Tweak code-coverage exclusions.

This commit is contained in:
Eric S. Raymond 2018-11-15 12:16:44 -05:00
parent ce5b694458
commit 79875c8088

View file

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