#include <ultra64.h>

#include "area.h"
#include "../audio/external.h"
#include "../engine/graph_node.h"
#include "../engine/math_util.h"
//#include "level_table.h"
//#include "level_update.h"
//#include "main.h"
//#include "paintings.h"
//#include "print.h"
//#include "profiler.h"
#include "save_file.h"
#include <seq_ids.h>
#include <sm64.h>
#include "sound_init.h"
#include "../../play_sound.h"
//#include "rumble_init.h"
#include "../../rumble.h"

#define MUSIC_NONE 0xFFFF

static Vec3f unused80339DC0;
static OSMesgQueue sSoundMesgQueue;
static OSMesg sSoundMesgBuf[1];
static struct VblankHandler sSoundVblankHandler;

s8 gResetTimer = 0;

// Only written to, never read.
static u8 sMusicVolume = 0;

static u8 sBgMusicDisabled = FALSE;
static u16 sCurrentMusic = MUSIC_NONE;
static u16 sCurrentShellMusic = MUSIC_NONE;
static u16 sCurrentCapMusic = MUSIC_NONE;
static u8 sPlayingInfiniteStairs = FALSE;
UNUSED static u8 unused8032C6D8[16] = {0};
static s16 sSoundMenuModeToSoundMode[] = {SOUND_MODE_STEREO, SOUND_MODE_MONO, SOUND_MODE_HEADSET};
// Only the 20th array element is used.
static u32 sMenuSoundsExtra[] = {
    SOUND_MOVING_TERRAIN_SLIDE + (0 << 16),
    SOUND_MOVING_TERRAIN_SLIDE + (1 << 16),
    SOUND_MOVING_TERRAIN_SLIDE + (2 << 16),
    SOUND_MOVING_TERRAIN_SLIDE + (3 << 16),
    SOUND_MOVING_TERRAIN_SLIDE + (4 << 16),
    SOUND_MOVING_TERRAIN_SLIDE + (5 << 16),
    SOUND_MOVING_TERRAIN_SLIDE + (6 << 16),
    SOUND_MOVING_LAVA_BURN,
    SOUND_MOVING_SLIDE_DOWN_TREE,
    SOUND_MOVING_SLIDE_DOWN_POLE,
    SOUND_MOVING_QUICKSAND_DEATH,
    SOUND_MOVING_TERRAIN_RIDING_SHELL,
    NO_SOUND,
    SOUND_ENV_BOAT_ROCKING1,
    SOUND_ENV_ELEVATOR3,
    SOUND_ENV_UNKNOWN2,
    SOUND_ENV_WATERFALL1,
    SOUND_ENV_WATERFALL2,
    SOUND_ENV_ELEVATOR1,
    SOUND_ENV_DRONING1,
    SOUND_ENV_DRONING2,
    SOUND_ENV_ELEVATOR2,
    SOUND_ENV_WIND1,
    SOUND_ENV_WATER,
    SOUND_AIR_BOWSER_SPIT_FIRE,
    SOUND_MOVING_AIM_CANNON,
    SOUND_AIR_LAKITU_FLY,
    SOUND_AIR_AMP_BUZZ,
    SOUND_AIR_CASTLE_OUTDOORS_AMBIENT,
    SOUND_OBJ2_BIRD_CHIRP1,
    SOUND_GENERAL2_BIRD_CHIRP2,
    SOUND_OBJ_BIRD_CHIRP3,
    SOUND_ENV_ELEVATOR2,
    SOUND_AIR_BLOW_WIND,
    SOUND_AIR_BLOW_FIRE,
    SOUND_ENV_ELEVATOR4,
};
static s8 sPaintingEjectSoundPlayed = FALSE;

void play_menu_sounds_extra(s32 a, void *b);

/**
 * Called from threads: thread5_game_loop
 */
void reset_volume(void)
{
    sMusicVolume = 0;
}

/**
 * Called from threads: thread5_game_loop
 */
void lower_background_noise(s32 a)
{
    switch (a)
    {
        case 1:
            set_audio_muted(TRUE);
            break;
        case 2:
            seq_player_lower_volume(SEQ_PLAYER_LEVEL, 60, 40);
            break;
    }
    sMusicVolume |= a;
}

/**
 * Called from threads: thread5_game_loop
 */
void raise_background_noise(s32 a)
{
    switch (a)
    {
        case 1:
            set_audio_muted(FALSE);
            break;
        case 2:
            seq_player_unlower_volume(SEQ_PLAYER_LEVEL, 60);
            break;
    }
    sMusicVolume &= ~a;
}

