让vcmi支持英雄无敌3中文版

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Table of Contents

1 Hack 日志

  • 8月22日开始动手修改改vcmi(英雄无敌3的开源游戏引擎)的源码, 让它支持简体中文版的游戏数据。
  • 8月25日,已经有一个可工作的修改版,但自己不满意。这个版本的原理是每次要显 示文本的时候,都用自己写的编码转换函数将字符串从GBK编码转为UTF8编码,从而 能正常地显示中文。但每次显式都转换,每秒游戏要10帧以上,每帧要显示的字符串 可以多达数十个,这样每秒要做数百次字符串转换,效率很低。虽然这样的计算量对 现代CPU来说不算啥,但心里觉得别扭。高效的做法应该是将游戏数据中的GBK编码的 字符串载入内存的时候只做一次编码转换,转换为UTF8编码。
  • 这时开始置疑PC游戏相关工作的意义,所以工作中断了。
  • 中断一个月后,觉得开始的事情没做完,心里别扭,就决定来个收场。于是9月27号, 开始做一个高效的修改。9月28日算大功告成。这个事可以告一段落了。

以下是对源码所做的修改,和怎么编译安装,当时用英文做的记录,懒得再翻译回中文了。

2 Changes

  1. client/CMessage.cpp

    in function CMessage::breakText(), line 153

                // added by jiqingwu@gmail.com, 2013-08-28
                // If the text[z] is less than 0, it is the first byte of a UTF8 Chinese word.
    #ifdef ZH_CN
                else if (text[z] < 0){
                    z++;
                    z++;
                 lineLength += graphics->fonts[font]->getSymbolWidth(text[z]);
                }
    #endif
    
  2. client/gui/Fonts.cpp

    in function CTrueTypeFont::getStringWidth(), line 255

        // added by jiqingwu@gmail.com, 2013-08-28
        // If we are handling simplified chinese, it is a UTF8 string
    #ifdef ZH_CN
        TTF_SizeUTF8(font.get(), data.c_str(), &width, NULL);
    #else
        TTF_SizeText(font.get(), data.c_str(), &width, NULL);
    #endif
    

    in function CTrueTypeFont::renderText(), line 279

         if (blended)
                // added by jiqingwu@gmail.com, 2013-09-28 Sat
                // If we are handling simplified chinese game data, it is a UTF8 string
    #ifdef ZH_CN
             rendered = TTF_RenderUTF8_Blended(font.get(), data.c_str(), color);
    #else
             rendered = TTF_RenderText_Blended(font.get(), data.c_str(), color);
    #endif
         else
                // added by jiqingwu@gmail.com, 2013-09-28 Sat
                // If we are handling simplified chinese game data, it is a UTF8 string
    #ifdef ZH_CN
             rendered = TTF_RenderUTF8_Solid(font.get(), data.c_str(), color);
    #else
             rendered = TTF_RenderText_Solid(font.get(), data.c_str(), color);
    #endif
    
  3. add lib/ConvertEncoding.cpp and lib/ConvertEncoding.h

    The content of ConvertEncoding.h is:

    char * convert_enc(char *src_enc, char *dest_enc, const char * src_string);
    

    The content of ConvertEncoding.cpp is:

    /*
     * ConvertEncoding.cpp, for vcmi using CJK(China/Japan/Korea) data.
     *
     * Authors: Wu Jiqing (jiqingwu@gmail.com)
     *
     * License: GNU General Public License v2.0 or later
     *
     */
    // added by jiqingwu(jiqingwu@gmail.com)
    // 2013-09-27 Fri
    #include <stdio.h>
    #include <iconv.h>
    #include <string.h>
    
    // added by jiqingwu@gmail.com, 2013-09-27 Fri
    char * convert_enc(char *src_enc, char *dest_enc, const char * src_string)
    {
    #define UTF8_STR_LEN 5000
    
        static char out_string[UTF8_STR_LEN], *sin, *sout;
        int  in_len, out_len, ret;
        iconv_t c_pt;
    
        if ((c_pt = iconv_open(dest_enc, src_enc)) == (iconv_t)-1)
        {
            printf("iconv open failed!\\n");
            return NULL;
        }
        // iconv(c_pt, NULL, NULL, NULL, NULL);
        in_len  = strlen(src_string) + 1;
        out_len = UTF8_STR_LEN;
        sin = (char *)src_string;
        sout = out_string;
        ret = iconv(c_pt, &sin, (size_t *)&in_len, &sout, (size_t *)&out_len);
        if (ret == -1)
        {
            return NULL;
        }
        iconv_close(c_pt);
        return out_string;
    }
    

    to link ConvertEncoding.o into library, add two lines into lib/CMakeLists.txt:

    set(lib_SRCS
            ...
            ConvertEncoding.cpp
    )
    
    set(lib_HEADERS
            ...
            ConvertEncoding.h
    )
    
