/* 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 <stdlib.h>
#include <string.h>

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


/* Assorted definitions and constants. */
static const sc_uint GAME_MAGIC = 0x35aed26e;


/*
 * gs_move_player_to_room()
 * gs_player_in_room()
 *
 * Move the player to a given room, and check presence in a given room.
 */
void
gs_move_player_to_room (sc_gameref_t game, sc_int room)
{
  assert (gs_is_game_valid (game));

  if (room < 0)
    {
      sc_fatal ("gs_move_player_to_room: invalid room, %ld\n", room);
      return;
    }
  else if (room < game->room_count)
    game->playerroom = room;
  else
    game->playerroom = lib_random_roomgroup_member (game,
                                                    room - game->room_count);

  game->playerparent = -1;
  game->playerposition = 0;
}

sc_bool
gs_player_in_room (sc_gameref_t game, sc_int room)
{
  assert (gs_is_game_valid (game));
  return game->playerroom == room;
}


/*
 * gs_in_range()
 *
 * Helper for event, room, object, and npc range assertions.
 */
static sc_bool
gs_in_range (sc_int value, sc_int limit)
{
  return value >= 0 && value < limit;
}


/*
 * gs_*()
 *
 * Game accessors and mutators.
 */
sc_var_setref_t
gs_get_vars (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->vars;
}

sc_prop_setref_t
gs_get_bundle (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->bundle;
}

sc_filterref_t
gs_get_filter (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->filter;
}

sc_memo_setref_t
gs_get_memento (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->memento;
}


/*
 * Game accessors and mutators for the player.
 */
void
gs_set_playerroom (sc_gameref_t gs, sc_int room)
{
  assert (gs_is_game_valid (gs));
  gs->playerroom = room;
}

void
gs_set_playerposition (sc_gameref_t gs, sc_int position)
{
  assert (gs_is_game_valid (gs));
  gs->playerposition = position;
}

void
gs_set_playerparent (sc_gameref_t gs, sc_int parent)
{
  assert (gs_is_game_valid (gs));
  gs->playerparent = parent;
}

sc_int
gs_playerroom (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->playerroom;
}

sc_int
gs_playerposition (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->playerposition;
}

sc_int
gs_playerparent (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->playerparent;
}


/*
 * Game accessors and mutators for events.
 */
sc_int
gs_event_count (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->event_count;
}

void
gs_set_event_state (sc_gameref_t gs, sc_int event, sc_int state)
{
  assert (gs_is_game_valid (gs) && gs_in_range (event, gs->event_count));
  gs->events[event].state = state;
}

void
gs_set_event_time (sc_gameref_t gs, sc_int event, sc_int etime)
{
  assert (gs_is_game_valid (gs) && gs_in_range (event, gs->event_count));
  gs->events[event].time = etime;
}

sc_int
gs_event_state (sc_gameref_t gs, sc_int event)
{
  assert (gs_is_game_valid (gs) && gs_in_range (event, gs->event_count));
  return gs->events[event].state;
}

sc_int
gs_event_time (sc_gameref_t gs, sc_int event)
{
  assert (gs_is_game_valid (gs) && gs_in_range (event, gs->event_count));
  return gs->events[event].time;
}

void
gs_decrement_event_time (sc_gameref_t gs, sc_int event)
{
  assert (gs_is_game_valid (gs) && gs_in_range (event, gs->event_count));
  gs->events[event].time--;
}


/*
 * Game accessors and mutators for rooms.
 */
sc_int
gs_room_count (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->room_count;
}

void
gs_set_room_seen (sc_gameref_t gs, sc_int room, sc_bool seen)
{
  assert (gs_is_game_valid (gs) && gs_in_range (room, gs->room_count));
  gs->rooms[room].visited = seen;
}

sc_bool
gs_room_seen (sc_gameref_t gs, sc_int room)
{
  assert (gs_is_game_valid (gs) && gs_in_range (room, gs->room_count));
  return gs->rooms[room].visited;
}


