Location
// classes that are declared in the file vpoint.h
#include "vpoint.h"
#include <graphics.h>
// member functions for the Location class
Location::Location(int InitX, int InitY) {
X = InitX;
Y = InitY;
};
int Location::GetX(void) {
return X;
};
int Location::GetY(void) {
return Y;
};
// member functions for the Point class: These assume
// the main program has initialized the graphics system
Point::Point(int InitX, int InitY) : Location(InitX,InitY) {
Visible = false; // make invisible by default
};
void Point::Show(void) {
Visible = true;
putpixel(X, Y, getcolor()); // uses default color
};
void Point::Hide(void) {
Visible = false;
putpixel(X, Y, getbkcolor()); // uses background color to erase
};
Boolean Point::IsVisible(void) {
return Visible;
};
void Point::MoveTo(int NewX, int NewY) {
Hide(); // make current point invisible
X = NewX; // change X and Y coordinates to new location
Y = NewY;
Show(); // show point at new location
};