// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: sounds.h,v 1.2 2003/08/18 18:26:05 hurdler Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// 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.
//
//
// $Log: sounds.h,v $
// Revision 1.2  2003/08/18 18:26:05  hurdler
// stable 1.41
//
// Revision 1.6  2001/04/17 22:26:07  calumr
// Initial Mac add
//
// Revision 1.5  2001/02/24 13:35:21  bpereira
// no message
//
// Revision 1.4  2001/01/25 22:15:44  bpereira
// added heretic support
//
// Revision 1.3  2000/11/02 17:50:10  stroggonmeth
// Big 3Dfloors & FraggleScript commit!!
//
// Revision 1.2  2000/02/27 00:42:11  hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
//      Created by the sound utility written by Dave Taylor.
//      Kept as a sample, DOOM2  sounds. Frozen.
//
//-----------------------------------------------------------------------------

#ifndef __SOUNDS__
#define __SOUNDS__


// 10 customisable sounds for Skins
typedef enum {
    SKSPLPAIN,
    SKSSLOP,
    SKSOOF,
    SKSPLDETH,
    SKSPDIEHI,
    SKSNOWAY,
    SKSPUNCH,
    SKSRADIO,
    SKSJUMP,
    SKSOUCH,
    NUMSKINSOUNDS
} skinsound_t;


// free sfx for S_AddSoundFx()
                         //MAXSKINS
#define NUMSFXFREESLOTS    (32*NUMSKINSOUNDS)
#define NUMMUSICFREESLOTS  64

//
// SoundFX struct.
//
typedef struct sfxinfo_struct   sfxinfo_t;

struct sfxinfo_struct
{
    // up to 6-character name
    char*       name;

    // Sfx singularity (only one at a time)
    int         singularity;

    // Sfx priority
    int         priority;

    // referenced sound if a link
    sfxinfo_t*  link;

    // pitch if a link
    int         pitch;

    // volume if a link
    int        volume;

    // sound data
    void*       data;

    // sound that can be remapped for a skin, indexes skins[].skinsounds
    // 0 up to (NUMSKINSOUNDS-1), -1 = not skin specifc
    int         skinsound;

    // this is checked every second to see if sound
    // can be thrown out (if 0, then decrement, if -1,
    // then throw out, if > 0, then it is in use)
    int         usefulness;

    // lump number of sfx
    int         lumpnum;

};




//
// MusicInfo struct.
//
typedef struct
{
    // up to 6-character name
    char*       name;

    // lump number of music
    int         lumpnum;

    // music data
    void*       data;

    // music handle once registered
    int handle;

} musicinfo_t;




// the complete set of sound effects
extern sfxinfo_t        S_sfx[];

// the complete set of music
extern musicinfo_t      S_music[];

//
// Identifiers for all music in game.
//

typedef enum
{
    mus_None,
    mus_e1m1,
    mus_e1m2,
    mus_e1m3,
    mus_e1m4,
    mus_e1m5,
    mus_e1m6,
    mus_e1m7,
    mus_e1m8,
    mus_e1m9,
    mus_e2m1,
    mus_e2m2,
    mus_e2m3,
    mus_e2m4,
    mus_e2m5,
    mus_e2m6,
    mus_e2m7,
    mus_e2m8,
    mus_e2m9,
    mus_e3m1,
    mus_e3m2,
    mus_e3m3,
    mus_e3m4,
    mus_e3m5,
    mus_e3m6,
    mus_e3m7,
    mus_e3m8,
    mus_e3m9,
    mus_inter,
    mus_intro,
    mus_bunny,
    mus_victor,
    mus_introa,
    mus_runnin,
    mus_stalks,
    mus_countd,
    mus_betwee,
    mus_doom,
    mus_the_da,
    mus_shawn,
    mus_ddtblu,
    mus_in_cit,
    mus_dead,
    mus_stlks2,
    mus_theda2,
    mus_doom2,
    mus_ddtbl2,
    mus_runni2,
    mus_dead2,
    mus_stlks3,
    mus_romero,
    mus_shawn2,
    mus_messag,
    mus_count2,
    mus_ddtbl3,
    mus_ampie,
    mus_theda3,
    mus_adrian,
    mus_messg2,
    mus_romer2,
    mus_tense,
    mus_shawn3,
    mus_openin,
    mus_evil,
    mus_ultima,
    mus_read_m,
    mus_dm2ttl,
    mus_dm2int,

