diff options
Diffstat (limited to 'kbattleship/kbattleship/kbattleship.cpp')
-rw-r--r-- | kbattleship/kbattleship/kbattleship.cpp | 218 |
1 files changed, 109 insertions, 109 deletions
diff --git a/kbattleship/kbattleship/kbattleship.cpp b/kbattleship/kbattleship/kbattleship.cpp index 32759e28..62952b19 100644 --- a/kbattleship/kbattleship/kbattleship.cpp +++ b/kbattleship/kbattleship/kbattleship.cpp @@ -84,24 +84,24 @@ void KBattleshipWindow::initStatusBar() { m_ownNickname = "-"; m_enemyNickname = "-"; - statusBar()->insertItem(i18n(" Player 1: %1 ").arg(m_ownNickname), ID_PLAYER_OWN, 0, true); - statusBar()->insertItem(i18n(" Player 2: %1 ").arg(m_enemyNickname), ID_PLAYER_ENEMY, 0, true); + statusBar()->insertItem(i18n(" Player 1: %1 ").tqarg(m_ownNickname), ID_PLAYER_OWN, 0, true); + statusBar()->insertItem(i18n(" Player 2: %1 ").tqarg(m_enemyNickname), ID_PLAYER_ENEMY, 0, true); statusBar()->insertItem(i18n("Ready"), ID_STATUS_MSG, 1); statusBar()->setItemAlignment(ID_STATUS_MSG, AlignLeft); } void KBattleshipWindow::initActions() { - KStdAction::configureNotifications(this, TQT_SLOT(slotConfigureNotifications()), actionCollection()); - m_gameServerConnect = new KAction(i18n("&Connect to Server..."), "connect_no", Key_F2, this, TQT_SLOT(slotServerConnect()), actionCollection(), "game_serverconnect"); - m_gameNewServer = new KAction(i18n("&Start Server..."), "network", Key_F3, this, TQT_SLOT(slotNewServer()), actionCollection(), "game_newserver"); - m_gameSingle = new KAction(i18n("S&ingle Player..."), "gear", Key_F4, this, TQT_SLOT(slotSinglePlayer()), actionCollection(), "game_singleplayer"); - m_gameQuit = KStdGameAction::quit(this, TQT_SLOT(close()), actionCollection()); - KStdGameAction::highscores(this, TQT_SLOT(slotHighscore()), actionCollection()); - m_gameEnemyInfo = new KAction(i18n("&Enemy Info"), "view_text", Key_F11, this, TQT_SLOT(slotEnemyClientInfo()), actionCollection(), "game_enemyinfo"); + KStdAction::configureNotifications(TQT_TQOBJECT(this), TQT_SLOT(slotConfigureNotifications()), actionCollection()); + m_gameServerConnect = new KAction(i18n("&Connect to Server..."), "connect_no", Key_F2, TQT_TQOBJECT(this), TQT_SLOT(slotServerConnect()), actionCollection(), "game_serverconnect"); + m_gameNewServer = new KAction(i18n("&Start Server..."), "network", Key_F3, TQT_TQOBJECT(this), TQT_SLOT(slotNewServer()), actionCollection(), "game_newserver"); + m_gameSingle = new KAction(i18n("S&ingle Player..."), "gear", Key_F4, TQT_TQOBJECT(this), TQT_SLOT(slotSinglePlayer()), actionCollection(), "game_singleplayer"); + m_gameQuit = KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection()); + KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(slotHighscore()), actionCollection()); + m_gameEnemyInfo = new KAction(i18n("&Enemy Info"), "view_text", Key_F11, TQT_TQOBJECT(this), TQT_SLOT(slotEnemyClientInfo()), actionCollection(), "game_enemyinfo"); m_configSound = new KToggleAction(i18n("&Play Sounds"), 0, actionCollection(), "options_configure_sound"); - m_configGrid = new KToggleAction(i18n("&Show Grid"), 0, this, TQT_SLOT(slotShowGrid()), actionCollection(), "options_show_grid"); + m_configGrid = new KToggleAction(i18n("&Show Grid"), 0, TQT_TQOBJECT(this), TQT_SLOT(slotShowGrid()), actionCollection(), "options_show_grid"); m_configGrid->setCheckedState(i18n("Hide Grid")); m_gameEnemyInfo->setEnabled(false); @@ -111,9 +111,9 @@ void KBattleshipWindow::initActions() void KBattleshipWindow::initChat() { - connect(m_chat, TQT_SIGNAL(sigSendMessage(const TQString &)), this, TQT_SLOT(slotSendChatMessage(const TQString &))); - connect(m_chat, TQT_SIGNAL(sigChangeEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); - connect(m_chat, TQT_SIGNAL(sigChangeOwnNickname(const TQString &)), this, TQT_SLOT(slotChangedNickCommand(const TQString &))); + connect(m_chat, TQT_SIGNAL(sigSendMessage(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotSendChatMessage(const TQString &))); + connect(m_chat, TQT_SIGNAL(sigChangeEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); + connect(m_chat, TQT_SIGNAL(sigChangeOwnNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangedNickCommand(const TQString &))); } void