/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
//
// Ammo.cpp
//
// implementation of CHudAmmo class
//

#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"

#include <string.h>
#include <stdio.h>

#include "ammohistory.h"

WEAPON *gpActiveSel;	// NULL means off, 1 means just the menu bar, otherwise
						// this points to the active weapon menu item
WEAPON *gpLastSel;		// Last weapon menu selection 

client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount);

WeaponsResource gWR;

int g_weaponselect = 0;

void WeaponsResource :: LoadAllWeaponSprites( void )
{
	for (int i = 0; i < MAX_WEAPONS; i++)
	{
		if ( rgWeapons[i].iId )
			LoadWeaponSprites( &rgWeapons[i] );
	}
}

int WeaponsResource :: CountAmmo( int iId ) 
{ 
	if ( iId < 0 )
		return 0;

	//Fixes some crashes.
	if ( iId > MAX_AMMO_TYPES )
		return 0;
	
	return riAmmo[iId];
}

int WeaponsResource :: HasAmmo( WEAPON *p )
{
	if ( !p )
		return FALSE;

	// weapons with no max ammo can always be selected
	if ( p->iMax1 == -1 )
		return TRUE;

	return (p->iAmmoType == -1) || p->iClip > 0 || CountAmmo(p->iAmmoType) 
		|| CountAmmo(p->iAmmo2Type) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY );
}


void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
{
	int i, iRes;

	if (ScreenWidth < 640)
		iRes = 320;
	else
		iRes = 640;

	char sz[128];

	if ( !pWeapon )
		return;

	memset( &pWeapon->rcActive, 0, sizeof(wrect_t) );
	memset( &pWeapon->rcInactive, 0, sizeof(wrect_t) );
	memset( &pWeapon->rcAmmo, 0, sizeof(wrect_t) );
	memset( &pWeapon->rcAmmo2, 0, sizeof(wrect_t) );
	pWeapon->hInactive = 0;
	pWeapon->hActive = 0;
	pWeapon->hAmmo = 0;
	pWeapon->hAmmo2 = 0;

	sprintf(sz, "sprites/%s.txt", pWeapon->szName);
	client_sprite_t *pList = SPR_GetList(sz, &i);

	if (!pList)
		return;

	client_sprite_t *p;
	
	p = GetSpriteList( pList, "crosshair", iRes, i );
	if (p)
	{
		sprintf(sz, "sprites/%s.spr", p->szSprite);
		pWeapon->hCrosshair = SPR_Load(sz);
		pWeapon->rcCrosshair = p->rc;
	}
	else
		pWeapon->hCrosshair = NULL;

	p = GetSpriteList(pList, "autoaim", iRes, i);
	if (p)
	{
		sprintf(sz, "sprites/%s.spr", p->szSprite);
		pWeapon->hAutoaim = SPR_Load(sz);
		pWeapon->rcAutoaim = p->rc;
	}
	else
		pWeapon->hAutoaim = 0;

	p = GetSpriteList( pList, "zoom", iRes, i );
	if (p)
	{
		sprintf(sz, "sprites/%s.spr", p->szSprite);
		pWeapon->hZoomedCrosshair = SPR_Load(sz);
		pWeapon->rcZoomedCrosshair = p->rc;
	}
	else
	{
		pWeapon->hZoomedCrosshair = pWeapon->hCrosshair; //default to non-zoomed crosshair
		pWeapon->rcZoomedCrosshair = pWeapon->rcCrosshair;
	}

	p = GetSpriteList(pList, "zoom_autoaim", iRes, i);
	if (p)
	{
		sprintf(sz, "sprites/%s.spr", p->szSprite);
		pWeapon->hZoomedAutoaim = SPR_Load(sz);
		pWeapon->rcZoomedAutoaim = p->rc;
	}
	else
	{
		pWeapon->hZoomedAutoaim = pWeapon->hZoomedCrosshair;  //default to zoomed crosshair
		pWeapon->rcZoomedAutoaim = pWeapon->rcZoomedCrosshair;
	}

	p = GetSpriteList(pList, "weapon", iRes, i);
	if (p)
	{
		sprintf(sz, "sprites/%s.spr", p->szSprite);
		pWeapon->hInactive = SPR_Load(sz);
		pWeapon->rcInactive = p->rc;

		gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
	}
	else
		pWeapon->hInactive = 0;

	p = GetSpriteList(pList, "weapon_s", iRes, i);
	if (p)
	{
		sprintf(sz, "sprites/%s.spr", p->szSprite);
		pWeapon->hActive = SPR_Load(sz);
		pWeapon->rcActive = p->rc;
	}
	else
		pWeapon->hActive = 0;

	p = GetSpriteList(pList, "ammo", iRes, i);
	if (p)
	{
		sprintf(sz, "sprites/%s.spr", p->szSprite);
		pWeapon->hAmmo = SPR_Load(sz);
		pWeapon->rcAmmo = p->rc;

		gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
	}
	else
		pWeapon->hAmmo = 0;

	p = GetSpriteList(pList, "ammo2", iRes, i);
	if (p)
	{
		sprintf(sz, "sprites/%s.spr", p->szSprite);
		pWeapon->hAmmo2 = SPR_Load(sz);
		pWeapon->rcAmmo2 = p->rc;

		gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
	}
	else
		pWeapon->hAmmo2 = 0;

}

// Returns the first weapon for a given slot.
WEAPON *WeaponsResource :: GetFirstPos( int iSlot )
{
	WEAPON *pret = NULL;

	for (int i = 0; i < MAX_WEAPON_POSITIONS; i++)
	{
		if ( rgSlots[iSlot][i] && HasAmmo( rgSlots[iSlot][i] ) )
		{
			pret = rgSlots[iSlot][i];
			break;
		}
	}

	return pret;
}


WEAPON* WeaponsResource :: GetNextActivePos( int iSlot, int iSlotPos )
{
	if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS )
		return NULL;

	WEAPON *p = gWR.rgSlots[ iSlot ][ iSlotPos+1 ];
	
	if ( !p || !gWR.HasAmmo(p) )
		return GetNextActivePos( iSlot, iSlotPos + 1 );

	return p;
}


int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and height

HSPRITE ghsprBuckets;					// Sprite for top row of weapons menu

DECLARE_MESSAGE(m_Ammo, CurWeapon );	// Current weapon and clip
DECLARE_MESSAGE(m_Ammo, WeaponList);	// new weapon type
DECLARE_MESSAGE(m_Ammo, AmmoX);			// update known ammo type's count
DECLARE_MESSAGE(m_Ammo, AmmoPickup);	// flashes an ammo pickup record
DECLARE_MESSAGE(m_Ammo, WeapPickup);    // flashes a weapon pickup record
DECLARE_MESSAGE(m_Ammo, HideWeapon);	// hides the weapon, ammo, and crosshair displays temporarily
DECLARE_MESSAGE(m_Ammo, ItemPickup);

DECLARE_COMMAND(m_Ammo, Slot1);
DECLARE_COMMAND(m_Ammo, Slot2);
DECLARE_COMMAND(m_Ammo, Slot3);
DECLARE_COMMAND(m_Ammo, Slot4);
DECLARE_COMMAND(m_Ammo, Slot5);
DECLARE_COMMAND(m_Ammo, Slot6);
DECLARE_COMMAND(m_Ammo, Slot7);
DECLARE_COMMAND(m_Ammo, Slot8);
DECLARE_COMMAND(m_Ammo, Slot9);
DECLARE_COMMAND(m_Ammo, Slot10);
DECLARE_COMMAND(m_Ammo, Close);
DECLARE_COMMAND(m_Ammo, NextWeapon);
DECLARE_COMMAND(m_Ammo, PrevWeapon);

// width of ammo fonts
#define AMMO_SMALL_WIDTH 10
#define AMMO_LARGE_WIDTH 20

#define HISTORY_DRAW_TIME	"5"

int CHudAmmo::Init(void)
{
	gHUD.AddHudElem(this);

	HOOK_MESSAGE(CurWeapon);
	HOOK_MESSAGE(WeaponList);
	HOOK_MESSAGE(AmmoPickup);
	HOOK_MESSAGE(WeapPickup);
	HOOK_MESSAGE(ItemPickup);
	HOOK_MESSAGE(HideWeapon);
	HOOK_MESSAGE(AmmoX);

