/* vi: set ts=2 shiftwidth=2 expandtab:
 *
 * Copyright (C) 2003-2008  Simon Baldwin and Mark J. Tilford
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of version 2 of the GNU General Public License
 * as published by the Free Software Foundation.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307
 * USA
 */

#include <stddef.h>

#include "scare.h"

#ifndef SCARE_PROTOTYPES_H
#define SCARE_PROTOTYPES_H

/* Runtime version and emulated version, for %version% variable and so on. */
#ifndef SCARE_VERSION
# define SCARE_VERSION "1.3.10"
#endif
#ifndef SCARE_PATCH_LEVEL
# define SCARE_PATCH_LEVEL ""
#endif
#ifndef SCARE_EMULATION
# define SCARE_EMULATION 4046
#endif

/* True and false, unless already defined. */
#ifndef FALSE
# define FALSE 0
#endif
#ifndef TRUE
# define TRUE (!FALSE)
#endif

/* Vartype typedef, supports relaxed typing. */
typedef union
{
  sc_int integer;
  sc_bool boolean;
  const sc_char *string;
  sc_char *mutable_string;
  void *voidp;
} sc_vartype_t;

/* Standard reader and writer callback function typedefs. */
typedef sc_int (*sc_read_callbackref_t) (void *, sc_byte *, sc_int);
typedef void (*sc_write_callbackref_t) (void *, const sc_byte *, sc_int);

/*
 * Small utility and wrapper functions.  For printf wrappers, try to apply
 * gcc printf argument checking; this code is cautious about applying the
 * checks.
 */
#if __GNUC__ > 2 || (__GNUC__ == 2 && __GNUC_MINOR__ >= 95)
extern void sc_trace (const sc_char *format, ...)
  __attribute__ ((__format__ (__printf__, 1, 2)));
extern void sc_error (const sc_char *format, ...)
  __attribute__ ((__format__ (__printf__, 1, 2)));
extern void sc_fatal (const sc_char *format, ...)
  __attribute__ ((__format__ (__printf__, 1, 2)));
#else
extern void sc_trace (const sc_char *format, ...);
extern void sc_error (const sc_char *format, ...);
extern void sc_fatal (const sc_char *format, ...);
#endif
extern void *sc_malloc (size_t size);
extern void *sc_realloc (void *pointer, size_t size);
extern void sc_free (void *pointer);
extern void sc_set_congruential_random (void);
extern void sc_set_platform_random (void);
extern sc_bool sc_is_congruential_random (void);
extern void sc_seed_random (sc_uint new_seed);
extern sc_int sc_rand (void);
extern sc_int sc_randomint (sc_int low, sc_int high);
extern sc_bool sc_strempty (const sc_char *string);
extern sc_char *sc_trim_string (sc_char *string);
extern sc_char *sc_normalize_string (sc_char *string);
extern sc_bool sc_compare_word (const sc_char *string,
                                const sc_char *word, sc_int length);
extern sc_uint sc_hash (const sc_char *string);

/* TAF file reader/decompressor enumerations, opaque typedef and functions. */
enum
{ TAF_VERSION_NONE = 0,
  TAF_VERSION_400 = 400,
  TAF_VERSION_390 = 390,
  TAF_VERSION_380 = 380
};

typedef struct sc_taf_s *sc_tafref_t;
extern void taf_destroy (sc_tafref_t taf);
extern sc_tafref_t taf_create (sc_read_callbackref_t callback, void *opaque);
extern sc_tafref_t taf_create_tas (sc_read_callbackref_t callback,
                                   void *opaque);
extern void taf_first_line (sc_tafref_t taf);
extern const sc_char *taf_next_line (sc_tafref_t taf);
extern sc_bool taf_more_lines (sc_tafref_t taf);
extern sc_int taf_get_game_data_length (sc_tafref_t taf);
extern sc_int taf_get_version (sc_tafref_t taf);
extern sc_bool taf_debug_is_taf_string (sc_tafref_t taf, const void *addr);
extern void taf_debug_dump (sc_tafref_t taf);

/* Properties store enumerations, opaque typedef, and functions. */
enum
{ PROP_KEY_STRING = 's',
  PROP_KEY_INTEGER = 'i'
};
enum
{ PROP_INTEGER = 'I',
  PROP_BOOLEAN = 'B',
  PROP_STRING = 'S'
};

typedef struct sc_prop_set_s *sc_prop_setref_t;
extern sc_prop_setref_t prop_create (const sc_tafref_t taf);
extern void prop_destroy (sc_prop_setref_t bundle);
extern void prop_put (sc_prop_setref_t bundle,
                      const sc_char *format, sc_vartype_t vt_value,
                      const sc_vartype_t vt_key[]);
extern sc_bool prop_get (sc_prop_setref_t bundle,
                         const sc_char *format, sc_vartype_t *vt_value,
                         const sc_vartype_t vt_key[]);
extern void prop_solidify (sc_prop_setref_t bundle);
extern sc_int prop_get_integer (sc_prop_setref_t bundle,
                                const sc_char *format,
                                const sc_vartype_t vt_key[]);
extern sc_bool prop_get_boolean (sc_prop_setref_t bundle,
                                 const sc_char *format,
                                 const sc_vartype_t vt_key[]);
extern const sc_char *prop_get_string (sc_prop_setref_t bundle,
                                       const sc_char *format,
                                       const sc_vartype_t vt_key[]);
extern sc_int prop_get_child_count (sc_prop_setref_t bundle,
                                    const sc_char *format,
                                    const sc_vartype_t vt_key[]);
extern void prop_adopt (sc_prop_setref_t bundle, void *addr);
extern void prop_debug_trace (sc_bool flag);
extern void prop_debug_dump (sc_prop_setref_t bundle);

