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#ifndef FLOATER_H
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#define FLOATER_H
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#include "game.h"
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class Floater;
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class FloaterConfig : public BridgeConfig
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{
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Q_OBJECT
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public:
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FloaterConfig(Floater *floater, TQWidget *parent);
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private slots:
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void speedChanged(int news);
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private:
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Floater *floater;
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};
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class FloaterGuide : public Wall
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{
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public:
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FloaterGuide(Floater *floater, TQCanvas *canvas) : Wall(canvas) { this->floater = floater; almostDead = false; }
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virtual void setPoints(int xa, int ya, int xb, int yb);
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virtual void moveBy(double dx, double dy);
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virtual Config *config(TQWidget *parent);
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virtual void aboutToDelete();
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virtual void aboutToDie();
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private:
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Floater *floater;
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bool almostDead;
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};
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class Floater : public Bridge
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{
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public:
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Floater(TQRect rect, TQCanvas *canvas);
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virtual bool collision(Ball *ball, long int id) { Bridge::collision(ball, id); return false; }
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virtual void saveState(StateDB *db);
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virtual void loadState(StateDB *db);
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virtual void save(TDEConfig *cfg);
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virtual void load(TDEConfig *cfg);
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virtual bool loadLast() const { return true; }
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virtual void firstMove(int x, int y);
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virtual void aboutToSave();
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virtual void aboutToDie();
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virtual void savingDone();
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virtual void setGame(KolfGame *game);
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virtual void editModeChanged(bool changed);
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virtual bool moveable() const { return false; }
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virtual void moveBy(double dx, double dy);
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virtual Config *config(TQWidget *parent) { return new FloaterConfig(this, parent); }
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virtual TQPtrList<TQCanvasItem> moveableItems() const;
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virtual void advance(int phase);
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void setSpeed(int news);
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int curSpeed() const { return speed; }
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// called by floaterguide when changed;
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void reset();
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private:
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int speedfactor;
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int speed;
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FloaterGuide *wall;
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TQPoint origin;
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Vector vector;
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bool noUpdateZ;
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bool haventMoved;
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TQPoint firstPoint;
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};
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class FloaterObj : public Object
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{
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public:
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FloaterObj() { m_name = i18n("Floater"); m__name = "floater"; }
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virtual TQCanvasItem *newObject(TQCanvas *canvas) { return new Floater(TQRect(0, 0, 80, 40), canvas); }
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};
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#endif
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