// heretic stuff
        mus_he1m1,
        mus_he1m2,
        mus_he1m3,
        mus_he1m4,
        mus_he1m5,
        mus_he1m6,
        mus_he1m7,
        mus_he1m8,
        mus_he1m9,
            
        mus_he2m1,
        mus_he2m2,
        mus_he2m3,
        mus_he2m4,
        mus_he2m5,
        mus_he2m6,
        mus_he2m7,
        mus_he2m8,
        mus_he2m9,

        mus_he3m1,
        mus_he3m2,
        mus_he3m3,
        mus_he3m4,
        mus_he3m5,
        mus_he3m6,
        mus_he3m7,
        mus_he3m8,
        mus_he3m9,

        mus_he4m1,
        mus_he4m2,
        mus_he4m3,
        mus_he4m4,
        mus_he4m5,
        mus_he4m6,
        mus_he4m7,
        mus_he4m8,
        mus_he4m9,

        mus_he5m1,
        mus_he5m2,
        mus_he5m3,
        mus_he5m4,
        mus_he5m5,
        mus_he5m6,
        mus_he5m7,
        mus_he5m8,
        mus_he5m9,

        mus_he6m1,
        mus_he6m2,
        mus_he6m3,
            
        mus_htitl,
        mus_hcptd,
            
            
    mus_firstfreeslot,
    // 64 free slots here
    mus_lastfreeslot = mus_firstfreeslot + NUMMUSICFREESLOTS - 1,
    NUMMUSIC
} musicenum_t;


