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-rw-r--r--libkdegames/kgame/dialogs/kgamedebugdialog.h2
-rw-r--r--libkdegames/kgame/dialogs/kgamedialogconfig.cpp2
-rw-r--r--libkdegames/kgame/kgame.cpp10
-rw-r--r--libkdegames/kgame/kgamechat.cpp2
-rw-r--r--libkdegames/kgame/kgamenetwork.h2
-rw-r--r--libkdegames/kgame/kgameproperty.h6
-rw-r--r--libkdegames/kgame/kgamepropertyhandler.cpp16
-rw-r--r--libkdegames/kgame/kgamepropertyhandler.h2
-rw-r--r--libkdegames/kgame/kgamepropertylist.h2
-rw-r--r--libkdegames/kgame/kmessageclient.cpp4
-rw-r--r--libkdegames/kgame/kplayer.cpp2
-rw-r--r--libkdegames/kgame/kplayer.h2
12 files changed, 26 insertions, 26 deletions
diff --git a/libkdegames/kgame/dialogs/kgamedebugdialog.h b/libkdegames/kgame/dialogs/kgamedebugdialog.h
index 924037ff..8682ce69 100644
--- a/libkdegames/kgame/dialogs/kgamedebugdialog.h
+++ b/libkdegames/kgame/dialogs/kgamedebugdialog.h
@@ -78,7 +78,7 @@ public slots:
signals:
/**
- * This signal is emitted when the "debug messages" page couldn't tqfind
+ * This signal is emitted when the "debug messages" page couldn't find
* the name of a message id. This is usually the case for user-defined
* messages. KGameDebugDialog asks you to give the msgid a name.
* @param messageid The ID of the message. As given to @ref
diff --git a/libkdegames/kgame/dialogs/kgamedialogconfig.cpp b/libkdegames/kgame/dialogs/kgamedialogconfig.cpp
index af0172ef..eeaf50e1 100644
--- a/libkdegames/kgame/dialogs/kgamedialogconfig.cpp
+++ b/libkdegames/kgame/dialogs/kgamedialogconfig.cpp
@@ -714,7 +714,7 @@ void KGameDialogConnectionConfig::slotPlayerLeftGame(KPlayer* p)
// disconnect first
this->disconnect(p);
if (!item(p)) {
- kdError(11001) << k_funcinfo << ": cannot tqfind " << p->id()
+ kdError(11001) << k_funcinfo << ": cannot find " << p->id()
<< " in list" << endl;
return;
}
diff --git a/libkdegames/kgame/kgame.cpp b/libkdegames/kgame/kgame.cpp
index 42a21580..6965ebcf 100644
--- a/libkdegames/kgame/kgame.cpp
+++ b/libkdegames/kgame/kgame.cpp
@@ -1093,7 +1093,7 @@ void KGame::setupGameContinue(TQDataStream& stream, TQ_UINT32 sender)
for ( player=newPlayerList.first(); player != 0; player=newPlayerList.next() )
{
// Already in the list
- if (inactivateIds.tqfind(player->id())!=inactivateIds.end())
+ if (inactivateIds.find(player->id())!=inactivateIds.end())
{
continue;
}
@@ -1109,7 +1109,7 @@ void KGame::setupGameContinue(TQDataStream& stream, TQ_UINT32 sender)
for ( player=d->mPlayerList.first(); player != 0; player=d->mPlayerList.next() )
{
// Already in the list
- if (inactivateIds.tqfind(player->id())!=inactivateIds.end())
+ if (inactivateIds.find(player->id())!=inactivateIds.end())
{
continue;
}
@@ -1171,9 +1171,9 @@ void KGame::setupGameContinue(TQDataStream& stream, TQ_UINT32 sender)
// Now send out the player list which the client can activate
for ( player=newPlayerList.first(); player != 0; player=newPlayerList.next() )
{
- kdDebug(11001) << " newplayerlist tqcontains " << player->id() << endl;
+ kdDebug(11001) << " newplayerlist contains " << player->id() << endl;
// Only activate what is not in the list
- if (inactivateIds.tqfind(player->id())!=inactivateIds.end())
+ if (inactivateIds.find(player->id())!=inactivateIds.end())
{
continue;
}
@@ -1443,7 +1443,7 @@ void KGame::emitSignal(KGamePropertyBase *me)
}
KGamePropertyBase* KGame::findProperty(int id) const
-{ return d->mProperties->tqfind(id); }
+{ return d->mProperties->find(id); }
KGame::GamePolicy KGame::policy() const
{
diff --git a/libkdegames/kgame/kgamechat.cpp b/libkdegames/kgame/kgamechat.cpp
index 29d80807..53714706 100644
--- a/libkdegames/kgame/kgamechat.cpp
+++ b/libkdegames/kgame/kgamechat.cpp
@@ -162,7 +162,7 @@ bool KGameChat::isToGroupMessage(int id) const
bool KGameChat::isToPlayerMessage(int id) const
{
-return d->mSendId2PlayerId.tqcontains(id); }
+return d->mSendId2PlayerId.contains(id); }
TQString KGameChat::sendToPlayerEntry(const TQString& name) const
{ return i18n("Send to %1").tqarg(name); }
diff --git a/libkdegames/kgame/kgamenetwork.h b/libkdegames/kgame/kgamenetwork.h
index 1766ac90..e6c9fc5d 100644
--- a/libkdegames/kgame/kgamenetwork.h
+++ b/libkdegames/kgame/kgamenetwork.h
@@ -322,7 +322,7 @@ public:
* experience some strange behaviour if you use the message server directly!
