/* 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 Some of the "finer" points of pattern matching in relation to "*"
 *   wildcards, and %text%, are unknown.
 *
 * o The inclusion of part or all of prefixes in %character% and %object%
 *   matching may be right; then again, it may not be.
 */

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

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


/* Assorted definitions and constants. */
static const sc_char NUL = '\0';
static const sc_char MINUS = '-';
static const sc_char PLUS = '+';
static const sc_char PERCENT = '%';
static const sc_char *const WHITESPACE = "\t\n\v\f\r ";

/* Pattern matching trace flag. */
static sc_bool uip_trace = FALSE;

/* Enumeration of tokens.  TOK_NONE represents a non-occurring token. */
typedef enum
{
  TOK_NONE = 0,
  TOK_CHOICE, TOK_CHOICE_END, TOK_OPTIONAL, TOK_OPTIONAL_END,
  TOK_ALTERNATES_SEPARATOR,
  TOK_WILDCARD, TOK_WHITESPACE, TOK_WORD, TOK_VARIABLE,
  TOK_CHARACTER_REFERENCE, TOK_OBJECT_REFERENCE, TOK_NUMBER_REFERENCE,
  TOK_TEXT_REFERENCE, TOK_EOS
} sc_uip_tok_t;

/*
 * Small table tying token strings to tokens.  Anything not whitespace and
 * not caught by the table is a plain TOK_WORD.
 */
typedef struct
{
  const sc_char *const name;
  const sc_int length;
  const sc_uip_tok_t token;
} sc_uip_token_entry_t;

static const sc_uip_token_entry_t UIP_TOKENS[] = {
  {"[", 1, TOK_CHOICE}, {"]", 1, TOK_CHOICE_END},
  {"{", 1, TOK_OPTIONAL}, {"}", 1, TOK_OPTIONAL_END},
  {"/", 1, TOK_ALTERNATES_SEPARATOR},
  {"*", 1, TOK_WILDCARD},
  {"%character%", 11, TOK_CHARACTER_REFERENCE},
  {"%object%", 8, TOK_OBJECT_REFERENCE},
  {"%number%", 8, TOK_NUMBER_REFERENCE},
  {"%text%", 6, TOK_TEXT_REFERENCE},
  {NULL, 0, TOK_NONE}
};


/*
 * Tokenizer variables.  The temporary is used for keeping word token values.
 * For improved performance, we'll set it to indicate a static buffer if
 * short enough, otherwise it's allocated.
 */
static const sc_char *uip_pattern = NULL;
static sc_int uip_index = 0;
static const sc_char *uip_token_value;
enum { UIP_ALLOCATION_AVOIDANCE_SIZE = 128 };
static sc_char uip_static_temporary[UIP_ALLOCATION_AVOIDANCE_SIZE];
static sc_char *uip_temporary = NULL;

/*
 * uip_tokenize_start()
 * uip_tokenize_end()
 *
 * Start and wrap up pattern string tokenization.
 */
static void
uip_tokenize_start (const sc_char *pattern)
{
  static sc_bool initialized = FALSE;
  sc_int required;

  /* On first call only, verify the string lengths in the table. */
  if (!initialized)
    {
      const sc_uip_token_entry_t *entry;

      /* Compare table lengths with string lengths. */
      for (entry = UIP_TOKENS; entry->name; entry++)
        {
          if (entry->length != (sc_int) strlen (entry->name))
            {
              sc_fatal ("uip_tokenize_start:"
                        " table string length is wrong for \"%s\"\n",
                        entry->name);
            }
        }

      initialized = TRUE;
    }

  /* Save pattern, and restart index. */
  uip_pattern = pattern;
  uip_index = 0;

  /* Set up temporary; static if long enough, otherwise allocated. */
  required = strlen (pattern) + 1;
  uip_temporary = (required > UIP_ALLOCATION_AVOIDANCE_SIZE)
                  ? sc_malloc (required) : uip_static_temporary;
}

static void
uip_tokenize_end (void)
{
  /* Deallocate temporary if required, and clear pattern and index. */
  if (uip_temporary != uip_static_temporary)
    sc_free (uip_temporary);
  uip_temporary = NULL;
  uip_pattern = NULL;
  uip_index = 0;
}


/*
 * uip_next_token()
 *
 * Return the next token from the current pattern.
 */
static sc_uip_tok_t
uip_next_token (void)
{
  const sc_uip_token_entry_t *entry;
  sc_char close;
  assert (uip_pattern);

  /* Get next character, return EOS if at pattern end. */
  if (uip_pattern[uip_index] == NUL)
    {
      uip_token_value = NULL;
      return TOK_EOS;
    }

  /* If whitespace, skip it, then return a whitespace token. */
  if (sc_isspace (uip_pattern[uip_index]))
    {
      uip_index++;
      while (sc_isspace (uip_pattern[uip_index])
             && uip_pattern[uip_index] != NUL)
        uip_index++;
      uip_token_value = NULL;
      return TOK_WHITESPACE;
    }

  /* Search the table for matching strings. */
  for (entry = UIP_TOKENS; entry->name; entry++)
    {
      if (strncmp (uip_pattern + uip_index, entry->name, entry->length) == 0)
        break;
    }
  if (entry->name)
    {
      /* Advance over string, and return token. */
      uip_index += entry->length;
      uip_token_value = NULL;
      return entry->token;
    }

  /*
   * Search for a non-special variable reference.  This is apparently an
   * Adrift extension to the standard pattern match, allowing %user_var% to
   * be used in patterns.  If found, return a variable with the name as the
   * token value.  We can't interpolate the value into the string either
   * here or earlier, so we have to save the variable's name, and retrieve
   * it when we come to try the match.
   */
  if (sscanf (uip_pattern + uip_index, "%%%[^%]%c", uip_temporary, &close) == 2
      && close == PERCENT)
    {
      uip_index += strlen (uip_temporary) + 2;
      uip_token_value = uip_temporary;
      return TOK_VARIABLE;
    }

  /*
   * Return a word.  This is a contiguous run of non-pattern-special, non-
   * whitespace, non-percent characters
   */
  sscanf (uip_pattern + uip_index, "%[^][/{}*% \f\n\r\t\v]", uip_temporary);
  uip_token_value = uip_temporary;
  uip_index += strlen (uip_temporary);
  return TOK_WORD;
}


/*
 * uip_current_token_value()
 *
 * Return the token value of the current token.  It is an error to call
 * here if the current token is not a TOK_WORD or TOK_VARIABLE.
 */
static const sc_char *
uip_current_token_value (void)
{
  /* If the token value is NULL, the current token isn't a word. */
  if (!uip_token_value)
    {
      sc_fatal ("uip_current_token_value:"
                " attempt to take undefined token value\n");
    }

  /* Return value. */
  return uip_token_value;
}


/*
 * Parsed pattern tree node definition.   The tree is a left child, right
 * sibling representation, with token type, and word at nodes of type TOK_WORD.
 * NODE_UNUSED must be zero to ensure that the statically allocated array that
 * forms the node pool appears initially as containing only unused nodes.
 */
typedef enum
{
  NODE_UNUSED = 0,
  NODE_CHOICE, NODE_OPTIONAL, NODE_WILDCARD, NODE_WHITESPACE,
  NODE_CHARACTER_REFERENCE, NODE_OBJECT_REFERENCE, NODE_TEXT_REFERENCE,
  NODE_NUMBER_REFERENCE, NODE_WORD, NODE_VARIABLE, NODE_LIST, NODE_EOS
} sc_pttype_t;
typedef struct sc_ptnode_s
{
  struct sc_ptnode_s *left_child;
  struct sc_ptnode_s *right_sibling;

  sc_pttype_t type;
  sc_char *word;
  sc_bool is_allocated;
} sc_ptnode_t;
typedef sc_ptnode_t *sc_ptnoderef_t;