/* Game parser enumeration and functions. */
enum
{ ROOMLIST_NO_ROOMS = 0,
  ROOMLIST_ONE_ROOM = 1,
  ROOMLIST_SOME_ROOMS = 2,
  ROOMLIST_ALL_ROOMS = 3,
  ROOMLIST_NPC_PART = 4
};

extern sc_bool parse_game (sc_tafref_t taf, sc_prop_setref_t bundle);
extern void parse_debug_trace (sc_bool flag);

/* Game state structure for modules that use it. */
typedef struct sc_game_s *sc_gameref_t;

/* Hint type definition, a thinly disguised pointer to task entry. */
typedef struct sc_taskstate_s *sc_hintref_t;

/* Variables set enumerations, opaque typedef, and functions. */
enum
{ TAFVAR_NUMERIC = 0,
  TAFVAR_STRING = 1
};
enum
{ VAR_INTEGER = 'I',
  VAR_STRING = 'S'
};

typedef struct sc_var_set_s *sc_var_setref_t;
extern void var_put (sc_var_setref_t vars,
                     const sc_char *name, sc_int type, sc_vartype_t vt_value);
extern sc_bool var_get (sc_var_setref_t vars,
                        const sc_char *name, sc_int *type,
                        sc_vartype_t *vt_rvalue);
extern void var_put_integer (sc_var_setref_t vars,
                             const sc_char *name, sc_int value);
extern sc_int var_get_integer (sc_var_setref_t vars, const sc_char *name);
extern void var_put_string (sc_var_setref_t vars,
                            const sc_char *name, const sc_char *string);
extern const sc_char *var_get_string (sc_var_setref_t vars,
                                      const sc_char *name);
extern sc_var_setref_t var_create (sc_prop_setref_t bundle);
extern void var_destroy (sc_var_setref_t vars);
extern void var_register_game (sc_var_setref_t vars, sc_gameref_t game);
extern void var_set_ref_character (sc_var_setref_t vars, sc_int character);
extern void var_set_ref_object (sc_var_setref_t vars, sc_int object);
extern void var_set_ref_number (sc_var_setref_t vars, sc_int number);
extern void var_set_ref_text (sc_var_setref_t vars, const sc_char *text);
extern sc_int var_get_ref_character (sc_var_setref_t vars);
extern sc_int var_get_ref_object (sc_var_setref_t vars);
extern sc_int var_get_ref_number (sc_var_setref_t vars);
extern const sc_char *var_get_ref_text (sc_var_setref_t vars);
extern sc_uint var_get_elapsed_seconds (sc_var_setref_t vars);
extern void var_set_elapsed_seconds (sc_var_setref_t vars, sc_uint seconds);
extern void var_debug_trace (sc_bool flag);
extern void var_debug_dump (sc_var_setref_t vars);

/* Expression evaluation functions. */
extern sc_bool expr_eval_numeric_expression (const sc_char *expression,
                                             sc_var_setref_t vars,
                                             sc_int *rvalue);
extern sc_bool expr_eval_string_expression (const sc_char *expression,
                                            sc_var_setref_t vars,
                                            sc_char **rvalue);

/* Print filtering opaque typedef and functions. */
typedef struct sc_filter_s *sc_filterref_t;
extern sc_filterref_t pf_create (void);
extern void pf_destroy (sc_filterref_t filter);
extern void pf_buffer_string (sc_filterref_t filter,
                              const sc_char *string);
extern void pf_buffer_character (sc_filterref_t filter,
                                 sc_char character);
extern void pf_prepend_string (sc_filterref_t filter,
                               const sc_char *string);
extern void pf_new_sentence (sc_filterref_t filter);
extern void pf_mute (sc_filterref_t filter);
extern void pf_clear_mute (sc_filterref_t filter);
extern void pf_buffer_tag (sc_filterref_t filter, sc_int tag);
extern void pf_strip_tags (sc_char *string);
extern void pf_strip_tags_for_hints (sc_char *string);
extern sc_char *pf_filter (const sc_char *string,
                           sc_var_setref_t vars, sc_prop_setref_t bundle);
extern sc_char *pf_filter_for_info (const sc_char *string,
                                    sc_var_setref_t vars);
extern void pf_flush (sc_filterref_t filter,
                      sc_var_setref_t vars, sc_prop_setref_t bundle);
extern void pf_checkpoint (sc_filterref_t filter,
                           sc_var_setref_t vars, sc_prop_setref_t bundle);
extern const sc_char *pf_get_buffer (sc_filterref_t filter);
extern sc_char *pf_transfer_buffer (sc_filterref_t filter);
extern void pf_empty (sc_filterref_t filter);
extern sc_char *pf_escape (const sc_char *string);
extern sc_char *pf_filter_input (const sc_char *string,
                                 sc_prop_setref_t bundle);
extern void pf_debug_trace (sc_bool flag);

/* Game memo opaque typedef and functions. */
typedef struct sc_memo_set_s *sc_memo_setref_t;
extern sc_memo_setref_t memo_create (void);
extern void memo_destroy (sc_memo_setref_t memento);
extern void memo_save_game (sc_memo_setref_t memento, sc_gameref_t game);
extern sc_bool memo_load_game (sc_memo_setref_t memento, sc_gameref_t game);
extern sc_bool memo_is_load_available (sc_memo_setref_t memento);
extern void memo_clear_games (sc_memo_setref_t memento);
extern void memo_save_command (sc_memo_setref_t memento,
                               const sc_char *command, sc_int timestamp,
                               sc_int turns);
extern void memo_unsave_command (sc_memo_setref_t memento);
extern sc_int memo_get_command_count (sc_memo_setref_t memento);
extern void memo_first_command (sc_memo_setref_t memento);
extern void memo_next_command (sc_memo_setref_t memento,
                               const sc_char **command, sc_int *sequence,
                               sc_int *timestamp, sc_int *turns);
extern sc_bool memo_more_commands (sc_memo_setref_t memento);
extern const sc_char *memo_find_command (sc_memo_setref_t memento,
                                         sc_int sequence);
extern void memo_clear_commands (sc_memo_setref_t memento);

