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MMORGP大型游戏设计与开发(客户端架构 part13 of vegine)

一些数据是需要不断改动的,程序不可能因为这些改动而不厌其烦的去改动代码,早期的这种做法就成了程序员们最悲哀的痛苦。自从有了数据管理后,程序的世界逐渐清晰,这些烦恼也不再出现,不过若是要很好的管理数据可是一门需要不断摸索的学问。天龙八部/武侠世界中管理配置数据小到ini,大到mysql数据库,各种各样的数据都需要采用专有的模块与方法去实现。而在配置中,策划会比较喜欢由excel来配置一些游戏中的参数,所以才有了我们今天所说的文件数据模块,即一张txt。其实这种用法现在有不少游戏也正在使用,举个例子那便是金山西山居制作的大部分游戏。

CODE

  模块db下模块structs文件character.h -- 有关角色的配置表结构,由于表比较多,在这里只举这个例子

/** * PAP Engine ( -- ) * $Id character.h * @link -- for the canonical source repository * @copyright Copyright (c) 2013-2014 viticm( viticm@126.com ) * @license * @user viticm<viticm@126.com/viticm.ti@gmail.com> * @date 2014-3-22 19:26:00 * @uses vengine database character struct module *       cn: 角色相关数据定义 */#ifndef VENGINE_DB_STRUCT_CHARACTER_H_#define VENGINE_DB_STRUCT_CHARACTER_H_namespace character {//主角种族const uint16_t kRaceId = 101; //数据表中的idtypedef struct {  uint8_t id;  int32_t modelid; //模型ID  int32_t hair; //头发  int32_t face; //  int32_t shoulder; //  int32_t body; //身体  int32_t hand; //  int32_t foot; //  uint32_t idleinterval; //休闲时间间隔} race_t;//主角头发模型const uint16_t kHairId = 102;typedef struct {  uint16_t id;  uint8_t race;  const char* meshfile;  const char* showname;} hair_t;//主角脸型const uint16_t kFaceId = 103;typedef struct {  uint16_t id;  uint8_t race;  const char* meshfile;  const char* showname;} face_t;//主角动作组const uint16_t kActionSetId = 104;const uint8_t kWeaponTypeMax = 14;typedef struct {  uint16_t id;  const char* weaponset[kWeaponTypeMax]; //对应武器类型  bool hideweapon; //是否隐藏武器  uint32_t appoint_weaponid; //指定的武器ID  const char* description; //描述} actionset_t;//主角特效const uint16_t kEffectId = 105;typedef struct {  uint16_t id;  uint16_t effect1;  uint16_t effect2;  const char* locator;  int32_t soundid;  const char* weaponlocator;} effect_t;//主角升级经验const uint16_t kExpId = 106;typedef struct {  uint8_t id;  uint32_t effectneed;} exp_t;//外形ID对应模型名称const uint16_t kModelId = 107;enum {  kMountNumberMax = 20,  kSoundNumberMax = 6, //数值根据地面的类型得出};typedef struct {  uint16_t id;  float fusetime; //动作融合时间  const char* modelname; //模型文件  int16_t soundid[kSoundNumberMax]; //不同地面跑步的声音  const char* actionset_none; //不使用坐骑的动作文件  const char* actionset_mount[kMountNumberMax]; //使用坐骑的动作文件} model_t;//头像const uint16_t kHeadPortrait = 108;typedef struct {  uint16_t id;  uint8_t race;  const char* imagesetname;} headportrait_t;//坐骑表const uint16_t kMountId = 109;const uint8_t kMountEffectMax = 8;typedef struct {  const char* effectlocator; //特效绑定点  const char* effectname; //特效名称} mounteffect_t;typedef struct {  uint16_t id;  float leaveground_height; //距离地面的距离,特殊坐骑用  uint16_t modelid;  int16_t character_actionindex; //人物骑乘时的动作组  mounteffect_t effectinfo[kMountEffectMax]; //特效信息} mount_t;//称号表const uint16_t kTitleInfoId = 110;typedef struct {  uint16_t id;  uint8_t type;  const char* color; //显示颜色  bool defaultshow; //默认是否显示  const char* man; //男性称号  const char* woman; //女性称号  const char* description; //描述  int32_t timelimit; //时限  int16_t effectid; //效果ID  const char* reclaimcause; //回收原因  int16_t groupid; //组合称号ID} titleinfo_t;//阵营const uint16_t kCampDataId = 111;//人物等级携带金钱上限const uint16_t kLevelMoneyMaxId = 112;typedef struct {  uint8_t id;  uint32_t moneymax;  uint8_t level; //等级} level_moneymax_t;//改变发型消耗表const uint16_t kHairStyleCostId = 113;typedef struct {  uint16_t id;  int32_t itemid; //物品ID  int32_t itemcount; //消耗物品数量  uint8_t sex; //性别} hairstyle_cost_t;}; //namespace character#endif //VENGINE_DB_STRUCT_CHARACTER_H_

