//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment

This file is part of Shadow Warrior version 1.2

Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.

Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------

//****************************************************************************
//
// sounds.h
//
//****************************************************************************

#include "mytypes.h"


#ifndef sw_sounds_public_
#define sw_sounds_public_

BEGIN_SW_NS

void SoundStartup(void);
void SoundShutdown(void);
void MusicStartup(void);
void MusicShutdown(void);

// 3D sound engine declarations //////////////////////////////////////////////
// Flag settings used to turn on and off 3d sound options
enum
{
    v3df_none       = 0,    // Default, take no action, use all defaults
    v3df_follow     = 1,    // 1 = Do coordinate updates on sound
    // Use this only if the sprite won't be deleted soon
    v3df_kill       = 2,    // 1 = Sound is to be deleted
    v3df_doppler    = 4,    // 1 = Don't use doppler pitch variance
    v3df_dontpan        = 8,    // 1 = Don't do panning of sound
    v3df_ambient    = 16,   // 1 = Sound is ambient, use ambient struct info.
    v3df_intermit   = 32,   // 1 = Intermittant sound
    v3df_init       = 64,   // 1 = First pass of sound, don't play it.
    // This is mainly used for intermittent sounds
    v3df_nolookup   = 128,   // don't use ambient table lookup
};
typedef int Voc3D_Flags;

struct VOCstruct;
typedef struct VOCstruct VOC_INFO, *VOC_INFOp;
#if 0
struct VOC3Dstruct;
typedef struct VOC3Dstruct VOC3D_INFO, *VOC3D_INFOp;
#endif
struct ambientstruct;
typedef struct ambientstruct AMB_INFO, *AMB_INFOp;


void Terminate3DSounds(void);

void Set3DSoundOwner(short spritenum);
void PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags);
void DeleteNoSoundOwner(short spritenum);
void DeleteNoFollowSoundOwner(short spritenum);

inline bool CacheSound(int num, int type) { return false; }
void COVER_SetReverb(int amt);
void UnInitSound(void);
void InitFX(void);
void StopFX(void);
void StopSound(void);
void StartAmbientSound(void);
void StopAmbientSound(void);
bool PlaySong(const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music.
void PlaySoundRTS(int rts_num);

//
// Standard VOC format information - generally don't need this
//

typedef struct
{
    uint8_t filler[0x1a];
    uint8_t type;
    uint32_t length;
    uint8_t filler2;
    uint8_t freq;
    uint8_t pack;
    uint8_t data[1];
} *VOC_HDRp;

// Ambient Sound Structure
struct ambientstruct
{
    int16_t name;
    int16_t diginame;
    Voc3D_Flags ambient_flags;
    int maxtics;                       // When tics reaches this number next
    // sound happens
};

// VOC File flag settings for digi_entries.
enum
{
    vf_normal = 0,
    vf_loop = 1
};
typedef int Voc_Flags;

//
// Table that describes the voc file and how it will be played
// Can be easily extended, but you may need to change digi.h
//

//struct STATEstruct;
//typedef struct VOCstruct VOC_INFO, *VOC_INFOp;

struct VOCstruct
{
    char name[14];                      // name of voc file on disk
    uint8_t* data;                         // pointer to voc data
    int datalen;                        // length of voc data
    int16_t pitch_lo;                     // lo pitch value
    int16_t pitch_hi;                     // hi pitch value
    uint8_t priority;                      // priority at which vocs are played
    int16_t voc_num;                      // Backward reference to parent sound
    int voc_distance;                   // Sound's distance effectiveness
    Voc_Flags voc_flags;                // Various allowable flag settings for voc
    uint16_t lock;                          // locking byte for caching
    uint8_t playing;                       // number of this type of sound currently playing
};


// JIMSOUND3D(tm) variables section //////////////////////////////////////////

#if 0
struct VOC3Dstruct
{
    VOC_INFOp vp;                       // Pointer to the sound
    int *x;                            // Pointer to x coordinate
    int *y;                            // Pointer to y coordinate
    int *z;                            // Pointer to z coordinate
    int fx, fy, fz;                    // Non-Follow literal values
    Voc3D_Flags flags;                  // 3d voc sound flags
    int handle;                         // Current handle to the voc
    short doplr_delta;                  // Change in distance since last call
    VOC3D_INFOp prev, next;             // Linked voc list
    short owner;                        // Hold index into user array to
    // delete looping sounds
    int num;                            // Digital Entry number used for
    // callback of looping sounds
    // If sound is active but user == 0, stop the sound
    short dist;                         // Current distance of sound from player
    uint8_t priority;                      // Used to force a higher priority based on distance
    int tics;                          // Tics used to count to next sound occurance
    int maxtics;                       // Tics until next sound occurance
    // for intermittent sounds
    bool deleted;                       // Has sound been marked for deletion?
    bool FX_Ok;                         // Did this sound play ok?
};
#endif

extern VOC_INFO voc[];

END_SW_NS

#endif
