MMORGP大型游戏设计与开发(客户端架构 part16 of vegine)

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由于近来比较忙碌和有些困倦的原因,所以关于这部分的文章没有及时更新,一句话:让朋友们久等了!今天所讲的是客户端vengine(微引擎)中最后一个部分,就像上节所说,这一部分的内容比较多。可能有些朋友看了代码以及注释后,仍有不少疑惑的地方,欢迎评论留言相互讨论,如果有不好的地方,也希望大家勇于批评与指正。游戏模块,是提供给客户端最核心的部分,它将直接影响到游戏内容,如数据、渲染等。

构架

CODE

  模块game下模块action 文件item.h

/** * PAP Engine ( -- ) * $Id item.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 2014-3-24 18:06:13 * @uses vengine game action item class */#ifndef VENGINE_GAME_ACTION_ITEM_H_#define VENGINE_GAME_ACTION_ITEM_H_#include "vengine/config.h"namespace vengine_game {namespace action {typedef enum {  kOperateTypeEmpty, //  kOperateTypeSkill, //战斗技能  kOperateTypeItem, //物品  kOperateTypeXinfa, //心法  kOperateTypePetSkill, //宠物技能  kOperateTypeEquip, //装备  kOperateTypeChatMood, //聊天动作  kOperateTypeMouseCommandRepair, //鼠标指令--修理  kOperateTypeMouseCommandIdentify, //鼠标指令--鉴定  kOperateTypeMouseCommandAddFriend, //鼠标指令--增加好友  kOperateTypeChangeSet, //一键换装  kOperateTypeMouseCommandExchange, //交易} operatetype_enum;class Reference;class VENGINE_API Item { public:   virtual int32_t getid() const = 0;   virtual const char* getname() const = 0;   virtual const char* geticon() const = 0;   virtual void seticon(STRING& name) = 0;   virtual void set_checkstate(bool check) = 0;   //添加引用   virtual void addreference(Reference* reference,                              bool is_menu_toolbar = false) = 0;   //移除引用   virtual void removereference(Reference* reference) = 0;   virtual operatetype_enum get_operatetype() const = 0;   virtual const char* get_typestring() = 0;   //对于战斗技能, 是技能表中的ID (DBC_SKILL_DATA)   //对于生活技能,是生活技能表中的ID(DBC_LIFEABILITY_DEFINE)   //对于物品,是物品表中的ID   //对于心法,是心法表中的ID   virtual int32_t get_defineid() const = 0;   virtual int32_t getnumber() const = 0;   //得到内部数据   virtual void* get_internaldata() const = 0;   //得到解释   virtual const char* getdescription() const = 0;   virtual int32_t get_cooldownid() const = 0;   //得到所在容器的索引   virtual int32_t get_positionindex() const = 0;   //激活动作   virtual void doaction() = 0;   //激活子动作   virtual void do_subaction() = 0;   virtual bool isvalid() const = 0; //是否有效   virtual bool isenable() const = 0; //是否激活   virtual void enable() = 0;   virtual void disable() = 0;   virtual bool cooldown_isover() const = 0; //检查冷却是否结束   //拖动结束   virtual void notify_dragdrop_dragged(bool destory,                                         const char* targetname,                                         const char* sourcename) = 0;   //显示tooltips   virtual void notify_tooltips_show(int32_t left,                                      int32_t top,                                      int32_t right,                                      int32_t bottom) = 0;   //隐藏tooltips   virtual void notify_tooltips_hide() = 0;   //查询逻辑属性   virtual STRING get_attributevalue(const char* name) = 0;};}; //namespace action}; //namespace vengine_game#endif //VENGINE_GAME_ACTION_ITEM_H_

  模块game下模块action 文件reference.h

/** * PAP Engine ( -- ) * $Id reference.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 2014-3-24 19:17:02 * @uses vengine game action reference class */#ifndef VENGINE_GAME_ACTION_REFERENCE_H_#define VENGINE_GAME_ACTION_REFERENCE_H_#include "vengine/config.h"namespace vengine_game {namespace action {//UI引用类class VENGINE_API Reference { public:   //逻辑Action消失   virtual void bedestroyed() = 0;   //数据更新   virtual void update(int32_t itemid) = 0;   //按钮按下   virtual void setcheck(bool check) = 0;   //按钮设置成default的状态   virtual void setdefault(bool flag) = 0;   //进入冷却   virtual void enter_cooldown(int32_t time, float percent) = 0;   //显示字符, _char所显示的字符,0不显示   typedef enum {     kCornerNumberPositionTopLeft = 0,     kCornerNumberPositionTopRight,     kCornerNumberPositionFootLeft,     kCornerNumberPositionFootRight   } cornernumber_position_enum;   virtual void set_cornerchar(cornernumber_position_enum position,                               const char* _char) = 0;   virtual void enable() = 0;   virtual void disable() = 0;};}; //namespace action}; //namespace vengine_game#endif //VENGINE_GAME_ACTION_REFERENCE_H_

