-- Bound-checking functions for engine and game "things". local ffiC = require("ffi").C local bcheck = {} --== ENGINE ==-- function bcheck.sector_idx(sectnum) if (sectnum >= ffiC.numsectors+0ULL) then error("invalid sector number "..sectnum, 3) end end function bcheck.wall_idx(wallnum) if (wallnum >= ffiC.numwalls+0ULL) then error("invalid wall number "..wallnum, 3) end end -- TODO: Provide another function that also checks whether the sprite exists in -- the game world (statnum != MAXSTATUS). function bcheck.sprite_idx(spritenum) if (spritenum >= ffiC.MAXSPRITES+0ULL) then error("invalid sprite number "..spritenum, 3) end end function bcheck.tile_idx(tilenum) if (tilenum >= ffiC.MAXTILES+0ULL) then error("invalid tile number "..tilenum, 3) end end --== GAME ==-- function bcheck.player_idx(snum) if (snum >= ffiC.playerswhenstarted+0ULL) then error("invalid player number "..snum, 3) end end function bcheck.sound_idx(sndidx) if (sndidx >= con_lang.MAXSOUNDS+0ULL) then error("invalid sound number "..sndidx, 3) end end function bcheck.weapon_idx(weap) if (weap >= ffiC.MAX_WEAPONS+0ULL) then error("Invalid weapon ID "..weap, 3) end end function bcheck.inventory_idx(inv) if (inv >= ffiC.GET_MAX+0ULL) then error("Invalid inventory ID "..inv, 3) end end function bcheck.volume_idx(volume) if (volume >= con_lang.MAXVOLUMES+0ULL) then error("invalid volume number "..volume) end end function bcheck.level_idx(level) if (level >= con_lang.MAXLEVELS+0ULL) then error("invalid level number "..level) end end return bcheck