// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:  none
//
//-----------------------------------------------------------------------------


static const char
rcsid[] = "$Id: s_sound.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";


#include <stdio.h>
#include <stdlib.h>

#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 "doomdef.h"
#include "p_local.h"
//#include "m_music.h"

#include "doomstat.h"

//#include "qmus2mid.h"


#include "kolibri.h"
#include "sound.h"

void WriteDebug(char *);

// Purpose?
const char snd_prefixen[]
= { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };

#define S_MAX_VOLUME            127

// when to clip out sounds
// Does not fit the large outdoor areas.
#define S_CLIPPING_DIST         (1200*0x10000)

// 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_VOLUME             snd_MaxVolume

#define NORM_PITCH              128
#define NORM_PRIORITY           64
#define NORM_SEP                128

#define S_PITCH_PERTURB         1
#define S_STEREO_SWING          (96*0x10000)

// percent attenuation from front to back
#define S_IFRACVOL              30

#define NA                      0
//#define S_NUMCHANNELS         2
#define NUM_CHANNELS    16

// Current music/sfx card - index useless
//  w/o a reference LUT in a sound module.
extern int snd_MusicDevice;
extern int snd_SfxDevice;
// Config file? Same disclaimer as above.
extern int snd_DesiredMusicDevice;
extern int snd_DesiredSfxDevice;


typedef struct
{
    // sound information (if null, channel avail.)
    sfxinfo_t*  sfxinfo;

    // origin of sound
    void*       origin;

    // handle of the sound being played
    int         handle;
    
} 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                     numChannels;    

static int              nextcleanup;



//
// Internals.
//
int
S_getChannel
( void*         origin,
  sfxinfo_t*    sfxinfo,
  int       sfxid );


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

void S_StopChannel(int cnum);



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


SNDBUF hMixBuff;
volatile int sound_state; 
void sound_proc(void);
void I_UpdateSound( void );

void S_Init
( int           sfxVolume,
  int           musicVolume )
{  
  int           i;
  char *thread_stack;

  numChannels = NUM_CHANNELS;

  // Whatever these did with DMX, these are rather dummies now.
  I_SetChannels();
  
  S_SetSfxVolume(sfxVolume);
  // No music with Linux - another dummy.
  S_SetMusicVolume(musicVolume);

  // Allocating the internal channels for mixing
  // (the maximum numer of sounds rendered
  // simultaneously) within zone memory.
  channels =
    (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
  
  // Free all channels for use
  for (i=0 ; i<numChannels ; i++)
    channels[i].sfxinfo = 0;
  
  // 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;


/********
  if((ver = InitSound())< SOUND_VERSION )
  {  
     printf("Sound service version mismatch\n\r");
     printf("Installed version: %d, required version %d\n\r",
             ver, SOUND_VERSION);
  };

  hMixBuff = CreateBuffer(PCM_2_16_11,0);

*********/

   thread_stack = UserAlloc(4096);
   thread_stack+=4092;

   sound_state=1;  
   CreateThread(sound_proc, thread_stack);
}

typedef struct
{
  unsigned int  code;
  unsigned int  sender;
  unsigned int  stream;
  unsigned int  offset;
  unsigned int  size;
  unsigned int  unused;
}SND_EVENT;     

unsigned int mix_offset;
int mix_size;
extern signed short *mixbuffer;

void sound_proc(void)
{
  int ver;
  int err;
  SND_EVENT evnt;
  int i;

  if(err = InitSound(&ver))
  {  
     printf("Error %x Sound service not installed\n\r", err);
     _asm
     {
       mov eax, -1
       int 0x40
     };      
  }


  if( SOUND_VERSION>(ver&0xFFFF))
  {
     printf("Sound version mismatch\n\r");
     printf("Current version: %d, required version %d\n\r",
             ver&0xFFFF, SOUND_VERSION);
     _asm
     {
       mov eax, -1
       int 0x40
     };      
  };
      