  模块game下模块action 文件system.h

/** * PAP Engine ( -- ) * $Id actionsystem.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 2014-3-24 17:59:35 * @uses vengine game action system module */#ifndef VENGINE_GAME_ACTIONSYSTEM_H_#define VENGINE_GAME_ACTIONSYSTEM_H_#include "vengine/config.h"#include "vengine/kernel/node.h"#include "vengine/game/action/item.h"namespace vengine_game {namespace action {class VENGINE_API System : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_game_action_System); public:   virtual Item* get(int32_t id) = 0;   //当前正在显示Tootips的按钮   virtual Item* get_tooltips_focus() = 0;   virtual void save() = 0;   //得到缺省操作   virtual Item* getdefault() = 0;   //设置缺省操作   virtual void setdefault(Item* action) = 0;   virtual void set_systemkey_state(int32_t keystate, bool is_Fkey) = 0;};} //namespace action}; //namespace vengine_game#endif //VENGINE_GAME_ACTIONSYSTEM_H_

  data数据模块暂时没用,所以也就不贴出源码了

  模块game下模块object 文件base.h

/** * PAP Engine ( -- ) * $Id base.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 2014-3-24 19:45:21 * @uses vengine game object base class */#ifndef VENGINE_GAME_OBJECT_BASE_H_#define VENGINE_GAME_OBJECT_BASE_H_#include "vengine/config.h"#include "vengine/kernel/node.h"#include "vengine/render/entitynode.h"#include "vengine/cursor/system.h"namespace vengine_game {namespace object {typedef enum {  kStatusNone = 0x0,  kStatusVisiable = 0x1, //是否可见  //已经不再玩家的视野范围,如果该值维持一定时间,则会被删除  kStatusOutVisualField = 0x2,  kStatusRayQuery = 0x3, //鼠标是否能选中} status_enum;const uint8_t kExtraParamMax = 3;class VENGINE_API Base : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_game_object_Base); public:   //根据初始化物体,并同步到渲染层   virtual void init(void*) = 0;   //得到物体的ID   virtual int32_t getid() const = 0; //客户端   virtual int32_t get_serverid() const = 0; //与服务器同步的ID   //设置某项基本状态为enable   virtual void enable(uint8_t flag) = 0;   //设置某项基本状态为disable   virtual void disable(uint8_t flag) = 0;   virtual bool isenable(uint8_t flag) = 0;   virtual bool isdisable(uint8_t flag) = 0;   //是否能够被作为主目标选择   virtual bool can_beselect() const = 0;   //获得渲染层指针   virtual vengine_render::EntityNode* get_renderinterface() = 0; public:   typedef enum {     kTripperObjectTypeNone, //非tripper物体     kTripperObjectTypeTransPort, //转送点     kTripperObjectTypeItemBox, //掉落箱子     kTripperObjectTypeResource, //生活技能中的矿物资源     kTripperObjectTypePlatform, //生活技能中的合成所需要的平台   } tripperobject_type_enum;   //物体类型   virtual tripperobject_type_enum tripper_gettype() const = 0;   //能否鼠标操作   virtual bool tripper_canoperate() const = 0;   //获得鼠标类型   virtual vengine_cursor::type_enum tripper_getcursor_type() const = 0;   //进入激活状态   virtual void tripper_active() = 0;VENGINE_KERNEL_DECLARE_LOGICAL(false); //声明该对象没有逻辑功能};}; //namespace object}; //namespace vengine_game#endif //VENGINE_GAME_OBJECT_BASE_H_

  模块game下模块object 文件basesystem.h

/** * PAP Engine ( -- ) * $Id basesystem.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 2014-3-25 11:01:41 * @uses vengine game base object system class */#ifndef VENGINE_GAME_OBJECT_BASESYSTEM_H_#define VENGINE_GAME_OBJECT_BASESYSTEM_H_#include "vengine/config.h"#include "vengine/kernel/node.h"#include "vengine/math/base.h"#include "vengine/game/object/base.h"#include "vengine/game/object/item.h"namespace vengine_game {namespace object {class VENGINE_API BaseSystem : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_game_object_BaseSystem); public:   typedef enum {     kDestroyMainTargetTypeObject, //销毁的对象     kDestroyMainTargetTypeMouseRightClick, //鼠标右键销毁   } destroy_maintarget_type_enum; public:   //产生新物体,并加入数据链   virtual Base* create(const char* classname,                         int32_t id_fromserver,                         Base* parent = NULL) = 0;   //销毁物体,并从数据链上拆除   virtual void destroy(Base* object) = 0;   //跟据ID得到某物体   virtual Base* find(int32_t id) = 0;   //获取一个SERVER OBJ对象的指针    virtual Base* findserver(int32_t id) = 0;   //跟据索引来获取对象   virtual const std::vector<int32_t>& get_npc_objectid() = 0;   //获得物品   virtual Item* getitem(int32_t id) = 0;   //根据屏幕坐标计算选中得物体   virtual Base* get_mouseover(       int32_t x,        int32_t y,        vengine_math::base::threefloat_vector_t& mouse_hitplan) = 0;   //设置主目标对象,如果id非法,取消选中物体   virtual void set_maintarget(       int32_t id,        destroy_maintarget_type_enum destroytype = kDestroyMainTargetTypeObject)      = 0;   //取得当前选中物体   virtual Base* get_maintarget() const = 0;   //关心某物体的指定事件 id-物体ID bCare-关心或者取消关心   virtual void care(int32_t id, bool care, STRING szSign) = 0;   //从本地资源表中读取物品名字   virtual const char* get_local_itemname(uint32_t id_oftable) = 0;   virtual void init_actoravatar() = 0;   virtual void destroy_actoravatar() = 0;   virtual const char* get_selfor_targetname(bool target = false) = 0;};}; //namespace object}; //namespace vengine_game#endif //VENGINE_GAME_OBJECT_BASESYSTEM_H_