/* Predictive parser lookahead token. */
static sc_uip_tok_t uip_parse_lookahead = TOK_NONE;

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

/* Parse tree for cleanup, and forward declaration of pattern list parser. */
static sc_ptnoderef_t uip_parse_tree = NULL;
static void uip_parse_list (sc_ptnoderef_t list);

/*
 * Pool of statically allocated nodes, for faster allocations.  Nodes are
 * first allocated from here, then by straight malloc() if this pool is empty.
 * An average game's peak node allocation seems to be around 40-50 nodes, so
 * allowing 128 here should be plenty.
 */
enum { UIP_NODE_POOL_SIZE = 128 };
static sc_ptnode_t uip_node_pool[UIP_NODE_POOL_SIZE];
static sc_int uip_node_pool_cursor = 0;
static sc_int uip_node_pool_available = UIP_NODE_POOL_SIZE;

/*
 * Words held at nodes are usually short (15 chars covers 95% of English), so
 * to avoid a lot of small allocations we use a pool of short strings, used
 * first, then by straight malloc() should the pool empty.
 */
enum { UIP_WORD_POOL_SIZE = 64, UIP_SHORT_WORD_SIZE = 16 };
typedef struct
{
  sc_bool is_in_use;
  sc_char word[UIP_SHORT_WORD_SIZE];
} sc_ptshortword_t;
typedef sc_ptshortword_t *sc_ptshortwordref_t;
static sc_ptshortword_t uip_word_pool[UIP_WORD_POOL_SIZE];
static sc_int uip_word_pool_cursor = 0;
static sc_int uip_word_pool_available = UIP_WORD_POOL_SIZE;

/*
 * uip_parse_match()
 *
 * Match a token to the lookahead, then advance lookahead.
 */
static void
uip_parse_match (sc_uip_tok_t token)
{
  if (uip_parse_lookahead == token)
    uip_parse_lookahead = uip_next_token ();
  else
    {
      /* Syntax error. */
      sc_error ("uip_parse_match: syntax error, expected %ld, got %ld\n",
                (sc_int) uip_parse_lookahead, (sc_int) token);
      longjmp (uip_parse_error, 1);
    }
}


/*
 * uip_new_word()
 *
 * Return a string containing a copy of the word.  Uses a ring allocator to
 * allocate initially from static storage, for performance.  If this is
 * exhausted, backs off to standard allocation.
 */
static sc_char *
uip_new_word (const sc_char *word)
{
  sc_int required;

  /*
   * Unless the pool is empty, search forwards from the next cursor position
   * until an unused slot is found, or until the index wraps to the cursor.
   */
  required = strlen (word) + 1;
  if (uip_word_pool_available > 0 && required <= UIP_SHORT_WORD_SIZE)
    {
      sc_int index_;
      sc_ptshortwordref_t shortword;

      index_ = (uip_word_pool_cursor + 1) % UIP_WORD_POOL_SIZE;
      while (index_ != uip_word_pool_cursor)
        {
          if (!uip_word_pool[index_].is_in_use)
            break;
          index_ = (index_ + 1) % UIP_WORD_POOL_SIZE;
        }

      if (uip_word_pool[index_].is_in_use)
        sc_fatal ("uip_new_word: no free slot found in the words pool\n");

      /* Use the slot and update the pool cursor and free count. */
      shortword = uip_word_pool + index_;
      strcpy (shortword->word, word);
      shortword->is_in_use = TRUE;

      uip_word_pool_cursor = index_;
      uip_word_pool_available--;

      /* Return the address of the copied string. */
      return shortword->word;
    }
  else
    {
      sc_char *word_copy;

      /* Fall back to less efficient allocations. */
      word_copy = sc_malloc (required);
      strcpy (word_copy, word);
      return word_copy;
    }
}


/*
 * uip_free_word()
 *
 * If the word was allocated, free its memory; if not, find its short word
 * pool entry and return it to the pool.
 */
static void
uip_free_word (sc_char *word)
{
  const sc_char *first_in_pool, *last_in_pool;

  /* Obtain the range of valid addresses for words from the word pool. */
  first_in_pool = uip_word_pool[0].word;
  last_in_pool = uip_word_pool[UIP_WORD_POOL_SIZE - 1].word;

  /* If from the pool, mark the entry as no longer in use, otherwise free. */
  if (word >= first_in_pool && word <= last_in_pool)
    {
      sc_int index_;
      sc_ptshortwordref_t shortword;

      /*
       * Calculate the index to the word pool entry from which this short
       * word was allocated.
       */
      index_ = (word - first_in_pool) / sizeof (uip_word_pool[0]);
      shortword = uip_word_pool + index_;
      assert (shortword->word == word);

      shortword->is_in_use = FALSE;
      uip_word_pool_available++;
    }
  else
    sc_free (word);
}


/*
 * uip_new_node()
 *
 * Create a new node, populated with an initial type.  Uses a ring allocator
 * to allocate initially from static storage, for performance.  If this is
 * exhausted, backs off to standard allocation.
 */
static sc_ptnoderef_t
uip_new_node (sc_pttype_t type)
{
  sc_ptnoderef_t node;

  /*
   * Unless the pool is empty, search forwards from the next cursor position
   * until an unused slot is found, or until the index wraps to the cursor.
   */
  if (uip_node_pool_available > 0)
    {
      sc_int index_;

      index_ = (uip_node_pool_cursor + 1) % UIP_NODE_POOL_SIZE;
      while (index_ != uip_node_pool_cursor)
        {
          if (uip_node_pool[index_].type == NODE_UNUSED)
            break;
          index_ = (index_ + 1) % UIP_NODE_POOL_SIZE;
        }

      if (uip_node_pool[index_].type != NODE_UNUSED)
        sc_fatal ("uip_new_node: no free slot found in the nodes pool\n");

      /* Use the slot and update the pool cursor and free count. */
      node = uip_node_pool + index_;
      node->is_allocated = FALSE;

      uip_node_pool_cursor = index_;
      uip_node_pool_available--;
    }
  else
    {
      /* Fall back to less efficient allocations. */
      node = sc_malloc (sizeof (*node));
      node->is_allocated = TRUE;
    }

  /* Fill in the remaining fields and return the new node. */
  node->left_child = NULL;
  node->right_sibling = NULL;
  node->type = type;
  node->word = NULL;

  return node;
}


/*
 * uip_destroy_node()
 *
 * Destroy a node, and any allocated word memory.  If the node was allocated,
 * free its memory; if not, return it to the pool.
 */
static void
uip_destroy_node (sc_ptnoderef_t node)
{
  /* Free any word contained at this node. */
  if (node->word)
    uip_free_word (node->word);

  /*
   * If the node was allocated, poison memory and free it.  If it came from
   * the node pool, set it to unused and update the availability count for
   * the pool.
   */
  if (node->is_allocated)
    {
      memset (node, 0xaa, sizeof (*node));
      sc_free (node);
    }
  else
    {
      node->type = NODE_UNUSED;
      uip_node_pool_available++;
    }
}