/*
 * Game accessors and mutators for tasks.
 */
sc_int
gs_task_count (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->task_count;
}

void
gs_set_task_done (sc_gameref_t gs, sc_int task, sc_bool done)
{
  assert (gs_is_game_valid (gs) && gs_in_range (task, gs->task_count));
  gs->tasks[task].done = done;
}

void
gs_set_task_scored (sc_gameref_t gs, sc_int task, sc_bool scored)
{
  assert (gs_is_game_valid (gs) && gs_in_range (task, gs->task_count));
  gs->tasks[task].scored = scored;
}

sc_bool
gs_task_done (sc_gameref_t gs, sc_int task)
{
  assert (gs_is_game_valid (gs) && gs_in_range (task, gs->task_count));
  return gs->tasks[task].done;
}

sc_bool
gs_task_scored (sc_gameref_t gs, sc_int task)
{
  assert (gs_is_game_valid (gs) && gs_in_range (task, gs->task_count));
  return gs->tasks[task].scored;
}


/*
 * Game accessors and mutators for objects.
 */
sc_int
gs_object_count (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->object_count;
}

void
gs_set_object_openness (sc_gameref_t gs, sc_int object, sc_int openness)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].openness = openness;
}

void
gs_set_object_state (sc_gameref_t gs, sc_int object, sc_int state)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].state = state;
}

void
gs_set_object_seen (sc_gameref_t gs, sc_int object, sc_bool seen)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].seen = seen;
}

void
gs_set_object_unmoved (sc_gameref_t gs, sc_int object, sc_bool unmoved)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].unmoved = unmoved;
}

void
gs_set_object_static_unmoved (sc_gameref_t gs, sc_int object, sc_bool unmoved)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].static_unmoved = unmoved;
}

sc_int
gs_object_openness (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  return gs->objects[object].openness;
}

sc_int
gs_object_state (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  return gs->objects[object].state;
}

sc_bool
gs_object_seen (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  return gs->objects[object].seen;
}

sc_bool
gs_object_unmoved (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  return gs->objects[object].unmoved;
}

sc_bool
gs_object_static_unmoved (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  return gs->objects[object].static_unmoved;
}

sc_int
gs_object_position (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  return gs->objects[object].position;
}

sc_int
gs_object_parent (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  return gs->objects[object].parent;
}

static void
gs_object_move_onto_unchecked (sc_gameref_t gs, sc_int object, sc_int onto)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].position = OBJ_ON_OBJECT;
  gs->objects[object].parent = onto;
}

static void
gs_object_move_into_unchecked (sc_gameref_t gs, sc_int object, sc_int into)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].position = OBJ_IN_OBJECT;
  gs->objects[object].parent = into;
}

static void
gs_object_make_hidden_unchecked (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].position = OBJ_HIDDEN;
  gs->objects[object].parent = -1;
}

static void
gs_object_player_get_unchecked (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].position = OBJ_HELD_PLAYER;
  gs->objects[object].parent = -1;
}

static void
gs_object_npc_get_unchecked (sc_gameref_t gs, sc_int object, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].position = OBJ_HELD_NPC;
  gs->objects[object].parent = npc;
}

static void
gs_object_player_wear_unchecked (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].position = OBJ_WORN_PLAYER;
  gs->objects[object].parent = 0;
}

static void
gs_object_npc_wear_unchecked (sc_gameref_t gs, sc_int object, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].position = OBJ_WORN_NPC;
  gs->objects[object].parent = npc;
}

static void
gs_object_to_room_unchecked (sc_gameref_t gs, sc_int object, sc_int room)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  gs->objects[object].position = room + 1;
  gs->objects[object].parent = -1;
}

void
gs_object_move_onto (sc_gameref_t gs, sc_int object, sc_int onto)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  if (gs->objects[object].position != OBJ_ON_OBJECT
      || gs->objects[object].parent != onto)
    {
      gs_object_move_onto_unchecked (gs, object, onto);
      gs->objects[object].unmoved = FALSE;
    }
}

void
gs_object_move_into (sc_gameref_t gs, sc_int object, sc_int into)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  if (gs->objects[object].position != OBJ_IN_OBJECT
      || gs->objects[object].parent != into)
    {
      gs_object_move_into_unchecked (gs, object, into);
      gs->objects[object].unmoved = FALSE;
    }
}

void
gs_object_make_hidden (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  if (gs->objects[object].position != OBJ_HIDDEN)
    {
      gs_object_make_hidden_unchecked (gs, object);
      gs->objects[object].unmoved = FALSE;
    }
}

void
gs_object_player_get (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  if (gs->objects[object].position != OBJ_HELD_PLAYER)
    {
      gs_object_player_get_unchecked (gs, object);
      gs->objects[object].unmoved = FALSE;
    }
}

