/* 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
 */

/*
 * Module notes:
 *
 * o ...
 */

#include <assert.h>
#include <setjmp.h>
#include <stdlib.h>
#include <string.h>

#include "scare.h"
#include "scprotos.h"
#include "scgamest.h"


/* Assorted definitions and constants. */
enum { MAX_NESTING_DEPTH = 32 };
static const sc_char NUL = '\0';

/* Trace flag, set before running. */
static sc_bool restr_trace = FALSE;


/*
 * restr_integer_variable()
 *
 * Return the index of the n'th integer found.
 */
static sc_int
restr_integer_variable (sc_gameref_t game, sc_int n)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  sc_vartype_t vt_key[3];
  sc_int var_count, var, count;

  /* Get the count of variables. */
  vt_key[0].string = "Variables";
  var_count = prop_get_child_count (bundle, "I<-s", vt_key);

  /* Progress through variables until n integers found. */
  count = n;
  for (var = 0; var < var_count && count >= 0; var++)
    {
      sc_int type;

      vt_key[1].integer = var;
      vt_key[2].string = "Type";
      type = prop_get_integer (bundle, "I<-sis", vt_key);
      if (type == TAFVAR_NUMERIC)
        count--;
    }
  return var - 1;
}


/*
 * restr_object_in_place()
 *
 * Is object in a certain place, state, or condition.
 */
static sc_bool
restr_object_in_place (sc_gameref_t game,
                       sc_int object, sc_int var2, sc_int var3)
{
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_int npc;

  if (restr_trace)
    {
      sc_trace ("Restr: checking"
                " object in place, %ld, %ld, %ld\n", object, var2, var3);
    }

  /* Var2 controls what we do. */
  switch (var2)
    {
    case 0:
    case 6:                    /* In room */
      if (var3 == 0)
        return gs_object_position (game, object) == OBJ_HIDDEN;
      else
        return gs_object_position (game, object) == var3;

    case 1:
    case 7:                    /* Held by */
      if (var3 == 0)            /* Player */
        return gs_object_position (game, object) == OBJ_HELD_PLAYER;
      else if (var3 == 1)       /* Ref character */
        npc = var_get_ref_character (vars);
      else
        npc = var3 - 2;

      return gs_object_position (game, object) == OBJ_HELD_NPC
             && gs_object_parent (game, object) == npc;

    case 2:
    case 8:                    /* Worn by */
      if (var3 == 0)            /* Player */
        return gs_object_position (game, object) == OBJ_WORN_PLAYER;
      else if (var3 == 1)       /* Ref character */
        npc = var_get_ref_character (vars);
      else
        npc = var3 - 2;

      return gs_object_position (game, object) == OBJ_WORN_NPC
             && gs_object_parent (game, object) == npc;

    case 3:
    case 9:                    /* Visible to */
      if (var3 == 0)            /* Player */
        return obj_indirectly_in_room (game,
                                       object, gs_playerroom (game));
      else if (var3 == 1)       /* Ref character */
        npc = var_get_ref_character (vars);
      else
        npc = var3 - 2;

      return obj_indirectly_in_room (game, object,
                                     gs_npc_location (game, npc) - 1);

    case 4:
    case 10:                   /* Inside */
      if (var3 == 0)            /* Nothing? */
        return gs_object_position (game, object) != OBJ_IN_OBJECT;

      return gs_object_position (game, object) == OBJ_IN_OBJECT
             && gs_object_parent (game, object) == obj_container_object (game,
                                                                      var3 - 1);

    case 5:
    case 11:                   /* On top of */
      if (var3 == 0)            /* Nothing? */
        return gs_object_position (game, object) != OBJ_ON_OBJECT;

      return gs_object_position (game, object) == OBJ_ON_OBJECT
             && gs_object_parent (game, object) == obj_surface_object (game,
                                                                      var3 - 1);

    default:
      sc_fatal ("restr_object_in_place: bad var2, %ld\n", var2);
      return FALSE;
    }
}


/*
 * restr_pass_task_object_location()
 *
 * Evaluate restrictions relating to object location.
 */
static sc_bool
restr_pass_task_object_location (sc_gameref_t game,
                                 sc_int var1, sc_int var2, sc_int var3)
{
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_bool should_be;
  sc_int object;

  if (restr_trace)
    {
      sc_trace ("Restr: running object"
                " location restriction, %ld, %ld, %ld\n", var1, var2, var3);
    }

