/***
*
*	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 "pm_shared.h"

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

#include "ammohistory.h"
#if USE_VGUI
#include "vgui_TeamFortressViewport.h"
#endif

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;

	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[256];

	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 = 0;

	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 = Q_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 = Q_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 = Q_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();
	wrect_t nullrc = {0,};
	SetCrosshair( 0, nullrc, 0, 0, 0 ); // reset crosshair
	m_pWeapon = NULL; // reset last weapon
}

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" );
	m_HUD_stripe = gHUD.GetSpriteIndex( "stripe" );

	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 = Q_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 && p->iId )
			{
				if( gHUD.m_iWeaponBits & ( 1 << 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->iId;
		}

		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;
}

// Menu Selection Code
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 + 1 );  // slots are one off the key numbers
		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 = p->iId;
				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_SHORT();

	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_SHORT();

	// 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( gEngfuncs.IsSpectateOnly() )
		return 1;

	if( !( gHUD.m_iHideHUDDisplay & HIDEHUD_WEAPONS ) )
		gHUD.m_flScaleColorTime = gHUD.m_flTime + 2.0f;

	if( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
	{
		wrect_t nullrc = {0,};
		gpActiveSel = NULL;
		SetCrosshair( 0, nullrc, 0, 0, 0 );
	}
	else
	{
		if( m_pWeapon )
			SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
	}

	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 )
{
	wrect_t nullrc = {0,};
	int fOnTarget = FALSE;

	BEGIN_READ( pbuf, iSize );

	int iState = READ_BYTE();
	int iId = READ_CHAR();
	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 );
		// Clear out the weapon so we don't keep drawing the last active weapon's ammo. - Solokiller
		m_pWeapon = 0;
		return 0;
	}

	if( g_iUser1 != OBS_IN_EYE )
	{
		// 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;

	if( !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) )
	{
		if( gHUD.m_iFOV >= 90 )
		{
			// normal crosshairs
			if( fOnTarget && m_pWeapon->hAutoaim )
				SetCrosshair( m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 );
			else
				SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
		}
		else
		{
			// zoomed crosshairs
			if( fOnTarget && m_pWeapon->hZoomedAutoaim )
				SetCrosshair( m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 );
			else
				SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 );
		}
	}

	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_SHORT();
	// if( Weapon.iMax1 == 255 )
	// 	Weapon.iMax1 = -1;

	Weapon.iAmmo2Type = READ_CHAR();
	Weapon.iMax2 = READ_SHORT();
	// if( Weapon.iMax2 == 255 )
	// 	Weapon.iMax2 = -1;

	Weapon.iSlot = READ_CHAR();
	Weapon.iSlotPos = READ_CHAR();
	Weapon.iId = READ_CHAR();
	Weapon.iFlags = READ_BYTE();
	Weapon.iClip = 0;

	gWR.AddWeapon( &Weapon );

	return 1;
}

//------------------------------------------------------------------------
// Command Handlers
//------------------------------------------------------------------------
// Slot button pressed
void CHudAmmo::SlotInput( int iSlot )
{
#if USE_VGUI
	// Let the Viewport use it first, for menus
	if( gViewPort && gViewPort->SlotInput( iSlot ) )
		return;
#endif
	gWR.SelectSlot(iSlot, FALSE, 1);
}

void CHudAmmo::UserCmd_Slot1( void )
{
	SlotInput( 0 );
}

void CHudAmmo::UserCmd_Slot2( void )
{
	SlotInput( 1 );
}

void CHudAmmo::UserCmd_Slot3( void )
{
	SlotInput( 2 );
}

void CHudAmmo::UserCmd_Slot4( void )
{
	SlotInput( 3 );
}

void CHudAmmo::UserCmd_Slot5( void )
{
	SlotInput( 4 );
}

void CHudAmmo::UserCmd_Slot6( void )
{
	SlotInput( 5 );
}

void CHudAmmo::UserCmd_Slot7( void )
{
	SlotInput( 6 );
}

void CHudAmmo::UserCmd_Slot8( void )
{
	SlotInput( 7 );
}

void CHudAmmo::UserCmd_Slot9( void )
{
	SlotInput( 8 );
}

void CHudAmmo::UserCmd_Slot10( void )
{
	SlotInput( 9 );
}

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; 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 - 1;
	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 - 1;
	}

	gpActiveSel = NULL;
}

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

	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)Q_max( MIN_ALPHA, m_fFade );

	if( m_fFade > 0 )
		m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f );

	UnpackRGB( r, g, b, RGB_YELLOWISH );