  模块game下模块object 文件fakesystem.h

/** * PAP Engine ( -- ) * $Id fakesystem.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 2014-3-25 11:31:05 * @uses vengine game fake object system class *       cn: 在ui上显示的物体管理器接口 *       1. 创建/销毁在ui上显示的obj对象 *       2. 对于需要显示的fakeobject,每桢调用渲染层渲染到texture上, *          并更新到ui上 *       3. 这些object自身的逻辑操作,例如更换服装、武器等操作, *          需要更上层逻辑处理  */#ifndef VENGINE_GAME_OBJECT_FAKESYSTEM_H_#define VENGINE_GAME_OBJECT_FAKESYSTEM_H_#include "vengine/config.h"#include "vengine/kernel/node.h"namespace vengine_game {namespace object {class Base; //引用static const char* kFakeRenderTexture = "_RenderTexture";class VENGINE_API FakeSystem : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_game_object_FakeSystem); public:   //创建/销毁在ui上显示的obj对象   virtual void create(const char* classname,                       const char* objectname,                       const char* cameraname) = 0;   virtual void destroy(const char* name) = 0;   //UI需要显示某物体   virtual void on_ui_hook(const char* windowname,                           const char* objectname,                           int32_t texturewidth,                           int32_t textureheight,                           const char* backgroundname) = 0;   //UI不再需要显示某物体   virtual void on_ui_unhook(const char* windowname) = 0;   //UI显示/隐藏   virtual void on_ui_shown(const char* windowname, float aspectratio) = 0;   virtual void on_ui_hiden(const char* windowname) = 0;   //模型旋转   virtual void rotatestart(const char* objectname, float angle) = 0;   virtual void rotateend(const char* objectname) = 0;   virtual STRING get_objectname(const char* windowname) = 0;};}; //namespace object}; //namespace vengine_game#endif //VENGINE_GAME_OBJECT_FAKESYSTEM_H_