  /* Initialize variables to avoid gcc warnings. */
  should_be = FALSE;
  object = -1;

  /* See how things should look. */
  if (var2 >= 0 && var2 < 6)
    should_be = TRUE;
  else if (var2 >= 6 && var2 < 12)
    should_be = FALSE;
  else
    sc_fatal ("restr_pass_task_object_location: bad var2, %ld\n", var2);

  /* Now find the addressed object. */
  if (var1 == 0)
    {
      object = -1;              /* No object */
      should_be = !should_be;
    }
  else if (var1 == 1)
    object = -1;                /* Any object */
  else if (var1 == 2)
    object = var_get_ref_object (vars);
  else if (var1 >= 3)
    object = obj_dynamic_object (game, var1 - 3);
  else
    sc_fatal ("restr_pass_task_object_location: bad var1, %ld\n", var1);

  /*
   * Here it seems that we have to special case static objects that may have
   * crept in through the referenced object.  The object in place function
   * isn't built to handle these.
   *
   * TODO What is the meaning of applying object restrictions to static
   * objects?
   */
  if (var1 == 2 && object != -1 && obj_is_static (game, object))
    {
      if (restr_trace)
        {
          sc_trace ("Restr:"
                    " restriction object %ld is static, rejecting\n", object);
        }

      return FALSE;
    }

  /* Try to put it all together. */
  if (object == -1)
    {
      sc_int target;

      for (target = 0; target < gs_object_count (game); target++)
        {
          if (restr_object_in_place (game, target, var2, var3))
            return should_be;
        }
      return !should_be;
    }
  return should_be == restr_object_in_place (game, object, var2, var3);
}


/*
 * restr_pass_task_object_state()
 *
 * Evaluate restrictions relating to object states.  This function is called
 * from the library by lib_pass_alt_room(), so cannot be static.
 */
sc_bool
restr_pass_task_object_state (sc_gameref_t game, sc_int var1, sc_int var2)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_vartype_t vt_key[3];
  sc_int object, openable, key;

  if (restr_trace)
    {
      sc_trace ("Restr:"
                " running object state restriction, %ld, %ld\n", var1, var2);
    }

  /* Find the object being addressed. */
  if (var1 == 0)
    object = var_get_ref_object (vars);
  else
    object = obj_stateful_object (game, var1 - 1);

  /* We're interested only in openable objects. */
  vt_key[0].string = "Objects";
  vt_key[1].integer = object;
  vt_key[2].string = "Openable";
  openable = prop_get_integer (bundle, "I<-sis", vt_key);
  if (openable > 0)
    {
      /* Is this object lockable? */
      vt_key[2].string = "Key";
      key = prop_get_integer (bundle, "I<-sis", vt_key);
      if (key >= 0)
        {
          if (var2 <= 2)
            return gs_object_openness (game, object) == var2 + 5;
          else
            return gs_object_state (game, object) == var2 - 2;
        }
      else
        {
          if (var2 <= 1)
            return gs_object_openness (game, object) == var2 + 5;
          else
            return gs_object_state (game, object) == var2 - 1;
        }
    }
  else
    return gs_object_state (game, object) == var2 + 1;
}


/*
 * restr_pass_task_task_state()
 *
 * Evaluate restrictions relating to task states.
 */
static sc_bool
restr_pass_task_task_state (sc_gameref_t game, sc_int var1, sc_int var2)
{
  sc_bool should_be;

  if (restr_trace)
    sc_trace ("Restr: running task restriction, %ld, %ld\n", var1, var2);

  /* Initialize variables to avoid gcc warnings. */
  should_be = FALSE;

  /* See if the task should be done or not done. */
  if (var2 == 0)
    should_be = TRUE;
  else if (var2 == 1)
    should_be = FALSE;
  else
    sc_fatal ("restr_pass_task_task_state: bad var2, %ld\n", var2);

  /* Check all tasks? */
  if (var1 == 0)
    {
      sc_int task;

      for (task = 0; task < gs_task_count (game); task++)
        {
          if (gs_task_done (game, task) == should_be)
            return FALSE;
        }
      return TRUE;
    }

  /* Check just the given task. */
  return gs_task_done (game, var1 - 1) == should_be;
}


