SimCity Source Code Released to the Wild! Let the ports begin...
This past holiday (I've been bugging him since November about it) my good friend Don Hopkins got a lot of work done on the finishing touches on releasing the original SimCity source code under the GNU General Public Library (GPL). The code won't have reference to any SimCity name as that has all be renamed to Micropolis. Micropolis was the original working title of the game and since EA requires that the GPL open source version not use the same name as SimCity (to protect their trademark) a little work had to be done to the code.
There's been changes to the original system like a new splash screen, some UI feedback from QA, etc. The plane crash disaster has been removed as a result of 9/11. What is initially released under GPL is the Linux version based on TCL/Tk, adapted for the OLPC (but not yet natively ported to the Sugar user interface and Python), which will also run on any Linux/X11 platform. The OLPC has an officially sanctioned and QA'ed version of SimCity that is actually called SimCity. EA wanted to have the right to approve and QA anything that was shipped with the trademarked name SimCity. But the GPL version will have a different name than SimCity, so people will be allowed to modify and distribute that without having EA QA and approve it. Future versions of SimCity that are included with the OLPC and called SimCity will go through EA for approval, but versions based on the open source Micropolis source code can be distributed anywhere, including the OLPC, under the name Micropolis (or any other name than SimCity).
The "MicropolisCore" project includes the latest Micropolis (SimCity) source code, cleaned up and recast into C++ classes, integrated into Python, using the wonderful SWIG interface generator tool. It also includes a Cairo based TileEngine, and a cellular automata machine CellEngine, which are independent but can be plugged together, so the tile engine can display cellular automata cells as well as SimCity tiles, or any other application's tiles.
The key thing here is to peek inside the mind of the original Maxis programmers when they built it. Remember, this was back in the day when games had to fit inside of 640k so some "creative" programming techniques were employed. SimCity has been long a model used for urban planning and while it's just a game, there are a lot of business rules, ecosystem modeling, social dependencies, and other cool stuff going on in this codebase. It may not be pretty code but it's content sure is interesting to see.
In any case, it's out there for you to grab and have fun with. It was originally written in C and of course is old (created before 1983 which is ancient in Internet time). Don spent a lot of time cleaning the code up (including ANSIfying it, reformatting it, optimizing, and bullet-proofing it) as best he could. Don ported the Mac version of SimCity to SunOS Unix running the NeWS window system about 15 years ago, writing the user interface in PostScript. A year or so later he ported it to various versions of Unix running X-Windows, using the TCL/Tk scripting language and gui toolkit. Several years later when Linux became viable, it was fairly straightforward to port that code to Linux, and then to port that to the OLPC.
There's still a lot of craptastic code in there, but the heart of the software (the simulator) hasn't changed. I know there will be efforts underway to port it to a better platform, replace the age old graphics with new ones, rewrite the graphic routines with modern-day counterparts, etc. The modern challenge for game programming is to deconstruct games like SimCity into reusable components for making other games! The code hopefully serves as a good example of how to use SWIG to integrate C++ classes into Python and Cairo, in a portable cross platform way that works on Linux and Windows.Don also wrote some example Python code that uses the TileEngine module to make a scrolling zooming view of a live city with the Micropolis module, and a scrolling zooming view of a cellular automata with the CellEngine module. The TileEngine comes with a Python TileWindow base class that implements most of the plumbing, tile display and mouse tracking, so SimCity and the CellEngine can easily subclass and customize to suit their needs. You can pan with the mouse and arrow keys, and zoom in and out by typeing "i" or "o", or "r" to reset the zoom. The TileEngine supports zooming in and out, and has a lazy drawing feature that calls back into Python to render and cache the scaled tiles right before they're needed (so you can implement the tile caching strategy in Python, while the rendering is in efficient C++ code calling hardware accelerated Cairo -- and the Python code could easily render tiles with pretty scaled SVG graphics). The Micropolis engine can load a SimCity save file and run it, and use the TileEngine to draw it, but you can't actually interact with it or edit the map yet, since the user interface and other views haven't been implemented, just a scrolling zooming view of its tiles.
Grab the source code from here and go have some fun!
This is a series of posts exploring and extending the Micropolis code. You can view the full list of posts here.