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

#include <stdio.h>

#ifndef SCARE_H
#define SCARE_H

#if defined(__cplusplus)
extern "C"
{
#endif

/*
 * Base type definitions.  SCARE integer types need to be at least 32 bits,
 * so using long here is a good bet for almost all ANSI C implementations for
 * 32 and 64 bit platforms; maybe also for any 16 bit ones.  For 64 bit
 * platforms configured for LP64, SCARE integer types will consume more space
 * in data structures.  Values won't wrap identically to 32 bit ones, but
 * games shouldn't be relying on wrapping anyway.  One final note -- in several
 * places, SCARE allocates 32 bytes into which it will sprintf() a long; this
 * is fine for both standard 32 bit and LP64 64 bit platforms, but is unsafe
 * should SCARE ever be configured for 128 bit definitions of sc_[u]int.
 */
typedef char sc_char;
typedef unsigned char sc_byte;
typedef long sc_int;
typedef unsigned long sc_uint;
typedef unsigned char sc_bool;

/* Enumerated confirmation types, passed to os_confirm(). */
enum
{ SC_CONF_QUIT = 0,
  SC_CONF_RESTART, SC_CONF_SAVE, SC_CONF_RESTORE, SC_CONF_VIEW_HINTS
};

/* HTML-like tag enumerated values, passed to os_print_tag(). */
enum
{ SC_TAG_UNKNOWN = 0, SC_TAG_ITALICS, SC_TAG_ENDITALICS, SC_TAG_BOLD,
  SC_TAG_ENDBOLD, SC_TAG_UNDERLINE, SC_TAG_ENDUNDERLINE, SC_TAG_COLOR,
  SC_TAG_ENDCOLOR, SC_TAG_FONT, SC_TAG_ENDFONT, SC_TAG_BGCOLOR, SC_TAG_CENTER,
  SC_TAG_ENDCENTER, SC_TAG_RIGHT, SC_TAG_ENDRIGHT, SC_TAG_WAIT, SC_TAG_WAITKEY,
  SC_TAG_CLS,

  /* British spelling equivalents. */
  SC_TAG_COLOUR = SC_TAG_COLOR,
  SC_TAG_ENDCOLOUR = SC_TAG_ENDCOLOR,
  SC_TAG_BGCOLOUR = SC_TAG_BGCOLOR,
  SC_TAG_CENTRE = SC_TAG_CENTER,
  SC_TAG_ENDCENTRE = SC_TAG_ENDCENTER
};

/* OS interface function prototypes; interpreters must define these. */
typedef void *sc_game;
extern void os_print_string (const sc_char *string);
extern void os_print_tag (sc_int tag, const sc_char *argument);
extern void os_play_sound (const sc_char *filepath,
                           sc_int offset, sc_int length, sc_bool is_looping);
extern void os_stop_sound (void);
extern void os_show_graphic (const sc_char *filepath,
                             sc_int offset, sc_int length);
extern sc_bool os_read_line (sc_char *buffer, sc_int length);
extern sc_bool os_confirm (sc_int type);
extern void *os_open_file (sc_bool is_save);
extern void os_write_file (void *opaque, const sc_byte *buffer, sc_int length);
extern sc_int os_read_file (void *opaque, sc_byte *buffer, sc_int length);
extern void os_close_file (void *opaque);
extern void os_display_hints (sc_game game);

extern void os_print_string_debug (const sc_char *string);
extern sc_bool os_read_line_debug (sc_char *buffer, sc_int length);

/* Interpreter trace flag bits, passed to sc_set_trace_flags(). */
enum
{ SC_TRACE_PARSE = 1, SC_TRACE_PROPERTIES = 2, SC_TRACE_VARIABLES = 4,
  SC_TRACE_PARSER = 8, SC_TRACE_LIBRARY = 16, SC_TRACE_EVENTS = 32,
  SC_TRACE_NPCS = 64, SC_TRACE_OBJECTS = 128, SC_TRACE_TASKS = 256,
  SC_TRACE_PRINTFILTER = 512,

  SC_DUMP_TAF = 1024, SC_DUMP_PROPERTIES = 2048, SC_DUMP_VARIABLES = 4096,
  SC_DUMP_PARSER_TREES = 8192
};