	ScaleColors( r, g, b, a );

	// Does this weapon have a clip?
	y = ScreenHeight - gHUD.m_iFontHeight - 10;

	// 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 )
		{
			// room for the number and the '|' and the current ammo
			int StripeWidth = gHUD.GetSpriteRect( m_HUD_stripe ).right - gHUD.GetSpriteRect( m_HUD_stripe ).left;

			x = ScreenWidth - ( 6 * AmmoWidth ) - iIconWidth - StripeWidth - 62;
			x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, pw->iClip, r, g, b );
			x += 16;

			UnpackRGB( r,g,b, RGB_YELLOWISH );

			// GL Seems to need this
			ScaleColors( r, g, b, a );

			// draw the | bar
			SPR_Set( gHUD.GetSprite( m_HUD_stripe ), r, g, b );
			SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_stripe ) );

			// GL Seems to need this
			x = gHUD.DrawHudNumber( x + StripeWidth + 16, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmoType ), r, g, b );
			x += 10;
		}
		else
		{
			// SPR_Draw a bullets only line
			x = ScreenWidth - 4 * AmmoWidth - iIconWidth - 10;
			x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmoType ), r, g, b );
			x += 10;
		}

		// 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 + 1, &m_pWeapon->rcAmmo );
	}

	// Does weapon have seconday ammo?
	if( pw->iAmmo2Type > 0 )
	{
		int iIconWidth = m_pWeapon->rcAmmo2.right - m_pWeapon->rcAmmo2.left;

		// Do we have secondary ammo?
		if( ( pw->iAmmo2Type != 0 ) && ( gWR.CountAmmo( pw->iAmmo2Type ) > 0 ) )
		{
			y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight / 4;
			x = ScreenWidth - 4 * AmmoWidth - iIconWidth;
			x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmo2Type ), r, g, b );

			// Draw the ammo Icon
			SPR_Set( m_pWeapon->hAmmo2, r, g, b );
			int iOffset = ( m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top ) / 8;
			SPR_DrawAdditive( 0, x, y - iOffset, &m_pWeapon->rcAmmo2 );
		}
	}
	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 > 0 )
	{
		int w = f * width;

		// Always show at least one pixel if we have ammo.
		if( w <= 0 )
			w = 1;

		g = f * 255;
		r = 255 - g;
		b = 0;

		//ScaleColors( r, g, b, min( gHUD.m_flAlpha, 255 ) );

		FillRGBA( x, y, w, height, 255 - g, g, 0, 255 );
		x += w;
		width -= w;
	}
	else
	{
		r=g=b=f;
//		UnpackRGB( r, g, b, RGB_YELLOWISH );
	}

	FillRGBA( x, y, width, height, r, g, b, 64 );

	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 );

		// Do we have secondary ammo too?
		if( p->iAmmo2Type != -1 )
		{
			f = (float)gWR.CountAmmo( p->iAmmo2Type ) / (float)p->iMax2;

			x += 5; //!!!

			DrawBar( x, y, width, height, f );
		}
	}
}

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

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

	// Draw top line
	for( i = 0; i < MAX_WEAPON_SLOTS; i++ )
	{
		UnpackRGB( r, g, b, RGB_YELLOWISH );

		ScaleColors( r, g, b, 100 ); // 255
		SPR_Set( gHUD.GetSprite( m_HUD_bucket0 + i ), r, g, b );
		SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_bucket0 + i ) );

		y += giBucketHeight + 4;
	}

	if( !gpActiveSel )
		return 0;

	if( gpActiveSel != (WEAPON *)1  )
        {
                if( gpActiveSel->iSlot > 0 && !gWR.GetFirstPos( gpActiveSel->iSlot ) )
                {
                        gpActiveSel = (WEAPON *)1;
                }
        }
	y = 10;

	// Draw all of the buckets
	for( i = 0; i < MAX_WEAPON_SLOTS; i++ )
	{
		x = giBucketWidth + 14;

		WEAPON *p; // = gWR.GetFirstPos( i );

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

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

			UnpackRGB( r, g, b, RGB_WHITEISH );

			// if active, then we must have ammo.
			if( gpActiveSel == p )
			{
				ScaleColors( r, g, b, 192 );

				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
					ScaleColors( r, g, b, 96 );

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

			// Draw Ammo Bar
			DrawAmmoBar( p, x + 1, y + 1, giABWidth, giABHeight );

			x += p->rcActive.right - p->rcActive.left + 4;
		}

		y += giBucketHeight + 4;
	}

	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;
}