void
gs_object_npc_get (sc_gameref_t gs, sc_int object, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  if (gs->objects[object].position != OBJ_HELD_NPC
      || gs->objects[object].parent != npc)
    {
      gs_object_npc_get_unchecked (gs, object, npc);
      gs->objects[object].unmoved = FALSE;
    }
}

void
gs_object_player_wear (sc_gameref_t gs, sc_int object)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  if (gs->objects[object].position != OBJ_WORN_PLAYER)
    {
      gs_object_player_wear_unchecked (gs, object);
      gs->objects[object].unmoved = FALSE;
    }
}

void
gs_object_npc_wear (sc_gameref_t gs, sc_int object, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  if (gs->objects[object].position != OBJ_WORN_NPC
      || gs->objects[object].parent != npc)
    {
      gs_object_npc_wear_unchecked (gs, object, npc);
      gs->objects[object].unmoved = FALSE;
    }
}

void
gs_object_to_room (sc_gameref_t gs, sc_int object, sc_int room)
{
  assert (gs_is_game_valid (gs) && gs_in_range (object, gs->object_count));
  if (gs->objects[object].position != room + 1)
    {
      gs_object_to_room_unchecked (gs, object, room);
      gs->objects[object].unmoved = FALSE;
    }
}


/*
 * Game accessors and mutators for NPCs.
 */
sc_int
gs_npc_count (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  return gs->npc_count;
}

void
gs_set_npc_location (sc_gameref_t gs, sc_int npc, sc_int location)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  gs->npcs[npc].location = location;
}

sc_int
gs_npc_location (sc_gameref_t gs, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  return gs->npcs[npc].location;
}

void
gs_set_npc_position (sc_gameref_t gs, sc_int npc, sc_int position)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  gs->npcs[npc].position = position;
}

sc_int
gs_npc_position (sc_gameref_t gs, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  return gs->npcs[npc].position;
}

void
gs_set_npc_parent (sc_gameref_t gs, sc_int npc, sc_int parent)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  gs->npcs[npc].parent = parent;
}

sc_int
gs_npc_parent (sc_gameref_t gs, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  return gs->npcs[npc].parent;
}

void
gs_set_npc_seen (sc_gameref_t gs, sc_int npc, sc_bool seen)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  gs->npcs[npc].seen = seen;
}

sc_bool
gs_npc_seen (sc_gameref_t gs, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  return gs->npcs[npc].seen;
}

sc_int
gs_npc_walkstep_count (sc_gameref_t gs, sc_int npc)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count));
  return gs->npcs[npc].walkstep_count;
}

void
gs_set_npc_walkstep (sc_gameref_t gs,
                     sc_int npc, sc_int walk, sc_int walkstep)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count)
          && gs_in_range (walk, gs->npcs[npc].walkstep_count));
  gs->npcs[npc].walksteps[walk] = walkstep;
}

sc_int
gs_npc_walkstep (sc_gameref_t gs, sc_int npc, sc_int walk)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count)
          && gs_in_range (walk, gs->npcs[npc].walkstep_count));
  return gs->npcs[npc].walksteps[walk];
}

void
gs_decrement_npc_walkstep (sc_gameref_t gs, sc_int npc, sc_int walk)
{
  assert (gs_is_game_valid (gs) && gs_in_range (npc, gs->npc_count)
          && gs_in_range (walk, gs->npcs[npc].walkstep_count));
  gs->npcs[npc].walksteps[walk]--;
}


/*
 * Convenience functions for bulk clearance of references.
 */
void
gs_clear_npc_references (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  memset (gs->npc_references,
          FALSE, gs->npc_count * sizeof (*gs->npc_references));
}

void
gs_clear_object_references (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  memset (gs->object_references,
          FALSE, gs->object_count * sizeof (*gs->object_references));
}

void
gs_set_multiple_references (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  memset (gs->multiple_references,
          TRUE, gs->object_count * sizeof (*gs->multiple_references));
}

void
gs_clear_multiple_references (sc_gameref_t gs)
{
  assert (gs_is_game_valid (gs));
  memset (gs->multiple_references,
          FALSE, gs->object_count * sizeof (*gs->multiple_references));
}


/*
 * gs_create()
 *
 * Create and initialize a game state.
 */
sc_gameref_t
gs_create (sc_var_setref_t vars,
           sc_prop_setref_t bundle, sc_filterref_t filter)
{
  sc_gameref_t game;
  sc_vartype_t vt_key[4];
  sc_int index_, bytes;
  assert (vars && bundle && filter);

