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-rw-r--r--libkdegames/kgame/kgame.h53
1 files changed, 27 insertions, 26 deletions
diff --git a/libkdegames/kgame/kgame.h b/libkdegames/kgame/kgame.h
index 85a8356c..af278d5a 100644
--- a/libkdegames/kgame/kgame.h
+++ b/libkdegames/kgame/kgame.h
@@ -62,6 +62,7 @@ class KGamePrivate;
class KDE_EXPORT KGame : public KGameNetwork
{
Q_OBJECT
+ TQ_OBJECT
public:
typedef TQPtrList<KPlayer> KGamePlayerList;
@@ -100,7 +101,7 @@ public:
* game in load/save and network operations. Change this between
* games.
*/
- KGame(int cookie=42,TQObject* parent=0);
+ KGame(int cookie=42,TQObject* tqparent=0);
/**
* Destructs the game
@@ -117,7 +118,7 @@ public:
* The KGame e.g. sets the status to Pause when you have
* less player than the minimum amount
*/
- enum GameStatus
+ enum GametqStatus
{
Init = 0,
Run = 1,
@@ -126,7 +127,7 @@ public:
Abort = 4,
SystemPause = 5,
Intro = 6,
- UserStatus = 7
+ UsertqStatus = 7
};
// Properties
@@ -178,7 +179,7 @@ public:
* @param id Player id
* @return player object
*/
- KPlayer *findPlayer(Q_UINT32 id) const;
+ KPlayer *findPlayer(TQ_UINT32 id) const;
/**
* Set a new @ref KGameSequence to control player management. By default
@@ -282,7 +283,7 @@ public:
* Called by KPlayer to send a player input to the
* KMessageServer.
**/
- virtual bool sendPlayerInput(TQDataStream &msg,KPlayer *player,Q_UINT32 sender=0);
+ virtual bool sendPlayerInput(TQDataStream &msg,KPlayer *player,TQ_UINT32 sender=0);
/**
* Called when a player input arrives from KMessageServer.
@@ -294,7 +295,7 @@ public:
*
* For documentation see playerInput.
**/
- virtual bool systemPlayerInput(TQDataStream &msg,KPlayer *player,Q_UINT32 sender=0);
+ virtual bool systemPlayerInput(TQDataStream &msg,KPlayer *player,TQ_UINT32 sender=0);
/**
* This virtual function is called if the KGame needs to create a new player.
@@ -386,14 +387,14 @@ public:
*
* @return game status
*/
- int gameStatus() const;
+ int gametqStatus() const;
/**
* sets the game status
*
* @param status the new status
*/
- void setGameStatus(int status);
+ void setGametqStatus(int status);
/**
* docu: see KPlayer
@@ -403,7 +404,7 @@ public:
/**
* This is called by KPlayer::sendProperty only! Internal function!
**/
- bool sendPlayerProperty(int msgid, TQDataStream& s, Q_UINT32 playerId);
+ bool sendPlayerProperty(int msgid, TQDataStream& s, TQ_UINT32 playerId);
/**
* This function allows to find the pointer to a player
@@ -432,13 +433,13 @@ public:
* @param msg the message which will be send. See messages.txt for contents
* @param msgid an id for this message
* @param sender the id of the sender
- * @param group the group of the receivers
+ * @param group the group of the tqreceivers
* @return true if worked
*/
- bool sendGroupMessage(const TQByteArray& msg, int msgid, Q_UINT32 sender, const TQString& group);
- bool sendGroupMessage(const TQDataStream &msg, int msgid, Q_UINT32 sender, const TQString& group);
- bool sendGroupMessage(int msg, int msgid, Q_UINT32 sender, const TQString& group);
- bool sendGroupMessage(const TQString& msg, int msgid, Q_UINT32 sender, const TQString& group);
+ bool sendGroupMessage(const TQByteArray& msg, int msgid, TQ_UINT32 sender, const TQString& group);
+ bool sendGroupMessage(const TQDataStream &msg, int msgid, TQ_UINT32 sender, const TQString& group);
+ bool sendGroupMessage(int msg, int msgid, TQ_UINT32 sender, const TQString& group);
+ bool sendGroupMessage(const TQString& msg, int msgid, TQ_UINT32 sender, const TQString& group);
/**
* This will either forward an incoming message to a specified player
