Tweak code-coverage exclusions.
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parent
ce5b694458
commit
79875c8088
1 changed files with 9 additions and 9 deletions
18
saveresume.c
18
saveresume.c
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@ -141,7 +141,7 @@ bool is_valid(struct game_t valgame)
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/* Prevent division by zero */
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if (valgame.abbnum == 0) {
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return false;
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return false; // LCOV_EXCL_LINE
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}
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/* Check for RNG overflow. Truncate */
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@ -161,27 +161,27 @@ bool is_valid(struct game_t valgame)
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valgame.newloc < 0 || valgame.newloc > NLOCATIONS ||
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valgame.oldloc < 0 || valgame.oldloc > NLOCATIONS ||
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valgame.oldlc2 < 0 || valgame.oldlc2 > NLOCATIONS) {
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return false;
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return false; // LCOV_EXCL_LINE
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}
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/* Bounds check for location arrays */
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for (int i = 0; i <= NDWARVES; i++) {
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if (valgame.dloc[i] < -1 || valgame.dloc[i] > NLOCATIONS ||
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valgame.odloc[i] < -1 || valgame.odloc[i] > NLOCATIONS) {
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return false;
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return false; // LCOV_EXCL_LINE
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}
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}
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for (int i = 0; i <= NOBJECTS; i++) {
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if (valgame.place[i] < -1 || valgame.place[i] > NLOCATIONS ||
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valgame.fixed[i] < -1 || valgame.fixed[i] > NLOCATIONS) {
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return false;
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return false; // LCOV_EXCL_LINE
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}
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}
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/* Bounds check for dwarves */
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if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
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valgame.dkill < 0 || valgame.dkill > NDWARVES) {
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return false;
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return false; // LCOV_EXCL_LINE
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}
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/* Validate that we didn't die too many times in save */
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@ -199,7 +199,7 @@ bool is_valid(struct game_t valgame)
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}
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}
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if (temp_tally != valgame.tally) {
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return false;
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return false; // LCOV_EXCL_LINE
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}
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/* Check that properties of objects aren't beyond expected */
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@ -225,7 +225,7 @@ bool is_valid(struct game_t valgame)
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continue;
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/* FALLTHRU */
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default:
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return false;
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return false; // LCOV_EXCL_LINE
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}
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}
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}
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@ -233,12 +233,12 @@ bool is_valid(struct game_t valgame)
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/* Check that values in linked lists for objects in locations are inside bounds */
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for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
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if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NOBJECTS * 2) {
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return false;
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return false; // LCOV_EXCL_LINE
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}
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}
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for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
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if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
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return false;
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return false; // LCOV_EXCL_LINE
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}
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}
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