Releasing a Project

So I have a large project (well, large relative to everything else I've done) that I eventually will want to give to people to test or try out and whatnot. The only problem is I have several external dependencies (such as .wav files and .txt files). I can always include these files and give them to said people (in addition to the .exe of course), but I'm looking for a way around that.

So, is there a way to somehow......store these files in the .exe? I don't know, sounds weird, I know, but I'm looking for solutions. I don't want the player to be able to so easily change something in the .txt files for their own safety. I've been working with C++ for a good chunk of time now but I've never had to do something like this before.
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I would say don't worry about it. People know not to do things like that, or at least, if they do do things like that, know that they might break the game. Most people probably install a game and only ever look for the desktop shortcut.

The general way to protect data like this is to a) change your text to binary, or b) include some kind of checksum to the data that there is.
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> I don't want the player to be able to so easily change something in the .txt files for their own safety.

To prevent accidental change, you could just use the equivalent of chmod on the platform. http://en.wikipedia.org/wiki/Chmod


> So, is there a way to somehow......store these files in the .exe?

Yes. The executable image has a static data area in which static data (for instance memory for objects with a static storage duration in C++) is stored.

Using a toolchain that can automate the steps involved in adding data to the executable image, along with the mechanisms for retrieving such data at run time would be simpler in the long run.
http://doc.qt.nokia.com/4.7-snapshot/resources.html
http://msdn.microsoft.com/en-us/library/windows/desktop/ms632583(v=vs.85).aspx
Ahh those are really good points, thanks guys ^^
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