/* Game state functions. */
extern sc_gameref_t gs_create (sc_var_setref_t vars, sc_prop_setref_t bundle,
                               sc_filterref_t filter);
extern sc_bool gs_is_game_valid (sc_gameref_t game);
extern void gs_copy (sc_gameref_t to, sc_gameref_t from);
extern void gs_destroy (sc_gameref_t game);

/* Game state accessors and mutators. */
extern void gs_move_player_to_room (sc_gameref_t game, sc_int room);
extern sc_bool gs_player_in_room (sc_gameref_t game, sc_int room);
extern sc_var_setref_t gs_get_vars (sc_gameref_t gs);
extern sc_prop_setref_t gs_get_bundle (sc_gameref_t gs);
extern sc_filterref_t gs_get_filter (sc_gameref_t gs);
extern sc_memo_setref_t gs_get_memento (sc_gameref_t gs);
extern void gs_set_playerroom (sc_gameref_t gs, sc_int room);
extern void gs_set_playerposition (sc_gameref_t gs, sc_int position);
extern void gs_set_playerparent (sc_gameref_t gs, sc_int parent);
extern sc_int gs_playerroom (sc_gameref_t gs);
extern sc_int gs_playerposition (sc_gameref_t gs);
extern sc_int gs_playerparent (sc_gameref_t gs);
extern sc_int gs_event_count (sc_gameref_t gs);
extern void gs_set_event_state (sc_gameref_t gs, sc_int event, sc_int state);
extern void gs_set_event_time (sc_gameref_t gs, sc_int event, sc_int etime);
extern sc_int gs_event_state (sc_gameref_t gs, sc_int event);
extern sc_int gs_event_time (sc_gameref_t gs, sc_int event);
extern void gs_decrement_event_time (sc_gameref_t gs, sc_int event);
extern sc_int gs_room_count (sc_gameref_t gs);
extern void gs_set_room_seen (sc_gameref_t gs, sc_int room, sc_bool seen);
extern sc_bool gs_room_seen (sc_gameref_t gs, sc_int room);
extern sc_int gs_task_count (sc_gameref_t gs);
extern void gs_set_task_done (sc_gameref_t gs, sc_int task, sc_bool done);
extern void gs_set_task_scored (sc_gameref_t gs, sc_int task, sc_bool scored);
extern sc_bool gs_task_done (sc_gameref_t gs, sc_int task);
extern sc_bool gs_task_scored (sc_gameref_t gs, sc_int task);
extern sc_int gs_object_count (sc_gameref_t gs);
extern void gs_set_object_openness (sc_gameref_t gs,
                                    sc_int object, sc_int openness);
extern void gs_set_object_state (sc_gameref_t gs, sc_int object, sc_int state);
extern void gs_set_object_seen (sc_gameref_t gs, sc_int object, sc_bool seen);
extern void gs_set_object_unmoved (sc_gameref_t gs,
                                   sc_int object, sc_bool unmoved);
extern void gs_set_object_static_unmoved (sc_gameref_t gs,
                                          sc_int object, sc_bool unmoved);
extern sc_int gs_object_openness (sc_gameref_t gs, sc_int object);
extern sc_int gs_object_state (sc_gameref_t gs, sc_int object);
extern sc_bool gs_object_seen (sc_gameref_t gs, sc_int object);
extern sc_bool gs_object_unmoved (sc_gameref_t gs, sc_int object);
extern sc_bool gs_object_static_unmoved (sc_gameref_t gs, sc_int object);
extern sc_int gs_object_position (sc_gameref_t gs, sc_int object);
extern sc_int gs_object_parent (sc_gameref_t gs, sc_int object);
extern void gs_object_move_onto (sc_gameref_t gs, sc_int object, sc_int onto);
extern void gs_object_move_into (sc_gameref_t gs, sc_int object, sc_int into);
extern void gs_object_make_hidden (sc_gameref_t gs, sc_int object);
extern void gs_object_player_get (sc_gameref_t gs, sc_int object);
extern void gs_object_npc_get (sc_gameref_t gs, sc_int object, sc_int npc);
extern void gs_object_player_wear (sc_gameref_t gs, sc_int object);
extern void gs_object_npc_wear (sc_gameref_t gs, sc_int object, sc_int npc);
extern void gs_object_to_room (sc_gameref_t gs, sc_int object, sc_int room);
extern sc_int gs_npc_count (sc_gameref_t gs);
extern void gs_set_npc_location (sc_gameref_t gs, sc_int npc, sc_int location);
extern sc_int gs_npc_location (sc_gameref_t gs, sc_int npc);
extern void gs_set_npc_position (sc_gameref_t gs, sc_int npc, sc_int position);
extern sc_int gs_npc_position (sc_gameref_t gs, sc_int npc);
extern void gs_set_npc_parent (sc_gameref_t gs, sc_int npc, sc_int parent);
extern sc_int gs_npc_parent (sc_gameref_t gs, sc_int npc);
extern void gs_set_npc_seen (sc_gameref_t gs, sc_int npc, sc_bool seen);
extern sc_bool gs_npc_seen (sc_gameref_t gs, sc_int npc);
extern sc_int gs_npc_walkstep_count (sc_gameref_t gs, sc_int npc);
extern void gs_set_npc_walkstep (sc_gameref_t gs, sc_int npc,
                                 sc_int walk, sc_int walkstep);
extern sc_int gs_npc_walkstep (sc_gameref_t gs, sc_int npc, sc_int walk);
extern void gs_decrement_npc_walkstep (sc_gameref_t gs,
                                       sc_int npc, sc_int walkstep);
extern void gs_clear_npc_references (sc_gameref_t gs);
extern void gs_clear_object_references (sc_gameref_t gs);
extern void gs_set_multiple_references (sc_gameref_t gs);
extern void gs_clear_multiple_references (sc_gameref_t gs);