/*
 * uip_parse_new_list()
 * uip_parse_alternatives()
 *
 * Parse a set of .../.../... alternatives for choices and optionals.  The
 * first function is a helper, returning a newly constructed parsed list.
 */
static sc_ptnoderef_t
uip_parse_new_list (void)
{
  sc_ptnoderef_t list;

  /* Create a new list node, parse into it, and return it. */
  list = uip_new_node (NODE_LIST);
  uip_parse_list (list);
  return list;
}

static void
uip_parse_alternatives (sc_ptnoderef_t node)
{
  sc_ptnoderef_t child;

  /* Parse initial alternative, then add other listed alternatives. */
  node->left_child = uip_parse_new_list ();
  child = node->left_child;
  while (uip_parse_lookahead == TOK_ALTERNATES_SEPARATOR)
    {
      uip_parse_match (TOK_ALTERNATES_SEPARATOR);
      child->right_sibling = uip_parse_new_list ();
      child = child->right_sibling;
    }
}


/*
 * uip_parse_element()
 *
 * Parse a single pattern element.
 */
static sc_ptnoderef_t
uip_parse_element (void)
{
  sc_ptnoderef_t node = NULL;
  sc_uip_tok_t token;

  /* Handle pattern element based on lookahead token. */
  switch (uip_parse_lookahead)
    {
    case TOK_WHITESPACE:
      uip_parse_match (TOK_WHITESPACE);
      node = uip_new_node (NODE_WHITESPACE);
      break;

    case TOK_CHOICE:
      /* Parse a [...[/.../...]] choice. */
      uip_parse_match (TOK_CHOICE);
      node = uip_new_node (NODE_CHOICE);
      uip_parse_alternatives (node);
      uip_parse_match (TOK_CHOICE_END);
      break;

    case TOK_OPTIONAL:
      /* Parse a {...[/.../...]} optional element. */
      uip_parse_match (TOK_OPTIONAL);
      node = uip_new_node (NODE_OPTIONAL);
      uip_parse_alternatives (node);
      uip_parse_match (TOK_OPTIONAL_END);
      break;

    case TOK_WILDCARD:
    case TOK_CHARACTER_REFERENCE:
    case TOK_OBJECT_REFERENCE:
    case TOK_NUMBER_REFERENCE:
    case TOK_TEXT_REFERENCE:
      /* Parse %mumble% references and * wildcards. */
      token = uip_parse_lookahead;
      uip_parse_match (token);
      switch (token)
        {
        case TOK_WILDCARD:
          node = uip_new_node (NODE_WILDCARD);
          break;
        case TOK_CHARACTER_REFERENCE:
          node = uip_new_node (NODE_CHARACTER_REFERENCE);
          break;
        case TOK_OBJECT_REFERENCE:
          node = uip_new_node (NODE_OBJECT_REFERENCE);
          break;
        case TOK_NUMBER_REFERENCE:
          node = uip_new_node (NODE_NUMBER_REFERENCE);
          break;
        case TOK_TEXT_REFERENCE:
          node = uip_new_node (NODE_TEXT_REFERENCE);
          break;
        default:
          sc_fatal ("uip_parse_element: invalid token, %ld\n", (sc_int) token);
        }
      break;

    case TOK_WORD:
      {
        const sc_char *token_value;
        sc_char *word;

        /* Take a copy of the token's word value. */
        token_value = uip_current_token_value ();
        word = uip_new_word (token_value);

        /* Store details in a word node. */
        uip_parse_match (TOK_WORD);
        node = uip_new_node (NODE_WORD);
        node->word = word;
        break;
      }

    case TOK_VARIABLE:
      {
        const sc_char *token_value;
        sc_char *name;

        /* Take a copy of the token's variable name value. */
        token_value = uip_current_token_value ();
        name = uip_new_word (token_value);

        /* Store details in a variable node, overloading word. */
        uip_parse_match (TOK_VARIABLE);
        node = uip_new_node (NODE_VARIABLE);
        node->word = name;
        break;
      }

    default:
      /* Syntax error. */
      sc_error ("uip_parse_element: syntax error,"
                " unexpected token, %ld\n", (sc_int) uip_parse_lookahead);
      longjmp (uip_parse_error, 1);
    }

  /* Return the newly created node. */
  assert (node);
  return node;
}


/*
 * uip_parse_list()
 *
 * Parse a list of pattern elements.
 */
static void
uip_parse_list (sc_ptnoderef_t list)
{
  sc_ptnoderef_t child, node;

  /* Add elements until a list terminator token is encountered. */
  child = list;
  while (TRUE)
    {
      switch (uip_parse_lookahead)
        {
        case TOK_CHOICE_END:
        case TOK_OPTIONAL_END:
        case TOK_ALTERNATES_SEPARATOR:
          /* Terminate list building and return. */
          return;

        case TOK_EOS:
          /* Place EOS at the appropriate link and return. */
          node = uip_new_node (NODE_EOS);
          if (child == list)
            child->left_child = node;
          else
            child->right_sibling = node;
          return;

        default:
          /* Add the next node at the appropriate link. */
          node = uip_parse_element ();
          if (child == list)
            {
              child->left_child = node;
              child = child->left_child;
            }
          else
            {
              /*
               * Make a special case of a choice or option next to another
               * choice or option.  In this case, add an (invented) whitespace
               * node, to ensure a match with suitable input.
               */
              if ((child->type == NODE_OPTIONAL || child->type == NODE_CHOICE)
                  && (node->type == NODE_OPTIONAL || node->type == NODE_CHOICE))
                {
                  sc_ptnoderef_t whitespace;

                  /* Interpose invented whitespace. */
                  whitespace = uip_new_node (NODE_WHITESPACE);
                  child->right_sibling = whitespace;
                  child = child->right_sibling;
                }

              child->right_sibling = node;
              child = child->right_sibling;
            }
          continue;
        }
    }
}


/*
 * uip_destroy_tree()
 *
 * Free and destroy a parsed pattern tree.
 */
static void
uip_destroy_tree (sc_ptnoderef_t node)
{
  if (node)
    {
      /* Recursively destroy siblings, then left child. */
      uip_destroy_tree (node->right_sibling);
      uip_destroy_tree (node->left_child);

      /* Destroy the node itself. */
      uip_destroy_node (node);
    }
}


/*
 * uip_debug_dump_node()
 * uip_debug_dump()
 *
 * Print out a pattern match tree.
 */
static void
uip_debug_dump_node (sc_ptnoderef_t node, sc_int depth)
{
  /* End recursion on null node. */
  if (node)
    {
      sc_int index_;

      sc_trace (" ");
      for (index_ = 0; index_ < depth; index_++)
        sc_trace ("  ");

      sc_trace ("%p", (void *) node);
      switch (node->type)
        {
        case NODE_CHOICE:
          sc_trace (", choice");
          break;
        case NODE_OPTIONAL:
          sc_trace (", optional");
          break;
        case NODE_WILDCARD:
          sc_trace (", wildcard");
          break;
        case NODE_WHITESPACE:
          sc_trace (", whitespace");
          break;
        case NODE_CHARACTER_REFERENCE:
          sc_trace (", character");
          break;
        case NODE_OBJECT_REFERENCE:
          sc_trace (", object");
          break;
        case NODE_TEXT_REFERENCE:
          sc_trace (", text");
          break;
        case NODE_NUMBER_REFERENCE:
          sc_trace (", number");
          break;
        case NODE_WORD:
          sc_trace (", word \"%s\"", node->word);
          break;
        case NODE_VARIABLE:
          sc_trace (", variable \"%s\"", node->word);
          break;
        case NODE_LIST:
          sc_trace (", list");
          break;
        case NODE_EOS:
          sc_trace (", <eos>");
          break;
        default:
          sc_trace (", unknown type %ld", (sc_int) node->type);
          break;
        }
      if (node->left_child)
        sc_trace (", left child %p", (void *) node->left_child);
      if (node->right_sibling)
        sc_trace (", right sibling %p", (void *) node->right_sibling);
      sc_trace ("\n");