//
// Identifiers for all sfx in game.
//

typedef enum
{
    sfx_None,
    sfx_pistol,
    sfx_shotgn,
    sfx_sgcock,
    sfx_dshtgn,
    sfx_dbopn,
    sfx_dbcls,
    sfx_dbload,
    sfx_plasma,
    sfx_bfg,
    sfx_sawup,
    sfx_sawidl,
    sfx_sawful,
    sfx_sawhit,
    sfx_rlaunc,
    sfx_rxplod,
    sfx_firsht,
    sfx_firxpl,
    sfx_pstart,
    sfx_pstop,
    sfx_doropn,
    sfx_dorcls,
    sfx_stnmov,
    sfx_swtchn,
    sfx_swtchx,
    sfx_plpain,
    sfx_dmpain,
    sfx_popain,
    sfx_vipain,
    sfx_mnpain,
    sfx_pepain,
    sfx_slop,
    sfx_itemup,
    sfx_wpnup,
    sfx_oof,
    sfx_telept,
    sfx_posit1,
    sfx_posit2,
    sfx_posit3,
    sfx_bgsit1,
    sfx_bgsit2,
    sfx_sgtsit,
    sfx_cacsit,
    sfx_brssit,
    sfx_cybsit,
    sfx_spisit,
    sfx_bspsit,
    sfx_kntsit,
    sfx_vilsit,
    sfx_mansit,
    sfx_pesit,
    sfx_sklatk,
    sfx_sgtatk,
    sfx_skepch,
    sfx_vilatk,
    sfx_claw,
    sfx_skeswg,
    sfx_pldeth,
    sfx_pdiehi,
    sfx_podth1,
    sfx_podth2,
    sfx_podth3,
    sfx_bgdth1,
    sfx_bgdth2,
    sfx_sgtdth,
    sfx_cacdth,
    sfx_skldth,
    sfx_brsdth,
    sfx_cybdth,
    sfx_spidth,
    sfx_bspdth,
    sfx_vildth,
    sfx_kntdth,
    sfx_pedth,
    sfx_skedth,
    sfx_posact,
    sfx_bgact,
    sfx_dmact,
    sfx_bspact,
    sfx_bspwlk,
    sfx_vilact,
    sfx_noway,
    sfx_barexp,
    sfx_punch,
    sfx_hoof,
    sfx_metal,
    sfx_chgun,
    sfx_tink,
    sfx_bdopn,
    sfx_bdcls,
    sfx_itmbk,
    sfx_flame,
    sfx_flamst,
    sfx_getpow,
    sfx_bospit,
    sfx_boscub,
    sfx_bossit,
    sfx_bospn,
    sfx_bosdth,
    sfx_manatk,
    sfx_mandth,
    sfx_sssit,
    sfx_ssdth,
    sfx_keenpn,
    sfx_keendt,
    sfx_skeact,
    sfx_skesit,
    sfx_skeatk,
    sfx_radio,
    //added:22-02-98: player avatar jumps
    sfx_jump,
    //added:22-02-98: player hits something hard and says 'ouch!'
    sfx_ouch,
    //test water
    sfx_gloop,
    sfx_splash,
    sfx_floush,
// heretic stuff
        sfx_gldhit,
        sfx_gntful,
        sfx_gnthit,
        sfx_gntpow,
//      sfx_gntact,
        sfx_gntuse,
        sfx_phosht,
        sfx_phohit,
        sfx_phopow,
        sfx_lobsht,
        sfx_lobhit,
        sfx_lobpow,
        sfx_hrnsht,
        sfx_hrnhit,
        sfx_hrnpow,
        sfx_ramphit,
        sfx_ramrain,
        sfx_bowsht,
        sfx_stfhit,
        sfx_stfpow,
        sfx_stfcrk,
        sfx_impsit,
        sfx_impat1,
        sfx_impat2,
        sfx_impdth,
        sfx_impact,
        sfx_imppai,
        sfx_mumsit,
        sfx_mumat1,
        sfx_mumat2,
        sfx_mumdth,
        sfx_mumact,
        sfx_mumpai,
        sfx_mumhed,
        sfx_bstsit,
        sfx_bstatk,
        sfx_bstdth,
        sfx_bstact,
        sfx_bstpai,
        sfx_clksit,
        sfx_clkatk,
        sfx_clkdth,
        sfx_clkact,
        sfx_clkpai,
        sfx_snksit,
        sfx_snkatk,
        sfx_snkdth,
        sfx_snkact,
        sfx_snkpai,
        sfx_kgtsit,
        sfx_kgtatk,
        sfx_kgtat2,
        sfx_kgtdth,
        sfx_kgtact,
        sfx_kgtpai,
        sfx_wizsit,
        sfx_wizatk,
        sfx_wizdth,
        sfx_wizact,
        sfx_wizpai,
        sfx_minsit,
        sfx_minat1,
        sfx_minat2,
        sfx_minat3,
        sfx_mindth,
        sfx_minact,
        sfx_minpai,
        sfx_hedsit,
        sfx_hedat1,
        sfx_hedat2,
        sfx_hedat3,
        sfx_heddth,
        sfx_hedact,
        sfx_hedpai,
        sfx_sorzap,
        sfx_sorrise,
        sfx_sorsit,
        sfx_soratk,
        sfx_soract,
        sfx_sorpai,
        sfx_sordsph,
        sfx_sordexp,
        sfx_sordbon,
        sfx_sbtsit,
        sfx_sbtatk,
        sfx_sbtdth,
        sfx_sbtact,
        sfx_sbtpai,
//      sfx_plroof,
        sfx_plrpai,
        sfx_plrdth,             // Normal
        sfx_gibdth,             // Extreme
        sfx_plrwdth,    // Wimpy
        sfx_plrcdth,    // Crazy
        sfx_hitemup,
        sfx_hwpnup,
//      sfx_htelept,
        sfx_hdoropn,
        sfx_hdorcls,
        sfx_dormov,
        sfx_artiup,
//      sfx_switch,
        sfx_hpstart,
        sfx_hpstop,
        sfx_hstnmov,
        sfx_chicpai,
        sfx_chicatk,
        sfx_chicdth,
        sfx_chicact,
        sfx_chicpk1,
        sfx_chicpk2,
        sfx_chicpk3,
        sfx_keyup,
        sfx_ripslop,
        sfx_newpod,
        sfx_podexp,
        sfx_bounce,
        sfx_volsht,
        sfx_volhit,
        sfx_burn,
        sfx_hsplash,
        sfx_hgloop,
//      sfx_respawn,
        sfx_blssht,
        sfx_blshit,
//      sfx_chat,
        sfx_artiuse,
        sfx_gfrag,
        sfx_waterfl,

        // Monophonic sounds

        sfx_wind,
        sfx_amb1,
        sfx_amb2,
        sfx_amb3,
        sfx_amb4,
        sfx_amb5,
        sfx_amb6,
        sfx_amb7,
        sfx_amb8,
        sfx_amb9,
        sfx_amb10,
        sfx_amb11,

    // free slots for S_AddSoundFx() at run-time --------------------
    sfx_freeslot0,
    //
    // ... 60 free sounds here ...
    //
    sfx_lastfreeslot=(sfx_freeslot0+NUMSFXFREESLOTS-1),
    // end of freeslots ---------------------------------------------

    NUMSFX
} sfxenum_t;


void   S_InitRuntimeSounds (void);
int    S_AddSoundFx (char *name,int singularity);
void   S_RemoveSoundFx (int id);


int    S_AddMusic  (char *name);
int    S_FindMusic (char *name);
#endif