KBattleshipWindow::changeShipPlacementDirection(){ @@ -122,8 +122,8 @@ void KBattleshipWindow::changeShipPlacementDirection(){ void KBattleshipWindow::initShipPlacing() { - connect(m_ownshiplist, TQT_SIGNAL(sigOwnFieldDataChanged(int, int, int)), this, TQT_SLOT(slotChangeOwnFieldData(int, int, int))); - connect(m_ownshiplist, TQT_SIGNAL(sigLastShipAdded()), this, TQT_SLOT(slotShipsReady())); + connect(m_ownshiplist, TQT_SIGNAL(sigOwnFieldDataChanged(int, int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeOwnFieldData(int, int, int))); + connect(m_ownshiplist, TQT_SIGNAL(sigLastShipAdded()), TQT_TQOBJECT(this), TQT_SLOT(slotShipsReady())); } void KBattleshipWindow::initView() @@ -148,10 +148,10 @@ void KBattleshipWindow::initView() m_view->startDrawing(); setFocusProxy(m_view); - connect(m_view, TQT_SIGNAL(sigEnemyFieldClicked(int, int)), this, TQT_SLOT(slotEnemyFieldClick(int, int))); - connect(m_view, TQT_SIGNAL(sigOwnFieldClicked(int, int)), this, TQT_SLOT(slotPlaceShip(int, int))); - connect(m_view, TQT_SIGNAL(sigMouseOverField(int, int)), this, TQT_SLOT(slotPlaceShipPreview(int, int))); - connect(m_view, TQT_SIGNAL(changeShipPlacementDirection()), this, TQT_SLOT(changeShipPlacementDirection())); + connect(m_view, TQT_SIGNAL(sigEnemyFieldClicked(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotEnemyFieldClick(int, int))); + connect(m_view, TQT_SIGNAL(sigOwnFieldClicked(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotPlaceShip(int, int))); + connect(m_view, TQT_SIGNAL(sigMouseOverField(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotPlaceShipPreview(int, int))); + connect(m_view, TQT_SIGNAL(changeShipPlacementDirection()), TQT_TQOBJECT(this), TQT_SLOT(changeShipPlacementDirection())); } void KBattleshipWindow::slotDeleteAI() @@ -314,14 +314,14 @@ void KBattleshipWindow::slotEnemyFieldClick(int fieldx, int fieldy) slotStatusMsg(i18n("You won the game :)")); m_stat->slotAddOwnWon(); slotUpdateHighscore(); - switch(KMessageBox::questionYesNo(this, i18n("Do you want to restart the game?"),TQString::null,i18n("Restart"),i18n("Do Not Restart"))) + switch(KMessageBox::questionYesNo(this, i18n("Do you want to restart the game?"),TQString(),i18n("Restart"),i18n("Do Not Restart"))) { case KMessageBox::Yes: - TQTimer::singleShot(0, this, TQT_SLOT(slotRestartAI())); + TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotRestartAI())); break; case KMessageBox::No: - TQTimer::singleShot(0, this, TQT_SLOT(slotDeleteAI())); + TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotDeleteAI())); break; } return; @@ -697,8 +697,8 @@ void KBattleshipWindow::slotServerConnect() slotStatusMsg(i18n("Loading Connect-Server dialog...")); m_client = new KClientDialog(this); - connect(m_client, TQT_SIGNAL(sigConnectServer()), this, TQT_SLOT(slotConnectToBattleshipServer())); - connect(m_client, TQT_SIGNAL(sigCancelConnect()), this, TQT_SLOT(slotDeleteConnectDialog())); + connect(m_client, TQT_SIGNAL(sigConnectServer()), TQT_TQOBJECT(this), TQT_SLOT(slotConnectToBattleshipServer())); + connect(m_client, TQT_SIGNAL(sigCancelConnect()), TQT_TQOBJECT(this), TQT_SLOT(slotDeleteConnectDialog())); m_client->show(); slotStatusMsg(i18n("Ready")); @@ -715,7 +715,7 @@ void KBattleshipWindow::slotDeleteConnectDialog() void KBattleshipWindow::slotReplayRequest() { - switch(KMessageBox::questionYesNo(this, i18n("The client is asking to restart the game. Do you accept?"),TQString::null,i18n("Accept Restart"), i18n("Deny Restart"))) + switch(KMessageBox::questionYesNo(this, i18n("The client is asking to restart the game. Do you accept?"),TQString(),i18n("Accept Restart"), i18n("Deny Restart"))) { case KMessageBox::Yes: if (m_connection) @@ -735,7 +735,7 @@ void KBattleshipWindow::slotReplayRequest() void KBattleshipWindow::slotServerReplay() { KMessage *msg = new KMessage(KMessage::REPLAY); - switch(KMessageBox::questionYesNo(this, i18n("Do you want to restart the game?"), TQString::null, i18n("Restart"), i18n("Do Not Restart"))) + switch(KMessageBox::questionYesNo(this, i18n("Do you want to restart the game?"), TQString(), i18n("Restart"), i18n("Do Not Restart"))) { case KMessageBox::Yes: if (m_connection) @@ -761,7 +761,7 @@ void KBattleshipWindow::slotServerReplay() void KBattleshipWindow::slotClientReplay() { KMessage *msg = new KMessage(KMessage::REPLAY); - switch(KMessageBox::questionYesNo(this, i18n("Do you want to ask the server restarting the game?"), TQString::null, i18n("Ask to Restart"), i18n("Do Not Ask"))) + switch(KMessageBox::questionYesNo(this, i18n("Do you want to ask the server restarting the game?"), TQString(), i18n("Ask to Restart"), i18n("Do Not Ask"))) { case KMessageBox::Yes: if (m_connection) @@ -806,8 +806,8 @@ void KBattleshipWindow::slotNewServer() slotStatusMsg(i18n("Loading Start-Server dialog...")); m_server = new KServerDialog(this); - connect(m_server, TQT_SIGNAL(okClicked()), this, TQT_SLOT(slotStartBattleshipServer())); - connect(m_server, TQT_SIGNAL(cancelClicked()), this, TQT_SLOT(slotDeleteServerDialog())); + connect(m_server, TQT_SIGNAL(okClicked()), TQT_TQOBJECT(this), TQT_SLOT(slotStartBattleshipServer())); + connect(m_server, TQT_SIGNAL(cancelClicked()), TQT_TQOBJECT(this), TQT_SLOT(slotDeleteServerDialog())); m_server->show(); slotStatusMsg(i18n("Ready")); @@ -828,7 +828,7 @@ void KBattleshipWindow::slotSendVersion() msg->versionMessage(); slotSendMessage(msg); - TQTimer::singleShot(150, this, TQT_SLOT(slotSendGreet())); + TQTimer::singleShot(150, TQT_TQOBJECT(this), TQT_SLOT(slotSendGreet())); } void KBattleshipWindow::slotSendGreet() @@ -862,49 +862,49 @@ void KBattleshipWindow::slotStartBattleshipServer() if(m_connection == 0) { m_connection = new KonnectionHandling(this, m_kbserver); - connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &))); - connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); - connect(m_connection, TQT_SIGNAL(sigSendNickname()), this, TQT_SLOT(slotSendGreet())); - connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool))); - connect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool))); - connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int))); - connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); - connect(m_connection, TQT_SIGNAL(sigClientLost()), this, TQT_SLOT(slotClientLost())); - connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame())); - connect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplayRequest())); + connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &))); + connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); + connect(m_connection, TQT_SIGNAL(sigSendNickname()), TQT_TQOBJECT(this), TQT_SLOT(slotSendGreet())); + connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool))); + connect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool))); + connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int))); + connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); + connect(m_connection, TQT_SIGNAL(sigClientLost()), TQT_TQOBJECT(this), TQT_SLOT(slotClientLost())); + connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame())); + connect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplayRequest())); connect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool))); - connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), this, TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &))); - connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *))); + connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &))); + connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *))); } else { if(m_connection->type() == KonnectionHandling::CLIENT) { - disconnect(m_kbclient, TQT_SIGNAL(sigConnected()), this, TQT_SLOT(slotSendVersion())); - disconnect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame())); - disconnect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &))); - disconnect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); - disconnect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int))); - disconnect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); - disconnect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool))); - disconnect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool))); - disconnect(m_connection, TQT_SIGNAL(sigServerLost()), this, TQT_SLOT(slotServerLost())); - disconnect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplay())); + disconnect(m_kbclient, TQT_SIGNAL(sigConnected()), TQT_TQOBJECT(this), TQT_SLOT(slotSendVersion())); + disconnect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame())); + disconnect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &))); + disconnect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); + disconnect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int))); + disconnect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); + disconnect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool))); + disconnect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool))); + disconnect(m_connection, TQT_SIGNAL(sigServerLost()), TQT_TQOBJECT(this), TQT_SLOT(slotServerLost())); + disconnect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplay())); disconnect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool))); - disconnect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *))); + disconnect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *))); m_connection->updateInternal(m_kbserver); - connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &))); - connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); - connect(m_connection, TQT_SIGNAL(sigSendNickname()), this, TQT_SLOT(slotSendGreet())); - connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool))); - connect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool))); - connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int))); - connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); - connect(m_connection, TQT_SIGNAL(sigClientLost()), this, TQT_SLOT(slotClientLost())); - connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame())); - connect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplayRequest())); + connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &))); + connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); + connect(m_connection, TQT_SIGNAL(sigSendNickname()), TQT_TQOBJECT(this), TQT_SLOT(slotSendGreet())); + connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool))); + connect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool))); + connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int))); + connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); + connect(m_connection, TQT_SIGNAL(sigClientLost()), TQT_TQOBJECT(this), TQT_SLOT(slotClientLost())); + connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame())); + connect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplayRequest())); connect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool))); - connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *))); + connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *))); } else m_connection->updateInternal(m_kbserver); @@ -1075,14 +1075,14 @@ void KBattleshipWindow::parseCommandLine() { if( !u.isValid()) { KMessageBox::sorry(this, i18n("The URL passed to KDE Battleship '%1' is not a valid url") - .arg(args->arg(0))); + .tqarg(args->arg(0))); return; } if( u.protocol() != "kbattleship" ) { KMessageBox::sorry(this, i18n("The URL passed to KDE Battleship '%1' is not recognised " "as a Battleship game.") - .arg(args->arg(0))); + .tqarg(args->arg(0))); return; } @@ -1119,51 +1119,51 @@ void KBattleshipWindow::slotConnectToBattleshipServer(const TQString &host, int if(m_connection == 0) { m_connection = new KonnectionHandling(this, m_kbclient); - connect(m_kbclient, TQT_SIGNAL(sigConnected()), this, TQT_SLOT(slotSendVersion())); - connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame())); - connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &))); - connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); - connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int))); - connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); - connect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool))); - connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool))); - connect(m_connection, TQT_SIGNAL(sigServerLost()), this, TQT_SLOT(slotServerLost())); - connect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplay())); + connect(m_kbclient, TQT_SIGNAL(sigConnected()), TQT_TQOBJECT(this), TQT_SLOT(slotSendVersion())); + connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame())); + connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &))); + connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); + connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int))); + connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); + connect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool))); + connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool))); + connect(m_connection, TQT_SIGNAL(sigServerLost()), TQT_TQOBJECT(this), TQT_SLOT(slotServerLost())); + connect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplay())); connect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool))); - connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), this, TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &))); - connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *))); + connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &))); + connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *))); } else { if(m_connection->type() == KonnectionHandling::SERVER) { - disconnect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &))); - disconnect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); - disconnect(m_connection, TQT_SIGNAL(sigSendNickname()), this, TQT_SLOT(slotSendGreet())); - disconnect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool))); - disconnect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool))); - disconnect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int))); - disconnect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); - disconnect(m_connection, TQT_SIGNAL(sigClientLost()), this, TQT_SLOT(slotClientLost())); - disconnect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame())); - disconnect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplayRequest())); + disconnect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &))); + disconnect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); + disconnect(m_connection, TQT_SIGNAL(sigSendNickname()), TQT_TQOBJECT(this), TQT_SLOT(slotSendGreet())); + disconnect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool))); + disconnect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool))); + disconnect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int))); + disconnect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); + disconnect(m_connection, TQT_SIGNAL(sigClientLost()), TQT_TQOBJECT(this), TQT_SLOT(slotClientLost())); + disconnect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame())); + disconnect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplayRequest())); disconnect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool))); - disconnect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *))); + disconnect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *))); m_connection->updateInternal(m_kbclient); - connect(m_kbclient, TQT_SIGNAL(sigConnected()), this, TQT_SLOT(slotSendVersion())); - connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), this, TQT_SLOT(slotAbortNetworkGame())); - connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), this, TQT_SLOT(slotStatusMsg(const TQString &))); - connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), this, TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); - connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), this, TQT_SLOT(slotSendEnemyFieldState(int, int))); - connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), this, TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); - connect(m_connection, TQT_SIGNAL(sigShootable(bool)), this, TQT_SLOT(slotSetShootable(bool))); - connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), this, TQT_SLOT(slotSetPlaceable(bool))); - connect(m_connection, TQT_SIGNAL(sigServerLost()), this, TQT_SLOT(slotServerLost())); - connect(m_connection, TQT_SIGNAL(sigReplay()), this, TQT_SLOT(slotReplay())); + connect(m_kbclient, TQT_SIGNAL(sigConnected()), TQT_TQOBJECT(this), TQT_SLOT(slotSendVersion())); + connect(m_connection, TQT_SIGNAL(sigAbortNetworkGame()), TQT_TQOBJECT(this), TQT_SLOT(slotAbortNetworkGame())); + connect(m_connection, TQT_SIGNAL(sigStatusBar(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotStatusMsg(const