	HOOK_COMMAND("slot1", Slot1);
	HOOK_COMMAND("slot2", Slot2);
	HOOK_COMMAND("slot3", Slot3);
	HOOK_COMMAND("slot4", Slot4);
	HOOK_COMMAND("slot5", Slot5);
	HOOK_COMMAND("slot6", Slot6);
	HOOK_COMMAND("slot7", Slot7);
	HOOK_COMMAND("slot8", Slot8);
	HOOK_COMMAND("slot9", Slot9);
	HOOK_COMMAND("slot10", Slot10);
	HOOK_COMMAND("cancelselect", Close);
	HOOK_COMMAND("invnext", NextWeapon);
	HOOK_COMMAND("invprev", PrevWeapon);

	Reset();

	CVAR_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
	CVAR_CREATE( "hud_fastswitch", "0", FCVAR_ARCHIVE );		// controls whether or not weapons can be selected in one keypress

	m_iFlags |= HUD_ACTIVE; //!!!

	gWR.Init();
	gHR.Init();

	return 1;
};

void CHudAmmo::Reset(void)
{
	m_fFade = 0;
	m_iFlags |= HUD_ACTIVE; //!!!

	gpActiveSel = NULL;
	gHUD.m_iHideHUDDisplay = 0;

	gWR.Reset();
	gHR.Reset();

	//	VidInit();

}

int CHudAmmo::VidInit(void)
{
	// Load sprites for buckets (top row of weapon menu)
	m_HUD_bucket0 = gHUD.GetSpriteIndex( "bucket1" );
	m_HUD_selection = gHUD.GetSpriteIndex( "selection" );

	ghsprBuckets = gHUD.GetSprite(m_HUD_bucket0);
	giBucketWidth = gHUD.GetSpriteRect(m_HUD_bucket0).right - gHUD.GetSpriteRect(m_HUD_bucket0).left;
	giBucketHeight = gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top;

	gHR.iHistoryGap = max( gHR.iHistoryGap, gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top);

	// If we've already loaded weapons, let's get new sprites
	gWR.LoadAllWeaponSprites();

	if (ScreenWidth >= 640)
	{
		giABWidth = 20;
		giABHeight = 4;
	}
	else
	{
		giABWidth = 10;
		giABHeight = 2;
	}

	return 1;
}

//
// Think:
//  Used for selection of weapon menu item.
//
void CHudAmmo::Think(void)
{
	if ( gHUD.m_fPlayerDead )
		return;

	if ( gHUD.m_iWeaponBits != gWR.iOldWeaponBits )
	{
		gWR.iOldWeaponBits = gHUD.m_iWeaponBits;

		for (int i = MAX_WEAPONS-1; i > 0; i-- )
		{
			WEAPON *p = gWR.GetWeapon(i);

			if ( p )
			{
				if ( gHUD.m_iWeaponBits & p->iId )
					gWR.PickupWeapon( p );
				else
					gWR.DropWeapon( p );
			}
		}
	}

	if (!gpActiveSel)
		return;

	// has the player selected one?
	if (gHUD.m_iKeyBits & IN_ATTACK)
	{
		if (gpActiveSel != (WEAPON *)1)
		{
			//ServerCmd(gpActiveSel->szName);
			g_weaponselect = gpActiveSel->iSlot;
		}

		gpLastSel = gpActiveSel;
		gpActiveSel = NULL;
		gHUD.m_iKeyBits &= ~IN_ATTACK;

		PlaySound("common/wpn_select.wav", 1);
	}

}

//
// Helper function to return a Ammo pointer from id
//

HSPRITE* WeaponsResource :: GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect )
{
	for ( int i = 0; i < MAX_WEAPONS; i++ )
	{
		if ( rgWeapons[i].iAmmoType == iAmmoId )
		{
			rect = rgWeapons[i].rcAmmo;
			return &rgWeapons[i].hAmmo;
		}
		else if ( rgWeapons[i].iAmmo2Type == iAmmoId )
		{
			rect = rgWeapons[i].rcAmmo2;
			return &rgWeapons[i].hAmmo2;
		}
	}

	return NULL;
}

void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection )
{
	if ( gHUD.m_Menu.m_fMenuDisplayed && (fAdvance == FALSE) && (iDirection == 1) )	
	{ // menu is overriding slot use commands
		gHUD.m_Menu.SelectMenuItem( iSlot );  
		return;
	}

	if ( iSlot > MAX_WEAPON_SLOTS )
		return;

	if ( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
		return;