  /* Create the initial state structure. */
  game = sc_malloc (sizeof (*game));
  game->magic = GAME_MAGIC;

  /* Store the variables, properties bundle, and filter references. */
  game->vars = vars;
  game->bundle = bundle;
  game->filter = filter;

  /* Set memento to NULL for now; it's added later. */
  game->memento = NULL;

  /* Initialize for no debugger. */
  game->debugger = NULL;

  /* Initialize the undo buffers to NULL for now. */
  game->temporary = NULL;
  game->undo = NULL;
  game->undo_available = FALSE;

  /* Create rooms state array. */
  vt_key[0].string = "Rooms";
  game->room_count = prop_get_child_count (bundle, "I<-s", vt_key);
  game->rooms = sc_malloc (game->room_count * sizeof (*game->rooms));

  /* Set up initial rooms states. */
  for (index_ = 0; index_ < game->room_count; index_++)
    gs_set_room_seen (game, index_, FALSE);

  /* Create objects state array. */
  vt_key[0].string = "Objects";
  game->object_count = prop_get_child_count (bundle, "I<-s", vt_key);
  game->objects = sc_malloc (game->object_count * sizeof (*game->objects));

  /* Set up initial object states. */
  for (index_ = 0; index_ < game->object_count; index_++)
    {
      const sc_char *inroomdesc;
      sc_bool is_static, unmoved;

      vt_key[1].integer = index_;

      vt_key[2].string = "Static";
      is_static = prop_get_boolean (bundle, "B<-sis", vt_key);
      if (is_static)
        {
          sc_int type;

          vt_key[2].string = "Where";
          vt_key[3].string = "Type";
          type = prop_get_integer (bundle, "I<-siss", vt_key);
          if (type == ROOMLIST_NPC_PART)
            {
              sc_int parent;

              game->objects[index_].position = OBJ_PART_NPC;

              vt_key[2].string = "Parent";
              parent = prop_get_integer (bundle, "I<-sis", vt_key) - 1;
              game->objects[index_].parent = parent;
            }
          else
            gs_object_make_hidden_unchecked (game, index_);
        }
      else
        {
          sc_int initialparent, initialposition;

          vt_key[2].string = "Parent";
          initialparent = prop_get_integer (bundle, "I<-sis", vt_key);
          vt_key[2].string = "InitialPosition";
          initialposition = prop_get_integer (bundle, "I<-sis", vt_key);
          switch (initialposition)
            {
            case 0:            /* Hidden. */
              gs_object_make_hidden_unchecked (game, index_);
              break;

            case 1:            /* Held. */
              if (initialparent == 0)   /* By player. */
                gs_object_player_get_unchecked (game, index_);
              else                      /* By NPC. */
                gs_object_npc_get_unchecked (game, index_, initialparent - 1);
              break;

            case 2:            /* In container. */
              gs_object_move_into_unchecked (game, index_,
                                    obj_container_object (game, initialparent));
              break;

            case 3:            /* On surface. */
              gs_object_move_onto_unchecked (game, index_,
                                      obj_surface_object (game, initialparent));
              break;

            default:           /* In room, or worn by player/NPC. */
              if (initialposition >= 4
                  && initialposition < 4 + game->room_count)
                {
                  gs_object_to_room_unchecked (game,
                                               index_, initialposition - 4);
                }
              else if (initialposition == 4 + game->room_count)
                {
                  if (initialparent == 0)
                    gs_object_player_wear_unchecked (game, index_);
                  else
                    gs_object_npc_wear_unchecked (game,
                                                  index_, initialparent - 1);
                }
              else
                {
                  sc_error ("gs_create: object in out of bounds room, %ld\n",
                            initialposition - 4 - game->room_count);
                  gs_object_to_room_unchecked (game, index_, -2);
                }
            }
        }

      vt_key[2].string = "CurrentState";
      gs_set_object_state (game, index_,
                           prop_get_integer (bundle, "I<-sis", vt_key));

      vt_key[2].string = "Openable";
      gs_set_object_openness (game, index_,
                              prop_get_integer (bundle, "I<-sis", vt_key));

      gs_set_object_seen (game, index_, FALSE);

      vt_key[2].string = "InRoomDesc";
      inroomdesc = prop_get_string (bundle, "S<-sis", vt_key);
      if (!sc_strempty (inroomdesc))
        {
          vt_key[2].string = "OnlyWhenNotMoved";
          if (prop_get_integer (bundle, "I<-sis", vt_key) == 1)
            unmoved = TRUE;
          else
            unmoved = FALSE;
        }
      else
        unmoved = FALSE;
      gs_set_object_unmoved (game, index_, unmoved);
      gs_set_object_static_unmoved (game, index_, TRUE);
    }

