/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  This program is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU General Public License
 *  as published by the Free Software Foundation; either version 2
 *  of the License, or (at your option) any later version.
 *
 *  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.
 *
 * DESCRIPTION:  Platform-independent sound code
 *
 *-----------------------------------------------------------------------------*/

#include "i_system.h"
#include "i_sound.h"
#include "sounds.h"
#include "s_sound.h"

#include "z_zone.h"
#include "m_random.h"
#include "w_wad.h"
#include "d_main.h"
#include "doomdef.h"
#include "r_main.h"

#include "doomstat.h"

#include "rockmacros.h"

// when to clip out sounds
// Does not fit the large outdoor areas.
#define S_CLIPPING_DIST (1200<<FRACBITS)

// Distance tp origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
// Originally: (200*0x10000).

#define S_CLOSE_DIST  (160*0x10000)
#define S_ATTENUATOR  ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)

// Adjustable by menu.
#define NORM_PITCH       128
#define NORM_PRIORITY  64
#define NORM_SEP  128
#define S_STEREO_SWING (96<<FRACBITS)

typedef struct
{
   sfxinfo_t *sfxinfo;  // sound information (if null, channel avail.)
   void *origin;        // origin of sound
   int handle;          // handle of the sound being played
   int is_pickup;       // killough 4/25/98: whether sound is a player's weapon
} channel_t;

// the set of channels available
static channel_t* channels;

// These are not used, but should be (menu).
// Maximum volume of a sound effect.
// Internal default is max out of 0-15.
int   snd_SfxVolume = 15;

// Maximum volume of music. Useless so far.
int   snd_MusicVolume = 15;

// whether songs are mus_paused
static boolean  mus_paused;

// music currently being played
static musicinfo_t* mus_playing=0;

// following is set
//  by the defaults code in M_misc:
// number of channels available
int default_numChannels;
int numChannels;

//jff 3/17/98 to keep track of last IDMUS specified music num
int idmusnum;

//
// Internals.
//

void S_StopChannel(int cnum);

int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
                        int *vol, int *sep, int *pitch);

static int S_getChannel(void *origin, sfxinfo_t *sfxinfo, int is_pickup);

//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
//  allocates channel buffer, sets S_sfx lookup.
//

void S_Init(int sfxVolume,int musicVolume )
{
   //jff 1/22/98 skip sound init if sound not enabled
   numChannels = default_numChannels;
   if (!nosfxparm)
   {
      int  i;

      printf("S_Init: default sfx volume %d\n", sfxVolume);

      // Whatever these did with DMX, these are rather dummies now.
      I_SetChannels();

      S_SetSfxVolume(sfxVolume);

      S_SetMusicVolume(musicVolume);

      // Allocating the internal channels for mixing
      // (the maximum numer of sounds rendered
      // simultaneously) within zone memory.
      // CPhipps - calloc
      channels = (channel_t *) calloc(numChannels,sizeof(channel_t));

      // no sounds are playing, and they are not mus_paused
      mus_paused = 0;

      // Note that sounds have not been cached (yet).
      for (i=1 ; i<NUMSFX ; i++)
         S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
   }
}

//
// Per level startup code.
// Kills playing sounds at start of level,
//  determines music if any, changes music.
//
void S_Start(void)
{
   int cnum, mnum;

   if (!nosfxparm)
   {
      // kill all playing sounds at start of level
      //  (trust me - a good idea)
      for (cnum=0 ; cnum<numChannels ; cnum++)
         if (channels[cnum].sfxinfo)
            S_StopChannel(cnum);

      // start new music for the level
      mus_paused = 0;

      if (gamemode == commercial)
         mnum = mus_runnin + gamemap - 1;
      else
      {
         int spmus[]=      // Song - Who? - Where?
            {
               mus_e3m4,   // American    e4m1
               mus_e3m2,   // Romero      e4m2
               mus_e3m3,   // Shawn       e4m3
               mus_e1m5,   // American    e4m4
               mus_e2m7,   // Tim         e4m5
               mus_e2m4,   // Romero      e4m6
               mus_e2m6,   // J.Anderson  e4m7 CHIRON.WAD
               mus_e2m5,   // Shawn       e4m8
               mus_e1m9    // Tim         e4m9
            };

         if (gameepisode < 4)
            mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
         else
            mnum = spmus[gamemap-1];
      }

      S_ChangeMusic(mnum, true);
   }
}

void S_StartSoundAtVolume(void *origin_p, int sfx_id, int volume)
{
   int  sep, pitch, priority, cnum, is_pickup;
   sfxinfo_t* sfx;
   mobj_t* origin = (mobj_t *) origin_p;

   if (nosfxparm)
      return;

   is_pickup = sfx_id & PICKUP_SOUND || sfx_id == sfx_oof || (compatibility_level >= prboom_2_compatibility && sfx_id == sfx_noway); // killough 4/25/98
   sfx_id &= ~PICKUP_SOUND;