	WEAPON *p = NULL;
	bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0;

	if ( (gpActiveSel == NULL) || (gpActiveSel == (WEAPON *)1) || (iSlot != gpActiveSel->iSlot) )
	{
		PlaySound( "common/wpn_hudon.wav", 1 );
		p = GetFirstPos( iSlot );

		if ( p && fastSwitch ) // check for fast weapon switch mode
		{
			// if fast weapon switch is on, then weapons can be selected in a single keypress
			// but only if there is only one item in the bucket
			WEAPON *p2 = GetNextActivePos( p->iSlot, p->iSlotPos );
			if ( !p2 )
			{	// only one active item in bucket, so change directly to weapon
				//ServerCmd( p->szName );
				g_weaponselect = iSlot;
				return;
			}
		}
	}
	else
	{
		PlaySound("common/wpn_moveselect.wav", 1);
		if ( gpActiveSel )
			p = GetNextActivePos( gpActiveSel->iSlot, gpActiveSel->iSlotPos );
		if ( !p )
			p = GetFirstPos( iSlot );
	}

	
	if ( !p )  // no selection found
	{
		// just display the weapon list, unless fastswitch is on just ignore it
		if ( !fastSwitch )
			gpActiveSel = (WEAPON *)1;
		else
			gpActiveSel = NULL;
	}
	else 
		gpActiveSel = p;
}

//------------------------------------------------------------------------
// Message Handlers
//------------------------------------------------------------------------

//
// AmmoX  -- Update the count of a known type of ammo
// 
int CHudAmmo::MsgFunc_AmmoX(const char *pszName, int iSize, void *pbuf)
{
	BEGIN_READ( pbuf, iSize );

	int iIndex = READ_BYTE();
	int iCount = READ_BYTE();

	gWR.SetAmmo( iIndex, abs(iCount) );

	return 1;
}

int CHudAmmo::MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf )
{
	BEGIN_READ( pbuf, iSize );
	int iIndex = READ_BYTE();
	int iCount = READ_BYTE();

	// Add ammo to the history
	gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs(iCount) );

	return 1;
}

int CHudAmmo::MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf )
{
	BEGIN_READ( pbuf, iSize );
	int iIndex = READ_BYTE();

	// Add the weapon to the history
	gHR.AddToHistory( HISTSLOT_WEAP, iIndex );

	return 1;
}

int CHudAmmo::MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf )
{
	BEGIN_READ( pbuf, iSize );
	const char *szName = READ_STRING();

	// Add the weapon to the history
	gHR.AddToHistory( HISTSLOT_ITEM, szName );

	return 1;
}


int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf )
{
	BEGIN_READ( pbuf, iSize );
	
	gHUD.m_iHideHUDDisplay = READ_BYTE();

	if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
	{
		static wrect_t nullrc;
		gpActiveSel = NULL;
		SetCrosshair( 0, nullrc, 0, 0, 0 );
	}

	return 1;
}

// 
//  CurWeapon: Update hud state with the current weapon and clip count. Ammo
//  counts are updated with AmmoX. Server assures that the Weapon ammo type 
//  numbers match a real ammo type.
//
int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
{
	static wrect_t nullrc;
	int fOnTarget = FALSE;
	

	BEGIN_READ( pbuf, iSize );

	int iState = READ_BYTE();
	int iId = READ_BYTE();
	int iClip = READ_CHAR();

	// detect if we're also on target
	if ( iState > 1 )
	{
		fOnTarget = TRUE;
	}

	if ( iId < 1 )
	{
		SetCrosshair(0, nullrc, 0, 0, 0);
		return 0;
	}

	// Is player dead???
	if ((iId == -1) && (iClip == -1))
	{
		gHUD.m_fPlayerDead = TRUE;
		gpActiveSel = NULL;
		return 1;
	}
	gHUD.m_fPlayerDead = FALSE;

