/* $Id: protocol.cc,v 1.27 2007/01/08 02:08:42 bergo Exp $ */ /* eboard - chess client http://eboard.sourceforge.net Copyright (C) 2000-2002 Felipe Paulo Guazzi Bergo bergo@seul.org This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "protocol.h" #include "global.h" void Protocol::finalize() { } int Protocol::hasAuthenticationPrompts() { return 0; } bool Protocol::requiresLegalityChecking() { return false; } void Protocol::discardGame(int gameid) { } void Protocol::queryGameList(GameListConsumer *glc) { glc->endOfList(); } void Protocol::queryAdList(GameListConsumer *glc) { glc->endOfList(); } void Protocol::observe(int gameid) { } void Protocol::answerAd(int adid) { } void Protocol::exaForward(int n) { } void Protocol::exaBackward(int n) { } void Protocol::updateVar(ProtocolVar pv) { } void Protocol::sendDrop(piece p,int x,int y) { // not all protocols need to support {bug,crazy}house } void Protocol::retractMove() { global.status->setText(_("Sorry, this protocol does not allow to retract a move thru this menu option."), 15); } // the default implementation just sends the line as is. // only the P2P protocol must encode chat lines void Protocol::sendUserInput(char *line) { if (global.network) if (global.network->isConnected()) global.network->writeLine(line); } void Protocol::refreshSeeks(bool create) { // not all protocols need to manage a seek table } vector * Protocol::getPlayerActions() { return NULL; } vector * Protocol::getGameActions() { return NULL; } void Protocol::callPlayerAction(char *player, string *action) { } void Protocol::callGameAction(int gameid, string *action) { } void NullProtocol::receiveString(char *netstring) { global.output->append(netstring,0xffffff); } void NullProtocol::sendMove(int x1,int y1,int x2,int y2,int prom) { } void NullProtocol::resign() { } void NullProtocol::draw() { } void NullProtocol::adjourn() { } void NullProtocol::abort() { }