  if(SOUND_VERSION<(ver >> 16))
  {  
     printf("Sound version obsolete\n\r");
     printf("Compatible version: %d, required version %d\n\r",
             ver, SOUND_VERSION);
     _asm
     {
       mov eax, -1
       int 0x40
     };      
  };

  if (err = CreateBuffer(PCM_2_16_11|PCM_RING,0, &hMixBuff))
  {
    printf("Error %x sound not available\n\r", err);
    printf("handle = %x\n\r", hMixBuff);
    _asm
    {
      mov eax, -1
      int 0x40
    };      
  }
  
  if(err = GetBufferSize(hMixBuff, &mix_size))
  {
    printf("Error %x get buffer size\n\r", err);
    printf("size = %x\n\r", mix_size);
    _asm
    {
      mov eax, -1
      int 0x40
    };      
  };
  mix_size= mix_size/2;
      
  printf("mixer size %d\n\r", mix_size);

  if(err=PlayBuffer(hMixBuff, 0))
  {
    printf("Error %x play buffer\n\r", err);
    _asm
    {
      mov eax, -1
      int 0x40
    };      
  }
  
  mixbuffer = malloc(mix_size);
  
  while(sound_state)
  {
     GetNotify(&evnt);

     if(evnt.code != 0xFF000001)
     {
       printf("invalid code %d\n\r", evnt.code);
       continue; 
     }    
     
     if(evnt.stream != hMixBuff)
     {
       printf("invalid stream %d hMixBuff= %d\n\r", evnt.stream, hMixBuff);
       continue; 
     };
     mix_offset= evnt.offset;
     I_UpdateSound();
  };

  //flush sound buffers 

  for(i=0; i<32; i++)
  {
     GetNotify(&evnt);

     if(evnt.code != 0xFF000001)
     {
       printf("invalid code %d\n\r", evnt.code);
       continue; 
     }    
     
     if(evnt.stream != hMixBuff)
     {
       printf("invalid stream %d hMixBuff= %d\n\r", evnt.stream, hMixBuff);
       continue; 
     };
     mix_offset= evnt.offset;
     I_UpdateSound();
  };  
  
  _asm
  {
    mov eax, -1
    int 0x40
  };      

};

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

  // 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];
  }     
  
  // HACK FOR COMMERCIAL
  //  if (commercial && mnum > mus_e3m9)        
  //      mnum -= mus_e3m9;
  
  S_ChangeMusic(mnum, true);
  
  nextcleanup = 15;
}       

void S_StartSoundAtVolume( void *origin_p, int sfx_id, int volume )
   {
    int        rc;
    int        sep;
    int        pitch;
    int        priority;
    sfxinfo_t *sfx;
    int        cnum;
    // int        chnum;  <-- 10.9.98 compiler warning
  
    mobj_t*     origin = (mobj_t *)origin_p;
  
    //WriteDebug("S_StartSoundAtVolume...\n");
  
    // Debug.
    /*fprintf( stderr,"S_StartSoundAtVolume: playing sound %d (%s)\n",sfx_id, S_sfx[sfx_id].name );*/
  
    // check for bogus sound #
    if (sfx_id < 1 || sfx_id > NUMSFX)
        I_Error("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)
           {
            //WriteDebug("Volume off...\n");
            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[consoleplayer].mo)
       {
        rc = S_AdjustSoundParams(players[consoleplayer].mo, origin, &volume, &sep, &pitch);
        if ( origin->x == players[consoleplayer].mo->x && origin->y == players[consoleplayer].mo->y)
           {    
            sep = NORM_SEP;
           }
        if (!rc)
           {
            //WriteDebug("No rc from S_AdjustSoundParams...\n");
            return;
           }
       }        
    else
       {
        sep = NORM_SEP;
       }
  
    // hacks to vary the sfx pitches
    if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit)
       {        
        pitch += 8 - (M_Random()&15);
        if (pitch < 0)
            pitch = 0;
        else
        if (pitch>255)
            pitch = 255;
       }
    else
    if (sfx_id != sfx_itemup && sfx_id != sfx_tink)
       {
        pitch += 16 - (M_Random()&31);
        if (pitch<0)
            pitch = 0;
        else
        if (pitch > 255)
            pitch = 255;
       }