   // check for bogus sound #
   if (sfx_id < 1 || sfx_id > NUMSFX)
      I_Error("S_StartSoundAtVolume: Bad sfx #: %d", sfx_id);

   sfx = &S_sfx[sfx_id];

   // Initialize sound parameters
   if (sfx->link)
   {
      pitch = sfx->pitch;
      priority = sfx->priority;
      volume += sfx->volume;

      if (volume < 1)
         return;

      if (volume > snd_SfxVolume)
         volume = snd_SfxVolume;
   }
   else
   {
      pitch = NORM_PITCH;
      priority = NORM_PRIORITY;
   }


   // Check to see if it is audible,
   //  and if not, modify the params

   if (!origin || origin == players[displayplayer].mo) {
      sep = NORM_SEP;
      volume *= 8;
   } else
      if (!S_AdjustSoundParams(players[displayplayer].mo, origin, &volume,
                               &sep, &pitch))
         return;
      else
         if ( origin->x == players[displayplayer].mo->x &&
               origin->y == players[displayplayer].mo->y)
            sep = NORM_SEP;

   // hacks to vary the sfx pitches
   if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit)
      pitch += 8 - (M_Random()&15);
   else
      if (sfx_id != sfx_itemup && sfx_id != sfx_tink)
         pitch += 16 - (M_Random()&31);

   if (pitch<0)
      pitch = 0;

   if (pitch>255)
      pitch = 255;

   // kill old sound
   for (cnum=0 ; cnum<numChannels ; cnum++)
      if (channels[cnum].sfxinfo && channels[cnum].origin == origin &&
            (comp[comp_sound] || channels[cnum].is_pickup == is_pickup))
      {
         S_StopChannel(cnum);
         break;
      }

   // try to find a channel
   cnum = S_getChannel(origin, sfx, is_pickup);

   if (cnum<0)
      return;

   // get lumpnum if necessary
   // killough 2/28/98: make missing sounds non-fatal
   if (sfx->lumpnum < 0 && (sfx->lumpnum = I_GetSfxLumpNum(sfx)) < 0)
      return;

   // increase the usefulness
   if (sfx->usefulness++ < 0)
      sfx->usefulness = 1;

   // Assigns the handle to one of the channels in the mix/output buffer.
   channels[cnum].handle = I_StartSound(sfx_id, cnum, volume, sep, pitch, priority);
}

void S_StartSound(void *origin, int sfx_id)
{
   S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
}

void S_StopSound(void *origin)
{
   int cnum;

   if (nosfxparm)
      return;
  
   for (cnum=0 ; cnum<numChannels ; cnum++)
      if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
      {
         S_StopChannel(cnum);
         break;
      }
}

//
// Stop and resume music, during game PAUSE.
//
void S_PauseSound(void)
{
  if (nosfxparm)
      return;

   if (mus_playing && !mus_paused)
   {
      I_PauseSong(mus_playing->handle);
      mus_paused = true;
   }
}

void S_ResumeSound(void)
{
   if (nosfxparm)
      return;

   if (mus_playing && mus_paused)
   {
      I_ResumeSong(mus_playing->handle);
      mus_paused = false;
   }
}

//
// Updates music & sounds
//
void S_UpdateSounds(void* listener_p)
{
   int  cnum;

   mobj_t* listener = (mobj_t*)listener_p;

   if (nosfxparm)
      return;

   for (cnum=0 ; cnum<numChannels ; cnum++)
   {
      sfxinfo_t* sfx;
      channel_t* c = &channels[cnum];

      if ((sfx = c->sfxinfo))
      {
         if (I_SoundIsPlaying(c->handle))
         {
            // initialize parameters
            int  volume = snd_SfxVolume;
            int  sep = NORM_PITCH;
            int  pitch = NORM_SEP;

            if (sfx->link)
            {
               pitch = sfx->pitch;
               volume += sfx->volume;
               if (volume < 1)
               {
                  S_StopChannel(cnum);
                  continue;
               }
               else
                  if (volume > snd_SfxVolume)
                     volume = snd_SfxVolume;
            }

            // check non-local sounds for distance clipping
            // or modify their params
            if (c->origin && listener_p != c->origin) // killough 3/20/98
            { 
               if (!S_AdjustSoundParams(listener, c->origin,
                                        &volume, &sep, &pitch))
                  S_StopChannel(cnum);
               else
                  I_UpdateSoundParams(c->handle, volume, sep, pitch);
            }
         }
         else
            S_StopChannel(cnum);
      }
   }
}

void S_SetMusicVolume(int volume)
{
   if (nosfxparm)
      return;

   if (volume < 0 || volume > 15)
      I_Error("S_SetMusicVolume: Attempt to set music volume at %d", volume);
   I_SetMusicVolume(volume);
   snd_MusicVolume = volume;
}

void S_SetSfxVolume(int volume)
{
   if (nosfxparm)
      return;

   if (volume < 0 || volume > 127)
      I_Error("S_SetSfxVolume: Attempt to set sfx volume at %d", volume);
   snd_SfxVolume = volume;
}