      /* Recursively dump left child, then siblings. */
      uip_debug_dump_node (node->left_child, depth + 1);
      uip_debug_dump_node (node->right_sibling, depth);
    }
}

static void
uip_debug_dump (void)
{
  sc_trace ("UIParser: debug dump follows...\n");
  if (uip_parse_tree)
    {
      sc_trace ("uip_parse_tree = {\n");
      uip_debug_dump_node (uip_parse_tree, 0);
      sc_trace ("}\n");
    }
  else
    sc_trace ("uip_parse_tree = (nil)\n");
}


/* String matching variables. */
static const sc_char *uip_string = NULL;
static sc_int uip_posn = 0;
static sc_gameref_t uip_game = NULL;

/*
 * uip_match_start()
 * uip_match_end()
 *
 * Set up a string for matching to a pattern tree, and wrap up matching.
 */
static void
uip_match_start (const sc_char *string, sc_gameref_t game)
{
  /* Save string, and restart index. */
  uip_string = string;
  uip_posn = 0;

  /* Save the game we're working on. */
  uip_game = game;
}

static void
uip_match_end (void)
{
  /* Clear match target string, and variable set. */
  uip_string = NULL;
  uip_posn = 0;
  uip_game = NULL;
}


/*
 * uip_get_game()
 *
 * Safety wrapper to ensure module code sees a valid game when it requires
 * one.
 */
static sc_gameref_t
uip_get_game (void)
{
  assert (gs_is_game_valid (uip_game));
  return uip_game;
}


/* Forward declaration of low level node matcher. */
static sc_bool uip_match_node (sc_ptnoderef_t node);

/*
 * uip_match_eos()
 * uip_match_word()
 * uip_match_variable()
 * uip_match_whitespace()
 * uip_match_list()
 * uip_match_alternatives()
 * uip_match_choice()
 * uip_match_optional()
 * uip_match_wildcard()
 *
 * Text element and list/choice element match functions.  Return TRUE, and
 * advance position if necessary, on match, FALSE on no match, with position
 * unchanged.
 */
static sc_bool
uip_match_eos (void)
{
  /* Check that we hit the string's end. */
  return uip_string[uip_posn] == NUL;
}

static sc_bool
uip_match_word (sc_ptnoderef_t node)
{
  sc_int length;
  const sc_char *word;

  /* Get the word to match. */
  assert (node->word);
  word = node->word;

  /* Compare string text with this node's word, ignore case. */
  length = strlen (word);
  if (sc_strncasecmp (uip_string + uip_posn, word, length) == 0)
    {
      /* Word match, advance position and return. */
      uip_posn += length;
      return TRUE;
    }

  /* No match. */
  return FALSE;
}

static sc_bool
uip_match_variable (sc_ptnoderef_t node)
{
  const sc_gameref_t game = uip_get_game ();
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_int type;
  sc_vartype_t vt_rvalue;
  const sc_char *name;

  /* Get the variable name to match, from overloaded word. */
  assert (node->word);
  name = node->word;

  /* Get the variable's value. */
  if (var_get (vars, name, &type, &vt_rvalue))
    {
      sc_int length;

      /* Compare the value against the current string position. */
      switch (type)
        {
          case VAR_INTEGER:
            {
              sc_char value[32];

              /* Compare numeric against the current string position. */
              sprintf (value, "%ld", vt_rvalue.integer);
              length = strlen (value);
              if (strncmp (uip_string + uip_posn, value, length) == 0)
                {
                  /* Integer match, advance position and return. */
                  uip_posn += length;
                  return TRUE;
                }
              break;
            }

          case VAR_STRING:
            /* Compare string value against the current string position. */
            length = strlen (vt_rvalue.string);
            if (sc_strncasecmp (uip_string + uip_posn,
                                vt_rvalue.string, length) == 0)
              {
                /* String match, advance position and return. */
                uip_posn += length;
                return TRUE;
              }
            break;

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

  /* No match, or no such variable. */
  return FALSE;
}

static sc_bool
uip_match_whitespace (void)
{
  /* If next character is space, read whitespace and return. */
  if (sc_isspace (uip_string[uip_posn]))
    {
      /* Space match, advance position and return. */
      while (uip_string[uip_posn] != NUL && sc_isspace (uip_string[uip_posn]))
        uip_posn++;
      return TRUE;
    }

  /*
   * No match.  However, if we're trying to match space, this is a word
   * boundary.  So... even though we're not sitting on a space, if the string
   * prior character is whitespace, "double-match" the space.
   *
   * Also, match if we haven't yet matched any text.  In effect, this means
   * leading spaces on patterns will be ignored.
   *
   * TODO Is this what we want to happen?  It seems harmless, even useful.
   */
  if (uip_posn == 0 || sc_isspace (uip_string[uip_posn - 1]))
    return TRUE;

  /*
   * And that's not all.  We also want to match whitespace if we're at the end
   * of a string (another word boundary).  This will permit patterns that end
   * in optional elements to succeed since options and wildcards always match,
   * even if to no text.
   */
  if (uip_string[uip_posn] == NUL)
    return TRUE;

  /* No match.  Really. */
  return FALSE;
}

static sc_bool
uip_match_list (sc_ptnoderef_t node)
{
  sc_ptnoderef_t child;

  /*
   * If this list is empty, fail the match.  This special-case handling is
   * what catches constructed temporary lists for wildcard-like items that
   * don't actually encompass anything.
   */
  if (!node->left_child)
    return FALSE;

  /* Match everything listed sequentially. */
  for (child = node->left_child; child; child = child->right_sibling)
    {
      if (!uip_match_node (child))
        {
          /* No match. */
          return FALSE;
        }
    }

  /* Matched. */
  return TRUE;
}

static sc_bool
uip_match_alternatives (sc_ptnoderef_t node)
{
  sc_ptnoderef_t child;
  sc_int start_posn, extent;
  sc_bool matched;

  /* Note the start position for rewind between tries. */
  start_posn = uip_posn;

  /*
   * Try a match on each of the children, looking to see which one moves the
   * position on the furthest.  Match on this one.  This is a "maximal munch".
   */
  extent = uip_posn;
  matched = FALSE;
  for (child = node->left_child; child; child = child->right_sibling)
    {
      uip_posn = start_posn;
      if (uip_match_node (child))
        {
          /* Matched. */
          matched = TRUE;
          if (uip_posn > extent)
            extent = uip_posn;
        }
    }

  /* If matched, set position to extent; if not, back to start. */
  uip_posn = matched ? extent : start_posn;

  /* Return match status. */
  return matched;
}

static sc_bool
uip_match_choice (sc_ptnoderef_t node)
{
  /*
   * Return the result of matching alternatives.  The choice will therefore
   * fail if none of the alternatives match.
   */
  return uip_match_alternatives (node);
}

static sc_bool
uip_match_optional (sc_ptnoderef_t node)
{
  sc_int start_posn;
  sc_ptnoderef_t list;
  sc_bool matched;