/* Pattern matching functions. */
extern sc_bool uip_match (const sc_char *pattern,
                          const sc_char *string, sc_gameref_t game);
extern sc_char *uip_replace_pronouns (sc_gameref_t game, const sc_char *string);
extern void uip_assign_pronouns (sc_gameref_t game, const sc_char *string);
extern void uip_debug_trace (sc_bool flag);

/* Library perspective enumeration and functions. */
enum
{ LIB_FIRST_PERSON = 0,
  LIB_SECOND_PERSON = 1,
  LIB_THIRD_PERSON = 2
};

extern void lib_warn_battle_system (void);
extern sc_int lib_random_roomgroup_member (sc_gameref_t game, sc_int roomgroup);
extern const sc_char *lib_get_room_name (sc_gameref_t game, sc_int room);
extern void lib_print_room_name (sc_gameref_t game, sc_int room);
extern void lib_print_room_description (sc_gameref_t game, sc_int room);
extern sc_bool lib_cmd_go_north (sc_gameref_t game);
extern sc_bool lib_cmd_go_east (sc_gameref_t game);
extern sc_bool lib_cmd_go_south (sc_gameref_t game);
extern sc_bool lib_cmd_go_west (sc_gameref_t game);
extern sc_bool lib_cmd_go_up (sc_gameref_t game);
extern sc_bool lib_cmd_go_down (sc_gameref_t game);
extern sc_bool lib_cmd_go_in (sc_gameref_t game);
extern sc_bool lib_cmd_go_out (sc_gameref_t game);
extern sc_bool lib_cmd_go_northeast (sc_gameref_t game);
extern sc_bool lib_cmd_go_southeast (sc_gameref_t game);
extern sc_bool lib_cmd_go_northwest (sc_gameref_t game);
extern sc_bool lib_cmd_go_southwest (sc_gameref_t game);
extern sc_bool lib_cmd_go_room (sc_gameref_t game);
extern sc_bool lib_cmd_verbose (sc_gameref_t game);
extern sc_bool lib_cmd_brief (sc_gameref_t game);
extern sc_bool lib_cmd_notify_on_off (sc_gameref_t game);
extern sc_bool lib_cmd_notify (sc_gameref_t game);
extern sc_bool lib_cmd_time (sc_gameref_t game);
extern sc_bool lib_cmd_date (sc_gameref_t game);
extern sc_bool lib_cmd_quit (sc_gameref_t game);
extern sc_bool lib_cmd_restart (sc_gameref_t game);
extern sc_bool lib_cmd_undo (sc_gameref_t game);
extern sc_bool lib_cmd_history (sc_gameref_t game);
extern sc_bool lib_cmd_history_number (sc_gameref_t game);
extern sc_bool lib_cmd_again (sc_gameref_t game);
extern sc_bool lib_cmd_redo_number (sc_gameref_t game);
extern sc_bool lib_cmd_redo_text (sc_gameref_t game);
extern sc_bool lib_cmd_redo_last (sc_gameref_t game);
extern sc_bool lib_cmd_hints (sc_gameref_t game);
extern sc_bool lib_cmd_help (sc_gameref_t game);
extern sc_bool lib_cmd_license (sc_gameref_t game);
extern sc_bool lib_cmd_information (sc_gameref_t game);
extern sc_bool lib_cmd_clear (sc_gameref_t game);
extern sc_bool lib_cmd_statusline (sc_gameref_t game);
extern sc_bool lib_cmd_version (sc_gameref_t game);
extern sc_bool lib_cmd_look (sc_gameref_t game);
extern sc_bool lib_cmd_print_room_exits (sc_gameref_t game);
extern sc_bool lib_cmd_wait (sc_gameref_t game);
extern sc_bool lib_cmd_wait_number (sc_gameref_t game);
extern sc_bool lib_cmd_examine_self (sc_gameref_t game);
extern sc_bool lib_cmd_examine_npc (sc_gameref_t game);
extern sc_bool lib_cmd_examine_object (sc_gameref_t game);
extern sc_bool lib_cmd_count (sc_gameref_t game);
extern sc_bool lib_cmd_take_all (sc_gameref_t game);
extern sc_bool lib_cmd_take_except_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_take_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_take_all_from (sc_gameref_t game);
extern sc_bool lib_cmd_take_from_except_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_take_from_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_take_all_from_npc (sc_gameref_t game);
extern sc_bool lib_cmd_take_from_npc_except_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_take_from_npc_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_take_npc (sc_gameref_t game);
extern sc_bool lib_cmd_drop_all (sc_gameref_t game);
extern sc_bool lib_cmd_drop_except_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_drop_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_wear_all (sc_gameref_t game);
extern sc_bool lib_cmd_wear_except_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_wear_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_remove_all (sc_gameref_t game);
extern sc_bool lib_cmd_remove_except_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_remove_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_kiss_npc (sc_gameref_t game);
extern sc_bool lib_cmd_kiss_object (sc_gameref_t game);
extern sc_bool lib_cmd_kiss_other (sc_gameref_t game);
extern sc_bool lib_cmd_kill_other (sc_gameref_t game);
extern sc_bool lib_cmd_eat_object (sc_gameref_t game);
extern sc_bool lib_cmd_give_object_npc (sc_gameref_t game);
extern sc_bool lib_cmd_inventory (sc_gameref_t game);