*
* @return a pointer to the message server if this is the MASTER KGame
- * object. Note that it might be possible that no KGame object tqcontains
+ * object. Note that it might be possible that no KGame object contains
* the KMessageServer at all! It might even run stand alone!
**/
KMessageServer* messageServer() const;
diff --git a/libkdegames/kgame/kgameproperty.h b/libkdegames/kgame/kgameproperty.h
index 03fcae87..c5f35997 100644
--- a/libkdegames/kgame/kgameproperty.h
+++ b/libkdegames/kgame/kgameproperty.h
@@ -238,7 +238,7 @@ public:
int id() const { return mId; }
/**
- * @return a type_info of the data this property tqcontains. This is used
+ * @return a type_info of the data this property contains. This is used
* e.g. by KGameDebugDialog
**/
virtual const type_info* typeinfo() { return &typeid(this); }
@@ -403,7 +403,7 @@ private:
* <li> A Mixture (very dirty)
* </ul>
* I repeat: we do <em>not</em> recommend the third option ("a mixture"). Unless
- * you have a good reason for this you will probably introduce some hard to tqfind
+ * you have a good reason for this you will probably introduce some hard to find
* (and to fix) bugs.
*
* @section Always consistent (clean):
@@ -488,7 +488,7 @@ private:
* which result in inconsistent properties (like "game running" on client A but
* "game ended/paused" on client B). But note that there is a very good reason
* for the existence of these different concepts of KGameProperty. I have
- * myself experienced such a "strange error" and it took me several days to tqfind
+ * myself experienced such a "strange error" and it took me several days to find
* the reason until I could fix it. So I personally recommend the "clean" way.
* On the other hand if you want to port a non-network game to a network game
* you will probably start with "dirty" properties as it is you will not have to
diff --git a/libkdegames/kgame/kgamepropertyhandler.cpp b/libkdegames/kgame/kgamepropertyhandler.cpp
index 32e831d8..26588de3 100644
--- a/libkdegames/kgame/kgamepropertyhandler.cpp
+++ b/libkdegames/kgame/kgamepropertyhandler.cpp
@@ -117,7 +117,7 @@ bool KGamePropertyHandler::processMessage(TQDataStream &stream, int id, bool isS
int cmd;
KGameMessage::extractPropertyCommand(stream, propertyId, cmd);
//kdDebug(11001) << k_funcinfo << ": Got COMMAND for id= "<<propertyId <<endl;
- p = d->mIdDict.tqfind(propertyId);
+ p = d->mIdDict.find(propertyId);
if (p) {
if (!isSender || p->policy()==KGamePropertyBase::PolicyClean) {
p->command(stream, cmd, isSender);
@@ -127,7 +127,7 @@ bool KGamePropertyHandler::processMessage(TQDataStream &stream, int id, bool isS
}
return true;
}
- p = d->mIdDict.tqfind(propertyId);
+ p = d->mIdDict.find(propertyId);
if (p) {
//kdDebug(11001) << k_funcinfo << ": Loading " << propertyId << endl;
if (!isSender || p->policy()==KGamePropertyBase::PolicyClean) {
@@ -151,7 +151,7 @@ bool KGamePropertyHandler::removeProperty(KGamePropertyBase* data)
bool KGamePropertyHandler::addProperty(KGamePropertyBase* data, TQString name)
{
//kdDebug(11001) << k_funcinfo << ": " << data->id() << endl;
- if (d->mIdDict.tqfind(data->id())) {
+ if (d->mIdDict.find(data->id())) {
// this id already exists
kdError(11001) << " -> cannot add property " << data->id() << endl;
return false;
@@ -172,8 +172,8 @@ bool KGamePropertyHandler::addProperty(KGamePropertyBase* data, TQString name)
TQString KGamePropertyHandler::propertyName(int id) const
{
TQString s;
- if (d->mIdDict.tqfind(id)) {
- if (d->mNameMap.tqcontains(id)) {
+ if (d->mIdDict.find(id)) {
+ if (d->mNameMap.contains(id)) {
s = i18n("%1 (%2)").tqarg(d->mNameMap[id]).tqarg(id);
