//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT

This file is part of NBlood.

NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"	// Must come before everything else!

#include <string.h>
#include "build.h"
#include "compat.h"
#include "common_game.h"

#include "config.h"
#include "gameutil.h"
#include "player.h"
#include "resource.h"
#include "sfx.h"
#include "sound.h"
#include "trig.h"
#include "raze_sound.h"

BEGIN_BLD_NS

class BloodSoundEngine : public SoundEngine
{
    // client specific parts of the sound engine go in this class.
    void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *channel) override;
    TArray<uint8_t> ReadSound(int lumpnum) override;

public:
    BloodSoundEngine()
    {
        S_Rolloff.RolloffType = ROLLOFF_Doom;
        S_Rolloff.MinDistance = 170;            // these are the numbers I got when uncrunching the original sound code.
        S_Rolloff.MaxDistance = 850;
    }

    void StopChannel(FSoundChan* chan) override
    {
        if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
        {
            chan->Source = NULL;
            chan->SourceType = SOURCE_Unattached;
        }
        SoundEngine::StopChannel(chan);
    }



};

void sfxInit(void)
{
    soundEngine = new BloodSoundEngine;
}

void sfxTerm()
{
}

//==========================================================================
//
//
// 
//==========================================================================

TArray<uint8_t> BloodSoundEngine::ReadSound(int lumpnum)
{
    auto wlump = fileSystem.OpenFileReader(lumpnum);
    return wlump.Read();
}

void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *)
{
    if (pos != nullptr && type != SOURCE_None)
    {
        FVector3 camera;
        
        if (gMe && gMe->pSprite) camera = GetSoundPos(&gMe->pSprite->pos);
        else camera = { 0, 0, 0 }; // don't crash if there is no player.

        if (vel) vel->Zero();

        if (type == SOURCE_Unattached)
        {
            pos->X = pt[0];
            pos->Y = pt[1];
            pos->Z = pt[2];
        }
        else if (type == SOURCE_Actor)
        {
            auto actor = (spritetype*)source;
            assert(actor != nullptr);
            size_t index = actor - sprite;
            // Engine expects velocity in units per second, not units per tic.
            if (vel) *vel = { xvel[index] * (30 / 65536.f), zvel[index] * (-30 / 65536.f), yvel[index] * (-30 / 65536.f) };
            *pos = GetSoundPos(&actor->pos);
        }
        else if (type == SOURCE_Ambient)
        {
            *pos = camera; // just to be safe. Ambient sounds are in the world but unpositioned
        }
        if ((chanflags & CHANF_LISTENERZ))
        {
            pos->Y = camera.Y;
        }
    }
}


void sfxUpdate3DSounds(void)
{
    SoundListener listener;

    listener.angle = -(float)gMe->pSprite->ang * pi::pi() / 1024; // Build uses a period of 2048.
    listener.velocity.Zero();
    listener.position = GetSoundPos(&gMe->pSprite->pos);
    listener.underwater = false;
    // This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
    // listenactor->waterlevel == 3;
    //assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
    listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
    listener.valid = true;

    listener.ListenerObject = gMe->pSprite;
    soundEngine->SetListener(listener);
    soundEngine->UpdateSounds((int)totalclock);
}

FSoundID getSfx(FSoundID soundId, float &attenuation, int &pitch, int &relvol)
{
    auto udata = soundEngine->GetUserData(soundId);
    if (pitch < 0) pitch = udata ? udata[0] : 0x10000;

    if (relvol < 0) relvol = udata && udata[2] ? udata[2] : 80;
    if (relvol > 255) relvol = 255;
    // Limit the attenuation. More than 2.0 is simply too much.
    attenuation = relvol > 0 ? clamp(80.f / relvol, 0.f, 2.f) : 1.f;
    return soundId;
}

void sfxPlay3DSound(int x, int y, int z, int soundId, int nSector)
{
    if (!SoundEnabled() || soundId < 0) return;
    auto sid = soundEngine->FindSoundByResID(soundId);
    if (sid == 0) return;

    vec3_t xyz = { x, y, z };
    auto svec = GetSoundPos(&xyz);

    float attenuation;
    int pitch = -1;
    int relvol = -1;
    sid = getSfx(sid, attenuation, pitch, relvol);
  
    soundEngine->StartSound(SOURCE_Unattached, nullptr, &svec, -1, CHANF_OVERLAP, sid, (0.8f / 80.f) * relvol, attenuation, nullptr, pitch / 65536.f);

}

enum EPlayFlags
{
    FX_GlobalChannel = 1,
    FX_SoundMatch = 2,
    FX_ChannelMatch = 4,
};

void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3, int a4, int pitch, int volume)
{
    if (!SoundEnabled() || soundId < 0 || !pSprite) return;
    auto sid = soundEngine->FindSoundByResID(soundId);
    if (sid == 0) return;

    auto svec = GetSoundPos(&pSprite->pos);

    float attenuation;
    sid = getSfx(sid, attenuation, pitch, volume);
    if (volume == -1) volume = 80;

    if (a3 >= 0)
    {
        a3++;   // This is to make 0 a valid channel value.
        if (soundEngine->EnumerateChannels([=](FSoundChan* chan) -> int
            {
                if (chan->SourceType != SOURCE_Actor) return false; // other source types are not our business.
                if (chan->EntChannel == a3 && (chan->Source == pSprite || (a4 & FX_GlobalChannel) != 0))
                {
                    if ((a4 & FX_ChannelMatch) != 0 && chan->EntChannel == a3)
                        return true;
                    if ((a4 & FX_SoundMatch) != 0 && chan->OrgID == sid)
                        return true;
                    soundEngine->StopChannel(chan);
                    return -1;
                }
                return false;
            })) return;

    }

    soundEngine->StartSound(SOURCE_Actor, pSprite, &svec, a3, a3 == -1? CHANF_OVERLAP : CHANF_NONE , sid, volume * (0.8f / 80.f), attenuation, nullptr, pitch / 65536.f);
}

void sfxPlay3DSound(spritetype* pSprite, int soundId, int a3, int a4)
{
    sfxPlay3DSoundCP(pSprite, soundId, a3, a4, -1, -1);
}


void sfxKill3DSound(spritetype *pSprite, int a2, int a3)
{
    if (!pSprite)
        return;

    if (a2 >= 0) a2++;
    auto sid = soundEngine->FindSoundByResID(a3);
    soundEngine->EnumerateChannels([=](FSoundChan* channel)
        {
            if (channel->SourceType == SOURCE_Actor && channel->Source == pSprite && (a2 < 0 || a2 == channel->EntChannel) && (a3 < 0 || sid == channel->OrgID))
            {
                soundEngine->StopChannel(channel);
            }
            return false;
        });
}

void sfxKillAllSounds(void)
{
    soundEngine->EnumerateChannels([](FSoundChan* channel)
    {
        if (channel->SourceType == SOURCE_Actor || channel->SourceType == SOURCE_Unattached) soundEngine->StopChannel(channel);
        return false;
    });
}


void sfxSetReverb(bool toggle)
{
    if (toggle)
    {
        FX_SetReverb(128);
        FX_SetReverbDelay(10);
    }
    else
        FX_SetReverb(0);
}

void sfxSetReverb2(bool toggle)
{
    if (toggle)
    {
        FX_SetReverb(128);
        FX_SetReverbDelay(20);
    }
    else
        FX_SetReverb(0);
}

END_BLD_NS