  /* Note the start position for rewind on empty match. */
  start_posn = uip_posn;

  /*
   * Look ahead to see if we can match to nothing, and still have the main
   * pattern match.  If we can, we'll go with this.  It's a "minimal munch"-ish
   * strategy, but seems to be what Adrift does in this situation.
   */
  list = uip_new_node (NODE_LIST);
  list->left_child = node->right_sibling;

  /* Match on the temporary list. */
  matched = uip_match_node (list);

  /* Free the temporary list node. */
  uip_destroy_node (list);

  /*
   * If the temporary matched and consumed text, rewind position to match
   * nothing.  If it didn't, match alternatives to consume anything that may
   * match our options.
   */
  if (matched && uip_posn > start_posn)
    uip_posn = start_posn;
  else
    uip_match_alternatives (node);

  /* Return TRUE no matter what. */
  return TRUE;
}

static sc_bool
uip_match_wildcard (sc_ptnoderef_t node)
{
  sc_int start_posn, limit, index_;
  sc_bool matched;
  sc_ptnoderef_t list;

  /*
   * At least one game uses patterns like "thing******...".  Why?  Who knows.
   * But if we're in a list of wildcards, and not the first, ignore the call;
   * only the final one needs handling.
   */
  if (node->right_sibling && node->right_sibling->type == NODE_WILDCARD)
    return TRUE;

  /* Note the start position for rewind on no match. */
  start_posn = uip_posn;

  /*
   * To make life a little easier, we'll match on the tree to the right of
   * this node by constructing a temporary list node, containing stuff to the
   * right of the wildcard, and then matching on that.
   */
  list = uip_new_node (NODE_LIST);
  list->left_child = node->right_sibling;

  /*
   * Repeatedly try to match the rest of the tree at successive character
   * positions, and stop if we succeed.  This is a "minimal munch", which may
   * or may not be the right thing to be doing here.
   *
   * When scanning forward, take care to include the NUL, needed to match
   * TOK_EOS.
   */
  matched = FALSE;
  limit = strlen (uip_string) + 1;
  for (index_ = uip_posn + 1; index_ < limit; index_++)
    {
      uip_posn = index_;
      if (uip_match_node (list))
        {
          /* Wildcard match at this point. */
          uip_posn = index_;
          matched = TRUE;
          break;
        }
    }

  /* Free the temporary list node. */
  uip_destroy_node (list);

  /* If we didn't match in the loop, restore position. */
  if (!matched)
    uip_posn = start_posn;

  /* Return TRUE whether we matched text or not. */
  return TRUE;
}


/*
 * uip_match_number()
 * uip_match_text()
 *
 * Attempt to match a number, or a word, from the string.
 */
static sc_bool
uip_match_number (void)
{
  const sc_gameref_t game = uip_get_game ();
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_int number;

  /* Attempt to read a number from input. */
  if (sscanf (uip_string + uip_posn, "%ld", &number) == 1)
    {
      /* Advance position over the number. */
      while (uip_string[uip_posn] == MINUS || uip_string[uip_posn] == PLUS)
        uip_posn++;
      while (sc_isdigit (uip_string[uip_posn]))
        uip_posn++;

      /* Set number reference in variables and return. */
      var_set_ref_number (vars, number);
      return TRUE;
    }

  /* No match. */
  return FALSE;
}

static sc_bool
uip_match_text (sc_ptnoderef_t node)
{
  const sc_gameref_t game = uip_get_game ();
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_int start_posn, limit, index_;
  sc_bool matched;
  sc_ptnoderef_t list;

  /* Note the start position for rewind on no match. */
  start_posn = uip_posn;

  /*
   * As with wildcards, create a temporary list of the stuff to the right of
   * the reference node, and match on that.
   */
  list = uip_new_node (NODE_LIST);
  list->left_child = node->right_sibling;

  /*
   * Again, as with wildcards, repeatedly try to match the rest of the tree at
   * successive character positions, stopping if we succeed.
   */
  matched = FALSE;
  limit = strlen (uip_string) + 1;
  for (index_ = uip_posn + 1; index_ < limit; index_++)
    {
      uip_posn = index_;
      if (uip_match_node (list))
        {
          /* Text reference match at this point. */
          uip_posn = index_;
          matched = TRUE;
          break;
        }
    }

  /* Free the temporary list node. */
  uip_destroy_node (list);

  /* See if we found a match in the loop. */
  if (matched)
    {
      sc_char *string;

      /* Found a match; create a string and save the text. */
      string = sc_malloc (uip_posn - start_posn + 1);
      memcpy (string, uip_string + start_posn, uip_posn - start_posn);
      string[uip_posn - start_posn] = NUL;

      /*
       * Adrift seems to save referenced text as all-lowercase; we need to do
       * the same.
       */
      for (index_ = 0; string[index_] != NUL; index_++)
        string[index_] = sc_tolower (string[index_]);
      var_set_ref_text (vars, string);
      sc_free (string);

      /* Return TRUE since we matched text. */
      return TRUE;
    }
  else
    {
      /* We didn't match in the loop; restore position. */
      uip_posn = start_posn;

      /* Return FALSE on no match. */
      return FALSE;
    }
}


/*
 * uip_skip_article()
 *
 * Skip over any "a"/"an"/"the"/"some" at the head of a string.  Helper for
 * %character% and %object% matchers.  Returns the revised string position.
 */
static sc_int
uip_skip_article (const sc_char *string, sc_int start)
{
  sc_int posn;

  /* Skip over articles. */
  posn = start;
  if (sc_compare_word (string + posn, "a", 1))
    posn += 1;
  else if (sc_compare_word (string + posn, "an", 2))
    posn += 2;
  else if (sc_compare_word (string + posn, "the", 3))
    posn += 3;
  else if (sc_compare_word (string + posn, "some", 4))
    posn += 4;

  /* Skip any whitespace, and return. */
  while (sc_isspace (string[posn]) && string[posn] != NUL)
    posn++;
  return posn;
}


/*
 * uip_compare_reference()
 *
 * Helper for %character% and %object% matchers.  Matches multiple words
 * if necessary, at the current position.  Returns zero if the string
 * didn't match, otherwise the length of the current position that matched
 * the words passed in (the new value of uip_posn on match).
 */
static sc_int
uip_compare_reference (const sc_char *words)
{
  sc_int wpos, posn;

  /* Skip articles and lead in space on words and string. */
  wpos = uip_skip_article (words, 0);
  posn = uip_skip_article (uip_string, uip_posn);

  /* Match characters from words with the string at position. */
  while (TRUE)
    {
      /* Any character mismatch means no words match. */
      if (sc_tolower (words[wpos]) != sc_tolower (uip_string[posn]))
        return 0;

      /* Move to next character in each. */
      wpos++;
      posn++;

      /*
       * If at space, advance over whitespace in words list.  Stop when we
       * hit the end of the words list.
       */
      while (sc_isspace (words[wpos]) && words[wpos] != NUL)
        wpos++;
      if (words[wpos] == NUL)
        break;

      /*
       * About to match another word, so advance over whitespace in the
       * current string too.
       */
      while (sc_isspace (uip_string[posn]) && uip_string[posn] != NUL)
        posn++;
    }

  /*
   * We reached the end of words.  If we're at the end of the match string, or
   * at spaces, we've matched.
   */
  if (sc_isspace (uip_string[posn]) || uip_string[posn] == NUL)
    return posn;