/* Module-wide trace control function prototype. */
extern void sc_set_trace_flags (sc_uint trace_flags);

/* Interpreter interface function prototypes. */
extern sc_game sc_game_from_filename (const sc_char *filename);
extern sc_game sc_game_from_stream (FILE *stream);
extern sc_game sc_game_from_callback (sc_int (*callback)
                                      (void *, sc_byte *, sc_int),
                                      void *opaque);
extern void sc_interpret_game (sc_game game);
extern void sc_restart_game (sc_game game);
extern sc_bool sc_save_game (sc_game game);
extern sc_bool sc_load_game (sc_game game);
extern sc_bool sc_undo_game_turn (sc_game game);
extern void sc_quit_game (sc_game game);
extern sc_bool sc_save_game_to_filename (sc_game game, const sc_char *filename);
extern void sc_save_game_to_stream (sc_game game, FILE *stream);
extern void sc_save_game_to_callback (sc_game game,
                                      void (*callback)
                                      (void *, const sc_byte *, sc_int),
                                      void *opaque);
extern sc_bool sc_load_game_from_filename (sc_game game,
                                           const sc_char *filename);
extern sc_bool sc_load_game_from_stream (sc_game game, FILE *stream);
extern sc_bool sc_load_game_from_callback (sc_game game,
                                           sc_int (*callback)
                                           (void *, sc_byte *, sc_int),
                                           void *opaque);
extern void sc_free_game (sc_game game);
extern sc_bool sc_is_game_running (sc_game game);
extern const sc_char *sc_get_game_name (sc_game game);
extern const sc_char *sc_get_game_author (sc_game game);
extern const sc_char *sc_get_game_compile_date (sc_game game);
extern sc_int sc_get_game_turns (sc_game game);
extern sc_int sc_get_game_score (sc_game game);
extern sc_int sc_get_game_max_score (sc_game game);
extern const sc_char *sc_get_game_room (sc_game game);
extern const sc_char *sc_get_game_status_line (sc_game game);
extern const sc_char *sc_get_game_preferred_font (sc_game game);
extern sc_bool sc_get_game_bold_room_names (sc_game game);
extern sc_bool sc_get_game_verbose (sc_game game);
extern sc_bool sc_get_game_notify_score_change (sc_game game);
extern sc_bool sc_has_game_completed (sc_game game);
extern sc_bool sc_is_game_undo_available (sc_game game);
extern void sc_set_game_bold_room_names (sc_game game, sc_bool flag);
extern void sc_set_game_verbose (sc_game game, sc_bool flag);
extern void sc_set_game_notify_score_change (sc_game game, sc_bool flag);

extern sc_bool sc_does_game_use_sounds (sc_game);
extern sc_bool sc_does_game_use_graphics (sc_game);

typedef void *sc_game_hint;
extern sc_game_hint sc_iterate_game_hints (sc_game game, sc_game_hint hint);
extern const sc_char *sc_get_game_hint_question (sc_game game,
                                                 sc_game_hint hint);
extern const sc_char *sc_get_game_subtle_hint (sc_game game,
                                               sc_game_hint hint);
extern const sc_char *sc_get_game_unsubtle_hint (sc_game game,
                                                 sc_game_hint hint);

extern void sc_set_game_debugger_enabled (sc_game game, sc_bool flag);
extern sc_bool sc_get_game_debugger_enabled (sc_game game);
extern sc_bool sc_run_game_debugger_command (sc_game game,
                                             const sc_char *debug_command);
extern void sc_set_portable_random (sc_bool flag);
extern void sc_reseed_random_sequence (sc_uint new_seed);

/* Locale control and query functions. */
extern sc_bool sc_set_locale (const sc_char *name);
extern const sc_char *sc_get_locale (void);

/* A few possibly useful utilities. */
extern sc_int sc_strncasecmp (const sc_char *s1, const sc_char *s2, sc_int n);
extern sc_int sc_strcasecmp (const sc_char *s1, const sc_char *s2);
extern const sc_char *sc_scare_version (void);
extern sc_int sc_scare_emulation (void);

#if defined(__cplusplus)
}
#endif

#endif