  db模块 文件file.h

/** * PAP Engine ( -- ) * $Id file.h * @link -- for the canonical source repository * @copyright Copyright (c) 2013-2014 viticm( viticm@126.com ) * @license * @user viticm<viticm@126.com/viticm.ti@gmail.com> * @date 2014-3-22 18:08:41 * @uses vengine file database module *       cn: 文件数据模块 */#ifndef VENGINE_DB_FILE_H_#define VENGINE_DB_FILE_H_#include "vengine/config.h"/** 注意此处引用了公用文件,文件数据库 **/namespace pap_common_file {class Database;}; //namespace pap_common_filenamespace vengine_db {class VENGINE_API File { public:   typedef struct {     uint32_t identify; //标示     int32_t field_number; //列数     int32_t record_number; //记录数     int32_t string_block_size; //字符串区大小   } file_head_t;      typedef enum { //field type     kTypeInt = 0,     kTypeFloat = 1,     kTypeString = 2,   } field_type_enum;   union field_data {     float float_value;     int32_t int_value;     const char* string_value; //can‘t change excel value in memory     field_data() {/** do nothing **/}     field_data(float value) {float_value =http://www.mamicode.com/ value;}     field_data(int32_t value) {int_value = value;}     field_data(const char* value) {string_value =http://www.mamicode.com/ value;}   };    public:   virtual const field_data* search_index_equal(int32_t index) const = 0;   virtual const field_data* search_line_equal(int32_t line) const = 0;   virtual const field_data* search_position(int32_t line,                                              int32_t column) const = 0;   virtual const field_data* search_first_column_equal(       int32_t column,        const field_data &value) const = 0; public:   virtual const pap_common_file::Database* get_databasefile() const = 0;   virtual int32_t get_id() const = 0;   virtual int32_t get_field_number() const = 0;   virtual int32_t get_record_number() const = 0;};}; //namespace vengine_db#endif //VENGINE_DB_FILE_H_

  模块db 文件system.h

/** * PAP Engine ( -- ) * $Id system.h * @link -- for the canonical source repository * @copyright Copyright (c) 2013-2014 viticm( viticm@126.com ) * @license * @user viticm<viticm@126.com/viticm.ti@gmail.com> * @date 2014-3-22 18:27:52 * @uses vengine file database module */#ifndef VENGINE_DB_SYSTEM_H_#define VENGINE_DB_SYSTEM_H_#include "vengine/config.h"#include "vengine/kernel/node.h"#include "vengine/db/file.h"namespace vengine_db {class VENGINE_API System : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_db_System); public:   virtual void open() = 0; //打开所有数据   virtual void close() = 0; //关闭所有数据   virtual const File* get(int32_t id) const = 0;}; }; //namespace vengine_db#endif //VENGINE_DB_SYSTEM_H_

SIMPLE

  天龙八部的表配置

  总结

 我在这里简述一下读取txt的基本原理,那就是以行为单位作为一个结构读取。每个格子为一个数据的基本单位,它的顺序为自左至右从上而下读取。这个会在以后在详细讲到,大家可以关注以后的讲解,新的框架中也集成了解析txt格式的文件数据处理。