/*
 * restr_pass_task_char()
 *
 * Evaluate restrictions relating to player and NPCs.
 */
static sc_bool
restr_pass_task_char (sc_gameref_t game, sc_int var1, sc_int var2, sc_int var3)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_int npc1, npc2;

  if (restr_trace)
    {
      sc_trace ("Restr:"
                " running char restriction, %ld, %ld, %ld\n", var1, var2, var3);
    }

  /* Handle var2 types 1 and 2. */
  if (var2 == 1)                /* Not in same room as */
    return !restr_pass_task_char (game, var1, 0, var3);
  else if (var2 == 2)           /* Alone */
    return !restr_pass_task_char (game, var1, 3, var3);

  /* Decode NPC number, -1 if none. */
  npc1 = npc2 = -1;
  if (var1 == 1)
    npc1 = var_get_ref_character (vars);
  else if (var1 > 1)
    npc1 = var1 - 2;

  /* Player or NPC? */
  if (var1 == 0)
    {
      sc_vartype_t vt_key[2];
      sc_int gender;

      /* Player -- decode based on var2. */
      switch (var2)
        {
        case 0:                /* In same room as */
          if (var3 == 1)
            npc2 = var_get_ref_character (vars);
          else if (var3 > 1)
            npc2 = var3 - 2;
          if (var3 == 0)       /* Player */
            return TRUE;
          else
            return npc_in_room (game, npc2, gs_playerroom (game));

        case 3:                /* Not alone */
          return npc_count_in_room (game, gs_playerroom (game)) > 1;

        case 4:                /* Standing on */
          return gs_playerposition (game) == 0
                 && gs_playerparent (game) == obj_standable_object (game,
                                                                    var3 - 1);

        case 5:                /* Sitting on */
          return gs_playerposition (game) == 1
                 && gs_playerparent (game) == obj_standable_object (game,
                                                                    var3 - 1);

        case 6:                /* Lying on */
          return gs_playerposition (game) == 2
                 && gs_playerparent (game) == obj_lieable_object (game,
                                                                  var3 - 1);

        case 7:                /* Player gender */
          vt_key[0].string = "Globals";
          vt_key[1].string = "PlayerGender";
          gender = prop_get_integer (bundle, "I<-ss", vt_key);
          return gender == var3;

        default:
          sc_fatal ("restr_pass_task_char: invalid type, %ld\n", var2);
          return FALSE;
        }
    }
  else
    {
      sc_vartype_t vt_key[3];
      sc_int gender;

      /* NPC -- decode based on var2. */
      switch (var2)
        {
        case 0:                /* In same room as */
          if (var3 == 0)
            return npc_in_room (game, npc1, gs_playerroom (game));
          if (var3 == 1)
            npc2 = var_get_ref_character (vars);
          else if (var3 > 1)
            npc2 = var3 - 2;
          return npc_in_room (game, npc1, gs_npc_location (game, npc2) - 1);

        case 3:                /* Not alone */
          return npc_count_in_room (game, gs_npc_location (game, npc1) - 1) > 1;

        case 4:                /* Standing on */
          return gs_npc_position (game, npc1) == 0
                 && gs_playerparent (game) == obj_standable_object (game, var3);

        case 5:                /* Sitting on */
          return gs_npc_position (game, npc1) == 1
                 && gs_playerparent (game) == obj_standable_object (game, var3);

        case 6:                /* Lying on */
          return gs_npc_position (game, npc1) == 2
                 && gs_playerparent (game) == obj_lieable_object (game, var3);

        case 7:                /* NPC gender */
          vt_key[0].string = "NPCs";
          vt_key[1].integer = npc1;
          vt_key[2].string = "Gender";
          gender = prop_get_integer (bundle, "I<-sis", vt_key);
          return gender == var3;

        default:
          sc_fatal ("restr_pass_task_char: invalid type, %ld\n", var2);
          return FALSE;
        }
    }
}


/*
 * restr_pass_task_int_var()
 *
 * Helper for restr_pass_task_var(), handles integer variable restrictions.
 */
static sc_bool
restr_pass_task_int_var (sc_gameref_t game,
                         sc_int var2, sc_int var3, sc_int value)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_vartype_t vt_key[3];
  sc_int value2;

  if (restr_trace)
    {
      sc_trace ("Restr: running"
                " integer var restriction, %ld, %ld, %ld\n", var2, var3, value);
    }

