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
- 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 - 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);
#endifin function
CTrueTypeFont::renderText()
, line 279if (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 - 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
) - 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 - 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
- add such a line into ./CMakeLists.txt to enable supporting Simplifed Chinese Game Data
add_definitions(-DZH_CN)
- make a directory
build
under the source dirmkdir build
- create makefiles
cd build
cmake ..This may take a short while.
- compile
make
- 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/vcmiserverHere, vcmi is installed under
/usr/local
- 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 - 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.
- Play Game
vcmiclient
4 reply of Ivan
(0004091) Ivan (developer) - 2013-10-20 13:09
http://bugs.vcmi.eu/view.php?id=1420#c4091
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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.