  // kill old sound
  S_StopSound(origin);

  // try to find a channel
  cnum = S_getChannel(origin, sfx, sfx_id);
  
  if (cnum<0)
     {
        //WriteDebug("cnum < 0 -- no channel...\n");
    return;
     }

  //
  // This is supposed to handle the loading/caching.
  // For some odd reason, the caching is done nearly
  //  each time the sound is needed?
  //
  
  // get lumpnum if necessary
  if (sfx->lumpnum < 0)
    sfx->lumpnum = I_GetSfxLumpNum(sfx);

  // cache data if necessary
  if (!sfx->data)
  {
    sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
    
  }
  
  // increase the usefulness
  if (sfx->usefulness++ < 0)
      sfx->usefulness = 1;
  
  // Assigns the handle to one of the channels in the
  //  mix/output buffer.
  //WriteDebug("I_StartSound...\n");
  channels[cnum].handle = I_StartSound(sfx_id,volume,sep,pitch,priority);
  channels[cnum].handle = cnum;
  channels[cnum].sfxinfo = sfx;
  channels[cnum].origin = origin;
}       

void S_StartSound( void *origin, int sfx_id )
   {
#ifdef SAWDEBUG
    // if (sfx_id == sfx_sawful)
    // sfx_id = sfx_itemup;
#endif

    S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);


    // UNUSED. We had problems, had we not?
#ifdef SAWDEBUG
{
    int i;
    int n;
        
    static mobj_t*      last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
    static int          first_saw=0;
    static int          next_saw=0;
        
    if (sfx_id == sfx_sawidl
        || sfx_id == sfx_sawful
        || sfx_id == sfx_sawhit)
    {
        for (i=first_saw;i!=next_saw;i=(i+1)%10)
            if (last_saw_origins[i] != origin)
                fprintf(stderr, "old origin 0x%lx != "
                        "origin 0x%lx for sfx %d\n",
                        last_saw_origins[i],
                        origin,
                        sfx_id);
            
        last_saw_origins[next_saw] = origin;
        next_saw = (next_saw + 1) % 10;
        if (next_saw == first_saw)
            first_saw = (first_saw + 1) % 10;
            
        for (n=i=0; i<numChannels ; i++)
        {
            if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
                || channels[i].sfxinfo == &S_sfx[sfx_sawful]
                || channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
        }
            
        if (n>1)
        {
            for (i=0; i<numChannels ; i++)
            {
                if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
                    || channels[i].sfxinfo == &S_sfx[sfx_sawful]
                    || channels[i].sfxinfo == &S_sfx[sfx_sawhit])
                {
                    fprintf(stderr,
                            "chn: sfxinfo=0x%lx, origin=0x%lx, "
                            "handle=%d\n",
                            channels[i].sfxinfo,
                            channels[i].origin,
                            channels[i].handle);
                }
            }
            fprintf(stderr, "\n");
        }
    }
}
#endif
 
}




void S_StopSound(void *origin)
{

    int cnum;

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

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


//
// Updates music & sounds
//
void S_UpdateSounds(void* listener_p)
{
    int         audible;
    int         cnum;
    int         volume;
    int         sep;
    int         pitch;
    sfxinfo_t*  sfx;
    channel_t*  c;
    
    mobj_t*     listener = (mobj_t*)listener_p;


    
    // Clean up unused data.
    // This is currently not done for 16bit (sounds cached static).
    // DOS 8bit remains. 
    /*if (gametic > nextcleanup)
    {
        for (i=1 ; i<NUMSFX ; i++)
        {
            if (S_sfx[i].usefulness < 1
                && S_sfx[i].usefulness > -1)
            {
                if (--S_sfx[i].usefulness == -1)
                {
                    Z_ChangeTag(S_sfx[i].data, PU_CACHE);
                    S_sfx[i].data = 0;
                }
            }
        }
        nextcleanup = gametic + 15;
    }*/
    
    for (cnum=0 ; cnum<numChannels ; cnum++)
    {
        c = &channels[cnum];
        sfx = c->sfxinfo;