	WEAPON *pWeapon = gWR.GetWeapon( iId );

	if ( !pWeapon )
		return 0;

	if ( iClip < -1 )
		pWeapon->iClip = abs(iClip);
	else
		pWeapon->iClip = iClip;


	if ( iState == 0 )	// we're not the current weapon, so update no more
		return 1;

	m_pWeapon = pWeapon;

	m_fFade = 200.0f; //!!!
	m_iFlags |= HUD_ACTIVE;
	
	return 1;
}

//
// WeaponList -- Tells the hud about a new weapon type.
//
int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf )
{
	BEGIN_READ( pbuf, iSize );
	
	WEAPON Weapon;

	strcpy( Weapon.szName, READ_STRING() );
	Weapon.iAmmoType = (int)READ_CHAR();	
	
	Weapon.iMax1 = READ_BYTE();
	if (Weapon.iMax1 == 255)
		Weapon.iMax1 = -1;

	Weapon.iAmmo2Type = READ_BYTE();
	Weapon.iMax2 = READ_BYTE();
	if (Weapon.iMax2 == 255)
		Weapon.iMax2 = -1;

	Weapon.iSlot = READ_BYTE();
	Weapon.iSlotPos = READ_BYTE();
	Weapon.iId = READ_LONG();

	Weapon.iFlags = READ_BYTE();

	Weapon.iClip = 0;

	gWR.AddWeapon( &Weapon );

	return 1;

}

//------------------------------------------------------------------------
// Command Handlers
//------------------------------------------------------------------------

void CHudAmmo::UserCmd_Slot1(void)
{
	gWR.SelectSlot(1, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot2(void)
{
	gWR.SelectSlot(2, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot3(void)
{
	gWR.SelectSlot(3, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot4(void)
{
	gWR.SelectSlot(4, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot5(void)
{
	gWR.SelectSlot(5, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot6(void)
{
	gWR.SelectSlot(6, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot7(void)
{
	gWR.SelectSlot(7, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot8(void)
{
	gWR.SelectSlot(8, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot9(void)
{
	gWR.SelectSlot(9, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot10(void)
{
	gWR.SelectSlot(10, FALSE, 1);
}

void CHudAmmo::UserCmd_Close(void)
{
	if (gpActiveSel)
	{
		gpLastSel = gpActiveSel;
		gpActiveSel = NULL;
		PlaySound("common/wpn_hudoff.wav", 1);
	}
	else
		ClientCmd("escape");
}


// Selects the next item in the weapon menu
void CHudAmmo::UserCmd_NextWeapon(void)
{
	if ( gHUD.m_fPlayerDead || (gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) )
		return;

	if ( !gpActiveSel || gpActiveSel == (WEAPON*)1 )
		gpActiveSel = m_pWeapon;

	int pos = 0;
	int slot = 0;
	if ( gpActiveSel )
	{
		pos = gpActiveSel->iSlotPos + 1;
		slot = gpActiveSel->iSlot;
	}

	for ( int loop = 0; loop <= 1; loop++ )
	{
		for ( ; slot < MAX_WEAPON_SLOTS + 1; slot++ )
		{
			for ( ; pos < MAX_WEAPON_POSITIONS; pos++ )
			{
				WEAPON *wsp = gWR.GetWeaponSlot( slot, pos );

				if ( wsp && gWR.HasAmmo(wsp) )
				{
					gpActiveSel = wsp;
					return;
				}
			}

			pos = 0;
		}

		slot = 0;  // start looking from the first slot again
	}

	gpActiveSel = NULL;
}

// Selects the previous item in the menu
void CHudAmmo::UserCmd_PrevWeapon(void)
{
	if ( gHUD.m_fPlayerDead || (gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) )
		return;

	if ( !gpActiveSel || gpActiveSel == (WEAPON*)1 )
		gpActiveSel = m_pWeapon;

	int pos = MAX_WEAPON_POSITIONS-1;
	int slot = MAX_WEAPON_SLOTS;
	if ( gpActiveSel )
	{
		pos = gpActiveSel->iSlotPos - 1;
		slot = gpActiveSel->iSlot;
	}
	
	for ( int loop = 0; loop <= 1; loop++ )
	{
		for ( ; slot >= 0; slot-- )
		{
			for ( ; pos >= 0; pos-- )
			{
				WEAPON *wsp = gWR.GetWeaponSlot( slot, pos );

				if ( wsp && gWR.HasAmmo(wsp) )
				{
					gpActiveSel = wsp;
					return;
				}
			}

			pos = MAX_WEAPON_POSITIONS-1;
		}
		
		slot = MAX_WEAPON_SLOTS;
	}

	gpActiveSel = NULL;
}



//-------------------------------------------------------------------------
// Drawing code
//-------------------------------------------------------------------------

int CHudAmmo::Draw(float flTime)
{
	int a, x, y, r, g, b;
	int AmmoWidth;

	int iCrossX;
	int iCrossY;
	int	iCrossLength;
	char *chCrossHair = "+"; // Heh

	/*if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
		return 1;*/

	if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) )
		return 1;

