(svn r1833) byte -> char transition: the rest

This commit is contained in:
tron
2005-02-06 22:25:27 +00:00
parent 27dc506a03
commit eed181245d
18 changed files with 56 additions and 49 deletions

View File

@@ -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;