#pragma once

#if defined(SVQC)
	#include <server/chat.qh>
#endif

#ifdef SVQC
	/** Use new sound handling. TODO: use when sounds play correctly on clients */
	bool autocvar_g_debug_globalsounds = false;
	bool autocvar_sv_taunt;
	bool autocvar_sv_autotaunt;
#endif

// player sounds, voice messages

.string m_playersoundstr;
..string m_playersoundfld;

REPLICATE_INIT(float, cvar_cl_autotaunt);
REPLICATE_INIT(int, cvar_cl_voice_directional);
REPLICATE_INIT(float, cvar_cl_voice_directional_taunt_attenuation);

REGISTRY(PlayerSounds, BITS(8) - 1)
#define REGISTER_PLAYERSOUND(id) \
	.string _playersound_##id; \
	REGISTER(PlayerSounds, playersound, id, m_id, new_pure(PlayerSound)) \
	{ \
		this.m_playersoundstr = #id; \
		this.m_playersoundfld = _playersound_##id; \
	}
REGISTER_REGISTRY(PlayerSounds)
REGISTRY_SORT(PlayerSounds)

REGISTRY_DEFINE_GET(PlayerSounds, NULL)
STATIC_INIT(PlayerSounds_renumber)
{
	FOREACH(PlayerSounds, true, it.m_id = i);
}
REGISTRY_CHECK(PlayerSounds)

REGISTER_PLAYERSOUND(death)
REGISTER_PLAYERSOUND(drown)
REGISTER_PLAYERSOUND(fall)
REGISTER_PLAYERSOUND(falling)
REGISTER_PLAYERSOUND(gasp)
REGISTER_PLAYERSOUND(jump)
REGISTER_PLAYERSOUND(pain100)
REGISTER_PLAYERSOUND(pain25)
REGISTER_PLAYERSOUND(pain50)
REGISTER_PLAYERSOUND(pain75)

.bool instanceOfVoiceMessage;
.int m_playersoundvt;
#define REGISTER_VOICEMSG(id, vt, listed) \
	.string _playersound_##id; \
	REGISTER(PlayerSounds, playersound, id, m_id, new_pure(VoiceMessage)) \
	{ \
		this.instanceOfVoiceMessage = listed; \
		this.m_playersoundstr = #id; \
		this.m_playersoundfld = _playersound_##id; \
		this.m_playersoundvt = vt; \
	}

const int VOICETYPE_PLAYERSOUND = 10;
const int VOICETYPE_TEAMRADIO = 11;
const int VOICETYPE_LASTATTACKER = 12;
const int VOICETYPE_LASTATTACKER_ONLY = 13;
const int VOICETYPE_AUTOTAUNT = 14;
const int VOICETYPE_TAUNT = 15;

REGISTER_VOICEMSG(attack, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(attackinfive, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(coverme, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(defend, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(freelance, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(incoming, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(meet, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(needhelp, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(seenflag, VOICETYPE_TEAMRADIO, true)
REGISTER_VOICEMSG(taunt, VOICETYPE_TAUNT, true)
REGISTER_VOICEMSG(teamshoot, VOICETYPE_LASTATTACKER, true)

//NOTE: some models lack sounds for these:
REGISTER_VOICEMSG(flagcarriertakingdamage, VOICETYPE_TEAMRADIO, false)
REGISTER_VOICEMSG(getflag, VOICETYPE_TEAMRADIO, false)
//NOTE: ALL models lack sounds for these (only available in default sounds currently):
REGISTER_VOICEMSG(affirmative, VOICETYPE_TEAMRADIO, false)
REGISTER_VOICEMSG(attacking, VOICETYPE_TEAMRADIO, false)
REGISTER_VOICEMSG(defending, VOICETYPE_TEAMRADIO, false)
REGISTER_VOICEMSG(roaming, VOICETYPE_TEAMRADIO, false)
REGISTER_VOICEMSG(onmyway, VOICETYPE_TEAMRADIO, false)
REGISTER_VOICEMSG(droppedflag, VOICETYPE_TEAMRADIO, false)
REGISTER_VOICEMSG(negative, VOICETYPE_TEAMRADIO, false)
REGISTER_VOICEMSG(seenenemy, VOICETYPE_TEAMRADIO, false)

.string m_globalsoundstr;
REGISTRY(GlobalSounds, BITS(8) - 1)
#define REGISTER_GLOBALSOUND(id, str) \
	REGISTER(GlobalSounds, GS, id, m_id, new_pure(GlobalSound)) \
	{ \
		this.m_globalsoundstr = str; \
	}
REGISTER_REGISTRY(GlobalSounds)
REGISTRY_SORT(GlobalSounds)

REGISTRY_DEFINE_GET(GlobalSounds, NULL)
STATIC_INIT(GlobalSounds_renumber)
{
	FOREACH(GlobalSounds, true, it.m_id = i);
}
REGISTRY_CHECK(GlobalSounds)
void PrecacheGlobalSound(string samplestring);
PRECACHE(GlobalSounds)
{
	FOREACH(GlobalSounds, true, PrecacheGlobalSound(it.m_globalsoundstr));
}

REGISTER_GLOBALSOUND(STEP, "misc/footstep0 6")
REGISTER_GLOBALSOUND(STEP_METAL, "misc/metalfootstep0 6")
REGISTER_GLOBALSOUND(FALL, "misc/hitground 4")
REGISTER_GLOBALSOUND(FALL_METAL, "misc/metalhitground 4")

bool GetPlayerSoundSampleField_notFound;
void PrecachePlayerSounds(string f);
//#ifdef CSQC
	.string GetVoiceMessageSampleField(string type);
	.string GetPlayerSoundSampleField(string type);
	void ClearPlayerSounds(entity this);
	float LoadPlayerSounds(entity this, string f, bool strict);
	void UpdatePlayerSounds(entity this);
//#endif
entity GetVoiceMessage(string type);

string GlobalSound_sample(string pair, float r);

float GlobalSound_pitch(float _pitch);

#ifdef SVQC

	void _GlobalSound(entity this, entity gs, entity ps, string sample, float chan, float vol, float voicetype, bool fake, float pitchscale);
	#define GlobalSound(this, def, chan, vol, voicetype) _GlobalSound(this, def, NULL, string_null, chan, vol, voicetype, false, 1)
	#define GlobalSound_string(this, def, chan, vol, voicetype) _GlobalSound(this, NULL, NULL, def, chan, vol, voicetype, false, 1)
	#define PlayerSound(this, def, chan, vol, voicetype, pitchscale) _GlobalSound(this, NULL, def, string_null, chan, vol, voicetype, false, pitchscale)
	#define VoiceMessage(this, def, msg) \
		MACRO_BEGIN \
			entity VM = def; \
			int voicetype = VM.m_playersoundvt; \
			bool ownteam = (voicetype == VOICETYPE_TEAMRADIO); \
			int flood = Say(this, ownteam, NULL, msg, true); \
			bool fake; \
			if (IS_SPEC(this) || IS_OBSERVER(this) || flood < 0) fake = true; \
			else if (flood > 0) fake = false; \
			else break; \
			_GlobalSound(this, NULL, VM, string_null, CH_VOICE, VOL_BASEVOICE, voicetype, fake, 1); \
		MACRO_END

#endif

string allvoicesamples;
STATIC_INIT(allvoicesamples)
{
    FOREACH(PlayerSounds, it.instanceOfVoiceMessage, allvoicesamples = strcat(allvoicesamples, " ", it.m_playersoundstr));
    allvoicesamples = strzone(substring(allvoicesamples, 1, -1));
}