  /* Compare against var3 if that's what var2 says. */
  switch (var2)
    {
    case 0:
      return value < var3;
    case 1:
      return value <= var3;
    case 2:
      return value == var3;
    case 3:
      return value >= var3;
    case 4:
      return value > var3;
    case 5:
      return value != var3;

    default:
      /*
       * Compare against the integer var numbered in var3 - 1, or the
       * referenced number if var3 is zero.  Make sure that we're comparing
       * integer variables.
       */
      if (var3 == 0)
        value2 = var_get_ref_number (vars);
      else
        {
          const sc_char *name;
          sc_int ivar, type;

          ivar = restr_integer_variable (game, var3 - 1);
          vt_key[0].string = "Variables";
          vt_key[1].integer = ivar;
          vt_key[2].string = "Name";
          name = prop_get_string (bundle, "S<-sis", vt_key);
          vt_key[2].string = "Type";
          type = prop_get_integer (bundle, "I<-sis", vt_key);

          if (type != TAFVAR_NUMERIC)
            {
              sc_fatal ("restr_pass_task_int_var:"
                        " non-integer in comparison, %s\n", name);
            }

          /* Get the value in variable numbered in var3 - 1. */
          value2 = var_get_integer (vars, name);
        }

      switch (var2)
        {
        case 10:
          return value < value2;
        case 11:
          return value <= value2;
        case 12:
          return value == value2;
        case 13:
          return value >= value2;
        case 14:
          return value > value2;
        case 15:
          return value != value2;

        default:
          sc_fatal ("restr_pass_task_int_var:"
                    " unknown int comparison, %ld\n", var2);
          return FALSE;
        }
    }
}


/*
 * restr_pass_task_string_var()
 *
 * Helper for restr_pass_task_var(), handles string variable restrictions.
 */
static sc_bool
restr_pass_task_string_var (sc_int var2,
                            const sc_char *var4, const sc_char *value)
{
  if (restr_trace)
    {
      sc_trace ("Restr: running string"
                " var restriction, %ld, \"%s\", \"%s\"\n", var2, var4, value);
    }

  /* Make comparison against var4 based on var2 value. */
  switch (var2)
    {
    case 0:
      return strcmp (value, var4) == 0;  /* == */
    case 1:
      return strcmp (value, var4) != 0;  /* != */

    default:
      sc_fatal ("restr_pass_task_string_var:"
                " unknown string comparison, %ld\n", var2);
      return FALSE;
    }
}


/*
 * restr_pass_task_var()
 *
 * Evaluate restrictions relating to variables.
 */
static sc_bool
restr_pass_task_var (sc_gameref_t game,
                     sc_int var1, sc_int var2, sc_int var3,
                     const sc_char *var4)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_vartype_t vt_key[3];
  sc_int type, value;
  const sc_char *name, *string;

  if (restr_trace)
    {
      sc_trace ("Restr: running var restriction,"
                " %ld, %ld, %ld, \"%s\"\n", var1, var2, var3, var4);
    }

  /*
   * For var1=0, compare against referenced number.  For var1=1, compare
   * against referenced text.
   */
  if (var1 == 0)
    {
      value = var_get_ref_number (vars);
      return restr_pass_task_int_var (game, var2, var3, value);
    }
  else if (var1 == 1)
    {
      string = var_get_ref_text (vars);
      return restr_pass_task_string_var (var2, var4, string);
    }

  /* Get the name and type of the variable being addressed. */
  vt_key[0].string = "Variables";
  vt_key[1].integer = var1 - 2;
  vt_key[2].string = "Name";
  name = prop_get_string (bundle, "S<-sis", vt_key);
  vt_key[2].string = "Type";
  type = prop_get_integer (bundle, "I<-sis", vt_key);

  /* Select first based on variable type. */
  switch (type)
    {
    case TAFVAR_NUMERIC:
      value = var_get_integer (vars, name);
      return restr_pass_task_int_var (game, var2, var3, value);

    case TAFVAR_STRING:
      string = var_get_string (vars, name);
      return restr_pass_task_string_var (var2, var4, string);

    default:
      sc_fatal ("restr_pass_task_var: invalid variable type, %ld\n", type);
      return FALSE;
    }
}