@@ -458,7 +459,7 @@ public:
* @param sender
* @param clientID the client from which we received the transmission - hardly used
**/
- virtual void networkTransmission(TQDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender, Q_UINT32 clientID);
+ virtual void networkTransmission(TQDataStream &stream, int msgid, TQ_UINT32 receiver, TQ_UINT32 sender, TQ_UINT32 clientID);
/**
* Returns a pointer to the KGame property handler
@@ -487,7 +488,7 @@ protected slots:
* Calls negotiateNetworkGame()
* See KGameNetwork::signalClientConnected
**/
- void slotClientConnected(Q_UINT32 clientId);
+ void slotClientConnected(TQ_UINT32 clientId);
/**
* This slot is called whenever the connection to a client is lost (ie the
@@ -496,7 +497,7 @@ protected slots:
* @param clientId The client the connection has been lost to
* @param broken (ignore this - not used)
**/
- void slotClientDisconnected(Q_UINT32 clientId,bool broken);
+ void slotClientDisconnected(TQ_UINT32 clientId,bool broken);
/**
* This slot is called whenever the connection to the server is lost (ie the
@@ -593,14 +594,14 @@ signals:
* own methods and has to syncronise them over the network.
* Reaction to this is usually a call to a KGame function.
*/
- void signalNetworkData(int msgid,const TQByteArray& buffer, Q_UINT32 receiver, Q_UINT32 sender);
+ void signalNetworkData(int msgid,const TQByteArray& buffer, TQ_UINT32 receiver, TQ_UINT32 sender);
/**
* We got an network message. this can be used to notify us that something
* changed. What changed can be seen in the message id. Whether this is
* the best possible method to do this is unclear...
*/
- void signalMessageUpdate(int msgid,Q_UINT32 receiver,Q_UINT32 sender);
+ void signalMessageUpdate(int msgid,TQ_UINT32 receiver,TQ_UINT32 sender);
/**
* a player left the game because of a broken connection or so!
@@ -649,7 +650,7 @@ signals:
* @param clientid - The id of the new client
* @param me - our game pointer
*/
- void signalClientJoinedGame(Q_UINT32 clientid,KGame *me);
+ void signalClientJoinedGame(TQ_UINT32 clientid,KGame *me);
/**
* This signal is emitted after a network partner left the
@@ -688,7 +689,7 @@ protected:
* \code
* bool MyClass::playerInput(TQDataStream &msg,KPlayer *player)
* {
- * Q_INT32 move;
+ * TQ_INT32 move;
* msg >> move;
* kdDebug() << " Player " << player->id() << " moved to " << move <<
* endl;
@@ -839,7 +840,7 @@ protected:
* Only the ADMIN is allowed to call this.
* @param clientID The ID of the message client which has connected
**/
- virtual void negotiateNetworkGame(Q_UINT32 clientID);
+ virtual void negotiateNetworkGame(TQ_UINT32 clientID);
/**
* syncronise the random numbers with all network clients
@@ -896,24 +897,24 @@ private:
* ever need this. It it internally used to initialize a newly connected
* client.
**/
- //void addPlayer(KPlayer* newplayer, Q_UINT32 receiver);
+ //void addPlayer(KPlayer* newplayer, TQ_UINT32 receiver);
/**
* Just the same as the public one except receiver:
* @param receiver 0 for broadcast, otherwise the receiver. Should only be
* used in special circumstances and not outside KGame.
**/
- bool removePlayer(KPlayer * player, Q_UINT32 receiver);
+ bool removePlayer(KPlayer * player, TQ_UINT32 receiver);
/**
* Helping function - game negotiation
**/
- void setupGame(Q_UINT32 sender);
+ void setupGame(TQ_UINT32 sender);
/**
* Helping function - game negotiation
**/
- void setupGameContinue(TQDataStream& msg, Q_UINT32 sender);
+ void setupGameContinue(TQDataStream& msg, TQ_UINT32 sender);
/**
* Removes a player from all lists, removes the @ref KGame pointer from the