style: aplicar todos los checks readability-* (225 fixes)

Cambios aplicados:
- readability-braces-around-statements (añadir llaves en ifs/fors)
- readability-implicit-bool-conversion (puntero → bool explícito)
- readability-container-size-empty (.empty() en lugar de .size()==0)
- readability-container-contains (.contains() C++20)
- readability-make-member-function-const (métodos const)
- readability-else-after-return (5 casos adicionales)
- Añadido #include <cmath> en defaults.hpp

Checks excluidos (justificados):
- identifier-naming: Cascada de 300+ cambios
- identifier-length: Nombres cortos son OK en este proyecto
- magic-numbers: Demasiados falsos positivos
- convert-member-functions-to-static: Rompe encapsulación
- use-anyofallof: C++20 ranges no universal
- function-cognitive-complexity: Complejidad aceptable
- clang-analyzer-security.insecureAPI.rand: rand() suficiente para juegos
This commit is contained in:
2025-12-18 19:51:43 +01:00
parent 2088ccdcc6
commit fdfb84170f
28 changed files with 258 additions and 167 deletions

View File

@@ -448,76 +448,98 @@ static void loadAudioConfigFromYaml(const fkyaml::node& yaml) {
// Carregar controls del jugador 1 des de YAML
static void loadPlayer1ControlsFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("player1")) return;
if (!yaml.contains("player1")) {
return;
}
const auto& p1 = yaml["player1"];
// Carregar controls de teclat
if (p1.contains("keyboard")) {
const auto& kb = p1["keyboard"];
if (kb.contains("key_left"))
if (kb.contains("key_left")) {
player1.keyboard.key_left = stringToScancode(kb["key_left"].get_value<std::string>());
if (kb.contains("key_right"))
}
if (kb.contains("key_right")) {
player1.keyboard.key_right = stringToScancode(kb["key_right"].get_value<std::string>());
if (kb.contains("key_thrust"))
}
if (kb.contains("key_thrust")) {
player1.keyboard.key_thrust = stringToScancode(kb["key_thrust"].get_value<std::string>());
if (kb.contains("key_shoot"))
}
if (kb.contains("key_shoot")) {
player1.keyboard.key_shoot = stringToScancode(kb["key_shoot"].get_value<std::string>());
}
}
// Carregar controls de gamepad
if (p1.contains("gamepad")) {
const auto& gp = p1["gamepad"];
if (gp.contains("button_left"))
if (gp.contains("button_left")) {
player1.gamepad.button_left = stringToButton(gp["button_left"].get_value<std::string>());
if (gp.contains("button_right"))
}
if (gp.contains("button_right")) {
player1.gamepad.button_right = stringToButton(gp["button_right"].get_value<std::string>());
if (gp.contains("button_thrust"))
}
if (gp.contains("button_thrust")) {
player1.gamepad.button_thrust = stringToButton(gp["button_thrust"].get_value<std::string>());
if (gp.contains("button_shoot"))
}
if (gp.contains("button_shoot")) {
player1.gamepad.button_shoot = stringToButton(gp["button_shoot"].get_value<std::string>());
}
}
// Carregar nom del gamepad
if (p1.contains("gamepad_name"))
if (p1.contains("gamepad_name")) {
player1.gamepad_name = p1["gamepad_name"].get_value<std::string>();
}
}
// Carregar controls del jugador 2 des de YAML
static void loadPlayer2ControlsFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("player2")) return;
if (!yaml.contains("player2")) {
return;
}
const auto& p2 = yaml["player2"];
// Carregar controls de teclat
if (p2.contains("keyboard")) {
const auto& kb = p2["keyboard"];
if (kb.contains("key_left"))
if (kb.contains("key_left")) {
player2.keyboard.key_left = stringToScancode(kb["key_left"].get_value<std::string>());
if (kb.contains("key_right"))
}
if (kb.contains("key_right")) {
player2.keyboard.key_right = stringToScancode(kb["key_right"].get_value<std::string>());
if (kb.contains("key_thrust"))
}
if (kb.contains("key_thrust")) {
player2.keyboard.key_thrust = stringToScancode(kb["key_thrust"].get_value<std::string>());
if (kb.contains("key_shoot"))
}
if (kb.contains("key_shoot")) {
player2.keyboard.key_shoot = stringToScancode(kb["key_shoot"].get_value<std::string>());
}
}
// Carregar controls de gamepad
if (p2.contains("gamepad")) {
const auto& gp = p2["gamepad"];
if (gp.contains("button_left"))
if (gp.contains("button_left")) {
player2.gamepad.button_left = stringToButton(gp["button_left"].get_value<std::string>());
if (gp.contains("button_right"))
}
if (gp.contains("button_right")) {
player2.gamepad.button_right = stringToButton(gp["button_right"].get_value<std::string>());
if (gp.contains("button_thrust"))
}
if (gp.contains("button_thrust")) {
player2.gamepad.button_thrust = stringToButton(gp["button_thrust"].get_value<std::string>());
if (gp.contains("button_shoot"))
}
if (gp.contains("button_shoot")) {
player2.gamepad.button_shoot = stringToButton(gp["button_shoot"].get_value<std::string>());
}
}
// Carregar nom del gamepad
if (p2.contains("gamepad_name"))
if (p2.contains("gamepad_name")) {
player2.gamepad_name = p2["gamepad_name"].get_value<std::string>();
}
}
// Carregar configuració des del fitxer YAML