} else {
s = i18n("Unnamed - ID: %1").tqarg(id);
@@ -326,9 +326,9 @@ bool KGamePropertyHandler::sendProperty(TQDataStream &s)
return sent;
}
-KGamePropertyBase *KGamePropertyHandler::tqfind(int id)
+KGamePropertyBase *KGamePropertyHandler::find(int id)
{
- return d->mIdDict.tqfind(id);
+ return d->mIdDict.find(id);
}
void KGamePropertyHandler::clear()
@@ -338,7 +338,7 @@ void KGamePropertyHandler::clear()
while (it.toFirst()) {
KGamePropertyBase* p = it.toFirst();
p->unregisterData();
- if (d->mIdDict.tqfind(p->id())) {
+ if (d->mIdDict.find(p->id())) {
// shouldn't happen - but if mOwner in KGamePropertyBase is NULL
// this might be possible
removeProperty(p);
diff --git a/libkdegames/kgame/kgamepropertyhandler.h b/libkdegames/kgame/kgamepropertyhandler.h
index 7388b510..df9a66cb 100644
--- a/libkdegames/kgame/kgamepropertyhandler.h
+++ b/libkdegames/kgame/kgamepropertyhandler.h
@@ -195,7 +195,7 @@ public:
* @param id The ID of the property. See KGamePropertyBase::id
* @return The KGameProperty this ID is assigned to
**/
- KGamePropertyBase *tqfind(int id);
+ KGamePropertyBase *find(int id);
/**
* Clear the KGamePropertyHandler. Note that the properties are
diff --git a/libkdegames/kgame/kgamepropertylist.h b/libkdegames/kgame/kgamepropertylist.h
index af380b0a..df8eb604 100644
--- a/libkdegames/kgame/kgamepropertylist.h
+++ b/libkdegames/kgame/kgamepropertylist.h
@@ -139,7 +139,7 @@ public:
void remove( const type& d )
{
- Iterator it=tqfind(d);
+ Iterator it=find(d);
remove(it);
}
diff --git a/libkdegames/kgame/kmessageclient.cpp b/libkdegames/kgame/kmessageclient.cpp
index 03a39df9..3fa330ba 100644
--- a/libkdegames/kgame/kmessageclient.cpp
+++ b/libkdegames/kgame/kmessageclient.cpp
@@ -265,7 +265,7 @@ void KMessageClient::processMessage (const TQByteArray &msg)
TQ_UINT32 id;
in_stream >> id;
- if (d->clientList.tqcontains (id))
+ if (d->clientList.contains (id))
kdWarning (11001) << k_funcinfo << ": Adding a client that already existed!" << endl;
else
d->clientList.append (id);
@@ -280,7 +280,7 @@ void KMessageClient::processMessage (const TQByteArray &msg)
TQ_INT8 broken;
in_stream >> id >> broken;
- if (!d->clientList.tqcontains (id))
+ if (!d->clientList.contains (id))
kdWarning (11001) << k_funcinfo << ": Removing a client that doesn't exist!" << endl;
else
d->clientList.remove (id);
diff --git a/libkdegames/kgame/kplayer.cpp b/libkdegames/kgame/kplayer.cpp
index adc893ff..965f5e83 100644
--- a/libkdegames/kgame/kplayer.cpp
+++ b/libkdegames/kgame/kplayer.cpp
@@ -388,7 +388,7 @@ void KPlayer::networkTransmission(TQDataStream &stream,int msgid,TQ_UINT32 sende
KGamePropertyBase* KPlayer::findProperty(int id) const
{
- return d->mProperties.tqfind(id);
+ return d->mProperties.find(id);
}
bool KPlayer::addProperty(KGamePropertyBase* data)
diff --git a/libkdegames/kgame/kplayer.h b/libkdegames/kgame/kplayer.h
index 7ad23abc..910781f3 100644
--- a/libkdegames/kgame/kplayer.h
+++ b/libkdegames/kgame/kplayer.h
@@ -58,7 +58,7 @@ class KPlayerPrivate;
* you gain a *very* big advantage: you can exchange a KGameIO whenever you
* want! You can e.g. remove the KGameIO of a local (human) player and just
* replace it by a computerIO on the fly! So from that point on all playerInputs
- * are done by the computerIO instead of the human player. You also can tqreplace
+ * are done by the computerIO instead of the human player. You also can replace
* all network players by computer players when the network connection is broken
* or a player wants to quit.
* So remember: use KGameIO whenever possible! A KPlayer should just