digitalmars.empire - Old Empire Source Code?
- John Goulden (8/8) Feb 21 2006 I'm looking for source code for the "original" classic Empire (ANSI cons...
- Walter Bright (3/15) Feb 23 2006 It's on the website www.classicempire.com.
- MFH (29/30) Jul 20 2006 The current "official" version (which is 2.03 and not 2.01 as written on...
- Stewart Gordon (12/43) Jul 21 2006 My working version works in these respects. However, at the moment,
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
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
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
MFH wrote:In article <dtlst4$2fic$4 digitaldaemon.com>, Walter Bright says...So have I. Watch this space.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).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 modeThere 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