/**
 * Called from threads: thread5_game_loop
 */
void disable_background_sound(void)
{
    if (sBgMusicDisabled == FALSE)
    {
        sBgMusicDisabled = TRUE;
        sound_banks_disable(SEQ_PLAYER_SFX, SOUND_BANKS_BACKGROUND);
    }
}

/**
 * Called from threads: thread5_game_loop
 */
void enable_background_sound(void)
{
    if (sBgMusicDisabled == TRUE)
    {
        sBgMusicDisabled = FALSE;
        sound_banks_enable(SEQ_PLAYER_SFX, SOUND_BANKS_BACKGROUND);
    }
}

/**
 * Sets the sound mode
 *
 * Called from threads: thread5_game_loop
 */
void set_sound_mode(u16 soundMode)
{
    if (soundMode < 3)
    {
        audio_set_sound_mode(sSoundMenuModeToSoundMode[soundMode]);
    }
}

/**
 * Wrapper method by menu used to set the sound via flags.
 *
 * Called from threads: thread5_game_loop
 */
void play_menu_sounds(s16 soundMenuFlags)
{
    if (soundMenuFlags & SOUND_MENU_FLAG_HANDAPPEAR)
    {
        play_sound(SOUND_MENU_HAND_APPEAR, gGlobalSoundSource);
    }
    else if (soundMenuFlags & SOUND_MENU_FLAG_HANDISAPPEAR)
    {
        play_sound(SOUND_MENU_HAND_DISAPPEAR, gGlobalSoundSource);
    }
    else if (soundMenuFlags & SOUND_MENU_FLAG_UNKNOWN1)
    {
        play_sound(SOUND_MENU_UNK0C, gGlobalSoundSource);
    }
    else if (soundMenuFlags & SOUND_MENU_FLAG_PINCHMARIOFACE)
    {
        play_sound(SOUND_MENU_PINCH_MARIO_FACE, gGlobalSoundSource);
    }
    else if (soundMenuFlags & SOUND_MENU_FLAG_PINCHMARIOFACE2)
    {
        play_sound(SOUND_MENU_PINCH_MARIO_FACE, gGlobalSoundSource);
    }
    else if (soundMenuFlags & SOUND_MENU_FLAG_LETGOMARIOFACE)
    {
        play_sound(SOUND_MENU_LET_GO_MARIO_FACE, gGlobalSoundSource);
    }
    else if (soundMenuFlags & SOUND_MENU_FLAG_CAMERAZOOMIN)
    {
        play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gGlobalSoundSource);
    }
    else if (soundMenuFlags & SOUND_MENU_FLAG_CAMERAZOOMOUT)
    {
        play_sound(SOUND_MENU_CAMERA_ZOOM_OUT, gGlobalSoundSource);
    }

    if (soundMenuFlags & 0x100)
    {
        play_menu_sounds_extra(20, NULL);
    }
    // #if ENABLE_RUMBLE
    if (soundMenuFlags & SOUND_MENU_FLAG_LETGOMARIOFACE)
    {
        queue_rumble_data(10, 60);
    }
    // #endif
}

/**
 * Plays the painting eject sound effect if it has not already been played
 *
 * Called from threads: thread5_game_loop
 */
//void play_painting_eject_sound(void) {
//    if (gRipplingPainting != NULL && gRipplingPainting->state == PAINTING_ENTERED) {
//        // ripple when Mario enters painting
//        if (!sPaintingEjectSoundPlayed) {
//            play_sound(SOUND_GENERAL_PAINTING_EJECT,
//                       gMarioStates[0].marioObj->header.gfx.cameraToObject);
//        }
//        sPaintingEjectSoundPlayed = TRUE;
//    } else {
//        sPaintingEjectSoundPlayed = FALSE;
//    }
//}

/**
 * Called from threads: thread5_game_loop
 */
//void play_infinite_stairs_music(void) {
//    u8 shouldPlay = FALSE;
//
//    /* Infinite stairs? */
//    if (gCurrLevelNum == LEVEL_CASTLE && gCurrAreaIndex == 2 && gMarioState->numStars < 70) {
//        if (gMarioState->floor != NULL && gMarioState->floor->room == 6) {
//            if (gMarioState->pos[2] < 2540.0f) {
//                shouldPlay = TRUE;
//            }
//        }
//    }
//
//    if (sPlayingInfiniteStairs ^ shouldPlay) {
//        sPlayingInfiniteStairs = shouldPlay;
//        if (shouldPlay) {
//            play_secondary_music(SEQ_EVENT_ENDLESS_STAIRS, 0, 255, 1000);
//        } else {
//            func_80321080(500);
//        }
//    }
//}