  模块game下模块object 文件item.h

/** * PAP Engine ( -- ) * $Id item.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 2014-3-25 09:38:02 * @uses vengine game item object class */#ifndef VENGINE_GAME_OBJECT_ITEM_H_#define VENGINE_GAME_OBJECT_ITEM_H_#include "vengine/config.h"//引用公用类物品结构namespace pap_common_game {namespace structs {namespace item {struct base_t;}; //namespace item}; //namespace structs}; //namespace pap_common_game//引用公用类的定义namespace pap_common_game {namespace define {namespace type {namespace item {enum class_enum;}; //namespace item}; //namespace type}; //namespace define}; //namespace pap_common_gamenamespace vengine_game {namespace object {class VENGINE_API Item  { public:   //从服务器传来的数据标示(用于和服务器通讯)   union guid_union {     //合并后的ID     uint64_t unionid;     //服务器传来的数据     struct id_fromserver {       uint16_t serverid; //服务端程序号:(例)5       uint16_t worldid; //世界号: (例)101       uint32_t serial; //物品序列号:(例)123429     } idorg;   } id_;   //物品规则   typedef enum {     kRuleCanDrop, //是否可丢弃     kRuleCanOverlay, //是否可以重叠     kRuleCanPutShortcutBar, //是否可以放入快捷栏     kRuleCanSale, //是否可以出售     kRuleCanExchange, //是否可以交易     kRulePickBind, //是否拾取就绑定     kRuleSole, //是否唯一的     kRuleNeedCheck, //是否需要鉴定     kRuleVirtualItem, //是否为虚拟的物品     kRuleStoreBank, //是否可以放入银行     kRuleWearOut, //是否消耗   } rule_enum;   //物品归属   typedef enum {     kOwnerUnkown,     kOwnerSelfEquip, //身上的装备     kOwnerSelfPacket, //背包中的     kOwnerSelfBank, //银行中     kOwnerSelfMount, //坐骑上     kOwnerOtherPlayerEquip, //其他玩家装备上     kOwnerBooth, //商人的货架     kOwnerSelfExchangeBox, //自己的交易盒子     kOwnerOtherExchangeBox, //别人的交易盒子     kOwnerMissionBox, //任务递交盒     kOwnerSelfStallBox, //自己的摊位盒子     kOwnerOtherStallBox, //别人的摊位盒子     kOwnerQuestVirtual, //任务的虚拟物品,只作显示     kOwnerSelfPlayerShop, //自己的商店     kOwnerOtherPlayerShop, //别人的商店     kOwnerDrop, //掉落     kOwnerTransfer, //用于传输,显示用     kOwnerMall, //商城   } owner_enum; public:   //客户端ID   virtual int32_t getid() const = 0;   virtual void set_guid(uint16_t worldid,                          uint16_t serverid,                          uint32_t serial) = 0;   virtual uint16_t get_guid(uint16_t& worldid,                              uint16_t& serverid,                             uint32_t& serial) const = 0;   virtual pap_common_game::define::type::item::class_enum getclass() const = 0;   virtual int32_t get_tabletype() const = 0;   virtual const char* getname() const = 0;   virtual const char* getdescription() const = 0;   virtual const char* geticon() const = 0;   //物品的详细编号,不是client用的index   virtual int32_t get_particularid() const = 0;   //详细解释(可能需要服务器)   virtual const char* get_extradescription() = 0;   //设置详细解释   virtual void set_extrainfo(pap_common_game::structs::item::base_t* item) = 0;   virtual void set_extrainfo(const char* info) = 0;   virtual const char* get_extrainfo() const = 0;   //归属   virtual void setowner(owner_enum owner) = 0;   virtual owner_enum getowner() const = 0;   //设置所在索引   virtual void set_positionindex(int32_t index) = 0;   virtual int32_t get_postitionindex() const = 0;   virtual const char* get_drop_visualid() const = 0;   virtual const char* get_drop_visualcolor() const = 0;   virtual uint8_t getlevel_oftable() const = 0;   virtual void setnumber(uint32_t number) = 0;   virtual uint32_t getnumber() const = 0;   //最大数量,暂时用于有限商品的显示   virtual void set_maxnumber(uint32_t number) = 0;   virtual uint32_t get_maxnumber() const = 0;   //获取叠放数量   virtual int32_t get_laynumber() const = 0;   //在资源表中的位置   virtual int32_t getid_oftable() const = 0;   //查询逻辑属性,一般用于脚本调用   virtual STRING get_attributevalue(const char* valuename) const = 0;   //克隆详细信息   virtual void clone(const Item* srouceitem) = 0;   //得到是否锁定(用于UI锁定)   virtual void setlock(bool lock) = 0;   virtual bool getlock() const = 0;   //物品规则验证   virtual bool rule(int32_t type) = 0;   virtual STRING rule_failmessage(int32_t type) = 0;   //物品的二级密码保护   virtual void setprotect(bool protect) = 0;   virtual bool getprotect() const = 0; public:   //得到玩家使用这个物品需要的等级   virtual uint8_t get_needlevel() const = 0;   //获得物品的耐久   virtual int32_t getdurability() const = 0;   //获得物品的最大耐久   virtual int32_t get_durabilitymax() const = 0;   //获得物品的可修理次数   virtual int32_t get_repaircount() const = 0;   //获得物品的绑定信息   virtual uint8_t get_bindinfo() const = 0;   //获得物品的二级绑定信息   virtual uint8_t get_secondlevel_bindinfo() const = 0;   //获得绑定加成信息   virtual const char* get_bindadd_info() const = 0;   virtual uint32_t get_baseprice() const = 0;   //得到卖给NPC的价格   virtual uint32_t getprice() const = 0;   //获得限定职业   virtual uint8_t getprofession() const = 0;   //检查物品是否唯一   virtual bool checksole() const = 0;   //得到物品的制作人   virtual const char* getproducer() const = 0;   //得到白色属性   virtual const char* get_basewhite_attributeinfo() const = 0;   //得到物品使用的目标类型   virtual uint8_t get_targettype() const = 0;   //获得物品描述   virtual const char* get_typedescription() const = 0;   //得到物品的第一个额外参数信息   virtual int32_t get_extraparam1() const = 0;   //得到物品的第二个额外参数信息   virtual int32_t get_extraparam2() const = 0;   //得到物品的第三个额外参数信息   virtual int32_t get_extraparam3() const = 0;};}; //namespace object}; //namespace vengine_game#endif //VENGINE_GAME_OBJECT_ITEM_H_

