This page is for those who intend to develop this game by programming the source code. Please note that the code was made available under the terms of this licence.
About the source code
The source code is written in C.
Acquire source code
Developer access to the codebase has to be managed. To get an account, send a Private Message to the user Executioner on the SimHq.com forums, and he should be able to set one up for you.
The source code is hosted in a Git repository. In order to download a copy ('clone') of the source code, you will need an account. In order to get one, ask for an account on the development list (please provide your firstname/lastname and a username), and state that you agree to the EECH License. Please note that usually people are only given a read-only account at first. For instructions on how to download the copy once an account was created, see this page.
If eech-dev server is not avialable you can ask for access to the repository at EECH section of SimHQ forums.
The first step is to get OpenWatcom. Latest version 1.9 is fully compatible. Other compilers or versions may work, but you will probably have to fix some errors for it to compile. Version 1.3 and 1.7a are known as working, but in 1.7 you will have to add "#undef INTERFACE" right before "include <ole2.h>" in dplay.h (one of the files from the directx SDK, see next paragraph).
download OpenWatcom Win32 1.9
You will also need Microsoft's DirectX 9 SDK.
For Watcom to find the DirectX libraries and headers, copy the content from the
Include directories from the installed DirectX SDK to the
h\nt directories respectively in the Watcom install.
download DirectX 9b SDK
First make a directory linklib under /modules and copy all the libs from DXSDK\lib (in the DirectX SDK files) to that new directory.
There are several scripts used for compiling there. The most useful are:
dmake, to make a debug build
cmake, to make a release build
remake, to clear all temporary compilation files
It is important to edit the scripts
cmake to have the correct ROOTPATH before start building. This is the directory where the source is installed.
To compile launch OpenWatcom IDE and create new project in the the
aphavoc directory in the source. At the next window choose Win32 environment and Windowed Executable type. You can save project to use it in the future.
Now you can choose Launch - Run Batch and type proper script name (
cmake for example).
By default DirectSound version is compiling. If you want to make executable with OpenAL support you have to follow these steps:
h\ntdirectory. You can get these files from installed OpenAL 1.1 SDK directory.
openalvariable. You can open
!define openalsomewhere at the top of this file.
download OpenAL 1.1 SDK