  /* More text after the match, so it's not quite a match. */
  return 0;
}


/*
 * uip_compare_prefixed_name()
 *
 * Helper for %character% and %object% matchers.  Attempts a reference
 * match against both the prefixed name, and if that fails, the plain name.
 * Returns the extent of the match, or zero if no match.
 */
static sc_int
uip_compare_prefixed_name (const sc_char *prefix, const sc_char *name)
{
  sc_char buffer[UIP_SHORT_WORD_SIZE + UIP_SHORT_WORD_SIZE + 1];
  sc_char *string;
  sc_int required, extent;

  /* Create a prefixed string, using the local buffer if possible. */
  required = strlen (prefix) + strlen (name) + 2;
  string = required > (sc_int) sizeof (buffer) ? sc_malloc (required) : buffer;
  sprintf (string, "%s %s", prefix, name);

  /* Check against the prefixed name first, free string if required. */
  extent = uip_compare_reference (string);
  if (string != buffer)
    sc_free (string);

  /* If no match there, retry with just the plain name. */
  if (extent == 0)
    extent = uip_compare_reference (name);

  /* Return the count of characters consumed in matching. */
  return extent;
}


/*
 * uip_match_remainder()
 *
 * Helper for %character% and %object% matchers.  Matches the remainder
 * of a pattern, to resolve the difference between, say, "table leg" and
 * "table".
 */
static sc_bool
uip_match_remainder (sc_ptnoderef_t node, sc_int extent)
{
  sc_ptnoderef_t list;
  sc_int start_posn;
  sc_bool matched;

  /* Note the start position, then advance to the given extent. */
  start_posn = uip_posn;
  uip_posn = extent;

  /*
   * Try to match everything after the node passed in, at this position in the
   * string.
   */
  list = uip_new_node (NODE_LIST);
  list->left_child = node->right_sibling;

  /* Match on the temporary list. */
  matched = uip_match_node (list);

  /* Free the temporary list node, and restore position. */
  uip_destroy_node (list);
  uip_posn = start_posn;

  /* Return TRUE if the pattern remainder matched. */
  return matched;
}


/*
 * uip_match_character()
 *
 * Match a %character% reference.  This function searches all NPC names and
 * aliases for possible matches, and sets the game npc_references flag
 * for any that match.  The final one to match is also stored in variables.
 */
static sc_bool
uip_match_character (sc_ptnoderef_t node)
{
  const sc_gameref_t game = uip_get_game ();
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_int npc_count, npc, max_extent;

  if (uip_trace)
    sc_trace ("UIParser: attempting to match %%character%%\n");

  /* Clear all current character references. */
  gs_clear_npc_references (game);

  /* Iterate characters, looking for a name or alias match. */
  max_extent = 0;
  npc_count = gs_npc_count (game);
  for (npc = 0; npc < npc_count; npc++)
    {
      sc_vartype_t vt_key[4];
      const sc_char *prefix, *name;
      sc_int alias_count, alias, extent;

      /* Get the NPC's prefix and name. */
      vt_key[0].string = "NPCs";
      vt_key[1].integer = npc;
      vt_key[2].string = "Prefix";
      prefix = prop_get_string (bundle, "S<-sis", vt_key);
      vt_key[2].string = "Name";
      name = prop_get_string (bundle, "S<-sis", vt_key);

      if (uip_trace)
        sc_trace ("UIParser: trying %s\n", name);

      /* Compare this name, both prefixed and not. */
      extent = uip_compare_prefixed_name (prefix, name);
      if (extent > 0 && uip_match_remainder (node, extent))
        {
          if (uip_trace)
            sc_trace ("UIParser: matched\n");

          /* Increase the maximum match extent if required. */
          max_extent = (extent > max_extent) ? extent : max_extent;

          /* Save match in variables and game. */
          var_set_ref_character (vars, npc);
          game->npc_references[npc] = TRUE;
        }

      /* Now compare against all NPC aliases. */
      vt_key[2].string = "Alias";
      alias_count = prop_get_child_count (bundle, "I<-sis", vt_key);

      for (alias = 0; alias < alias_count; alias++)
        {
          const sc_char *alias_name;

          /*
           * Get the NPC alias.  Version 3.9 games introduce empty aliases,
           * so check here.
           */
          vt_key[3].integer = alias;
          alias_name = prop_get_string (bundle, "S<-sisi", vt_key);
          if (sc_strempty (alias_name))
            continue;

          if (uip_trace)
            sc_trace ("UIParser: trying alias %s\n", alias_name);

          /* Compare this alias name, both prefixed and not. */
          extent = uip_compare_prefixed_name (prefix, alias_name);
          if (extent > 0 && uip_match_remainder (node, extent))
            {
              if (uip_trace)
                sc_trace ("UIParser: matched\n");

              /* Increase the maximum match extent if required. */
              max_extent = (extent > max_extent) ? extent : max_extent;

              /* Save match in variables and game. */
              var_set_ref_character (vars, npc);
              game->npc_references[npc] = TRUE;
            }
        }
    }

  /* On match, advance position and return successfully. */
  if (max_extent > 0)
    {
      uip_posn = max_extent;
      return TRUE;
    }

  /* No match. */
  return FALSE;
}


/*
 * uip_match_object()
 *
 * Match an %object% reference.  This function searches all object names and
 * aliases for possible matches, and sets the game object_references flag
 * for any that match.  The final one to match is also stored in variables.
 */
static sc_bool
uip_match_object (sc_ptnoderef_t node)
{
  const sc_gameref_t game = uip_get_game ();
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  const sc_var_setref_t vars = gs_get_vars (game);
  sc_int object_count, object, max_extent;

  if (uip_trace)
    sc_trace ("UIParser: attempting to match %%object%%\n");

  /* Clear all current object references. */
  gs_clear_object_references (game);

  /* Iterate objects, looking for a name or alias match. */
  max_extent = 0;
  object_count = gs_object_count (game);
  for (object = 0; object < object_count; object++)
    {
      sc_vartype_t vt_key[4];
      const sc_char *prefix, *name;
      sc_int alias_count, alias, extent;

      /* Get the object's prefix and name. */
      vt_key[0].string = "Objects";
      vt_key[1].integer = object;
      vt_key[2].string = "Prefix";
      prefix = prop_get_string (bundle, "S<-sis", vt_key);
      vt_key[2].string = "Short";
      name = prop_get_string (bundle, "S<-sis", vt_key);

      if (uip_trace)
        sc_trace ("UIParser: trying %s\n", name);

      /* Compare this name, both prefixed and not. */
      extent = uip_compare_prefixed_name (prefix, name);
      if (extent > 0 && uip_match_remainder (node, extent))
        {
          if (uip_trace)
            sc_trace ("UIParser: matched\n");

          /* Increase the maximum match extent if required. */
          max_extent = (extent > max_extent) ? extent : max_extent;

          /* Save match in variables and game. */
          var_set_ref_object (vars, object);
          game->object_references[object] = TRUE;
        }

      /* Now compare against all object aliases. */
      vt_key[2].string = "Alias";
      alias_count = prop_get_child_count (bundle, "I<-sis", vt_key);

      for (alias = 0; alias < alias_count; alias++)
        {
          const sc_char *alias_name;

          /*
           * Get the object alias.  Version 3.9 games introduce empty aliases,
           * so check here.
           */
          vt_key[3].integer = alias;
          alias_name = prop_get_string (bundle, "S<-sisi", vt_key);
          if (sc_strempty (alias_name))
            continue;

          if (uip_trace)
            sc_trace ("UIParser: trying alias %s\n", alias_name);