//
// Starts some music with the music id found in sounds.h.
//
void S_StartMusic(int m_id)
{
   if (nosfxparm)
      return;
   S_ChangeMusic(m_id, false);
}

void S_ChangeMusic(int musicnum, int looping)
{
   musicinfo_t *music;

   if (nosfxparm)
      return;

   if (musicnum <= mus_None || musicnum >= NUMMUSIC)
      I_Error("S_ChangeMusic: Bad music number %d", musicnum);

   music = &S_music[musicnum];

   if (mus_playing == music)
      return;

   // shutdown old music
   S_StopMusic();

   // get lumpnum if neccessary
   if (!music->lumpnum)
   {
      char  namebuf[9];
      snprintf(namebuf,sizeof(namebuf),"d_%s", music->name);
      music->lumpnum = W_GetNumForName(namebuf);
   }

   // load & register it
   music->data = W_CacheLumpNum(music->lumpnum);
//   music->handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));

   // load & register it
//   music->data = (void *) W_CacheLumpNum(music->lumpnum);
   music->handle = I_RegisterSong(music->data);

   // play it
   I_PlaySong(music->handle, looping);

   mus_playing = music;
}


void S_StopMusic(void)
{
   if (nosfxparm)
      return;

   if (mus_playing)
   {
      if (mus_paused)
         I_ResumeSong(mus_playing->handle);

      I_StopSong(mus_playing->handle);
      I_UnRegisterSong(mus_playing->handle);
      if (mus_playing->lumpnum >= 0)
         W_UnlockLumpNum(mus_playing->lumpnum); // cph - release the music data

      mus_playing->data = 0;
      mus_playing = 0;
   }
}

void S_StopChannel(int cnum)
{
   int  i;
   channel_t* c = &channels[cnum];

   if (nosfxparm)
      return;

   if (c->sfxinfo)
   {
      // stop the sound playing
      if (I_SoundIsPlaying(c->handle))
         I_StopSound(c->handle);

      // check to see
      //  if other channels are playing the sound
      for (i=0 ; i<numChannels ; i++)
         if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
            break;

      // degrade usefulness of sound data
      c->sfxinfo->usefulness--;
      c->sfxinfo = 0;
   }
}

//
// Changes volume, stereo-separation, and pitch variables
//  from the norm of a sound effect to be played.
// If the sound is not audible, returns a 0.
// Otherwise, modifies parameters and returns 1.
//
int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
                        int *vol, int *sep, int *pitch)
{
   (void)pitch;
   fixed_t adx, ady, approx_dist;
   angle_t angle;

   if (nosfxparm)
      return 0;

   // calculate the distance to sound origin
   //  and clip it if necessary
   adx = D_abs(listener->x - source->x);
   ady = D_abs(listener->y - source->y);

   // From _GG1_ p.428. Appox. eucledian distance fast.
   approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);

   if (!approx_dist)  // killough 11/98: handle zero-distance as special case
   {
      *sep = NORM_SEP;
      *vol = snd_SfxVolume;
      return *vol > 0;
   }

   if (approx_dist > S_CLIPPING_DIST)
      return 0;

   // angle of source to listener
   angle = R_PointToAngle2(listener->x, listener->y, source->x, source->y);

   if (angle <= listener->angle)
      angle += 0xffffffff;
   angle -= listener->angle;
   angle >>= ANGLETOFINESHIFT;

   // stereo separation
   *sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS);

   // volume calculation
   if (approx_dist < S_CLOSE_DIST)
      *vol = snd_SfxVolume*8;
   else
      // distance effect
      *vol = (snd_SfxVolume * ((S_CLIPPING_DIST-approx_dist)>>FRACBITS) * 8)
             / S_ATTENUATOR;

   return (*vol > 0);
}

//
// S_getChannel :
//   If none available, return -1.  Otherwise channel #.
//
// killough 4/25/98: made static, added is_pickup argument

static int S_getChannel(void *origin, sfxinfo_t *sfxinfo, int is_pickup)
{
   // channel number to use
   int  cnum;
   channel_t* c;

   if (nosfxparm)
      return -1;

   // Find an open channel
   for (cnum=0; cnum<numChannels && channels[cnum].sfxinfo; cnum++)
      if (origin && channels[cnum].origin == origin &&
            channels[cnum].is_pickup == is_pickup)
      {
         S_StopChannel(cnum);
         break;
      }

   // None available
   if (cnum == numChannels)
   {  // Look for lower priority
      for (cnum=0 ; cnum<numChannels ; cnum++)
         if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
            break;
      if (cnum == numChannels)
         return -1;                 // No lower priority.  Sorry, Charlie.
      else
         S_StopChannel(cnum);       // Otherwise, kick out lower priority.
   }

   c = &channels[cnum];             // channel is decided to be cnum.
   c->sfxinfo = sfxinfo;
   c->origin = origin;
   c->is_pickup = is_pickup;         // killough 4/25/98
   return cnum;
}
