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ModFileEntry.h from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_ModFileEntryh_INCLUDE__)
#define __INCLUDE_ModFileEntryh_INCLUDE__

#include <net/NetBuffer.h>
#include <string>

struct ModIdentifierEntry
{
	ModIdentifierEntry(const char *f = "",
		unsigned int l = 0,
		unsigned int c = 0) :
		fileName(f),
		length(l),
		crc(c)
	{
	};

	std::string fileName;
	unsigned int length;
	unsigned int crc;
};

class ModFileEntry
{
public:
	ModFileEntry();
	virtual ~ModFileEntry();

	bool loadModFile(const char *file);
	bool writeModFile(const char *file, const char *mod);

	void setFileName(const char *name) { fileName_ = name; }
	const char *getFileName() { return fileName_.c_str(); }

	unsigned int getCompressedCrc() { return compressedcrc_; }
	void setCompressedCrc(unsigned int c) { compressedcrc_ = c; }

	unsigned int getCompressedSize() { return compressedfile_.getBufferUsed(); }
	char *getCompressedBytes() { return compressedfile_.getBuffer(); }

	unsigned int getUncompressedSize() { return uncompressedSize_; }
	void setUncompressedSize(unsigned int s) { uncompressedSize_ = s; }

	NetBuffer &getCompressedBuffer() { return compressedfile_; }

protected:
	std::string fileName_;
	NetBuffer compressedfile_;
	unsigned int compressedcrc_;
	unsigned int uncompressedSize_;
};

#endif




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Action.cpp
  Action.h
  ActionController.cpp
  ActionController.h
  ActionReferenced.cpp
  ActionReferenced.h
  EventContainer.cpp
  EventContainer.h
  GameState.cpp
  GameState.h
  GameStateI.cpp
  GameStateI.h
  GameStateStimulusI.cpp
  GameStateStimulusI.h
  MainLoop.cpp
  MainLoop.h
  MainLoopI.cpp
  MainLoopI.h
  MetaClass.cpp
  MetaClass.h
  ModDirs.cpp
  ModDirs.h
  ModFileEntry.cpp
  ModFileEntry.h
  ModFiles.cpp
  ModFiles.h
  ModInfo.cpp
  ModInfo.h
  PhysicsParticle.cpp
  PhysicsParticle.h
  PhysicsParticleObject.cpp
  PhysicsParticleObject.h
  PlayShots.cpp
  PlayShots.h
  ScorchedCollisionIds.cpp
  ScorchedCollisionIds.h
  ScorchedContext.cpp
  ScorchedContext.h
  ShotState.cpp
  ShotState.h
  SyncCheck.cpp
  SyncCheck.h
  ViewPoints.cpp
  ViewPoints.h