游戏结构
<strong><br/><br/></strong>就像修房子一样,别管你用多贵的砖头,它只是一块砖头而已,并不是你想要的房子。砖头可以在开发的时候随时换,但是结构一旦定下来,就不好修改了。 <p></p><p>那么一个基本,却又efficient的结构究竟是什么样的呢?很简单。所有你所需要的就是引擎,无限状态机和内存池。这三个东西一点都不复杂,你可以从头开始写:<br/>首先是你的引擎类,需要些什么呢?<br/>class CEngine <br/>{<br/>public:<br/> CEngine();<br/> ~CEngine();<br/><br/> int Initialize();<br/> int Start();<br/> int Restart();<br/> int Pause();<br/> int Shutdown();</p><p> int AddModule(CModuleBase *newModule, int moduleID, int updateFrequency);</p><p> int RemoveModule(int moduleID);</p><p>};<br/>这就是一个引擎需要具备的基本功能,不要管图形,也不要管网络,什么都不要管。只是负责加入一个模块,加入的模块在指定的时间内刷新。这样网络也好,图形也好,人工智能也好,都是以模块的形式在初试化的时候加入到引擎的刷新列表里面。</p><p>那么无限状态机又是什么呢,无限状态机就是一个给你储存状态的库,不过可以储存所有你想要的状态。比如你在刷新网络的时候,接收到新的玩家的坐标,那么就需要把坐标的值修改,那么坐标的值放在哪呢?无限状态机里面,在网络模块更新的时候,只需要写Set("坐标", &myCurPos);然后在图形模块更新的时候,只需要写myCurPos = Get("坐标")。那么myCurPos的值存放在什么地方呢?就是存放在内存池里面。内存池在游戏初始化的时候被创建,在游戏结束的时候销毁,提供游戏中所有数据的存放,而无限状态机则是提供字符串到数据指针的映射。</p><p>下面就来看看无限状态机的实现:<br/>首先你需要一个内存池:<br/>// MemoryMag.h<br/>#ifndef __MEMORY_MAG_H__<br/>#define __MEMORY_MAG_H__</p><p>#include <stdio.h><br/>#include <assert.h></p><p>template <class T><br/>class CMemoryMag <br/>{<br/>public:<br/> CMemoryMag(int size);<br/> ~CMemoryMag();<br/><br/> T *GetNew();<br/> int Free(T *var);</p><p>private:</p><p> T *m_data;<br/> int *m_freed;<br/> int m_freedSize;<br/> int m_maxSize;<br/> int m_curSize;<br/>};</p><p>template<class T> <br/>CMemoryMag<T>::CMemoryMag(int size) : <br/>m_maxSize(size),<br/>m_curSize(0),<br/>m_freedSize(0)<br/>{<br/> m_data = new T;<br/> assert(m_data != NULL);</p><p> m_freed = new int;<br/> assert(m_freed != NULL);<br/>}</p><p>template<class T><br/>CMemoryMag<T>::~CMemoryMag()<br/>{<br/> delete [] m_data;<br/> delete [] m_freed;<br/>}</p><p>template<class T><br/>T *CMemoryMag<T>::GetNew()<br/>{<br/> if(!m_freedSize)<br/> {<br/> if(m_curSize < m_maxSize) <br/> return &m_data;</p><p> return NULL;<br/> }</p><p> return &m_data];<br/>}</p><p>template<class T><br/>int CMemoryMag<T>::Free(T *var)<br/>{<br/> int i,j;<br/> int found = 0;</p><p> for(j=0; j<m_freedSize; j++)<br/> if(&m_data] == var) found = 1;</p><p> if(found) return 0;</p><p> for(i=0; i<m_curSize; i++)<br/> {<br/> if(&m_data == var) <br/> {<br/> found = i;<br/> break;<br/> }<br/> }<br/><br/> if(!found) return 0;</p><p> if(found != (m_curSize - 1))<br/> {<br/> m_freed = found;<br/> return 1;<br/> }<br/><br/> m_curSize --;<br/> return 1;<br/>}</p><p>#endif<br/>==================================================<br/>//然后你需要一个hash表<br/>//hasher.h<br/>#ifndef __HASHER_H__<br/>#define __HASHER_H__</p><p>#include "MemoryMag.h"</p><p>class CHasher <br/>{<br/>public:<br/> CHasher(int size);<br/> ~CHasher();</p><p> int Enter(const char *pStr, void *node);<br/> int Remove(const char *pStr);<br/> void *Find(const char *pStr);</p><p>private:<br/><br/> int GetHash(const char *pStr);</p><p> typedef struct hashNode <br/> {<br/> char *name;<br/> void *ptr;<br/> struct hashNode *next;<br/> } HASHNODE;</p><p> CMemoryMag<HASHNODE> *m_hashArr;<br/> HASHNODE **m_hashTable;<br/> int m_h;<br/> int m_objTable;<br/> int m_size;<br/>};</p><p>#endif<br/>==================================================<br/>//hasher.cpp<br/>#include "Hasher.h"<br/>#include <string></p><p>static int T[] =<br/>{<br/> 1, 87, 49, 12, 176, 178, 102, 166, 121, 193, 6, 84, 249, 230, 44, 163,<br/> 14, 197, 213, 181, 161, 85, 218, 80, 64, 239, 24, 226, 236, 142, 38, 200,<br/> 110, 177, 104, 103, 141, 253, 255, 50, 77, 101, 81, 18, 45, 96, 31, 222,<br/> 25, 107, 190, 70, 86, 237, 240, 34, 72, 242, 20, 214, 244, 227, 149, 235,<br/> 97, 234, 57, 22, 60, 250, 82, 175, 208, 5, 127, 199, 111, 62, 135, 248,<br/> 174, 169, 211, 58, 66, 154, 106, 195, 245, 171, 17, 187, 182, 179, 0, 243,<br/> 132, 56, 148, 75, 128, 133, 158, 100, 130, 126, 91, 13, 153, 246, 216, 219,<br/> 119, 68, 223, 78, 83, 88, 201, 99, 122, 11, 92, 32, 136, 114, 52, 10,<br/> 138, 30, 48, 183, 156, 35, 61, 26, 143, 74, 251, 94, 129, 162, 63, 152,<br/> 170, 7, 115, 167, 241, 206, 3, 150, 55, 59, 151, 220, 90, 53, 23, 131,<br/> 125, 173, 15, 238, 79, 95, 89, 16, 105, 137, 225, 224, 217, 160, 37, 123,<br/> 118, 73, 2, 157, 46, 116, 9, 145, 134, 228, 207, 212, 202, 215, 69, 229,<br/> 27, 188, 67, 124, 168, 252, 42, 4, 29, 108, 21, 247, 19, 205, 39, 203,<br/> 233, 40, 186, 147, 198, 192, 155, 33, 164, 191, 98, 204, 165, 180, 117, 76,<br/> 140, 36, 210, 172, 41, 54, 159, 8, 185, 232, 113, 196, 231, 47, 146, 120,<br/> 51, 65, 28, 144, 254, 221, 93, 189, 194, 139, 112, 43, 71, 109, 184, 209,<br/>};</p><p><br/>int hashstr(const char * s, int maxn)<br/>{<br/> register unsigned char oh, h;<br/> register unsigned char *p;<br/> register int i;</p><p> if (!*s) return 0;<br/> p = (unsigned char *) s;<br/> oh = T[*p];<br/> h = (*(p++) + 1) & 0xff;</p><p> for (i = maxn - 1; *p && --i >= 0; ) {<br/> oh = T;<br/> h = T;<br/> }</p><p> return (oh << 8) + h;<br/>}</p><p>inline int CHasher::GetHash(const char *pStr)<br/>{<br/> return hashstr(pStr, 16) & m_objTable;<br/>}</p><p>CHasher::CHasher(int size) : <br/>m_hashArr(NULL),<br/>m_size(size)<br/>{<br/> int realSize;</p><p> for (realSize = 1; realSize < size; realSize *= 2);<br/> <br/> m_objTable = realSize - 1;<br/><br/> m_hashArr = new CMemoryMag<HASHNODE>(realSize);<br/> m_hashTable = new HASHNODE*;<br/>}</p><p>CHasher::~CHasher()<br/>{<br/> delete m_hashArr;<br/> while(m_size --)<br/> {<br/> HASHNODE *next = m_hashTable;<br/> while(next)<br/> {<br/> if(next->name != NULL) <br/> {<br/> delete [] next->name;<br/> next->name = NULL;<br/> }<br/> next = next->next;<br/> }<br/> }<br/> <br/> delete []m_hashTable;<br/>}</p><p>char *GetNewStr(const char *pStr)<br/>{<br/> int len(strlen(pStr));<br/> if(len >= 0)<br/> {<br/> char *p = new char;<br/> assert(p != NULL);<br/> memcpy(p, pStr, len);<br/> return p;<br/> }<br/> return NULL;<br/>}</p><p>int CHasher::Enter(const char *pStr, void *node)<br/>{<br/> HASHNODE *newNode = m_hashArr->GetNew();</p><p> int n = GetHash(pStr);</p><p> newNode->next = m_hashTable;<br/><br/> newNode->ptr = node;<br/> newNode->name = GetNewStr(pStr);<br/> newNode->next = m_hashTable;<br/> m_hashTable = newNode;<br/> return 1;<br/>}</p><p>void *CHasher::Find(const char *pStr)<br/>{<br/> int n = GetHash(pStr);<br/> HASHNODE *node = m_hashTable;<br/> while(node)<br/> {<br/> if(!strcmp(node->name, pStr)) return node->ptr;<br/> node = node->next;<br/> }<br/> return NULL;<br/>}</p><p>int CHasher::Remove(const char *pStr)<br/>{<br/> HASHNODE *prev, *curr;<br/><br/> m_h = GetHash(pStr);<br/> curr = m_hashTable;<br/> prev = 0;</p><p> while (curr) {<br/> if (!strcmp(curr->name, pStr)) <br/> {<br/> if (prev) prev->next = curr->next;<br/> delete [] curr->name;<br/> curr->name = NULL;<br/> m_hashArr->Free(curr); <br/> return 1;<br/> }<br/> prev = curr;<br/> curr = curr->next;<br/> }<br/> return 0;<br/>}<br/>//然后看看FSM(Finite Status Machine)<br/>//fsm.h<br/>// Finite State Machine<br/>#ifndef __MYFSM_H__<br/>#define __MYFSM_H__</p><p>#define FSM_D (CFiniteStateMachine::GetInstance())<br/>#define MAX_VARIABLE_NUM 512</p><p>#include "Hasher.h"</p><p>class CFiniteStateMachine <br/>{<br/>public:<br/> CFiniteStateMachine();<br/> ~CFiniteStateMachine();</p><p> static CFiniteStateMachine *GetInstance();</p><p> int Set(const char *varName, void *varvalue);</p><p> void* Get(const char *varName);</p><p>private:<br/><br/> CHasher m_hasher;<br/> static CFiniteStateMachine *m_myInstance;<br/>};</p><p>#endif<br/>================================================<br/>//以及FSM的实现<br/>#include "FSM.h"</p><p>CFiniteStateMachine *CFiniteStateMachine::m_myInstance = NULL;</p><p>CFiniteStateMachine *CFiniteStateMachine::GetInstance()<br/>{<br/> if(m_myInstance == NULL)<br/> {<br/> m_myInstance = new CFiniteStateMachine();<br/> return m_myInstance;<br/> }<br/> return m_myInstance;<br/>}</p><p>CFiniteStateMachine::CFiniteStateMachine() :<br/>m_hasher(MAX_VARIABLE_NUM)<br/>{<br/>}</p><p>CFiniteStateMachine::~CFiniteStateMachine()<br/>{<br/>}</p><p>int CFiniteStateMachine::Set(const char *varName, void *varvalue)<br/>{<br/> if(m_hasher.Find(varName) != NULL)<br/> {<br/> m_hasher.Remove(varName);<br/> return m_hasher.Enter(varName, varvalue);<br/> }<br/> return m_hasher.Enter(varName, varvalue);<br/>}</p><p>void* CFiniteStateMachine::Get(const char *varName)<br/>{<br/> void *var;<br/> if((var = m_hasher.Find(varName)) != NULL) return var;<br/> return NULL;<br/>}<br/>==================================================<br/>至此,一个简单的游戏引擎部分就已经基本完成了,剩下的事就是看看你的这个是客户端还是服务器,需要图形模块或者网络模块,或者NPC之类的,都可以慢慢考虑了。</p> 支持 <p>谢了</p> {:3_141:}
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