  模块game下 文件eventdefine.h

/** * PAP Engine ( -- ) * $Id eventdefine.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 2014-3-25 15:59:14 * @uses vegine game event define id enum *       cn: 时间处理定义相关 */#ifndef VENGINE_GAME_EVENTDEFINE_H_#define VENGINE_GAME_EVENTDEFINE_H_#include "vengine/config.h"namespace vengine_game {namespace event_id {enum _enum {  kApplicationInit, //-- 游戏主程序初始化  kSceneCutover, //-- 场景切换/** 用户登陆{ **/  kLoginShowSystemInfoAndCloseNet, //-- 打开系统提示信息和关闭网络  kLoginShowSystemInfo, //-- 打开系统提示信息  kLoginCloseSystemInfo, //-- 关闭系统提示信息  kLoginOpenSelectServer, //-- 打开选择服务器  kLoginCloseSelectServer, //-- 关闭选择服务器  kLoginOpenAccountInput, //-- 打开账号输入界面  kLoginCloseAccountInput, //-- 关闭账号输入界面  kLoginShowSystemInfoNoButton, //-- 显示系统信息无按钮  kLoginShowSystemInfoYesOrNo, //-- 参数0, 提示的字符串                               //-- 参数1, 对话框的类型                               //-- 0 -- 是否退出游戏                               //-- 1 -- 是否删除角色                               //-- 2 -- 是否更换帐号  kLoginSelectLoginServer, //-- 选择一个login server                           //-- 参数0 区域索引 参数1 服务器索引  kLoginCleanAccount, //-- 清空显示的账号  kLoginSelectArea, //-- 选择大区/** }用户登陆 **/  kUIToggleSystemFrame, //-- 切换显示系统菜单  kUICloseSecondMenu, //-- 关闭二级菜单  kUIChatAdjustMoveCtl, //-- 通知聊天窗口调整大小  kChatChangePrivateName, //-- 修改聊天中的密语对象  kChatContexMenu, //-- 聊天相关的快捷菜单  kSuperToolTip, //-- 提示框 arg0 - 显示/隐藏 1,0                          // arg1 - 类型 "skill", "lifeability", "item",                           // "xinfa", "pet_skill"                          // arg2, arg3 鼠标位置  kNewDebugMessage, // -- 新的调试消息  kNetClose, // --关闭网络  kVariableChanged, // --前端变量改变了};}; //namespace event_id}; //namespace vengine_game#endif //VENGINE_GAME_EVENTDEFINE_H_

  模块game下 文件eventsystem.h

/** * PAP Engine ( -- ) * $Id eventsystem.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 2014-3-25 16:21:53 * @uses vengine game event system class */#ifndef VENGINE_GAME_EVENTSYSTEM_H_#define VENGINE_GAME_EVENTSYSTEM_H_#include "vengine/config.h"#include "vengine/kernel/node.h"namespace vengine_game {//引用本模块event_idnamespace event_id {enum _enum;}; //namespace event_idstruct event_t;typedef void (__stdcall* function_eventhandle)  (const event_t* event, uint32_t ownerdata);typedef struct {  typedef std::list<std::pair<function_eventhandle, uint32_t> > registerstruct;  event_id::_enum id;  const char* event;  bool delayprocess;  registerstruct listenfunction_notify; //监听方法} eventdefine_t;struct event_t {  eventdefine_t* eventdefine;  std::vector<STRING> args;  bool operator == (const event_t& other) {    if (other.eventdefine != eventdefine) return false;    if (other.args.size() != args.size()) return false;    register size_t i;    for (i = 0; i < args.size(); ++i) {      if (other.args[i] != args[i]) return false;    }    return true;  }};class VENGINE_API EventSystem : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_game_EventSystem); public:   virtual void push(vengine_game::event_id::_enum id,                      std::vector<STRING> param) = 0;   virtual void push(event_id::_enum id) = 0;   virtual void push(event_id::_enum id, int32_t arg0) = 0;   virtual void push(event_id::_enum id, const char* arg0) = 0;   virtual void push(event_id::_enum id,                      const char* arg0,                      const char* arg1) = 0;   virtual void push(event_id::_enum id,                     const char* arg0,                     const char* arg1,                     int32_t arg2) = 0;   virtual void push(event_id::_enum id,                     int32_t arg0,                     int32_t arg1) = 0;   virtual void push(event_id::_enum id,                     const char* arg0,                     const char* arg1,                     int32_t arg2,                     int32_t arg3) = 0;   virtual void push(event_id::_enum id,                     const char* arg0,                     const char* arg1,                     const char* arg2) = 0;   //注册事件处理函数   virtual void registerhandle(const STRING& name,                               function_eventhandle handle,                               uint32_t ownerdata = NULL) = 0;   //处理   virtual void processall() = 0;   //取消注册事件处理函数   virtual void unregisterhandle(const STRING& name,                                 function_eventhandle handle,                                 uint32_t ownerdata) = 0;};}; //namespace vengine_game#endif //VENGINE_GAME_EVENTSYSTEM_H_