extern sc_bool lib_cmd_open_object (sc_gameref_t game);
extern sc_bool lib_cmd_close_object (sc_gameref_t game);
extern sc_bool lib_cmd_unlock_object_with (sc_gameref_t game);
extern sc_bool lib_cmd_lock_object_with (sc_gameref_t game);
extern sc_bool lib_cmd_unlock_object (sc_gameref_t game);
extern sc_bool lib_cmd_lock_object (sc_gameref_t game);
extern sc_bool lib_cmd_ask_npc_about (sc_gameref_t game);
extern sc_bool lib_cmd_put_all_in (sc_gameref_t game);
extern sc_bool lib_cmd_put_in_except_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_put_in_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_put_all_on (sc_gameref_t game);
extern sc_bool lib_cmd_put_on_except_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_put_on_multiple (sc_gameref_t game);
extern sc_bool lib_cmd_read_object (sc_gameref_t game);
extern sc_bool lib_cmd_read_other (sc_gameref_t game);
extern sc_bool lib_cmd_stand_on_object (sc_gameref_t game);
extern sc_bool lib_cmd_stand_on_floor (sc_gameref_t game);
extern sc_bool lib_cmd_attack_npc_with (sc_gameref_t game);
extern sc_bool lib_cmd_sit_on_object (sc_gameref_t game);
extern sc_bool lib_cmd_sit_on_floor (sc_gameref_t game);
extern sc_bool lib_cmd_lie_on_object (sc_gameref_t game);
extern sc_bool lib_cmd_lie_on_floor (sc_gameref_t game);
extern sc_bool lib_cmd_get_off_object (sc_gameref_t game);
extern sc_bool lib_cmd_get_off (sc_gameref_t game);
extern sc_bool lib_cmd_save (sc_gameref_t game);
extern sc_bool lib_cmd_restore (sc_gameref_t game);
extern sc_bool lib_cmd_locate_object (sc_gameref_t game);
extern sc_bool lib_cmd_locate_npc (sc_gameref_t game);
extern sc_bool lib_cmd_turns (sc_gameref_t game);
extern sc_bool lib_cmd_score (sc_gameref_t game);
extern sc_bool lib_cmd_get_what (sc_gameref_t game);
extern sc_bool lib_cmd_open_what (sc_gameref_t game);
extern sc_bool lib_cmd_close_other (sc_gameref_t game);
extern sc_bool lib_cmd_lock_other (sc_gameref_t game);
extern sc_bool lib_cmd_lock_what (sc_gameref_t game);
extern sc_bool lib_cmd_unlock_other (sc_gameref_t game);
extern sc_bool lib_cmd_unlock_what (sc_gameref_t game);
extern sc_bool lib_cmd_stand_other (sc_gameref_t game);
extern sc_bool lib_cmd_sit_other (sc_gameref_t game);
extern sc_bool lib_cmd_lie_other (sc_gameref_t game);
extern sc_bool lib_cmd_give_object (sc_gameref_t game);
extern sc_bool lib_cmd_give_what (sc_gameref_t game);
extern sc_bool lib_cmd_remove_what (sc_gameref_t game);
extern sc_bool lib_cmd_drop_what (sc_gameref_t game);
extern sc_bool lib_cmd_wear_what (sc_gameref_t game);
extern sc_bool lib_cmd_profanity (sc_gameref_t game);
extern sc_bool lib_cmd_examine_all (sc_gameref_t game);
extern sc_bool lib_cmd_examine_other (sc_gameref_t game);
extern sc_bool lib_cmd_locate_other (sc_gameref_t game);
extern sc_bool lib_cmd_unix_like (sc_gameref_t game);
extern sc_bool lib_cmd_dos_like (sc_gameref_t game);
extern sc_bool lib_cmd_ask_object (sc_gameref_t game);
extern sc_bool lib_cmd_ask_npc (sc_gameref_t game);
extern sc_bool lib_cmd_ask_other (sc_gameref_t game);
extern sc_bool lib_cmd_block_object (sc_gameref_t game);
extern sc_bool lib_cmd_block_other (sc_gameref_t game);
extern sc_bool lib_cmd_block_what (sc_gameref_t game);
extern sc_bool lib_cmd_break_object (sc_gameref_t game);
extern sc_bool lib_cmd_break_other (sc_gameref_t game);
extern sc_bool lib_cmd_break_what (sc_gameref_t game);
extern sc_bool lib_cmd_destroy_what (sc_gameref_t game);
extern sc_bool lib_cmd_smash_what (sc_gameref_t game);
extern sc_bool lib_cmd_buy_object (sc_gameref_t game);
extern sc_bool lib_cmd_buy_other (sc_gameref_t game);
extern sc_bool lib_cmd_buy_what (sc_gameref_t game);
extern sc_bool lib_cmd_clean_object (sc_gameref_t game);
extern sc_bool lib_cmd_clean_other (sc_gameref_t game);
extern sc_bool lib_cmd_clean_what (sc_gameref_t game);
extern sc_bool lib_cmd_climb_object (sc_gameref_t game);
extern sc_bool lib_cmd_climb_other (sc_gameref_t game);
extern sc_bool lib_cmd_climb_what (sc_gameref_t game);
extern sc_bool lib_cmd_cry (sc_gameref_t game);
extern sc_bool lib_cmd_cut_object (sc_gameref_t game);
extern sc_bool lib_cmd_cut_other (sc_gameref_t game);
extern sc_bool lib_cmd_cut_what (sc_gameref_t game);
extern sc_bool lib_cmd_drink_object (sc_gameref_t game);
extern sc_bool lib_cmd_drink_other (sc_gameref_t game);
extern sc_bool lib_cmd_drink_what (sc_gameref_t game);
extern sc_bool lib_cmd_dance (sc_gameref_t game);
extern sc_bool lib_cmd_eat_other (sc_gameref_t game);
extern sc_bool lib_cmd_feed (sc_gameref_t game);
extern sc_bool lib_cmd_fight (sc_gameref_t game);
extern sc_bool lib_cmd_feel (sc_gameref_t game);
