Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
56 lines
1.4 KiB
C++
56 lines
1.4 KiB
C++
// ByteDataObj.h: interface for the CByteDataObj class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_)
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#define AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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namespace Caldron {
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namespace Base {
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const long UINT_SIZE = (long)sizeof(unsigned char);
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/* *********************************************************************
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* CByteDataObj
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* 파일 : ByteDataObj.h
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* 기능 : Caldron Engine내 CResourceMgr 에서 읽어들이는 리소스들이 저장 되는 기본 형태.
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CLoadedObj를 상속한 각 리소스 들의 obj 들의 Load 루틴에서 각 리소스에 알맞은 형태로 변환 로드 된다.
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* 작성일 : 2004.01.06
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* history :
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wizardbug ( 2004.01.06)
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********************************************************************** */
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class CCaldronByteDataObj
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{
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public:
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CCaldronByteDataObj();
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virtual ~CCaldronByteDataObj();
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bool LoadByte(char *strFileName,long lOffset = 0 );
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long GetByteSize() { return m_lSize; }
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long GetReadPos() { return m_lReadPos;}
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void SetReadPos(long lPos) { m_lReadPos = lPos;}
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unsigned char *GetReadPtr();
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long Read(void *ptr,size_t UnitSize,int iNum);
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unsigned char *m_pBytes;
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long m_lSize;
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long m_lReadPos;
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};
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}}
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#endif // !defined(AFX_BYTEDATAOBJ_H__A71C88C6_A81A_4696_9922_802A8B1C119A__INCLUDED_)
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