  4. lib/CGeneralTextHandler.cpp,

    To include "ConvertEncoding.h"

    // added by jiqingwu(jiqingwu@gmail.com)
    // 2013-09-27 Fri
    #include "ConvertEncoding.h"
    

    in function CLegacyConfigParser::readString(), line 112

        // added by jiqingwu@gmail.com, 2013-09-27 Fri
        // convert gbk string to utf-8 string.
        // (For simplified Chinese game data, the string is GBK encoded)
    #ifdef ZH_CN
        char * utf8_str = convert_enc("GBK", "UTF8", ret.c_str());
        return std::string((const char*)utf8_str);
    #else
        return ret;
    #endif
    
  5. lib/filesystem/CBinaryReader.cpp,

    to include "ConvertEncoding.h":

    // added by <jiqingwu@gmail.com>, 2013-09-28 Sat
    #include "../ConvertEncoding.h"
    

    in function CBinaryReader::readString(), line 95

        // added by jiqingwu@gmail.com, 2013-08-22
        // If we are handling chinese data, convert gbk string to utf-8 string.
    #ifdef ZH_CN
        char * utf8_str = convert_enc("GBK", "UTF8", ret.c_str());
        return std::string((const char*)utf8_str);
    #else
        return ret;
    #endif
    

3 Install by compiling

  1. add such a line into ./CMakeLists.txt to enable supporting Simplifed Chinese Game Data
    add_definitions(-DZH_CN)
    
  2. make a directory build under the source dir
    mkdir build
    
  3. create makefiles
    cd build
    cmake ..
    

    This may take a short while.

  4. compile
    make
    
  5. install (root privilege is needed)
    make install
    

    Check the directories of vcmi

    vcmiclient -v
    

    You will see the result like this:

    Starting... 
    VCMI 0.93
      data directory:    /usr/local/share/vcmi
      library directory: /usr/local/lib/vcmi
      path to server:    /usr/local/bin/vcmiserver
    

    Here, vcmi is installed under /usr/local

  6. Use the Data from the chinese version of Death of Shadow. Link the \'Data\', \'Maps\', \'Mp3\' directories under /usr/local/share/vcmi like this (You need have root privilege):
    cd /usr/local/share/vcmi
    ln -s /Data/Dir/of/ChineseGame Data
    ln -s /Maps/Dir/of/ChineseGame Maps
    ln -s /Mp3/Dir/of/ChineseGame Mp3
    
  7. To show chinese characters in this game, you need put a true type font which supports Chinese into /usr/local/share/vcmi/Data.
    cp /chinese/font/path /usr/local/share/vcmi/Data
    

    Edit the /usr/local/share/vcmi/config/fonts.json, modify the truetype font section like this:

    "trueType":
    {
        "BIGFONT"  : { "file" : "ChineseFont.ttf", "size" : 22, "blend" : true},
        "CALLI10R" : { "file" : "ChineseFont.ttf", "size" : 10, "blend" : true},
        "CREDITS"  : { "file" : "ChineseFont.ttf", "size" : 28, "blend" : true},
        "HISCORE"  : { "file" : "ChineseFont.ttf", "size" : 13, "blend" : true},
        "MEDFONT"  : { "file" : "ChineseFont.ttf", "size" : 16, "blend" : true},
        "SMALFONT" : { "file" : "ChineseFont.ttf", "size" : 13, "blend" : true},
        "TIMES08R" : { "file" : "ChineseFont.ttf", "size" : 11, "blend" : true},
        "TINY"     : { "file" : "ChineseFont.ttf", "size" : 11, "blend" : true},
        "VERD10B"  : { "file" : "ChineseFont.ttf", "size" : 13, "blend" : true}
    }
    

    Where ChineseFont.ttf is your true type font.

  8. Play Game
    vcmiclient
    

4 reply of Ivan

(0004091) Ivan (developer) - 2013-10-20 13:09
http://bugs.vcmi.eu/view.php?id=1420#c4091
----------------------------------------------------------------------
Thanks. I\'ll take a look on this. I don\'t like idea of using ifdef\'s to enable
some functionality but you\'ve tracked every place that needs changes - that will
help.

Date: 2013-10-21T19:48+0800

Author: Jiqing Wu

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http://www.cnblogs.com/jiqingwu/p/let_vcmi_support_chinese.html

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