extern sc_bool lib_cmd_fix_object (sc_gameref_t game);
extern sc_bool lib_cmd_fix_other (sc_gameref_t game);
extern sc_bool lib_cmd_fix_what (sc_gameref_t game);
extern sc_bool lib_cmd_fly (sc_gameref_t game);
extern sc_bool lib_cmd_hint (sc_gameref_t game);
extern sc_bool lib_cmd_attack_npc (sc_gameref_t game);
extern sc_bool lib_cmd_hit_object (sc_gameref_t game);
extern sc_bool lib_cmd_hit_other (sc_gameref_t game);
extern sc_bool lib_cmd_hit_what (sc_gameref_t game);
extern sc_bool lib_cmd_hum (sc_gameref_t game);
extern sc_bool lib_cmd_jump (sc_gameref_t game);
extern sc_bool lib_cmd_kick_object (sc_gameref_t game);
extern sc_bool lib_cmd_kick_other (sc_gameref_t game);
extern sc_bool lib_cmd_kick_what (sc_gameref_t game);
extern sc_bool lib_cmd_light_object (sc_gameref_t game);
extern sc_bool lib_cmd_light_other (sc_gameref_t game);
extern sc_bool lib_cmd_light_what (sc_gameref_t game);
extern sc_bool lib_cmd_lift_object (sc_gameref_t game);
extern sc_bool lib_cmd_lift_other (sc_gameref_t game);
extern sc_bool lib_cmd_lift_what (sc_gameref_t game);
extern sc_bool lib_cmd_listen (sc_gameref_t game);
extern sc_bool lib_cmd_mend_object (sc_gameref_t game);
extern sc_bool lib_cmd_mend_other (sc_gameref_t game);
extern sc_bool lib_cmd_mend_what (sc_gameref_t game);
extern sc_bool lib_cmd_move_object (sc_gameref_t game);
extern sc_bool lib_cmd_move_other (sc_gameref_t game);
extern sc_bool lib_cmd_move_what (sc_gameref_t game);
extern sc_bool lib_cmd_please (sc_gameref_t game);
extern sc_bool lib_cmd_press_object (sc_gameref_t game);
extern sc_bool lib_cmd_press_other (sc_gameref_t game);
extern sc_bool lib_cmd_press_what (sc_gameref_t game);
extern sc_bool lib_cmd_pull_object (sc_gameref_t game);
extern sc_bool lib_cmd_pull_other (sc_gameref_t game);
extern sc_bool lib_cmd_pull_what (sc_gameref_t game);
extern sc_bool lib_cmd_punch (sc_gameref_t game);
extern sc_bool lib_cmd_push_object (sc_gameref_t game);
extern sc_bool lib_cmd_push_other (sc_gameref_t game);
extern sc_bool lib_cmd_push_what (sc_gameref_t game);
extern sc_bool lib_cmd_repair_object (sc_gameref_t game);
extern sc_bool lib_cmd_repair_other (sc_gameref_t game);
extern sc_bool lib_cmd_repair_what (sc_gameref_t game);
extern sc_bool lib_cmd_rub_object (sc_gameref_t game);
extern sc_bool lib_cmd_rub_other (sc_gameref_t game);
extern sc_bool lib_cmd_rub_what (sc_gameref_t game);
extern sc_bool lib_cmd_run (sc_gameref_t game);
extern sc_bool lib_cmd_say (sc_gameref_t game);
extern sc_bool lib_cmd_sell_object (sc_gameref_t game);
extern sc_bool lib_cmd_sell_other (sc_gameref_t game);
extern sc_bool lib_cmd_sell_what (sc_gameref_t game);
extern sc_bool lib_cmd_shake_object (sc_gameref_t game);
extern sc_bool lib_cmd_shake_npc (sc_gameref_t game);
extern sc_bool lib_cmd_shake_other (sc_gameref_t game);
extern sc_bool lib_cmd_shake_what (sc_gameref_t game);
extern sc_bool lib_cmd_shout (sc_gameref_t game);
extern sc_bool lib_cmd_sing (sc_gameref_t game);
extern sc_bool lib_cmd_sleep (sc_gameref_t game);
extern sc_bool lib_cmd_smell_object (sc_gameref_t game);
extern sc_bool lib_cmd_smell_other (sc_gameref_t game);
extern sc_bool lib_cmd_stop_object (sc_gameref_t game);
extern sc_bool lib_cmd_stop_other (sc_gameref_t game);
extern sc_bool lib_cmd_stop_what (sc_gameref_t game);
extern sc_bool lib_cmd_suck_object (sc_gameref_t game);
extern sc_bool lib_cmd_suck_other (sc_gameref_t game);
extern sc_bool lib_cmd_suck_what (sc_gameref_t game);
extern sc_bool lib_cmd_talk (sc_gameref_t game);
extern sc_bool lib_cmd_thank (sc_gameref_t game);
extern sc_bool lib_cmd_touch_object (sc_gameref_t game);
extern sc_bool lib_cmd_touch_other (sc_gameref_t game);
extern sc_bool lib_cmd_touch_what (sc_gameref_t game);
extern sc_bool lib_cmd_turn_object (sc_gameref_t game);
extern sc_bool lib_cmd_turn_other (sc_gameref_t game);
extern sc_bool lib_cmd_turn_what (sc_gameref_t game);
extern sc_bool lib_cmd_unblock_object (sc_gameref_t game);
extern sc_bool lib_cmd_unblock_other (sc_gameref_t game);
extern sc_bool lib_cmd_unblock_what (sc_gameref_t game);
extern sc_bool lib_cmd_wash_object (sc_gameref_t game);
extern sc_bool lib_cmd_wash_other (sc_gameref_t game);
extern sc_bool lib_cmd_wash_what (sc_gameref_t game);
extern sc_bool lib_cmd_whistle (sc_gameref_t game);
extern sc_bool lib_cmd_interrogation (sc_gameref_t game);
extern sc_bool lib_cmd_xyzzy (sc_gameref_t game);
extern sc_bool lib_cmd_egotistic (sc_gameref_t game);
extern sc_bool lib_cmd_yes_or_no (sc_gameref_t game);
extern sc_bool lib_cmd_verb_object (sc_gameref_t game);
extern sc_bool lib_cmd_verb_npc (sc_gameref_t game);
extern void lib_debug_trace (sc_bool flag);