  /* Create tasks state array. */
  vt_key[0].string = "Tasks";
  game->task_count = prop_get_child_count (bundle, "I<-s", vt_key);
  game->tasks = sc_malloc (game->task_count * sizeof (*game->tasks));

  /* Set up initial tasks states. */
  for (index_ = 0; index_ < game->task_count; index_++)
    {
      gs_set_task_done (game, index_, FALSE);
      gs_set_task_scored (game, index_, FALSE);
    }

  /* Create events state array. */
  vt_key[0].string = "Events";
  game->event_count = prop_get_child_count (bundle, "I<-s", vt_key);
  game->events = sc_malloc (game->event_count * sizeof (*game->events));

  /* Set up initial events states. */
  for (index_ = 0; index_ < game->event_count; index_++)
    {
      sc_int startertype;

      vt_key[1].integer = index_;
      vt_key[2].string = "StarterType";
      startertype = prop_get_integer (bundle, "I<-sis", vt_key);

      switch (startertype)
        {
        case 1:
          gs_set_event_state (game, index_, ES_WAITING);
          gs_set_event_time (game, index_, 0);
          break;

        case 2:
          {
            sc_int start, end;

            gs_set_event_state (game, index_, ES_WAITING);
            vt_key[2].string = "StartTime";
            start = prop_get_integer (bundle, "I<-sis", vt_key);
            vt_key[2].string = "EndTime";
            end = prop_get_integer (bundle, "I<-sis", vt_key);
            gs_set_event_time (game, index_, sc_randomint (start, end));
            break;
          }

        case 3:
          gs_set_event_state (game, index_, ES_AWAITING);
          gs_set_event_time (game, index_, 0);
          break;
        }
    }

  /* Create NPCs state array. */
  vt_key[0].string = "NPCs";
  game->npc_count = prop_get_child_count (bundle, "I<-s", vt_key);
  game->npcs = sc_malloc (game->npc_count * sizeof (*game->npcs));

  /* Set up initial NPCs states. */
  for (index_ = 0; index_ < game->npc_count; index_++)
    {
      sc_int walk, walkstep_count;

      gs_set_npc_position (game, index_, 0);
      gs_set_npc_parent (game, index_, -1);
      gs_set_npc_seen (game, index_, FALSE);

      vt_key[1].integer = index_;

      vt_key[2].string = "StartRoom";
      gs_set_npc_location (game, index_,
                           prop_get_integer (bundle, "I<-sis", vt_key));

      vt_key[2].string = "Walks";
      walkstep_count = prop_get_child_count (bundle, "I<-sis", vt_key);

      game->npcs[index_].walkstep_count = walkstep_count;
      game->npcs[index_].walksteps = sc_malloc (walkstep_count
                                           * sizeof (*game->npcs[0].walksteps));

      for (walk = 0; walk < walkstep_count; walk++)
        gs_set_npc_walkstep (game, index_, walk, 0);
    }

  /* Set up the player portions of the game state. */
  vt_key[0].string = "Header";
  vt_key[1].string = "StartRoom";
  game->playerroom = prop_get_integer (bundle, "I<-ss", vt_key);
  vt_key[0].string = "Globals";
  vt_key[1].string = "ParentObject";
  game->playerparent = prop_get_integer (bundle, "I<-ss", vt_key) - 1;
  vt_key[1].string = "Position";
  game->playerposition = prop_get_integer (bundle, "I<-ss", vt_key);

  /* Initialize score notifications from game properties. */
  vt_key[0].string = "Globals";
  vt_key[1].string = "NoScoreNotify";
  game->notify_score_change = !prop_get_boolean (bundle, "B<-ss", vt_key);

  /* Miscellaneous state defaults. */
  game->turns = 0;
  game->score = 0;
  game->bold_room_names = TRUE;
  game->verbose = FALSE;
  game->current_room_name = NULL;
  game->status_line = NULL;
  game->title = NULL;
  game->author = NULL;
  game->hint_text = NULL;