          /* Compare this alias name, both prefixed and not. */
          extent = uip_compare_prefixed_name (prefix, alias_name);
          if (extent > 0 && uip_match_remainder (node, extent))
            {
              if (uip_trace)
                sc_trace ("UIParser: matched\n");

              /* Increase the maximum match extent if required. */
              max_extent = (extent > max_extent) ? extent : max_extent;

              /* Save match in variables and game. */
              var_set_ref_object (vars, object);
              game->object_references[object] = TRUE;
            }
        }
    }

  /* On match, advance position and return successfully. */
  if (max_extent > 0)
    {
      uip_posn = max_extent;
      return TRUE;
    }

  /* No match. */
  return FALSE;
}


/*
 * uip_match_node()
 *
 * Attempt to match the given node to the current match string/position.
 * Return TRUE, with position advanced, on match, FALSE on fail with the
 * position unchanged.
 */
static sc_bool
uip_match_node (sc_ptnoderef_t node)
{
  sc_bool match = FALSE;

  /* Match depending on node type. */
  switch (node->type)
    {
    case NODE_EOS:
      match = uip_match_eos ();
      break;
    case NODE_WORD:
      match = uip_match_word (node);
      break;
    case NODE_VARIABLE:
      match = uip_match_variable (node);
      break;
    case NODE_WHITESPACE:
      match = uip_match_whitespace ();
      break;
    case NODE_LIST:
      match = uip_match_list (node);
      break;
    case NODE_CHOICE:
      match = uip_match_choice (node);
      break;
    case NODE_OPTIONAL:
      match = uip_match_optional (node);
      break;
    case NODE_WILDCARD:
      match = uip_match_wildcard (node);
      break;
    case NODE_CHARACTER_REFERENCE:
      match = uip_match_character (node);
      break;
    case NODE_OBJECT_REFERENCE:
      match = uip_match_object (node);
      break;
    case NODE_NUMBER_REFERENCE:
      match = uip_match_number ();
      break;
    case NODE_TEXT_REFERENCE:
      match = uip_match_text (node);
      break;
    default:
      sc_fatal ("uip_match_node: invalid type, %ld\n", (sc_int) node->type);
    }

  return match;
}


/*
 * uip_cleanse_string()
 * uip_free_cleansed_string()
 *
 * Given a string, copy it to the given buffer, and trim leading and trailing
 * spaces from it.  If the string does not fit the buffer, malloc enough for
 * a string copy and use that instead.  The caller needs to free this
 * allocation if it happens (detectable by comparing the return value to the
 * buffer passed in), or call uip_free_cleansed_string.
 */
static sc_char *
uip_cleanse_string (const sc_char *original, sc_char *buffer, sc_int length)
{
  sc_int required;
  sc_char *string;

  /*
   * Use the supplied buffer if it is long enough, otherwise allocate, and
   * copy the string.
   */
  required = strlen (original) + 1;
  string = (required < length) ? buffer : sc_malloc (required);
  strcpy (string, original);

  /* Trim, and return the string. */
  sc_trim_string (string);
  return string;
}

static sc_char *
uip_free_cleansed_string (sc_char *string, const sc_char *buffer)
{
  /* Free if the string was allocated by the function above. */
  if (string != buffer)
    sc_free (string);

  /* Always returns NULL, for the syntactic convenience of the caller. */
  return NULL;
}


/*
 * uip_debug_trace()
 *
 * Set pattern match tracing on/off.
 */
void
uip_debug_trace (sc_bool flag)
{
  uip_trace = flag;
}


/*
 * uip_match()
 *
 * Match a string to a pattern, and return TRUE on match, FALSE otherwise.
 * For performance, this function uses a local buffer to try to avoid the
 * need to copy each of the pattern and match strings passed in.
 */
sc_bool
uip_match (const sc_char *pattern, const sc_char *string, sc_gameref_t game)
{
  static sc_char *cleansed;  /* For setjmp safety. */
  sc_char buffer[UIP_ALLOCATION_AVOIDANCE_SIZE];
  sc_bool match;
  assert (pattern && string && game);

  /* Start tokenizer. */
  cleansed = uip_cleanse_string (pattern, buffer, sizeof (buffer));
  if (uip_trace)
    sc_trace ("UIParser: pattern \"%s\"\n", cleansed);
  uip_tokenize_start (cleansed);

  /* Try parsing the pattern, and catch errors. */
  if (setjmp (uip_parse_error) == 0)
    {
      /* Parse the pattern into a match tree. */
      uip_parse_lookahead = uip_next_token ();
      uip_parse_tree = uip_new_node (NODE_LIST);
      uip_parse_list (uip_parse_tree);
      uip_tokenize_end ();
      cleansed = uip_free_cleansed_string (cleansed, buffer);
    }
  else
    {
      /* Parse error -- clean up and fail. */
      uip_tokenize_end ();
      uip_destroy_tree (uip_parse_tree);
      uip_parse_tree = NULL;
      cleansed = uip_free_cleansed_string (cleansed, buffer);
      return FALSE;
    }

  /* Dump out the pattern tree if requested. */
  if (if_get_trace_flag (SC_DUMP_PARSER_TREES))
    uip_debug_dump ();

  /* Match the string to the pattern tree. */
  cleansed = uip_cleanse_string (string, buffer, sizeof (buffer));
  if (uip_trace)
    sc_trace ("UIParser: string \"%s\"\n", cleansed);
  uip_match_start (cleansed, game);
  match = uip_match_node (uip_parse_tree);

  /* Clean up matching and free the parsed pattern tree. */
  uip_match_end ();
  cleansed = uip_free_cleansed_string (cleansed, buffer);
  uip_destroy_tree (uip_parse_tree);
  uip_parse_tree = NULL;

  /* Return result of matching. */
  if (uip_trace)
    sc_trace ("UIParser: %s\n", match ? "MATCHED!" : "No match");
  return match;
}


/*
 * uip_replace_pronouns()
 *
 * Replaces pronouns by their respective object or NPC names, and returns the
 * resulting string to the caller, or NULL if no pronouns were replaced.  The
 * return string is malloc'ed, so the caller needs to remember to free it.
 */
sc_char *
uip_replace_pronouns (sc_gameref_t game, const sc_char *string)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  sc_int buffer_allocation;
  sc_char *buffer;
  const sc_char *current;
  assert (string);

  if (uip_trace)
    sc_trace ("UIParser: pronoun search \"%s\"\n", string);

  /* Begin with a NULL buffer for lazy allocation. */
  buffer_allocation = 0;
  buffer = NULL;

  /* Search for pronouns until no more string remains. */
  current = string + strspn (string, WHITESPACE);
  while (current[0] != NUL)
    {
      sc_vartype_t vt_key[3];
      sc_int object, npc, extent;
      const sc_char *prefix, *name;

      /* Initially, no object or NPC, no names, and a zero extent. */
      object = npc = -1;
      prefix = name = NULL;
      extent = 0;

