neteja cppcheck (105 → 0)
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+15
-29
@@ -801,7 +801,7 @@ void Game::renderPathSprites() {
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}
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// Acciones a realizar cuando el jugador colisiona con un globo
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void Game::handlePlayerCollision(std::shared_ptr<Player>& player, std::shared_ptr<Balloon>& balloon) {
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void Game::handlePlayerCollision(std::shared_ptr<Player>& player, const std::shared_ptr<Balloon>& balloon) {
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if (!player->isPlaying() || player->isInvulnerable()) {
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return; // Si no está jugando o tiene inmunidad, no hace nada
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}
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@@ -1243,18 +1243,6 @@ auto Game::getPlayer(Player::Id id) -> std::shared_ptr<Player> {
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return nullptr;
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}
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// Obtiene un controlador a partir del "id" del jugador
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auto Game::getController(Player::Id player_id) -> int {
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switch (player_id) {
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case Player::Id::PLAYER1:
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return 0;
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case Player::Id::PLAYER2:
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return 1;
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default:
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return -1;
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}
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}
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// Gestiona la entrada durante el juego
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void Game::checkInput() {
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Input::get()->update();
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@@ -1293,11 +1281,12 @@ void Game::checkInput() {
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// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
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void Game::checkPauseInput() {
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// Comprueba los mandos
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for (const auto& gamepad : input_->getGamepads()) {
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if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
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pause_manager_->togglePlayerPause();
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return;
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}
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const auto& gamepads = input_->getGamepads();
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if (std::ranges::any_of(gamepads, [this](const auto& gamepad) {
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return input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad);
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})) {
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pause_manager_->togglePlayerPause();
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return;
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}
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// Comprueba el teclado
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@@ -1973,7 +1962,7 @@ void Game::playSound(const std::string& name) const {
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return;
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}
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static auto* audio_ = Audio::get();
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static const auto* audio_ = Audio::get();
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audio_->playSound(name);
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}
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@@ -2048,9 +2037,7 @@ void Game::handleGameOverEvents() {
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void Game::buildPlayerDrawList(const Players& elements, Players& draw_list) {
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draw_list.clear();
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draw_list.reserve(elements.size());
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for (const auto& e : elements) {
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draw_list.push_back(e); // copia el shared_ptr
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}
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std::ranges::copy(elements, std::back_inserter(draw_list));
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std::ranges::stable_sort(draw_list, [](const std::shared_ptr<Player>& a, const std::shared_ptr<Player>& b) -> bool {
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return a->getZOrder() < b->getZOrder();
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});
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@@ -2154,8 +2141,8 @@ void Game::autoplayHandleInput() {
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// Comprueba los eventos en el modo DEBUG
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void Game::handleDebugEvents(const SDL_Event& event) {
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static int formation_id_ = 0;
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if (event.type == SDL_EVENT_KEY_DOWN && static_cast<int>(event.key.repeat) == 0) {
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static int formation_id_ = 0;
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switch (event.key.key) {
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case SDLK_1: { // Crea una powerball
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balloon_manager_->createPowerBall();
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@@ -2196,12 +2183,11 @@ void Game::handleDebugEvents(const SDL_Event& event) {
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break;
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}
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case SDLK_8: {
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for (const auto& player : players_) {
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if (player->isPlaying()) {
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createItem(ItemType::COFFEE_MACHINE, player->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
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coffee_machine_enabled_ = true;
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break;
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}
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const auto it = std::ranges::find_if(players_,
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[](const auto& player) { return player->isPlaying(); });
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if (it != players_.end()) {
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createItem(ItemType::COFFEE_MACHINE, (*it)->getPosX(), param.game.game_area.rect.y - Item::COFFEE_MACHINE_HEIGHT);
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coffee_machine_enabled_ = true;
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}
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break;
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}
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