diff options
author | tpearson <tpearson@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2010-07-31 19:42:31 +0000 |
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committer | tpearson <tpearson@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2010-07-31 19:42:31 +0000 |
commit | 576eb4299a00bc053db35414406f46372a0f70f2 (patch) | |
tree | 4c030922d533821db464af566188e7d40cc8848c /libkdegames/kgame/kgame.cpp | |
parent | 0718336b6017d1a4fc1d626544180a5a2a29ddec (diff) | |
download | tdegames-576eb4299a00bc053db35414406f46372a0f70f2.tar.gz tdegames-576eb4299a00bc053db35414406f46372a0f70f2.zip |
Trinity Qt initial conversion
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1157643 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'libkdegames/kgame/kgame.cpp')
-rw-r--r-- | libkdegames/kgame/kgame.cpp | 122 |
1 files changed, 61 insertions, 61 deletions
diff --git a/libkdegames/kgame/kgame.cpp b/libkdegames/kgame/kgame.cpp index 101dbfcc..ff215837 100644 --- a/libkdegames/kgame/kgame.cpp +++ b/libkdegames/kgame/kgame.cpp @@ -36,10 +36,10 @@ #include <stdio.h> #include <assert.h> -#include <qbuffer.h> -#include <qtimer.h> -#include <qptrqueue.h> -#include <qfile.h> +#include <tqbuffer.h> +#include <tqtimer.h> +#include <tqptrqueue.h> +#include <tqfile.h> #include <klocale.h> #include <krandomsequence.h> @@ -60,7 +60,7 @@ public: } int mUniquePlayerNumber; - QPtrQueue<KPlayer> mAddPlayerList;// this is a list of to-be-added players. See addPlayer() docu + TQPtrQueue<KPlayer> mAddPlayerList;// this is a list of to-be-added players. See addPlayer() docu KRandomSequence* mRandom; KGame::GamePolicy mPolicy; KGameSequence* mGameSequence; @@ -76,12 +76,12 @@ public: KGamePropertyInt mMaxPlayer; KGamePropertyUInt mMinPlayer; KGamePropertyInt mGameStatus; // Game running? - QValueList<int> mInactiveIdList; + TQValueList<int> mInactiveIdList; }; // ------------------- GAME CLASS -------------------------- -KGame::KGame(int cookie,QObject* parent) : KGameNetwork(cookie,parent) +KGame::KGame(int cookie,TQObject* parent) : KGameNetwork(cookie,parent) { kdDebug(11001) << k_funcinfo << " - " << this << ", sizeof(KGame)=" << sizeof(KGame) << endl; d = new KGamePrivate; @@ -89,8 +89,8 @@ KGame::KGame(int cookie,QObject* parent) : KGameNetwork(cookie,parent) d->mProperties = new KGamePropertyHandler(this); d->mProperties->registerHandler(KGameMessage::IdGameProperty, - this,SLOT(sendProperty(int, QDataStream&, bool* )), - SLOT(emitSignal(KGamePropertyBase *))); + this,TQT_SLOT(sendProperty(int, TQDataStream&, bool* )), + TQT_SLOT(emitSignal(KGamePropertyBase *))); d->mMaxPlayer.registerData(KGamePropertyBase::IdMaxPlayer, this, i18n("MaxPlayers")); d->mMaxPlayer.setLocal(-1); // Infinite d->mMinPlayer.registerData(KGamePropertyBase::IdMinPlayer, this, i18n("MinPlayers")); @@ -101,20 +101,20 @@ KGame::KGame(int cookie,QObject* parent) : KGameNetwork(cookie,parent) d->mRandom = new KRandomSequence; d->mRandom->setSeed(0); - connect(this, SIGNAL(signalClientConnected(Q_UINT32)), - this, SLOT(slotClientConnected(Q_UINT32))); - connect(this, SIGNAL(signalClientDisconnected(Q_UINT32,bool)), - this, SLOT(slotClientDisconnected(Q_UINT32,bool))); - connect(this, SIGNAL(signalConnectionBroken()), - this, SLOT(slotServerDisconnected())); + connect(this, TQT_SIGNAL(signalClientConnected(Q_UINT32)), + this, TQT_SLOT(slotClientConnected(Q_UINT32))); + connect(this, TQT_SIGNAL(signalClientDisconnected(Q_UINT32,bool)), + this, TQT_SLOT(slotClientDisconnected(Q_UINT32,bool))); + connect(this, TQT_SIGNAL(signalConnectionBroken()), + this, TQT_SLOT(slotServerDisconnected())); setGameSequence(new KGameSequence()); // BL: FIXME This signal does no longer exist. When we are merging // MH: