Thread overview
Old Empire Source Code?
Feb 21, 2006
John Goulden
Feb 24, 2006
Walter Bright
Jul 20, 2006
MFH
Jul 21, 2006
Stewart Gordon
February 21, 2006
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
February 24, 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


July 20, 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


July 21, 2006
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.