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