  模块game 文件interface.h

/** * PAP Engine ( -- ) * $Id interface.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 2014-3-25 14:45:06 * @uses vengine game interface module *       cn: 整个游戏的外部控制接口类, *           所有的外部模块需要通过这个接口来控制游戏的数据和控制 */#ifndef VENGINE_GAME_INTERFACE_H_#define VENGINE_GAME_INTERFACE_H_#include "vengine/config.h"#include "vengine/kernel/node.h"#include "vengine/math/base.h"//引用客户端的类 --不赞成使用过多这种引用namespace object {namespace logic {class Base;}; //namespace logic}; //namespace objectnamespace vengine_game {//引用本模块中的类namespace action {class Item;}; //namespace actionnamespace object {class Item;}; //namespace actionclass VENGINE_API Interface : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_game_Interface); public:   //物体操作系列   virtual void object_selectas_maintarget(int32_t objectid,                                            uint8_t type = 0) = 0;   //显示右键菜单   virtual void object_show_contextmenu(int32_t objectid,                                        bool showself = false) = 0;   /** 主角操作系列 **/   //移动到场景中某个位置   virtual void player_moveto(       const vengine_math::base::twofloat_vector_t& aimposition) = 0;   virtual void player_moveto(       uint16_t sceneid,       const vengine_math::base::twofloat_vector_t& aimposition) = 0;   //使用技能(瞬发)   virtual void player_useskill(uint32_t skillid) = 0;   //使用技能(对某个object)   virtual void player_useskill(uint32_t skillid, int32_t objectid) = 0;   //使用技能(对某个范围)   virtual void player_useskill(       uint32_t skillid,       const vengine_math::base::twofloat_vector_t& position) = 0;   //使用技能(对某个队友(GUID))   virtual void player_useskill(uint32_t skillid, const uint32_t& aim) = 0;   virtual void player_useskill(       uint32_t skillid,       const vengine_math::base::twofloat_vector_t& position,       const uint32_t& aim) = 0;   //使用技能(对某个方向)   virtual void player_useskill(uint32_t skillid, float& direct) = 0;   //合成某配方   virtual void player_use_lifeability(uint16_t prescriptionid,                                        uint32_t makecount) = 0;   virtual void player_use_lifeability(uint16_t prescriptionid) = 0;   //销毁身上的装备   virtual void player_destroyequip(const object::Item* equip) = 0;   //卸载身上的装备   virtual void player_unequip(const object::Item* equip) = 0;   //请求升级   virtual void player_ask_levelup() = 0;   //请求洗一级属性点   virtual void player_ask_cleanbase_attributepoint() = 0;   //谈话(对某个NPC)   virtual void player_speak(int32_t objectid) = 0;   //自动寻路   virtual void set_auto_findpath_tonpc(uint16_t sceneid,                                         const char* npcname) = 0;   //试图对某个TripperObj进行操作,如果距离过远,会走过去   virtual void tripper_objectactive(uint32_t id) = 0;   //试图捡起当前盒子里的第几项   virtual void itembox_pick(object::Item* item) = 0; public:   //使用包裹里的物品_通用   virtual void packet_useitem(       action::Item* item,       uint16_t target_serverid,       const vengine_math::base::twofloat_vector_t& position) = 0;   //使用包裹里的物品_对象   virtual void packet_useitem_totarget(uint16_t index, uint32_t targetid) = 0;   //使用包裹里的物品_装备   virtual void packet_useequip(uint16_t index) = 0;   //使用包裹里的物品_宝石   virtual void packet_usegem(uint16_t gemindex, uint16_t equipindex) = 0;   virtual void packet_destroyitem(uint16_t index) = 0;   //装备打孔   virtual void packet_add_equiphole() = 0;   virtual void packet_equipmount() = 0; //装备坐骑   virtual void packet_callmount() = 0; //召唤坐骑   virtual void packet_recallmount() = 0; //召回坐骑   virtual void packet_destroymount() = 0; //销毁坐骑   //装备绑定   virtual void packet_equipbind() = 0; public:   //给玩家身上的装备打孔   virtual void humanequip_addhole() = 0;   //玩家身上的装备绑定   virtual void humanequip_bind() = 0;   //合成装备   virtual void equipmerge(uint32_t productid, int32_t* grad) = 0;   //改造装备   virtual void equiprework(int32_t* grad) = 0;   //发送GM指令   virtual void send_gmcommand(const char* cmd) = 0;   virtual void send_chatcommand(int32_t channelid,                                  uint8_t chatype,                                  int32_t teamid,                                  const char* context,                                  const char* targetname) = 0;   //场景   virtual void scene_set_postfilter(const char* filtername) = 0;   virtual void scene_set_lightmap_quality(int32_t quality) = 0;   //设置当前激活技能   virtual void skill_setactive(action::Item* Item) = 0;   virtual action::Item* skill_getactive() = 0;   //恢复到缺省技能操作,用于退出修理,鉴定,等特殊鼠标命令状态   virtual void skill_cancelaction() = 0; public:   virtual void booth_buyitem(action::Item* item) = 0; //物品购买   virtual void booth_sellitem(action::Item* item) = 0; //物品卖出   virtual void booth_close() = 0; //交易完成   //修理   virtual void booth_repair(bool all,                              uint16_t bagindex,                              bool is_inbag = true) = 0;   //称号   virtual void title_updatecurrent(uint8_t type, int16_t data) = 0;      //摊位   virtual void stall_opensale(uint32_t objectid) = 0;};}; //namespace vengine_game#endif //VENGINE_GAME_INTERFACE_H_

