#ifndef __TALKING_H_
#define __TALKING_H_
#define	NO_EXPRESSION			0
#define		BLINKING					1
#define		ANGRY							2
#define	SURPRISED					3

#include "soldier control.h"
#include "soldier profile type.h"
 
// Defines
#define		NUM_FACE_SLOTS					CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS // Flugente: changed from 50

struct audio_gap 
{
	UINT32 uiStart;
	UINT32 uiEnd;
	struct audio_gap *pNext;
};

typedef struct
{
	BOOLEAN gCamoface;
	BOOLEAN gUrbanCamoface;
	BOOLEAN gDesertCamoface;
	BOOLEAN gSnowCamoface;
} CAMO_FACE;

extern CAMO_FACE gCamoFace[NUM_PROFILES];


typedef struct
{
	INT8		bEyesX;
	INT8		bEyesY;
	INT8		bMouthX;
	INT8		bMouthY;
	UINT16		uiIndex; // add
	UINT16		FaceIndex; //add

} RPC_SMALL_FACE_VALUES;

extern RPC_SMALL_FACE_VALUES gRPCSmallFaceValues[200];
extern UINT8	gubRPCSmallFaceProfileNum[200];

#define MAX_FACE_GERA_CHARS		500

typedef struct
{
	UINT16		Type;
	UINT32		uiIndex;
	CHAR8	szFile[MAX_FACE_GERA_CHARS];

} FACE_GEAR_VALUES;

extern FACE_GEAR_VALUES zNewFaceGear[MAXITEMS];
extern FACE_GEAR_VALUES zNewFaceGearIMP[MAXITEMS];

#define	FACE_AUTO_DISPLAY_BUFFER		0xFFFFF000
#define	FACE_AUTO_RESTORE_BUFFER		0xFFFFFF00
#define	FACE_NO_RESTORE_BUFFER			0xFFFFFFF0

// FLAGS....
#define	FACE_DESTROY_OVERLAY								0x00000000						// A face may contain a video overlay
#define	FACE_BIGFACE												0x00000001						// A BIGFACE instead of small face
#define	FACE_POTENTIAL_KEYWAIT							0x00000002						// If the option is set, will not stop face until key pressed
#define	FACE_PCTRIGGER_NPC									0x00000004						// This face has to trigger an NPC after being done
#define	FACE_INACTIVE_HANDLED_ELSEWHERE		0x00000008						// This face has been setup and any disable should be done
																																	// Externally
#define	FACE_TRIGGER_PREBATTLE_INT					0x00000010						
#define	FACE_SHOW_WHITE_HILIGHT						0x00000020						// Show highlight around face
#define	FACE_FORCE_SMALL										0x00000040						// force to small face	
#define	FACE_MODAL													0x00000080						// make game modal
#define	FACE_MAKEACTIVE_ONCE_DONE					0x00000100						
#define	FACE_SHOW_MOVING_HILIGHT						0x00000200
#define	FACE_REDRAW_WHOLE_FACE_NEXT_FRAME	0x00000400						// Redraw the complete face next frame

#define	FACE_DRAW_TEXT_OVER				2
#define	FACE_ERASE_TEXT_OVER				1
#define	FACE_NO_TEXT_OVER					0


// duration for talking
#define		FINAL_TALKING_DURATION	2000

typedef struct audio_gap AUDIO_GAP;

typedef struct
{
	// This is a structure that will contain data about the gaps in a particular
	// wave file

	UINT32					size; /* the number of entries in the list of AUDIO_GAPs itself*/
	UINT32					current_time;
	// Pointer to head and current entry of gap list
	AUDIO_GAP *pHead;
	AUDIO_GAP *pCurrent;
	
	BOOLEAN					audio_gap_active;
		
} AudioGapList;


typedef struct
{
	UINT32		uiFlags;												// Basic flags 
	INT32			iID;
	BOOLEAN		fAllocated;											//Allocated or not
	BOOLEAN		fTalking;												//Set to true if face is talking ( can be sitting for user input to esc )
	BOOLEAN		fAnimatingTalking;							// Set if the face is animating right now
	BOOLEAN		fDisabled;											// Not active
	BOOLEAN		fValidSpeech;
	BOOLEAN		fStartFrame;										// Flag for the first start frame
	BOOLEAN		fInvalidAnim;

	UINT32		uiTalkingDuration;							// A delay based on text length for how long to talk if no speech
	UINT32		uiTalkingTimer;									// A timer to handle delay when no speech file
	UINT32		uiTalkingFromVeryBeginningTimer;// Timer from very beginning of talking...	

