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id typedef struct { uint8_t id; int32_t modelid; //模型ID int32_t hair; //头发 int32_t face; //脸 int32_t shoulder; //肩 int32_t body; //身体 int32_t hand; //手 int32_t foot; //脚 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_file namespace 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 = value;} field_data(int32_t value) {int_value = value;} field_data(const char* value) {string_value = 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。