super....and how do I find out about the lost conenction now? // KGame and KGameNetwork, this could be improved! -// connect(this,SIGNAL(signalConnectionLost(KGameClient *)), -// this,SLOT(slotConnectionLost(KGameClient *))); +// connect(this,TQT_SIGNAL(signalConnectionLost(KGameClient *)), +// this,TQT_SLOT(slotConnectionLost(KGameClient *))); } KGame::~KGame() @@ -159,27 +159,27 @@ void KGame::deleteInactivePlayers() } } -bool KGame::load(QString filename,bool reset) +bool KGame::load(TQString filename,bool reset) { if (filename.isNull()) { return false; } - QFile f(filename); + TQFile f(filename); if (!f.open(IO_ReadOnly)) { return false; } - QDataStream s( &f ); + TQDataStream s( &f ); load(s,reset); f.close(); return true; } -bool KGame::load(QDataStream &stream,bool reset) +bool KGame::load(TQDataStream &stream,bool reset) { return loadgame(stream, false,reset); } -bool KGame::loadgame(QDataStream &stream, bool network,bool resetgame) +bool KGame::loadgame(TQDataStream &stream, bool network,bool resetgame) { // Load Game Data @@ -264,27 +264,27 @@ bool KGame::loadgame(QDataStream &stream, bool network,bool resetgame) return true; } -bool KGame::save(QString filename,bool saveplayers) +bool KGame::save(TQString filename,bool saveplayers) { if (filename.isNull()) { return false; } - QFile f(filename); + TQFile f(filename); if (!f.open(IO_WriteOnly)) { return false; } - QDataStream s( &f ); + TQDataStream s( &f ); save(s,saveplayers); f.close(); return true; } -bool KGame::save(QDataStream &stream,bool saveplayers) +bool KGame::save(TQDataStream &stream,bool saveplayers) { return savegame(stream, false,saveplayers); } -bool KGame::savegame(QDataStream &stream,bool /*network*/,bool saveplayers) +bool KGame::savegame(TQDataStream &stream,bool /*network*/,bool saveplayers) { // Save Game Data @@ -320,7 +320,7 @@ bool KGame::savegame(QDataStream &stream,bool /*network*/,bool saveplayers) return true; } -void KGame::savePlayer(QDataStream &stream,KPlayer* p) +void KGame::savePlayer(TQDataStream &stream,KPlayer* p) { // this could be in KGameMessage as well stream << (Q_INT32)p->rtti(); @@ -329,7 +329,7 @@ void KGame::savePlayer(QDataStream &stream,KPlayer* p) p->save(stream); } -void KGame::savePlayers(QDataStream &stream, KGamePlayerList *list) +void KGame::savePlayers(TQDataStream &stream, KGamePlayerList *list) { if (!list) { @@ -351,7 +351,7 @@ KPlayer *KGame::createPlayer(int /*rtti*/,int /*io*/,bool /*isvirtual*/) kdWarning(11001) << " No user defined player created. Creating default KPlayer. This crashes if you have overwritten KPlayer!!!! " << endl; return new KPlayer; } -KPlayer *KGame::loadPlayer(QDataStream& stream,bool isvirtual) +KPlayer *KGame::loadPlayer(TQDataStream& stream,bool isvirtual) { Q_INT32 rtti,id,iovalue; stream >> rtti >> id >> iovalue; @@ -385,14 +385,14 @@ KPlayer *KGame::loadPlayer(QDataStream& stream,bool isvirtual) KPlayer * KGame::findPlayer(Q_UINT32 id) const { - for (QPtrListIterator<KPlayer> it(d->mPlayerList); it.current(); ++it) + for (TQPtrListIterator<KPlayer> it(d->mPlayerList); it.current(); ++it) { if (it.current()->id() == id) { return it.current(); } } - for (QPtrListIterator<KPlayer> it(d->mInactivePlayerList); it.current(); ++it) + for (TQPtrListIterator<KPlayer> it(d->mInactivePlayerList); it.current(); ++it) { if (it.current()->id() == id) { @@ -438,8 +438,8 @@ void KGame::addPlayer(KPlayer* newplayer) kdDebug(11001) << k_funcinfo << "player " << newplayer << " already has an id: " << newplayer->id() << endl; } - QByteArray buffer; - QDataStream stream(buffer,IO_WriteOnly); + TQByteArray buffer; + TQDataStream stream(buffer,IO_WriteOnly); // We distinguis here what policy we have if (policy()==PolicyLocal || policy()==PolicyDirty) { @@ -706,7 +706,7 @@ KRandomSequence* KGame::random() const { return d->mRandom; } -bool KGame::sendPlayerInput(QDataStream &msg, KPlayer *player, Q_UINT32 sender) +bool KGame::sendPlayerInput(TQDataStream &msg, KPlayer *player, Q_UINT32 sender) { if (!player) { @@ -724,7 +724,7 @@ bool KGame::sendPlayerInput(QDataStream &msg, KPlayer *player, Q_UINT32 sender) return true; } -bool KGame::systemPlayerInput(QDataStream &msg, KPlayer *player, Q_UINT32 sender) +bool KGame::systemPlayerInput(TQDataStream &msg, KPlayer *player, Q_UINT32 sender) { if (!player) { @@ -780,7 +780,7 @@ KPlayer * KGame::playerInputFinished(KPlayer *player) player->setTurn(false); // in turn based games we have to switch off input now if (gameSequence()) { - QTimer::singleShot(0,this,SLOT(prepareNext())); + TQTimer::singleShot(0,this,TQT_SLOT(prepareNext())); } } return player; @@ -840,7 +840,7 @@ void KGame::setGameStatus(int status) d->mGameStatus = status; } -void KGame::networkTransmission(QDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender, Q_UINT32 /*clientID*/) +void KGame::networkTransmission(TQDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender, Q_UINT32 /*clientID*/) {//clientID is unused // message targets a playerobject. If we find it we forward the message to the // player. Otherwise we proceed here and hope the best that the user processes @@ -1033,7 +1033,7 @@ void KGame::networkTransmission(QDataStream &stream, int msgid, Q_UINT32 receive << endl; } kdDebug(11001) << k_funcinfo << ": User data msgid " << msgid << endl; - emit signalNetworkData(msgid - KGameMessage::IdUser,((QBuffer*)stream.device())->readAll(),receiver,sender); + emit signalNetworkData(msgid - KGameMessage::IdUser,((TQBuffer*)stream.device())->readAll(),receiver,sender); } break; } @@ -1043,14 +1043,14 @@ void KGame::networkTransmission(QDataStream &stream, int msgid, Q_UINT32 receive // called by the IdSetupGameContinue Message - MASTER SIDE // Here the master needs to decide which players can take part at the game // and which will be deactivated -void KGame::setupGameContinue(QDataStream& stream, Q_UINT32 sender) +void KGame::setupGameContinue(TQDataStream& stream, Q_UINT32 sender) { KPlayer *player; Q_INT32 cnt; int i; stream >> cnt; - QValueList<int> inactivateIds; + TQValueList<int> inactivateIds; KGamePlayerList newPlayerList; newPlayerList.setAutoDelete(true); @@ -1135,7 +1135,7 @@ void KGame::setupGameContinue(QDataStream& stream, Q_UINT32 sender) kdDebug(11001) << "Alltogether deactivated " << inactivateIds.count() << " players" << endl; - QValueList<int>::Iterator it; + TQValueList<int>::Iterator it; for ( it = inactivateIds.begin(); it != inactivateIds.end(); ++it ) { int pid=*it; @@ -1143,7 +1143,7 @@ void KGame::setupGameContinue(QDataStream& stream, Q_UINT32 sender) } // Now deactivate the network players from the inactivateId list - //QValueList<int>::Iterator it; + //TQValueList<int>::Iterator it; for ( it = inactivateIds.begin(); it != inactivateIds.end(); ++it ) { int pid=*it; @@ -1182,8 +1182,8 @@ void KGame::setupGameContinue(QDataStream& stream, Q_UINT32 sender) } // Save the game over the network - QByteArray bufferS; - QDataStream streamS(bufferS,IO_WriteOnly); + TQByteArray bufferS; + TQDataStream streamS(bufferS,IO_WriteOnly); // Save game over netowrk and save players savegame(streamS,true,true); sendSystemMessage(streamS,KGameMessage::IdGameLoad,sender); @@ -1197,8 +1197,8 @@ void KGame::setupGameContinue(QDataStream& stream, Q_UINT32 sender) // Client needs to prepare for network transfer void KGame::setupGame(Q_UINT32 sender) { - QByteArray bufferS; - QDataStream streamS(bufferS,IO_WriteOnly); + TQByteArray bufferS; + TQDataStream streamS(bufferS,IO_WriteOnly); // Deactivate