SUPERNOVA: Fix most of Codacy issues
* Fix mismatched delete in create_image.cpp * Add shebangs to create_ms2_data.***.sh * Reduce scopes of some variables * Substitute bitwise and for logical and in GamaManager2::passageConstruction
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c2177f8453
commit
fc3ae4c9b9
7 changed files with 15 additions and 12 deletions
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@ -120,7 +120,7 @@ int writePixelData(std::ofstream &output, int imageNum, int skip) {
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char *buf = new char[length];
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image.read(buf, length);
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output.write(buf, length);
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delete buf;
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delete[] buf;
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return length;
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}
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@ -1,3 +1,3 @@
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#!/bin/bash
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#!/bin/sh
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./create_image ms2_data 15 1146
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@ -1 +1,3 @@
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#!/bin/sh
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./create_image ms2_data 27 1146
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@ -1 +1,3 @@
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#!/bin/sh
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./create_image ms2_data 28 829
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@ -468,10 +468,9 @@ Common::SeekableReadStream *SupernovaEngine::getBlockFromDatFile(Common::String
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return nullptr;
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}
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int part;
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uint32 gameBlockSize;
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while (!f.eos()) {
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part = f.readByte();
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int part = f.readByte();
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gameBlockSize = f.readUint32LE();
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if (f.eos()){
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GUIErrorMessageFormat(_("Unable to find block for part %d"), _MSPart);
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@ -1040,8 +1040,8 @@ void GameManager1::shock() {
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void GameManager1::drawMapExits() {
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_vm->renderBox(281, 161, 39, 39, kColorWhite25);
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int idx;
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for (int i = 0; i < 25; i++) {
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int idx;
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if ((idx = _exitList[i]) != -1) {
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byte r = _currentRoom->getObject(idx)->_direction;
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int x = 284 + 7 * (r % 5);
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@ -431,8 +431,8 @@ void GameManager2::drawMapExits() {
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(_currentRoom->getId() >= FLOORDOOR && _currentRoom->getId() <= BST_DOOR))
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compass();
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else {
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int idx;
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for (int i = 0; i < 25; i++) {
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int idx;
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if ((idx = _exitList[i]) != -1) {
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byte r = _currentRoom->getObject(idx)->_direction;
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int x = 284 + 7 * (r % 5);
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@ -1068,16 +1068,16 @@ void GameManager2::passageConstruction() {
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}
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}
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_rooms[PYR_ENTRANCE]->setSectionVisible(9,
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_rooms[PYR_ENTRANCE]->isSectionVisible(7) &
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_rooms[PYR_ENTRANCE]->isSectionVisible(7) &&
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!_rooms[PYR_ENTRANCE]->isSectionVisible(1));
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_rooms[PYR_ENTRANCE]->setSectionVisible(10,
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_rooms[PYR_ENTRANCE]->isSectionVisible(7) &
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_rooms[PYR_ENTRANCE]->isSectionVisible(7) &&
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!_rooms[PYR_ENTRANCE]->isSectionVisible(2));
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_rooms[PYR_ENTRANCE]->setSectionVisible(11,
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_rooms[PYR_ENTRANCE]->isSectionVisible(8) &
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_rooms[PYR_ENTRANCE]->isSectionVisible(8) &&
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!_rooms[PYR_ENTRANCE]->isSectionVisible(3));
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_rooms[PYR_ENTRANCE]->setSectionVisible(12,
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_rooms[PYR_ENTRANCE]->isSectionVisible(8) &
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_rooms[PYR_ENTRANCE]->isSectionVisible(8) &&
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!_rooms[PYR_ENTRANCE]->isSectionVisible(4));
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}
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@ -1141,8 +1141,8 @@ byte GameManager2::wall(int s, int z, int direction, int stepsForward, int steps
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{0,0,0,0,0,0,0,0,0,0,0,0}
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}
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};
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int newR;
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if (stepsRight) {
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int newR;
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if (stepsRight > 0)
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newR = (direction + 1) & 3;
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else {
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@ -1337,9 +1337,9 @@ void GameManager2::crack(int time) {
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_cracking = true;
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_vm->_screen->changeCursor(ResourceManager::kCursorWait);
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int t = 0;
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int z;
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int zv = 0;
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do {
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int z;
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do {
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wait(1);
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} while ((z = (g_system->getMillis() - _state._startTime) / 600) == zv);
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