/* Resource opaque typedef and control functions. */
typedef struct sc_resource_s *sc_resourceref_t;
extern sc_bool res_has_sound (sc_gameref_t game);
extern sc_bool res_has_graphics (sc_gameref_t game);
extern void res_clear_resource (sc_resourceref_t resource);
extern sc_bool res_compare_resource (sc_resourceref_t from,
                                     sc_resourceref_t with);
extern void res_handle_resource (sc_gameref_t game,
                                 const sc_char *partial_format,
                                 const sc_vartype_t vt_partial[]);
extern void res_sync_resources (sc_gameref_t game);
extern void res_cancel_resources (sc_gameref_t game);

/* Game runner functions. */
extern sc_bool run_game_task_commands (sc_gameref_t game,
                                       const sc_char *string);
extern sc_gameref_t run_create (sc_read_callbackref_t callback, void *opaque);
extern void run_interpret (sc_gameref_t game);
extern void run_destroy (sc_gameref_t game);
extern void run_restart (sc_gameref_t game);
extern void run_save (sc_gameref_t game,
                      sc_write_callbackref_t callback, void *opaque);
extern sc_bool run_save_prompted (sc_gameref_t game);
extern sc_bool run_restore (sc_gameref_t game,
                            sc_read_callbackref_t callback, void *opaque);
extern sc_bool run_restore_prompted (sc_gameref_t game);
extern sc_bool run_undo (sc_gameref_t game);
extern void run_quit (sc_gameref_t game);
extern sc_bool run_is_running (sc_gameref_t game);
extern sc_bool run_has_completed (sc_gameref_t game);
extern sc_bool run_is_undo_available (sc_gameref_t game);
extern void run_debug_trace (sc_bool flag);
extern void run_get_attributes (sc_gameref_t game,
                                const sc_char **game_name,
                                const sc_char **game_author,
                                const sc_char **game_compile_date,
                                sc_int *turns, sc_int *score,
                                sc_int *max_score,
                                const sc_char **current_room_name,
                                const sc_char **status_line,
                                const sc_char **preferred_font,
                                sc_bool *bold_room_names, sc_bool *verbose,
                                sc_bool *notify_score_change);
extern void run_set_attributes (sc_gameref_t game,
                                sc_bool bold_room_names, sc_bool verbose,
                                sc_bool notify_score_change);
extern sc_hintref_t run_hint_iterate (sc_gameref_t game, sc_hintref_t hint);
extern const sc_char *run_get_hint_question (sc_gameref_t game,
                                             sc_hintref_t hint);
extern const sc_char *run_get_subtle_hint (sc_gameref_t game,
                                           sc_hintref_t hint);
extern const sc_char *run_get_unsubtle_hint (sc_gameref_t game,
                                             sc_hintref_t hint);

/* Event functions. */
extern sc_bool evt_can_see_event (sc_gameref_t game, sc_int event);
extern void evt_tick_events (sc_gameref_t game);
extern void evt_debug_trace (sc_bool flag);

/* Task functions. */
extern sc_bool task_has_hints (sc_gameref_t game, sc_int task);
extern const sc_char *task_get_hint_question (sc_gameref_t game, sc_int task);
extern const sc_char *task_get_hint_subtle (sc_gameref_t game, sc_int task);
extern const sc_char *task_get_hint_unsubtle (sc_gameref_t game, sc_int task);
extern sc_bool task_can_run_task_directional (sc_gameref_t game,
                                              sc_int task, sc_bool forwards);
extern sc_bool task_can_run_task (sc_gameref_t game, sc_int task);
extern sc_bool task_run_task (sc_gameref_t game, sc_int task, sc_bool forwards);
extern void task_debug_trace (sc_bool flag);

/* Task restriction functions. */
extern sc_bool restr_pass_task_object_state (sc_gameref_t game,
                                             sc_int var1, sc_int var2);
extern sc_bool restr_eval_task_restrictions (sc_gameref_t game,
                                             sc_int task, sc_bool *pass,
                                             const sc_char **fail_message);
extern void restr_debug_trace (sc_bool flag);