all players KGamePlayerList mTmpList(d->mPlayerList); // we need copy otherwise the removal crashes @@ -1207,7 +1207,7 @@ void KGame::setupGame(Q_UINT32 sender) streamS << cnt; - QPtrListIterator<KPlayer> it(mTmpList); + TQPtrListIterator<KPlayer> it(mTmpList); KPlayer *player; while (it.current()) { @@ -1356,7 +1356,7 @@ void KGame::slotClientDisconnected(Q_UINT32 clientID,bool /*broken*/) // server // TODO remove players from removed game for (unsigned int idx=0;idx<d->mInactiveIdList.count();idx++) { - QValueList<int>::Iterator it1 = d->mInactiveIdList.at(idx); + TQValueList<int>::Iterator it1 = d->mInactiveIdList.at(idx); player = findPlayer(*it1); if (((int)playerCount() < maxPlayers() || maxPlayers() < 0) && player && KGameMessage::rawGameId(*it1) != clientID) { @@ -1382,8 +1382,8 @@ void KGame::negotiateNetworkGame(Q_UINT32 clientID) return ; } - QByteArray buffer; - QDataStream streamGS(buffer,IO_WriteOnly); + TQByteArray buffer; + TQDataStream streamGS(buffer,IO_WriteOnly); // write Game setup specific data //streamGS << (Q_INT32)maxPlayers(); @@ -1396,7 +1396,7 @@ void KGame::negotiateNetworkGame(Q_UINT32 clientID) sendSystemMessage(streamGS, KGameMessage::IdSetupGame, clientID); } -bool KGame::sendGroupMessage(const QByteArray &msg, int msgid, Q_UINT32 sender, const QString& group) +bool KGame::sendGroupMessage(const TQByteArray &msg, int msgid, Q_UINT32 sender, const TQString& group) { // AB: group must not be i18n'ed!! we should better use an id for group and use // a groupName() for the name // FIXME @@ -1411,13 +1411,13 @@ bool KGame::sendGroupMessage(const QByteArray &msg, int msgid, Q_UINT32 sender, return true; } -bool KGame::sendGroupMessage(const QDataStream &msg, int msgid, Q_UINT32 sender, const QString& group) -{ return sendGroupMessage(((QBuffer*)msg.device())->buffer(), msgid, sender, group); } +bool KGame::sendGroupMessage(const TQDataStream &msg, int msgid, Q_UINT32 sender, const TQString& group) +{ return sendGroupMessage(((TQBuffer*)msg.device())->buffer(), msgid, sender, group); } -bool KGame::sendGroupMessage(const QString& msg, int msgid, Q_UINT32 sender, const QString& group) +bool KGame::sendGroupMessage(const TQString& msg, int msgid, Q_UINT32 sender, const TQString& group) { - QByteArray buffer; - QDataStream stream(buffer, IO_WriteOnly); + TQByteArray buffer; + TQDataStream stream(buffer, IO_WriteOnly); stream << msg; return sendGroupMessage(stream, msgid, sender, group); } @@ -1425,10 +1425,10 @@ bool KGame::sendGroupMessage(const QString& msg, int msgid, Q_UINT32 sender, con bool KGame::addProperty(KGamePropertyBase* data) { return dataHandler()->addProperty(data); } -bool KGame::sendPlayerProperty(int msgid, QDataStream& s, Q_UINT32 playerId) +bool KGame::sendPlayerProperty(int msgid, TQDataStream& s, Q_UINT32 playerId) { return sendSystemMessage(s, msgid, playerId); } -void KGame::sendProperty(int msgid, QDataStream& stream, bool* sent) +void KGame::sendProperty(int msgid, TQDataStream& stream, bool* sent) { bool s = sendSystemMessage(stream, msgid); if (s) @@ -1459,11 +1459,11 @@ void KGame::setPolicy(GamePolicy p,bool recursive) dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false); // Set all KPLayer (active or inactive) property policy - for (QPtrListIterator<KPlayer> it(d->mPlayerList); it.current(); ++it) + for (TQPtrListIterator<KPlayer> it(d->mPlayerList); it.current(); ++it) { it.current()->dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false); } - for (QPtrListIterator<KPlayer> it(d->mInactivePlayerList); it.current(); ++it) + for (TQPtrListIterator<KPlayer> it(d->mInactivePlayerList); it.current(); ++it) { it.current()->dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false); } |