  模块game 文件itemtransfer_system.h

/** * PAP Engine ( -- ) * $Id itemtransfer_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 2014-3-21 14:52:12 * @uses vengine game item transfer system *       cn: 物品信息传输系统,将物品信息转换为聊天内容 */#ifndef VENGINE_GAME_ITEMTRANSFER_SYSTEM_H_#define VENGINE_GAME_ITEMTRANSFER_SYSTEM_H_#include "vengine/config.h"#include "vengine/kernel/node.h"namespace vengine_game {namespace object { //object  class Item;};typedef enum {  kElementTypeInvalid = -1, //无效  kElementTypeItemInfo, //普通物品信息  kElementTypeHyperLink, //超链接  kElementTypeChannel, //频道切换  kElementTypePet, //珍兽  kElementTypeBoss, //boss} elementtype_enum;typedef enum {  kElementActionRClick, //右键点击  kElementActionLClick, //左键点击  kElementActionMoveIn, //鼠标移进  kElementActionMoveOut, //鼠标移出} elementaction_enum;class VENGINE_API ItemTransferSystem : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_game_ItemTransferSystem); public:   struct element_t {     int32_t id;     int32_t type; //类型     int32_t objectid; //对象ID     STRING display; //显示名称     STRING originaldisplay; //原始未更改过的字符串     STRING contents; //用于传入的字符串     int32_t usecount; //用于计数,如果这个值到0则删除这个element     element_t() : type(kElementTypeInvalid) {};     virtual ~element_t() {};     bool istype(int32_t _type) { return type == _type; }     virtual STRING get_displaycolor() = 0;     virtual STRING get_display_prefixtext() = 0;   }; public:   //将一个物品转换为字符串   virtual element_t* convet_fromitem(object::Item* item) = 0;   //将一个珍兽转换为字符串   virtual element_t* convert_frompet(int32_t index) = 0;   //将字符串转换为物品   virtual element_t* convert_fromstring(const STRING& display,                                         const STRING& contents) = 0;   //添加一个超链接   virtual element_t* add_hyperlink(const STRING& name,                                    const STRING& content,                                    int32_t chatype = -1) = 0;   //添加频道   virtual element_t* addchannel(int32_t type, const STRING& content) = 0;   //销毁一个数据结构   virtual void removeelement(int32_t id) = 0;   //处理element   virtual void doelement(int32_t id,                           int32_t action,                           int32_t messageid = -1) = 0;   //判断element是否存在   virtual bool is_elementexist(int32_t id) = 0;   //获得element类型   virtual int32_t get_elementtype(int32_t id) = 0;   //获得element显示的名称   virtual STRING get_element_displayname(int32_t id) = 0;   //获得element的原始名称   virtual STRING get_element_original_displayname(int32_t id) = 0;   //获得element的内容   virtual STRING get_elementcontents(int32_t id) = 0;   //增加element的使用计数   virtual void add_element_usecount(int32_t id) = 0;   //获得当前选中的element对象   virtual element_t* get_currentelement() = 0;   virtual void reset() = 0;};}; //namespace vengine_game#endif //VENGINE_GAME_ITEMTRANSFER_SYSTEM_H_

  模块game 文件scene.h

/** * PAP Engine ( -- ) * $Id scene.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 2014-3-25 12:01:16 * @uses vengine game scene class */#ifndef VENGINE_GAME_SCENE_H_#define VENGINE_GAME_SCENE_H_#include "vengine/config.h"#include "vengine/math/base.h"/** 引用数据表结构 **/namespace vengine_db {namespace structs {namespace scene {struct define_t;}; //namespace scene}; //namespace structs}; //namespace vengine_dbnamespace vengine_game {class Scene {public:  //取得场景定义  virtual const vengine_db::structs::scene::define_t* getdefine() const = 0;  //场景位置是否合法  virtual bool is_validposition(      const vengine_math::base::twofloat_vector_t& position) = 0;  //根据逻辑坐标取得地形高度,考虑行走面,如果传入坐标非法,返回false  virtual bool get_mapheight(      const vengine_math::base::twofloat_vector_t& position,      float& height) = 0;};}; //namespace vengine_game#endif //VENGINE_GAME_SCENE_H_

