kainazzzo [Tue, 21 Oct 2003 16:22:13 +0000 (16:22 +0000)]
Added the do_store and do_bank functions with full functionality. do_bank does not allow for transferred funds because I'm not sure if i want that in the game or not. A unworking commented out source for that part is included in the gameserv.cpp file.
gameserv [Mon, 20 Oct 2003 23:16:50 +0000 (23:16 +0000)]
Added the do_store command, and some store functionality. Also added an init_masters() function and inputted values for masters. Committing because I'm going to be uploading to sourceforge now :)
gameserv [Mon, 20 Oct 2003 14:32:18 +0000 (14:32 +0000)]
do_identify is now fixed (i hope). All previous do_identify commits were buggy and segfaulted a lot. I think this was due to the crypt() function changing something in the string, so I simply made a new string, copied the real string contents, encrypted, compared, and deleted the new string. Dynamic memory allocation is fun :)
gameserv [Sat, 18 Oct 2003 06:20:08 +0000 (06:20 +0000)]
Made significant advances in the do_identify function. A new function:
void setPtr( T *value ) was added to the ListNode class. This enables the
user to change the address that the T *data variable points to, while deleting
the old one. This enabled the do_identify function to work properly, whereas
I simply have a NULLL aClient pointer on the players list, and when a
aClient on the clients list identifies, it sets the player data to the real
aClient, and points the player's aClient from a fake one to the real one,
then deletes the old fake aClient :)
gameserv [Thu, 16 Oct 2003 21:39:31 +0000 (21:39 +0000)]
Attempting to write the do_identify function with little success. I'm somewhat at a loss here, and i'm thinking about redoing it all, but i wanted to commit anyway.
gameserv [Thu, 16 Oct 2003 18:01:30 +0000 (18:01 +0000)]
Fixed the bug that would cause a segfault when load_gs_dbase() was called. I was using delete
this in the Player::reset() function, which was causing the pointer to the player to be deleted.
In reality all I wanted was to delete the name and password IF they had memory. I did not
realize that delete did more than simply calling the deconstructor.
gameserv [Wed, 15 Oct 2003 22:00:34 +0000 (22:00 +0000)]
Working on doing the identify/register scheme. Right now, there are problems with the player
deconstructor which is causing a segfault on load_gs_dbase(); Committing anyway because a lot
of changes were made :) - Kain