  /* Resource controls. */
  res_clear_resource (&game->requested_sound);
  res_clear_resource (&game->requested_graphic);
  res_clear_resource (&game->playing_sound);
  res_clear_resource (&game->displayed_graphic);
  game->stop_sound = FALSE;
  game->sound_active = FALSE;

  /* Initialize wait turns from game properties. */
  vt_key[0].string = "Globals";
  vt_key[1].string = "WaitTurns";
  game->waitturns = prop_get_integer (bundle, "I<-ss", vt_key);

  /* Non-game conveniences. */
  game->is_running = FALSE;
  game->has_notified = FALSE;
  game->is_admin = FALSE;
  game->has_completed = FALSE;
  game->waitcounter = 0;
  game->do_again = FALSE;
  game->redo_sequence = 0;
  game->do_restart = FALSE;
  game->do_restore = FALSE;

  bytes = game->object_count * sizeof (*game->object_references);
  game->object_references = sc_malloc (bytes);
  memset (game->object_references, FALSE, bytes);
  bytes = game->object_count * sizeof (*game->multiple_references);
  game->multiple_references = sc_malloc (bytes);
  memset (game->multiple_references, FALSE, bytes);

  bytes = game->npc_count * sizeof (*game->npc_references);
  game->npc_references = sc_malloc (bytes);
  memset (game->npc_references, FALSE, bytes);

  game->it_object = -1;
  game->him_npc = -1;
  game->her_npc = -1;
  game->it_npc = -1;

  /* Clear the quit jump buffer for tidiness. */
  memset (&game->quitter, 0, sizeof (game->quitter));

  /* Return the constructed game state. */
  return game;
}


/*
 * gs_is_game_valid()
 *
 * Return TRUE if pointer is a valid game, FALSE otherwise.
 */
sc_bool
gs_is_game_valid (sc_gameref_t game)
{
  return game && game->magic == GAME_MAGIC;
}


/*
 * gs_string_copy()
 *
 * Helper for gs_copy(), copies one malloc'ed string to another, or NULL
 * if from is NULL, taking care not to leak memory.
 */
static void
gs_string_copy (sc_char **to_string, const sc_char *from_string)
{
  /* Free any current contents of to_string. */
  sc_free (*to_string);

  /* Copy from_string if set, otherwise set to_string to NULL. */
  if (from_string)
    {
      *to_string = sc_malloc (strlen (from_string) + 1);
      strcpy (*to_string, from_string);
    }
  else
    *to_string = NULL;
}


/*
 * gs_copy()
 *
 * Deep-copy the dynamic parts of a game onto another existing
 * game structure.
 */
void
gs_copy (sc_gameref_t to, sc_gameref_t from)
{
  const sc_prop_setref_t bundle = from->bundle;
  sc_vartype_t vt_key[3];
  sc_int var_count, var, npc;
  assert (gs_is_game_valid (to) && gs_is_game_valid (from));

  /*
   * Copy over references to the properties bundle and filter.  The debugger
   * is specifically excluded, as it's considered to be tied to the game.
   */
  to->bundle = from->bundle;
  to->filter = from->filter;

  /* Copy over references to the undo buffers. */
  to->temporary = from->temporary;
  to->undo = from->undo;
  to->undo_available = from->undo_available;

  /* Copy over all variables values. */
  vt_key[0].string = "Variables";
  var_count = prop_get_child_count (bundle, "I<-s", vt_key);

  for (var = 0; var < var_count; var++)
    {
      const sc_char *name;
      sc_int var_type;

      vt_key[1].integer = var;

      vt_key[2].string = "Name";
      name = prop_get_string (bundle, "S<-sis", vt_key);
      vt_key[2].string = "Type";
      var_type = prop_get_integer (bundle, "I<-sis", vt_key);

      switch (var_type)
        {
        case TAFVAR_NUMERIC:
          var_put_integer (to->vars, name, var_get_integer (from->vars, name));
          break;

        case TAFVAR_STRING:
          var_put_string (to->vars, name, var_get_string (from->vars, name));
          break;

        default:
          sc_fatal ("gs_copy: unknown variable type, %ld\n", var_type);
        }
    }

  /* Copy over the variable timestamp. */
  var_set_elapsed_seconds (to->vars, var_get_elapsed_seconds (from->vars));