/*
 * restr_pass_task_restriction()
 *
 * Demultiplexer for task restrictions.
 */
static sc_bool
restr_pass_task_restriction (sc_gameref_t game, sc_int task, sc_int restriction)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  sc_vartype_t vt_key[5];
  sc_int type, var1, var2, var3;
  const sc_char *var4;
  sc_bool result = FALSE;

  if (restr_trace)
    {
      sc_trace ("Restr:"
                " evaluating task %ld restriction %ld\n", task, restriction);
    }

  /* Get the task restriction type. */
  vt_key[0].string = "Tasks";
  vt_key[1].integer = task;
  vt_key[2].string = "Restrictions";
  vt_key[3].integer = restriction;
  vt_key[4].string = "Type";
  type = prop_get_integer (bundle, "I<-sisis", vt_key);

  /* Demultiplex depending on type. */
  switch (type)
    {
    case 0:                    /* Object location. */
      vt_key[4].string = "Var1";
      var1 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var2";
      var2 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var3";
      var3 = prop_get_integer (bundle, "I<-sisis", vt_key);
      result = restr_pass_task_object_location (game, var1, var2, var3);
      break;

    case 1:                    /* Object state. */
      vt_key[4].string = "Var1";
      var1 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var2";
      var2 = prop_get_integer (bundle, "I<-sisis", vt_key);
      result = restr_pass_task_object_state (game, var1, var2);
      break;

    case 2:                    /* Task state. */
      vt_key[4].string = "Var1";
      var1 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var2";
      var2 = prop_get_integer (bundle, "I<-sisis", vt_key);
      result = restr_pass_task_task_state (game, var1, var2);
      break;

    case 3:                    /* Player and NPCs. */
      vt_key[4].string = "Var1";
      var1 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var2";
      var2 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var3";
      var3 = prop_get_integer (bundle, "I<-sisis", vt_key);
      result = restr_pass_task_char (game, var1, var2, var3);
      break;

    case 4:                    /* Variable. */
      vt_key[4].string = "Var1";
      var1 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var2";
      var2 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var3";
      var3 = prop_get_integer (bundle, "I<-sisis", vt_key);
      vt_key[4].string = "Var4";
      var4 = prop_get_string (bundle, "S<-sisis", vt_key);
      result = restr_pass_task_var (game, var1, var2, var3, var4);
      break;

    default:
      sc_fatal ("restr_pass_task_restriction:"
                " unknown restriction type %ld\n", type);
    }

  if (restr_trace)
    {
      sc_trace ("Restr: task %ld restriction"
                " %ld is %s\n", task, restriction, result ? "PASS" : "FAIL");
    }

  return result;
}


/* Enumeration of restrictions combination string tokens. */
enum
{ TOK_RESTRICTION = '#',
  TOK_AND = 'A',
  TOK_OR = 'O',
  TOK_LPAREN = '(',
  TOK_RPAREN = ')',
  TOK_EOS = '\0'
};

/* #O#A(#O#)-style expression, for tokenizing. */
static const sc_char *restr_expression = NULL;
static sc_int restr_index = 0;

/*
 * restr_tokenize_start()
 * restr_tokenize_end()
 *
 * Start and wrap up restrictions combinations string tokenization.
 */
static void
restr_tokenize_start (const sc_char *expression)
{
  /* Save expression, and restart index. */
  restr_expression = expression;
  restr_index = 0;
}

static void
restr_tokenize_end (void)
{
  restr_expression = NULL;
  restr_index = 0;
}


/*
 * restr_next_token()
 *
 * Simple tokenizer for restrictions combination expressions.
 */
static sc_char
restr_next_token (void)
{
  assert (restr_expression);

  /* Find the next non-space, and return it. */
  while (TRUE)
    {
      /* Return NUL if at string end. */
      if (restr_expression[restr_index] == NUL)
        return restr_expression[restr_index];

      /* Spin on whitespace. */
      restr_index++;
      if (sc_isspace (restr_expression[restr_index - 1]))
        continue;

      /* Return the character just passed. */
      return restr_expression[restr_index - 1];
    }
}


/* Evaluation values stack. */
static sc_bool restr_eval_values[MAX_NESTING_DEPTH];
static sc_int restr_eval_stack = 0;

/*
 * The restriction number to evaluate.  This advances with each call to
 * evaluate and stack a restriction result.
 */
static sc_int restr_eval_restriction = 0;

/* The current game used to evaluate restrictions, and the task in question. */
static sc_gameref_t restr_eval_game = NULL;
static sc_int restr_eval_task = 0;