        if (c->sfxinfo)
        {
            if (I_SoundIsPlaying(c->handle))
            {
                // initialize parameters
                volume = snd_SfxVolume;
                pitch = NORM_PITCH;
                sep = 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)
                {
                    audible = S_AdjustSoundParams(listener,
                                                  c->origin,
                                                  &volume,
                                                  &sep,
                                                  &pitch);
                    
                    if (!audible)
                    {
                        S_StopChannel(cnum);
                    }
                    else
                        I_UpdateSoundParams(c->handle, volume, sep, pitch);
                }
            }
            else
            {
                // if channel is allocated but sound has stopped,
                //  free it
                S_StopChannel(cnum);
            }
        }
    }
    // kill music if it is a single-play && finished
    // if (     mus_playing
    //      && !I_QrySongPlaying(mus_playing->handle)
    //      && !mus_paused )
    // S_StopMusic();
}


void S_SetMusicVolume(int volume)
{
    if (volume < 0 || volume > 127)
    {
        I_Error("Attempt to set music volume at %d",
                volume);
    }    

    I_SetMusicVolume(127);
    I_SetMusicVolume(volume);
    snd_MusicVolume = volume;
}



void S_SetSfxVolume(int volume)
{

    if (volume < 0 || volume > 127)
        I_Error("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)
{
//    S_ChangeMusic(m_id, false);
}


// clean-up&code for orig midi 10.9.98-dlw
void S_ChangeMusic(int musicnum, int looping)
{

    // I_PlaySong(music->handle, looping);
//      mus_playing = music;
}


void S_StopMusic(void)
{
    if (mus_playing)
    {
                if (mus_paused) I_ResumeSong(mus_playing->handle);
                I_StopSong(mus_playing->handle);
                I_UnRegisterSong(mus_playing->handle);
                Z_ChangeTag(mus_playing->data, PU_CACHE);
                mus_playing->data = 0;
                mus_playing = 0;
    }
}

void S_StopChannel(int cnum)
{

    int         i;
    channel_t*  c = &channels[cnum];

    if (c->sfxinfo)
    {
        // stop the sound playing
        if (I_SoundIsPlaying(c->handle))
        {
#ifdef SAWDEBUG
            if (c->sfxinfo == &S_sfx[sfx_sawful])
                fprintf(stderr, "stopped\n");
#endif
            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)
{
    fixed_t     approx_dist;
    fixed_t     adx;
    fixed_t     ady;
    angle_t     angle;

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

    // From _GG1_ p.428. Appox. eucledian distance fast.
    approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
    
    if (gamemap != 8
        && 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 = angle - listener->angle;
    else
        angle = angle + (0xffffffff - 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;
    }
    else if (gamemap == 8)
    {
        if (approx_dist > S_CLIPPING_DIST)
            approx_dist = S_CLIPPING_DIST;

        *vol = 15+ ((snd_SfxVolume-15)
                    *((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
            / S_ATTENUATOR;
    }
    else
    {
        // distance effect
        *vol = (snd_SfxVolume
                * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
            / S_ATTENUATOR; 
    }
    
    return (*vol > 0);
}

//
// S_getChannel :
//   If none available, return -1.  Otherwise channel #.
//
int S_getChannel( void *origin, sfxinfo_t *sfxinfo, int sfxid )
   {
    // channel number to use
    int         cnum;
        
    channel_t*  c;

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

    // None available
    if (cnum == NUM_CHANNELS)
       {
        // Look for lower priority
        for (cnum = NUMSFX; cnum < NUM_CHANNELS; cnum++)
             if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
                 break;

        if (cnum == numChannels)
           {
            // FUCK!  No lower priority.  Sorry, Charlie.    
            return -1;
           }
        else
           {
            // Otherwise, kick out lower priority.
            S_StopChannel(cnum);
           }
       }

    c = &channels[cnum];

    // channel is decided to be cnum.
    c->sfxinfo = sfxinfo;
    c->origin = origin;

    return cnum;
   }