  模块game 文件worldsystem.h

/** * PAP Engine ( -- ) * $Id worldsystem.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 2014-3-25 11:52:01 * @uses vengine game world system class */#ifndef VENGINE_GAME_WORLDSYSTEM_H_#define VENGINE_GAME_WORLDSYSTEM_H_#include "vengine/config.h"#include "vengine/kernel/node.h"#include "vengine/render/system.h"#include "vengine/sound/system.h"#include "vengine/game/scene.h"#include "vengine/game/object/basesystem.h"namespace vengine_game {struct mapposition_define_t {  vengine_math::base::threefloat_vector_t position;  uint16_t sceneid;  char name[128];  uint16_t serverid;  char optimizename[128]; //优化名称  bool optimize;  mapposition_define_t() {    optimize = false;    memset(optimizename, 0, sizeof(optimizename));  }  void setname(const char* name);  void set_positionname(const char* name);  //去掉对UTF8的设置};//对外提供的地形高度查询接口(使用渲染系统坐标,考虑地形和行走面)typedef bool (__stdcall* function_get_terrainheight)  (float x, float z, float& y);typedef enum {  kMiniMapTypeAnimy = 0, //敌人  kMiniMapTypeTeam, //队友  kMiniMapTypeFamily, //家族  kMiniMapTypeGuild, //帮会  kMiniMapTypeHomeland, //国家的  kMiniMapTypeNotHomeland, //非本国的  kMiniMapTypeGrowPoint, //生长点  kMiniMapTypeActive, //激活方向点  kMiniMapTypeScenePosition, //场景传送点  kMiniMapTypeFlash, //闪光点  kMiniMapTypeNpcNormal, //普通NPC  kMiniMapTypeNpcMissionComplete, //任务NPC,完成  kMiniMapTypeNpcMissionNotComplete, //任务NPC,未完成  kMiniMapTypeNpcMissionCanAccept, //任务NPC,可接  kMiniMapTypeSelf, //自己  kMiniMapTypePet, //宠物  kMiniMapTypeNumber} minimap_type_enum;class VENGINE_API WorldSystem : public vengine_kernel::Node {VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_game_WorldSystem); public:   typedef enum {     kStationNotEnterScene, //没有进入任何场景     kStationEnteringScene, //正在进入一个场景     kStationEnterScene, //成功进入场景     kStationAskChangeScene, //要求切换到一个新的场景(已经发送了请求切换场景的消息)   } station_enum; public:   //进入某个场景   virtual bool enterscene(uint16_t sceneid,                            int16_t citylevel,                            int32_t resourceid) = 0;   virtual Scene* get_activescene() = 0;   //取得当前状态   virtual station_enum getstation() const = 0;   //对外提供的地形高度查询接口(使用渲染系统坐标,考虑地形和行走面)   virtual function_get_terrainheight get_terrainheight_function() = 0;   //获得当前场景的ID   virtual uint16_t get_active_sceneid() const = 0;   virtual std::list<mapposition_define_t>*      get_objectlist_bytype(uint8_t type) = 0;   virtual void set_minimap_searchrange(int32_t range) = 0;   virtual void update_minimap_data() = 0;   virtual void minimap_needfresh() = 0;   virtual vengine_math::base::threefloat_vector_t get_selfposition() = 0;   virtual int32_t get_selfdirect() = 0;   virtual const char* get_scenename(uint16_t sceneid) = 0;};}; //namespace vengine_game#endif //VENGINE_GAME_WORLDSYSTEM_H_

解释

  在这里游戏中的一些常用模块,如对象、场景、UI、数据,这些我就不在这里解释过多了,因为它们都依赖于引擎提供的接口,以后会有机会再详细同大家一起探讨和研究。

  游戏中的事件系统,在这里我要特别说说,因为在天龙/武侠在这个模块上设计是比较聪明的。那么什么是事件呢,什么情况下会产生事件?事件其实就是游戏中某次操作或系统定点执行的某种动作,所谓事件就是一件事情。事件系统就是在事件产生的时候,管理该事件所需执行的动作而出现的。如界面的数据改变了,我们就需要更新界面,其中界面的数据改变了就是一个事件,而更新界面就是事件下产生的动作。

  程序中常常有回调的说法,其实事件管理系统就是一种回调分发器,与回调不同的是事件管理器是集中管理,定时执行的。在这里,事件管理系统将事件的动作分为慢和快,快的在一次循环帧内一次执行完成,而慢的就有所谓的时间间隔,这样设计的好处就是使时间有了先后之分。

总结

  vengine(微引擎)的讲解结束了,游戏中的所有接口大家有些印象了吗?如果没有,则你可以从头再读一次这些文章,希望对大家有所帮助。接下来会开始讲解vgui(微GUI),结合CEGUI的界面管理的封装。

原文来自:http://www.w2bc.com/Article/5565
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