  /* Copy over room states. */
  assert (to->room_count == from->room_count);
  memcpy (to->rooms, from->rooms, from->room_count * sizeof (*from->rooms));

  /* Copy over object states. */
  assert (to->object_count == from->object_count);
  memcpy (to->objects, from->objects,
          from->object_count * sizeof (*from->objects));

  /* Copy over task states. */
  assert (to->task_count == from->task_count);
  memcpy (to->tasks, from->tasks, from->task_count * sizeof (*from->tasks));

  /* Copy over event states. */
  assert (to->event_count == from->event_count);
  memcpy (to->events, from->events, from->event_count * sizeof (*from->events));

  /* Copy over NPC states individually, to avoid walks problems. */
  for (npc = 0; npc < from->npc_count; npc++)
    {
      to->npcs[npc].location = from->npcs[npc].location;
      to->npcs[npc].position = from->npcs[npc].position;
      to->npcs[npc].parent = from->npcs[npc].parent;
      to->npcs[npc].seen = from->npcs[npc].seen;
      to->npcs[npc].walkstep_count = from->npcs[npc].walkstep_count;

      /* Copy over NPC walks information. */
      assert (to->npcs[npc].walkstep_count == from->npcs[npc].walkstep_count);
      memcpy (to->npcs[npc].walksteps, from->npcs[npc].walksteps,
              from->npcs[npc].walkstep_count
              * sizeof (*from->npcs[npc].walksteps));
    }

  /* Copy over player information. */
  to->playerroom = from->playerroom;
  to->playerposition = from->playerposition;
  to->playerparent = from->playerparent;

  /*
   * Copy over miscellaneous other details.  Specifically exclude bold rooms,
   * verbose, and score notification, so that they are invariant across copies,
   * particularly undo/restore.
   */
  to->turns = from->turns;
  to->score = from->score;

  gs_string_copy (&to->current_room_name, from->current_room_name);
  gs_string_copy (&to->status_line, from->status_line);
  gs_string_copy (&to->title, from->title);
  gs_string_copy (&to->author, from->author);
  gs_string_copy (&to->hint_text, from->hint_text);

  /*
   * Specifically exclude playing sound and displayed graphic from the copy
   * so that they remain invariant across game copies.
   */
  to->requested_sound = from->requested_sound;
  to->requested_graphic = from->requested_graphic;
  to->stop_sound = from->stop_sound;

  to->is_running = from->is_running;
  to->has_notified = from->has_notified;
  to->is_admin = from->is_admin;
  to->has_completed = from->has_completed;

  to->waitturns = from->waitturns;

  to->waitcounter = from->waitcounter;
  to->do_again = from->do_again;
  to->redo_sequence = from->redo_sequence;
  to->do_restart = from->do_restart;
  to->do_restore = from->do_restore;

  memcpy (to->object_references, from->object_references,
          from->object_count * sizeof (*from->object_references));
  memcpy (to->multiple_references, from->multiple_references,
          from->object_count * sizeof (*from->multiple_references));
  memcpy (to->npc_references, from->npc_references,
          from->npc_count * sizeof (*from->npc_references));

  to->it_object = from->it_object;
  to->him_npc = from->him_npc;
  to->her_npc = from->her_npc;
  to->it_npc = from->it_npc;

  /* Copy over the quit jump buffer. */
  memcpy (&to->quitter, &from->quitter, sizeof (from->quitter));
}


/*
 * gs_destroy()
 *
 * Free all the memory associated with a game state.
 */
void
gs_destroy (sc_gameref_t game)
{
  sc_int npc;
  assert (gs_is_game_valid (game));

  /* Free the malloc'ed state arrays. */
  sc_free (game->rooms);
  sc_free (game->objects);
  sc_free (game->tasks);
  sc_free (game->events);
  for (npc = 0; npc < game->npc_count; npc++)
    sc_free (game->npcs[npc].walksteps);
  sc_free (game->npcs);

  /* Free the malloc'ed object and NPC references. */
  sc_free (game->object_references);
  sc_free (game->multiple_references);
  sc_free (game->npc_references);

  /* Free malloc'ed game strings. */
  sc_free (game->current_room_name);
  sc_free (game->status_line);
  sc_free (game->title);
  sc_free (game->author);
  sc_free (game->hint_text);

  /* Poison and free the game state itself. */
  memset (game, 0xaa, sizeof (*game));
  sc_free (game);
}