/* NPC gender enumeration and functions. */
enum
{ NPC_MALE = 0,
  NPC_FEMALE = 1,
  NPC_NEUTER = 2
};

extern sc_bool npc_in_room (sc_gameref_t game, sc_int npc, sc_int room);
extern sc_int npc_count_in_room (sc_gameref_t game, sc_int room);
extern void npc_setup_initial (sc_gameref_t game);
extern void npc_start_npc_walk (sc_gameref_t game, sc_int npc, sc_int walk);
extern void npc_tick_npcs (sc_gameref_t game);
extern void npc_turn_update (sc_gameref_t game);
extern void npc_debug_trace (sc_bool flag);

/* Object open/closed state enumeration and functions. */
enum
{ OBJ_WONTCLOSE = 0,
  OBJ_OPEN = 5,
  OBJ_CLOSED = 6,
  OBJ_LOCKED = 7
};

extern sc_bool obj_is_static (sc_gameref_t game, sc_int object);
extern sc_bool obj_is_container (sc_gameref_t game, sc_int object);
extern sc_bool obj_is_surface (sc_gameref_t game, sc_int object);
extern sc_int obj_container_object (sc_gameref_t game, sc_int n);
extern sc_int obj_surface_object (sc_gameref_t game, sc_int n);
extern sc_bool obj_indirectly_in_room (sc_gameref_t game,
                                       sc_int object, sc_int room);
extern sc_bool obj_indirectly_held_by_player (sc_gameref_t game, sc_int object);
extern sc_bool obj_directly_in_room (sc_gameref_t game,
                                     sc_int object, sc_int room);
extern sc_int obj_stateful_object (sc_gameref_t game, sc_int n);
extern sc_int obj_dynamic_object (sc_gameref_t game, sc_int n);
extern sc_int obj_wearable_object (sc_gameref_t game, sc_int n);
extern sc_int obj_standable_object (sc_gameref_t game, sc_int n);
extern sc_int obj_get_size (sc_gameref_t game, sc_int object);
extern sc_int obj_get_weight (sc_gameref_t game, sc_int object);
extern sc_int obj_get_player_size_limit (sc_gameref_t game);
extern sc_int obj_get_player_weight_limit (sc_gameref_t game);
extern sc_int obj_get_container_maxsize (sc_gameref_t game, sc_int object);
extern sc_int obj_get_container_capacity (sc_gameref_t game, sc_int object);
extern sc_int obj_lieable_object (sc_gameref_t game, sc_int n);
extern sc_bool obj_appears_plural (sc_gameref_t game, sc_int object);
extern void obj_setup_initial (sc_gameref_t game);
extern sc_int obj_container_index (sc_gameref_t game, sc_int object);
extern sc_int obj_surface_index (sc_gameref_t game, sc_int object);
extern sc_int obj_stateful_index (sc_gameref_t game, sc_int object);
extern sc_char *obj_state_name (sc_gameref_t game, sc_int object);
extern sc_bool obj_shows_initial_description (sc_gameref_t game, sc_int object);
extern void obj_turn_update (sc_gameref_t game);
extern void obj_debug_trace (sc_bool flag);

/* Game serialization functions. */
extern void ser_save_game (sc_gameref_t game,
                           sc_write_callbackref_t callback, void *opaque);
extern sc_bool ser_save_game_prompted (sc_gameref_t game);
extern sc_bool ser_load_game (sc_gameref_t game,
                              sc_read_callbackref_t callback, void *opaque);
extern sc_bool ser_load_game_prompted (sc_gameref_t game);

/* Locale support, and locale-sensitive functions. */
extern void loc_detect_game_locale (sc_prop_setref_t bundle);
extern sc_bool loc_set_locale (const sc_char *name);
extern const sc_char *loc_get_locale (void);
extern sc_bool sc_isspace (sc_char character);
extern sc_bool sc_isdigit (sc_char character);
extern sc_bool sc_isalpha (sc_char character);
extern sc_char sc_toupper (sc_char character);
extern sc_char sc_tolower (sc_char character);
extern void loc_debug_dump (void);

/* Debugger interface. */
typedef struct sc_debugger_s *sc_debuggerref_t;
extern sc_bool debug_run_command (sc_gameref_t game,
                                  const sc_char *debug_command);
extern sc_bool debug_cmd_debugger (sc_gameref_t game);
extern void debug_set_enabled (sc_gameref_t game, sc_bool enable);
extern sc_bool debug_get_enabled (sc_gameref_t game);
extern void debug_game_started (sc_gameref_t game);
extern void debug_game_ended (sc_gameref_t game);
extern void debug_turn_update (sc_gameref_t game);

/* OS interface functions. */
extern sc_bool if_get_trace_flag (sc_uint bitmask);
extern void if_print_string (const sc_char *string);
extern void if_print_debug (const sc_char *string);
extern void if_print_character (sc_char character);
extern void if_print_debug_character (sc_char character);
extern void if_print_tag (sc_int tag, const sc_char *arg);
extern void if_read_line (sc_char *buffer, sc_int length);
extern void if_read_debug (sc_char *buffer, sc_int length);
extern sc_bool if_confirm (sc_int type);
extern void *if_open_saved_game (sc_bool is_save);
extern void if_write_saved_game (void *opaque,
                                 const sc_byte *buffer, sc_int length);
extern sc_int if_read_saved_game (void *opaque,
                                  sc_byte *buffer, sc_int length);
extern void if_close_saved_game (void *opaque);
extern void if_display_hints (sc_gameref_t game);
extern void if_update_sound (const sc_char *filepath,
                             sc_int sound_offset,
                             sc_int sound_length, sc_bool is_looping);
extern void if_update_graphic (const sc_char *filepath,
                               sc_int graphic_offset,
                               sc_int graphic_length);

#endif