      /*
       * Search for pronouns where we have an assigned object or NPC.  We
       * can't be sure of getting plurality right, and it's not always
       * intuitive even in English -- is "a pair of scissors" an "it", or
       * a "them"?  Because of this, we just treat "it" and "them" equally
       * for now.
       */
      if (game->it_object != -1 && sc_compare_word (current, "it", 2))
        {
          object = game->it_object;
          extent = 2;
        }
      else if (game->it_object != -1 && sc_compare_word (current, "them", 4))
        {
          object = game->it_object;
          extent = 4;
        }
      else if (game->him_npc != -1 && sc_compare_word (current, "him", 3))
        {
          npc = game->him_npc;
          extent = 3;
        }
      else if (game->her_npc != -1 && sc_compare_word (current, "her", 3))
        {
          npc = game->her_npc;
          extent = 3;
        }
      else if (game->it_npc != -1 && sc_compare_word (current, "it", 2))
        {
          npc = game->it_npc;
          extent = 2;
        }

      /* Assign prefix and name to the full object or NPC name, if any. */
      if (object > -1)
        {
          vt_key[0].string = "Objects";
          vt_key[1].integer = object;
          vt_key[2].string = "Prefix";
          prefix = prop_get_string (bundle, "S<-sis", vt_key);
          vt_key[2].string = "Short";
          name = prop_get_string (bundle, "S<-sis", vt_key);
        }
      else if (npc > -1)
        {
          vt_key[0].string = "NPCs";
          vt_key[1].integer = npc;
          vt_key[2].string = "Prefix";
          prefix = prop_get_string (bundle, "S<-sis", vt_key);
          vt_key[2].string = "Name";
          name = prop_get_string (bundle, "S<-sis", vt_key);
        }

      /*
       * If a pronoun was found, prefix and name indicate what to insert, and
       * extent shows how much of the buffer to replace with them.
       */
      if (prefix && name && extent > 0)
        {
          sc_char *position;
          sc_int prefix_length, name_length, length, final;

          /*
           * If not yet allocated, allocate a buffer now, and copy the input
           * string into it.  Then switch current to the equivalent location
           * in the allocated buffer; basic copy-on-write.
           */
          if (!buffer)
            {
              buffer_allocation = strlen (string) + 1;
              buffer = sc_malloc (buffer_allocation);
              strcpy (buffer, string);
              current = buffer + (current - string);
            }

          /*
           * If necessary, grow the output buffer for the replacement,
           * remembering to adjust current for the new buffer allocated.
           * At the same time, note the last character index for the move.
           */
          prefix_length = strlen (prefix);
          name_length = strlen (name);
          length = prefix_length + name_length + 1;
          if (length > extent)
            {
              sc_int offset;

              offset = current - buffer;
              buffer_allocation += length - extent;
              buffer = sc_realloc (buffer, buffer_allocation);
              current = buffer + offset;
              final = length;
            }
          else
            final = extent;

          /* Insert the replacement strings into the buffer. */
          position = buffer + (current - buffer);
          memmove (position + length,
                   position + extent,
                   buffer_allocation - (current - buffer) - final);
          memcpy (position, prefix, prefix_length);
          position[prefix_length] = ' ';
          memcpy (position + prefix_length + 1, name, name_length);

          /* Adjust current to skip over the replacement. */
          current += length;

          if (uip_trace)
            sc_trace ("Parser: pronoun \"%s\"\n", buffer);
        }
      else
        {
          /* If no match, advance current over the unmatched word. */
          current += strcspn (current, WHITESPACE);
        }

      /* Set current to the next word start. */
      current += strspn (current, WHITESPACE);
    }

  /* Return the final string, or NULL if no pronoun replacements. */
  return buffer;
}


/*
 * uip_assign_pronouns()
 *
 * Search a player command for object and NPC names, and assign any found to
 * game pronouns.  The string is searched from front to back, assigning
 * pronouns for objects or NPC names as found.  Later ones will overwrite
 * earlier ones if there is more than one in the string.
 */
void
uip_assign_pronouns (sc_gameref_t game, const sc_char *string)
{
  const sc_prop_setref_t bundle = gs_get_bundle (game);
  const sc_var_setref_t vars = gs_get_vars (game);
  const sc_char *current;
  sc_int saved_ref_object, saved_ref_character;
  assert (string);

  if (uip_trace)
    sc_trace ("UIParser: pronoun assignment \"%s\"\n", string);

  /* Save var references so we can restore them later. */
  saved_ref_object = var_get_ref_object (vars);
  saved_ref_character = var_get_ref_character (vars);

  /* Search for object and NPC names until no more string remains. */
  current = string + strspn (string, WHITESPACE);
  while (current[0] != NUL)
    {
      if (uip_match ("%object% *", current, game))
        {
          sc_int count, index_, object;

          /*
           * "Disambiguate" by rejecting objects that the player hasn't seen
           * or can't see.  If the reference is unique, assign to the 'it'
           * object pronoun.
           */
          count = 0;
          object = -1;
          for (index_ = 0; index_ < gs_object_count (game); index_++)
            {
              if (game->object_references[index_]
                  && gs_object_seen (game, index_)
                  && obj_indirectly_in_room (game,
                                             index_, gs_playerroom (game)))
                {
                  count++;
                  object = index_;
                }
            }

          if (count == 1)
            {
              game->it_object = object;
              game->it_npc = -1;

              if (uip_trace)
                sc_trace ("UIParser: object 'it/them' assigned %ld\n", object);
            }
        }

      if (uip_match ("%character% *", current, game))
        {
          sc_int count, index_, npc;

          /* Do the same "disambiguation" as for objects above. */
          count = 0;
          npc = -1;
          for (index_ = 0; index_ < gs_npc_count (game); index_++)
            {
              if (game->npc_references[index_]
                  && gs_npc_seen (game, index_)
                  && npc_in_room (game, index_, gs_playerroom (game)))
                {
                  count++;
                  npc = index_;
                }
            }

          if (count == 1)
            {
              sc_vartype_t vt_key[3];
              sc_int version, gender;

              /*
               * Version 3.8 games lack NPC gender information, so for this
               * case set "him"/"her" on each match, and never set "it"; this
               * matches the version 3.8 runner.
               */
              vt_key[0].string = "Version";
              version = prop_get_integer (bundle, "I<-s", vt_key);
              if (version == TAF_VERSION_380)
                {
                  game->him_npc = npc;
                  game->her_npc = npc;
                  game->it_npc = -1;

                  if (uip_trace)
                    {
                      sc_trace ("UIParser: 3.8 pronouns"
                                " 'him' and 'her' assigned %ld\n", npc);
                    }
                }
              else
                {
                  /* Find the NPC gender, so we know the pronoun to assign. */
                  vt_key[0].string = "NPCs";
                  vt_key[1].integer = npc;
                  vt_key[2].string = "Gender";
                  gender = prop_get_integer (bundle, "I<-sis", vt_key);

                  switch (gender)
                    {
                    case NPC_MALE:
                      game->him_npc = npc;
                      break;
                    case NPC_FEMALE:
                      game->her_npc = npc;
                      break;
                    case NPC_NEUTER:
                      game->it_npc = npc;
                      game->it_object = -1;
                      break;
                    default:
                      sc_error ("uip_assign_pronouns:"
                                " unknown gender, %ld\n", gender);
                    }

                  if (uip_trace)
                    sc_trace ("UIParser: NPC 'him/her/it' assigned %ld\n", npc);
                }
            }
        }

      /*
       * Advance the string position by a complete word.  This saves a lot
       * of time -- there's no point looking for an object or NPC name in
       * mid-word, and anyway it's not the right thing to do.
       */
      current += strcspn (current, WHITESPACE);
      current += strspn (current, WHITESPACE);
    }

  /* Restore variables references. */
  var_set_ref_object (vars, saved_ref_object);
  var_set_ref_character (vars, saved_ref_character);
}
