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digitalmars.empire - Old Empire Source Code?

reply John Goulden <John_member pathlink.com> writes:
I'm looking for source code for the "original" classic Empire (ANSI console
graphics, no sound). Is this available anywhere - on this site or in a DECUS
archive somewhere, perhaps? Even though this game cost me an extra year of grad
school back in the 1980s I still play a PC port, every now and then. OK, more
often than that.

Thanks

John Goulden
Empire player since 198n where n is a small but unremembered integer
Feb 21 2006
parent reply "Walter Bright" <newshound digitalmars.com> writes:
It's on the website www.classicempire.com.

"John Goulden" <John_member pathlink.com> wrote in message 
news:dtfgne$273g$1 digitaldaemon.com...
 I'm looking for source code for the "original" classic Empire (ANSI 
 console
 graphics, no sound). Is this available anywhere - on this site or in a 
 DECUS
 archive somewhere, perhaps? Even though this game cost me an extra year of 
 grad
 school back in the 1980s I still play a PC port, every now and then. OK, 
 more
 often than that.

 Thanks

 John Goulden
 Empire player since 198n where n is a small but unremembered integer 
Feb 23 2006
parent reply MFH <MFH_member pathlink.com> writes:
In article <dtlst4$2fic$4 digitaldaemon.com>, Walter Bright says...
It's on the website www.classicempire.com.
The current "official" version (which is 2.03 and not 2.01 as written on the page - as of today, 20.7.06), as well as "Stewart's" version(smjg), are broken for the current compiler version (missing std.c.string (& other) includes (memset, strlen, ...), depreciated shadowing (some "microlocal" variables),...). I made a working version * avoiding 100% CPU load, * reimplementing the "destrucive move warning/confirmation" as popup requester * help window does not crash when noncursor keys are pressed but exactly like Stewart's, it has a problem with the "Open..." function (can't open before starting a first "New game...", "load game" incompatible with old saved games, and even crashes for new ones under yet to be determined conditions). Also, I made much code cleanup (yet without being radical *enough*...) - probably the best would be to rewrite (at least rethink) "display" and "text" from scratch (even if I would be in favour of maintaining a 100% tty version compilability through versioning). It seems, several contributers were interested in improving the source. I would be interested in sharing and improving it on a "common project" basis. A few ideas which should be quite easy to implement: o a "mouse-click" popup menu for giving/changing orders for a given unit/city and/or switch to survey mode o to customize many options (size & choice of map ; keyboard commands (make cursor keys work - imagine you had an AZERTY keyboard...!)) o write a map generator, either "fully" automatic (e.g. looking at the source code for the VMS version distributed with debian linux [which seems to need some authorship/intellectual property clarification...]), or semi-automatic (continent-growing function etc. like in ye olden days...), or both. -- MFH
Jul 20 2006
parent Stewart Gordon <smjg_1998 yahoo.com> writes:
MFH wrote:
 In article <dtlst4$2fic$4 digitaldaemon.com>, Walter Bright says...
 It's on the website www.classicempire.com.
The current "official" version (which is 2.03 and not 2.01 as written on the page - as of today, 20.7.06), as well as "Stewart's" version(smjg), are broken for the current compiler version (missing std.c.string (& other) includes (memset, strlen, ...), depreciated shadowing (some "microlocal" variables),...). I made a working version
So have I. Watch this space.
 * avoiding 100% CPU load,
 * reimplementing the "destrucive move warning/confirmation" as popup requester
 * help window does not crash when noncursor keys are pressed
 but exactly like Stewart's, it has a problem with the "Open..." function (can't
 open before starting a first "New game...", "load game" incompatible with old
 saved games, and even crashes for new ones under yet to be determined
 conditions).
My working version works in these respects. However, at the moment, trying to start a demo first thing crashes it. This is one thing I'm trying to fix before I release it.
 Also, I made much code cleanup (yet without being radical *enough*...) -
 probably the best would be to rewrite (at least rethink) "display" and "text"
 from scratch (even if I would be in favour of maintaining a 100% tty version
 compilability through versioning).
My version has a rewritten text display engine. What's more, the text display is still purely textual, and so it can still be adapted to a tty.
 It seems, several contributers were interested in improving the source.
 I would be interested in sharing and improving it on a "common project" basis.
 A few ideas which should be quite easy to implement:
 o a "mouse-click" popup menu for giving/changing orders for a given unit/city
 and/or switch to survey mode
There already is a mouse-click popup menu, but it seems to be just a cut-down version of the menu bar.
 o to customize many options (size & choice of map ; keyboard commands (make
 cursor keys work - imagine you had an AZERTY keyboard...!))
 o write a map generator, either "fully" automatic (e.g. looking at the source
 code for the VMS version distributed with debian linux [which seems to need
some
 authorship/intellectual property clarification...]), or semi-automatic
 (continent-growing function etc. like in ye olden days...), or both.
The map generator is already automatic. Either that or I don't know what you mean. "Or both" - meaning 150% automatic? :-) Stewart.
Jul 21 2006