/**
 * Called from threads: thread5_game_loop
 */
//void set_background_music(u16 a, u16 seqArgs, s16 fadeTimer) {
//    if (gResetTimer == 0 && seqArgs != sCurrentMusic) {
//        if (gCurrCreditsEntry != NULL) {
//            sound_reset(7);
//        } else {
//            sound_reset(a);
//        }
//
//        if (!gNeverEnteredCastle || seqArgs != SEQ_LEVEL_INSIDE_CASTLE) {
//            play_music(SEQ_PLAYER_LEVEL, seqArgs, fadeTimer);
//            sCurrentMusic = seqArgs;
//        }
//    }
//}

/**
 * Called from threads: thread3_main, thread5_game_loop
 */
void fadeout_music(s16 fadeOutTime)
{
    func_803210D4(fadeOutTime);
    sCurrentMusic = MUSIC_NONE;
    sCurrentShellMusic = MUSIC_NONE;
    sCurrentCapMusic = MUSIC_NONE;
}

/**
 * Called from threads: thread5_game_loop
 */
void fadeout_level_music(s16 fadeTimer)
{
    seq_player_fade_out(SEQ_PLAYER_LEVEL, fadeTimer);
    sCurrentMusic = MUSIC_NONE;
    sCurrentShellMusic = MUSIC_NONE;
    sCurrentCapMusic = MUSIC_NONE;
}

/**
 * Called from threads: thread5_game_loop
 */
void play_cutscene_music(u16 seqArgs)
{
    play_music(SEQ_PLAYER_LEVEL, seqArgs, 0);
    sCurrentMusic = seqArgs;
}

/**
 * Called from threads: thread5_game_loop
 */
void play_shell_music(void)
{
    play_music(SEQ_PLAYER_LEVEL, SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP | SEQ_VARIATION), 0);
    sCurrentShellMusic = SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP | SEQ_VARIATION);
}

/**
 * Called from threads: thread5_game_loop
 */
void stop_shell_music(void)
{
    if (sCurrentShellMusic != MUSIC_NONE)
    {
        stop_background_music(sCurrentShellMusic);
        sCurrentShellMusic = MUSIC_NONE;
    }
}

/**
 * Called from threads: thread5_game_loop
 */
void play_cap_music(u16 seqArgs)
{
    play_music(SEQ_PLAYER_LEVEL, seqArgs, 0);
    if (sCurrentCapMusic != MUSIC_NONE && sCurrentCapMusic != seqArgs)
    {
        stop_background_music(sCurrentCapMusic);
    }
    sCurrentCapMusic = seqArgs;
}

/**
 * Called from threads: thread5_game_loop
 */
void fadeout_cap_music(void)
{
    if (sCurrentCapMusic != MUSIC_NONE)
    {
        fadeout_background_music(sCurrentCapMusic, 600);
    }
}

/**
 * Called from threads: thread5_game_loop
 */
void stop_cap_music(void)
{
    if (sCurrentCapMusic != MUSIC_NONE)
    {
        stop_background_music(sCurrentCapMusic);
        sCurrentCapMusic = MUSIC_NONE;
    }
}

/**
 * Called from threads: thread5_game_loop
 */
void play_menu_sounds_extra(s32 a, void *b)
{
    play_sound(sMenuSoundsExtra[a], b);
}

/**
 * Called from threads: thread5_game_loop
 */
//void audio_game_loop_tick(void) {
//    audio_signal_game_loop_tick();
//}

/**
 * Sound processing thread. Runs at 60 FPS.
 */
//void thread4_sound(UNUSED void *arg) {
//    audio_init();
//    sound_init();
//
//    // Zero-out unused vector
//    vec3f_copy(unused80339DC0, gVec3fZero);
//
//    osCreateMesgQueue(&sSoundMesgQueue, sSoundMesgBuf, ARRAY_COUNT(sSoundMesgBuf));
//    set_vblank_handler(1, &sSoundVblankHandler, &sSoundMesgQueue, (OSMesg) 512);
//
//    while (TRUE) {
//        OSMesg msg;
//
//        osRecvMesg(&sSoundMesgQueue, &msg, OS_MESG_BLOCK);
//        if (gResetTimer < 25) {
//            struct SPTask *spTask;
//            profiler_log_thread4_time();
//            spTask = create_next_audio_frame_task();
//            if (spTask != NULL) {
//                dispatch_audio_sptask(spTask);
//            }
//            profiler_log_thread4_time();
//        }
//    }
//}
