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authortron <tron@openttd.org>2005-02-06 22:25:27 +0000
committertron <tron@openttd.org>2005-02-06 22:25:27 +0000
commiteed181245dffbc04a2e527e8e7cccf44ce4fda86 (patch)
treef2cd6e89c719cd0e1e1f5f36d8b3e1bcb804079f /network.c
parent27dc506a0313993c8e7dc4acf77da9649d362a58 (diff)
downloadopenttd-eed181245dffbc04a2e527e8e7cccf44ce4fda86.tar.xz
(svn r1833) byte -> char transition: the rest
Diffstat (limited to 'network.c')
-rw-r--r--network.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/network.c b/network.c
index 48a46a3e0..5f8da9678 100644
--- a/network.c
+++ b/network.c
@@ -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;