diff options
author | tron <tron@openttd.org> | 2005-02-06 22:25:27 +0000 |
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committer | tron <tron@openttd.org> | 2005-02-06 22:25:27 +0000 |
commit | eed181245dffbc04a2e527e8e7cccf44ce4fda86 (patch) | |
tree | f2cd6e89c719cd0e1e1f5f36d8b3e1bcb804079f /network.c | |
parent | 27dc506a0313993c8e7dc4acf77da9649d362a58 (diff) | |
download | openttd-eed181245dffbc04a2e527e8e7cccf44ce4fda86.tar.xz |
(svn r1833) byte -> char transition: the rest
Diffstat (limited to 'network.c')
-rw-r--r-- | network.c | 16 |
1 files changed, 8 insertions, 8 deletions
@@ -425,9 +425,9 @@ unsigned long NetworkResolveHost(const char *hostname) // connection_string will be re-terminated to seperate out the hostname, and player and port will // be set to the player and port strings given by the user, inside the memory area originally // occupied by connection_string. -void ParseConnectionString(const byte **player, const byte **port, byte *connection_string) +void ParseConnectionString(const char **player, const char **port, char *connection_string) { - byte *p; + char *p; for (p = connection_string; *p != '\0'; p++) { if (*p == '#') { *player = p + 1; @@ -819,7 +819,7 @@ static void NetworkInitialize(void) // Query a server to fetch his game-info // If game_info is true, only the gameinfo is fetched, // else only the client_info is fetched -NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool game_info) +NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info) { if (!_network_available) return NULL; @@ -853,13 +853,13 @@ NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool /* Validates an address entered as a string and adds the server to * the list. If you use this functions, the games will be marked * as manually added. */ -void NetworkAddServer(const byte *b) +void NetworkAddServer(const char *b) { if (*b != '\0') { NetworkGameList *item; - const byte *port = NULL; - const byte *player = NULL; - byte host[NETWORK_HOSTNAME_LENGTH]; + const char *port = NULL; + const char *player = NULL; + char host[NETWORK_HOSTNAME_LENGTH]; uint16 rport; ttd_strlcpy(host, b, lengthof(host)); @@ -896,7 +896,7 @@ void NetworkRebuildHostList(void) } // Used by clients, to connect to a server -bool NetworkClientConnectGame(const byte* host, unsigned short port) +bool NetworkClientConnectGame(const char* host, unsigned short port) { if (!_network_available) return false; |