	// Draw Weapon Menu
	DrawWList(flTime);

	// Draw ammo pickup history
	gHR.DrawAmmoHistory( flTime );

	if (!(m_iFlags & HUD_ACTIVE))
		return 0;

	if (!m_pWeapon)
		return 0;

	WEAPON *pw = m_pWeapon; // shorthand

	// SPR_Draw Ammo
	if ((pw->iAmmoType < 0) && (pw->iAmmo2Type < 0))
		return 0;


	int iFlags = DHN_DRAWZERO; // draw 0 values

	AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;

	a = (int) max( MIN_ALPHA, m_fFade );

	if (m_fFade > 0)
		m_fFade -= (gHUD.m_flTimeDelta * 20);

	UnpackRGB(r,g,b, RGB_YELLOWISH);

	ScaleColors(r, g, b, a );

	// Does this weapon have a clip?
	y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight/2;

	/******************* DRAW CROSSHAIR *********************/
	iCrossLength = gHUD.m_scrinfo.charWidths[ *chCrossHair ];
	iCrossY = ScreenHeight / 2 - gHUD.m_scrinfo.iCharHeight / 2;
	iCrossX = ScreenWidth / 2 - iCrossLength / 2;
	
	gHUD.DrawHudString( iCrossX, iCrossY, iCrossX + 50, chCrossHair, 170, 170, 170 );
	/******************* DRAW CROSSHAIR *********************/

	// Does weapon have any ammo at all?
	if (m_pWeapon->iAmmoType > 0)
	{
		int iIconWidth = m_pWeapon->rcAmmo.right - m_pWeapon->rcAmmo.left;
		
		if (pw->iClip >= 0)
		{
			x = ScreenWidth - (8 * AmmoWidth) - iIconWidth;

			UnpackRGB(r,g,b, RGB_YELLOWISH);
			// GL Seems to need this
			ScaleColors( r, g, b, a );
			m_iNumberXPosition = x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b);	
		}

		// Draw the ammo Icon
		int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top)/8;
		SPR_Set(m_pWeapon->hAmmo, r, g, b);
		SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo);

		m_iXPosition = x;
	}

	return 1;
}


//
// Draws the ammo bar on the hud
//
int DrawBar(int x, int y, int width, int height, float f)
{
	int r, g, b;

	if (f < 0)
		f = 0;
	if (f > 1)
		f = 1;

	if (f)
	{
		int w = f * width;

		// Always show at least one pixel if we have ammo.
		if (w <= 0)
			w = 1;
		UnpackRGB(r, g, b, RGB_GREENISH);
		FillRGBA(x, y, w, height, r, g, b, 255);
		x += w;
		width -= w;
	}

	UnpackRGB(r, g, b, RGB_YELLOWISH);

	FillRGBA(x, y, width, height, r, g, b, 128);

	return (x + width);
}



void DrawAmmoBar(WEAPON *p, int x, int y, int width, int height)
{
	if ( !p )
		return;
	
	if (p->iAmmoType != -1)
	{
		if (!gWR.CountAmmo(p->iAmmoType))
			return;

		float f = (float)gWR.CountAmmo(p->iAmmoType)/(float)p->iMax1;
		
		x = DrawBar(x, y, width, height, f);
	}
}




//
// Draw Weapon Menu
//
int CHudAmmo::DrawWList(float flTime)
{
	int r,g,b,x,y,a,i;

	if ( !gpActiveSel )
		return 0;

	int iActiveSlot;

	if ( gpActiveSel == (WEAPON *)1 )
		iActiveSlot = -1;	// current slot has no weapons
	else 
		iActiveSlot = gpActiveSel->iSlot;

	x = 10; //!!!
	y = 10; //!!!
	