/* The id of the lowest-indexed failing restriction. */
static sc_int restr_lowest_fail = -1;

/*
 * restr_eval_start()
 *
 * Reset the evaluation stack to an empty state, and note the things we have
 * to note for when we need to evaluate a restriction.
 */
static void
restr_eval_start (sc_gameref_t game, sc_int task)
{
  /* Clear stack. */
  restr_eval_stack = 0;
  restr_eval_restriction = 0;

  /* Note evaluation details. */
  restr_eval_game = game;
  restr_eval_task = task;

  /* Clear lowest indexed failing restriction. */
  restr_lowest_fail = -1;
}


/*
 * restr_eval_push()
 *
 * Push a value onto the values stack.
 */
static void
restr_eval_push (sc_bool value)
{
  if (restr_eval_stack >= MAX_NESTING_DEPTH)
    sc_fatal ("restr_eval_push: stack overflow\n");

  restr_eval_values[restr_eval_stack++] = value;
}


/*
 * expr_restr_action()
 *
 * Evaluate the effect of an and/or into the values stack.
 */
static void
restr_eval_action (sc_char token)
{
  /* Select action based on parsed token. */
  switch (token)
    {
      /* Handle evaluating and pushing a restriction result. */
    case TOK_RESTRICTION:
      {
        sc_bool result;

        /* Evaluate and push the next restriction. */
        result = restr_pass_task_restriction (restr_eval_game,
                                              restr_eval_task,
                                              restr_eval_restriction);
        restr_eval_push (result);

        /*
         * If the restriction failed, and there isn't yet a first failing one
         * set, note this one as the first to fail.
         */
        if (restr_lowest_fail == -1 && !result)
          restr_lowest_fail = restr_eval_restriction;

        /* Increment restriction sequence identifier. */
        restr_eval_restriction++;
        break;
      }

      /* Handle cases of or-ing/and-ing restrictions. */
    case TOK_OR:
    case TOK_AND:
      {
        sc_bool val1, val2, result = FALSE;
        assert (restr_eval_stack >= 2);

        /* Get the top two stack values. */
        val1 = restr_eval_values[restr_eval_stack - 2];
        val2 = restr_eval_values[restr_eval_stack - 1];

        /* Or, or and, into result. */
        switch (token)
          {
          case TOK_OR:
            result = val1 || val2;
            break;
          case TOK_AND:
            result = val1 && val2;
            break;

          default:
            sc_fatal ("restr_eval_action: bad token, '%c'\n", token);
          }

        /* Put result back at top of stack. */
        restr_eval_stack--;
        restr_eval_values[restr_eval_stack - 1] = result;
        break;
      }

    default:
      sc_fatal ("restr_eval_action: bad token, '%c'\n", token);
    }
}


/*
 * restr_eval_result()
 *
 * Return the top of the values stack as the evaluation result.
 */
static sc_int
restr_eval_result (sc_int *lowest_fail)
{
  if (restr_eval_stack != 1)
    sc_fatal ("restr_eval_result: values stack not completed\n");

  *lowest_fail = restr_lowest_fail;
  return restr_eval_values[0];
}


/* Parse error jump buffer. */
static jmp_buf restr_parse_error;

/* Single lookahead token for parser. */
static sc_char restr_lookahead = '\0';

/*
 * restr_match()
 *
 * Match a token with an expectation.
 */
static void
restr_match (sc_char c)
{
  if (restr_lookahead == c)
    restr_lookahead = restr_next_token ();
  else
    {
      sc_error ("restr_match:"
                " syntax error, expected %d, got %d\n", c, restr_lookahead);
      longjmp (restr_parse_error, 1);
    }
}


/* Forward declaration for recursion. */
static void restr_bexpr (void);

/*
 * restr_andexpr()
 * restr_orexpr()
 * restr_bexpr()
 *
 * Expression parsers.  Here we go again...
 */
static void
restr_andexpr (void)
{
  restr_bexpr ();
  while (restr_lookahead == TOK_AND)
    {
      restr_match (TOK_AND);
      restr_bexpr ();
      restr_eval_action (TOK_AND);
    }
}

static void
restr_orexpr (void)
{
  restr_andexpr ();
  while (restr_lookahead == TOK_OR)
    {
      restr_match (TOK_OR);
      restr_andexpr ();
      restr_eval_action (TOK_OR);
    }
}

static void
restr_bexpr (void)
{
  switch (restr_lookahead)
    {
    case TOK_RESTRICTION:
      restr_match (TOK_RESTRICTION);
      restr_eval_action (TOK_RESTRICTION);
      break;

    case TOK_LPAREN:
      restr_match (TOK_LPAREN);
      restr_orexpr ();
      restr_match (TOK_RPAREN);
      break;

    default:
      sc_error ("restr_bexpr: syntax error, unexpected %d\n", restr_lookahead);
      longjmp (restr_parse_error, 1);
    }
}