TQString &))); + connect(m_connection, TQT_SIGNAL(sigEnemyNickname(const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotChangeEnemyPlayer(const TQString &))); + connect(m_connection, TQT_SIGNAL(sigSendFieldState(int, int)), TQT_TQOBJECT(this), TQT_SLOT(slotSendEnemyFieldState(int, int))); + connect(m_connection, TQT_SIGNAL(sigEnemyFieldData(int, int, int, int, int, int, int, bool)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedEnemyFieldData(int, int, int, int, int, int, int, bool))); + connect(m_connection, TQT_SIGNAL(sigShootable(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetShootable(bool))); + connect(m_connection, TQT_SIGNAL(sigPlaceShips(bool)), TQT_TQOBJECT(this), TQT_SLOT(slotSetPlaceable(bool))); + connect(m_connection, TQT_SIGNAL(sigServerLost()), TQT_TQOBJECT(this), TQT_SLOT(slotServerLost())); + connect(m_connection, TQT_SIGNAL(sigReplay()), TQT_TQOBJECT(this), TQT_SLOT(slotReplay())); connect(m_connection, TQT_SIGNAL(sigChatMessage(const TQString &, const TQString &, bool)), m_chat, TQT_SLOT(slotReceivedMessage(const TQString &, const TQString &, bool))); m_kbclient->init(); - connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), this, TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &))); - connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), this, TQT_SLOT(slotLost(KMessage *))); + connect(m_connection, TQT_SIGNAL(sigClientInformation(const TQString &, const TQString &, const TQString &, const TQString &)), TQT_TQOBJECT(this), TQT_SLOT(slotReceivedClientInformation(const TQString &, const TQString &, const TQString &, const TQString &))); + connect(m_connection, TQT_SIGNAL(sigLost(KMessage *)), TQT_TQOBJECT(this), TQT_SLOT(slotLost(KMessage *))); } else m_connection->updateInternal(m_kbclient); @@ -1198,13 +1198,13 @@ void KBattleshipWindow::slotStatusMsg(const TQString &text) void KBattleshipWindow::slotChangeOwnPlayer(const TQString &text) { statusBar()->clear(); - statusBar()->changeItem(i18n(" Player 1: %1 ").arg(text), ID_PLAYER_OWN); + statusBar()->changeItem(i18n(" Player 1: %1 ").tqarg(text), ID_PLAYER_OWN); } void KBattleshipWindow::slotChangeEnemyPlayer(const TQString &text) { statusBar()->clear(); - statusBar()->changeItem(i18n(" Player 2: %1 ").arg(text), ID_PLAYER_ENEMY); + statusBar()->changeItem(i18n(" Player 2: %1 ").tqarg(text), ID_PLAYER_ENEMY); } void KBattleshipWindow::slotSinglePlayer() @@ -1234,7 +1234,7 @@ void KBattleshipWindow::slotSinglePlayer() slotStatusMsg(i18n("Ready")); m_stat->clear(); m_chat->clear(); - TQTimer::singleShot(0, this, TQT_SLOT(slotDeleteAI())); + TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotDeleteAI())); cleanup(false); } } @@ -1269,8 +1269,8 @@ void KBattleshipWindow::slotStartBattleshipGame(bool clearstat) { m_aiPlayer = new KBAIPlayer(); m_aiPlayer->init(m_view->field(), m_enemyshiplist); - connect(m_aiPlayer, TQT_SIGNAL(sigReady()), this, TQT_SLOT(slotAIReady())); - connect(m_aiPlayer, TQT_SIGNAL(sigShootAt(const TQPoint)), this, TQT_SLOT(slotAIShootsAt(const TQPoint))); + connect(m_aiPlayer, TQT_SIGNAL(sigReady()), TQT_TQOBJECT(this), TQT_SLOT(slotAIReady())); + connect(m_aiPlayer, TQT_SIGNAL(sigShootAt(const TQPoint)), TQT_TQOBJECT(this), TQT_SLOT(slotAIShootsAt(const TQPoint))); } m_aiPlayer->slotRestart(); } @@ -1317,14 +1317,14 @@ void KBattleshipWindow::slotAIShootsAt(const TQPoint pos) m_stat->slotAddEnemyWon(); slotUpdateHighscore(); m_view->drawEnemyShipsAI(m_enemyshiplist); // let's show ai player ships - switch(KMessageBox::questionYesNo(this, i18n("Do you want to restart the game?"), TQString::null, i18n("Restart"), i18n("Do Not Restart"))) + switch(KMessageBox::questionYesNo(this, i18n("Do you want to restart the game?"), TQString(), i18n("Restart"), i18n("Do Not Restart"))) { case KMessageBox::Yes: - TQTimer::singleShot(0, this, TQT_SLOT(slotRestartAI())); + TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotRestartAI())); break; case KMessageBox::No: - TQTimer::singleShot(0, this, TQT_SLOT(slotDeleteAI())); + TQTimer::singleShot(0, TQT_TQOBJECT(this), TQT_SLOT(slotDeleteAI())); break; } } |