	// Ensure that there are available choices in the active slot
	if ( iActiveSlot > 0 )
	{
		if ( !gWR.GetFirstPos( iActiveSlot ) )
		{
			gpActiveSel = (WEAPON *)1;
			iActiveSlot = -1;
		}
	}
		
	// Draw top line
	for ( i = 0; i < MAX_WEAPON_SLOTS; i++ )
	{
		int iWidth;

		UnpackRGB(r,g,b, RGB_YELLOWISH);
	
		if ( iActiveSlot == i )
			a = 255;
		else
			a = 192;

		ScaleColors(r, g, b, 255);
		SPR_Set(gHUD.GetSprite(m_HUD_bucket0 + i), r, g, b );

		// make active slot wide enough to accomodate gun pictures
		if ( i == iActiveSlot )
		{
			WEAPON *p = gWR.GetFirstPos(iActiveSlot);

			if ( p )
				iWidth = p->rcActive.right - p->rcActive.left;
		}
		else
			iWidth = giBucketWidth;

		if ( i == iActiveSlot ) 
			SPR_DrawAdditive(0, x + 104, y, &gHUD.GetSpriteRect(m_HUD_bucket0 + i));
		else
			SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_bucket0 + i));
		
		x += iWidth + 5;
	}


	a = 128; //!!!
	x = 10;

	// Draw all of the buckets
	for (i = 1; i < MAX_WEAPON_SLOTS + 1; i++)
	{
		y = giBucketHeight + 10;

		// If this is the active slot, draw the bigger pictures,
		// otherwise just draw boxes
		if ( i == iActiveSlot )
		{
			WEAPON *p = gWR.GetFirstPos( i );
			int iWidth = giBucketWidth;
			if ( p )
				iWidth = p->rcActive.right - p->rcActive.left;

			for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ )
			{
				p = gWR.GetWeaponSlot( i, iPos );

				if ( !p || !p->iId )
					continue;

				UnpackRGB( r,g,b, RGB_YELLOWISH );
			
				// if active, then we must have ammo.

				if ( gpActiveSel == p )
				{
					if ( gWR.HasAmmo(p) )
						ScaleColors(r, g, b, 192);
					else
					{
						UnpackRGB(r,g,b, RGB_REDISH);
						ScaleColors(r, g, b, 128);
					}

					SPR_Set(p->hActive, r, g, b );
					SPR_DrawAdditive(0, x, y, &p->rcActive);
				}
				else
				{
					// Draw Weapon if Red if no ammo

					if ( gWR.HasAmmo(p) )
						ScaleColors(r, g, b, 192);
					else
					{
						UnpackRGB(r,g,b, RGB_REDISH);
						ScaleColors(r, g, b, 128);
					}

					SPR_Set( p->hInactive, r, g, b );
					SPR_DrawAdditive( 0, x, y, &p->rcInactive );
				}

				// Draw Ammo Bar

				DrawAmmoBar(p, x + giABWidth/2, y, giABWidth, giABHeight);
				
				y += p->rcActive.bottom - p->rcActive.top + 5;
			}

			x += iWidth + 5;

		}
		else
		{
			// Draw Row of weapons.

			UnpackRGB(r,g,b, RGB_YELLOWISH);

			for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ )
			{
				WEAPON *p = gWR.GetWeaponSlot( i, iPos );
				
				if ( !p || !p->iId )
					continue;

				if ( gWR.HasAmmo(p) )
				{
					UnpackRGB(r,g,b, RGB_YELLOWISH);
					a = 128;
				}
				else
				{
					UnpackRGB(r,g,b, RGB_REDISH);
					a = 96;
				}

				FillRGBA( x, y, giBucketWidth, giBucketHeight, r, g, b, a );

				y += giBucketHeight + 5;
			}

			x += giBucketWidth + 5;
		}
	}	

	return 1;

}


/* =================================
	GetSpriteList

Finds and returns the matching 
sprite name 'psz' and resolution 'iRes'
in the given sprite list 'pList'
iCount is the number of items in the pList
================================= */
client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount)
{
	if (!pList)
		return NULL;

	int i = iCount;
	client_sprite_t *p = pList;

	while(i--)
	{
		if ((!strcmp(psz, p->szName)) && (p->iRes == iRes))
			return p;
		p++;
	}

	return NULL;
}