/*
 * restr_get_fail_message()
 *
 * Get the FailMessage for the given task restriction; NULL if none.
 */
static const sc_char *
restr_get_fail_message (sc_gameref_t game, sc_int task, sc_int restriction)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  sc_vartype_t vt_key[5];
  const sc_char *message;

  /* Get the restriction message. */
  vt_key[0].string = "Tasks";
  vt_key[1].integer = task;
  vt_key[2].string = "Restrictions";
  vt_key[3].integer = restriction;
  vt_key[4].string = "FailMessage";
  message = prop_get_string (bundle, "S<-sisis", vt_key);

  /* Return it, or NULL if empty. */
  return !sc_strempty (message) ? message : NULL;
}


/*
 * restr_debug_trace()
 *
 * Set restrictions tracing on/off.
 */
void
restr_debug_trace (sc_bool flag)
{
  restr_trace = flag;
}


/*
 * restr_eval_task_restrictions()
 *
 * Main handler for a given set of task restrictions.  Returns TRUE in pass
 * if the restrictions pass, FALSE if not.  On FALSE pass returns, it also
 * returns a fail message string from the restriction deemed to have caused
 * the failure (that is, the first one with a FailMessage property), or NULL
 * if no failing restriction has a FailMessage.  The function's main return
 * value is TRUE if restrictions parsed successfully, FALSE otherwise.
 */
sc_bool
restr_eval_task_restrictions (sc_gameref_t game,
                              sc_int task, sc_bool *pass,
                              const sc_char **fail_message)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  sc_vartype_t vt_key[3];
  sc_int restr_count, lowest_fail;
  const sc_char *pattern;
  sc_bool result;
  assert (pass && fail_message);

  /* Get the count of restrictions on the task. */
  vt_key[0].string = "Tasks";
  vt_key[1].integer = task;
  vt_key[2].string = "Restrictions";
  restr_count = prop_get_child_count (bundle, "I<-sis", vt_key);

  /* If none, stop now, acting as if all passed. */
  if (restr_count == 0)
    {
      if (restr_trace)
        sc_trace ("Restr: task %ld has no restrictions\n", task);

      *pass = TRUE;
      *fail_message = NULL;
      return TRUE;
    }

  /* Get the task's restriction combination pattern. */
  vt_key[2].string = "RestrMask";
  pattern = prop_get_string (bundle, "S<-sis", vt_key);

  if (restr_trace)
    {
      sc_trace ("Restr: task %ld"
                " has %ld restrictions, %s\n", task, restr_count, pattern);
    }

  /* Set up the evaluation stack and tokenizer. */
  restr_eval_start (game, task);
  restr_tokenize_start (pattern);

  /* Try parsing the pattern, and catch errors. */
  if (setjmp (restr_parse_error) == 0)
    {
      /* Parse the pattern, and ensure it ends at string end. */
      restr_lookahead = restr_next_token ();
      restr_orexpr ();
      restr_match (TOK_EOS);
    }
  else
    {
      /* Parse error -- clean up tokenizer and return fail. */
      restr_tokenize_end ();
      return FALSE;
    }

  /* Clean up tokenizer and get the evaluation result. */
  restr_tokenize_end ();
  result = restr_eval_result (&lowest_fail);

  if (restr_trace)
    {
      sc_trace ("Restr: task %ld"
                " restrictions %s\n", task, result ? "PASS" : "FAIL");
    }

  /*
   * Return the result, and if a restriction fails, then return the
   * FailMessage of the lowest indexed failing restriction (or NULL if this
   * restriction has no FailMessage).
   *
   * Then return TRUE since parsing and running the restrictions succeeded
   * (even if the restrictions themselves didn't).
   */
  *pass = result;
  if (result)
    *fail_message = NULL;
  else
    *fail_message = restr_get_fail_message (game, task, lowest_fail);
  return TRUE;
}