	BOOLEAN		fFinishTalking;									// A flag to indicate we want to delay after speech done

	INT32			iVideoOverlay;									// Value for video overlay ( not used too much )

	UINT32		uiSoundID;											// Sound ID if one being played
	
	UINT16			ubSoldierID;										// SoldierID if one specified
	UINT8			ubCharacterNum;									// Profile ID num

	UINT16		usFaceX;												// X location to render face
	UINT16		usFaceY;												// Y location to render face
	UINT16		usFaceWidth;										
	UINT16		usFaceHeight;
	UINT32		uiAutoDisplayBuffer;						// Display buffer for face
	UINT32		uiAutoRestoreBuffer;						// Restore buffer
	BOOLEAN		fAutoRestoreBuffer;							// Flag to indicate our own restorebuffer or not
	BOOLEAN		fAutoDisplayBuffer;							// Flag to indicate our own display buffer or not
	BOOLEAN		fDisplayTextOver;								// Boolean indicating to display text on face
	BOOLEAN		fOldDisplayTextOver;						// OLD Boolean indicating to display text on face
	BOOLEAN		fCanHandleInactiveNow;
	wchar_t			zDisplayText[ 30 ];							// String of text that can be displayed

	UINT16		usEyesX;
	UINT16		usEyesY;
	UINT16		usEyesOffsetX;
	UINT16		usEyesOffsetY;

	UINT16		usEyesWidth;
	UINT16		usEyesHeight;

	UINT16		usMouthX;
	UINT16		usMouthY;
	UINT16		usMouthOffsetX;
	UINT16		usMouthOffsetY;
	UINT16		usMouthWidth;
	UINT16		usMouthHeight;
	
	UINT16		sEyeFrame;
	INT8			ubEyeWait;
	UINT32		uiEyelast;
	UINT32		uiEyeDelay;
	UINT32		uiBlinkFrequency;
	UINT32		uiExpressionFrequency;
	UINT32		uiStopOverlayTimer;

	UINT8			ubExpression;
	
	INT8			bOldSoldierLife;
	INT16			bOldActionPoints;
	BOOLEAN		fOldHandleUIHatch;
	BOOLEAN		fOldShowHighlight;
	INT8			bOldAssignment;
	INT8			ubOldServiceCount;
	UINT16			ubOldServicePartner;
	BOOLEAN		fOldShowMoveHilight;

	UINT16		sMouthFrame;
	UINT32		uiMouthlast;
	UINT32		uiMouthDelay;

	UINT32		uiLastBlink;
	UINT32		uiLastExpression;

	UINT32		uiVideoObject;

	UINT32		uiUserData1;
	UINT32		uiUserData2;

	BOOLEAN		fCompatibleItems;
	BOOLEAN		fOldCompatibleItems;
	BOOLEAN		bOldStealthMode;
	INT8			bOldOppCnt;

	AudioGapList		GapList;	

} FACETYPE;

// GLOBAL FOR FACES LISTING
extern FACETYPE	gFacesData[ NUM_FACE_SLOTS ];

// FACE HANDLING
//
// Faces are done like this: Call
INT32	InitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags );
// The first parameter is the profile ID and the second is the soldier ID ( which for most cases
// will be NOBODY if the face is not created from a SOLDIERTYPE )
// This function allocates a slot in the table for the face, loads it's STI file, sets some
// values for X,Y locations of eyes from the profile. Does not mkae the face visible or anything like that

// INternal init face, called if you don;t want to give a profile ID ( send NO_PROFILE ) for ID
INT32	InternalInitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency );


// Removes the face from the internal table, deletes any memory allocated if any.
void DeleteFace( INT32 iFaceIndex );

// IF you want to setup the face for automatic eye blinking, mouth movement, you need to call
void SetAutoFaceActive( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, INT32 iFaceIndex , UINT16 usFaceX, UINT16 usFaceY );
// The first paramter is the display buffer you wish the face to be rendered on. The second is the
// Internal savebuffer which is used to facilitate the rendering of only things which have changed when
// blinking. IF the value of FACE_AUTO_RESTORE_BUFFER is given, the system will allocate it's own memory for
// a saved buffer and will delete it when finished with it. This function also takes an XY location

// Same as above, yet used mostly internally. Is compatible with the fact that a soldier profile ID is not required...
void InternalSetAutoFaceActive( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, INT32 iFaceIndex , UINT16 usFaceX, UINT16 usFaceY, UINT16 usEyesX, UINT16 usEyesY, UINT16 usMouthX, UINT16 usMouthY );


// To begin rendering of the face sprite, call this function once:
BOOLEAN RenderAutoFace( INT32 iFaceIndex );
// This will draw the face into it's saved buffer and then display it on the display buffer. If the display
// buffer given is FRAME_BUFFER, the regions will automatically be dirtied, so no calls to InvalidateRegion()
// should be nessesary.

// If you want to setup the face to talking, ( most times this call is done in JA2 by other functions, not
//directly), you call
BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan );
// This function will setup appropriate face data and begin the speech process. It can fail if the sound 
//cannot be played for any reason.

BOOLEAN IsFaceTalking( INT32 iFaceIndex );

BOOLEAN SetFaceTalkingMultipleSounds( INT32 iFaceIndex, CHAR8 zSoundFiles[][64], UINT8 ubMaxSoundsCount, STR16 zTextString, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan );

// Set some face talking flags without need to play sound
BOOLEAN ExternSetFaceTalking( INT32 iFaceIndex, UINT32 uiSoundID );

// Once this is done, this function must be called overy gameloop that you want to handle the sprite:
void HandleAutoFaces( );
// This will handle all faces set to be auto mamaged by SetAutoFaceActive(). What is does is determines
// the best mouth and eye graphic to use. It then renders only the rects nessessary into the display buffer.

// If you need to shutoff the face from talking, use the function
void ShutupaYoFace( INT32 iFaceIndex );
void InternalShutupaYoFace( INT32 iFaceIndex, BOOLEAN fForce );

// This can be used to times when you need process the user hitting <ESC> to cancel the speech, etc. It will
// shutoff any playing sound sample

// If you still want the face in moemory but want to stop if from being displayed, or handled call
void SetAutoFaceInActive( INT32 iFaceIndex );

BOOLEAN SetCamoFace(SOLDIERTYPE * pSoldier);

// To set all currently allocated faces to either active or incactive, call these
void SetAllAutoFacesInactive( );

// To render an allocated face but one that is indipendent of it's active status, ant does not
// require eye blinking or mouth movements, call
BOOLEAN ExternRenderFace( UINT32 uiBuffer, INT32 iFaceIndex, INT16 sX, INT16 sY );

// FUnctions usually not needed for most uses, but give a finer control over rendering if needed
void BlinkAutoFace( INT32 iFaceIndex );
void MouthAutoFace( INT32 iFaceIndex );
void HandleTalkingAutoFace( INT32 iFaceIndex );
void HandleTalkingAutoFaces( );




// Same Functions but taking soldier ID first to get profile ID 
INT32		InitSoldierFace( SOLDIERTYPE *pSoldier );
void		DeleteSoldierFace( SOLDIERTYPE *pSoldier );
void		SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT16 ubSoldierID , UINT16 usFaceX, UINT16 usFaceY );
void		SetAutoFaceInActiveFromSoldier( UINT16 ubSoldierID );
BOOLEAN RenderAutoFaceFromSoldier( UINT16 ubSoldierID );
BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT16 ubSoldierID, INT16 sX, INT16 sY );



//legion2 Jazz
extern void FacesSmalllegion ();
extern void RecountFaces(void);





#endif
